scrubbles

joined 2 years ago
MODERATOR OF

Fair, I usually poke into All every once in a while to see if there's anything new, and !communitypromo@lemmy.ca is usually pretty good at letting folks know too

[–] scrubbles@poptalk.scrubbles.tech 2 points 1 week ago (1 children)

it was very telling that the managers didn't seem to care at all

[–] scrubbles@poptalk.scrubbles.tech 12 points 1 week ago (3 children)

I have couple friends who's wives complain that they play to many video games. I've never understood this because my spouse and I both play games, mostly single-player games in the same room and we love it. And if they don't feel like playing games, they have other hobbies, or read, or anything else. If your partner needs be be giving you attention, there is something wrong with the relationship

https://mediabiasfactcheck.com/institute-for-family-studies/

Bias Rating: RIGHT (6.0) Factual Reporting: MIXED (4.7) Country: USA MBFC’s Country Freedom Rating: MOSTLY FREE Media Type: Organization/Foundation Traffic/Popularity: Medium Traffic MBFC Credibility Rating: MEDIUM CREDIBILITY History

The Institute for Family Studies (IFS) is a conservative think tank that states its mission as “to strengthen marriage and family life, and advance the well-being of children through research and public education.” IFS was founded by William Bradford Wilcox, who is the Director of the National Marriage Project at the University of Virginia, a Professor of Sociology at the University of Virginia, and a Visiting Scholar at the conservative American Enterprise Institute. Michael Toscano is the current Executive Director.

Funded By / Ownership: The Institute for Family Studies does not openly state ownership on the website, nor do they list funding sources. According to Sourcewatch, they have received funding from the conservative Bradley Foundation. They accept donations on the website as well.

(In other words, not trustworthy, data is probably cherry-picked)

I'm missing the cookout!

I've been in the nerdy tech space for decades now and I will never understand how these people expect things like Linux to take charge while they're also being the most gatekeepy and arrogant people. Sure, I'd love folks to try it out, but I'm not going to demonize them either for not. I also have done tech support and there are the people where I just say "Nope, get a mac" because otherwise I will be the person that they go and demand free support from every week.

There's passion, but then there's a line that is too often crossed that goes into ego and selfishness, and I think Lemmy just breeds that.

[–] scrubbles@poptalk.scrubbles.tech 2 points 1 week ago (3 children)

I think it matters community to community - but I don't disagree with you. Personally, I suggest curating a list of communities that you like and subscribing to them. It's been much more pleasant having that than the barrage of All.

People who are slaves to trends will happily be giving away more of their money because 3 trends are merging for a limited time thing

No this is called a real protest. Protests that are quiet and don't bother anyone happen every day - and are ignored every day.

Here we are, talking about this one, like the rest of the nation.

I think he's one of those "protesting is great as long as it doesn't affect anyone", aka out of sight out of mind protesting.

I used to be like that until I realized that it would accomplish nothing. Their reasoning is that "you aren't winning any friends" which you aren't, but you are on every news channel with your message up there vs just being people in a park

[–] scrubbles@poptalk.scrubbles.tech 21 points 1 week ago (4 children)

I immediately assumed anyone who said it was no big deal that they were doing it have never worked a service job in their life.

I mean having basic human empathy would also work, but if you don't have that then service jobs show you first hand being on the bottom rung of society, having every Karen scream at you over arbitrary bullshit or having grown ass men throw hamburgers at you because someone else put too many pickles on it.

[–] scrubbles@poptalk.scrubbles.tech 14 points 1 week ago (3 children)

That's already been a thing. It's well documented that super hero movies' villains all usually start as people who just want to change the status quo, but then do one ultra violent thing to make destroying them justified.

Even Thanos had a very real point, they just made him a monster by acting on it violently. But they never went back to "uh, but he did have a point, his world did literally die because they exhausted the resources". But how could you ever side with him when he violently acted on it, so his point must be invalid.

Repeat ad nauseum for most other superhero movies.

 

What shows have you grown out of, or has society grown out of? Were they popular in their time? Were they not so much? Why do you feel like they've aged? I'll leave mine below

50
Scrubbles' Guide to Trains (poptalk.scrubbles.tech)
submitted 9 months ago* (last edited 9 months ago) by scrubbles@poptalk.scrubbles.tech to c/satisfactory@lemmy.world
 

Scrubbles' Guide to Trains in Satisfactory

Hello all, I was in a stream earlier today where I was watching Satisfactory, and realized that trains are pretty nuanced in Satisfactory, so I decided to write a quick guide on some of the ways I build out my rail network. For reference, my last build had over 80 train lines and well over 200 running trains at any moment.

