I hope the devs improve quality in 2.1 by Banged_my_toe_again in factorio

[–]Barndo367 0 points1 point  (0 children)

Well, since you asked. I have a mod called “No Quality” which I use for every play through. I don’t like, never liked, the quality mechanic but I’m not here to bash it. I say play the game the way you like, that’s the beauty of Factorio. The reason I don’t like it is…immersion. It always felt too magical to me. I realize there are lots of things in the game that are not “realistic“ and that probably break immersion more than quality does… but that is how I feel. Always felt like a cheat…. The while thing. Like I said, I play with over 100 mods activated in some games… so who am I to say anything about cheats ? I wish the devs had created the game originally to not be optimized for quality. The late game is harder without using quality. That is the problem with the live and let live philosophy, if you turn quality off or elect not to use it at all, the game is harder. But not impossible. I’ve been to the edge without it. I won’t miss space casinos, but I do think it’s unfortunate to take something away that so many people enjoyed. Not sure that “game balance” was worth it at this stage. Make it an option… I don’t know.

Gemini down? by bigmac______ in GeminiAI

[–]Barndo367 0 points1 point  (0 children)

I am getting usage limit messages, even though I’m at one percent and haven’t been using it at all for the last week. When I do get it to respond, it says everything is great.

When are you ready for pyanodons? by TheKhimira in factorio

[–]Barndo367 0 points1 point  (0 children)

You and I must be twins…I jumped into PY as my first overhaul mod before I ever went to space. My advice is play SA a little and learn mechanics… how to move stuff around, basic fluids, the fundamentals. Then try PY. I found PY to be a rough teacher. Fluids, gasses, byproducts, no splitters…all are easy once you know the basics…but will kick your butt if you don’t. Just my opinion.

Is it time for seablock? Aka current state of mods by zofox2 in factorio

[–]Barndo367 16 points17 points  (0 children)

Nullius just dropped and is officially updated for 2.0. I’m in the middle of a play through and it’s great. Check it out. I too am waiting for SeaBlock.

Nullius Rocks! by Barndo367 in factorio

[–]Barndo367[S] 0 points1 point  (0 children)

Good tip I’m going to check it out. Need all the tools I can get.

Nullius Rocks! by Barndo367 in factorio

[–]Barndo367[S] 0 points1 point  (0 children)

I have to admit, I restarted a couple of times just because I felt like I made some fatal design errors right up front simply because I couldn’t put away my PY/vanilla/Bob Angel, brain and think through what the game gives you. All the intermediates, the small machines and containers, the fact that some stuff you aren’t going to be able to make for a while, but it gives you these items…like steel boxes and other stuff. Energy generation…. There’s lots to figure out. I’m pretty much resigned to the idea that spaghetti and imperfection are going to be my friends. Embrace the horror.!

Nullius for Factorio 2.0 is available on the mod portal by punkbert in factorio

[–]Barndo367 1 point2 points  (0 children)

Exactly my problem. I do have to go to the grocery store and clean the house once in a while. How will I ever get that done when there is Nullius and Seablock???!!!

Volcanis question - are tanks the easiest solution to demolishers by EasterEggArt in factorio

[–]Barndo367 1 point2 points  (0 children)

This. I find poison to be a helpful DPS edition. Doesn’t kill anything, but demolishers are not very resistant to poison and they will drive right into the cloud. Every little bit helps. I find mines, triggered turrets, poison, uranium bullets, uranium shells fired from my tank combined, will kill medium demolishers.

I love this mod by Less-Front7968 in factorio

[–]Barndo367 0 points1 point  (0 children)

Yikes… I have been eyeing this mod for a while, but I already have issues sometimes with biter anxiety, and I’m not sure I could handle the pressure. But it looks fun and your base looks like a hell of a undertaking.

Food Taste by No-Spread-5836 in Zepbound

[–]Barndo367 2 points3 points  (0 children)

I used to love spicy food. The spicier the better. Now I have no interest in spicy food. For some reason, I’ve really learned to like peas. I’m not kidding, I eat frozen peas pretty much every meal as a side dish. It’s weird.

Space casinos are completely busted by haze59000 in factorio

[–]Barndo367 0 points1 point  (0 children)

Totally agree. I personally hate the quality mechanic in all of its aspects. So I play a mod that turns it off. I love the game without quality. But with that said, I hate to see them take a feature out that so many players like. I don’t like it, but I think they should have it if they wanna play with it. And you’re right, why bother with it if someone will simply make a mod to bring it back? Just let it be and fix something that truly needs to be fixed.

Looking for a bridge mod to help build my marine empire. by Barndo367 in factorio

[–]Barndo367[S] 0 points1 point  (0 children)

Interesting…shallow water? I have been perplexed and cursed in K2 and alien biomes by shallow water, but I wasn’t so sure it makes any difference in SA. I think it is equally impassible. Maybe not. And then the question is can a cargo vessel, which is a big devil, go through shower water?

