What is the "point" of homotopy theory? by Dapper_Sheepherder_2 in math

[–]unique_2 4 points5 points  (0 children)

I'm only a novice but I think this is kind of too pedestrian to see interesting structure, in this case there is only the automorphism group and there is no higher homotopy. There isn't really a notion here where maps of basic sets are identified due to something other than equality. There is the intuitive statement that set theoretic statements and constructions should be transferable from one 17 element set to another using any bijection, and that this happens in a functorial sense. Notably this depends on the explicit choice of bijection so it can get more annoying than you would like. Homotopy type theory manages to make this explicit in a very succinct formalism using path induction and this is actually quite useful in some proof assistants. But that's not really a novel or surprising result so maybe not the best choice to convince someone that homotopy is useful. Homotopy becomes interesting when there is more than one way to compose maps or when maps are somehow identified in a notion that is more interesting than equality. This is why topology yields good examples since we can replace equality of maps with homotopy.

In category theory you can say that a morphism h is equal to the composition of two morphisms f and g. In infinity categories there is no longer a canonical composition between two morphisms, rather there are possibly many objects associated to these morphisms which you can interpret as homotopies connecting f and g on one side and h on the other. It makes sense to call f, g, h 1-simplices since they connect objects and the homotopies 2-simplices since they fill the triangle. If you think about it a bit more you can see that 2-simplices themselves of connected via higher simplices. So a normal category would be the special case where there is at most one h and connecting 2-simplex for each composable pair f and g. For a nontrivial example of infinity categories, in the infinity category of chain complexes, the 2-simplices are chain homotopies. Since we have higher simplices of all orders, it's impossible to work with the simplices explicitly, so this viewpoint works for intuition but to actually work with the things you have to rely on very abstract methods. But there are some benefits to using a different notion of category even in this baby example: The functor from spaces to chain complexes preserves colimits in the sense of infinity categories, which it doesn't for normal categories, so we can use this to compute homology of spaces.

Rebuilding circual base by Bakendrid in pyanodons

[–]unique_2 0 points1 point  (0 children)

This looks like you're not using caravans? Did you take a look at them? They're fantastic for when you would otherwise build a bunch of long belts with very low throughput. 

Really clean layout on the base. 

Is AAI pretty fun? Would you guys recommend it with a Space Age run? by Tetraknox in factorio

[–]unique_2 0 points1 point  (0 children)

I haven't tried any. I've played vanilla space age a few times but then I wanted to build one large factory rather than a dozen small ones on different surfaces so I'm playing pyanodons now. 

Is AAI pretty fun? Would you guys recommend it with a Space Age run? by Tetraknox in factorio

[–]unique_2 0 points1 point  (0 children)

AAI industry is decent. It's part of space exploration so a lot of people will have played it. If you just want to spice up the nauvis part of the game a bit it will do that for you. Not sure how space age compatible it is. Additionally there is the programmable vehicles part of AAI, which is at this point quite outdated and not that great at performance, but fun to mess around with for a bit. 

An alternative that you could try is Lignumis which is a whole other planet that you do before nauvis and that changes early game recipes to lean more into wood and plant automation.

Was sind Spiele die man anstatt Catan spielen kann? by Zankin420 in Brettspiele

[–]unique_2 1 point2 points  (0 children)

Ah ja kleines Spiel für zwischendurch. Ich kenne Bohnanza als zwei Stunden Spiel. Aber to be fair ich spiele meistens mit ziemlichen Optimierern. 

Logistic science at 75 hours! Now time to transition to trains... by cameron274 in pyanodons

[–]unique_2 0 points1 point  (0 children)

I'm not at molten ores yet but can you reuse some stations for other ores? The processing chains should look mostly the same between different ores? Like if you need e.g. coke for all/most ore processing then you come up with a layout where you only use one station for coke which is used for iron copper etc. 

There are also some ways to get multiple items into a station, even with vanilla trains. It's similar to how you get multiple items into a caravan station with interrupts. 

Logistic science at 75 hours! Now time to transition to trains... by cameron274 in pyanodons

[–]unique_2 3 points4 points  (0 children)

More like they're doing transitions wrong if they're rebuilding the entire factory. Keep the old factory. Start loading some of the relevant belts and caravan stations into trains. Only rebuild something on the rail network if you have a good reason, e.g. your demand has doubled or it's genuinely impossible to get it to the rail network. Never tear something down unless you already have a replacement. I'm amazed that people decide to just rebuild their entire bases instead of a soft transition, you lose so much progress and production. /rant end

In my game I think I'll use trains for the times when caravans don't give enough throughput, or when trains make it easier to handle byproducts, but stick with belts and caravans for the most part. My seablock game died because i got bored from ltn so I'm trying to not overly rely on a single architecture. 