Disclaimer: There is absolutely no right or wrong way to play Satisfactory. Everything below is my own personal preference that I have found works for my builds, but please don't take it as I'm saying it's the best way. Experiment and try things out!

Train Building

Each of my trains now is pretty standardized in length. I've found that this is the best way to balance cases where I run out of space on a train. The consist is:

| < Engine | < Engine | 10 x Cars | Engine > |

I've tried shorter ones, but what happens is when you run out of space you have to find each stop and add a station to it. I've also done 20 car trains. While fun, later in game they rubber-band a lot, and also lugging 20 cars up the hill to red forest takes A LOT of power. So I standardized on 10, and it's been a good mix. If I run out of space, usually that means I can add another station.

Track Layouts

The Mainline

My mainlines consist of 4 tracks, with 2 in each direction. This follows the British Network Rail standard, which I have found to be the best in game. Why two tracks? Well, one it looks really cool. 2, it has a ton of capacity. However the biggest one is that I have, just like in the UK, fast and slow tracks. The inside tracks are my "fast" tracks. I reserve these for trains going far distances, where they don't want to stop every 100m just to wait for some branch train cross over. They should maintain speed as much as possible. The outer tracks then are reserved for those branch lines.

In the UK, naming a track "Up" usually means towards London, and "Down" means away from London. Taking that to here, my "Up" tracks mean heading towards the Hub, and "Down" means heading away. So "Up Fast" is the fast track towards the Hub.

Secondary Lines

Of course, towards the end of those lines, or just where natually it's obvious, I will split those into two secondary lines. Splitting off to large areas or other factories this is a good way to maintain the level of trains on each of the 4 track mainlines.

Branch Lines

These are few and far between, but sometimes I do need just a random line that splits off to go to a resource node that's out of the way. For these I will take a single branch line out, and this will be the only time I have trains running in both directions on the same line. These lines usually have 1, or at max 2 trains on a single line, with enough space for passing at the loop at the end. The end of branchlines usually looks like:

------\---| Station-------------------------- | ----\ <- Train 1 filling at station
           \                                                                |
             \-----------------------------------------/ <- Siding where train 2 can wait without blocking the exit

Building perfect curves

Making curves and straight lines can be a real pain when you're getting started. I want to write it down, don't spend time making your curves perfect. Make your straight tracks first, then connect your curves and let the game handle the spline for you. Like this:

This way you can always have sweet 90 degree or S turns.

Signalling

Now, with a complex network like this, signalling gets to be incredibly important. Because of this, here's a quick guide on how I make signals, and overall how I lay my tracks.

Block Signals

Taking what we had before, let's add some signals. I've added a double track with one line meant to go in each direction here. Note that there are right now, 6 different blocks in this image

Do you see them all? Let me highlight them.

So in this case, Block signals work perfectly fine. Block signals are the base signal type. They are "dumb" signals, purely saying "It is safe to enter into the block I am in front of." So on the curve of the right track it is green, if a train came up to it, yes, it is safe to move into that block. The one after it is blinking Yellow because well, there's no end to the block, so the train would stop.

So to recap. Block signals are dumb. Just binary yes it's safe to move in or not.

Let's add a switch here though. Let's assume these are all block signals. I colored out the signal at the beginning of our switch. Let's assume it's a block signal. What would it show?

Right now, if everything was a block signal, it would show green. That's because right now, the block is empty and it is safe for any train to move into the block. For many intersections, this can be fine. However, there's a pretty big issue with it.

What if there's a train right after that signal? If the next block is blocked, what would that signal do? See my crudely drawn train here:

Well, we know the second signal would be red - because there's a train in it obviously, so no other trains could move in. What would the original first signal be though? Well, since it's safe to move into our intersection, it would be green. However since it is not safe to move into the next block now we have a train in the middle of our intersection waiting for the next block to become clear, and in the meantime if another train came along, it would have to stop and wait for the entire line to clear out first.

That's not great, we have a lot of material to move! So, how can we keep this intersection clear to allow other trains by?

