u/againey

285 post karma · 15.1k comment karma · joined Jan 2014

  1. 16points

    Periodic Memory Combinator: Hold signals and refresh with latest values on a schedule (self.factorio) [Design / Blueprint]

    3 comments

  2. 42points

    Factory showcase of my Quality Degrader mod, made for fans of both quality and an extended early game (old.reddit.com) [Modded]

    4 comments · source

  3. 129points

    [Mod] Inserter Safety Filter — No more rare thrusters accidentally yeeted into the void (self.factorio) [Modded]

    19 comments

againey

Yeah, this really sounds like a distinction between systemic misandry and personal misandry, but phrasing it as if only the systemic variety is worthy of being labeled as misandry.

againey

The consideration of gravity addressed by general relativity does indeed complicate things somewhat. But the twin paradox is intended to be focused exclusively on the special relativity case, the behavior of flat Minkowski spacetime, ignoring gravity.

againey

For an alternative perspective, every time I see the "Top 1% Commenter" flair like you have, I think, "Hmm, maybe they should slow down a bit and think more before commenting."

againey

Oh, it is just one of each ingredient per rocket part. I couldn't remember if it was one or two of each. Probably because of some of the mods I've played with; I'm losing track of what is vanilla and what is modded. 😬 Thanks for the correction!

againey

It is definitely faster. Space is just a blue chemical science tech, and I believe each rocket is 10 times cheaper.

againey

Huge do not approach directly from the back, is what I'm saying.

This appears to be a poorly documented mechanic. Even the wiki explicitly says, "Asteroids appear from all directions around stationary space platforms." The only positive reference I can find is this Steam thread from a year ago.

I should pay closer attention next time I have a ship parked over a non-Nauvis planet. I don't doubt your claim, but getting direct confirmation myself would put my curiosity at ease.

againey

Does your train have two locomotives or just one? In the video, you appear to be placing the blueprint as though there are two (thus placing the train stop farther to the right), but I suspect that there is actually only one locomotive, and the train stop was originally farther to the left, closer to the chests.

The misalignment is because each train car (plus gap) is 7 tiles long, but as others have said, rail stuff is aligned to even tile counts. So you cannot shift rail blueprints by just one train car length, to add a second locomotive for example. But adding two locomotives would work, if that happened to be the intention in some hypothetical case.

againey

Well, the vast majority of people are comfortable with buying and selling animals for food, labor, or companionship, so by typical standards, there's definitely a gray area between no moral rights at all and the full suite of human rights. Given that perspective, it isn't completely nonsensical to say that LLMs might deserve a certain standard of welfare, but can still be used for labor and entertainment.

againey

True, but I'm one of those players who avoids certain mechanics that subjectively feel antithetical to the spirit of the game. Train/car-based item destruction is clever, but despite being true automation, it is one of those "distasteful" mechanics for me. 🤷

againey

I concur. I looked at the screenshot carefully, and the belt contents for iron and red science just don't match the number of drills/machines and available ingredients. Despite being a single still image, I can almost feel the slow grind of low power in my bones just by staring at the screenshot.

againey

I thought the same for a moment. If I look at the achievements from the game's page in my library, then it looks like the old arrangement.

But if I go to my profile and then get to the game's achievement list from there, I see the split between base and DLC.

againey

Sadly, I think the tutorial enemies are on a timer, so in this regard, the tutorial teaches the player the wrong lesson. It really isn't as representative of the standard game experience as it could be.

againey

At this point, not knowing what one is talking about seems to be a professional requirement for officials in the Trump administration. It's practically part of the job description.

againey

I always remember belt speeds because they are based on the assumption that a single tile is 32×32 pixels and belts move items in increments of integer pixels per tick. Yellow belts: 1 pixel per tick, red: 2px/tick, blue: 3, green: 4. Since there are 60 ticks in a second, that means the movement speeds are Y: 60÷32×1 = 1.875, R: 60÷32×2 = 3.75, B: 60÷32×3 = 5.625, and G: 60÷32×4 = 7.5.

These are exact, since the game is deterministic. If your PC is insufficient to keep up with these speeds, then the entire factory will essentially slow down, so nothing in the factory gets out of sync. There would be zero evidence within the game simulation itself that this slowdown was occurring. Never would belts register one speed, while a machine registers another. This include combinators and other circuit logic used to do time calculations. If there is an inaccuracy in such a circuit setup, then the inaccuracy is in the circuit design, not the game code.

againey

I just listened for the on_built_entity event for inserters, and if the target drop tile is either "empty-space" or its destroys_dropped_items field is true, then I set the inserter's use_filters field to true. Plus a few other details, of course, because there are always edge cases, but that's the essence. If you're a coder, you can see the details here.

I tested it fairly thoroughly, but I know bugs can always slip through regardless. Why do you ask? Did you find a bug?

againey

Don't invite me to your parties, because I don't joke around! </or-is-this-a-joke-question-mark>

againey

This post inspired me to make a mod: Inserter Safety Filter. Reddit discussion is here. It's not identical to the request in this post, as it focuses entirely on the nature of the drop target of the inserter and not its pickup source. But the goal is the same: prevent accidental destruction of items due to unfiltered inserters.

againey

I must shamefully admit that I have certainly done that in the past. Dumbass thought and all. But not anymore! 🤞

Well, my most recent save scum was because I had just done some manual Gleba nest clearing. While I was checking the map to see if any other place needed the cleansing fire, eggs were hatching out of my inventory and gnawing my motionless body to death. This mod won't do anything for that dumbass mistake.

The fight against stupid is an eternal battle.

againey

In particular, I wonder why a nonzero probability here and now would imply a nonzero probability everywhere and at every time. (Edit: "any" → "every")

againey

I can get how this is an imaginary historical scenario, given the caption. But how is it an imaginary map? It's literally just a map of the present day situation that puts a focus on Greenland, Iceland, the Faroe Islands, and Denmark, with no further map-based indication of any special political status or relationship.

againey

I believe the 2-craft minimum is the logic inserters use when filling the machine with extra ingredients, while the requester chest minimum is just enough for a single craft.

againey

You are the one behaving like a troll with a tired script.