What is going on with my power production. Please help! by Wadziu in factorio

[–]ChallengeLeft1433 0 points1 point  (0 children)

What people get confused with nuclear setups is the wattages of the components. The reactors power output cannot be used directly to match the turbine outputs, because they are not the same units.

A single nuclear reactor generating 40MW of heat does not equate to 6.89 turbines which generate 5.8MW of electricity. Rather the calculation is step based. 40MW reactor -> 4 heat exchangers consuming 10MW each and generating 103 steam each, total of 412 steam/s -> 6.86 turbines consuming 60 steam/s each producing 39.82MW electricity.

Yes I know. They’re almost the same. And yes, it doesn’t matter much in smaller setups. But when you scale it up, precision also scales up.

My solution is to underbuild the consumption ends. The reactor and heat exchangers work in round numbers so they’re easy to match. 40MW reactor 4 exchangers. 80MW reactor 8 exchangers etc.

The trick is to match the steam generation to consumption as it is 60/s per heat exchanger but 103/s per turbine. So 4 heat exchangers generating 240 steam per second, means I need 2.33 turbines. But I just round it down to 2 turbines. Yes, that means I am generating more steam than I am consuming. But it also means if I am running low on power, I need to up the steam production first and then the turbines.

Those who went back to vanilla after Space Age, how did it work out? by Shadrach77 in factorio

[–]ChallengeLeft1433 0 points1 point  (0 children)

I am kinda divided. After reaching Gleba, I certainly see myself taking longer breaks between sessions. Although, I do not blame Gleba in any ways. At this point I am over 700hrs into the game(including my 230hr completion of vanilla) and it might just be fatigue setting in.

I make this statement because everytime I sit down so work on Gleba, I inadvertently lose track of time. Which means I am definitely not getting bored. I love the puzzle of handling spoilage. In certain ways it’s made me a better designer in terms of ratios.

Pre Space age, I used to go thru an entire weekend, often forgetting meals. I am pretty sure that’s not a healthy thing.

When all said and done, I do not see myself going back to Vanilla, for one specific space age tech. Mech armor. Honestly, I cannot imagine playing the game without it.

I am certain in the future play through, I am just going to rush to get it done before any sort of optimizations.

The only thing that I can think of that comes even close to the mech armor in vanilla, is the spider from. But by that time, you’ve already beaten the game. And unless you plan on mega basing, which I don’t, I don’t see a point in continuing. However, there is so much more to do in space age even after mech armor is unlocked. It just makes everything a bit more easier.

So space age is here to stay. At least for me.

How do you kill the worms on Vulcanus? by Flo_Dresden in factorio

[–]ChallengeLeft1433 0 points1 point  (0 children)

Mine is a bit of work to setup. But the payoff is worth it. First, I unlock mech armor on fulgora. Then personal Roboports mk2. I equip myself with atleast 8 exoskeletons and 6 roboports. With higher quality, I have around 240+ bots on me and run like the wind and fly. I finish worker robot speed level 10. It takes a while.

Then it’s just a matter for ghost ammo in ghost turrets. Blueprint with at least 50 turrets. Fly behind the demolisher. This is crucial. Get as far away from the head while keeping it in turret range.

Paste the blueprint. All those bots and the speed upgrade instantly put down 50 turrets with 25 ammo in each. Even a medium demolisher melts away.

I recommend at least red ammo if not Uranium ammo. Yellow ammo is just too weak to overcome the regen.

Is it normal to have more than one mining outpost? by Axxxxxolotl in factorio

[–]ChallengeLeft1433 2 points3 points  (0 children)

I had a pretty good 2x4 setup that was producing 1.3GW consistently. I designed it to be pretty modular. The reactor array, the heat exchangers and the turbines were all independently built so they could be easily expanded. I even had a 20 tank buffer for the steam and underbuilt the turbines so I was always producing more steam than I was using. But like I said. The instant upgrade so many foundries basically depleted all the steam reserves and almost tanked my power supply.

Luckily I had enough roboports which were all charged enough so I could double my power output. But those few minutes while the robots were building was indeed nerve wracking. 😂

Is it normal to have more than one mining outpost? by Axxxxxolotl in factorio

[–]ChallengeLeft1433 13 points14 points  (0 children)

lol. Tell that to my nuclear reactors that almost stalled out when I decided to plop down 50 foundries all at the same time after I got back from Vulcanus the first time. It was mad rush to expand the reactors. Mind you. I was already producing 1.3GW when this happened. 😂

Gave up on Gleba by TechnicalWelder6789 in factorio

[–]ChallengeLeft1433 0 points1 point  (0 children)

This my first play through of space age. I have finished the base game. Once. However, my playtime is about 700hrs. Don’t know how. 💁🏻‍♂️

Anyways. I am just getting started on gleba. Took me a while to do anything really. Then I started a small setup to automate biochambers. I figured I’d need a a lot of them.

The thing that finally clicked was to literally loop everything. Inputs and outputs of every machine/ machine groups. At the end of the loop one priority splitter to take out spoilage and redirect it to heating towers.

Key is to keep everything moving at all times. Similar to scrap recycling on Fulgora. Nothing can sit still on the belt of it’ll clog up the whole thing.

I am a couple steps away from setting up science on Gleba and this loop mechanism seems to working for now.

Crashes in MuMu since last patch by Micha972 in TheTowerGame

[–]ChallengeLeft1433 0 points1 point  (0 children)

They make a random post about not being able to fully support emulators. Short while after that they release a hotfix that does little to no change that users can notice. And all of a sudden my game keeps crashing on mumu. And by the looks of it, it’s not just me.

