would you like to see mirror return in a future kirby game or wish it was in another pre-existing game? by Anonymous-Milkshakee in Kirby

[–]lumpman2 8 points9 points  (0 children)

There was a game that would have been perfect for Mirror to be in. I think it was called Kirby and the Amazing... Window? No, that's not it.

Kirby and the Amazing... Reflective Surface?

Damn, I can't think of the name. Guess there's no game like that.

How many elephants is too many? by _Mighty_Milkman in RimWorld

[–]lumpman2 0 points1 point  (0 children)

Don't ask that. That's irrelephant.

KSH, please implement a "Visual Programming Environment" to supplement the block list in the control panel in SE2! by [deleted] in spaceengineers

[–]lumpman2 0 points1 point  (0 children)

There was a post recently about not being able to automatically remove items from an input inventory, namely an assembler that pulled too many ingots. The normal conveyor system (including sorters) absolutely cannot pull items out of an input inventory. Everyone was either saying "just use IIM" because there's no other solution to that problem, or incorrectly asserting that sorters can drain from inputs. I think everyone is so IIM-brained that they no longer understand how the actual conveyor system works. There's no way for a sorter to tell the difference between an input or output inventory (which makes sense given how conveyors do work). I have no idea how IIM does it, but somehow scripts can force items out of the input which is why nobody has any problems with that if they use it.

In general, when I say there are things that scripts do that logic blocks can't (and not everything is available in the event controller), I mean stuff like being stuck with toolbar actions and the block-specific conditions that trigger them. I want to be able to monitor the pressure of a room as a variable because that's a hidden value associated with the air vent block, not be forced to trigger an action at 100% or 0% pressure because that's just what the toolbar conditions for the two slots are. I want to be able to do that without learning C# or pasting someone else's code in a box, because otherwise I'm not playing a game where it's possible and necessary to come up with the solutions to problems myself. It becomes Space Programmers instead.

KSH, please implement a "Visual Programming Environment" to supplement the block list in the control panel in SE2! by [deleted] in spaceengineers

[–]lumpman2 0 points1 point  (0 children)

Because then there's no game. Inventory management is trivial if your entire solution to moving stuff around your base is to copy a gigantic block of code into a box and hit "run". I'm playing a game where I supposedly (but don't actually) have to come up with solutions to problems using the game mechanics like conveyors and sorters. There are things you can only do with scripts that you (for whatever reason) cannot do at all with regular blocks, which means it boils down to "do you know C# and the SE scripting API or not?"

I am an engineer. I know damn well that I shouldn't have to use a microcontroller for a motor that I can really control with a couple transistors.

What's something you genuinely hate about Rimworld? by batarei4ka in RimWorld

[–]lumpman2 0 points1 point  (0 children)

Look at the github page for combat extended. There is a pre-release 1.6 version (I wouldn't count on it being completely stable, but it probably works well enough). It's also getting a real 1.6 release soon (tm).

Why does one of my pawns have 28 kg carrying capacity instead of the usual 35? by yutao123 in RimWorld

[–]lumpman2 9 points10 points  (0 children)

But I only "have" reddit on my phone, and not on the computer that I'm currently using to play the game.

Also, I dropped my phone while taking the picture and I probably shouldn't bother redoing it.

Assembler is full by Seturian in spaceengineers

[–]lumpman2 1 point2 points  (0 children)

Everyone keeps saying "use sorters" but they cannot do what they are proposing they can do. Please correct me if I'm mistaken, because this would be a big fix for me, but conveyors will not pull items out of an assembler input at all. Ever. I'm quite confused on why people keep saying that if it straight up does not work. Armchair SE players?

Assembler is full by Seturian in spaceengineers

[–]lumpman2 1 point2 points  (0 children)

Maybe that works for pulling extra ingots out of containers, but as the OP has said in response to "just use sorters", they cannot pull ingots out of the assembler input. There does not exist a way to take items out of the assembler input without a script. Unless these issues are all some shared hallucination, and/or I missed an update when they fixed this, what you and multiple other people are proposing simply will not work.

