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pmoriarty

58,541 karma · joined May 4, 2014

He who lives without folly is not as wise as he thinks.

  -- Rochefoucauld
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pmoriarty··on California moves to decriminalize use of magic mushrooms, other psychedelics
"should cocaine be legalized?"

Every drug should.

The War on Drugs has been a failure and an absolute disaster on every level. It causes untold suffering that could be alleviated by making currently illegal drugs legal and regulation them, just like ordinary pharmaceuticals are regulated.

pmoriarty··on California moves to decriminalize use of magic mushrooms, other psychedelics
The conservative government is a reflection of what the Dutch people want.

They just aren't as tolerant as a society as they used to be.

pmoriarty··on California moves to decriminalize use of magic mushrooms, other psychedelics
"I do not wish for California to legalize anymore drugs until we are absolutely 100% sure of its effects on society and that it's better."

So should alcohol be illegal? Because it's manifestly clear its effect on society is horrendous.

pmoriarty··on California moves to decriminalize use of magic mushrooms, other psychedelics
Please define that.
pmoriarty··on California moves to decriminalize use of magic mushrooms, other psychedelics
What do you mean by "psychotic break" exactly?
pmoriarty··on California moves to decriminalize use of magic mushrooms, other psychedelics
"Even Amsterdam"?

The Netherlands have been under the control of a conservative government for a long time now, and countless coffeshops have been forced to close under their rule. Banning magic mushrooms is just par for the course.

The Netherlands used to have a well-deserved reputation for tolerance, but that's been wearing away for decades now, with intolerance for everything from Muslim immigrants to drug users.

I say this with a heavy heart, as someone who absolutely loves the Netherlands for everything else it has to offer, and who used to be in awe of how tolerant and accepting they were.

There was a day when the Netherlands could be justly proud of leading the world in tolerance, but that time is over.

pmoriarty··on Factorio: Space Age
"I often found myself wishing I could have longer underground belts in Factorio."

I hate to beat the modding horse in to the ground, but, yeah, I'm pretty sure there are mods for this. Try searching for "belts" on the mod portal and you'll probably find a bunch that do what you want.

In my experience, whenever I've wondered if there might be a mod for something I wanted, the answer has been "yes, there already is one, and more."

It actually takes some serious creativity to come up with an interesting idea which hasn't already been turned in to a mod in Factorio.

pmoriarty··on Factorio: Space Age
There's also Rampant + Warptorio, which already features effectively tougher combat and various other challenges above vanilla.
pmoriarty··on Factorio: Space Age
I tried SeaBlock, but aborted my playthrough before long because it was too boring. I'm enjoying K2, though.

Don't think I'll want to try Space Exploration if it's even worse than SeaBlock.

pmoriarty··on Factorio: Space Age
Mods could probably add all the planets you want, but with the new expansion they'll be able to use all the new mechanics the expansion adds.

I'm excited.

pmoriarty··on Factorio: Space Age
I turn off biters in most of my playthroughs, and set all my resources up to 200%, and I still much prefer Factorio played this way to Shapez.

Shapez was fun for a handful of hours, but I really don't see myself spending hundreds, nevermind thousands of hours on it like I have on Factorio.

pmoriarty··on Factorio: Space Age
You are rewarded for spending resources by unlocking technologies, and being able to use the new tech to refactor and grow your base.

Still, I agree with you that there's some missing depth in the game that no mod has yet been able to fill for me. I say this after sinking (pardon the pun) thousands of hours in to the game and having a tremendous amount of fun.

Still, it could be deeper in some way.. not sure how.. maybe by adding some LLM/AI of some sort?

pmoriarty··on Factorio: Space Age
"The one downside is that fighting creepers is too easy. The anti-material rifle has too much range, letting me snipe them from a position of invulnerability."

Maybe you could increase their evolution rate, pollution, or give the Rampant mod a try.

pmoriarty··on Factorio: Space Age
Factorio is closed-source, unfortunately. Still, you can read a lot about how the devs developed it on their "Friday Facts" posts: https://factorio.com/blog/
pmoriarty··on Factorio: Space Age
"More interesting aliens and strategies for dealing with them. After awhile, the aliens start to feel like a repetitive grind. They always behave predictably and the solution to them is pretty much always the same."

Try the Rampant mod, if you want a challenge. There are a bunch of other mods that add different/tougher enemies too.

That said, the focus of Factorio was never combat, it's building. If you want better combat there are many other games that focus on that.

pmoriarty··on Factorio: Space Age
Blue signals just mean that some, but not all, segments ahead are blocked by a signal.

Also, this video[1] by Soulless Gaming on "How to Fix Train Path Errors" has a lot of useful tips on train/signal troubleshooting.

