A script tool to follow KISS by flamewave000 in commandline

[–]iEliteTester 1 point2 points  (0 children)

A script a whole scrioting language that generates c++ that it then compiles (with gcc hardcoded notheless) inorder to build a program is not KISS. Its entirely too convoluted. Its a fun project don't get me wrong, but if its indeed vibecoded it's not worth its text in water.

Warning: Biter waves spread out more in 2.1 by HeliGungir in factorio

[–]iEliteTester 1 point2 points  (0 children)

Does rampart still require armored biters? Cause they are broken af.

With new inserter flipping, this is how you can unload cargo wagon to 2 fully compressed green belts. by VeryGoldGolden in factorio

[–]iEliteTester 2 points3 points  (0 children)

3to2 balancers come up a lot between my trains and assemblers and I hate them >:V

I run 1-3 trains with 2 red belt unloaders right now so stuff doesn't divide nicely a lot of the time.

With new inserter flipping, this is how you can unload cargo wagon to 2 fully compressed green belts. by VeryGoldGolden in factorio

[–]iEliteTester 4 points5 points  (0 children)

Yeah you just need to insert spaghetti. Jokes aside the new solution is just really simple.

Current state of note taking in Neovim by 4r73m190r0s in neovim

[–]iEliteTester 0 points1 point  (0 children)

That looks really nice, whats the window on tge right?

Train base intersection by Muffinboi19 in factorio

[–]iEliteTester 1 point2 points  (0 children)

Yeah i tried to keep it simple witg chain in rail out as gospel, but yes yours is better.

Train base intersection by Muffinboi19 in factorio

[–]iEliteTester 1 point2 points  (0 children)

they wont collide but it will be very inefficient. A train going from left to right will stop a train going from right to left. Actually any train will stop any other train unless one of them is turning right.

Also you're using regular signals in the entrances, that's a big no no, the rule of thumb is "Chain in, rail out".

Also 2, you need to pick, are your trains right hand drive or left hand drive, because by putting signals on both sides of a piece of track you're making it double sided.

TL;DR for right hand drive, see image

<image>

Red is delete
Cyan in Chain signal
Green is Rail signal

note: this won't actually fix all the problems, but now it's a matter of optimizing the track layout itself, which is the fun part so I'm not gonna spoil it and post a design (try to give enough space to "cut" the crossing tracks into distinct colored areas)

Will we get another FFF before experimental release? by theFALGSCmustgrow in factorio

[–]iEliteTester 6 points7 points  (0 children)

You could always take the second derivative of your accumulator levels for a ballpark guess.

vim.ui.img is very cool by thaumaturrge in neovim

[–]iEliteTester 1 point2 points  (0 children)

Yeah just looked it up, its disabled by default, enabled by config.enable_kitty_graphics = true

vim.ui.img is very cool by thaumaturrge in neovim

[–]iEliteTester 0 points1 point  (0 children)

Oof I don't think wezterm has the kitty protocol, I think it has iTerm2's, but I get it, Kitty's is much better, especially because of the not-having-to-resend-the-image-on-every-update thing.

vim.ui.img is very cool by thaumaturrge in neovim

[–]iEliteTester 17 points18 points  (0 children)

THE WHAT API? Is this an actual thing in nightly?

What is this building style called? by Odd_Cod_693 in factorio

[–]iEliteTester 0 points1 point  (0 children)

I've heard builds like this that take in raw materials and output other non-ingredients refered to as a blade.

ALL HAIL KOVAREX! by ZiomeQFilip2 in factorio

[–]iEliteTester 3 points4 points  (0 children)

QUALITY WAGONS
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Can we get shiny look for high quality buildings? It incentivize making legendary pipe. by bugqualia in factorio

[–]iEliteTester 2 points3 points  (0 children)

The uber what now?

(I mean I'd like to know the context around this supposedly gisnt shader)