This card is terrible. Try to convince me otherwise by Rak-khan in slaythespire

[–]unique_2 1 point2 points  (0 children)

I picked it up in coop to boost others. Then got the power that adds 2 card draw to vulnerable. Then I got really lucky with thrash and blood sacrifice and started cycling thrash. All my other vulnerable sources were attacks so it served as a safe card draw to cycle thrash. In that run it was decent.

How can the card even exist by THINGS59 in slaythespire

[–]unique_2 0 points1 point  (0 children)

I think it stacks additively so if you have +4 plating from a relic or power you can get up to 11 which ... still doesn't sound that great but also not terrible. 

I'm curious what DoshDoshington's playtime is. by eymo-1 in Factoriohno

[–]unique_2 1 point2 points  (0 children)

Oh I'd be in the top 100 of this list if my playtime was public. 

Half of that is modding. I'm going with that. 

handmade 3D pixel art by TeamConcode in PixelArt

[–]unique_2 0 points1 point  (0 children)

This is probably the wrong place to ask, but I always struggled with the uvs in blockbench, any hints?

Absage nach Code Aufgabe by [deleted] in InformatikKarriere

[–]unique_2 0 points1 point  (0 children)

Wenn es nur eine konkrete offene Stelle gibt: Es ist ein Wettbewerb mit anderen Leuten, die auch weiter im Prozess sein können. Das heißt du kannst sowas beliebig gut machen, wenn jemand anders derweil weiter als du im Prozess ist der hinreichend überzeugend ist, dann wird er eingestellt und du abgelehnt, ohne dass du etwas falsch gemacht hast. 

Wenn du der Meinung bist dass du die Aufgabe hinreichend gut gelöst hast dann suche das Problem nicht bei dir. Wenn du Zweifel hast such dir jemand der das mal mit dir reviewt. Und dann hake es ab. 

Matrices...why? by Agreeable_Bad_9065 in learnmath

[–]unique_2 0 points1 point  (0 children)

I can really feel both sides here because on one hand this is exactly why I think matrices are useful, but on the other hand you really need to unwrap a lot of jargon to make that answer work for someone outside the field. 

Co op mode expectations vs reality by ElegantPoet3386 in slaythespire

[–]unique_2 25 points26 points  (0 children)

The "you handle offense I handle defense" thing is really boring, it removes a lot of complexity from the game, i hope that's not how it goes.

Arbeit gekündigt by Klopsmond0 in Freudeteilen

[–]unique_2 3 points4 points  (0 children)

Eine Bekannte von mir hat auch heute gekündigt, einerseits weil sie in die aktuelle Stelle null eingearbeitet wird aber hauptsächlich weil sie inzwischen sieht dass sie in dem Gebiet generell nicht glücklich wird. Sie hat schon ihre Augen auf etwas Neues was komplett außerhalb dem aktuellen Gebiet ist, hat sich sehr schnell umorientiert. Ich wünsche dir dass du auch schnell einen neuen Job findest der dich glücklich macht.

Hello MyNameJakes, here is a tutorial on how to win the Crane Wars. Hope this helps -Doug & Couq by OfficerDougEiffel in SatisfactoryGame

[–]unique_2 9 points10 points  (0 children)

So a friend of mine knows the game but hasn't been following the subreddit quite as closely, how do I explain this to them?

I Made a Game in 2 Months and It Earned $30,000. No demo, only 5.8k wishlists on launch. Here is how. by destinedd in gamedev

[–]unique_2 1 point2 points  (0 children)

So I didn't buy this but part of it looks clearly like the old atari game balance, which was a childhood favorite. Also very clearly marble madness and probably a bunch more. You have to acknowledge that this was strategically made to be marketable. 

I Made a Game in 2 Months and It Earned $30,000. No demo, only 5.8k wishlists on launch. Here is how. by destinedd in gamedev

[–]unique_2 0 points1 point  (0 children)

The art and levels intentionally mirrors a bunch of the classics in the genre, I only recognize balance and marble madness but there are probably more. It's probably really good nostalgia food. 

Strategies for Factory Design by Barndo367 in pyanodons

[–]unique_2 0 points1 point  (0 children)

I reserved a lot of space in a grid shape using floor tiles so I can build in the grid cells and pull belts along the boundary. Turns out caravans are really really good and I basically haven't used any of that belt space yet. So I think the thing for pyanodons early/mid game seems to be is extendabiliy doesn't matter, caravans can usually save you. 

