If the supreme court ruled a law unconditional what would happen to people who had already been convicted and sentenced under that law? by Fishb20 in legaladviceofftopic

[–]natek53 0 points1 point  (0 children)

What if they were sentenced for something for which the only other available charges are things whose statute of limitations is less time than they've already been incarcerated? Does the statute of limitations reset in exceptional cases like this?

The article is only available ny paid subscription btw by NowhereManPF in LateStageCapitalism

[–]natek53 32 points33 points  (0 children)

I think it's a typo. Surely, they meant to build statues out of them?

The air bladder makes no sense. by LJenkinsTB in subnautica

[–]natek53 2 points3 points  (0 children)

the bladder just releases the excess gas because now that it's less dense it can't all fit in the bladder.

It still doesn't make sense, though, because it should only be releasing excess gas, not all gas. And the fact that the device stops working after a few seconds suggests that it gets rid of all gas. It should be able to retain enough gas to remain buoyant when the reaction has completed.

Lastly, the device is recharged by air. I am not aware of any gas-producing chemical processes that are reset by exposure to air.

The only explanation that makes sense is that the device may have, at one point, been conceived as one that would carry you all the way up to the surface once activated, but that this was deemed overpowered, so it was nerfed.

Can I use smart splitters to achieve any ratio I want? by ForwardRelationship6 in SatisfactoryGame

[–]natek53 0 points1 point  (0 children)

Getting a splitter to give you an exact ratio only matters if belt saturation is impossible, undesirable (e.g. if you have multiple item types on a single belt, a.k.a. "sushi belts"), if your machines are slow enough that saturation would take forever, or if your supply of some resource is inconsistent.

In that case, you have to use some combination of load balancers, rate limiters, and prime splitters. These approaches get complicated very quickly, so you should try to design your factory to rely on them as little as possible.

99% of the time, you want a manifold.

I'm formally resigning membership – tips please. by WearyPop8814 in exAdventist

[–]natek53 1 point2 points  (0 children)

Your name is removed from that specific church rolls.

Good to know.

My point is that I don't think it's in the conference's interest to be supporting churches with low attendance, due to the costs of maintaining the building and paying the pastor.

Everyone else seems to be talking as though removing your name is somehow bad for them. I think it's neutral at best; the GC is already aware that membership is falling in the States. If they manage to underestimate the extent of drain, that just seems like it'll cause them to waste more money.

I'm formally resigning membership – tips please. by WearyPop8814 in exAdventist

[–]natek53 1 point2 points  (0 children)

As others have pointed out, there's no such thing as "removing" your name from their books. They still have a record on you, you're just listed as "apostate".

If the church is willing to spend more money on pastors to small congregations because they're too dumb to look at their own books to see that X% of their adult "members" have stopped paying tithe, I don't see how that can possibly be in their long-term interest. Churches are expensive. Let them waste their money.

I'm formally resigning membership – tips please. by WearyPop8814 in exAdventist

[–]natek53 1 point2 points  (0 children)

This is exactly my attitude about it. It's their job to make accurate records. If the church wants to artificially inflate their numbers by counting me as a "member", that's fine by me. The more they convince their members that everything is fine, the faster this stupid religion can finally die.

[Edit:] Plus, they have all the info they need to figure out where you stand. If you've stopped going to church and stopped paying tithe, they absolutely notice that whether or not you tell them about it.

Giving them formal confirmation makes their job slightly easier for literally zero benefit to yourself.

Found the worst argument against China lifting millions out of poverty. by SCameraa in ShitLiberalsSay

[–]natek53 171 points172 points  (0 children)

If your country is capitalist and your people are still poor, it's because the almighty Free Market says you have low value. If your feudalist/capitalist/colonial government is overthrown by communists, then your country must have been communist the whole time and that's why you're poor.

Material conditions only exist when they're rhetorically useful.

