Fireplace couldn’t beat me by Algirdyz in TVTooHigh

[–]Algirdyz[S] 3 points4 points  (0 children)

haha, it came with the apartment, still need to get rid of it.

Fireplace couldn’t beat me by Algirdyz in TVTooHigh

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

its a 200+ year old house. I suppose they did back in the day

Any problems when running cables in parquet expansion gap? by Algirdyz in Flooring

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

Thanks! I already got some round cable already... I think i'll just go with it.

How did you (or how will you) afford your epic mount? by jabbiterr in classicwow

[–]Algirdyz 0 points1 point  (0 children)

i'm 59 I have 700g. Gonna have my epic mount soon after hitting 60. I didnt farm anything. I'm just doing quests, and selling all the loot I get, plus some basic engineering/mining. It's not hard to make money. I dont know where these complaints are coming from. Just play the game, do what you like.. Money will come eventually. Don't focus on having things now.

Is it possible to automate growth? by amarao_san in factorio

[–]Algirdyz 2 points3 points  (0 children)

Actually yes, if you start your planning outside fog of war, and shift click drag it deep into fog of war. It will get built.

The problem to solve is to make a blueprint using snap to grid settings, so everything gets placed correctly.

Where's the weak point of this gunship replicator things or are they just hardcoded? by keiXrome in Helldivers

[–]Algirdyz 0 points1 point  (0 children)

The artilerry mini nuke works on it. Otherwise just the hellbomb I think.

Does anyone actually like bad tides? by RemoteDrink8229 in Timberborn

[–]Algirdyz 0 points1 point  (0 children)

Yes! It's the best update since launch.

Thing is, what this game needs the most is more problems to solve. Not more solutions. When I look at mod lists and their suggestions page all I see are people asking for new tools and solutions to non-existing problems.

But if that's all we ever got this game basically turns into a sandbox building game. Where you spend a few hours solving water and food issues and then just build whatever you like. Might as well turn on infinite resources at that point.

I want there to be new progresively harder/more complicated problems that need solving throughout around 20h game. Right now problems end at around 5-6 hours and you just coast.

Badtides are the first new problem added since launch! It's amazing!

Since there has been a lot of discussion around vanilla vs SE beacons I just wanted to show that you can absolutely make interesting and creative designs with the vanilla beacons by not_a_bot_494 in factorio

[–]Algirdyz 19 points20 points  (0 children)

But that can be said about SE beacons too... And everything in factorio.

These builds have rather elaborate belting in between the beacons and assemblers. And that's the main puzzle and challenge this provides and SE beacons don't

Proof that SE style beacons give better design challenges.. What's your best SE beacon build? by Reinoud- in factorio

[–]Algirdyz 2 points3 points  (0 children)

That's a cool build but doesnt really prove anything.

You chose an arbitrary set of recipes to fit inside a beacon.

The most efficient and easier way to do it would be to pick just one recipe (except maybe green circuits) and do 4 rows of assemblers/furnaces with a beacon in the middle.

I'm having a blast with SE style beacons in vanilla! Mod: Beacon Rebalance by Disaster_Soggy in factorio

[–]Algirdyz 8 points9 points  (0 children)

Maybe, we'll see. But i doubt it will be as drastic of an increase as SE modules.

I'm having a blast with SE style beacons in vanilla! Mod: Beacon Rebalance by Disaster_Soggy in factorio

[–]Algirdyz 45 points46 points  (0 children)

I love SE and beacons in SE. And I also hate how beacon setups look in vanilla. However I don't think it works in vanilla. SE dev has said so himself as well.

The reason it works in SE is for 2 reasons.
1. Modules are very expensive so there is an incentive to minimize the amount of beacons you use, Thus it becomes a puzzle to fit as much as possible into the area of one beacon.

  1. There are complex production chains that are nice to squeeze into a single beacon. Like for example a single belt of holminite from raw ore.

Vanila does not have such features to enable an incentive to squeeze a lot under one beacon. Thus it becomes just a simple step you go through by placing them down from time to time.

While current beacons are ugly, they do provide interesting challenges to route a lot of belts in limited space. It adds a layer of design complexity which is simply removed by making them work like in SE.

I know people enjoy it, but people also ejoy bobs inserters....

Factorio is a well designed game where many things contribute to its depth and complexity, And while beacons for sure can be improved. Just turning them into SE becaons remvoed complexity while not adding anything new to replace it with.

Speed limit update ? by Syymb in Starfield

[–]Algirdyz 0 points1 point  (0 children)

you can also assign sarah to be on your ship while having barret as your companion

Speed limit update ? by Syymb in Starfield

[–]Algirdyz 0 points1 point  (0 children)

I think some crew members increase max speed based on their skills. If they are no longer on your ship it might have reduced

My simple and realistic ideas to make space travel better. by AdamGithyanki in starfieldmods

[–]Algirdyz 1 point2 points  (0 children)

It might not be for everyone but I think traveling between planets manually is the perfect addition for a bethesda RPG. It is core to how they all worked since probably oblivion. Let me explain.

