JakenVeina

joined 2 years ago
[–] [email protected] 2 points 3 months ago (4 children)

The hell does "elbows up" mean? The article doesn't say.

[–] [email protected] 4 points 3 months ago

Neither are more gay men and straight women.

[–] [email protected] 8 points 3 months ago

Is the BlueSky OP here not a native English speaker? Cause, BOY that was tough to follow.

[–] [email protected] 39 points 3 months ago (1 children)

Yet, it seems to me that your argument is, ‘We get to keep on doing it until everyone who is potentially harmed by it figures out how to file a lawsuit and hire a lawyer.’

Nailed it. Because they know full-well that most people DON'T have the capacity to file a lawsuit and hire a lawyer. They are ignoring laws because they know no one will make them stop.

Can't wait to see the court vote 6-3 the other way.

[–] [email protected] 1 points 3 months ago

The Steam release of Persona 5 Royal, unfortunately. Which is kind of insane, it's a single-player game.

There's some others that I can't personally attest to, but that sure look good from what I've seen. Monster Hunter: Wilds, for example. And the new Doom from a few days ago, if you're into that sorta thing. Metaphor Re-Fantasio. The new Prince of Persia from last year. Hi-Fi Rush. Rocksmith, of all things.

[–] [email protected] 38 points 3 months ago (2 children)

As of a few months ago (IIRC the timeline) Steam shows this directly on the game's store page. You've got to scroll down for it a little bit, but it's right under where it lists features of the game, E.G. single-player, controller support, etc.

[–] [email protected] 43 points 3 months ago (1 children)

Yes. You're right, Hillary. Now, go away.

[–] [email protected] 12 points 3 months ago

On one hand, turnabout is always a good time. Maybe it'll clue some folks in to how bullshit that decision was, from the start.

On the other hand, lol, no it fucking won't. They'll just make up some other new bullshit reason that "no, that doesn't actually apply, in this one specific case, where the person we want to prosecute doesn't agree with us".

[–] [email protected] 2 points 3 months ago

That's a good analogy.

[–] [email protected] 26 points 3 months ago (11 children)

It's far more often stored in a word, so 32-64 bytes, depending on the target architecture. At least in most languages.

[–] [email protected] 5 points 3 months ago

I'd say it depends on WHY you like the art. Does it tie into the toxic or reprehensible traits of the artist? Was the artist trying to send a toxic or reprehensible message with this art?

If not, then it's just a matter of ensuring that your enjoyment of the art doesn't translate into support for the artist. Or, at least, that it doesn't cross your personal line of support for the artist.

So, for example, does the Kanye music you like have nazi themes or messaging? Far as I'm aware, no, the nazi-ism is just his newest shit, so you're probably fine as long as you're not streaming from Spotify or YouTube, or otherwise giving him revenue.

[–] [email protected] 137 points 3 months ago* (last edited 3 months ago) (8 children)

This isn't just a horrifically-misleading headline, it's straight-up false.

The bill originally was written to directly establish personhood of a fetus, but Democrats got an amendment in that keeps the "pregnant mothers get to use the carpool lane" part, without the language that establishes personhood for a fetus. They literally called the Republicans' bluff on "this bill is about supporting mothers", by making that specific. This caused one Republican to retract his vote, because the amendment "guts the pro-life purpose of the bill".

 

First item of business for today was pulling over Sulfur. That, plus 2 of the remaining 3 water lines, and 2 belts worth of Compacted Coal output, and the Compacted Coal facility was finished.

While running out the 3 remaining water lines from underneath the Fuel Processing building, I added this little access hatch to climb down to the Water Extraction platform.

With all the Water and Compacted Coal done, the last thing to finish the Fuel Processing building was to actually route out pipes for the Fuel output, to the 2 adjacent Turbofuel buildings.

And with everything except the Turbofuel generators done, I figured it was time to power this baby up, and get the system priming up.

No explosions flipping the switch.