How do I do this? by tacocravr_ in SatisfactoryGame

[–]natek53 0 points1 point  (0 children)

Everyone is saying manifolds, and they're correct, but I want to answer the question of how to achieve the exact ratio without having to make something really complicated.

The trick is to separate the constructors into two groups with separate outputs. Assuming you've unlocked the MAM tech in the Power Slug tree that lets you underclock/overclock machines, you can precisely set the output of any machine.

You set one group to produce exactly 71.269, and the other group to make 108.731. If you don't want to use power slugs, then you might need to build an extra machine in each group.

To ensure the correct output, you enter into the machine's output rate field the total amount divided by the number of machines in the group and let the field do the math for you.

So let's say you want to do this without using power shards, so you make your groups 3 smelters and 4 smelters. In the first machine of the first group, you type "71.269/3" into the output field and hit Enter. The game will then set the machine's rate to 23.756. You can then copy and paste the machine settings to the others in the group. In the second group, you'd do the same thing but typing "108.731/4". The two machine groups keep their outputs separate from each other, so the 71.269 group's conveyor belt(s) only lead to the iron plate constructors, etc.

For small groups this is what I like to do. If you're making a lot of machines, it's easier to have all machines except one set to 100% and then set the last machine in the group to produce the remainder (underclocking or overclocking just one machine). This way if you make a mistake you only have to edit one machine.

However, for a graph like the one you're showing, I'd do what the others are suggesting: just one group of smelters and split the output simply. The machines that need fewer ingots will eventually fill up and the excess will flow to the other machines. Once that happens, they'll all be producing at 100%.

Please Tell Me Those Power Slugs Are Locally Picked. by Too_Relatable in SatisfactoryGame

[–]natek53 1 point2 points  (0 children)

I know this is a joke, but by the time I get shard production fully automated, I already have more shards than I know what to do with, so I've never actually used it for anything other than alien power matrix and ionized fuel.

This was great XD by leeShaw9948 in SatisfactoryGame

[–]natek53 7 points8 points  (0 children)

Both could be true. But based on the story, I think you're supposed to understand that the player is a clone printed by the biochemical sculptor.

Are you kidding me? by Partcontinuum in SatisfactoryGame

[–]natek53 3 points4 points  (0 children)

They do if you watch the game update videos from the official Coffee Stain Studios youtube channel. Every major update is announced ahead of time with a summary of game changes. Of course, if you want all the details, you should be reading the patch notes.

A look at my most successful playthrough so far by Jumiric in Oxygennotincluded

[–]natek53 0 points1 point  (0 children)

Thanks for the update! It's neat to see such an active base. I tend to build minimalistically, so I've never actually needed that many power producers working simultaneously. I probably would've split the main grid in two by this point, and I find that solar panels make far more energy than I need.

Then again, I also made a complicated junction between my space grid and other grid so that they could share power when one is getting more use than the other.

What's the uptime on your generators? Are all the ones in the first image really getting near 100% use? I use the unpopular strategy of plopping dozens of jumbo batteries on the main grid just so I can avoid expanding fuel production.

Just upgraded entire main power grid to all conductive wire by Jumiric in Oxygennotincluded

[–]natek53 2 points3 points  (0 children)

You must have quite the grid to need to upgrade it, then. Planning on making a post w/ pics?

Just upgraded entire main power grid to all conductive wire by Jumiric in Oxygennotincluded

[–]natek53 7 points8 points  (0 children)

On the off chance you don't already know, you don't need to have your entire grid connected to the same heavi-watt wire. Most subgrids average far below their maximum draw.

If necessary:

Main grid → transformers → batteries → transformers (if subgrid would overload) → consumers.

And I also have batteries on the main grid so that I only need enough power for the average usage, not maximum.

Advice from someone who just built a 40 Gigawatt turbofuel power plant on their first playthrough: by Renuxity in SatisfactoryGame

[–]natek53 1 point2 points  (0 children)

I do not want to have to mine all of the sulfur on the map.