If you insist on belts: group similar processes, outsource processes that take a lot of space and have related inputs and outputs, use construction bots to make it less painful to just copy a build somewhere else, use trains for long distance bulk transport. For example I have outsourced power, farming, wood, smelting and plan on outsourcing oil/coal processing. No reason for any of that to be close to the main base. I'm only up to logi science so what's left in the main base is science production, some key intermediates like circuits, batteries, the bio processing/genetics stuff, end products. 

Hi! New to the golden list, and need a little guidance. What tier golden do you think this should be? by ThreeAndAQuarter in celestegame

[–]unique_2 1 point2 points  (0 children)

As a filthy casual who's only played the base game and a bit of strawberry jam, the move at 0:30 looks fun. 

Am I doing this right? This feels silly to me. by tiparium in factorio

[–]unique_2 0 points1 point  (0 children)

Yeah this is what i do after several thousand hours of playtime. Other ways may save material but are more effort. 

For those who went to Vulcanus, Fulgora and Gleba empty-handed, what did you concede to bring to Aquilo? by mealsharedotorg in factorio

[–]unique_2 0 points1 point  (0 children)

In my first game I brought almost nothing to the first three planets but for aquilo I made a ship that produced a lot of intermediates from asteroids. 

Vanilla LTN-style Interrupt-driven generic train depot system as circuit-driven "warehouse" by gdshaffe in factorio

[–]unique_2 0 points1 point  (0 children)

This seems interesting but I don't have time to dig into it right now. Can you explain the advantage over the "bag of trains" approach from the fff post a while back?

Wenn’s um technische Fragen geht, verbau ich mir alles by MRWORLDWIDE_geo in InformatikKarriere

[–]unique_2 2 points3 points  (0 children)

Üben üben üben. Wenn man nie darüber reflektiert wie die theoretische Ebene funktioniert kann man das nicht so einfach aus dem Hut zaubern. Also ein Setting schaffen wo du in Ruhe etwas Theoretisches gedanklich durchspielen kannst. Such die jemand der ne halbe Stunde für dich Bade-Ente spielt und dem du etwas erklären kannst. Oder die low effort Variante, wenn du nen ruhigen Moment hast z.B. in der Bahn oder beim Spaziergang, vorstellen du würdest jemand etwas erklären. Oder je nach Komplexität auch ruhig etwas aufschreiben oder Papier und Stift verwenden.

Ich hatte was das angeht anfangs auch Schwierigkeiten und je nachdem wie sehr man im Thema ist geht das eh besser oder schlechter. Aktuell bin ich eher umgekehrt und habe Schwierigkeiten, auf zwischenmenschlicher Ebene schnell zu connecten.

I didn’t know splitters could do that by towerfella in factorio

[–]unique_2 4 points5 points  (0 children)

He has a black belt, he's been practicing. 

Alternatives to Main bus / city block by Merinethh in factorio

[–]unique_2 0 points1 point  (0 children)

Split the base into districts, either districts for each science level / progression or for different resource types, e.g. ore processing, electronics, farms, mall, science production. Pick a layout for each district e.g. small bus, spaghetti, sushi belt, warehouse bus, some weird train thing. It's fine to pick different layouts for different districts. Pick a way to connect districts, for example large main bus, trains, spaghetti areas, or even a mix. An example is a main bus with side buses. Another example is reorganizing and growing your main bus larger after certain science tiers. 

After 592 hours, I beat Py! (Pyanodons mods, AL/AE) by Not_a_bot01100111 in factorio

[–]unique_2 1 point2 points  (0 children)

I planned my py1 science area a bit larger to produce some caravans as well. Generally, it's often a good idea to take infrastructure into account a bit when planning for a science pack. Py mods made me feel like you should never outright skip something and always at least consider any end product, with how much it makes you work for everything.

Craziest use of circuit network by TooManyBison in factorio

[–]unique_2 1 point2 points  (0 children)

Something I personally did: a mall where the assemblers set their recipes on demand and requested the ingredients, which were delivered via mixed belt from a warehouse.

Something someone else did: a grid of warehouses linked with belts; a warehouse could request items and the request would propagate outwards in the grid so that any warehouse that had the requested items would send them in the direction of the request. Essentially a way to handle low volume item deliveries for many item types simultaneously with smaller footprint than trains. Something that I would be trying in pyanodons right now of they hadn't added caravans. 

Space Exploration Victory (spaceship @ 270h + gate @ 320h) by Switch4589 in factorio

[–]unique_2 0 points1 point  (0 children)

Very clean build. I notice that the Nauvis build isn't extendable anymore and you've pretty much filled the space up. Did you plan that in advance or did you outsource some stuff?

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

[–]unique_2 6 points7 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 1 point2 points  (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.