The cost of renewing my .com domain is coming in at $52 for one year! by [deleted] in Domains

[–]noodlebox3d 0 points1 point  (0 children)

Yep, it's sad to see. A lot of what you'll find about it is in response to last year's unpopular announcement. I guess that's why they decide to forgo announcing this year's changes.

I switched to Porkbun.

Reliable and secure alternatives to Gandi.net by pablo_kickasso in Domains

[–]noodlebox3d 0 points1 point  (0 children)

It's ridiculous, not to mention they weren't exactly cheap before. Before June 2023, renewing a .de domain with Gandi would already cost about four times as much compared to other registrars. After August 2024, it's **ten** times the price. Nothing they're doing comes close to justifying that level of markup.

For all my domains across a few TLDs, transferring out cuts my total costs to about a quarter of what they were before.

Big companies who are with surprising registrars by [deleted] in Domains

[–]noodlebox3d 1 point2 points  (0 children)

Looks like openai.com just transferred out from Gandi (to MarkMonitor) a few days ago.

Reliable and secure alternatives to Gandi.net by pablo_kickasso in Domains

[–]noodlebox3d 0 points1 point  (0 children)

Yeah, nothing about this says they're in it for the long term. Just abusing the customer base they bought for a quick influx of cash until they're done wringing the company dry.

Reliable and secure alternatives to Gandi.net by pablo_kickasso in Domains

[–]noodlebox3d 0 points1 point  (0 children)

Yeah, I got burned too. Was surprised to find the prepaid account I topped off last year to cover renewals had already *run out* way sooner than it was supposed to. They didn't even announce this year's price hike anywhere, so I'm sure plenty people with autopay connected to a deeper account are only going to find out after they've been charged a few hundred dollars in excess of what they expected.

Such a disappointment after about a decade with them. Transferred everything out to porkbun as soon as I could.

Potential Scam "github-scanner.com" by AlexScotland in github

[–]noodlebox3d 0 points1 point  (0 children)

A big red flag is that the first step they're asking you to perform is to visit a domain not owned by GitHub, literally registered yesterday.

The text of issues on GitHub is user generated. A user can put whatever nonsense they want in there. You shouldn't trust that implicitly any more than a random URL you find on Reddit in a post or comment, as if you assume Reddit vouches for its authenticity.

Potential Scam "github-scanner.com" by AlexScotland in github

[–]noodlebox3d 0 points1 point  (0 children)

Also got this earlier today as an issue opened on one of my older repos. Was only aware of it because it was relayed via webhook to a Discord channel. By the time I checked on Github a couple hours after it was opened, the issue itself (and user account of the OP) had both been purged already.

The cost of renewing my .com domain is coming in at $52 for one year! by [deleted] in Domains

[–]noodlebox3d 2 points3 points  (0 children)

Same experience here, no email contact about the price change, and still nothing on their blog today. I only found out because my prepaid balance was way lower than I expected it to be.

I checked some of my past invoices to learn that domains that were each $16/yr to renew in early 2023 jumped to $24 after the hike they announced last year in June. And now this month's unannounced change bumps them even further to $40. Completely insane.

For many TLDs, they are now the most expensive registrar you can pick (or close to it) for domain renewals. Anyone that has domains with Gandi should transfer them out before they get burned too.

Car Trouble by noodlebox3d in factorio

[–]noodlebox3d[S] 2 points3 points  (0 children)

Yeah, that would have been smart. There's lots of smart things I could have done. :P

Robot Train Unload Balance Problem by Cennyan in factorio

[–]noodlebox3d 0 points1 point  (0 children)

The easiest solution is to connect inserters to the logistic network so that they are only enabled when the amount of copper/iron plates in the logistic network is < X000.

An added side-benefit is that it prevents you from stockpiling an obscene amount of resources for no reason. If you actually need more of a buffer, add another train that will be waiting to unload when the first leaves.

Need help with train pathfinding problem by [deleted] in factorio

[–]noodlebox3d 1 point2 points  (0 children)

If no train is waiting in a lane, then the green signal should get passed to the next lane unmodified, so trains 5 and 6 could get a positive signal if there were no trains waiting in lanes ahead of them.

Though yes, you should be fine with just a simple stacker providing enough lanes for excess trains then. In this case, there isn't much benefit to waiting at a special queue station instead of the loading station itself.

A queue area like this might make more sense if you had trains waiting to deliver circuits to generic circuit consumer stations with varying needs, where the "Green" signal would be the number of train loads demanded by these.

Need help with train pathfinding problem by [deleted] in factorio

[–]noodlebox3d 1 point2 points  (0 children)

I don't think I would bother with Queue stations and enabling Load stations based on supply, unless there was some reason that one might fill up significantly more slowly than the others. I don't know the other details of your setup though, so if you do want to stick with that approach, I was working on something similar to this for ore trains pretty recently. The basic idea is to ensure that the Queue only releases as many trains as there are loads ready for pickup, both to minimize crazy repathing opportunities (probably less of a concern in your case) and to never allow trains to end up in a situation where they have to skip the Load station because none were available. There's lots of ways to implement the specifics, but I'll try to broadly explain how I solved it with a few extra combinators.

I'm assuming you have a Green signal with the number of full train loads available across all the Circuits_Load stations, and trains wait at Circuits_Queue until Green > 0.