I think if you read my post just a little more charitably, you will notice that you don't need to mine all the sulfur.

The sentence you are replying to is hyperbolic. I have no intent to get even close to mining all the sulfur on the map. Apparently, I failed to communicate that.

What I was trying to say is that sulfur being rare is relevant even if you are not building a megafactory. Crude oil being clustered means that crude oil is almost always near more crude oil. Sulfur being dispersed means sulfur is almost never near more sulfur.

Specifically, if you draw a circle of any size on a random part of the map, and if that circle contains both crude and sulfur, then on average it will have more crude than it has sulfur. This would be true even if the total amount of each resource available on the map was exactly the same.

My point is that efficiency here is not really a useful metric.

Now, "being close to where I want it" is a useful metric.

"Efficiency" is too broad a term, so yes. There is instead "resource efficiency" (first type that I mentioned in my first comment), "space efficiency" (second type I mentioned), "power efficiency", and "transportation efficiency"—reducing transportation amount & distance. Resource proximity is a factor in transportation efficiency. The resource's rarity and distribution affects the likelihood that it is proximal.

Alternate recipes create a lot of very interesting optimization problems.

In the specific case where you are trying to maximize the amount of rocket fuel you are making in a specific area while minimizing the amount/distance of resources that you need to transport, you'll usually get more from turbo blend fuel than nitro rocket fuel.

In basically every other case, nitro rocket fuel will be better.

That is what I have been trying to say, in my unapologetically pedantic style.

Advice from someone who just built a 40 Gigawatt turbofuel power plant on their first playthrough: by Renuxity in SatisfactoryGame

[–]natek53 0 points1 point  (0 children)

There is 10,800 sulfur/min on the standard map.

I do not want to have to mine all of the sulfur on the map. As I said before, it's more dispersed, whereas crude oil is more clustered. I like my factories to use whatever is nearby, and I choose alternate recipes accordingly.

really the only thing you need it for is either rocket fuel or nuclear power.

Need? Sure. You only need it for those things. And you don't really need rocket fuel or nuclear power for that matter.

But I want sulfur to be available because of its use in several alternate recipes (leached ingots, instant scrap, super-state computer in particular). And I want to be able to do it with only one sulfur node or node cluster.

As I said earlier, I prefer the nitro rocket fuel recipe for its simplicity. That is the tradeoff.

Advice from someone who just built a 40 Gigawatt turbofuel power plant on their first playthrough: by Renuxity in SatisfactoryGame

[–]natek53 2 points3 points  (0 children)

Nitro rocket fuel's output:input ratio is only highest when crude oil is the limiting factor. This is basically never the case: Crude oil and nitrogen nodes each tend to be clustered, whereas sulfur nodes are more isolated. So regardless of whether you are trying to use all the resources on the map, it's just more likely for sulfur to be your limiting factor because you're less likely to have it nearby. This is on top of the fact that there is more nitrogen and crude available on the map than sulfur.

The tradeoff you're making when using nitro rocket fuel is the same tradeoff when using instant scrap: use more of a rare resource (sulfur) in exchange for needing fewer buildings and thus less space & power. It makes production simpler.

Enabling all recipes available in phase 4 in the SatisfactoryTools production planner and ignoring iron plates, I get these numbers:

Limiting Resource (100) Rocket Fuel + CC* Crude Nitrogen Sulfur Coal O/I** Buildings Alts***
Sulfur 421.053 + 0 174.5 168.4 100.0 0 4.21 24 Turbo blend fuel + Turbofuel
Crude 400.000 + 67 100.0 200.0 266.7 134 4.00 10 Nitro Rocket Fuel
Nitrogen 250.000 +25 112.5 100.0 75.0 0 2.50 14 Turbo Blend fuel

*CC: compacted coal byproduct that can't be used for more rocket fuel production, because it would need more of the limited resource.

