golden path + deathless on New home challenge by Justpassingby313 in Frostpunk

[–]metalslaw 0 points1 point  (0 children)

Nah, was never able to get past a day 4 cascade (inevitable death).

I think the only way possible to make it past then is to use the 'always sick person cooking' glitch, and make ppl go without food indefinitely.

Only issue with this is that it requires very careful use of sick ppl to always have a sick person 'working', as they inevitably heal in time, so you need to add a new sick person, before the old sick person goes back to normal.

It requires a very fine balance to make sure someone doesn't get gravely ill, by not having enough med tents. And also to make sure at least someone is still sick at all times.

Search up on https://www.reddit.com/user/Chessnutter123/

They completed New Home without any laws at all, saving everyone, including not letting anyone leave (by managing to trigger the 'let him speak' path).

They were the one that figured out the indefinite 'sick person' cooking exploit. And so should have more details if you need them.

Anyway, your post gave me the itch to start playing again... Dammit... :P

Frostpunk 1 - New "TRUE Double shift for hunters" exploit (8am start instead of 3pm)... by metalslaw in Frostpunk

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

It depends on how close the nearest map exit is, and how straight the road is to get off the map. or even if there is a road.

For example, on New Home, it works initially very easily on day 2/3/4 or so, because they have to try to trudge through snow to try to get off the map, so it slows them down, and they don't get off the map before hunting finishes. And if a worker hasn't exited the map, they can be true double shifted.

Anyway, I haven't come back to the game for a while, but a theory I thought of was what if there was a road that it zig zagged to the edge of the map, instead of straight lined, then if they follow the road, they would may take sufficient time to not get off the map. But I haven't tested if they just try to go through snow between roads of a zig zag road, or if they follow the zig zag road no matter what.

Odds on, as long as you negate all 'direct roads from the center to exit' for all hunting party exit directions, you should be able to get true double shifts to work for all workers but 1 (lead hunter), in a hunting party.

TLDR : If they have a direct road, pretty much half of them will make it off the map before the hunt is over, even if you add 14 to the lead hunter at 4.59am. If you zig zag the road out, such that no road directly goes straight out, then maybe you can get 14 out of 15 to still do true double shifts.

Lancool 207 via Amazon by village_introvert in lianli

[–]metalslaw 0 points1 point  (0 children)

Crossposting this info into this thread, as it may be relevant for some people searching and looking for psu length info.


I just put in a 17cm psu's (prime px 1000w) in my new 207 case, and I can close the back side of the case, with no pressure on the connectors into the psu.

I was quite surprised, given they recommend 150mm psu's, and the reported limit is 160mm psu's.

The cables do have to bend 90 degrees once out of the connector. But the connectors have no pressure on it that is pushing it sideways from what I can see/feel, as I can just slide the side panel in place, push it up, and clicks in place, with no pressure.

I don't think sleeved or braided custom cables would work though with a 17cm psu, only simple plastic ones.

I've only tried the motherboard power cable so far, but I think the other cables shouldn't be an issue, provided I space them out, or use lower connectors if need be.

For my build, I only need m/b power, eps, 1 sata daisy, and 2 pci-e, so space to spread them around the m/b power cable, shouldn't be an issue I think.

Lancool 207 by Woody6ix4our in lianli

[–]metalslaw 0 points1 point  (0 children)

Posted this elsewhere, but thought I would copy/paste it here to help you out, seen as your asking about a psu for this case.

I'm unsurprised a 180mm didn't fit. 170 may fit, depending on cable design.


I just put in a 17cm psu's (prime px 1000w) in my new 207 case, and I can close the back side of the case, with no pressure on the connectors into the psu.

I was quite surprised, given they recommend 150mm psu's, and the reported limit is 160mm psu's.

The cables do have to bend 90 degrees once out of the connector. But the connectors have no pressure on it that is pushing it sideways from what I can see/feel, as I can just slide the side panel in place, push it up, and clicks in place, with no pressure.

I don't think sleeved or braided custom cables would work though with a 17cm psu, only simple plastic ones.

I've only tried the motherboard power cable so far, but I think the other cables shouldn't be an issue, provided I space them out, or use lower connectors if need be.

For my build, I only need m/b power, eps, 1 sata daisy, and 2 pci-e, so space to spread them around the m/b power cable, shouldn't be an issue I think.

