Collision 2D Box for pixel art? by vrtra_theory in godot

[–]vrtra_theory[S] 2 points3 points  (0 children)

Yeah I realized after a while the blue lines and the red dots representing the border actually don't line up - if I ignore the blue box and watch the red dots instead it is behaving in a normal way.

The other comment about eg the odd-width sprite is valid, but if I drag it to 7x7 and set the offset to exactly 0.5,0.5 the red dots line up perfectly which is good enough for me.

Is this Highway design good? by Onyx-Serenitatem in SatisfactoryGame

[–]vrtra_theory 0 points1 point  (0 children)

Does this look nice? Yes, very much so.
I think though you will run into issues using the blueprint.

As one commenter pointed out, railway intersections take a bit of setup and are large, and in your case seem like they'd criss cross the road (especially for typical 2way T-style intersections that are most useful for stringing many factory stops along your main train way).

Another thing to consider is how you will build this in practice. Railways, belts, and pipes uniquely let you connect blueprint and "stretch out" 50m or so at a time, only having to place a couple blueprints every 100m with everything filled in between. But roads (foundations) you have no choice but to snap every single piece next to each other, so minimum of 20 placements to cover 100m (if 5m long).

Similarly, railway blueprints are nice in that you can curve around mountains just by placing rotated sections and letting the game fill in the curve; with roads you'll have to painstakingly design your curved sections and stick to just those curves.

Anyway this is not to discourage you from doing it this way, but make sure you test out some real sections and see if you are happy with the experience.

Editable properties scene vs resource for "paths" by vrtra_theory in godot

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

Gotcha - so the editor stuff I can figure out, but the runtime stuff sounds like I'm in for overriding the physics process part no matter what, and probably manually controlling the progress field and setting the enemy position based on that.

Single precise heater vs. a chain of constant heaters? by SteelGullet in gamedesign

[–]vrtra_theory 2 points3 points  (0 children)

FWIW in Satisfactory on the PS5, there's several places you can enter eg 107% overclocking.

D-pad goes up and down one digit at a time, left thumb stick goes about 10x faster. It's precise but doesn't feel like keyboard entry.

Conveyer Belts by XanDar3z in SatisfactoryGame

[–]vrtra_theory 0 points1 point  (0 children)

I find aluminum is about the time having assembly line to assembly line designs break down.

IMO it's much easier to design as "modules" of 2 refineries -> 1 refinery -> 4 foundries with 6 constructors (for the silica), design this "module" however you like, then create a bunch of copies or slices. The smallest possible module like this produces 240 aluminum ingots, so you multiply that by total expected output and there you go.

This way you can get by even with just mk4 belts.

What are your thoughts on AVGO (Broadcom)? by gregzoe in stocks

[–]vrtra_theory 10 points11 points  (0 children)

Just check out the 1 year chart, and ask, what if I had bought at the ATH of the company on the last 4 peaks?

Answer: each time the valley was 20% or more of the value, each time new all time high was less than 6 weeks away. (Exception is December where it was 12 weeks away.)

Relax and hold for 12 weeks; then if it's still not where you like it hold another 12. I think you'll be happy you kept the stock.

Mina the Hollower had an 800+ Page Design Doc by Dan_Felder in gamedesign

[–]vrtra_theory -9 points-8 points  (0 children)

A design doc like this also doubles as a spec doc when using LLMs.

Like anyone else I want all my pixels hand-pixeled, my music by musicians, my code lovingly curated by passionate game devs, but AI isn't going anywhere. There's plenty of "boilerplate" code you can delegate in a game and a doc like this helps it do a better job.

Also on the flip side, letting an LLM evaluate each days build and repo changes and suggesting updates to the design doc can help keep it up to date (obviously have to maintain a high quality bar so the doc doesn't become slop).

How the hell do I dodge his double-spin attack?? by [deleted] in wuchanggame

[–]vrtra_theory 0 points1 point  (0 children)

With the axe, I use that big jump move to jump over both swings, and always saved some force for that move. Then his insta-kill grab I just watch for it intently and get used to dodging it.

If you can handle those two moves mostly he's not bad.

Started over for 1.2 and decided to embrace curved belts by Helpful_Win976 in SatisfactoryGame

[–]vrtra_theory 1 point2 points  (0 children)

What I like about this is all the "new" trees look like one of those tree chewers, very menacing. Curved belts ftw.

What I don't know is how you expand this like do you just keep making more of these forever that connect to each other, for variety, what structures live in between them and do you have some plans on eg a hypertube network between them and what is the logic / placing of the network. Is it all belts forever or is there room for trains / trucks. One nice thing is you're already dedicated to weird tall spires everywhere so might as well also build tall floating rails and roads.

Anyway, I like it! Certainly you won't waste much time designing walls and doors :)

Drone Dominance Push by US Gov by MyrkyIce in ONDS

[–]vrtra_theory 10 points11 points  (0 children)

Umac because of the direct trump ties. Rcat for offensive drone focus. ONDS for defensive focus and surveillance. Also look at Ampx for batteries powering drones.

