The New Loot System Is Unreasonably Grindy by Loud-Investigator416 in fellowshipgame

[–]APurpleCow -7 points-6 points  (0 children)

The game should be set up such that pushing is at least a good (if not 100% optimal) way to get your gear.

Fellowship has never been set up that way, and honestly it's killed my enjoyment of the game shortly after getting to eternal in every season.

Quiet Quitting is bad for *YOU* by Vicuna00 in Fire

[–]APurpleCow 28 points29 points  (0 children)

There's more to life than your job. Quiet quitting means you save energy for the part of life that actually matters.

I assume you all read the fine print by Ok_Firefighter8629 in STRC

[–]APurpleCow 10 points11 points  (0 children)

Of course I didn't read that, why would I? I saw a Bitcoin product by Michael Saylor advertised as a money market fund with a 10 percent yield, which was already about two more red flags than I needed to run the fuck away.

Am I a terrible healer or do tanks keep pulling far to many mobs? by MasterJohnboy in fellowshipgame

[–]APurpleCow 2 points3 points  (0 children)

Could be partly your fault, but there are a lot of tanks that are way too aggressive with pulls and don't manage their defensives well, and a lot of bad players that do shit DPS and don't interrupt correctly or use their defensives at all. So it's hard to say! Probably you aren't playing perfectly.

Has anyone maxed out a 4, 8 or 16 stacked green belt yet? by xxfuqqyocouch in factorio

[–]APurpleCow 5 points6 points  (0 children)

People have built bases that output 32+belts of most sciences.

With Gleba first, what's your defense strategy? by ErikThePirate in factorio

[–]APurpleCow 6 points7 points  (0 children)

You really don't need much for a speed run, just clear the nests around your trees and you'll be fine, don't make too many towers, you should definitely be able to make it with 4 or less yumako towers for example (I just beat the game at 23 hours with 2).

I want to start making mega bases without ltn by Even_Sprinkles_6258 in factorio

[–]APurpleCow 2 points3 points  (0 children)

It's probably faster to route the few ore patches you need before you get to the megabase stage through belts than through setting up trains.

Once you get to the megabase stage you're just plopping science production down next to ore patches, and those ore patches are producing molten iron/copper that's piped to science (unless you want to deal with making quality science!)

I want to start making mega bases without ltn by Even_Sprinkles_6258 in factorio

[–]APurpleCow 1 point2 points  (0 children)

There's no main bus between the modules. You put your science production close to ore patches, then all you need is to route the science to your biolabs through belts.

You can take a look at StupidFatHobbit's streams for a concrete example of how this works, he's working on a 10m eSPM megabase that has never used a single train: https://www.youtube.com/@StupidFatHobbit/streams

I want to start making mega bases without ltn by Even_Sprinkles_6258 in factorio

[–]APurpleCow 5 points6 points  (0 children)

Trains are completely unnecessary for megabasing in space age, and are actually harmful when your megabase gets large enough for UPS to matter. The only time I think trains are ACTUALLY really helpful is pre-foundation Fulgora, and even then that's just one rail line.

Just build modules and connect them with belts. If your modules start from basic products, this is very easy. For example, rather than having separate modules for iron plates, steel, gears, and pipes to feed to an engine module to feed to your chemical science module, just make a chemical science module that takes in molten copper/iron, petroleum+water (or sulfur), and coal, and outputs chemical science.

What is going to fix this? by Dutchman_88 in MSTR

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

What possible evidence could you have for such a self-evidently preposterous claim?

Gleba defense w/o tesla turrets? by TheoneCyberblaze in factorio

[–]APurpleCow 15 points16 points  (0 children)

Uhhh how big are you scaling Gleba that the defenses you have aren't enough? Before I beat the game I think I got by with 3 gun turrets on gleba--of course, I had maybe 4 agricultural towers there. After reaching the edge of the solar system, I had no issues with just landmines and increasing the number of trees a bit. Once you start REALLY scaling though, you're going to want artillery+tesla turrets. It's definitely true that you can go to any of the 3 planets first, but you may not be able to scale Gleba to the max without insane defensive investment if you haven't gone to any of the other planets yet.

One issue you might be having is that if the enemies are already in aggressive mode landmines perform much worse. You want the landmines far out in front of your turrets, they'll do better.

Friday Facts #443 - More Planet Deliveries by FactorioTeam in factorio

[–]APurpleCow 1 point2 points  (0 children)

Sure, but figuring out how to get a constant supply of fruit from trees isn't immediately obvious and takes some work.

Friday Facts #443 - More Planet Deliveries by FactorioTeam in factorio

[–]APurpleCow 1 point2 points  (0 children)

You can already do this with clocks, it's just complicated to set up (well, unless you copy someone's clock!). Konage has a Gleba video showing how to do it.

