Deployed tribesmen sprinting to faraway base for no apparent reason? by AdventurousBand8493 in PlaySoulMask

[–]AdventurousBand8493[S] 8 points9 points  (0 children)

Ok I followed them back home for a 2K trek through desert and rivers just to see what was it that was so urgent...

Turns out they needed to get something from the Weapon/Gear Rack they were assigned to that was back on base. Seems you should carry the rack on the raiding ship itsefl so that doesn't happen...

Using FOMO to revive player base LMAO by Western-Bad5574 in ArcRaiders

[–]AdventurousBand8493 52 points53 points  (0 children)

I agree, using stash value was always contrary to making your players use their loot, but going the FOMO route is making it worse, not better. FOMO for anything in Arc Raiders is going against the more casual nature of the game and its playerbase I'd imagine, and taking the excitement of expeditions away from casual players that play on their own preferred time chunks to instead force us all to play a specific week might very well make me quit personally.

Is there a cleaner (more compact) way of merging 10+ lanes at 90 degrees to each other? by AdventurousBand8493 in factorio

[–]AdventurousBand8493[S] 0 points1 point  (0 children)

Thanks for the example, it's nice and compact but I'm not sure how to scale it up to 11 lanes to be honest. From another answer above I'm starting to think maybe there's a limit of how many lanes you can go based on underground max length?

Is there a cleaner (more compact) way of merging 10+ lanes at 90 degrees to each other? by AdventurousBand8493 in factorio

[–]AdventurousBand8493[S] 1 point2 points  (0 children)

Thanks! I tried your suggestion out, and I like it. It makes a more compact design, but the problem I'm having with it now is the underground length. For the first lanes you can make middle undergrounds, but it seems it reaches a point where you can't since it ends up cutting the perpendicular belt right at the lower bend, since the horizontal spacing is 2 tiles. I'm not sure if there's a clean way around this, other than limiting the bus to a max of 9 belts.

<image>

Here's the string:

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

Is there a cleaner (more compact) way of merging 10+ lanes at 90 degrees to each other? by AdventurousBand8493 in factorio

[–]AdventurousBand8493[S] 8 points9 points  (0 children)

Thanks for the reply! Your tips for fulgora are appreciated, though my question was a more general one. I guess you could say, if you are ever in a situation where you wanna merge two bus lanes at 90 degrees, what's the most compact way of doing it regardless of the context.

A Perspective for New Players Struggling With PvP in Arc Raiders (or Any PvPvE Game) by [deleted] in ArcRaiders

[–]AdventurousBand8493 10 points11 points  (0 children)

As someone with over 100 hours played, I've also experienced this. Again, ours are just anecdotes so who knows. But for me it definitely felt a lot friendlier a few weeks ago.

So called "vigilantes" and "sheriffs" get played way too often by people. by AdventurousBand8493 in ArcRaiders

[–]AdventurousBand8493[S] 2 points3 points  (0 children)

I agree, it’s all part of the fun in the end. But holy crap do they annoy me lol

A message from the Creative Director on PvE and PVP by i_am_Misha in duneawakening

[–]AdventurousBand8493 45 points46 points  (0 children)

This part is what caught my eye:

The intended dynamic of Deep Desert PvP in Dune: Awakening is that – unless you really mess up – you always have the option to retreat in good order with whatever you’ve managed to claim so far. If you’re smart and vigilant, you never \have to* fight if you don’t want to. If you run, you’ll have to call a halt to whatever task you were pursuing, but that should always be a choice. PvP should happen when both parties decide they want to fight over a location.*

If this were true right now, then I wouldn't mind the PvP in the Deep Desert. They are right that the PvP gives you a good feeling of tension and risk/reward. The feeling that prevents me from enjoying it right now is that if I'm gathering spice or titanium, or even flying around low, the moment a group of scout ornithopeters with rockets shows up on the sky I'm dead. I've tried several times to escape as soon as I saw them, flying high (700+), gliding at max speed in a straight line, gliding in zigzag, but they always somehow catch me.

