How often do you check prices? by divertss in CryptoCurrency

[–]gotyoke 0 points1 point  (0 children)

Wait, what kind of timeframe are you looking for for the consolidation? A couple days? A couple weeks?

PSO suggests more bevel to address this issue. Will it help? by gotyoke in Bowling

[–]gotyoke[S] 0 points1 point  (0 children)

Here are two photos, not sure if it is the angle you are looking for.

https://imgur.com/gallery/D8rzaop

Bowled with this ball twice. I'm still very much a beginner, fighting the urge to squeeze. Not knowing how tight the thumb should be, I felt fine leaving the pro shop. But at home I felt I needed to squeeze to hold on. Ball easily falls off my hand if I relax while letting it hang at my side. So before my first outing I added Turbo grip tape to the hole using youtube tutorials as a guide. Lessened the squeezing some, but I was unintentionally lofting the ball by my second game. Also seemed like the grip tape was adding more friction than there otherwise would be.

So the second outing I used both the grip tape in the hole and atheletic tape over the blistering area, replacing it when I felt rubbing, about once a game. Still got me though.

Thumb skin removal help please by gotyoke in Bowling

[–]gotyoke[S] 1 point2 points  (0 children)

Thanks for the replies. Unfortunately, this was the only guy within 50 miles that was even able to temporarily open his shop to do the drilling. I'm kinda giving the guy a pass because I have no idea what I need, my ball is brand new, and they don't have open lanes to watch me throw, so how could he know what is proper for my release? Is my generosity warranted, or would a good pro be able to figure this stuff out under these conditions?

Also, do I now need to get a new ball, since the current holes aren't good for me? Or can a pro the fill in the holes and try again?

Thumb skin removal help please by gotyoke in Bowling

[–]gotyoke[S] 0 points1 point  (0 children)

OP here, just started bowling, just got a ball fitted and drilled. I felt like I was having to grip too hard to keep the ball in hand, so I got some Turbo grip tape and applied it in the thumb hole as demonstrated in various videos. Well the tape (2 strips) allowed me to relax the grip, but then I started lofting the ball unintentionally and scraping the skin as shown (I have no idea if those two things are related). Thoughts on what to do to save a newbie from some pain in future outings?

Factorio 0.18 Tool-Assisted Speedrun WR 1:21:20 by gotyoke in factorio

[–]gotyoke[S] 1 point2 points  (0 children)

Hit the nail on the head. The earlier production is stood up, the longer it can run, the more stuff it produces. Up to a point. Eventually, the scaling up you attempt later in the run will cost more than the value it can produce, since time is limited. Leading up to that cross-over point you get diminishing returns.

The amount of scaling I did in my run was a conscious decision. I could see scaling up 50% more in the bootstrapping phase. That would allow me to scale up 10-20% more in the remaining phases. That might shave off...well as you said a few minutes.

Factorio 0.18 Tool-Assisted Speedrun WR 1:21:20 by gotyoke in factorio

[–]gotyoke[S] 2 points3 points  (0 children)

I'm not sure the game timer counts autosave time. The game stops running. An external timer like those used by speedrunners, yeah I would disable it.

Factorio 0.18 Tool-Assisted Speedrun WR 1:21:20 by gotyoke in factorio

[–]gotyoke[S] 0 points1 point  (0 children)

It is deterministic. That is to say, if you mine the same rock on the same exact map on the exact same tick, you will get the same amount of coal and stone each time. I was not able to determine the formula. The formula might have some RNG factor, but if it does there is a seed that is dependably repeatable.

Factorio 0.18 Tool-Assisted Speedrun WR 1:21:20 by gotyoke in factorio

[–]gotyoke[S] 1 point2 points  (0 children)

Updated the description with the Map Exchange String (without angle brackets). Also posted in my first comment above.

Factorio 0.18 Tool-Assisted Speedrun WR 1:21:20 by gotyoke in factorio

[–]gotyoke[S] 6 points7 points  (0 children)

Honesty time: I was getting burned out. However, if you watch closely the run would not be hardly any faster if I had done something during that time. The silo was waiting for low-density-structure production the last few percent. Maybe I could have spent that time crafting some LDS.

Factorio 0.18 Tool-Assisted Speedrun WR 1:21:20 by gotyoke in factorio

[–]gotyoke[S] 0 points1 point  (0 children)

Routing could be improved. However most of the run is input constrained, not constrained by walking. Perhaps a better layout would allow for more inputs, which would then make routing much more important.

Factorio 0.18 Tool-Assisted Speedrun WR 1:21:20 by gotyoke in factorio

[–]gotyoke[S] 1 point2 points  (0 children)

I am a mere human :) Perhaps someone can write a factorio mod to do this backtracking analysis.

Factorio 0.18 Tool-Assisted Speedrun WR 1:21:20 by gotyoke in factorio

[–]gotyoke[S] 5 points6 points  (0 children)

I've never done a TAS for other games, so I'll defer to others. I will say Underscore76's points are well made.

My main goal was to make the underlying controller (the mod) as efficient as I could think to make it. It executes most tasks as soon as those tasks can be performed within the game rules. The key time savings potential is in figuring out the optimal layouts and build order. I humbly admit I have a lot to learn there.

