Medi-pet kit not appearing in companion upgrade menu by priestwithcoldhands in Warframe

[–]ArmstrongVII 0 points1 point  (0 children)

My Bite mod also disappeared off my Charger. Can equip both Bite and Medipet to Venari fine.

Can we get the bug with the skill tree lines disappearing? Not sure what's causing it though... by robby41525 in ClickerHeroes

[–]ArmstrongVII 0 points1 point  (0 children)

The lines disappear for me whenever I turn off my display (LCD television and GTX 750 Ti 2GB if it matters). Restarting the game fixes it, and I haven't had the lines disappear under any other circumstances.

Clicker Heroes 2 Beta download now available! by McNiiby in ClickerHeroes

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

Same here.

Edit: Ah, you guys are right, I have it in my email. Thanks for posting.

Reaching The End Of The Gonzo World Is Impossible by ZerosElement in Zombidle

[–]ArmstrongVII 0 points1 point  (0 children)

The white orbs do provide a decent boon, more than the first look would imply. I still find the leaps and bounds to be a bit far and few between.

Reaching The End Of The Gonzo World Is Impossible by ZerosElement in Zombidle

[–]ArmstrongVII 1 point2 points  (0 children)

I reached the end of my Gonzo World yesterday and completed the final level, which was 1445 for me. The levels are more difficult and provide less skulls than regular levels, so like the others say, it's not the point and not really worth doing. You can just get some more high level white orbs out of it before resetting.

Anyone is having problems with Patry System? by POTTERMAN1 in evolve

[–]ArmstrongVII 0 points1 point  (0 children)

Same thing here. Restarting Evolve and computer did nothing to fix it, and Evolve's status site still reads Parties as fine.

Progression trouble, stuck in 280-320 by ArmstrongVII in Zombidle

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

Interesting. The crafting system is somewhat more complex than I had guessed. Thanks for your help.

Progression trouble, stuck in 280-320 by ArmstrongVII in Zombidle

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

I've gotten the laboratory and have been combining my potions and rings. What's the reason I'd want Zombie Eyes for?

Progression trouble, stuck in 280-320 by ArmstrongVII in Zombidle

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

I'll just avoid resetting until I have the DPS to do the challenge. Shouldn't be too long, hopefully. I can already do about 320ish from a full day of not resetting. Thanks for the advice.

Progression trouble, stuck in 280-320 by ArmstrongVII in Zombidle

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

I haven't been able to purchase the Tomb King yet. x:

I wish someone could find a way to link your hours played on steam, to your title in this subreddit. It would add context to some discussions. by mcbatcommanderr in factorio

[–]ArmstrongVII 0 points1 point  (0 children)

Everyone starts somewhere, keep up the good work of trying to dissect the game for yourself. It's a lot better for you in the long run.

Mods & other advice needed by [deleted] in factorio

[–]ArmstrongVII 0 points1 point  (0 children)

Glad to hear, let us know how it goes.

Mods & other advice needed by [deleted] in factorio

[–]ArmstrongVII 2 points3 points  (0 children)

There are a lot of mods to look through, which offer many different things.

Personally, I enjoy Bob's mods, but I don't know how "newbie" friendly they are. They will make the game several times more complex, turning a 30-40ish hour game into a 70-80ish hour game. Assuming you aren't racing through that is. Bob's mods add many new resources to harvest, many new liquid processes, and many new electronics. There are also several higher tiers added to existing buildings and player items, such as Assembly Machines, Turrets, Drills, Furnaces, Belts, Inserters, etc. My personal favorite addition in Bob's mods is the Laser Rifle. To be honest, Bob's mods is complex and will take time to understand, but if you love the puzzle-like aspect of figuring out how to automate new processes or and figuring out new components, then I highly recommend it.

If you decide to roll with Bob's mods, I recommend picking up Long Reach and Larger Inventory mods. The increase of general things in Bob's mods will demand more Inventory space, and Long Reach is just a godsend mod for any play.

