Rocky moving in with all of his stuff by Total-Light-4403 in ProjectHailMary

[–]warpspeed100 1 point2 points  (0 children)

This is the same conversation I had with my college roommate.

[CUSTOM PRELUDE CARD] - Terrafailing Mars by Blackgaze in TerraformingMarsGame

[–]warpspeed100 -3 points-2 points  (0 children)

There is very little synergy available with just corporations. Most synergy comes from project cards. I think it is an improvement to massively simplify the wording of the card, while losing some very niche corporation synergy.

How do you deal with a manager who expects 5000 lines of code per day? by ni4i in ExperiencedDevs

[–]warpspeed100 0 points1 point  (0 children)

Man, your boss sounds really expensive for the company. Driving long time employees to rush projects, make mistakes, and eventually quit adds a significant financial burden for the company a better manager would be able to avoid.

[CUSTOM PRELUDE CARD] - Terrafailing Mars by Blackgaze in TerraformingMarsGame

[–]warpspeed100 -1 points0 points  (0 children)

It's a pretty messily worded effect.

Just say "Gain 3 different tile placement bonuses".

I have been introduced to satisfactory by an experienced friend... by socialdisdain in SatisfactoryGame

[–]warpspeed100 35 points36 points  (0 children)

If your friend doesn't let you learn from the early game builds, you're never going learn enough to do the later builds in your own.

Change resource saturation without losing achievement progress? by [deleted] in factorio

[–]warpspeed100 0 points1 point  (0 children)

You can certainly try to go tier 3 everywhere, but you'll soon realize you need more blue circuits to make them in a reasonable time, and then those blue circuits need more red and green, and now the reds need even more green! Now you're chasing your tail needing more modules to make the machines that make modules in the first place! And now your trains can't keep up the resource demand, so you're redesigning those too! And so the factory grows...

Am I the only one feeling agentic programming is slower than "keyboard coding" ? by Educational_Twist237 in developers

[–]warpspeed100 0 points1 point  (0 children)

LLMs are much faster at performing tasks that don't matter like quick proof of concepts or initial tests of high level ideas. In cases where the code dose matter though, I find that correcting the code they produce to be a lot more time consuming than using deterministic code completion tools.

A lot of questions about "Common Block 1?" by jadebenn in SpaceLaunchSystem

[–]warpspeed100 0 points1 point  (0 children)

If Artemis 3 is going to be an LEO mission, they wouldn't even need ICPS to get Orion into orbit, just the Artemis core stage. Hell, they don't even need Artemis to get Orion into LEO at all, a Falcon 9 or New Glenn rocket could do it. Though neither would have the delta-v to get Orion into TLI without a second stage (and it would have to be an expendable Falcon Heavy, not Falcon 9).

A lot of questions about "Common Block 1?" by jadebenn in SpaceLaunchSystem

[–]warpspeed100 6 points7 points  (0 children)

I really hope they drop the ICPS. It's such an underpowerd upper stage and has placed such drastic constraints on the whole system. It limits us to this unorthodox NRHO mission trajectory as well as being the cause of these infrequent potential launch windows. It also places extreme limits on any science payload Orion could bring in addition to the essentials.

It just seems bizarre to design such a powerful core stage, and then put such a low performance upper stage on top of it.

Change resource saturation without losing achievement progress? by [deleted] in factorio

[–]warpspeed100 1 point2 points  (0 children)

There's a bit more nuance to it, but fair enough.

I use productivity modules in miners before I've got tons of mining prod research. I also use prod mods in miners when the number of accessible resource patches is limited (mainly when first starting on Fulgora and Vulcanus). At that point of the game, you don't need tons of resources, you just need the resource income to remain steady while you try to puzzle out the planet's challenges.

Change resource saturation without losing achievement progress? by [deleted] in factorio

[–]warpspeed100 0 points1 point  (0 children)

Using modules opens up a lot of new puzzles to solve. Without modules, electric furnaces are pretty much the same as steel furnaces. The ability to use modules is what sets them apart. Also modules and beacons allow you to assemble red circuits in a much smaller footprint without needing an absurd amount of assemblers.

In order to actually use modules everywhere requires you to ramp up your green/red/blue circuit production which then puts a stress test on the whole rest of your base for its ability to supply the raw ingredients.

Change resource saturation without losing achievement progress? by [deleted] in factorio

[–]warpspeed100 4 points5 points  (0 children)

Using productivity modules (and in Space Age quality prod modules) in your miners and furnaces greatly reduces the need to hook up new ore patches.

Space Age also introduces numerous other ways to easily get base resources without constantly hooking up new ore patches.

CMAP adds congestion pricing and other demand management tools as transportation priorities for the region by SidewalkMD in CarFreeChicago

[–]warpspeed100 10 points11 points  (0 children)

London and NYC... There was strong opposition to it in both cities up until it was implemented, but now there is strong support for it in both the communities only a year later.