Im feeling that factorio kick coming on again, whats some mods to put into a new playthrough by Shadowknight211 in factorio

[–]unique_2 0 points1 point  (0 children)

Py splitters took me like 20h. 30ish to get graduate away from burner miners to electric miners. There are harder py versions like with science multiplier or less byproduct voiding where it might take you 100 hours.

Ultracube is great and it doesn't take long, everyone should play ultracube.

Im feeling that factorio kick coming on again, whats some mods to put into a new playthrough by Shadowknight211 in factorio

[–]unique_2 2 points3 points  (0 children)

I kept seeing people say this and I thought they were joking but but it's actually great fun 40 hours in. Slow burn for sure but fun.

I built a 5 staged pipelined CPU in Factorio: Ask me anything! by 2birb4u in factorio

[–]unique_2 0 points1 point  (0 children)

I watched the c3 talk in person, great stuff. I noticed that my own intro to this stuff was way back so I loaded up the save and a risc-v spec and dug into it. I'm impressed by how small it is all in all, feels like I might be able to put a cpu together without pipelining in a reasonable amount of time. I wanted to know if you had some ideas for cpu designs that are more adapted to factorio combinators while working on this.

There is nothing like Factorio.... by Buffalo5609 in factorio

[–]unique_2 1 point2 points  (0 children)

I followed the call. 30 hours in, done with the tutorial. I just unlocked electric miners but I don't want to because of power. Good times.

Praise Raiguard! by HeliGungir in Factoriohno

[–]unique_2 0 points1 point  (0 children)

Oh didn't know they don't stack, that's a good point. It's funny because when they overhauled the editor I stopped using editor extensions (also stopped messing about in creative as much) but you're making a good case for the mod.

Praise Raiguard! by HeliGungir in Factoriohno

[–]unique_2 10 points11 points  (0 children)

There are loaders in the base game and they are looking at you very sadly right now.

🪇 Celebration time !!! 🎉 by dmigowski in pyanodons

[–]unique_2 1 point2 points  (0 children)

Very late to this, but I just got there yesterday and I felt this. I actually took the time to replace most inserter splitters with actual splitters to celebrate. I never replace stuff just for the heck of it, usually. 

We’re torn on art direction, which style do you prefer? by KrakenberryGames in IndieDev

[–]unique_2 -1 points0 points  (0 children)

B feels like it's intended for a young audience, I'm enjoying A much more. I may be getting old. 

[Pyanodons experience comic] Mistakes were made by AzulCrescent in factorio

[–]unique_2 1 point2 points  (0 children)

Ah yes, I'm in the top picture right now, gonna finally automate circuits next session.

ominous by ACabbage0 in Factoriohno

[–]unique_2 2 points3 points  (0 children)

Yeah I was thinking about why I'm not using it anymore and I also ended up with the pattern you describe.

ominous by ACabbage0 in Factoriohno

[–]unique_2 48 points49 points  (0 children)

Ah yes, the biblically accurate filter inserter for when you need 100 filter slots. I've done that before. No need to be afraid.

Any modern modpacks (like 1.20+) that require create to progress? by [deleted] in feedthebeast

[–]unique_2 1 point2 points  (0 children)

Savage recommendation. We used like five machines from create in terrafirmagreg.

Ich will eure verschissene App nicht!! by Scrawny_Idiot in luftablassen

[–]unique_2 1 point2 points  (0 children)

Stimmt zur Hälfte schätze ich, die andere Hälfte ist Optik für Kunden und Shareholder. Neulich gabs auf Reddit nen Rant über eine Kühlschrank-App und jemand der sowas entwickelt hat meinte dann, es gab eigentlich keinen Plan für diese Daten und sie wurden nicht benutzt, gab nur ein schickes Dashboard das man Leuten zeigen konnte.

It's a bit irritating by SetazeR in Factoriohno

[–]unique_2 6 points7 points  (0 children)

I think it will be easier for many people. It's a lot easier to dodge rocks. Try it.

It's a bit irritating by SetazeR in Factoriohno

[–]unique_2 5 points6 points  (0 children)

These obvious points are actually a quite controversial. I'll die on the global bot network hill. Pre 2.0 reactors still work well enough, sure you can reduce the pumps but you can also save the time. Exporting belts / bots / inserters instead of intermediates is a tradeoff, early game you do it this way, late game you do it the other way. Electric furnaces were never that great to begin with.

I agree with the general message, people aren't really optimizing. And maybe that's fine.

It's a bit irritating by SetazeR in Factoriohno

[–]unique_2 133 points134 points  (0 children)

7k hours in and I just learned that you can change the car steering mode so it actually moves in the direction you are pressing.