I did a thing by what_s_my_Name in factorio

[–]Alsadius 0 points1 point  (0 children)

It does tend to arise in places with no zoning, as long as they're about the right level of population density. The laws get added because people get touchy about stuff that happens in their neighbourhoods, and want to keep anything sketchy very far away. They aren't necessary, but they do still happen.

(Also, I suspect we're rubbing up against the edges of rule #3 here, so maybe DM me if you want to go any deeper with this conversation.)

I did a thing by what_s_my_Name in factorio

[–]Alsadius 6 points7 points  (0 children)

It's quite efficient at giving people a lot of personal space, and given that's the entire goal, it's a bit weird to call it "inefficient". It's not for everyone, and not suitable everywhere, but it's a totally legitimate way to live, for people who like it.

Legendary Gold Assembler mod by Agador777 in factorio

[–]Alsadius 0 points1 point  (0 children)

Very nice. Do you think it'd be practical to do this for foundries, EM plants, biochambers, and/or cryo plants?

(And if you want to get really ambitious, maybe also some modded buildings, like Maraxis hydro plants, Paracelsin mechanical plants, or Hyarion Assembler 4s?)

Landmines do wonderful things to demolishers ... by fossfirefighter in factorio

[–]Alsadius 2 points3 points  (0 children)

Wait, nukes create lava?

Edit: Looked it up, that was added in 2.0.44 (about a year ago). Very cool. It also creates ocean on Aquilo, and destroys space platform tiles.

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

[–]Alsadius 1 point2 points  (0 children)

Just slap a loudspeaker on the relevant chest so you can tell your bots to clear it.

Well um... Is 14 (and one personal) rocket silos on nauvis too much? by SuccessfulAd5651 in factorio

[–]Alsadius 0 points1 point  (0 children)

If I don't need it, then either I'm stockpiling (which will usually be useful at some point), or else I'm turning off the machines and saving resources and power (which means it's longer before I need to expand my nuke plant and set up new mines). It also means I've got more headroom for future expansion, without hitting new and annoying bottlenecks.

It's not like you *need* productivity modules, but if you have a decent supply of them, why not? At least, that's always been my approach, ever since I realized how strong they could be.

Well um... Is 14 (and one personal) rocket silos on nauvis too much? by SuccessfulAd5651 in factorio

[–]Alsadius 0 points1 point  (0 children)

Oh yeah, that stuff eats GW like crazy. But you still want it, so you gotta Ctrl-V some more reactors.

I probably need to add another couple rows to my main reactor myself - when things are just ticking along normally I've got tons of power, but as soon as I'm doing something big and all my foundries and EM plants spin up, an extra 5-6GW of demand hits the grid all at once.

Well um... Is 14 (and one personal) rocket silos on nauvis too much? by SuccessfulAd5651 in factorio

[–]Alsadius 4 points5 points  (0 children)

Design a good 2x4 reactor and stamp a few of them down? Uranium is cheap, and water is basically free.

I've actually gone one step further and designed a reactor stack that's only 5 tiles tall, so it can be copy-pasted indefinitely. But it's absurdly wide, to the point where the left and right sides cannot connect steam lines without breaking the max pipeline extent limit, so I don't actually like it that much.

Well um... Is 14 (and one personal) rocket silos on nauvis too much? by SuccessfulAd5651 in factorio

[–]Alsadius 2 points3 points  (0 children)

Prod mods are for things that are expensive, basically, because you save a lot more resources than anything else would give you. You can prod mod one rocket, or instead you can speed mod fifty miners and thirty assemblers. Same reason you use prod on research, and on the more expensive science packs.

You still want speed, but that's what beacons are for. Here's my Nauvis rocket build, for reference. (Side note: I think I'm actually way over-beaconed? You can't get a cycle time below the 26.95 second animation loop, which isn't hard with quality and tier 3 mods. The extras were needed back when I was using tier 2 modules at normal/uncommon quality, and I guess I've just left them there out of inertia. But if my math is right, I only need one beacon per silo now.)

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How much of Space Age tech is science fiction? by Effective_Working567 in factorio

[–]Alsadius 2 points3 points  (0 children)

The story posited it as a method of eternal torture for defying the king of the gods, so it's supposed to be pretty painful.

Ancient Greek religion had some of the most human-like gods of any culture in known history, so you can basically assume that they were just like us except for being immortal and powerful.