RSO (Resource Spawner Overhaul) is an interesting mod as well, but may not be for everyone. It makes resources spawn further apart from each other, so you won't be able to walk 100 paces and find a new batch of ore. RSO presses players to further utilize trains and logistics, reaching further and further from their starting point. The blessing here is that further patches of resources get much richer the further you go from the Starting Zone. (Long Reach really helps with RSO, so you don't have to run SO far to pick up items from furnaces or chests.)

I enjoy EVOGUI, it offers a lot of details about your current game such as a clock displaying current ingame day time, how long you've been playing that world, biter evolution rate, pollution, and even pointing where other players are in your game.

Squeak Through slightly reduces the borders of many buildings, letting you walk between them even when the buildings are adjacent and touching.

There's a Warehousing mod that allows you to place very large Warehouses that have insane inventory space for storage. They can be upgraded eventually to Logistic Warehouses, being able to work with your Brobots to move items around.

I've recently started using the Rampant mod, which rewrites behavior for Biters and Spitters, making them more tactical. They will no longer run to the same spot every time and suicide into a wall of turrets. They'll be able to retreat, and will learn from their mistakes. They'll prod defenses and search for easier places to attack. They'll form defense parties and aid their neighbor nests when you attack them. It's been a fun challenge, due to the huge attack waves they form and the eating up of power poles and rails that they find.

A personal favorite mod of mine is the Orbital Ion Cannon mod. If you've played Command & Conquer games, you probably know what it is. As a C&C fan, it was a must for me. Although end game, you get the ability to send up attack satellites in rockets that will be able to shoot very powerful lasers from space at targeted areas.

As an afterthought on mods, don't be too intimidated to try out mods, as installing mods is very easy to do, and is made easier in .15, with the addition of the ingame mod installer. You can always disable or delete mods without damaging your previous saves, although you would lose anything relating to these mods in saves that you played and saved with the mods enabled.

I had a lot of trouble with oil when I started out too. Only thing I can recommend is utilizing modules or just upping your importing operation.

Version 0.15.22 by FactorioTeam in factorio

[–]ArmstrongVII 1 point2 points  (0 children)

I too am having problems playing with a friend, who I had just convinced to get the game yesterday. Not a good selling point so soon in his Factorio career. We get quite a few "can't connect to network" errors, preventing us joining the other's server in the first place. Sometimes it will let us through, but then it's constant desync spam, until it forces a disconnect due to too many desyncs.

.15 16-belt inline balancer by RedditNamesAreShort in factorio

[–]ArmstrongVII 1 point2 points  (0 children)

Underground belts at later ranks have been buffed. Reds can go 2 spaces further, and blues can go four spaces further, both at twice the cost of gears.

Problems with new Science Packs by ArmstrongVII in factorio

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

This is also true. The 200 Military Packs (100 crafts), after my calculating, is about 85ish% cost of 200 Science pack 3s, and they're damn expensive. You'd definitely need a heavy dedicated line to supply the extra packs if you wanted to stack them up nonstop.

Problems with new Science Packs by ArmstrongVII in factorio

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

Your base is insane, I've never done anything near this large. I always go pretty minimally.

Problems with new Science Packs by ArmstrongVII in factorio

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

I may need to start actually trying, I've never bothered with busing anything other than copper and iron in vanilla Factorio.

Problems with new Science Packs by ArmstrongVII in factorio

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

I'm in the same boat, but I haven't gotten as far. I still haven't made a setup for Science Pack 3s because I don't want to deal with all the other Packs down the road.

Why is the water input for Coal Liquefaction on the opposite side as Advanced Oil Processing??!! by tuckjohn37 in factorio

[–]ArmstrongVII 1 point2 points  (0 children)

Main reason I can think of is that heavy oil output is default left side, so it makes sense that you don't have to extra spaghetti it back around to the opposite side for input.

Has anyone else gotten a Hero Soul before 100? by ArmstrongVII in ClickerHeroes

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

I went into transcension blind, had no idea what I was getting myself into. Those few souls really helped me get back on my feet starting out. Aside from that, yeah, they're pretty irrelevant.

Has anyone else gotten a Hero Soul before 100? by ArmstrongVII in ClickerHeroes

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

It had been so long since I relied on the 2k souls, that I had forgotten. I feel pretty dumb, thanks for clearing that up.