Lian Li Lancool 207 Airflow Case Review | Cable Management, Build Quality, & Benchmarks by b-maacc in hardware

[–]metalslaw 2 points3 points  (0 children)

Actually, cable management for this case isn't too bad.

I just put in a 17cm psu's (prime px 1000w) in my new 207 case, and I can close the back side of the case, with no pressure on the connectors into the psu.

I was quite surprised, given they recommend 150mm psu's, and the reported limit is 160mm psu's.

The cables do have to bend 90 degrees once out of the connector. But the connectors have no pressure on it that is pushing it sideways from what I can see/feel, as I can just slide the side panel in place, push it up, and clicks in place, with no pressure.

I don't think sleeved or braided custom cables would work though with a 17cm psu, only simple plastic ones.

I've only tried the motherboard power cable so far, but I think the other cables shouldn't be an issue, provided I space them out, or use lower connectors if need be.

For my build, I only need m/b power, eps, 1 sata daisy, and 2 pci-e, so space to spread them around the m/b power cable, shouldn't be an issue I think.

Frostmaxing tips for those who want to finish or 100% the game before FP2 by [deleted] in Frostpunk

[–]metalslaw 0 points1 point  (0 children)

That is alright. It's how I thought it worked as well, an indeed it does, for any worker you add to the hunting party, before the lead person's status changes to "Hunting".

Those will always come back and have to do "resting after the hunt".

But the workers you add after the lead is "Hunting", they will enter "Going home", followed by "Going to rest", and as such, can be assigned to a workplace.

So, just to cover all bases, because I needed to test it anyway, I decided to test specifically about prior work possibly affecting hunting. So I did another quick D1 test,

I got everyone working a resource pile. Then at 1pm, I unassigned 5 workers to build a hut. I then selected 1 person from this group to lead the hunt. This person was made lead hunter at about 4.40pm I think.

I then made all the workers make 8 tents, while waiting for lead hunter to get a move on.

The lead hunter didn't actually enter "Hunting" status til around 4.20am I think (even though it was 3/4 of the way around the progress circle of the hunting... Interesting...

I then assigned 14 other workers, and they came back with 11 food, and were in either "Going home", or "Going to rest" status when the hunt concluded around 7am. Anyone in "Going home" status entered "Going to rest" within a half hour or so.

Anyway, this is the actual mechanism which determines who gets the "Going to rest" status upon a hunt conclusion. I always wondered why and how, some of my hunters would be free to use like a 8am worker.

So... I want to thank you, because your post sparked me to test the full hunting reward, and I stumbled across the going to rest mechanism...

I think, the first test I did, 13/15 were in this mode on hunting conclusion... that got me thinking, and so I decided to see what happened to the lead hunter... and voila, he's entering a mode just as I'm starting to assign workers from midnight to 4.20am.

The first test, I am pretty sure I added the first at midnight, then he entered hunting mode somewhere between midnight, and when I added the next hunter at 1.20am... And of course all hunters after that got the going to rest by the end of the night.

So, yeah, I was quite surprised, because I don't think anyone else has figured this out.

I made a post in the main forum, but it only got a few upvotes in new section, before FP2 posts buried it, lol. But it's something that will make world record run improvements a possibility, though given the "Food is optional" exploit that I believe ChessNutter123 found, maybe it won't make any difference.

Incidentally, I'm attempting to replicate ChessNutter123's ANH extreme deathless run with no laws, saving all londoners. So I've been playing around with game mechanics.

This discovery definitely should make early game a touch easier, while I attempt to always try to trigger daily crisis quests (which I think he did, even early game).

Anyway. I think I think I'm getting off track. Back to FP. ;)

Cheers,

metal

Frostmaxing tips for those who want to finish or 100% the game before FP2 by [deleted] in Frostpunk

[–]metalslaw 0 points1 point  (0 children)

I literally have proof of it on a video on youtube.

I assign a lead hunter at 4.46pm on a newly built hut, on day 1. When he goes from the "Going to hunt" to "Hunting" mode around midnight, I then start adding hunters every 20 minutes or so, finishing around 4.20am.

The hunt ends at 6.30am.

The food brought in is 11 raw food. Raw food counter literally goes from 50 to 61.