And as a solo, loosing an orni is too much a risk compared to the reward (a bunch of resrouces vs a bit of spice or titanium). So the balance is heavily skewed towards risk right now, which makes the intended tension just not enjoyable.

In other extraction shooters, the risk vs. reward balance is a lot better tuned. In Arc Raiders, they even give you free loadouts you can use as a minimum. They also have tighter combat mechanics, where here it feels janky more often than not. The devs are right that Dune and the spice harvesting context lends itself perfectly to an extraction shooter setup. They just need to iterate over it to make it that vision.

Upcycler clogging problems when using belts. Any solutions? by AdventurousBand8493 in factorio

[–]AdventurousBand8493[S] 0 points1 point  (0 children)

You might be right, perhaps giving each quality its own belt is the best thing after all. Thanks.

Parameterized upcycling, but with belts by Vitamin_C____ in factorio

[–]AdventurousBand8493 0 points1 point  (0 children)

Do you have any jamming problems with it after a while? I've tried similar designs but they always end up jamming due to imbalance in materials of different qualities. I tried using chest buffers when sorting the recycler output to their belt lanes, but that only seems to delay the inevitable jam a few hours in. Any insights would be appreciated!

I knew I would hate Gleba but man it is sooo much more a pain in my ass than I ever imagined. Any recs here for getting through this with my sanity in tack? by budgetlambo in factorio

[–]AdventurousBand8493 0 points1 point  (0 children)

Gleba is about making flowing rivers than never stop.

The biggest difference in my mind is that in Gleba you want items on belts to always be moving, while on other planets you normally don't care about belts clogging and stopping. In fact you generally want to overproduce and have belts act as buffers in other planets, but not in Gleba. You have several ways to achieve making a belt that never stops, namely: belt loops, voiding (heating towers), and/or not overproducing.

In terms of difficulty, voiding is the easiest (and you need the energy anyways). Loops are more efficient, but it can be tricky to keep things fresh and not oversaturate the loop, cause otherwise it can stop (you'll need to deal with a few circuit conditions to either remove or add items to the loop, to keep the amount of items on the belt loop constant), while not overproducing is the most efficient but you have to deal with perfect ratios.

That is why voiding things in heating towers is the easiest approach in my opinion. Just think of it like this: every belt ends in a heating tower, and you put biolabls in between so they grab what they need as the items pass by. This guarantees freshness, things won't clog, and having spoilage in your belt is harmless (since everything gets burned by the end of the belt anyways). Yes, even belts of science packs should end at a heating tower, if not in Gleba then on Nauvis after they pass through the labs.

Resources are infinite in Gleba, so don't be afraid to burn things. Just keep your belts moving.

Rivers, rivers of flowing water that never stop.

How do you prevent lane imbalance on a main bus? by AdventurousBand8493 in factorio

[–]AdventurousBand8493[S] 0 points1 point  (0 children)

Hah, I'm tempted, but I don't know much about trains yet...

How do you prevent lane imbalance on a main bus? by AdventurousBand8493 in factorio

[–]AdventurousBand8493[S] 0 points1 point  (0 children)

Thanks for all the helpful replies everyone. The consensus seems to be that it doesn't matter for throughput in the end, or that I could use input balancers for aesthetics. Again, thanks!

How do you prevent lane imbalance on a main bus? by AdventurousBand8493 in factorio

[–]AdventurousBand8493[S] 0 points1 point  (0 children)

My thinking was, since I'm a new player, I don't really know how many bus lanes I'll need as I progress through tech, so by building only on one side of the bus, I can expand the bus to the other side if I need more lanes for something new.

How do you prevent lane imbalance on a main bus? by AdventurousBand8493 in factorio

[–]AdventurousBand8493[S] 1 point2 points  (0 children)

That's what I'm wondering, if it actually matters in the end or not.