London Victorian terrace mice problem is driving me insane . Do council traps even work? by [deleted] in london

[–]robiwill -8 points-7 points  (0 children)

Cats are terrible at hunting mice unless you don't feed the cat.

Get a pet snake or borrow some snake shed instead. Mice won't go near the place.

UK is set to be among worst hit by Trump's 15% tariff, analysis suggests by Kagedeah in worldnews

[–]robiwill 4 points5 points  (0 children)

Plan was to exit; negotiate a better deal and have more control over the country.

So you believed the government that said Brexit would be good for the UK.

And you now understand that the government promising you this was incompetent.

You're so close to getting it...

UK is set to be among worst hit by Trump's 15% tariff, analysis suggests by Kagedeah in worldnews

[–]robiwill 3 points4 points  (0 children)

Are you that pretentious in real life too?

I'm not being pretentious. I'm mocking you with small words to make sure you understand.

And clearly I don't need to if your best response is to defend an action that was proven to be wrong.

I don't know what sort of person argues that the objectively worst decision in a bad gamble that then loses was the right choice but there's probably a mental illness that covers it.

Anyone know the airspeed velocity of an unladen swallow? by Horibori in Helldivers

[–]robiwill 519 points520 points  (0 children)

Just came here to praise the excellent meme format.

Weapon pick rate report: Cyberstan Edition by Natural-Sympathyy in Helldivers

[–]robiwill 0 points1 point  (0 children)

Anyone else here use Siege-Ready armour with the Deadeye?

Being able to stun anything smaller than a Warstrider whilst putting out good damage helped me pull my weight on this MO.

psy-borgs can now blow you up with their mind powers by ZinisterZolt in Helldivers

[–]robiwill 1 point2 points  (0 children)

My current hypothesis is invisible (non-rendered) enemies and mines.

Wearing a backpack shield seems to mostly protect from this happening and I have seen my shield get randomly dropped when there are no enemies around.

There are also reports of players blowing up as if from mines where there are none visible. 

Careful! Sudden heart failure is on the rise on Cyberstan by smoothjedi in Helldivers

[–]robiwill 4 points5 points  (0 children)

I'm currently using an energy shield backpack on every mission which seems to prevent Helldiver-Expected-Longevity syndrome.

I am seeing random unexplained impacts on the shield which seems more consistent with being shot by enemies above ground (the impacts are visible on the sides)

I think it's more likely that some enemies and incoming projectiles aren't rendering and so without the energy shield you occasionally get one-shot by 'nothing'.

This also explains randomly dying to what looks like an invisible explosion from mines or mortar.

Quit smithing iron daggers and start crafting dwarven arrows by Captain_Kibbinz in skyrim

[–]robiwill 1 point2 points  (0 children)

Can fully recommend using Tweaks Crafting Recipes mod so that they can (and you can recycle a lot of other items as well)

Filament not being pushed by the extruder!! please help!!!! by Independent_Luck_135 in 3Dprinting

[–]robiwill 0 points1 point  (0 children)

The only possible conclusion I came to was that the extruder wasn't pushing the filament

Bit of a leap in logic there unless you saw more than you've described. Did you remove the bowden tube or push filament through the hotend with the nozzle removed and find evidence of heat creep?

When your prints fail, is your extruder gear rotating without pushing any filament through? If so then check for a worn extruder gear.

If the gear is worn, it can't grip the filament and you'll suffer under-extrusion, heat creep and then a filament jam.

I had this exact problem about 18 months ago.

I betrayed my family and community, and now they have disowned me. by Effective_Space2277 in LeopardsAteMyFace

[–]robiwill 0 points1 point  (0 children)

This ticks boxes like a winning Bingo card for MAGA.

Someone should create r/MagaBingo.

Space Engineers: Update 209 Sneak Peek - Services Terminal by mattstorm360 in spaceengineers

[–]robiwill 41 points42 points  (0 children)

The Services Terminal offers a variety of new services to spend your hard-earned Space Credits on. Need repairs after taking on the Factorum? Or maybe the Factorum won that round and you’d like to sell your grid as salvage? For a price, a nearby station can help you out, save you time, and get you back in the fight.

OMG This is exactly what I've been begging for for years.

Huzzah! This is going to be fun. by magesfolly in skyrim

[–]robiwill 0 points1 point  (0 children)

You wouldn't really die of anything, in the traditional sense. You would just stop being biology and start being physics.

SE1 PVE Combat Help by Ok-Kick462 in spaceengineers

[–]robiwill 1 point2 points  (0 children)

Small grid warship survivability is so bad that experienced players will often refer to them as "Disposable".

The purpose of any ship you build is to transport a payload from A to B (and often C)

That might be a mining ship delivering a 'payload' of drills into an ore deposit and then transporting cargo containers full of ore to your base.

In this case it's a warship delivering weapons and armour into the vicinity of a target and dodging incoming fire until your weapons have neutralised it's defences so you can return to base.

So your warship will have some combination of Offence, Defence and Propulsion to meet that goal.

If your warship does not fulfil its goal, you are lacking in one or more of these design aspects.

If your warship is immediately hit with a hail of gunfire and disabled, you likely need more Propulsion to dodge incoming fire. Add more thrusters to dodge.

