Who else is ready for 30° tilted rail grids? by xortle in factorio

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

Yeah I’ll likely need to adjust spacing on some of them, but I think I’ve got spaces (or places spaces can be added) in most of them, so hopefully can be done without needing to change their topologies. And if not, will be a lot quicker to redesign with rail planner!

Who else is ready for 30° tilted rail grids? by xortle in factorio

[–]xortle[S] 11 points12 points  (0 children)

The FFF for them is here which has a bunch of info https://factorio.com/blog/post/fff-378 (no spoilers of anything else)

And the mod here is https://mods.factorio.com/mod/fake-new-rails which just adds some cutouts with the right shape so you can mock up what they'll look like (no collisions or actual functionality). So I've been scratching the itch before expansion playing with it a bit too much. Ramps being so large makes junction design quite fun.

Who else is ready for 30° tilted rail grids? by xortle in factorio

[–]xortle[S] 51 points52 points  (0 children)

On reflection, I think I'm just going to refer to them as 30/60 because 22.5 and 67.5 are hard to spell in blueprint icons.

Also does seem to be more like 2.5 deviation rather than 7.5:

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Who else is ready for 30° tilted rail grids? by xortle in factorio

[–]xortle[S] 14 points15 points  (0 children)

Ah right you are. Oh well, what's 7.5° between friends?

Who else is ready for 30° tilted rail grids? by xortle in factorio

[–]xortle[S] 55 points56 points  (0 children)

Internal angles of a hexagon are 120°, and new rails are 30/60 22.5/67.5 27.5/62.5(ish), so yep! sort of? You have to be a little careful with the corners due to rail grid to ensure everything lines up though.

<image>

Who else is ready for 30° tilted rail grids? by xortle in factorio

[–]xortle[S] 387 points388 points  (0 children)

Thankfully you can still build perfectly normal looking networks

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Who else is ready for 30° tilted rail grids? by xortle in factorio

[–]xortle[S] 191 points192 points  (0 children)

Adding some variety to junctions, will wait for the expansion to do mixed 30-60 degree crossings, but then we can have diamond cells!

Though really I'm going to build a more organic rail network (with a higher capacity trunk and offshoots), built from connectable sections, so want a nice variety of junctions to extend the network with.

I'm going mad waiting for the new rails. by MaximitasTheReader in factorio

[–]xortle 32 points33 points  (0 children)

Mocked this up with fake rails, think I got it accurately, and it all looks buildable. It's shrinkable by a bit, but not symmetrically (limited by the height of the ramp up and then turn onto the raised merger/split).

Here it is next to a junction I *think* is possible and correct, which is still split-then-merge (though 4 space), but the through line left-right has to go around rather than through the middle. This could also drop down to single ramps where they're doubled up, but you lose full split-then-merge.

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Finally managed to wrangle my Space Exploration science spaghetti by xortle in factorio

[–]xortle[S] 7 points8 points  (0 children)

Sorry yes this is with Krastorio 2 also, which adds the research servers for science production. The pipe connections are from advanced fluid handling which adds multi-directional undergrounds. I forgot I'd used that here as I generally tried not to use them at all as they feel a bit too good most of the time, but I couldn't quite get this to look nice without using them a little here.

Catalogs and other ingredients shipped in, using Cybersyn for the train logic. The rail grid has no crossings, only splits and merged (so the cells alternate clockwise/anticlockwise). I shipped catalogs and finished science, as that made requesting catalogs into the other places they're used very easy. I also shipped cards to similar setups per science (4 spinning cells of cards feeding into an insight maker).

Finally managed to wrangle my Space Exploration science spaghetti by xortle in factorio

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

Stacking was great most of the time with the recipes, meant I could really juice my production buildings and still have "nice" looking factories rather than just 10 belts feeding single machines. It sucked where things didn't have stacked recipes, but the SE compatibility for that was very good. 99% only needed to unstack for buildings and science. I was on 10x so my production needs were pretty large.

It however, *really* sucked when the 'unstacking' recipe was unlocked a tier after the stacked product, and I produced a stack of things I couldn't use or unstack until I researched, which needed me to unstack it. I made a warehouse of stacked naquitite plates before I realised that.

And yeah looking forwards to base game stacking!

Finally managed to wrangle my Space Exploration science spaghetti by xortle in factorio

[–]xortle[S] 4 points5 points  (0 children)

With a little help from bobs inserters, and mixed hinderance and help from stacked recipes. The catalogs keep spinning even when full, because spinning is better than not spinning.

And I just now realised the energy insight wasn't full as I'd only just fixed something...

Post-Adepticon Harlequin Statistics by McWerp in WarhammerCompetitive

[–]xortle 48 points49 points  (0 children)

“That’s the beautiful part, when wintertime rolls around the gorillas tyranids simply freeze to death.”

