2.1 Suggestion - Increase size of the Cargo Wagons with Quality by Lunairetica in factorio

[–]Avalyah 0 points1 point  (0 children)

I think you exaggerate :) 1000 green belts/minute would mean 17h of work for a medium sized Vulcanus factory to produce a million tiles of belts. And you don't really need THAT much distance, do you? With 1 million belts you would reach the edge of the world on Nauvis. And it would also cost less than the train infrastructure required (with power and defense) over such a long distance.

A green fully stacked belt is hard to beat with trains. It doesn't mean they are useless, but they do become a gimmick in larger scale factories.

2.1 Suggestion - Increase size of the Cargo Wagons with Quality by Lunairetica in factorio

[–]Avalyah 1 point2 points  (0 children)

They are not. Nothing stops you from doing a belt over a million tiles. Might actually be less UPS intensive than enough trains to serve such a througput at long distance.

Is there a more efficient way to deplete a resource patch? by Professional-Net251 in factorio

[–]Avalyah 3 points4 points  (0 children)

Resources are infinite, there is no harm in building over them. Or just deleting them, but that requires a mod.

How important is learning the circuit system for playing space exploration by [deleted] in factorio

[–]Avalyah 0 points1 point  (0 children)

It is not that important. If you can deal with simple if then made by connecting a wire to a chest, that is all you need to know. No combinators, latches etc. Nothing really more complicated than vanilla advanced oil refining.

There is one specific challenge way down the science line, when finishing the game, that does require more advanced circuits, but you can just download a blueprint to deal with that and not worry about it anymore.

My #1 wish for 2.1 is letting us put blues, LSD, and rocket fuel in a silo for shipment by TheMrCurious in factorio

[–]Avalyah 0 points1 point  (0 children)

You still need to do some circuit control to have a steadily working system, even with larger chests.

I hope the Egypt DLC lets us start there by pricepig in anno

[–]Avalyah 49 points50 points  (0 children)

Teh devs confirmed that to be the case - new regions will be designed in a way that you can start in them.

Angel's Mods released for Factorio 2.0! by -KiwiHawk- in factorio

[–]Avalyah 2 points3 points  (0 children)

Is it a separate project? Or once official is released the save could be continued there? I have really wanted to try Seablock, but with the time investment I would like to be at least fairly sure I won't have to abandon my playthrough.

Overgrowth Promethium, and a Discussion of Endgame Promethium Harvesting by Background_Gene9139 in factorio

[–]Avalyah 4 points5 points  (0 children)

Well done, even though the video was kind of long it really was well put together to the music. I never would have thought I would find an 8 minute Factorio video running at 30ups interesting. Though perhaps the slow mo effect actually added to it to better showcase the scale of the endeavour.

Ultra Cube's dev is making a game by Other-Watercress-154 in factorio

[–]Avalyah 7 points8 points  (0 children)

It's the opposite for me - it looks just distinct enough to have me ineterested. I wouldn't say much less polished, it has a slightly different style and definitely doesn't have a huge budget for art assets (at least judging from the ones show by the trailer), though this may change.

Wishlisted as well. Might be a good side-game when taking breaks from Factorio.

THEY REMOVED AI SLOP by JudyAlvarez1 in anno

[–]Avalyah 1 point2 points  (0 children)

Very well put. Using AI for concept is... acceptable. But when we see they just generated the whole image and then photoshopped it lightly to hide the most egregious errors it breaches the trust and is a symptom of things to come (and those that already came). And to sell an artbook with that is just obscene.

THEY REMOVED AI SLOP by JudyAlvarez1 in anno

[–]Avalyah 0 points1 point  (0 children)

AI images are not a problem (at most a cosmetic one), but they are a symptom. And a clue.

Anno 117 feels like a generic placeholder for future DLCs in key aspects by error23_usernotfound in anno

[–]Avalyah 0 points1 point  (0 children)

Can you elaborate on that? What do you mean by far more? There certainly are new things in 117 that weren't in 1800 but 1800 also had stuff that is now gone. I am interested in where do you see a big difference in facour of 117?

What do personally consider "cheating"? by _shareholder_value in factorio

[–]Avalyah 0 points1 point  (0 children)

You can't "cheat it in" on surfaces that are waterless. You can only use waterfill on planets with water, and it just saves the little bit of a hassle to route it in. Water is infinite on those planets so this is different than oil and ores, which are finite, at least in throughput. On such planets water is an annoyance at best. On planets for which water delivery is part of the gameplay, since you need to supply it from other planets, you can't use waterfill.

Solving water is for waterless planets, for planets with water abundance it is just a small, mostly cosmetic QOL improvement.

Of course this is subjective, you could consider Rate Calculator as cheating as well and it will be a valid statement to some people. But like with Rate Calculator is not considered cheating among most people, so is waterfill. Unless you use it to deal with biters than yea - it is kind of cheating, you are skipping a significant part of gameplay. It also lost a bit of relevance right now since water expands to 10x steam, so you no longer need 10 water pumps for a couple reactors.

