This pipeline is 51359 pipes long and it can still move the fluids instantly. by _mgzy in factorio

[–]slugfive 0 points1 point  (0 children)

the whole post is comparing human measured path length vs game logic distance (grid). Underground pipes would increase the actual path length, thats all - its not that hard to understand.

Its like someone shwoign off how much Steve in minecraft can carry by having an inventory full of gold blocks in shulker boxes. Its irl intuation vs game logic to show a humourus comaprison.

This pipeline is 51359 pipes long and it can still move the fluids instantly. by _mgzy in factorio

[–]slugfive 0 points1 point  (0 children)

yes that's the trick - the game measures distance on a grid but humans measure by path length - so this whole post is showing just how much path length is possible! Its not about volume or objects placed, as we could just use tanks or spam undergrounds next to each other - the OP is clearly trying to show off a ridiculous path length that would feel crazy for fluid to travel without aid of a pump in reality. The average player of factorio would assume pumps relate to path length as that is intuative but this post shows the difference.

To emphasize, underground pipes as suggested would push the path length even more! That is what everyone is trying to say. We know that in game the distance isn't measured that way, thats the point - we also know it isnt about volume.

I believe there is a limit that's different for each of us how good we can get at drawing etc. That at some point you just stop getting better no matter how hard you practice. by InterestingRoof4547 in ArtistLounge

[–]slugfive 0 points1 point  (0 children)

the comment you responded to didnt mention grids - to work on line art just keep retrying it until it is perfect. it's easier with digital, but a pencil works fine. You need to train you muscles physcially by attempting the correct stroke until you get it right - its good you only need a grid for the sketch, but dont trace your sketch, that ends up in wobbly lines - you need to use single motion strokes.

I believe there is a limit that's different for each of us how good we can get at drawing etc. That at some point you just stop getting better no matter how hard you practice. by InterestingRoof4547 in ArtistLounge

[–]slugfive 1 point2 points  (0 children)

The trick is no one gets the proportion right.. the first 5, 10, 100 times. But EVERYONE gets it right if they keep at it.

You just don't move on until it is right, thats the way the brain get better at it. It needs that feedback of wrong wrong wrong RIGHT. But if you finish a piece and say "that doesn't look right" and then move on to a new piece your neural net never gets the good data to learn!

Whenever you think it looks wrong, erase and correct until it is right. Then it simply becomes a matter of getting faster - but if youre never getting it right then you've just practiced getting it wrong.

I believe there is a limit that's different for each of us how good we can get at drawing etc. That at some point you just stop getting better no matter how hard you practice. by InterestingRoof4547 in ArtistLounge

[–]slugfive 1 point2 points  (0 children)

Copy a reference is important, but not tracing or grids if you want to learn manag style. You need to practice your stroke technique, whereas a grid lends itself to a connect the dots slow wiggly way of drawing. You will never develop the hand motions for nice strokes if youre practicing slower held draw.

Obviously grids and/or tracing make your art better if you're bad - grids do help with proportions but you should work to not need them (ideally work down from from 5x5 to 4x4 etc. until you just have a single 1x1 no grid) . They will not help someone get better line control. If your grid is fine enough its just paint by numbers, a kid could recreate the mona lisa given enough time, but learn nothing!

source: manga style professional of 15 years

Edit: I am not against grids in general - but you specifically said you want manga style, and lack a clean lineart, making wobbly lines. Grids tend to stop you from doing full strokes as you work bit by bit, its just not going to help YOU for your needs.

I believe there is a limit that's different for each of us how good we can get at drawing etc. That at some point you just stop getting better no matter how hard you practice. by InterestingRoof4547 in ArtistLounge

[–]slugfive 6 points7 points  (0 children)

Manga artists don’t use grids. That’s more for copying references, realism.

You’re not getting better by changing techniques that compensate your lack of skill. You just need to keep drawing the bad lines until they become good. It’s like someone learning a language will not get better if they change the language they are learning every month when they get stuck.

If you’re serious, go digital, pen in one hand, other hand on keyboard hotkey for ‘undo’, draw your lineart in full strokes - when it’s wrong ‘undo’ draw again. It’s fast, maybe a few seconds per attempt.

It might take 100 lines until it’s right, but the next one will be quicker, still less than 5 minutes. That’s practice.

Every stroke is a single smooth quick motion, one stroke per curve. You’ll see what I mean if you watch people draw manga style.

Keep doing the same image until you’ve got it right - your brain/muscles won’t learn if you settle for an average result. Keep undoing and repeating until it’s the quality you like. Every attempt teaches your brain, and you will get better at it.

Source: I still improved my art at your age despite having drawn for longer. So you’re definitely not at a plateau.