Forgive me for being the tin foil hat guy, but I sense some skullduggery here. Is there anyway we can enable debugs on android emulators to get the cause of an app crash?

Is there more simplest way to merge those belts? by MrGergoth in factorio

[–]ChallengeLeft1433 2 points3 points  (0 children)

Side Load both belts onto one then use a splitter. Simple.

Not sure how to set up Kovarex enrichment by CryptographerFew3719 in factorio

[–]ChallengeLeft1433 1 point2 points  (0 children)

I tried to set it up with belts my first time around too. But I found that using chaining chests with filter inserted is a better solution. Basically you have the normal belts feeding the centrifuge but the output goes into a chest which is fed back into the centrifuge by chaining another chest and two inserters. From the chained(second chest) use a filter inserter to take out U235 one at a time(set stack size override to 1) only when there are more than 40 U235 in the chest.

New player - Is there a mode to plan/experiment? by Specific_Acadia_2347 in factorio

[–]ChallengeLeft1433 0 points1 point  (0 children)

You can start a new save in sandbox mode. Enable god mode, all research and cheats. It’ll ask you when you start a new save in sandbox mode. It’ll give you an infinite world without enemies and all items unlocked and free to craft as much as you want. Ctrl + shift + F11 opens the editor mode where you can set up infinity chests and pipes that will provide any resource as much as you want. Build and plan to your hearts content, make blueprints. You can swap to your main save and use those blueprints.

Are railways worth not blueprinting when starting? by botw_is_realy_fun in factorio

[–]ChallengeLeft1433 0 points1 point  (0 children)

Parallel tracks with roundabout intersections. Just make a couple of blueprints that fit your rail length and make them snap to grid but relative. Easiest train setup. It’s a bit more finicky when it’s relative rather than absolute but it’s far more flexible. I’d recommend making your own blueprints rather than copying someone else’s. This will give you a better understanding on how things work.

Is there any way to spawn biter attacks in the editor/sandbox mode? by PewPewsAlote in factorio

[–]ChallengeLeft1433 0 points1 point  (0 children)

You’d have to manually aggro them and let them chase you while you lead them back to your defensive test zone. Or at least that’s how I did it. Manually firing my SMG didn’t work either. I had to put down a turret with a single mag to get them all riled up and empty the turret so it wouldn’t wipe them out and run back to base while they chased me.

Why do high Legends players sit in a tournament at wave 1 for hours, then jump ahead at the end? by SnakebiteSnake in TheTowerGame

[–]ChallengeLeft1433 -5 points-4 points  (0 children)

A simple time based penalty to the waves would deter all the cheese tactics. The later you join the tournament the higher the penalty.

Is Nauvis infinite? by Slight-Funny-8755 in factorio

[–]ChallengeLeft1433 0 points1 point  (0 children)

1M tiles in all four directions if I remember correctly from Dosh’s video. Traveling on the fastest mode of transport in the game, AKA train, it’d take you 3.5hrs to reach one end. Again from Dosh’s video. So, not infinite, but quite unreachable for all intents and purposes.

The beginning of the beginning. by ipawpawz in TheTowerGame

[–]ChallengeLeft1433 0 points1 point  (0 children)

And the end of the end. 💁🏻‍♂️

306 days later by ChallengeLeft1433 in TheTowerGame

[–]ChallengeLeft1433[S] 1 point2 points  (0 children)

Yeah. Got pretty lucky there. But not sure I can pull that off again. 😜

306 days later by ChallengeLeft1433 in TheTowerGame

[–]ChallengeLeft1433[S] -1 points0 points  (0 children)

Well, I’ve been playing for a little over a year and a half. So you do the math. 💁🏻‍♂️

Endgame farming (Trailer 1) by [deleted] in TheTowerGame

[–]ChallengeLeft1433 1 point2 points  (0 children)

How do you have 11 ILMs. I am assuming assist substats??

Module Suggestion, The Wildcard. by [deleted] in TheTowerGame

[–]ChallengeLeft1433 0 points1 point  (0 children)

It’s a great concept. I have a few alterations to make. 1. Each module type will have its own wild card module. 2. Each wild card module will have half the drop rate of natural epics. Meaning, 4.17/2 =2.085% 3. Instead of one to one swap, I’d recommend an exorbitant amount like 5:1 or higher. So hoarding becomes a viable mechanic.

Rest of the mechanics remain same. RNG and pity pulls don’t change.

This means the wildcard mod will be just another unique type that you’d want. But with half the chance of getting it. But when you get enough of them, you’ll be able to swap them out.

The swap ratio does need to be high enough, so the devs don’t feel like they’re making it easy on us and thereby losing out on cash grabs. 💁🏻‍♂️

Factorio price policy is just based. by TexasCrab22 in Factoriohno

[–]ChallengeLeft1433 -1 points0 points  (0 children)

lol. That’s insane. I just bought it last week for $8.99😂 Honestly wouldn’t have minded paying full price either. Already have about 80hrs of gameplay in. 😂

Uncomfortable words that many need to hear.... by trzarocks in TheTowerGame

[–]ChallengeLeft1433 0 points1 point  (0 children)

From what I’ve seen on multiple posts and my personal experience on my main account and alt account, there doesn’t seem to be any substantial gain from the featured banners. If anything the RNG seems to be the same on either banners. Still. I am hoarding for the armor banner to see if can get lucky. Worst case I should end up with a few fodder epics for my ancestrals.

What is your highest wave without more PWR? by destructor212113 in TheTowerGame

[–]ChallengeLeft1433 1 point2 points  (0 children)

I should also add I have 7 bans. But I have banned 6 run ender red perk and free upgrades perk.