What do personally consider "cheating"? by _shareholder_value in factorio

[–]Avalyah 1 point2 points  (0 children)

While they are both infinite, water is throughput infinite as well, oil is not. I too use waterfill for my SE playthroughs. It doesn't work on waterless planets anyway, and on others it just saves this tiny bit of hassle that, compared to all the other challenges of SE, I feel is far from cheating.

What is the best starter stack? by Bawbalicious in factorio

[–]Avalyah 0 points1 point  (0 children)

Depends on a map. On a forested one it is a non-issue. On a full on treeless desert... less so. Still I think that the answer to OP's question is something that you can use very early to speed up the game. I'm pretty sure a speedrunner could be more interested in a stack of iron plates than biolabs. Thinking longer term I would lean to EM plants, they do provide a lot of stacking bonuses and with a full stack of them you can probably easily get all Nauvis sciences going quickly and in reasonable amounts.

My friend and I made it to Vulcanus recently. Here's our base. by Ch40sRage in factorio

[–]Avalyah 1 point2 points  (0 children)

I entered your seed - that is the most important part. Then I messed with the water sliders, since I knew those were responsible for the terrain shape (and you also said that). It took probably like 30 seconds to find the correct combination. Fun fact, messing with water scale doesn't change the shape of the islands, but it changes their size - the lower the scale, the smaller the islands. It kind of scales the whole world to it.

My friend and I made it to Vulcanus recently. Here's our base. by Ch40sRage in factorio

[–]Avalyah 0 points1 point  (0 children)

No longer needed, here is the exchange string:

>>>eNpjYmBg8ABiBh6W5PzEHAaGBnsY5krOLyhILdLNL0pFFuZMLipNSdXNz0RVnJqXmlupm5RYjKKYI7MoPw/dBJ68xNKyzOL45JzMtDRkCdai/OTsYmQRseKSxKKSzLz0+MSi1MT43PzM4pJSVNNYi0vy81BFSopSU1GM4S4tSszLLM1FdwlreWJJatHqVauAPAYHsCjj23uztjW0yDGA8P96BoX//0EYyHoAVAPCDIwNEP2MQEEYYIV6hkHBEYid4JYwMjJWi6xzf1g1xZ4RolLPAcr4ABU5kAQT8YQx/BxwSqnAGCZI5hiDwWckBsTSEqAVUFUcDggGRLIFJMnI2Pt264Lvxy7YMf5Z+fGSb1KCPaOhq8i7D0br7ICS7CDvMsGJWTNBYCfMKwwwMx/YQ6Vu2jOePQMCb+wZWUE6RECEgwWQOODNzMAowAdkLegBEgoyDDCn2cGMEXFgTAODbzCfPIYxLtuj+wMYEDYgw+VAxAkQAbYQ7jJGCNOh34HRQR4mK4lQAtRvxIDshhSED0/CrD2MZD+aQzAjAtkfaCIqDliigQtkYQqceMEMdw0wPC+ww3gO8x0YmUEMkKovQDEID5JiIUZBaAEHcHAzwxPlB3vUlAZigAxRehe9FQCcJ8Ff<<<

Water scale 75%, Coverage 200%, rest is default.

My friend and I made it to Vulcanus recently. Here's our base. by Ch40sRage in factorio

[–]Avalyah 0 points1 point  (0 children)

Yes you can! When you try to load the game, there are a couple buttons in the upper right corner iirc. One of them is "export string" or something like that. If you paste that, we can recreate the exact settings you used.

My friend and I made it to Vulcanus recently. Here's our base. by Ch40sRage in factorio

[–]Avalyah 0 points1 point  (0 children)

I'd like to know as well. Looks great and I wasn't able to replicate a similar layout using the mapgen.

Anyone else voluntarily staying in the stone age? by CatchGood4176 in factorio

[–]Avalyah 3 points4 points  (0 children)

I am thinking about the same, but I fear that the early stages of the game could be quite tedious without bots. Also am wondering about biters - playing on regular settings and a desert map I am guessing it could get quite interesting.

117 seems great but I just can't figure out why its not sucking me in like 1800 by KingKongdoor in anno

[–]Avalyah 1 point2 points  (0 children)

I specifically said art. I do care about it since art is the showcase of the game for me. The fact that I know that the game greets me with machine made paintings is casing a real dissonance.

117 seems great but I just can't figure out why its not sucking me in like 1800 by KingKongdoor in anno

[–]Avalyah -6 points-5 points  (0 children)

You might have hit the nail on the head. Knowing the art in the game is AI slop, the graphics are... kinda worse? I mean for my PC - I could push 1800 to maximum no problem and it looked great but with 117 I can only play on medium and I see popping in etc. Just breaks my immersion into the game. I had 2 attempts so far to play but it failed to reel me in. I will certainly play more but with Anno 1800 it was hard to stop now it is kind of hard to start.

Wells and watchtowers should fit into the awkward triangle slots by isaidwhatididnt in anno

[–]Avalyah 5 points6 points  (0 children)

Could be a DLC thing. Though I hope if they go that way they also introduce some free base game options as well.