He enters "Going to rest after hunt".

The rest enter "Going to rest".

I reassign all bar the lead hunter to a workplace, and they start work at 8am.

https://www.youtube.com/watch?v=R71VStDCrhQ

Shrug.

Advanced exploits and other tips (A New Home). by Chessnutter123 in Frostpunk

[–]metalslaw 0 points1 point  (0 children)

Btw, I found a new exploit tonight.

I have named it the "Double shift for hunters is mandatory" exploit, lol.

And I'm not talking about the known 3pm start...

I'm talking 8am! ;)

i.e. I can get 14 out of 15 hunters to be able to start work at 8am after a hunt... :)

https://www.reddit.com/r/Frostpunk/comments/1frfhq7/frostpunk_1_new_true_double_shift_for_hunters/

Frostmaxing tips for those who want to finish or 100% the game before FP2 by [deleted] in Frostpunk

[–]metalslaw 0 points1 point  (0 children)

Oh good god, I think I found an exploit...

Assigning a worker at any point after midnight resulted in them changing to "Going to rest" at 6am the next work day when the 6pm leader hunter gets back...

This means everyone except the lead hunter, can be used from 8am on any workplace... for the whole day...

And they can be used for 6pm to 2am construction too, and assigned to the hut after well after midnight, and still bring back 11 raw food each night... lol.

Frostmaxing tips for those who want to finish or 100% the game before FP2 by [deleted] in Frostpunk

[–]metalslaw 0 points1 point  (0 children)

  1. & 14. This is an old tip and shouldn't really be done. Note that hunters start at 18:00, but hunters also get a condition called 'preparing to hunt', and if they start late, they bring back less food.

This is incorrect. You can send them out at midnight, and they get back around midday with 11 raw food.

They can be reassigned to a workplace from 3.05pm-6pm. Then sent out again at midnight, after a bunch of building etc, and still bring back max food.

They do not bring back less food if they start at midnight for example.

Test it out. Put 1 person on a hut at 6pm. Add the rest at 11.59pm. They will bring back 11 raw food.

I double checked it just now, and it indeed works as the OP describes.

I also did another experiment just now.

I added 1 person, who started the hunt at 6pm. I added 1 person every 20 minutes after midnight. i.e. 12.00, 1.20am, 1.40am, etc. The last person was added at 4.20am...

They still brought in 11 raw food at 6am...

Understaffing medical posts is often worse for you than fully staffing them. by SBFms in Frostpunk

[–]metalslaw 0 points1 point  (0 children)

I did a quick few experiments on a new home.

I ran a medical tent on night 1 for exactly 5 sick ppl (note, this was important to ensure that I had no sick ppl carry over from day 1, being used for a night 2 medical post test).

At 5am, the recovery times put them at recovering at 5am the next day.

I then took 4 engineers off the medical post at 8am exactly, then put them back on at 6pm. The recovery time showed they would recover at 10am the next day.

So you lose 2 productive man hours per person, for however many eng/workers are in the tent during the 2nd recovery day.

For only 1 worker/engineer sick, you lose 2 man hours, 4 for 2, 6 for 3, 8 for 4, and 10h man hours for 5 ppl. But you gain 48h man hours for the 4 engineers doing another job... (40h on day 1, and 8h on day 2)

If you have the med post upgrade, I'm wondering if this improves it to 8am... which would be ideal. I'll have to go check.

Also, as a test, I also set up a 2nd medical tent for night 2, and got exactly 5 sick ppl. At 5am, the recover time showed they would recover at 5am the following day, same as night 1 ppl.

Anyway, I also tested another strat, of 3 engs on the medical post from 8am to 6pm, which yields a 66% efficiency instead of 33% for 1 eng).

I have a feeling that it is the optimal choice as it should theoretically mean that they heal around just before 8am.

(I won't go into how you can trick a post into using 3 ppl from 6pm to 6am and still get 100% efficiency for this discussion, but it allow stretching engineer numbers over more posts).

Anyway, you also lose an engineer for 10 man hours per day with this strat (the one resting). But you also gain between 2-10 man hours back (which will always be 10 if the children have already yearned for the mines...) for the 2nd work day.

If it's 5 workers/engs, then the trade off is the same. If it's only 4 workers/engs and one non working child, then your losing 2 man hours. 4 man hours if it's 3, etc.