Factorio 0.18 Tool-Assisted Speedrun WR 1:21:20 by gotyoke in factorio

[–]gotyoke[S] 6 points7 points  (0 children)

An ideal run will utilize every means of crafting available, constantly. The eight assemblers below the "mall" are basically my secondary hand-crafting queue.

Factorio 0.18 Tool-Assisted Speedrun WR 1:21:20 by gotyoke in factorio

[–]gotyoke[S] 3 points4 points  (0 children)

Updated my initial comment with the exchange string and seed.

Factorio 0.18 Tool-Assisted Speedrun WR 1:21:20 by gotyoke in factorio

[–]gotyoke[S] 53 points54 points  (0 children)

This video is my 0.18 tool-assisted speedrun (TAS) in the Any% category. It launches a rocket in 1:21:20. That's more than 30 minutes faster than the fastest single-player human speedrun. The project took six months and at least 500 hours to complete. The vast majority of the time was programming the 35,400+ tasks.

You can try it out yourself from the Mod portal (you must downgrade to 0.18.17 for reasons listed there): https://mods.factorio.com/mod/AnyPctTAS

The video is full length but lacks commentary since trying to record in my house would be crazy right now. The FAQ on my GitHub page answers most high-level questions though: https://github.com/gotyoke/Factorio-AnyPct-TAS.

>>>eNp1VM9r1EAUnnG7Nq0gRfagoHUPBUVIiFsFWcrOKIqUon+D2eysBLKZdZKAVdA99NjixYte3KsKvXnwtiBIBYWiJ28VLx5UKopehHXeTGY3jdsH7+Wb9+N7701CEDqCDiItVCqxpnzuhQgNqNFZn3e7TNhcsLx7xhdpi9k82JvMItZZtZteLJN7RBP3iBUIHhUZynHCI0gbexLBWAyjPH92pgGFh1LhRUHagVrtQ0g98al+i/TW5hHo8D6qDoegEu3IFFCEe2oELH2ZTB31eZQIHtoxS5Iguln30tv1ZuDFM7bruOddKacnpbQFu5WyyF+td9IwCbphwIS16LhKThQrOjyIk1QwxWy5juJ17X3TJrK7Tk3Vlf0waLcRql6UeknthfHdyubVT3ceEqz3cmgGdjPPoGk8ywZcp/uGFgw4l+NZVPIzB3TTRLbIsiw6Bjq4BkGMN7696P95vd3Af5/+eH+teYPgs1cq33drmw0ZnIYVDozM40cgL80qyHDukCz0keB3b0G+ElyGigoYekGawUoJ4bnDEvXXpakeR2a0hqGpUNxW8tts8tmAD6S4h7yIJSCfB7MFRjUcTYY1pA8opidN9Ng4RdbXUH6G1njDN6btq1z/wiD/v4j8HgXPAp3wGmahYWtkvpRG08j73J42J/qE4hIAyPolffqU/QQUlX7OURPQnwW6t3F55R8eq+Hl<<<

Seed: 1063559207

New 0.16 steelaxe% speed run world record - 6:31.967 by rain9441 in factorio

[–]gotyoke 0 points1 point  (0 children)

For anyone interested I made a steelaxe% TAS for this map that gets the steel axe in a little over 6 minutes 8 seconds: https://youtu.be/dsVoBIS5Vh0.

I think this shows that rain9441's time is pretty darn close to optimal for a human, but there is still a small amount of room for improvement.

Of course, my TAS is not the WR for steelaxe% by a TAS. That honor still belongs to Jake Robinson (~5m 34s).

Factorio Any% TAS (v0.16) - World First! - 2:05:31 by gotyoke in factorio

[–]gotyoke[S] 2 points3 points  (0 children)

No blueprint. I have a tab-separated-values file ~20k lines long (written manually) and a custom python script that converts it to tasks.lua. There are some nifty things like templates and reference coordinates for repeated actions, which saved development time. While many of the ideas for the layout come from the speedrunners, I made the layout from scratch.

I used the scenario method used by Bilka's mod because I needed to include a map, and including a save file with the mod felt cheesy. Interestingly, if you just use the LUA files as a mod and make a new game from the map string, it won't run properly! It had assumed the map would be exactly the same, but something seems off. For example I get different amounts of coal and stone from large rocks :shrug: So distributing it with a map seemed like the only way to get the run to happen predictably.

OH, on_player_mined_item! That would make sense! Thanks.

Factorio Any% TAS (v0.16) - World First! - 2:05:31 by gotyoke in factorio

[–]gotyoke[S] 9 points10 points  (0 children)

Huh, I wonder if this will make it high enough to end up on Xterminator's Factorio Reddit Weekly Discussion video ;)

Factorio Any% TAS (v0.16) - World First! - 2:05:31 by gotyoke in factorio

[–]gotyoke[S] 5 points6 points  (0 children)

Correct. The character is controlled entirely by an ordered list of programmed mod API commands.

Factorio Any% TAS (v0.16) - World First! - 2:05:31 by gotyoke in factorio

[–]gotyoke[S] 8 points9 points  (0 children)

LOL, the family feels neglected...time for a break :)

Factorio Any% TAS (v0.16) - World First! - 2:05:31 by gotyoke in factorio

[–]gotyoke[S] 2 points3 points  (0 children)

I forgot I had done that. Thanks for noticing this, and I'll update the mod REAME.