After running around fixing mistakes for a bit (a whole bunch of disconnected power lines, a missing belt between two splitters, a Mk.1 Conveyor Lift, where a Mk.4 was needed) things are looking promising. The Compacted Coal building is on its way to being fully-primed, and generating enough power for the whole facility to be self-sustaining.

 

Built out the Coal mines today.

Plus more inter-building and inter-floor logistics. The Crude Oil, Compacted Coal, and Waste Processing buildings should all be fully-complete now. I think.

 

After maybe an hour of setting up blueprints for the inter-building walkways that I prototyped last time, I decided to actually start today by finalizing the Geothermal Generator here, and getting it fully connected to the main grid.

Then I went ahead and placed the first set of blueprints over at the main entrance, while I was nearby, to allow access to the logistics floor.

After that, I just headed over to where Crude Oil is coming into the first building, and started going crazy with getting buildings connected.

This here is the connections between the two buildings that are processing Crude Oil into Heavy Oil Residue. In order to fit the terrain, I ended up with one building of 3 Refineries, and one building of 6. So the first building consumes some of the Crude Oil, and passes the rest on to the next building, along with the Heavy Oil Reside and Polymer Resin that it did produce.

The next building receives them.

The one line of Heavy Oil Reside from the first building, plus 2 more from the second, trunk over to the Fuel processing building.

Meanwhile, Polymer Resin moves on to the waste waste processing and packaging building.

Waste processing also needs water, which comes from Fuel processing, which is also an adjacent building. One of these 3 lines is used to process all the Polymer Resin, and the other two will pass right under the building over to Compacted Coal.

There's a pretty drastic height difference between the two buildings, so I added this little support strut for the pipes.

Slightly wider shot, from Fuel Processing.

 

Co-op today!

Got the shipping lot for Ironworks finished out..... except I'll actually need to do one more rework, next time.

We neglected to realize that the sheer volume of resources this factory produces means we can't sink all the overflow with just one AWESOME Sink. So, after finishing the lot, I expanded the corner where the Sink sits, enough to add a second one, and re-routed the overflow belts to match.

Except we ACTUALLY need 3 Sinks, not 2. So, that's what I'll have to do next time. And the corollary is that we ALSO made this mistake for Copperworks, so I'll try and get that fixed as well.

My wife made more good progress on Cateriumworks. Structurally, it's pretty much done: all the building and machines are in place. It still needs lighting, power cabling, and a shipping lot.

During the process of all of the above, we found we were running out of Reinforced Iron Plate again, despite getting that factory up and running last time. Essentially, it's just running WAY too slowly. It's only producing like 2.5/min, and THEN it's not prioritizing that 2.5/min to the Depot, and instead splitting it equally between the Depot and the Truck Station, which is currently unused.

As an immediate stopgap, I cut the belt to the Truck Station, and then we got into a conversation about why the factory is running so slowly: it's because Copperworks is running equally-slowly, (12.5% base clock speed), because I didn't think we could afford the power to run it any higher. Which is when my wife pointed out that we never upgraded the power plant to Mk.3 belting, which I thought we had.

So, I went and got that all upgraded. A nice 2.25x boost to our power capacity, so we should be able to afford increasing the clock speeds on Copperworks and Advanced Ironworks a bit.

 

Next up is connecting the factory to the primary tubeway. Got a path laid out from the factory entrance up to the closest branch of the tubeway, easily enough.

However, at this point, it got a little tricky. To connect a new branch to the tubeway properly, I need at least 24m (3 foundations) of straight segments, and there's really not a lot of room here for me to curve and join up at that straight segment to the left.

So, I just pathed out a small adjustment to the existing tubeway.

With that, the new branch is connected. I'll come back to this maybe tomorrow to run a belt of Sulfur underneath here.

Moving on, built a little hut for the Oil Extractor, and prototyped a new design for a walkable support to pipe it up to the factory.