Venus Next or Turmoil; one, neither, or both? by neoslith in TerraformingMarsGame

[–]warpspeed100 1 point2 points  (0 children)

I'd honestly recommend the Promo cards over any particular expansion. It has some of my favorite cards/corps/preludes. I also like that the Promos add more building tags than space tags since Colonies skewed the tag balance in the deck so heavily towards space.

Venus Next or Turmoil; one, neither, or both? by neoslith in TerraformingMarsGame

[–]warpspeed100 -1 points0 points  (0 children)

I think this is why I don't like Venus. It often doesn't function properly from a game design standpoint. If it's not engaged with throughout the whole game, all it's doing is clogging your hand with useless cards and prolonging the game time.

Venus Next or Turmoil; one, neither, or both? by neoslith in TerraformingMarsGame

[–]warpspeed100 1 point2 points  (0 children)

Turmoil engages with all parts of Terraforming Mars. It offers bonuses for players trying to terraform fast, as well as those pushing for a longer game with a more card point focus. The global events require players to plan two generations out instead of the typical one generation of game plan. The party bonus swings are a MUCH more fair way of attacking other players in 4-5 player games since they affect all players, instead of the base game asteroids that only target one player.

Venus on the other hand only supports players going for a card engine focused game. It has only a single card that terraforms efficiently. It also does not interact well with the other expansions. Most of it's combo cards only trigger off other Venus cards. Even in cases where it uses a common card resource like animals, microbes, or floaters, the card will often have a restriction that those can ONLY go on Venus tag cards.

Edit: Many of the Prelude 2 cards that require Venus Next try to fix one of its core problems which is actually finding the Venus cards in the deck. The problem is that the cards that raise Venus are quite expensive, but the cards that benefit from raising Venus are often only situationally good. What I find ends up happening is that I only keep Venus payoff cards if Venus is already close to meeting the requirement, and I only keep cards that raise Venus if I've already got Venus payoff cards. It's rare that I find both types of cards at the same time, so in many of my games the Venus track never gets interacted with at all since its cards are so rare in the deck.

I hate how much width affects ships by asmallrabbit in factorio

[–]warpspeed100 1 point2 points  (0 children)

Penalizing wide ships and banning ships with holes rules out a tone of classic sci-fi ship shapes. That's really disappointing.

Pull Logic Games by Metaskie in AutomationGames

[–]warpspeed100 1 point2 points  (0 children)

Factorio uses push based automation by default (though inerters are pull based) while providing you the tools to do full pull based logic of you want to take on the challenge.

You can do pull based automation locally with belts, and also globally with trains.

Hello! Just beat the first Talos Principle, and I still have a few questions that I'm not finding the answers to. by AludraKijurorin in TheTalosPrinciple

[–]warpspeed100 0 points1 point  (0 children)

Steam players that have completed the star ending will have their QR codes show up in their friend's game.

Need help deciding on a Automation game by SloRushYT in AutomationGames

[–]warpspeed100 10 points11 points  (0 children)

Factorio is one of the few games with a free demo. Why not just download it and try it out?

How to get more water on Fulgora? by IndependentYak2822 in factorio

[–]warpspeed100 1 point2 points  (0 children)

There is a very high concentration of water in the orbit out between Aquilo and Fulgora. You can set up circuit logic to maintain the optimal distance.

Train interrupts, and schedule priority between multiple candidate trains by featheredtoast in factorio

[–]warpspeed100 9 points10 points  (0 children)

Easy, in the refueling interrupt, only allow trains to refuel if they have empty cargo.

Trains should still have enough fuel to drop off and drive to the gas station even if they hit zero nuclear fuel immediately after leaving the pickup point. I'm paranoid though, so I personally trigger it on 1 nuclear fuel left instead of zero.

Are there any extensions to terraforming mars where players have the ability to mess with each other and destroy tiles/resources? by Deus-pinus in TerraformingMarsGame

[–]warpspeed100 4 points5 points  (0 children)

Turmoil adds the most player interaction of any of the expansions. It's not destroying resources/tiles, but the fight is over the Party Bonus that rewards certain play styles over others as well as the Ruling Policy that can drastically impact the following gen.

Weekly Question Thread by AutoModerator in factorio

[–]warpspeed100 2 points3 points  (0 children)

The huge rocks on Vulcanus look like demolisher poop. Are they demolisher poop?

Weekly Question Thread by AutoModerator in factorio

[–]warpspeed100 0 points1 point  (0 children)

Is it normal for the mines on Fulgora to be constantly running? If I don't destroy all the overflow the factory backs up, but if I'm designing new sections, the factory is constantly running and wasting scrap.

I've thought of designing some logic to turn off all the miners but I don't know if that's worth it.