[1] - https://m.youtube.com/watch?v=gmsep-xJXkI

pmoriarty··on Factorio: Space Age
For refueling I've recently been using the cybersyn mod, which let's you easily create a refueling stations that your trains will automatically go to when they're low on fuel (with exactly how "low" they need to be being configurable in the mod settings).

I just plop down a refueling station, and a requester station next to it that refuels the refueler and I'm done. Don't have to worry about it again.

pmoriarty··on Factorio: Space Age
"Chain in, rail out" is the standard advice. However, if you search around r/Factorio you'll see there's debate about whether that's the best advice for beginners.

Chain both in and out is supposedly the foolproof method, and apart from stations, rail signals are just an optimization.

Though I've played a lot of Factorio, I've never really felt the need to dive deeply in to signals, and I'm happy to just use the foolproof method and leave more optimized solutions for those who need them.

pmoriarty··on Factorio: Space Age
I just use city-block blueprints and never really worry about signals.

However, the foolproof advice I've gotten from r/Factorio has been to put chain signals at the entrance and exit to every junction, and to make sure there's enough space for your longest train to stop behind a rail signal (and you wouldn't mind having it stop there).

I can also recommend the cybersyn mod (or LTN). Once you understand one of these mods it makes dealing with trains much less of a hassle.

pmoriarty··on Factorio: Space Age
Intended or not, I've found playing with mods way, way more fun (and much less annoying) than playing vanilla Factorio (which I still love, but not nearly as much as modded Factorio).

After my first vanilla playthrough I loved the game, but found a bunch of things annoying or which I thought could be improved on. Soon after I found there were mods to satisfy every one of my wants and cure every one of the annoyances. I've played with mods ever since and love it.

Want longer reach? There are mods for that.

Want faster travel? There are mods for that.

Want more variety in vehicles? There are mods for that.

Want smarter/tougher/different enemies? There are mods for that.

Want a complete overhaul of how the game plays? There are a bunch mods for that.

...and thousands of other mods beyond these.

You're really missing out by avoiding mods.

pmoriarty··on Factorio: Space Age
The main problem with that is that there aren't nearly as many people who know Haskell or Erlang compared to those who know Lua.

Lua has been a modding staple across countless games, so millions of gamers/modders are already familiar with it.

I'm convinced that chosing Lua for modding is one of the main reasons Factorio has over 5000 mods now.

If they'd chosen a more obscure language I'd doubt we'd have nearly as many.

pmoriarty··on Factorio: Space Age
I enjoyed Shapez, and it's cool that it has many mods, but I just found it too abstract and sterile to keep my attention. Factorio just much more engaging for me in the long run, especially with mods.
pmoriarty··on Factorio: Space Age
You could just disable cliffs during world generation. That's what I do. They're slightly helpful for biter defense, but otherwise they're just annoying.

There are also many mods that let you pump water from anywhere.

pmoriarty··on Factorio: Space Age
As much as I love the base game, I would have quit long ago if it weren't for mods.

Mods are what keep me coming back.

pmoriarty··on Factorio: Space Age
They don't call it "cracktorio" for nothing.
pmoriarty··on Factorio: Space Age
This has been Factorio's MO from the beginning. It was in Early Access forver, and all that time it was way more polished and stable than many fully released games with much higher budgets.

In the decade or so that I've played Factorio, I can't even remember a single crash of the base game. It was always mods that crashed.

Factorio performance is also fantastic, running smoothly on potato PC's until you get in to the megabase range. It's mostly mods that cause performance problems, but even those have gotten a lot better over the years.

The Factorio devs could really give a master class on how to make games moddable. Factorio's ecosystem of over 5000 mods is a testament to that.

pmoriarty··on Factorio: Space Age
I play with hundreds of mods, and I'm excited about this expansion.

Mods have performance and compatibility issues, and they don't always get bug fixes or updates very often. It'll be nice to have an expansion to the base game that's officially supported and which all other mods will have to be compatible with instead of the other way around.

Apart from the space part, which is arguably already present in the Space Exploration mod (a mod made by a developer who got hired by Wube to work on the official game, if I'm not mistaken), this new expansion promises:

"the ability to control train systems better, better blueprint building, better flying robot behaviour and many more."

That sounds great to me.

pmoriarty··on The complete sequence of a human Y chromosome
"if we transfer the DNA to an advanced alien civilization - would they be able to make a human."

I'm really surprised that in all these responses to your question no one's mentioned the womb or the mother, who (at least with current technology) is still necessary for making a human.

That's not to mention the necessity of the egg.

We're not just DNA.

pmoriarty··on Learn AutoHotKey by stealing my scripts
I prefer using Keyboard Maestro[1] for this, which does a lot more than just allow you to remap the keyboard.

[1] - https://en.m.wikipedia.org/wiki/Keyboard_Maestro

pmoriarty··on Landlords Are Pushing the Supreme Court to End Rent Control
Just build up. Zoning laws are what prevent that. Those need to be changed.
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