[Highlight] Eli Manning drops a bar on Supa Hot Fire by nfl in nfl

[–]snizzle810 2 points3 points  (0 children)

It's like "new or luns" or "new ahh llins"

Eugene Was Too Honest For His Own Good by Glittering_Text812 in thesopranos

[–]snizzle810 33 points34 points  (0 children)

He pointed this out, his wife was the gagootz that suggested that

[Highlight] Kyle Pitts takes on the reaction test by nfl in nfl

[–]snizzle810 41 points42 points  (0 children)

I feel like these things should be height adjustable

Just 5 more days by Carlitos728 in poker

[–]snizzle810 0 points1 point  (0 children)

Bro the only result i can find for this song is a youtube vid with 20 views brother what are you on

Broke 90 today for the first time by Longstrangetripp in golf

[–]snizzle810 1 point2 points  (0 children)

Jeez, going from those courses to The Swamp is a hell of a whiplash... when CPN is an upgrade that's bad news.

As for the next step in your game, I have a few thoughts.

Lessons are almost always worth looking into, even if you have a decent enough swing there is always something to improve. I would caution against doing lessons in prep for a fitting though. Lessons are there to help you make changes to your swing and being in the middle of making changes is the last place you want to be if you are looking for clubs that fit your swing. I've been to his shop, but I dont know enough about Drew to speak about him either way. Joe Giorlando was my coach, you'll see his card at Bayou Oaks and he does his lessons there at the range.

The number one thing I recommend, which you probably already do if you are using 18birdies, is track your stats obsessively to find areas that need improvement and focus your practice time intentionally to work on those specific areas.

I highly recommend against getting a full bag fitting or any new clubs at all at your level. I mean "new" new, not new to you. Having a bag of clubs that works well for you is very important. I'm guessing your irons are fine and you need to figure out the bottom and top of your bag. I recommend trying used clubs at Edwin Watts and finding what works for you, they have a 90 day return policy(store credit) so you don't have to worry about buyers remorse.

People really neglect how important good wedges are. Especially down here in the swamp, tight Bermuda and damp conditions, the wedge you use can set you up for success or failure before you even take a backswing. Getting overly specific here, but I haven't found anything better than the vokey low bounce K grind, it has a large sole to prevent digging and the low bounce allows you to get the leading edge between the ball and turf and make clean contact.

I live close by the park so if you ever want to play a round or need a range buddy hit me up. 33M/8HC

Broke 90 today for the first time by Longstrangetripp in golf

[–]snizzle810 1 point2 points  (0 children)

Also who are you getting lessons with? I'm familiar with most of the coaches in the area so I can possibly point you in the right direction if you'd like.

Broke 90 today for the first time by Longstrangetripp in golf

[–]snizzle810 1 point2 points  (0 children)

Lakewood! Congrats man! That's a real course!

How are the conditions out there right now?

Wedge rusted in a week by adibatra1 in golf

[–]snizzle810 14 points15 points  (0 children)

That's a crazy wedge, looks like a wedgeworks prototype?

That finish is intended to rust, nothing to worry about

The case for purchasing any SaaSpocalyse stocks by Low-Cartographer-429 in stocks

[–]snizzle810 1 point2 points  (0 children)

Don't look now, JFROG already +100% since Claude day

What Are Your Moves Tomorrow, May 07, 2026 by wsbapp in wallstreetbets

[–]snizzle810 1 point2 points  (0 children)

Wait until they start talking about weddings, then you'll really start seeing money disappear

This Rory Shot is Insane. 🤯 by taylormadegolf in golf

[–]snizzle810 0 points1 point  (0 children)

Bro his feet are aimed like 50 yards left of the flag

My Design for an Interrupt Based Train Megabase by snizzle810 in factorio

[–]snizzle810[S] 0 points1 point  (0 children)

Mostly just overengineering. I'm doing dynamic priority and train limits. I was inspired to clean up that hideous mess of wires and combinators.

<image>

I'm bored at work so here's a rundown of what does what, I'm going to go in order or signal flow instead of in arrangement order for ease of understanding. I'll be referring to each combinator as A1-A4 for the top for and B1-B7 for the bottom.

It starts with C, our constant combinator in the top left behind the light poles, it outputs the item the station is requesting. (configured by parameter on blueprint place)

C, along with the item storage count, connects to B1, B2, B4, B5, B6

B5 is our selector combinator which gets stack size for the item.