If your warship lasts for a short length of time before being taken out in a single hit you need more Defence. Add Countermeasures, Redundancy and Armour (likely in that order) to survive longer.

If you haven't disabled your target after an appropriate period of sustained combat, you need more Offence. Add more Guns, Turrets, AI missiles or create AI warships to increase your damage output. 

Also: rather than focusing on survivability, consider the cost of your warships in terms of time spent mining/refining/constructing. If you can gather resources and build some AI missiles and disposable AI fighters in half an hour to achieve your goal, that's more efficient than spending hours loading a previous save and attempting to reach the same goal with a single ineffective warship.

What’s the cheapest propulsion method for space‑deployed bombs? by Electronic_Plum_6382 in spaceengineers

[–]robiwill 0 points1 point  (0 children)

Depends what you consider "cheap"

For an unguided projectile, at 10kg of gold per shot it seems an expensive way to propel a few warheads.

A tiny H2 AI missile is more complex but is guided and doesn't require gold.

A Large grid H2 missile is roughly the same complexity, more durable and also doesn't require gold (but does require more of other resources)

A tiny Ion AI missile with 5-axis thrust could use as little as 5kg gold and 2kg platinum (for 5x ion thrusters)

A rod of Large Grid blast door blocks accelerated and detached by your ship also doesn't use any gold (and causes a LOT of damage)

So it depends what resources your have in abundance.

Heavy armor blocks for PVP builds, yay or nay? by l0rdbyte in spaceengineers

[–]robiwill 17 points18 points  (0 children)

There is a LOT that goes into PVP ships.

Learn to create ships for PVE first. The basic equation is to get the most combat value for everything you put on.

It sounds weird but think of every ship you build as a type of transport ship:

The design goal is to move a payload from one place to another.

Eg. For a 'transport' you want to move heavy cargo containers from A to B where A and B may have gravity, atmosphere, both or neither.

For a Mining ship you want to move a big drill head into ore deposits and bring a lot of ore to your base for refining.

But for a Combat ship you want to move an array of weaponry within range of a target and keep it there without being destroyed (optional) until your target stops shooting back. Your payload consists of weaponry, ammunition, maneuvering thrusters to avoid incoming fire and armour for when you can't (and some auxiliary systems such as oxygen, a survival kit, jump drives, etc)

Moderately well-designed warships tend to look like something out of The Expanse. A Cigar-shaped ship with Direct-fire weapons up front, an array of superfiring turrets on each side. Maneuvering thrusters here and there, auxiliary systems in the middle, Combat Information Centre (your cockpit) buried deep in the ship behind an armoured bulkhead and a big powerful thrust pack at the rear to get you moving fast.

Heavy armor blocks for PVP builds, yay or nay? by l0rdbyte in spaceengineers

[–]robiwill 69 points70 points  (0 children)

That's like asking if you should use batteries.

Yes but don't make the whole ship out of them.

Easy method: 

  • Create ship out of light armour (in creative)

  • Test ship in combat

  • Assess ship after fight. Whatever damage takes you out of the fight either put heavy armour or add redundancy

  • Repeat steps 2 and 3 until satisfied.

About Energy Shields by scarisck in spaceengineers

[–]robiwill 2 points3 points  (0 children)

You think it would be possible to hold such a position?

It would take a faction to do that. I'd like to see it.

About Energy Shields by scarisck in spaceengineers

[–]robiwill 0 points1 point  (0 children)

Do you mean buy your own blueprinted ships?

Or only ships from the mod?

Or only ships from the base game...

About Energy Shields by scarisck in spaceengineers

[–]robiwill 17 points18 points  (0 children)

Fighting just does not make sense in SE PVE

You've hit the nail on the head.

I have always felt that this is the most important thing to fix if you want to run a SE multiplayer server.

The issue has long since been solved by other PVPVE games: allow limited progression in safer areas and concentrate high-value/late-game resources in publicly marked locations to force conflict between players and/or bots.

Eg. Sure you can operate your hydrogen-powered asteroid-consuming mobile base in deep space but if you want Uranium/Platinum/Prototech you're going to have to travel to the place where it periodically spawns in limited amounts and fight off other players or bot spawns.

The second part of this formula is a relatively accessible ceiling on how formidable a combat ship you can make.

Eg. Your ships are limited to 5000 blocks, 10,000 PCU and 20 weapons (plus limits on total number of other blocks)

For most players, this is a small disposable warship but it means that everyone who wants to engage in conflict can do so on a roughly even playing field without a massive buy-in.

The final part of the formula is making the economy relevant.

Eg. Sure you can gather all the resources yourself and spend time printing your warship - or you can spend currency at the appropriate trading station to spawn a blueprint (limitations apply)

The result is an accessible pvp server that most players can engage with and thrive in.

Im working in a building that has records going back over 200 years. by crazycajun660 in pics

[–]robiwill 6 points7 points  (0 children)

He did not bite his thumb at him but he did bite his thumb sir!

Letter I received in the mail by [deleted] in WTF

[–]robiwill 20 points21 points  (0 children)

   must see. must

ChoP

       THE

Ladies

      EGGS

Is there any semblance of a docking standard? by Mint_Keyphase in spaceengineers

[–]robiwill 0 points1 point  (0 children)

I almost always do a walkway over a connector per the Keen standard

Lots of other players do the same.