#Without Question
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sevastiel · 3 months ago
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slams fists on table.
more of your drifter and stalker. and operator and umbra.
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Some drifter and stalker for now, operator and umbra later :)
I wonder how long its been since Sorren's presence was appreciated by someone who didn't demand something from him?
(Transcript below cut)
Drifter to stalker- "Thanks frrr... helpin' my sorry ass out... Lucky t' have ya..."
All of stalkers thought bubbles read "lucky to have you"
Ordis goes, "Getting blood all Over my codex table, he has a ROOM you know," Then, "If you weren't here to help..." then, "This is acceptable" as he's snuggled by a dozing drifter.
At the bottom, Hunhow says, "Shadow, what the hell took you so long?" And stalker responds, "Our drifter is an idiot."
Next panel, Hunhow goes, "So... its our drifter, now?" And stalker goes "DONT."
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benevolentspidey · 8 months ago
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all i’m saying is if izuku midoriya were a female main character bkdk would be shipped by EVERYONE
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ssj2hindudude · 5 months ago
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Angry Feminists: WHY SHOULD SITA HAVE TO GO THROUGH THE TRIAL BY FIRE, SHE WAS THE ONE KIDNAPPED!!!
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gaygirlgoodgirl · 3 months ago
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fleetn-crab85 · 5 months ago
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I’m sorry but why is the opening skit in Dr. Duck’s Super Secret All Purpose Sauce so funny
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albatris · 6 months ago
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just so you all know this about me I absolutely believe in ghosts
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incorrectsibunaquotes · 1 year ago
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nobody understands patricia more than i do sorry to all the haters
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felrend · 1 year ago
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I can’t wait to be a cunty mage
It’s what Dorian and Vivienne would have wanted
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ghestlin · 2 years ago
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i think Bart should be one of the few people to boss Tim around without any pushback
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hyacinthsdiamonds · 2 years ago
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Heroes Get Remembered But Legends Never Die <3
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thesassymarquess · 5 days ago
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Gleba
What's this? More Gleba content on my blog that's becoming increasingly Factorio focused?
Yes. Today we're focusing on everyone's favorite Gleba intermediary BIOFLUX. I've been working on some new designs for it for my MP game. We're hitting the late game and my previous base with around 90 SPM isn't cutting it anymore. We're routinely having Lime Science as our bottleneck, and it's not helped that every shipment of bioflux out stalls our science production. So I've been looking into creating a new build for producing bioflux in mass, with attention being paid to late-game technologies. So I am designing with consideration for beacons, modules, & stack inserters (though these designs feature none of them. Instead I try to get the basics down, so they can be upgraded with quality, surrounded by beacons, & have stack inserters placed in as well). Since I've gone to the trouble of designing 2/3 of my planned layouts (I had a third layout, which I've decided to abandon in favor of testing the other two).
So with the idea that we want this to be a late game build, we're running with a few constraints and other considerations.
No Quality
Bioflux here is being produced primarily for export. As biter spawners don't benefit from quality bioflux, it's not worth complicating the build for, or trading off the below point.
Maximize freshness
We want to maximize the viable time of the bioflux on Nauvis. Easiest way to do that is to maximize freshness, and have a good spaceship (Which... is a different topic altogether. Perhaps a post for another day).
Space for Beacons
I want there to be space for at least a beacon for every single machine. We're beginning to regularly roll out fairly decent quality modules of the speed/prod variety, and I'm planning on building a much larger Gleba, so using modules is on the board. Plus my current issue with power on Gleba is actually having too much chemical fuel, and not enough usage, as my heating towers are throttled for better efficiency... so I have spoilage backups. Weird problem to say "I have too much power" but I do.
Shoots for the Bioflux ratio of 6 bioflux -> 5 Yumako Mash & 2 Jellynut chambers
The ratio is honestly kinda awkward at first, trying to figure out a good way to lay it all out, but I realized after a bit there were some decent layouts possible.
