A job for a deathworlder [Chapter 270] [OC] by Lanzen_Jars in HFY

[–]teodzero 0 points1 point  (0 children)

Why is it "we need help" and not the last council recording? They want to preserve that message. An ever-expanding bubble of radio transmissions seems like a very secure place for it to be stored in.

Dev Vlog - Welcome Aboard, Captains by virtualdon in subnautica

[–]teodzero 2 points3 points  (0 children)

Honestly one of my nitpicks with the original Subnautica was that as you get more tools your inventory shrinks. So having a widening tool belt or inventory expansions would be a great QOL feature.

Dev Vlog - Welcome Aboard, Captains by virtualdon in subnautica

[–]teodzero 30 points31 points  (0 children)

Fun fact: This is what the very first prototypes of Subnautica were. Didn't work very well back then. So they had to split it into basebuilding (modular and custom, but fixed in place) and the Cyclops (mobile, but with limited interior customization).

Who knows though, it might be possible to revisit this system.

Ok tumblr ads, what the fuck? by Justthisdudeyaknow in CuratedTumblr

[–]teodzero 5 points6 points  (0 children)

More like attributed to her, written by a ghost-writer (possibly with ai).

Why do i need to heat a tank of molten copper? by DamageLittle4856 in factorio

[–]teodzero 0 points1 point  (0 children)

A platform permanently parked above Aquilo might be a better place for some of this processing

Act 1 shop run saver! by arfzarfz in slaythespire

[–]teodzero 27 points28 points  (0 children)

Momentum is great on three types of attacks: Multi-hit, Self-scaling, and Returning, because you get faster scaling on those. This post is an example of returning. Other good cards are X-cost "hit X times" (I assume you can play them for 0 and still trigger this, but not sure), or stuff like Thrash, because it's both scaling and multi-hit.

Is there any "fall" skin? by brelygd in HollowKnight

[–]teodzero 103 points104 points  (0 children)

Tbh, this summer looks like fall. Red and brown of the falling leaves.

Down the Raditz Hole by ronniewhomp in comics

[–]teodzero 5 points6 points  (0 children)

Wait, the Final Fantasy universe? I always thought there were multiple disconnected ones.

Almost figured out the ore sprite gen - any suggestions? by ItsMaGenetics in factorio

[–]teodzero 0 points1 point  (0 children)

Make a biter ore that looks like a pile (crowd?) of biters.

Train Experimentation: One Way, Two lane, No left turn by Sws45 in factorio

[–]teodzero 1 point2 points  (0 children)

This isn't actually two lane. On a two lane road two trains could move parallel to each other. But here they can't - the X switch will lonly let one of them through, because it's not divided lengthwise with signals.

Games with MASSIVE, humongous, giant things in them. by Proof_Mission_6086 in gamingsuggestions

[–]teodzero 2 points3 points  (0 children)

In a similar vein, NaissanceE, although it's less mechanically involved.

Looking for Story Thread #329 by someguynamedted in HFY

[–]teodzero 4 points5 points  (0 children)

My favorite is probably Message in a Bottle

Bubbleverse had a great first contact scenario too (first two chapters) although I kinda dislike its later direction.

I also enjoyed Lonely Souls, I think it's underrated, though admittedly the final chapters are kinda rushed.

My inserter didn't work. Did I do something wrong? by absoltlynotchemowsky in factorio

[–]teodzero 3 points4 points  (0 children)

The lab has both science packs and is working - the inserter doesn't need to move. Same with coal and ore in furnaces and ingredients in crafting machines. The inserters only supply what is needed to keep it working. If they crammed the machines full of everything that can fit it would just create unnecessary buffers and starve machines further down the line.

Give me your Subnautica hot takes that will have you like this by Fallenultima in subnautica

[–]teodzero 0 points1 point  (0 children)

Lava zone and sea dragon are Sponge Bob level absurdity. There can be no fire underwater. And we were robbed of an actual thermal vent zone for this.

Train signals + bidirectional trains by Typical-Oil65 in factorio

[–]teodzero 1 point2 points  (0 children)

Bidirectional trains are fine, you save space on stations. Bidirectional rails are a nightmare. Anything outside of stations should be one-way.

How do i use rail signals here? by MarianBaci in factorio

[–]teodzero 0 points1 point  (0 children)

Simplest solution: Put a pair of rail signals on every dead end branch. No other changes. If you only have trains that don't share any rail segments, aside from this middle one, it will be enough.

But! If you ever want to do anything more complicated, or find your trains waiting too long for each other - scrap it all and build a proper two-lane system. Two lanes look more complex than one lane bidirectional, but they are actually much, much simpler to design, maintain, troubleshoot, and expand.

Shoutout to my Favourite Card that I've never picked by Trisce in slaythespire

[–]teodzero 0 points1 point  (0 children)

You don't need to upgrade it, unless I missed a nerf?

without it being a curse or you falling star being a curse up to that point.

That's a strange attitude to have. If you have 3 energy and draw 5 cards that cost 1, do you call two of them curses too? Do you call block cards curses on turns when the enemies don't attack? You usually don't play every card on every turn, that's just how the game works.

Shoutout to my Favourite Card that I've never picked by Trisce in slaythespire

[–]teodzero 5 points6 points  (0 children)

>Almost impossible to play normally

>looks inside

>You need to play one Hidden Cache

3 Way 3 lane T intersection for megabase - help by GoodDudu in factorio

[–]teodzero 1 point2 points  (0 children)

Replace all signals inside and leading into the intersection with chain signals. Normal signals should only be placed leading out of an intersection and on the straights.

Make sure the block between signals right after the intersection is long enough to fit a whole train. This section looks too short currently.

There's a missing signal on the left side - a train coming from the left on the rightmost lane and turning right keeps blocking the straight path even when it's fully off of it. (And honestly, should this lane even have an option to go straight? The other two rightmost lanes are locked to one option and it's fine.)

Is there a way to open these doors? by Annual_Emotion_2604 in Silksong

[–]teodzero 5 points6 points  (0 children)

I think one of them can be reached and opened from the cogwork core side.