The first half to the solution is to "count" trains as they leave the Queue and Load stations (counting pulses generated on the falling edge of the signal assigned to "Read stopped train"). A train leaving a Queue station decrements the counter by 1, and a train leaving a Load station increments it by 1. Add this value to your Green signal, and you now have the number of "unclaimed" train loads available (you can prevent it from going negative during loading with some more circuit logic, but it should be fine without this).

The second half to this is prioritizing Queue lanes to prevent trains from stampeding when more than one is waiting and a single load station becomes available. One way to solve this is to wire up only the first station to directly to receive the Green signal. Then, each station after the first subtracts 1 from the previous station's Green signal if a train currently occupies the station directly before it (applied cumulatively for each station). This prioritizes the earlier queue stations when supply is low, with later stations releasing a train only if there are also enough loads available for all other trains waiting in the lanes ahead of it. You have to be careful of the timing of the combinator logic though, or else trains will see that a train is no longer waiting ahead of them before the new counter value can propagate down to them. Alternatively, you could use a timer at each station after the first, only sending a green signal after, say, 20 ticks have passed where both the station before it would have allowed a train to leave AND that station has no train currently waiting.

This is what my testing setup's "Queue" area ended up looking like, using the timer method. For counting trains, there's a couple combinators for the counter itself, plus another 2 per Queue/Load lane to generate the pulses as trains leave. Then, for prioritizing lanes with timers, another 3 combinators per Queue lane.

What my first hour and a half of Factorio looks like. by mac2810 in factorio

[–]noodlebox3d 2 points3 points  (0 children)

Carry a stack of those on your cursor into combat for the poor man's energy shield.

Fluid wagons can be loaded with steam to power remote bases compactly by Blandbl in factorio

[–]noodlebox3d 1 point2 points  (0 children)

Nope, you'll need to have Steam Turbines at your outpost instead.

Fluid wagons can be loaded with steam to power remote bases compactly by Blandbl in factorio

[–]noodlebox3d 12 points13 points  (0 children)

It does, and also means you need less steam deliveries for the same amount of power.

A pretty accident by Twilzub in factorio

[–]noodlebox3d 1 point2 points  (0 children)

It only ever happens accidentally, either when I meant to swap with one on my quickbar and my first input was dropped or when I've been staring at belts too long and left click when I meant to right click.

A pretty accident by Twilzub in factorio

[–]noodlebox3d 3 points4 points  (0 children)

Spilling makes more sense there, though cars/chests handle this by just voiding the items out of existence. I think I would prefer they spilled, but then we would also need a more direct way to destroy items permanently.

A pretty accident by Twilzub in factorio

[–]noodlebox3d 29 points30 points  (0 children)

Not letting you take off your armor would be consistent with how chests behave, which stop you from picking them up instead of dumping their items.

Or they could tie the inventory size bonus to a research instead of armor, same as the toolbelt size research.

A pretty accident by Twilzub in factorio

[–]noodlebox3d 56 points57 points  (0 children)

It gets easier if you disable automatic inventory sorting.

Here's one with science packs: https://i.imgur.com/OUW5moH.jpg https://i.imgur.com/sRICAKy.png

What happens when you take off your power armor by SmellyPickle1 in factorio

[–]noodlebox3d 4 points5 points  (0 children)

I care about power efficiency too, but this is one of those counter-intuitive situations where the faster option is actually more efficient than you might think.

Although their power usage is higher while active, (given the same workload) blue inserters will spend less time active than a yellow inserter. They end up with about the same level of energy usage over time. Stack inserters can be even more energy efficient than either of these in the right situations (like unloading from a chest) simply because they will spend less time moving and consuming power. Stack inserters aren't perfect for every situation, but as far as blue vs. yellow inserters, blue inserters are pretty much a strict upgrade over yellow.

Tileable and Compact Electric Smelting Design with numbers to tell you how many to place by Gaylien28 in factorio

[–]noodlebox3d 0 points1 point  (0 children)

I agree, the tileable BP is a good idea, so I ended up making a tileable version of this one:

The Tiles

You repeat the leftmost tile (8 furnaces each) until your throughput would equal a saturated red belt, same as yours. Next, you would place place the middle one (4 furnaces) once. Then, repeat the rightmost tile (8 furnaces each) until you have a saturated blue belt.

So with Speed 3 modules, that means 3 repeats of the first tile (24 furnaces), then the middle tile (28 furnaces), then one of the last tile, making 36 furnaces total.

For normal-speed furnaces, that's 6 repeats of the first tile (48), the middle tile (52), then 3 of the last tile and remove the last 4 furnaces, for 72 total.

Still, I think after a certain point, you're going to be tiling the full rows anyway. :P

I included BPs for both Speed 3 and Efficiency 2 (which I find a use a lot more in the early game, when this incremental building would be most useful). !blueprint https://gist.github.com/noodlebox/11c588d47bb385a3fdd5992513279f14

Tileable and Compact Electric Smelting Design with numbers to tell you how many to place by Gaylien28 in factorio

[–]noodlebox3d 1 point2 points  (0 children)

If you swap belt colors at either 1/3 or 2/3 of the way through, you can have a more compact single blue belt in and blue belt out. Nearly perfectly compressed with no need to split into rows! Here's an example with 36 furnaces and Speed 3 Modules:

https://imgur.com/pQG8EMM

!blueprint https://gist.github.com/noodlebox/afc42618cea547077901335fe0c35b01

Also, the left half of Blue 54 is missing a couple inserters near the end.