I'm moderately happy with it, so I'll probably spend some time tomorrow making reusable blueprints for this design, to get walkways and resources connected between all the buildings much more quickly.

Also prototyped an access ramp to go between machine and logistics floors, that I'll need to put in each building. Again, I'm planning to blueprint what I can of this.

 

Starting out today, I wanted to lay out the rim of the ceiling, before laying out machinery that might get in the way, since all the 45-degree corners have to be built my hand.

I experimented for a WHILE with the blueprinter, and spacing and alignment and whatnot. Ultimately, I managed to fit 55 generators in the floor space, and I think that's about the max.

Filling in the ceiling, and that's this building pretty much done. Except for all the piping work on the logistics floor, but I'm going to save that for later, until after I have all the generators laid out. There's a very specific distribution strategy I'll need to implement for grouping up generators with refineries, so I'll need to know where all the generators are going to sit before I can finalize that.

I also ended up with a few foundations worth of empty space, that wasn't enough for an additional generator, so I turned that into a little balcony to serve as the main entrance to the campus.

So, after 55 generators in the last building, I need 16 more to finish out the campus, and it just so happens that's what I was able to fit in here.

With the concept proved, I laid down an outline for the building, to guide placement of blueprints.

Aaaaaaaaaaand, these big chonkin' corals aren't destructible. Great.

Reworking the outline and layout again, I can avoid the indestructibles, but I lose the space for 3 machines. Nothing for it, there just isn't enough space here to expand out this building any further. Gonna have to do 1 more building.

Before that, I got this one detailed and finalized.

After agonizing for a little while, I decided on this little spot up here, and built a proof of concept. There's just enough space here to avoid interfering with the coal mines in the background there, that I'll still need to build out.

To make this spot work, I'll actually need to reclaim this extra foundation of empty space at the end of the prior building. Due to the big difference in elevation between these two buildings, I'll need that extra space between them to run piping and walkways. And again, I want to leave as much space as possible between the new building, and the coal nodes, so I don't want to shift that one backwards.

More outlining, blueprinting, detailing, and finalization.

Aaaaaaaaaaaaand that should complete all the buildings needed for this factory. All that remains is to build out an Oil Extractor, a couple Coal Miners, the tubeway to carry in Sulfur from the outpost I built last week, and to run all the interconnections between the buildings. Closing in on the final stretch.

 

Back in coop today. Got another big chunk of road built out, toward Cateriumworks.

Speaking of which, my wife made some decent progress on that.

 

Second building from yesterday is finished up.

The next one's gonna be a doozie. I think I should be able to make this footprint work.

Yeah, this should definitely work. We'll see tomorrow what I can end up fitting in here.

 

Next building is done.

Also the next next building is mostly done.

 

Next building is done.

 

First truck lines are up and running!

These are very low throughput, so each of these trucks will actually idle form 4-8 hours, per cycle.

That started with my wife and I rebuilding the shipping lot underneath Ironworks, to make room for Truck Stations.

I also had to make the fueling station accessible. I decided to just move it over by the existing entryway, as a temporary setup. I'll eventually build a full and proper fueling station on the other side of the road, when Liquid Biofuel is available to us.

And while I was recording and configuring the truck routes, my wife got a start on Cateriumworks.

 

Next building is mostly done.

Now, since today was slow for pics, and since I was asked about it, and since I meant to do it at the end of Phase 2, and forgot, I took a few shots of the whole world, or at least as much of it as I could get.

This one actually captures almost everything. Everything up through Phase 2, anyway. The Coal Power Plant is hidden down below the cliff, but you can see the infrastructure around it. You can juuuuuuuuust make out the Projectworks campus in the distance, plus FICSMAS on Paradise Island. No view of Oilworks though, it's farther off to the upper-right.

Off to the east is all the new Geothermals, and the current in-progress build, in the Blue Crater.

If you REALLY want to see the whole big picture at once, https://satisfactory-calculator.com/ has you covered.

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