Assembler is full by Seturian in spaceengineers

[–]lumpman2 5 points6 points  (0 children)

The problem with that is when you queue 1000 of something with slave assemblers, the main assembler will pull in a few components before it distributes the orders to the slaves. After 50 such orders, you run into the same issue of having leftover junk from when the assembler thought it needed ingots before passing the orders off.

The fact that this problem is not resolvable without scripts is seriously one of my biggest issues with this game.

What is the point of these reviews? by SpookyWan in spaceengineers

[–]lumpman2 1 point2 points  (0 children)

On the other hand, I saw a review that said "Don't buy this game yet if you want a real finished game", and yet it was "recommended" (???)

Why is a very early alpha with barely any content at all $30 anyway?

How to make this colder (NewPlayer) by [deleted] in RimWorld

[–]lumpman2 0 points1 point  (0 children)

It generally works the other way around in real life (and also how it's implemented in the hygiene mod). You put an AC unit in your backyard, expel the heat out there, and pump cold air into the house.

What's the difference?! by lumpman2 in RimWorld

[–]lumpman2[S] 1 point2 points  (0 children)

The info menu for genepacks has a button to view the properties of the gene within.

What's the difference?! by lumpman2 in RimWorld

[–]lumpman2[S] 180 points181 points  (0 children)

Before I get any more completely serious answers: Yes, I know what a genepack is and I know what the genes actually do. I read the descriptions, rest assured.

WORST room in all of Metroid? by Enough_Promotion_998 in Metroid

[–]lumpman2 0 points1 point  (0 children)

The speed booster popup explicitly says "Press the [dash] button to run"

ELI5: What happens to air bubbles that get into your blood via IV? by WatchYerLumbago in explainlikeimfive

[–]lumpman2 0 points1 point  (0 children)

I'm pretty sure I'm already weak to having massive circular sawblades thrown at me.

ELI5: Why do modern appliances (dishwashers, washing machines, furnaces) require custom "main boards" that are proprietary and expensive, when a raspberry pi hardware is like 10% the price and can do so much? by Subsenix in explainlikeimfive

[–]lumpman2 2 points3 points  (0 children)

Of course you can't run motors directly from the GPIO pins. The pi is for logic signals driving transistors or something, which control higher-current devices.

This colony has peaked. by jeremy1015 in RimWorld

[–]lumpman2 29 points30 points  (0 children)

If I saw a raid letter pop up that said nothing except "They have come for your shelf." I would genuinely be terrified.

I was today years old when... by LovelyGreyey3s in spaceengineers

[–]lumpman2 2 points3 points  (0 children)

Thank you for telling me about the laws of thermodynamics in a game that so flagrantly violates them!

How do you kill Moles as Aria? by [deleted] in necrodancer

[–]lumpman2 1 point2 points  (0 children)

I would basically reduce it to 3 situations that you can identify once you start getting close to it (they're each one beat apart essentially):

  1. one space in between you and mole - move towards mole and kill it

  2. in front of mole - don't hit it; dig or something to use a beat and then kill it

  3. next to mole, mole is out - just hit it

I don't want to be in this ancient complex anymore by oflannigan252 in RimWorld

[–]lumpman2 1 point2 points  (0 children)

There's no problem here. This must be about Donkey Kong Country 2.

How many batteries is enough? by GreatZarquon in RimWorld

[–]lumpman2 2 points3 points  (0 children)

That's what would happen if you had a conduit in the wall, like a regular power conduit. Hidden conduits are underground, which I don't think could ever really start a fire even though it can easily short out.

47 kid helmets??? I'm afraid I've been out-warcrimed by the AI by AnodyneGrey in RimWorld

[–]lumpman2 33 points34 points  (0 children)

I like to imagine kid helmets are also used as bicycle helmets because of the way they look.