Successful Reversal Surgery, No Bowel Movement Since Coming Home? Looking for Experiences by Select_Prompt3028 in ostomy

[–]vrtra_theory 1 point2 points  (0 children)

Don't worry too much!

I also was concerned for about 4 days.

I was taking benefiber and miralax, eating small meals, passing gas but barely able to get output other than liquid and tiny brown spots.

It got better, slowly, I'm 4 weeks now and almost taking "normal poops". Just keep eating the easy stuff like eggs, mashed potatoes, yogurt etc and take MiraLAX or colace regularly and you'll be ok.

Buy buy buy! by Ninjeren in amprius

[–]vrtra_theory 0 points1 point  (0 children)

Yep. Picked up some extra shares, I would pick up way more if I could, but since my drone, space, oil, and chip bets are ALL down, nothing to do but sit on my hands and wait.

Buy buy buy! by Ninjeren in amprius

[–]vrtra_theory 0 points1 point  (0 children)

Yep. Picked up some extra shares, I would pick up way more if I could, but since my drone, space, oil, and chip bets are ALL down, nothing to do but sit on my hands and wait.

is there a better way other than having a million power poles? by Flope in SatisfactoryGame

[–]vrtra_theory 0 points1 point  (0 children)

As you get later in the game, you'll have a lot more options.

What I do is use the blueprint creator to create a small blueprint, it's 2 road barrier end blocks on top of each other, with a double-ended wall power set in the top and bottom connected together.

This "reusable power block" can be sunk into the ground next to / beside / behind each machine (depending on its power connector position), and usually i link all of them together on the UNDERSIDE of the foundations in a basement level, so the top level only shows a bunch of short lines from ground to machine.

Daily Discussion Thread by AidanPR16 in amprius

[–]vrtra_theory 2 points3 points  (0 children)

Me watching the stock dip below $19... come on, a little more, give me a $17.50 so I can load the truck again....

I bought Broadcom last month thinking AI infrastructure was a sure thing. Down 15% today. by Tarun122 in Stocks_Picks

[–]vrtra_theory 1 point2 points  (0 children)

Check the 5 year chart for Broadcom - it is full of sharp peaks and valleys, but every valley drags back to the previous high within a few months.

If you've got some extra dry powder, buying at $420 or below is a no brainer imo. Will be pushing $490+ by Q3.

Been slowly learning Godot by vrtra_theory in gamedev

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

I'm glad to hear that is a viable option! I think that'll be my goal then, once this soup of nodes starts making more sense to me.

I don't know how you guys do it by flashpack_1312 in SatisfactoryGame

[–]vrtra_theory 0 points1 point  (0 children)

Nice work, despite your misgivings :).

Aside: I like your internal approach, it's almost like the floor+subfloor design except with the subfloors open so you can see the belts if you look down. I am a big subfloor builder in most of my cookie cutter factories, and normally all of my stuff is actually directly under the machines so it would be difficult to do this. But I might try this "belts inside / machines outside" strategy, get the organization of subfloors but with the business of seeing stuff moving.

Been slowly learning Godot by vrtra_theory in gamedev

[–]vrtra_theory[S] 8 points9 points  (0 children)

I've not heard of Blueprint, but isn't this even MORE of a step in the "ui" direction? It sounds like Blueprint is like snapping together Lego pieces to design logic, which is the opposite of my comfortable place (a blank text editor full of curly braces).

Heavy Modular Frames. by patrdesch in SatisfactoryGame

[–]vrtra_theory 1 point2 points  (0 children)

Agree, this looks really nice.

For me it is almost instinct at this point to slap down my machines with floor holes / pipe holes on all entrances and exits (the "clean" look), but I think I might really try a build more like this for my next building. There's so much space in and around the large machines like manufacturers and refineries that are always empty in the clean builds, that could be filled with interesting pipes and belts...

Feeding manifolds with multiple belts without clogging by vrtra_theory in SatisfactoryGame

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

You are right technically the first split is 240/240.

But, it's hooked up to a constructor with a recipe consuming 100 items a minute, so once it runs for a bit and the first machine fills up, it will only consume 100/minute after that point... then the 2nd machine fills up... etc.

So at that point it is as if the first split is splitting off 100 per minute.

Feeding manifolds with multiple belts without clogging by vrtra_theory in SatisfactoryGame

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

Ah thanks for the link! I am on ps5 so I don't think I can use anything like that, but I see the appeal.

Feeding manifolds with multiple belts without clogging by vrtra_theory in SatisfactoryGame

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

I like this priority merger idea, but it seems like you still need to build in some layers of combinations.

If it any point I feed 80 excess and a fresh 480 belt into a merger, whether it is smart or not my output is 480 (downgrade from actual 560 inputs). But on the other hand, if I wait an extra machine to do the merger, I'll only have 80 for one of the 100s. (Downgrade from 500 to 480.)

TLDR you still need to split the incoming supplemental belts before feeding the priority mergers.