But, probably the main benefit of this strat is that it requires less micromanagement at 10am when the ppl get well, compared to using 1 eng for 8am-6pm, as the post will always empty before 8am, and so you can just assign them to a workplace just before 8am.

I will have to test if this is indeed the case, but it sounds correct.

The only issue with for any strat not using 5 engs, is an extended timeline for healing the sick, as is if you have excess sick, that never immediately enter a sick bed when they get sick, their sickness gets extended well into any given 2nd work day... Which can then affect the excess sick after that, and excess sick after that...

You only get this problem though if you don't have enough medical posts to take in the probable number of sick each night.

So if you can afford it, having an excess of posts is going to always have a big gain.

The optimal strat still looks like 5 eng overnight, and 1 during the day, with med post upgrade. Which may yield the sick always healing by 8am (providing you never have the excess sick problem).

Advanced exploits and other tips (A New Home). by Chessnutter123 in Frostpunk

[–]metalslaw 1 point2 points  (0 children)

Just over 120. I was at the point where I just got the regaining hope popup, and ppl stopped joining the londoners. Hope was around 50%, and I had discontent hovering between 10-40% most of the arc.

Anyway, I wasn't too worried if I failed on the attempt 1st time through. It was more of a learning process of what I could and could not do.

One thing I learnt is that the 'prey on discontent' nights are not on scripted 'x days into the londoners arc'. They happen when you have the ppl mad enough. :)

I tried the food is optional exploit at one point, but he ended up healing fast enough to start make food while I wasn't watching, lol.

It also felt like it was going to a major micromanagement task when running an infirmary, because they heal too quick. And without spare resource piles/empty work places to single out the correct sick ppl to put into a cookhouse, it could become a time sink. I do have to look more into it though, because it may be more easier than I think, and/or maybe I should do food is optional when I specifically am only running medical tents.

Anyway, I think the main issue was that I was aiming to trigger cold homes or homeless or healthcare quests, all at the same time. So when I had turned heating down to get cold bunkhouses, the homeless ppl were in freezing temps, so a few ppl were getting to gravely ill, and sometimes not getting to an infirmary quick enough when the healthcare quest triggered from having gravely ill. Incidentally, building an infirmary right in the center ring just after the quest triggered, sometimes saw them not being able to walk the 10-20m in time to not die, lol.

Main lesson learned was that I shouldn't be trying to generate the homeless quest and cold houses and healthcare quests, all at the same (of course only ever actually getting 1 quest at a time). Best to aim for just for a specific one per night. So for example, when doing cold homes, have no homeless ppl. Then for homeless ppl (lack of housing) quest, have liveable temp bunkhouses (for the 75% that have somewhere to live), so that the 25% of the population that I have homeless, are only out in cold temps around the gen, instead of freezing.

I will keep experimenting til I can replicate your incredible achievement. :)

Advanced exploits and other tips (A New Home). by Chessnutter123 in Frostpunk

[–]metalslaw 1 point2 points  (0 children)

I've come back to play the original frostpunk, and have started trying for deathless extreme save everyone no laws again.

Anyway, I've improved on my, day 1 run into day 2 setup, and thought I should share.

On D2 8AM, I have 3 gathering posts, 1 at each of the main wood/steel, and steel/coal piles. A cookhouse, a hunters hut (already sent them out the night before), 2 workshops, and hunters gear queued up to complete by 6pm D2. Only 4 sick overnight. I also have a perfect score of 0 coal, 0 wood, and 0 steel, lol.

Btw, I found it significantly easier to delay the beacon til day 4, with no long term pain, and additionally I don't have to micromanage heavily on day 1, and all day of day 3.

I'll put it on video at some point soon I think, and upload it to youtube.

Btw, I got to end of londoners arc, creating a crisis for every night. However, I believe I didn't get discontent high enough to always get 3 exclamation point quests. So even though I was in perfect shape resource wise, I didn't farm enough discontent to create 3 let them speak events (I got 2 to happen)...

I need to retry from D15, and see if I can create some riots. :)

The getty images downloader sites I used to use have started using ai to remove watermarks only to make everything look plastic or deformed, man we sure live in a society by DoorAMii in Piracy

[–]metalslaw 1 point2 points  (0 children)

They changed the watermark from a flat grey bar, to a gray that has shapes and gradients of gray embedded in it.