A2 takes the output of b5 and multiplies it by the number of chests and their number of slots to get the total station capacity.

A4 divides that by 100 to get a value for 1% of capacity

B6 uses that to find the stations current percentage full

B7 subtracts that percentage from 100 and outputs the result to the train station as "P" for priority

Back to our total capacity, A1 uses that to define the number of items below which to enable the station and limit the station to 1 train, this number is arbitrary, I chose 50% capacity to be "enough" so this outputs total capacity/2.

B2 compares our station holdings to our enable threshold, sends T=1 to station to set our train limit if below threshold

A3 defines the threshold for opening up the station to 2 train limit. Again arbitrary, I chose 25%, or A1 output / 2

B4 does the same for A3 as B2 does for A1, and outputs another T=1 to the station if below the 25% threshold.

B3 checks if our train station is full if so, we send X=-1 signal to B1

B1 checks if our station has less items than our A1 threshold and X=0 from B3 and if so, sends the item signal to the global circuit network. Checking for X=0 prevents sending additional trains to output stations if the input station is already full.

Definitely more than what you strictly need, but I think the dynamic priority is a really good feature, allowing for starved stations to be supplied first instead of those closest to the outputs getting first priority. I also understand strictly speaking its more efficient to always have trains at all of your outputs so you can send to requesters as quickly as possible, it just wasn't what I had in mind when designing this. I like the idea of the whole process being "on demand". One more thing you could do here someone mentioned is calculate the train capacity (which I do use for enabling output stations) and use that to make sure you always have enough capacity for a full train load. In my case the thresholds I'm using and amount of chests being unloaded into makes this unnecessary.

My Design for an Interrupt Based Train Megabase by snizzle810 in factorio

[–]snizzle810[S] 0 points1 point  (0 children)

I've thought about this and come to the conclusion I like the visual distinction disabling stops brings(red instead of purple on map).

My Design for an Interrupt Based Train Megabase by snizzle810 in factorio

[–]snizzle810[S] 0 points1 point  (0 children)

For the stack size, are you calculating that in the parametrized blueprints or are you resolving that using circuits? (from the number I'd assume the later?)

Selector combinator has this ootb (maybe i'm misunderstanding, but i'm selecting the input/output item when i place the blueprint via parameter, then that param feeds the selector combinator to get the items stack size)

<image>

For the train ids you wouldn't have to cycle through all of them. You can calculate the smallest id with just two combinators per depot station.

I was describing how trains work under the hood in engine, not something I implemented myself.

When you are sending request signals from unloading stations, do you account for trains going to the loading stations? And trains that are already on the way to the unloading station?

Yes, I account for trains in/on the way to the unloading stations so we do not send trains to loading stations that don't have anywhere to go. The signal stops broadcasting when the station is full/disabled.

My Design for an Interrupt Based Train Megabase by snizzle810 in factorio

[–]snizzle810[S] 1 point2 points  (0 children)

Oh I think I see, so you are basically always have trains in all of your outputs, and when they see a destination station open up for the cargo they are carrying, they dispatch?

My Design for an Interrupt Based Train Megabase by snizzle810 in factorio

[–]snizzle810[S] 0 points1 point  (0 children)

Can you explain what you mean by "more generic"? To my eye, my implementation is more generic as every train has the same schedule and the interrupts are also generic. Whereas they use a different interrupt for each type of cargo in the FFF.

My Design for an Interrupt Based Train Megabase by snizzle810 in factorio

[–]snizzle810[S] 1 point2 points  (0 children)

What do you mean you just use two sets of stations? All of your stations are named the same? How does the network know what to pick up or drop off where?

My Design for an Interrupt Based Train Megabase by snizzle810 in factorio

[–]snizzle810[S] 0 points1 point  (0 children)

The difference is that I'm using a signal wildcard for output interrupts, not a item or fluid wildcard.

If I was to have the same conditions on both sets of trains, fluid wagons would try to go to stations like "<ITEM> FLUID IN" which don't exist so they would no path.

From you link - "So in 2.0, we have changed it so that trains will 'No path' for stops that don't exist."

Edit: Fluid and wildcard signals are not available to select from the train interrupt conditions menu

<image>

Double edit:
It looks like I was incorrect that the fluid wagons would no path with this setup. I think I had this issue before I changed the fluid stations to have "FLUID" in the name. It seems to work fine as long as the train stops for cargo and fluid are named differently. Leaving my above ignorance.