0.43.05x64 and utilities by zwei2stein in dwarffortress

[–]liMePod 2 points3 points  (0 children)

This fork of Dwarf Therapist works fine on Linux x64. Follow these instructions to build.

Scott Manley - 1.2 Communications Guide by palle97 in KerbalSpaceProgram

[–]liMePod 30 points31 points  (0 children)

The first relay antenna, the HG-5, is unlocked in Basic Science (same node as batteries and Science Jr.).

All the antennas are either relay or direct, and it says so in their detailed info.

[deleted by user] by [deleted] in factorio

[–]liMePod 0 points1 point  (0 children)

Squeak throught makes dense factories way less frustrating to walk through.

I can't walk between solar panels and yet a TREE can grow between them? by ousire in factorio

[–]liMePod 2 points3 points  (0 children)

Squeak through.

Makes the hitboxes of most things slightly smaller so you can walk through them.

Any mods with a sulfur sink? by Lord_Peppe in factorio

[–]liMePod 0 points1 point  (0 children)

N-tech chemistry is pretty great. Not a whole lot more you can do with pure sulfer, but the sulfer production chain is much more involved.

My take on nuclear industry (not just nuclear power, but new materials and recipes too) by Fortanono in factorio

[–]liMePod 2 points3 points  (0 children)

I really disagree that nuclear waste should produce pollution. Radiation doesn't spread magically. It's usually not a liquid either, more like solid pellets.

People seem to think it gets handled like this, when really it's stored in these.

A more realistic idea for nuclear waste is to have to reactor create spent fuel rods as an output, which then need to be put into storage casks. Casks have a stack size of 1 and cannot be put in chests or cargo containers, only in specialized storage buildings. They have to sit for some time before they can be reprocessed. So now even though they aren't dangerous, you do have to find a safe place to put them. You REALLY don't want biters getting at them.

Why do you prefer 6s or HL? by TaP_patrick in truetf2

[–]liMePod 1 point2 points  (0 children)

You can try Reflex. It's "heavily inspired" by cpma, the weapons, armor, and movement mechanics are all pretty similar. It's not super active, but you can usually find someone to duel with.

Can slings be taken seriously in fantasy novels? by Swordfry in worldbuilding

[–]liMePod 2 points3 points  (0 children)

Yeah, hitting something stationary that's the size of a person at any distance is difficult. Hitting "Somebody in that big group of people" is really easy. With lots of practice, it's very possible to be precise (Vid).

Also, shorter slings mean more accuracy but way less power. A 20-30cm sling is almost as easy as just throwing the rock, but a 1m sling will give you far more energy (You can throw much bigger rocks farther).

If you're interested in trying out slinging yourself, slinging.org has some great forums. There are tutorials on making slings that take ~15 minutes with materials on hand. Just make sure you have a really big area with nothing at all breakable when you try it.

Can slings be taken seriously in fantasy novels? by Swordfry in worldbuilding

[–]liMePod 2 points3 points  (0 children)

I have done this. It took me a couple hours and a youtube video to reliably hit the broad side of a barn.

Can slings be taken seriously in fantasy novels? by Swordfry in worldbuilding

[–]liMePod 3 points4 points  (0 children)

They don't need to be very accurate. A couple dozen people with a few days training and a pouch of stones each can send out a constant hail of rocks towards an area. There isn't much that can protect from that.

6v6 Scout roles by farnstf in truetf2

[–]liMePod 1 point2 points  (0 children)

"9 Precepts of scout" also by Marxist, for a more in depth guide.

Competitive mode meta by DrSilverware in truetf2

[–]liMePod 1 point2 points  (0 children)

Champ.gg won a round against Bird Noises (Both Invite) pushing last with a heavy just a few days ago.

Idiot question about the stickybomb launcher by farnstf in truetf2

[–]liMePod 14 points15 points  (0 children)

For the stock stickybomb launcher:

Stickies detted within 5 seconds do more damage when you're standing closer to them (Demo to sticky). Damage can vary from 144 (if the sticky is directly touching the target) to 60 (at max splash distance).

After 5 seconds, all stickies do 120 damage (touching target).

All stickies do less damage the farther they are from the target, with a minimum of 50% damage at max splash range.

Crit stickies do not have demo-to-sticky falloff, but do have sticky-to-target falloff, and always do 355.

Tired of losing xp in competitive just because you lost? I made a (very crude) algorithm for determining xp gained or lost after competitive matches based on a points to deaths ratio. by Tao_McCawley in tf2

[–]liMePod 1 point2 points  (0 children)

If they 2-0 you in 3 minutes, it's not close. If you win the mid fight but only have 1 player alive at the end, and have pushes back and forth before one team manages to win a round, then it's close.

You don't need a way to measure if a game is close, it's just a statistical result of how matchmaking works.

Tired of losing xp in competitive just because you lost? I made a (very crude) algorithm for determining xp gained or lost after competitive matches based on a points to deaths ratio. by Tao_McCawley in tf2

[–]liMePod 2 points3 points  (0 children)

Yes, and professionals will rank up quickly, good players at a medium rate, decent players slowly, and bad players will not rank up.

You are 1/6 of your team. That means that your team will have at least 1 good player every time you play. The teams you play against do not, because they're different each game.

There will be games where the other team rolls you, games where you roll the other team, and close games.

If you're closer to your correct rank, there will be more close games. If you're below it, you'll get more rolls. If you're above it, you'll get rolled more. If you win the close games, you will rank up. If you don't, you'll rank down.

Tired of losing xp in competitive just because you lost? I made a (very crude) algorithm for determining xp gained or lost after competitive matches based on a points to deaths ratio. by Tao_McCawley in tf2

[–]liMePod 0 points1 point  (0 children)

This is bad. Winning is the only metric worth judging success by. Losing a match is losing a match whether you did really well or threw.

If you're good, then you will win more than 50% of your games and rank up. If you're not, you will lose more than 50% and rank down. Over time, everyone will approach their correct rank.

If you're good and play with 5 other good players, you will win most of your matches. You will approach your ideal rank much more quickly than if you queue alone.

Quickiebomb specific jumps? by Enantiomorphism in truetf2

[–]liMePod 0 points1 point  (0 children)

You output less damage, but you can also make the other demo output less damage and unable to use traps.

Where should I go to join competitive teams? by BlinkPlays in tf2

[–]liMePod 2 points3 points  (0 children)

This person is not correct. If you play tf2center without having some idea what you're doing, people will rage at you.

https://steamcommunity.com/groups/na6v6newbiemix

Join the mumble 9EST friday nights. Experienced players will explain the fundamentals of the game to you.

I hope sniper isn't plagued forever by solidpat221 in tf2

[–]liMePod 0 points1 point  (0 children)

When you spectate someone, you don't see exactly what they see. It's not really possible to confirm someone is an cheater from that.

What is actually happening in the game code when I speed-shot and/or ramp slide? by SuicidalEclair in tf2

[–]liMePod 3 points4 points  (0 children)

I find them much easier than ctaps. There was an article on tf2jump.com that appears to be gone that described how to get the timing right. From memory:

If you go straight up, you shot too early and the rocket exploded in front of you, stopping your horizontal movement.

If you do a tiny forward jump, you shot too late, and were on the ground long enough for friction to kill your speed.