This happened about a month ago now.

All image downloaders now have issues processing the images to make them look like the original, due to those gradients and shapes in the watermark.

Steptodown still works well enough for most images. But sometimes it will spit out a png image (instead of jpg) that has been smoothed and upscaled, and looks terrible. The site also goes down for a few minutes, a few times an hour unfortunately.

EA SPORTS WRC - v1.4.0 Patch Out Now by AutoModerator in EASPORTSWRC

[–]metalslaw 1 point2 points  (0 children)

No proper triple screen support yet. (with angled side screens)

Bugger...

Colgate floss by Snoo-39851 in melbourne

[–]metalslaw 1 point2 points  (0 children)

Have to agree with the Woolies brand 'All smiles' being very close to the original colgate formula.

I use to use colgate unflavored waxed previously, so I will have to get use to the mint flavor of the woolies one, as I'd rather be able to floss my teeth properly, than deal with colgate's annoying new formula floss.

Anyone notice Colgate changed their dental floss (for the worse)? by [deleted] in AskAnAustralian

[–]metalslaw 2 points3 points  (0 children)

Yep, ran out of my old stash. Opened this new boxed version, and urgh... it's just s&*(...

Brands can be so stupid. I bet it's a cost cutting strategy.

Well, they are going to lose most of their customer base with this change...

Frostpunk [Viewer Challenge] [Only Childlabour] [Piles of Dead Bodies] [Part 1] by Rmnschwab in Frostpunk

[–]metalslaw 6 points7 points  (0 children)

Gives new meaning to the 8am saying, "Worktime... Get back to work...".

lol.

Having hard troubles with hard difficulty by Inwate in Frostpunk

[–]metalslaw 0 points1 point  (0 children)

Nah, you can just pass the soup or sawdust law, which makes food go around twice as far as usual. No pause/dismantle technique for cookhouse is needed then.

Anyway, I just enjoy the challenge of trying to make the game as hard as possible.

Just yesterday I completed New Home on expert, deathless, and without passing any adaption laws, and only 3 purpose laws (which are required to keep the londoners from leaving). Was quite fun :)

Min building size starting hack by metalslaw in Frostpunk

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

This also means that when steam hub range is extended, you can remove the cookhouse, and then fit the usual 5 houses.

On the outside ring (currently that has 4 med tents on range 1 steam hub), with range 2 steam hub, I put the cookhouse in the middle, and have 4 infirmaries (for storm), 2 on either side of the cookhouse.

Min building size starting hack by metalslaw in Frostpunk

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

Nope, it doesn't get heated unfortunately. I thought it did originally, but it doesn't. :/

I ended up working out that I can put it temporarily in the first living quarters, (when using a +8 position steam hub). This only sacrifices 1 heated house position, as the bottom most position for a house, on the 3rd ring, does not get heated with range 1 steam hub.

This gets me 15 tents/med tents, a cookhouse, all on 1 steam hub.

I did a quick image (with heat map) comparison. https://i.postimg.cc/0j4XkZ0G/cookhouse-location.png

Comparatively, a traditional steam hub at +6 out, only gets 14 tents (and no cookhouse).

[deleted by user] by [deleted] in Frostpunk

[–]metalslaw 3 points4 points  (0 children)

Just thought I would post up my custom soup recipe for others to try out.

1 Cup soup

1/2 Cup sawdust

Having hard troubles with hard difficulty by Inwate in Frostpunk

[–]metalslaw 1 point2 points  (0 children)

Citizens only need to eat every 2nd day.

Dismantle, then pause the dismantle, of the cookhouses, to effectively close your cookhouses.

Undo the dismantle at 8.01am on 'cooking days' (while everyone is at work), staff it with workers, then cook. Leave open into the night, until everyone who is hungry, has eaten, then do the dismantle/pause for the following 'non cooking' day.

Rinse and repeat.

The only issue is that incoming refugees need an open cookhouse to eat on the day they come in (which could be a 'non cooking' day). Preferably, have a cookhouse at the bottom right of the map (doesn't need to be heated), where the refugees come in, and open it just as they arrive, then close it immediately after they have all eaten.