Fits within a robo-port grid
Fairly self-explanatory goal. I like having my roboports laid out in a perfect square grid. If I can fit the build within that, even better
With that in mind, I'll move to the designs. I'm testing them on a Nauvis sandbox (because the sandbox puts you on Nauvis by default
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The first module. I found it has some of the worst space efficiency, I can't evenly put beacons around most of it in a tilable manner, and then I realized I'd have to braid belts in for the yumako, bioflux, & spoilage unless I wanted to have a 5-item belt monstrosity... So it's either a triple-braid, a rotting sushi-belt, or the design gets canned. Admittedly, a triple braid is manageable, and could be worked in such a way to hit the machines in the right order I believe, but... the final nail in the coffin here is a weird one... I don't want to belt jelly if I can avoid it. So those things altogether made me decide the design was best stopped here. I chose to share it, as it's the only design that most of it can be used with an 8-8 beacon array. It might be a good starting point for a different design for someone else.
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Despite the name indicating this is the B module, this was the third module designed. It got its name from its placement between module A and C during my initial designs, while I was searching for a placement method I could use to place the biochambers such that every chamber was adjacent to the biochambers needed in the production line. I'm using infinity chests to test that all chambers fire up correctly with no downtime while running, and then run the bioflux through a steel chest before into another infinity chest to delete them. That lets me get a look at the freshness of the outgoing bioflux, and I can get a rough idea of which design is "fresher". Now earlier I mentioned that beacons are a priority for these designs, and I didn't abandon that principle. Instead, what I realized would work best would be to run pairs of beacons in the center of the yumakos, on either side of the central inserter. There should be enough space to fit a single beacon (Unfortunately I can only fit one beacon in there, there's no way for a second beacon to reach the center chamber). Another note on this design, is that it's tileable, so it can be connected front or back. It's main pitfalls are the belt-braiding (I tried a mixed belt, it didn't work well), and the low number of beacons that can affect the center. Finally, I'll give the freshness rating, which came in at a nice 96% freshness (We use fresh fruit spawned in infinity chests, they don't begin rotting until the inserters pick them up and put them on the entry belts. I ran this while the other I worked on the other designs before adding the freshness counters. So the system was already "Hot")
I also flushed the design by stopping fruit coming in, and then later restarting it, to see if it could clean itself out, and recover from a stall. I think this is the better design, even though it doesn't have nutrient production, as nutrients are fine to be wasted in my eyes, are easy to mass-produce, and a base without flowing nutrients has bigger problems generally. I originally wanted it to be nutrient independent, and capable of restarting itself, but I'll likely just have to make the nutrient production contain a nutrient-rebooter. And... considering this is for biter eggs, it's not impossible I might decide to start shipping eggs over for overgrowth production, and using them as a primary nutrient source...
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Finally is module C. So this module uses a jelly belt again, but it's a lot tighter in build than Module A. Also due to the positioning of the biochambers, it's possible to use a 4-4 beacon setup with it as well. However... I've decided that if this module ends up in my base, it's either going to be for nutrient rebooting. If you look at the top row, the belts are placed at distances where yellow would work, but I found that they both require red-belt levels of throughput to keep up with the jelly & bioflux productions. In fact, the Jelly production needs at least a blue-belt, and I think actually needs a green belt to *actually* work right. That's because each biochamber outputs 12 jelly per second, and together that 24 overwhelms the 22.5 items per second of a single express belt by just a small bit. Scaled up with a 4-4 beacon setup with legendary modules, beacons, & biochambers, I think it might overwhelm the throughput of a stacked turbo belt. I didn't move to test these in legendary form admittedly, because once I got both designs working, I watched them run and waited to see if flaws began to show up. And for this build, they did. I had to rearrange the spoilage out a few times, noticed the last two bioflux chambers weren't running, which again have stalled, this time due to no Yumako. They've been routinely having problems getting sufficient yumako mash or jelly. And then they had an output issue. Ultimately I came to the conclusion if the build was struggling at common quality with no beacons, it'd perform worse with beacons & modules & quality, and there's a chance stack inserters would not be enough to save it. Finally, there's the freshness results. This build had a lot more variability in it. It stabalized around 95% freshness, but had drops down to 80% which is likely due to the input starved machines.
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lucy-moderatz · 2 years ago
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the-lokal-homo · 1 year ago
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Praying that we get more Ravi content this season 🙏 🙏 🙏
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khaosrealms · 2 years ago
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LEE.
i wish i had the visual artistic talent to draw because i definitely would be doing a mk1 self insert so i can kiss all these fruity mk men and women.
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thelightsabovearbies · 4 months ago
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on sight
spin this list of all the pokemon. you have to eat whichever one you get
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