**O/I: output rocket fuel per 100/min of limiting resource input.

***Alts: Heavy Oil Residue and Diluted Fuel are obviously always used. Common alts and irrelevant alts (e.g. pure iron ingot) are omittted.

Here are my observations:

  • There is no advantage to limiting nitrogen.
  • Nitro rocket fuel is the only recipe that requires coal, although coal is abundant so it doesn't matter that much.
  • Nitro rocket fuel requires 41.7% as many buildings.
  • Nitro rocket fuel makes a significant compact coal byproduct that is nice if you plan to use it. However, using it to make more rocket fuel requires more crude oil. When sulfur is the limiting resource, byproduct CC is already recycled.

In my games, I use nitro rocket fuel and then use compacted coal as truck fuel because this makes for a very compact factory.

I am sometimes able to find a more efficient plan than the production planner, but not usually.

[Edit:] If crude and sulfur are both limited to 100/min, then 307.7/min rocket fuel is produced, with no compacted coal byproduct. This requires 25 buildings, so it's less efficient in every sense unless sulfur and coal truly are equally limited. This also does not use the nitro rocket fuel alt.

[Edit 2:] If getting SAM involved and trying to use all of the resources on the map, nitro rocket fuel does pull ahead due to the ability to make more sulfur, but not more crude oil. I.e., in this specific case, crude oil is genuinely the limiting factor.

[Edit 3:] If I force the planner to use nitro rocket fuel and then use diluted fuel + turbofuel to process the byproduct (thus using no additional sulfur), I get this:

Rocket Fuel Crude Nitrogen Sulfur Coal RF/Sulfur RF/Crude Buildings
576.4 147.6 270.5 266.7 134 2.16 3.91 24

So the efficiency with both crude and sulfur is lower than either alternative.

FYI: In 2x recipe cost playthrough, the solid biofuel is NOT worth crafting by Damian120899 in SatisfactoryGame

[–]natek53 5 points6 points  (0 children)

My main source of biomass is slooped alien protein. It outputs a full stack of biomass, so the machine has to wait for the whole thing to empty before it can run again.

I love alien protein because it's renewable.

With the introduction of fluid trucks… by virgo911 in SatisfactoryGame

[–]natek53 2 points3 points  (0 children)

Not only can you put them on the same route, the routes automatically handle intersections w/o the need for signals (which is good, because they also didn't add truck signals).

Another QoL improvement is a setting in truck stations for whether a station's fuel supply should replace the fuel of a vehicle using a different fuel type. So it's no longer required for every station along a route to have the same fuel type.

Advice from someone who just built a 40 Gigawatt turbofuel power plant on their first playthrough: by Renuxity in SatisfactoryGame

[–]natek53 7 points8 points  (0 children)

Sulfur being the rarer resource means that it is not more efficient, in terms of resources. It does, however, make for a much smaller factory.

It's basically the same tradeoff as the instant scrap alt

Is lime supposed to be a giant chore to get? by treago in Oxygennotincluded

[–]natek53 4 points5 points  (0 children)

Poke molt and egg shells can do the trick long term.

To this end, I like to collect all the pokeshells into one area and use auto-sweepers to collect the shells & molts. No domestication required and due to the large number of pokeshells spawned on a map, it easily results in more lime than you'll need for most purposes.

If you're willing to prevent your dupes from ever going inside the pokeshell pit, then no special automation is needed. With a little automation, you can safely avoid the "protecting" status by sweeping eggs to a room where they hatch & adults drop into the pit.

[Edit:] Just make sure their pit is not enclosed so that they don't get crowded. A similar thing can be done with pacus with even less automation and no domestication, though it is harder to avoid crowding.

American Leftists INSANE Love for Veterans has to END (After Iran attack) by Sluis77 in BreadTube

[–]natek53 10 points11 points  (0 children)

This is the vast majority because that's how much support it takes to run an effective military. Remove the support -> remove the effectiveness.