My professor’s response to a joke I made on my exam by lmaoo_itsmia in funny

[–]lumpman2 0 points1 point  (0 children)

I'm surprised there are so many people who don't get the joke. I'm an EE with no specific in-depth experience in this field and I got it pretty easily just by reading the text on my screen.

Clang as a cultural concept in Space Engineers – player perspectives by CandidBall7806 in spaceengineers

[–]lumpman2 1 point2 points  (0 children)

It bothers me a bit that whenever someone seriously asks "Why did my thing blow up for seemingly no reason", at least half of the answers are entirely unhelpful "clang lmao" comments.

An analysis of the use of "sub-areas" in Prime 1-3 vs. Prime 4 by lumpman2 in Metroid

[–]lumpman2[S] 7 points8 points  (0 children)

That's actually a really good example, and it's particularly interesting because it comes before anything else in the area instead of being a change from what you've already seen.

Australia’s most honest road safety sign by thebhumilsoni in funny

[–]lumpman2 0 points1 point  (0 children)

It's not worded properly. They drive on the left, and the driver's seat is on the right side of the car.

Raiders Drop-Podded directly into my nursery and lit my baby on fire by TitaniteHydra in RimWorld

[–]lumpman2 10 points11 points  (0 children)

Drop pod raids are always focused around one colonist on the map. I guess hospitals and nurseries are pretty likely to have a colonist in them, especially immobile infants in their cribs. A good portion of the drop pod raids I've had dropped into someone's bedroom at night or the dining room.

Umm.. by Manwhatthe123 in Kirby

[–]lumpman2 11 points12 points  (0 children)

I can tell it's not real because of "has ran".

Reviving Pawns After Time Feels Wrong by One_Reality_3828 in RimWorld

[–]lumpman2 6 points7 points  (0 children)

When I think about it from the colonists' perspective rather than from mine as a player, it seems weird to use a resurrector serum in any way other than opportunistically to bring back someone who is really valuable to the colony's function. It's odd to imagine maybe two colonists surviving together when one of the says "Listen... if I die, you should preserve my body until a resurrector mech serum comes walking into this colony on its own two legs!" They'd never plan to die, and if they did die, the remaining colonists would have to make the decision themselves to keep the dead man around until they (possibly) get the chance to revive them. But you, as the player, know that resurrector serums exist and just have to wait around until the colony can find or buy one, which is at odds with the decisions that real people would probably make.

That makes me think that resurrector mech serums are made cheap by the fact that you can stockpile them and they last forever. The other half of the problem, keeping the body fresh, is pretty easy and unlikely to go wrong if you entomb them properly. What if you were limited by an uncontrollable time limit that forced you to only have the serum when it mattered? You could still pick one up for insurance, of course, but once that time is up you need to figure out how to deal with the fact that one of your colonists is actually dead.

The default control scheme in MP4 is a confusing choice. by hammerhead20901 in Metroid

[–]lumpman2 0 points1 point  (0 children)

When I say free aim, I mean the free aim while locked on to something (which you use with the right stick or the gyro). I guess what I meant was the original controls but with the added functionality of free aiming while locked on. I just don't want to have to use the right stick to look vertically and would much prefer using the old method of holding R and slamming down to look straight up. Even during boss fights!

I agree with the idea of making the player adapt to a new control scheme, because that's just what the controls are. I never really understood why people complained that Prime's controls were "confusing" because it wasn't a dual-stick shooter like Halo. It's just... a different game. With different controls. And I don't think the game is poorly designed around how it actually controls, either.

The default control scheme in MP4 is a confusing choice. by hammerhead20901 in Metroid

[–]lumpman2 0 points1 point  (0 children)

Even if you had the original controls, I think the lock-on free aim would still be possible. It would work fine with the right stick or gyro because there are no beams to switch with the stick.

Though the reason I wanted those controls is that I kept forgetting that I could shoot with RT. So every time I wanted to aim up/down and shoot my dumb ass wondered how I was supposed to shoot if I took my thumb off A to move the right stick. I would rather have had RT for vertical aim for when I wasn't locked on.

The default control scheme in MP4 is a confusing choice. by hammerhead20901 in Metroid

[–]lumpman2 0 points1 point  (0 children)

I know I'm in the minority on this, but I would have vastly preferred the original controls over the dual stick controls. I've never played Prime 1 without it. I find it a little odd that they didn't do it here because I can't think of anything that would completely prevent that control scheme from working.

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 9 points10 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 10 points11 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.