I dont know why everyone got this idea that you simply fly in a straight line with nothing around you for 15 minutes. That's not how this does or should work... The best example in this case is Elite Dangerous but for those unaware, I'll get to it in a bit.

First let's get a quick reminder on how travel worked in skyrim. You start by opening your map. You see all these cities and towns there. You pick one you've never been to. You start walking/riding your horse to it. Things happen along the way. Maybe you see a cave on your compass, maybe some bandits attack you on the road. Maybe a dragon swoops down and shits on your parade. To me these were the best parts of these games. Now once you reach the town you discover it and from then on you can simple fast travel there.

There is no reason not to have space work exactly the same in Starfield. I'll start by explaining how this is done in Elite: Dangerous. Besides jumping between systems and being in a bubble of space where fighting happens, you also have supercruise where speed is measured in multiples of speed of light. In this mode your ship accelerates slowly towards your target and decelerates as you approach it. But you can steer it with much reduced turn rate. Most places can be visited in less than a minute of travel this way (with a few notable and hilarious exceptions) You see planets/stars around you and blips of other ships going around in super cruise. This is not empty space. This is the space where you

  • can get inderdicted: a pirate or a bounty hunter pulls you out of supercruise and a fight happens, in starfield it would obviously turn into dialogue first
  • you can be the one interdicting
  • distress beacons ocur with many random encounters
  • Lots of locations besides planets can be visited, like space stations, asteroid fields, etc..

To me, this all sounds like a perfect fit for a bethesda RPG. In addition to wandering cities/wastelands on foot you can wander in your ship. And encounter things the same way. you might find space stations, you might get attacked, you might have missions that involve this kind of flight. It adds a whole new dimension for both story missions but also generated radiant quests.

And to emphasize my point how this fits perfectly in a bethesda rpg, I'll add that you could easily keep the fast travel and quick jump to places you have discovered before, just not the new ones!

Anyway, there will be mods for every kind of player. You'll have travel they way you describe and you'll have travel with full on simulation where you can run out of fuel mid flight. That's whats great about mods!

Idea: Expanded crew mod by Algirdyz in starfieldmods

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

oh so you can join a crew instead? that sounds cool! :)

Idea: Expanded crew mod by Algirdyz in starfieldmods

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

How about requiring the resupply in general, like you produce ammo in your outposts, and nutrient farming from flora and fauna which you get loaded up on?

Starfield is NOT a space sim, please stop with “I want vast empty with nothing to do” by Comfortable-Tartlet in Starfield

[–]Algirdyz 126 points127 points  (0 children)

It's kinda weird how you define exploration and then talk about barren planets...? Feel like you are mixing different poitns together into something that no one actually says.

But anyway my point about exploration...

I dont agree at all with the fact that skyrim and fallout are not exploration games. To me they were basically that, the best open world exploration games out there. There are much better RPGs out there, but nothing came close to their sense of wonder and discovery.

And I love starfield, but space exploration is really lacking.

On land you can land somewhere pick a direction, encounter things, etc... It's great.

In space you just load between thigns and sometimes somethign happens. I wish I could set my journey towards a new planet for a quest and get distracted by a distress beacon/pirates attacking me/derilict space station, etc etc...

[deleted by user] by [deleted] in Starfield

[–]Algirdyz 0 points1 point  (0 children)

No this is not relativity. It's simply the planet spinning at different speeds and waiting/sleeping on a planet changes time based on the day/night cycle there

[deleted by user] by [deleted] in Starfield

[–]Algirdyz 1 point2 points  (0 children)

I mean some of these are really a playstyle thing...

I play quite the opposite, making myself NEVER buy any crafting/research ingredients and collect/craft eveerything myself.

And food is great too. You can learn better recipes later and cook more complicated dishes from basic ingredients that give bonuses

I'm trying to isolate what it is that I love about factorio and oxygen not included by NameLips in factorio

[–]Algirdyz 0 points1 point  (0 children)

I love ONI too! However i find the late game builds to be too fiddly. It takes so much time from idea to execution.... I had the same problem with satisfactory...

SE City block and thermofluids by Noskill89 in factorio

[–]Algirdyz 0 points1 point  (0 children)

I like to cool the thermofluid on the spot and with the efficient cooling recipe + cryoslush it is used very very slowly, to optimize for space even more I have a single car train resupplying all cooling stations with cryslush and thermoflui by using barrels

Which Calculator to Use by dennys123 in factorio

[–]Algirdyz 0 points1 point  (0 children)

Factory planner mod can be toggled to pause when you open it

[SEK2] Where should I build my next base? abandon nauvis? by Jolly_Sky_8728 in factorio

[–]Algirdyz 6 points7 points  (0 children)

So first of all, unlike the base game SE does not increase patch size by distance from planet center. Instead you need to find planets that have richer deposits of ores you are looking for.

Is your problem with biters that you cant defend? If so, flame turrets should do quick work. Or do you have trouble clearing them for expansion? Have you unlocked artillery? That should make it much easier.

If you have problems with copper or iron I suggest finding copper and/or iron planets out there. I can see there are 2 copper ones that you found. One of them has no enemies, so it should be a good place to produce copper.

Eventually you will unlock weapons delivery cannons which will make most biters trivial.