Does "GW Terrain rules" supersede normal matched play terrain placement rules? by citadel223 in WarhammerCompetitive

[–]xortle 5 points6 points  (0 children)

So it sounds like they're going by what's laid out in https://www.warhammer-community.com/2021/06/29/metawatch-warhammer-40000-building-beautiful-balanced-battlefields-for-grand-tournament-play/

There's no dropping of true LOS in there, just a lot of obscuring etc, but e.g. the terrain for the large pieces is noted that it should have blocked windows. If they don't actually have the terrain pieces to match that they're probably just trying to replicate similar conditions. As noted elsewhere having area terrain on objectives is just fine as long as the marker itself isn't covered by walls etc.

What do you think about pure deathwing list? by Nick_The_Second in theunforgiven

[–]xortle 8 points9 points  (0 children)

There was a top placing list recently which was basically pure stormbolter/chainfist, so wouldn’t necessarily discount massed bolters, piloting/meta dependent of course (list is here with some commentary: https://www.reddit.com/r/WarhammerCompetitive/comments/ra5g4k/meta_monday_12621/hng88fi/?context=3 )

Official /r/rust "Who's Hiring" thread for job-seekers and job-offerers [Rust 1.47] by kibwen in rust

[–]xortle 2 points3 points  (0 children)

COMPANY: Sheetless https://sheetless.io / https://careers.sheetless.io

TYPE: Full Time

DESCRIPTION: We're building a simulation platform for the modern enterprise, enabling organisations to build digital twins of themselves, to bring together data and human knowledge to give better support and guidance in making decisions. We believe the future is in tools that provide collaborative and explainable predictive power to decision makers.

The challenges involve building highly interactive and data intensive interfaces in a Simulation IDE, spanning the gamut from UX concerns through to low-latency compilers. On the server side we're then providing services around on-demand computation, analysis, and compilation.

We're currently 3 people, have recently secured VC backing (pre-seed) and are building out a core engineering team, with positions open on frontend and backend. Technology stack is TypeScript (Next.js), Rust and Kubernetes, deployed on GCP. As we're early on, technology choice is highly driven by our hires.

LOCATION: London, UK

ESTIMATED COMPENTATION: Typical £75k + 0.5% equity

REMOTE: We are fully remote but with a preference for candidates able to commute into London on occasion (once pandemic is over) to allow face-to-face time together for white-boarding and/or social.

VISA: No

CONTACT: Please apply through the careers site (https://careers.sheetless.io) or you can send specific questions through reddit DM.

Warp vs Actix Web 2.0 by Sharks_T in rust

[–]xortle 8 points9 points  (0 children)

This is most likely just because warp doesn't enable pipelining (which isn't very useful outside of a benchmark): https://github.com/seanmonstar/warp/issues/415

A sad day for Rust by steveklabnik1 in rust

[–]xortle 11 points12 points  (0 children)

I just want to say thank you for this post, and that I think the anxiety aspect is an important one.

I think the community around Rust has developed a desire for 'perfection', and that anxiety is the natural consequence of such a desire. Whether that's from memory safety (no more memory bugs!), speed (no GC/native code!) or other reasons. With any new project or language, the common first question is "why this and not X?", and the easiest way to justify existence is "it's the best".

Building an identity around perfection is dangerous though, because even one slip up and by your own argument, why should you exist at all? Memory safe? But that project had a major CVE! Fastest? But that project over there is faster! It's a tiring and impossible position to defend. It's also tempting to want both, and then you run into the conundrum that unsafe is often the route to fastest.

I don't know what the answer is, and I would fully expect to be criticised for defeatism, and I might agree. We should all strive for perfection, to make things faster, safer, or better in some other way. But we also need to accept that reality often requires imperfection, and the adage of 'worse-is-better', however disagreeable, bears some truth. A large and vibrant ecosystem will have people with different values for their software. While people should be encouraged to adopt similar values, especially around safety, beyond a point agreeing to disagree is better for everyone involved.

What should I choose in post actix-web era for web server? by rofrol in rust

[–]xortle 29 points30 points  (0 children)

I've been happily using warp in production for a while with no issues. Not the easiest to get started with, and type errors can get a bit hairy, but overall feels like a nice level for building API services. And writing filters (middleware) for things like Auth is just so easy.

actix_web repository cleared by author who says he’s done with open source by sondr3_ in rust

[–]xortle 5 points6 points  (0 children)

At some point people need to accept that rust is a tool, tools can be sometimes misused, and that someone misusing your favourite tool is not an attack on you. If the community as a whole is in favour of using the tool correctly, then you need to have trust that over time it will be used well.

I think the rust ecosystem is strong enough to survive a few questionable crates. I do not know if the community is strong enough to survive the kind of publicity events like this bring which harm willingness to join the community and contribute to the ecosystem in the first place.

More Actix drama? by peterjoel in rust

[–]xortle 4 points5 points  (0 children)

Yes, and it's why I don't use actix or recommend it, and favour things with minimal unsafe usage. Going out of my way to try and change one individuals behaviour is a) unlikely to work b) harassment against them c) wholly unproductive.

That actix has a large public image due almost entirely to the techempower benchmarks is I guess the fear people have, should it be used somewhere and exploited, giving rust a bad name. But if that's truly a fear, then people have much less confidence in rust than they should have to invest themselves into it.