Path Signals

Path Signals are just slightly different. Path signals tell an upcoming train if it is not only safe to move into the next block, but if it is safe to move into the following block as well. So going back to the diagram, if we swap out that first signal for a path signal, here's what it would do:

Note that now the train waits at the signal before ever entering into the intersection. There is no safe path into the next block, so the Path signal will be red until the train ahead has cleared. This allows our trains coming in the opposite direction to safely pass by without worrying.

These concepts will expand out, and as your train network grows so do your intersections. It is crucial if you want a full train network that you understand these concepts. With these two simple tools, you can build out incredibly complex systems.

Building out parallel lines

Another question I've received is how do I make nice clean parallel tracks at great distances? The answer is I have a blueprint which is just the "pillar" itself, and it has "dangling" tracks out in front of it.

This allows me to "snap" my tracks together by placing a pillar out in front, snapping the tracks together, then deleting the dangling ones in front of it. For perfect straight lines you can see I have foundations in the blueprint too that are purely used to help snap the next blueprint to. I zoop a foundation out in front, snap the next pillar, snap the rail lines, then remove the foundations and the dangling rail lines. I then extends the pillar down to the ground.

How do I "split" trains on tracks?

I don't. So this question has come up a few times, if I have 4 tracks how do I prioritize trains on separate tracks? The answer is I don't really. What I do is when I build a station out in the middle of no where I make a concious decision on which of the 4 tracks I want to hook it up to. Do I want it on the fast line or the slow line? That will determine the train's path for the entire route, if it takes the inner or outer lines. Because of this, the fast and slow tracks never connect. Once a train is on the fast or slow track, that's it's path. The only place where these two parallel tracks meet is at the Hub, where each station branches to both the fast and the slow tracks. That just makes it easier for me to keep building in the field. If you can decipher it, this is how my Hub is laid out:

Note how each station branches off to both fast and slow lines. This is different then in the field where it chooses only fast or slow.

For those studying - also note that is one giant block (for most of the image). Each station has a Path signal, and at the end of that are the block signals. The train will leave the station only when there is a safe path out to the mainline.

More to come

I'm sure I'll have more to add, but this is a good primer on trains in Satisfactory. Satisfactory really does have a model train simulator baked right in. For me, this is a very fun part of the game, and I have spent hundreds of hours just building trains. They add a great dynamic to the game, and really do let you build huge workloads. Remember that adding things to a train is a lot less graphics load on your machine too, compared to hundreds of kms of conveyor belts, so there's a performance boost as well. In conclusion, I'll leave you to some of my favorite train screenshots:

Inspired by Paddington Station

Carrying the Mainline high above the world hole

Alternate Angle:

Rush hour at the mainline crossover at Rocky Junction

We named this area "Konpeki Plaza", in the downtown of our cyberpunk city. Trains would roll through a few times a minute.

 

After a small bout this weekend, I want to hear what your horrible food poisoning stories are! Embarrassing? Thrilling? Was it a kitchen ignoring safety protocols or did you trust something that was a little iffy out of the fridge? Let me hear it! I'll post my own below.

15
How to "Follow" film festivals? (poptalk.scrubbles.tech)
submitted 9 months ago* (last edited 9 months ago) by scrubbles@poptalk.scrubbles.tech to c/moviesandtv@lemm.ee
 

General questions, the backstory is I just found out that The Brutalist was at the Savannah Film Festival, and I feel like I really missed out on both seeing it and seeing the panels with the actors. I don't really know how to follow these things though, so as a fairly newby into the film world, what is the best way to follow events?

How do I know that there is a premier near me, or what they're showing? Not saying I want to go to everything, but it'd be nice to know if there are things going on that I would like to attend. Is there a way to do this at a larger/national scale? It's incredibly frustrating, I google something like "Brutalist Film Festivals" and the results are all celebrity rags about past events, how do I find out where they're going to be next?

 

Ironic, just saw the post about ChatGPT launching their own competitor

 

What are your worst interviews you've done? I'm currently going through them myself and want to hear what others are like. Dijkstras algorithm on the whiteboard? Binary Search? My personal favorite "I don't see anything wrong with your architecture, but I'm not a fan of X language/framework so I have to call that out"

Let me hear them!

(Non programmers too please jump in with your horrid interviews, I'm just very fed up with tech screens)

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