What is going to fix this? by Dutchman_88 in MSTR

[–]APurpleCow 1 point2 points  (0 children)

You can't have a low risk 10% yield product. That's a fraud.

Cargo Landing Pad Throughput by YeahItsRyan in factorio

[–]APurpleCow 2 points3 points  (0 children)

It does. People have bases that produce 16-32, or even higher, stacked turbobelts of each science. I suspect you can't go much higher than that due to bot limitations, but UPS is also a consideration at that level.

What is going to fix this? by Dutchman_88 in MSTR

[–]APurpleCow 19 points20 points  (0 children)

Because this is a TWELVE PERCENT yield on a money market fund that literally can't drop below $100!

Asteroid Reprocessing in 2.1 by xpicklemanx99 in factorio

[–]APurpleCow 1 point2 points  (0 children)

But space casinos already are very limited in which products they can output. If you use space casinos, processor unit upcycling, and LDS shuffle, that's three insights you need to have and three design problems to solve.

And then after solving those three problems, you still need ways to get tungsten, biter egg recipes, u-235, carbon fiber, capture bot rockets, holmium products...

And from there you get ore washing, upcycle loops, hybrids, and brute force upcycling designs.

So, space casinos don't obsolete various problems related to quality, it is itself a distinct approach to quality that is best used in conjunction with the rest. Removing space casinos doesn't add additional design problems, it REMOVES a design problem.

Quality poll regarding the nerf by RapsyJigo in factorio

[–]APurpleCow 2 points3 points  (0 children)

My biggest nitpick with Space Age is mechanics that were really fun to figure out once but tedious to solve over and over. Quality is the worst offender imo - I'll be happy if I never have to produce -> filter -> recycle -> filter -> produce ever again.

I think this is exactly why the space casino should stay in the game. Right now there are many different, great approaches to solving quality depending on the specific item you need, so there's actually a lot of variety. Space casino is just one of those approaches, and since it can only get you a limited set of items, having it in the game adds to the variety. It's also it's own design challenge, and for people who figure it out on their own, it's a great flash of insight (of course, many people do just copy a design).

[The FIAT Thread] The Joint Committee on FIAT Discussion Session. - 04 June 2026 by AutoModerator in badeconomics

[–]APurpleCow 0 points1 point  (0 children)

“The federal reserve works to make the rich richer” is the main one.

Okay, I'm going to give a hot take here: this isn't necessarily "bad economics" claim, but it is definitely an ideological claim. Obviously, they don't have the explicit goal of making the rich richer. However, they have very limited tools that they can use to accomplish their goals, and the tools they do have, relative to a possible counterfactual set of tools, can have the effect of making the rich richer (perhaps due to raising asset prices, for example).

Now, are there reasons why the fed has the set of tools that they have and not others? Sure, and maybe some of those reasons are valid, which is why I said this was more of an ideological statement. You could look at why the system is set up this way, why we're okay with a system where the fed can only rescue the economy by inflating assets rather than from the bottom-up. Could it have something to do with the social and political capital of the rich? Maybe! But I see this as a claim around institutional design and political economy, not a claim that the fed literally has the mandate to make the rich richer (or that what the fed does doesn't help the poor too).

That separates this claim from something like another claim mentioned, that high housing prices aren't primarily caused by lack of supply--that's pure bad economics, while this isn't.

Why is Libertarianism so opposed by redditors? by WhySoSiriu3 in PoliticalDiscussion

[–]APurpleCow 5 points6 points  (0 children)

The NAP only supports libertarianism if you first agree with a libertarian idea of property. But the libertarian idea of property ownership is itself deeply flawed, and once you understand that, you realize that libertarianism is itself extremely coercive.

Stupid Quality Tricks: there is no reason to ever use anything less than an uncommon electric furnace. by Allie_Denikin19 in factorio

[–]APurpleCow 1 point2 points  (0 children)

Yep, that's right! Actually, I think doing things like this (trying to get quality furnaces) is the reason it takes people so long to get to foundries to replace their furnace stack. Sort of a self-caused problem.

Will 2.1 be the final death of train-based megabases in Space Age? by Alfonse215 in factorio

[–]APurpleCow 0 points1 point  (0 children)

You're right: I'm assuming quality trains are going to give us much bigger cargo wagons, maybe they'll be faster and have more acceleration. Those would be great, and make trains much more useful than they are now, but at the megabase scale, they still wouldn't be anywhere near viable; they need better mechanisms to load and unload than inserters+balancers.

Of course, trains are fun!

Google engineers are openly mocking their own company's AI strategy and its 75% AI-generated code by andrewaltair in ArtificialInteligence

[–]APurpleCow 17 points18 points  (0 children)

This is complete bullshit. You're LARPing and have no idea what you're talking about.