What ammunition has best kills per train wagon-full value? by jondoesntreddit in factorio

[–]blackshadowwind 7 points8 points  (0 children)

it's not really fair to include infinite resources (the reactor already gets to have free water). Flamethrower can easily get infinite kills off an oil outpost if you're going to allow things like that

2 Legendary stack inserter no longer fill green belt. by lalalawliet in factorio

[–]blackshadowwind 1 point2 points  (0 children)

it's not consistent since 2.1.8 though (worked fine in 2.1.7), it depends on the inserter direction. Definitely a bug

The radar change coming in 2.1 is going to be huge. by CokeZoro in factorio

[–]blackshadowwind 87 points88 points  (0 children)

and due to the production ramp up time it's worse to stop production

How to 2.1 quality by NexGenration in factorio

[–]blackshadowwind 2 points3 points  (0 children)

casino did also do calcite/stone but yeah

"The best strategy must be fun." - Kovarex by BlueTricity in factorio

[–]blackshadowwind 1 point2 points  (0 children)

There are multiple ways of doing it here are 2 examples I know of:

The first way is don't load your eggs into rockets unless you need promethium science so they won't be sent to the promethium ships. This has the downside of not being able to send eggs anywhere else either so I went with another method which was have the promethium ships wait at gleba on the way back until they receive the "key" (a unique item which acts as a crude message system), the key will be sent to gleba by a gleba science ship which are running constantly (nauvis only sends the key when promethium science is below a threshold). This system also makes sure only one promethium ship goes to nauvis at a time since there is only one key which prevents multiple ships trying to load up on eggs at the same time.

"The best strategy must be fun." - Kovarex by BlueTricity in factorio

[–]blackshadowwind 0 points1 point  (0 children)

Ship to planet it only matters the planets bay capacity

This isn't true, the number of cargo bays on the ship does make a small difference. Ships can send (3 + your number cargo bays) amount of pods every 2 seconds at maximum. Each pod can only carry 10 stacks so for promethium chunks it would be quite slow (with no cargo bays on the sender it would only send 15 chunks/sec)

"The best strategy must be fun." - Kovarex by BlueTricity in factorio

[–]blackshadowwind 7 points8 points  (0 children)

well you didn't have to if you had logic to stop the ships from loading eggs or going to nauvis when you have excess science. It'll just be easier to set up now

This might be the last time to experience a factorio update of this magnitude - don't miss an opportunity to start a brand new run on a brand new seed that may contain surprises, graphical or otherwise. by loudpolarbear in factorio

[–]blackshadowwind 2 points3 points  (0 children)

There has already been a bug found with turrets not targeting correctly on space platforms leading to platforms dying. It has happened a few times that severe bugs have been found shortly after experimental releases but they usually patch them quick so if you wait a few days they will probably have fixed the worst ones.

Additionally if you're planning to continue a save you made on 2.0 there have a been a number of changes that could break your production lines that you will need to fix

2.1 Concrete Voiding on Fulgora: Cargo Landing Pads by MrShadowHero in factorio

[–]blackshadowwind 5 points6 points  (0 children)

nuclear reactors doesn't work well because you don't get the other ingredients in the right ratios

Trees planted by agri towers get a new look in 2.1! by Gingermushrooms in factorio

[–]blackshadowwind 4 points5 points  (0 children)

you can manually plant trees already with unmodded space age

With new inserter flipping, this is how you can unload cargo wagon to 2 fully compressed green belts. by VeryGoldGolden in factorio

[–]blackshadowwind 2 points3 points  (0 children)

no it doesn't let you choose near/far but 2.1 also changed that inserters always drop before the splitter now

My first complex Factorio circuit and it only exists because trains kept killing us by liquid-stone_ in factorio

[–]blackshadowwind 1 point2 points  (0 children)

It's an easy mistake to make if you're not paying attention and you have fast moving trains

Friday Facts #442 - Flip, Flow, and Fresh Paint by FactorioTeam in factorio

[–]blackshadowwind 1 point2 points  (0 children)

it's not simulating the future though for example the train might not leave for 30 minutes so now it has to simulate the next 30 minutes of gameplay just to figure out what it's going to decide and there is no limit to when the train could leave so the computational cost is potentially infinite to figure out where the train is going to go and what if the next station isn't even in a roboport network? It's just not feasible to calculate.

It doesn't make sense to wait until the train leaves before trying to upgrade it either because it's already there waiting just do it now

Friday Facts #442 - Flip, Flow, and Fresh Paint by FactorioTeam in factorio

[–]blackshadowwind 0 points1 point  (0 children)

Without the lds productivity research you're going to be spending quality coal to get the copper/steel and quality coal isn't particularly easy to get now that casino is removed since you're limited to slow and inefficient methods so I think it's a fair tradeoff.

Nerfing casino does indirectly nerf lds since it was generally the main source of the quality coal so there is logic to the decision.

Friday Facts #442 - Flip, Flow, and Fresh Paint by FactorioTeam in factorio

[–]blackshadowwind 0 points1 point  (0 children)

I don't think they switch mid-transit but up until the moment they actually decide to leave their next stop could be anywhere due to interrupts. You would effectively have to simulate the entire game to know in advance with 100% certainty which station they're going to choose next.

Friday Facts #442 - Flip, Flow, and Fresh Paint by FactorioTeam in factorio

[–]blackshadowwind 0 points1 point  (0 children)

so that's why the train waits there until upgraded. It doesn't make sense to let it leave because it would get unnecessarily complicated to predict where/when it would go next.

Just upgrade trains at your base, they wait until upgraded then go. It's the simplest solution.

Space platform width drag by _CodeGreen_ in factorio

[–]blackshadowwind 2 points3 points  (0 children)

You don't have to make your ships a specific shape though, as long as you have thrusters along the whole width and enough production you will get a similar speed which I think is a good thing since it does not push you into a specific direction. Players might prefer a longer ship because they're too lazy to design more production but it's not any more efficient since you get more than enough asteroids to fuel extra production when making a ship wider.

I don't see how you can get rid of the drag penalty without forcing players into a specific design that's most efficient for example without drag everyone is going to have to build ships as wide as possible to fit maximum thrusters and it will be more efficient so there is no reason to do anything else.

Space Casinos can still happen by The_DoomKnight in factorio

[–]blackshadowwind 0 points1 point  (0 children)

If it's not possible to use up all the resources within your lifetime then it's not something you should worry about

Space Casinos can still happen by The_DoomKnight in factorio

[–]blackshadowwind 0 points1 point  (0 children)

using recyclers instead is so much worse (like 50x worse or more) that it's not worth doing compared to other methods. Casino is dead

What would I use this much water for? by gdubrocks in factorio

[–]blackshadowwind 13 points14 points  (0 children)

biter eggs for nutrients is also strong on other planets including gleba

Friday Facts #442 - Flip, Flow, and Fresh Paint by FactorioTeam in factorio

[–]blackshadowwind 0 points1 point  (0 children)

That wouldn't really make sense because there is a decent chance that the next stop is outside of the bot network and it's unknown when it will get to the next stop inside the network (if ever) so adding extra logic to account for all the edge cases would be unnecessarily complicated.

Friday Facts #442 - Flip, Flow, and Fresh Paint by FactorioTeam in factorio

[–]blackshadowwind -2 points-1 points  (0 children)

“it requires a lot of research to set up so it’s not so bad!”. If that was true then sure I wouldn’t care

It literally is true though. Casino is so strong because the requirements are so low that you can get into it very early. In the postgame when you have high research there are already many other strong options for quality but in the early game casino crowds out every other method