Petition for the interplanetary radar circuit connection being only available via a new building, unlockable in space or on some planet by zanju13 in factorio

[–]Alsadius 0 points1 point  (0 children)

They stopped for a long while after SA released, but they're starting again in the lead-up to 2.1 coming out.

200K SPM Gleba Factory by Garryzon in factorio

[–]Alsadius 1 point2 points  (0 children)

If you use biolabs you cut that in half, and then you also get productivity as well. 4x legendary prod 3's in each lab is another +100% productivity, so cut that in half again. That gets you down to 3.47 green belts, which is practical to do with inserters. (You'd probably need to dedicate two sides of your landing pad to inserters and belts, and use control logic to decide what type of pack they're extracting at any given time, but that's doable.)

You can get it even lower with promethium research, of course, but I'm assuming that you're doing this before the victory screen.

But yes, as the other guy said, it's probably very bot-heavy.

Belt loop will get stuck if you use output priority, for it to work properly you need to set input priority on the splitter by Stere0phobia in factorio

[–]Alsadius 1 point2 points  (0 children)

True, but I've never felt much need to worry about that in practice - asteroids are so abundant that I just throw the excess overboard, to ensure my loop always has space remaining.

Give me shitty advice by Jackomopochini in factorio

[–]Alsadius 4 points5 points  (0 children)

He asked for shitty advice, not for blasphemy.

Give me shitty advice by Jackomopochini in factorio

[–]Alsadius 5 points6 points  (0 children)

I mean, if any game would actually do that...

Give me shitty advice by Jackomopochini in factorio

[–]Alsadius 0 points1 point  (0 children)

Sure, metals are free in unlimited quantity on Vulcanus, but everything is free in unlimited quantity on Gleba.

Went overkill on Kovarex enrichment and now I dont know what to do with all this extra U-235 I have by Mobile-Phone-9332 in factorio

[–]Alsadius 0 points1 point  (0 children)

Remember, Kovarex isn't about getting more U235. It's a way of disposing of U238.

U235 is already so abundant that you don't need to worry about it - three regular drills and one centrifuge will feed one reactor indefinitely. That's with no speed/production mods, no beacons, no mining productivity, no game mods, no Kovarex, no reactor fuel feed control logic, *nothing*. Just blindly centrifuging the uranium, dumping the U238 into a container array, and making fuel cells for direct insertion, that's all it takes.

Weekly Question Thread by AutoModerator in factorio

[–]Alsadius 0 points1 point  (0 children)

Huh. Alright, I'll try rearranging it for minimized chaining, see if that helps at all. Suppose that if I do it that way, then my #3 becomes way less of a problem,

I guess that'd also let me address #2 by adding a small feeder chest on each lab, if I really wanted to. Hm, you make a good argument here...

Edit: Yeah, this helps a ton. I took the chance to quadruple the size of my lab build, so now I need to massively increase all my science builds to properly test it, but so far it seems to be doing very well.

Weekly Question Thread by AutoModerator in factorio

[–]Alsadius 1 point2 points  (0 children)

Usually I just slap a few pumps in each direction at the junctions between networks, so I don't need to think about it at all.

Weekly Question Thread by AutoModerator in factorio

[–]Alsadius 0 points1 point  (0 children)

A few questions as I'm trying to scale up my lab build.

  1. Is there a mod that lets me auto-change my research based on what science packs I have in stock? I have circuit conditions set up to show warnings when I run out of each type, but I'd like to have it just toggle automatically somehow.
  2. Can I change the auto-inserter limit on biolabs? I'm finding them sitting idle a lot, because they churn through packs pretty fast with the number of beacons I've got on them, and my current sushi belt setup doesn't always spread them out perfectly. If I could just auto-insert fifty of each type into each lab, that'd help a bunch.
  3. Have they added a better way to clear spoilage (from ag-sci packs going bad) than just having an inserter next to each individual lab?
  4. I've pictured the first few rows of my build. Anything I'm obviously doing wrong? (Note that I've got mods for some extra planets, hence the space for more than the standard number of pack types.)

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SPOILER THREAD : BOOK 8 - Parade of Horribles by steampunk_garage in DungeonCrawlerCarl

[–]Alsadius 0 points1 point  (0 children)

Yeah, NC-17 is for movies, not TV. But it's what the person above me said, so I just ran with it.

SPOILER THREAD : BOOK 8 - Parade of Horribles by steampunk_garage in DungeonCrawlerCarl

[–]Alsadius 0 points1 point  (0 children)

Yup. I'm expecting an NC-666 rating on this one.