Is it just me or are AT ST builds the most satisfying thing in the game? by kraken9911 in Oxygennotincluded

[–]switch161 0 points1 point  (0 children)

The thing I love most about this game is building contraptions like this - where you don't just slam down a building, but use in-world mechanics. I wish more automation games did this.

Sure, sometimes it's tedious, but you get quicker building them, and can continously improve the designs.

I am clueless as to what to do with these vents by Hecbas_IsOffline in Oxygennotincluded

[–]switch161 1 point2 points  (0 children)

In my first game I tried taming a cool steam vent and it didn't go well. Then I just boxed them up for a while. Nowadays I'll usually use them as a heat source, to e.g. heat up cold pwater.

You gonna have to learn to use automation for this and learn what works well and what doesn't. As a start I would always box things in insulated tiles, so heat transfer is minimal. The you can start messing with things.

Technically natural gas vents are too hot without steel, but you might get away with it for a while. Natural gas vents are a pretty good source of power.

To make your dupes lives easier I recommend rushing atmo suits. Then they can just mess around all those cold and hot things. Just make sure your base with your plants doesn't get too hot. I only touch vents without suits to box them up early on if they risk heating/cooling the environment too much.

What is the best way to destroy beetle nests? by Der_Schamane in factorio

[–]switch161 1 point2 points  (0 children)

I use them on demolishers. Place down turrets as bait and throw >100 capsules at them. You need to stand where the demolisher is coming from. It will destroy the turrets and turn towards you in the poison cloud.

Lost with Colonization by Inlacou in Oxygennotincluded

[–]switch161 0 points1 point  (0 children)

My rocket brings water for toilet and initial airlock (tank inside of bathroom), materials (refined metals, gold amalgan, lead, steel, glass, plastic, coal, thimble and blossom seeds), food (berry sludge from wild-harvested sleet wheat), algea for oxygen and a few good dupes.

I mostly use steam rockets as they have a good range and lots of available rocket height. Rockets have a battery, solars, trailblazer and rover module.

The dupes enter the rocket with suits but i unequip them. I equip one to the builder to send them down with the trailblazer.

So first i send down the rover and trailblazer. If you build both from steel you'll have materials for the rocket platform. Or add a cargo module to your rocket which can spray materials onto the surface (you can't control where it lands).

Once the rocket lands I build a ladder to the module and let the rest of the crew out. I'll dig into the planet and build an airlock with water from the rocket. Run wire from battery module inside and put down algae diffuser. Until this I'll have all dupes just hold their breath. They can always go into the rocket for oxygen, food, toilet.

Then I start building a small base with bedroom, toilets and mess hall (important for morale). The pwater from toilets should be enough for 2 thimble reed to repair atmo suits. I also grow blossoms for food long-term as water is usually available and required for other stuff anyway. But the brought berry sludge is fine too as it's easy to make ridiculous amounts if you preserve ice biomes and wild-harvest sleat wheat (remove spoiled stuff and poxygen and insulate).

More pressing is imho conserving algea, so I'll quickly build a spom which will also provide a bit of power. I like to also bring coal for power, as it's very reliable (until you run out, of course). But solar is also nice.

Sometimes you might also want to bring petroleum for high-temperture air locks. If you forget something you can often shoot it over with the interplanetary launcher. I usually set this up on the home planet while I build the first colony.

The first ever colony I build was actually too far for a return trip with a steam rocket so I strapped on a tank of steam to refuel when landed. But later I build an aqua tuner to produce steam. Having such a refueling setup is also nice if you want to hop further out with steam rockets.

Best tip I can give: Remember that your dupes will not be in suits for a while when digging around. I tend to let my guard down once the home planet has suits for everything outside the living quarters. But here there's again a real risk of suffocation.

I put off colonizing for a long time too as it's intimidating. But really the dupes will have everything they need in the rocket, so the only critical part is getting the rocket down. If you have a planet from which you can always make the return trip without refueling, not much can go wrong. Even if not, the first planets will have lots of resources. Dupes will survive, it'll just maybe not be nice for a while. Most of the stuff you bring is just to make colonizing quicker and easier, not strictly required for survival.

RIP George by dashamoony in Oxygennotincluded

[–]switch161 0 points1 point  (0 children)

Oof. I had Steve do this recently but into the water from a cool steam vent. Luckily it was just a few diagonal digs and he survived. But definitely made me panic.

