this post was submitted on 27 May 2024
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On this day in 2013, Turkish protesters began occupying Gezi Park to oppose its demolition, an act with led to widespread protests and strikes with approximately 3,500,000 participants, 22 deaths, and more than 8,000 injuries.

The wave of civil unrest across Turkey began after the park occupation was violently evicted by police, who used to tear gas, pepper spray, and water cannons to try and break up the protests, injuring more than one hundred people and hospitalizing a journalist.

The protest quickly grew in size - by May 31st, 10,000 gathered in Istiklal Avenue. In June, the protests became national in scope and transcended any particular demographic or political ideology. Among the wide range of concerns brought by protesters were issues of freedom of the press, expression, and assembly, as well as the alleged political Islamist government's erosion of Turkey's secularism.

Millions of Turkish football fans, normally divided by intense sports rivalry, marched in unity against the government. Protesters displayed symbols the environmentalist movement, rainbow banners, depictions of Che Guevara, different trade unions, and the PKK and its leader Abdullah Öcalan.

On June 4th, Taksim Dayanışması (Taksim Solidarity) issued a set of demands that included the preservation of Gezi Park, an end to police violence, the right to freedom of assembly, and an end to the privatization of public spaces. Deputy Prime Minister Bülent Arınç met the group on June 5th and rejected these demands.

Erdoğan blamed the protests on "internal traitors and external collaborators", demonizing his political opposition as the former. Despite the popular mobilization, Erdoğan remained in power and no major concessions were won from the government.

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[–] FunkyStuff@hexbear.net 13 points 6 months ago (2 children)

I've played a ton of factory games, but never the original because I heard the devs are cryptobros. So I got it off the high seas. How is my tutorial base?

[–] Frank@hexbear.net 11 points 6 months ago

Suspiciously clean. You shoul dhave more tangled conveyors with ends terminating nowhere. Try moving your miners to be in an incoherent mess that somehow is both half off the ore and blocking the conveyors.

[–] trompete@hexbear.net 3 points 6 months ago (1 children)

Pretty clean. I recommend leaving some space in between so you can patch things in later. Wire is annoying to belt, since not a lot of things except circuits need it, but they need lots, and it's two wires per one copper, so I just make wires on the spot and feed them directly into the circuit assemblers at 3:2 ratio (I think). Also maybe coming from other games, you don't realize what insane volumes of stuff like iron plates you want. You'll actually have multiple full belts, half belting to move stuff around (except into assemblers) isn't going to cut it.

[–] FunkyStuff@hexbear.net 3 points 6 months ago (2 children)

Yeah I figured half belting is not gonna work in the real game. I tend to build very modular though, like setting up my smelters to export into 5 lines which each feed a different factory, and factories always take their direct ingredients as inputs (unless there's an ingredient which is only used for one recipe, in which case I put both recipes in one factory).

I started an actual game and I think I'll probably have lots of small busses in a line rather than one really wide bus, might regret that later since it does limit scalability (but I can always just introduce bends). I just wanna have trains handle most of my logistics but I'm not there yet.

[–] trompete@hexbear.net 3 points 6 months ago

Oh yeah trains are great fun, but if you play a regular game, they're basically optional, and only worth it for long distance mines (train infrastructure needs lots of space). People use trains between factories when they build megabases (because of higher throughput I guess), but I never got that far tbh. Might be a fun challenge to maximize train use even for a smaller base though.

[–] trompete@hexbear.net 3 points 6 months ago (1 children)

Oh btw, I've seen someone reserve certain slots inside train cars for specific things, which I think is part of the base game but not 100% sure, which might be useful for your train base.

[–] FunkyStuff@hexbear.net 2 points 6 months ago (1 children)

Yeah the train car slot thing is something I'm already familiar with from Satisfactory. In fact, I even made a script that I feed a list of recipes and it tells me how I can distribute items across the "slots" of wagons to avoid conflicts. Sadly it's actually an NP-Hard problem to find optimal solutions with the minimum number of wagons. Not to mention you need to know ALL recipes you'll do ahead of time. So it can be a headache lol.

In case it's not clear why the set cover problem is related, the way you model each wagon slot is as a set of possible ingredients. If your first wagon can hold iron plates or copper plates, that slot is the set of those two ingredients. Then you have a set of recipes, each of which is also a set of ingredients. The size of the intersection of all slots with all recipes must be 0 or 1, because if any slot holds more than 1 item used in any recipe, that means you'd need to use one wagon slot to hold multiple different item types, which is incredibly inconvenient to pull off. So, you have a universe of all possible items, and you want to cover the set of recipes with as few sets of ingredients (slots) with the constraint that any given slot may only intersect up with 0 or 1 with each recipe.

But the wikipedia article does list a bunch of ways to approximate solutions, so it's not hard to get an acceptable solution for 6 or 7 wagons.

[–] trompete@hexbear.net 2 points 6 months ago

Lol. I think I get a rough idea why this may be NP-hard (sounds like something you could use some constraint solver software to get a decently close-to-optimal solution in reasonable time maybe, though I don't know much about this). But more importantly, factorio train cars have a ton of slots (like 50 or something of that magnitude, each holding 50/100/200 pieces of one item). You could probably put literally every ingredient in the whole game in a two- or three-car train. I saw a challenge run where someone did something like this, I think the challenge was to just use one single train and no belts at all. Anyway my suggestion would be to make one train only serve one recipe (or a couple) at a time and that problem becomes trivial and it'll be better for throughput anyway.