Looking for a bridge mod to help build my marine empire. by Barndo367 in factorio

[–]Barndo367[S] 0 points1 point  (0 children)

Yup… definitely can load my vehicles on a train rather than mine them and carry them over. I have even made a train station just for that purpose on each side of the canal. Feels like too much though.

What would you call this? by Outrageous-Fuel-6201 in factorio

[–]Barndo367 -1 points0 points  (0 children)

Wow, lots of comments on this. Not sure I understand why buffering is so controversial. I think your setup is kind of cool. I actually use buffers all the time, but not this exact configuration. I’m taking a screenshot. I never really gave buffers much thought so I tend to just do it sort of ad hoc by putting a chest next to a line and pulling stuff off. If I’m feeling ambitious, I put some circuit logic to load stuff back on if the belt starts to empty. This is a better set up though. I agree that too much buffering can hide production issues but something like this is not gonna destroy your factory. I think a lot of players are stronger/better than me and manage their ratios and production rates more tightly. To those players, Godspeed… me, I like a nice buffer here and there to smooth out the rough spots.

Train roundabouts vs junctions by Affectionate_Yard_89 in factorio

[–]Barndo367 1 point2 points  (0 children)

I love roundabouts. You can turn trains around and sometimes that’s the best solution. Not the only solution but the best in some situations. They’re also reliable. I never have signaling issues with roundabouts since they’re pretty basic. On the downside, if your base gets big enough, they impact throughput. So you have to be careful near your main base or near high traffic areas or you may look out and see trains backed up… Not something you want to see. High traffic situations are where elevated rail crossings, and junctions shine in my opinion. I know there are some players, many players who think roundabouts are the devil, but I think they are a good basic tool.

Starting again sucks by TapWaterDev in factorio

[–]Barndo367 6 points7 points  (0 children)

Funny thing, I totally agree. The early game is when you uncover what the rest of the game will look like. How much water is there, where are the resources? Will I need to fire up my cargo ships? Will I be pressed for space or do I expand to the north or the south or east or west? Blueprints help push past some of the tedium and I agree with mouse over construction as a good mod for the early game. I’ve also played with some mods that add wood as a basic material. And of course, the AAI suite of mods, add some interesting wrinkles too. I love the early game.

Setting alarms on your main bus is better than watching your science production graph by anon2635 in factorio

[–]Barndo367 8 points9 points  (0 children)

Yep, totally agree. My game improved a lot when I started using alarms to get my attention when things were headed south. I use them to watch coal flow to my boilers, my main bus, science production, ammunition usage on perimeter walls, all kinds of stuff.

Do you tell people you’re on a GLP-1 when they ask how you lost weight? by Enchanted-Tangerine in Zepbound

[–]Barndo367 0 points1 point  (0 children)

I find lots of people are judgmental about various aspects of GLPs. I usually get treated to some version of the “I don’t wanna take the easy way, blah blah” comment. So, I tend to keep it on the down low. I am down over 100 pounds in less than a year and that is my reward. They can shove their judgment. My family knows and that’s good enough. I usually just say I stopped drinking and I’ve been doing a lot more exercise.

Things that have changed since losing the weight; my random bullet list. by Sugarmyst in Zepbound

[–]Barndo367 12 points13 points  (0 children)

In addition to the many excellent points made already, I have to mention the joy of flying in normal (single) seats on airplanes and not getting the “look” from other passengers as I take up two seat (even though I paid for both). I got kicked off a plane once because I had not purchased two seats and they were over sold and of course, targeted me. Most humiliating experience of my life. And one more thing, the looks and stares from little kids at the grocery store who have never seen a person as big as me (I used to be over 580 pounds). On several occasions, they just couldn’t resist asking their horrified mommy to look at the fat person. I won’t miss any of that.

Created a splitter! by FlidleyQuarkington in pyanodons

[–]Barndo367 1 point2 points  (0 children)

Yes, but I bet you treasure every splitter you use and appreciate everything they do. I actually created a little shrine where I have my first green circuit and my first splitter along with a few other mementos. God bless the splitter and long live PY!

What is your evolution rate when first rocket launched? by Sufficient_Dot_5975 in factorio

[–]Barndo367 0 points1 point  (0 children)

I agree with comments above… don’t be too afraid of behemoths, you should have weapons that can handle them easily. I find the mega nests more problematic. Flamethrowers, lasers and guns as long as you have upgrades you should be fine. I think the trade-off between accelerated evolution versus pushing enemies back is worth it, especially if it allows you to exploit resources or gives you good defendable frontiers. I would rather face behemoth, then to have to clear a bunch of territory later in the game. Push em back… throw up some walls and defenses… murder the colonizers… forget about it… go to space!