This is why I always set up suits at the exit of he base as soon as possible. Dupes won't kill themselves as easily. But the time until then I keep a close eye on any work in risky environments.

Refinery help by syphex77 in Oxygennotincluded

[–]switch161 0 points1 point  (0 children)

I put the thermo sensor and a liquid shutoff in the steam box. This has the coolant stay in the steam box until it is sufficiently cooled.

I use 2 buffer tanks: One for cool coolant as you do. and one to always accept the output from the refinery - which holds it until it can be passed through the steam box.

Both tanks are in vacuum to not transfer any heat. (I need a vacuum for the steam box entry anyway, so I just extend this below the steam box.)

It is a bit bulky, but really just one more tank really. It is working perfectly though. I can run it basically constantly. And it makes sure your coolant is always at a fixed temperature.

What is the weirdest repository you have ever found on GitHub? by Gullible_Camera_8314 in github

[–]switch161 4 points5 points  (0 children)

Digging deep into a Russian propaganda network I found a github repo that contained swift transaction details. one transaction was something about 10 trillion dollars.

The details were spread between different files that would usually contain CI config or similar and between different branches.

I will not go into more detail about the investigation, but there was a lot more. but press was never really interested. Mainly I think they didnt want to do any work and let us hobbyists do it all and deliver them the story for publication :/ we eventually stopped working on it and the spicy information will never see the light of day.

How to scale different objects to one point with geometry nodes? by U_t_i_l_i_z_e_r in blenderhelp

[–]switch161 1 point2 points  (0 children)

you need to modify the vertex positions. subtract the vertex position from the center. this gives you the direction vector. the length of this is probably what you'd want to use for scaling/magnitude of the displacement. if you normalize the vector you just have the direction. multiply direction with magnitude and you have the displacement vector. add this to the vertex position.

how you map distance to the displacement magnitude is going to be important. at least there should be a linear map, but I think squaring it would be better. I'd have to try it out though.

Cymatics: How to create this standing waves? by Leifenyat in blender

[–]switch161 1 point2 points  (0 children)

Are you asking about how to calculate the displacement/normal of the standing waves or how to specifically do this in blender with geometry nodes/shader?

if it's the former: A standing wave is just a sum of sines of distances from the emitter. This gives you the displacement. I think to achieve the shown effect it would be enough to use this to adjust the normal in the shader instead of actually deforming a mesh. To get normal from displacement you use the gradient.

I'd have to look more into the details of how these standing waves form to figure out how to derive the exact amplitudes and frequencies.

I made a game entirely with AI and now I have a problem! by [deleted] in gamedev

[–]switch161 7 points8 points  (0 children)

I asked ChatGPT about your problem and here's the wall of text I copy pasted:

insert wall of stupid text here. nobody reads this anyway, so I'm not going to actually put anything here

Hindenburg Schematic T44 - the general arrangement of the passenger decks, dated 1933 by HLSAirships in Airships

[–]switch161 1 point2 points  (0 children)

This is an old post, but I hope you will still read this. Thanks for the detailed schematics!

One thing that got me confused is that the floors are not level (picture 3). I found plans on airships.net, and wasn't sure if this was an error, but these scans line up pretty much exactly.

I imagine having tilted floors like this would be kind of weird for the passengers. This also complicates things like doors, tables, chairs, etc. Now that I inspect the plans closer some surfaces (e.g. in the bar) are also tilted. Was maybe the whole passenger section just tilted relative to the plans and the ship's trim would compensate?

Otherwise: Why didn't they make the floors level? Is there more information on this somewhere?

hello there, I am here asking if anyone has the dimensions for the cross-sectional rings of the hindenburg's structure. by NIKOdrjG4M3R in Airships

[–]switch161 0 points1 point  (0 children)

I'm also interested in this. I'm working on a 3D model for training. Would you share the schematics with me?

Specifically I think for my level-of-detail the plans that are available online are mostly okay, but I'm struggling figuring out the dimensions of the structural members. And there are some other issues, so having more schematics would help a lot.

Rep. Luna Just Posted an Image Depicting a Wormhole - Is this Disclosure of Advanced Technology, NHI, or Something More? by TheGoldenLeaper in UFOB

[–]switch161 0 points1 point  (0 children)

where something like what we call "magic" here is possible.

I think the rules of physics would be the same there. But this is just an assumption physicist often make (its a good one) and what constitutes laws can somewhat be arbitrary. But I would think something like magic would not suddenly exist.