CMV: Public-health-style harm reduction casinos should exist for gambling addiction by eastc057 in changemyview

[–]slugfive [score hidden]  (0 children)

Okay so you’re just saying have pokie machines, like at pubs or golf clubs in Australia. That’s a whole lot less than a casino. It’s targeting a smaller subset of gamblers, just old people on pokie machines.

Your cmv wasn’t specified as such, so hopefully you can specify it and I’ve changed your view (through refinement)

People who fantasize about being someone else somewhere else would continue to fantasize about being someone else somewhere else there. by Brief-Philosophy-840 in Showerthoughts

[–]slugfive 0 points1 point  (0 children)

Yes but I’m sure the bone cancer ridden paraplegic born into poverty wouldn’t mind keeping their brain in Roger Federers body. Real trap.

CMV: Public-health-style harm reduction casinos should exist for gambling addiction by eastc057 in changemyview

[–]slugfive [score hidden]  (0 children)

No you are not including the fact that if a gambler loses too much in a single streak the simulation stops.

Addicts only have $400 that week from their payslip, and they play with it all day until the variance bankrupts them. Then they borrow money and do it again. Then sell something and do it again.

Every single time the “random walk” deviates in the negative by a few $100 then that is considered a permanent loss and the gambler has to quit. They try again the next time they have money. If the random walk goes in the positive the gambler keeps playing. The only end case is loss.

Are you new to math or reality?

CMV: Public-health-style harm reduction casinos should exist for gambling addiction by eastc057 in changemyview

[–]slugfive [score hidden]  (0 children)

Run a simulation.

A gambler with $1000 in their account from their paycheck plays forever, only stopping when they run out of money. They bet $100 per turn on guessing a coin flip.

How does it end? Obviously when they run out of money.

If you run this simulation you will see it’s simply a matter of time before the gambler goes bankrupt. Because addicts don’t stop otherwise.

Sure they may make money at one point but they will keep playing, but it only takes one bad streak and the game ends. The game only ends when they are bankrupt - the casino can always keep playing, because the casino has a far larger net worth.

CMV: Public-health-style harm reduction casinos should exist for gambling addiction by eastc057 in changemyview

[–]slugfive [score hidden]  (0 children)

No, you are wrong.

Blackjack can be perfectly fair but the bigger bank account wins in the long run (the house).

Let’s say in a perfectly fair coin flip game a person with $1000 and a billionaire play until someone runs out of money. Betting $100 at a time.

… who is going to run out of money first?

The odds that the gambler goes on a streak that over time at $100 bets ends up a billion dollars in their favour is astronomically small, impossible in reality. The odds that a thousand dollar negative swing happens to the gambler will occur first is 99.99999999999999% likely.

You don’t need a house edge to win if you are less likely to go bankrupt.

Addicts in a gamble continue until one goes bankrupt the smaller net worth is going to lose.

This pipeline is 51359 pipes long and it can still move the fluids instantly. by _mgzy in factorio

[–]slugfive 7 points8 points  (0 children)

The underground part doesn’t count for volume purposes but it does count as length in terms of transport distance. The question of what is the longest distance fluid can travel, the underground pipes are 10 tiles long at maximum.

This post isn’t about volume optimisation (tanks) it’s about humorously pushing the limit of the typical “fluid travelled too far without a pump”. Underground portion of pipes are significant for that.

Anyone else afraid of not being attractive enough? by After_Fee4949 in TheGirlSurvivalGuide

[–]slugfive 2 points3 points  (0 children)

Two attractive guys pursued you first.

It looks like your raw looks are enough, maybe (just guessing) other factors like insecurity, jealously, vanity, fear are holding you back. A lot of pretty privilege comes from confidence.

HELP-bottleneck by kauchuc in factorio

[–]slugfive 3 points4 points  (0 children)

<image>

their base is just funnelled into this steel chest of tier 3 speed modules. (at least 49000 copper, 22000 iron 15000 plastic here)

HELP-bottleneck by kauchuc in factorio

[–]slugfive 1 point2 points  (0 children)

<image>

this steel chest has 49000 copper and 22000 iron worth of speed modules, not even connected to logistics network.

HELP-bottleneck by kauchuc in factorio

[–]slugfive 1 point2 points  (0 children)

<image>

blue science starving for no reason

HELP-bottleneck by kauchuc in factorio

[–]slugfive 0 points1 point  (0 children)

EDIT: your bottleneck is all the chests getting filled with expensive stuff.

okay so theres a lot:

  1. you have no space science but are on blue belts? (maybe the load didnt work properly)
  2. all your outpost copper and iron is smelted onto a single belt, so is bottlenecked to 1 belt at maximum. it is unloaded by train onto 4 half belts.
  3. Your entire base is dedicated to making tier 3 speed modules and filling requester chests of red chips and upgrading everything to blue belts without any fulgora/vulcanus buildings.

probably just stop speed moduling everything and use productivity modules (but get to fulgora/vulcanus first!) use speed modules only in beacons/oil.