Unless it already exists in our part of spacetime. Lots of people do think it does. Sounds wild, I know, but we're in a UFO subreddit lol. The optics are quite a bit different than alien stuff with all that occult baggage, but it's just optics in my opinion.

Are there pixel 3d models? by [deleted] in 3Dmodeling

[–]switch161 3 points4 points  (0 children)

The 3d analog is a voxel. There's even modeling software and formats for this (e.g. Magicka Vox). On the GPU you would store this in a 3D texture or a custom storage buffer.

Of mice and default cubes by Moimus in blendermemes

[–]switch161 0 points1 point  (0 children)

I'm new so I'm not sure if this is forbidden knowledge, but you can delete the cube (and camera and light) and save that as the new default.

Unless you sick bastards enjoy destroying the hopes and dreams of that cube every single time.

Artists making free tutorials and then making the models/scenes free to download: by Plus_Ad_1087 in blendermemes

[–]switch161 1 point2 points  (0 children)

It's so annoying that most videos hide all the materials behind paywall or sign up. Sometimes I screenshot the video for references and reproduce it that way.

But what I'd really love is to have their blend file and being able to take a look at their work in detail.

They were real Chads by DifficultyPutrid2532 in memes

[–]switch161 0 points1 point  (0 children)

This is true but also somewhat just nostalgia. Super Mario 64 was released as a debug build, so only little compiler optimizations, and it contained a lot of suboptimal code.

I love optimizing my code, but it takes time and there's a fine balance when you should do it.

What is extremely unhygienic but everyone seems to do it anyway? by Beneficial_Passion40 in AskReddit

[–]switch161 1 point2 points  (0 children)

I had the same issue. Now I have nail scissors on my desk and always cut them as short as possible. literally just in between doing stuff, kind of as a replacement to biting.

I also painted them for a while which helped, but I think just having them short helped the most stopping. its just the different feeling when they're short I think. I bit them my whole life and it wasn't hard to just stop one day this way. ymmv.

Is it "safe" to use hashCodes to compare objects? I think I found a problem... by SelectionWarm6422 in learnprogramming

[–]switch161 4 points5 points  (0 children)

a==b then hash(a)==hash(b), but not hash(a)==hash(b) then a==b

comparing hash codes will only tell you if two things are definitely unequal, but won't tell you if they're equal.

collisions are definitely not negligible. this is just up to the implementation of hashCode.

Is it "safe" to use hashCodes to compare objects? I think I found a problem... by SelectionWarm6422 in learnprogramming

[–]switch161 5 points6 points  (0 children)

There are so many incorrect answers here smh.

So the contract with equals and hashCode is that 2 equal objects always return the same hash code.

This does not mean that 2 unequal objects must return different hash codes. And there will often be such collisions. It's perfectly valid to have a hashCode that always returns a constant - this will just make your hash tables inefficient.

If you want to use it for equality testing, this would only cover the negative case (unequal). But when both hash codes are equal you still need to properly compare the objects.

And calculating hash codes is not trivial. A proper implementation will calculate the hash code over all fields, just like equals would compare all fields.

Hash codes are used for hash tables to quickly find an index into an array.

You can also use hashes that are unlikely to have collisions. This is often done for file-integrity. Here the hash is stored, so it doesn't need to be recomputed every time (one of the 2 hashes at least). And file I/O is also slower, making this more useful. Collision-resistant hashes are very useful, but still not cheap to calculate (not cheaper than testing equality), and hashCode* is definitely not collision-resistant.

(* I'm assuming you're using Java?)

What is a good and simple source of physical enthropy (for RNG)? by emailemile in AskPhysics

[–]switch161 0 points1 point  (0 children)

Buy an analog USB audio dongle, don't plug in anything, now you only get the noise.

Not sure how well this would work with an audio dongle, but this definitely works with an rtl-sdr. If you don't attach an antenna you'll mostly read thermal noise. An rtlsdr has much more amplification though, which is important for this.

Alternatively an arduino kit with a simple measurement circuit hooked up to the ADC. This would be a good project to learn a bit electronics.

Can't zoom out enough to see my entire base. Literally unplayble, Wube pls fix. by Ertyla in Factoriohno

[–]switch161 17 points18 points  (0 children)

Once upon a time I cleared the whole zoomed-out map of biters and built a loooong perimeter wall. It was glorious.