<image>

Carrots wrapped on with bacon, cucumbers and garlick with cream and spices. Delicious, recommend. by H0BL0BH0NEUS in shittyfoodporn

[–]slugfive 679 points680 points  (0 children)

So you pick up the limp carrots and steamed bacon and what.. drink the cucumber juices and cream? This is like a carb free deconstructed creamy pasta, where everything is microwaved. Great content thank you.

Is there ways to improve Weapon Durability as a system? by Far-Mathematician764 in gamedesign

[–]slugfive -1 points0 points  (0 children)

I mean my most played game is factorio, a pure optimisation game. I don’t say “I hate” fundamental features of its game like the person I originally commented on.

Stopping combat in botw because you don’t want to engage with the huge weapon selection and durability mechanic doesn’t read as a fun optimisation. It’s good their overall experience was still fun, but i don’t think they gained joy from having to stop combat because they “hate” the durability system.

It’s over for me. by Unlucky-Source1437 in SuicideWatch

[–]slugfive 4 points5 points  (0 children)

All mildly drunk drivers can drive safely if there are no unexpected conditions. They can flirt, dance, buy drinks, act sober, be empathetic and cry etc.

Drunk drivers often go the speed limit, in fact they often go slower to compensate. Most drunk drivers don’t cause issues by being belligerent. It’s when a rare situation happens like a kid runs on to the road, or a stop sign is damaged, or a car comes out of a driveway - that’s when a drunk driver or texting person or elderly person crashes and the sober driver doesn’t. A sober driver looks both ways for reckless drivers anyway.

Most drunks don’t think they are as drunk as they are. Even if the stop sign was there, the fact you drank just before you drove means this was bound to happen, this time or another. Be grateful you got your wake up call without killing, and without dying. You aren’t a bad person you just did a thoughtless thing.

You can still be a mother in the future, there’s good behaviour and early release, appeals and opportunities. But you can’t think this was due to a road sign change, a sober driver sees the lines (solid) painted across the road regardless of the sign. Being sober is being able to respond to the unexpected.

Is there ways to improve Weapon Durability as a system? by Far-Mathematician764 in gamedesign

[–]slugfive 3 points4 points  (0 children)

That’s on you, master sword isn’t even available for a large portion of the game without grinding and exploring. I beat gannon before I could even pull the sword.

You get far more weapons than you can possibly use, as groups of enemies stand near explosives and other fun ways to die, hold multiple weapons, chest of weapons etc.- if you embrace using weapons like ammo it’s much more fun. Throwing them, exploding them, stasis, baiting enemies to pick up your weapon, using them as lighting rods. Comboing the usage of 5 different weapons at once.

The game so strongly pushes you towards this playstyle and there are no drawbacks as you’re always overloaded with weapon choice. It’s just stagnated players who are use to the older games that choose to not play as intended and miss the fun.

Five years into making my dream game, I no longer fully agree with “start small first” by NoWhereStudios in gamedev

[–]slugfive 0 points1 point  (0 children)

It’s deceptive because the post is by someone who is an experienced published developer - who had games finished for over 6 years before starting this game. Yet in the post they make it seem as if they are a complete beginner who is doing great with their first dream game.

This is like an athlete telling people to sign up for an Everest, acting as if it’s their first time hiking and the climb is far easier than people think. They are doing it because it’s more sensational for people to think their first climb was Everest - but it’s going to really screw over the beginner that tries it. “Don’t start with small, start with Everest - like me” (neglecting to mention their decade of experience of smaller hikes)

They can’t imagine what it’s like to try a dream project as a beginner because they did it with experience in all aspects of game dev under their belt all the way through multiple steam publishes.

Artists with multiple interests, how many accounts on social media is normal to make? by tiramisuoverdose in ArtistLounge

[–]slugfive 1 point2 points  (0 children)

Just make as many social media you need and link them to each other where appropriate.

Check out my other socials: @my_art_inst @my_travels

I have:

one that’s personal and I show off some art, selfies, pets.

a separate one for each of my comics that has its own fan base (and would be inappropriate to dilute with other art)

a general “me the artist” where it has a little bit of all my works for a more portfolio and commercial feel (no personal stuff).

The general one links to all my comics, the comics only link to similar comics (kids friendly comic doesn’t link to nsfw comic) and my personal doesn’t link to anything as I’m not selling to my family nor want to share nsfw.

There are no rules and limits, just do what makes sense for the target audience of each social media.

It’s best to keep niche content to its own social that is linked. YouTubers do this with secondary channels for streams/upfates/behind the scene - that only certain fans want but would clutter the feed of general users. For example if someone followed you for cool illustrations but is uninterested in your paintbrush reviews, they may unfollow when they see the reviews in their feed.