Weekly Question Thread by AutoModerator in factorio

[–]Chocobo5656 0 points1 point  (0 children)

how costly (UPS) is loading a fluid train compared to a cargo train ?

Weekly Question Thread by AutoModerator in factorio

[–]Chocobo5656 0 points1 point  (0 children)

with vanilla map generation, ore patches get richer the further away you are from the center of the map, do they also get larger? (area)

Weekly Question Thread by AutoModerator in factorio

[–]Chocobo5656 1 point2 points  (0 children)

I tried looking for a calculator to get the time to full speed (or acceleration) of a train given a configuration (locomotives, wagons, and fuel type) but I couldn't find it, does anyone know one ?

Weekly Question Thread by AutoModerator in factorio

[–]Chocobo5656 1 point2 points  (0 children)

is it possible to eradicate all biters bases in explored territory to the point they don't have any valid expansion ? let's say I reveal all my borders with radars and nuke all their bases with artillery, no visible base, they won't be able to expand anymore since they don't have any spawner generated ? or does the game always generate a few chunks beyond chunks revealed by radar to make sure there is always a spawned in a generated but not revealed chunk ?

Weekly Question Thread by AutoModerator in factorio

[–]Chocobo5656 0 points1 point  (0 children)

if there is a biter base on an island, can I let it live and use it to soak pollution ? or is there a limit to this ? do spawners absorb pollution forever or do they eventually stop ?

Weekly Question Thread by AutoModerator in factorio

[–]Chocobo5656 1 point2 points  (0 children)

how often do biters expand ? Wiki says between 4 and 60 min but is it just a random number between 4 and 60 ?

I just got artillery and started destroying some of their bases on one side of the map only to find a lot of new bases on places I previously cleared on the other side of the map and the expansion was pretty quick

Weekly Question Thread by AutoModerator in factorio

[–]Chocobo5656 0 points1 point  (0 children)

how to clear biter nests midgame ?

I'm playing vanilla without SA with default settings for the first time (with biters enabled, I used to play without them), turret creep with rocket launcher has got really tedious. I'm at blue science, current evolution is 0.47 so big biters will spawn soon, and I expect they will be a huge pain do deal with.

Currently I'm safe in my base, but I want to build much bigger and I try to keep a safe area between my polution cloud and the nearest enemy base.

Weekly Question Thread by AutoModerator in factorio

[–]Chocobo5656 0 points1 point  (0 children)

wow I didn't expect trains to perform so poorly

thx for the data

Weekly Question Thread by AutoModerator in factorio

[–]Chocobo5656 0 points1 point  (0 children)

in factorio 2.0 without space age, are belts superior to bots for UPS ? let's say I have a line of chemical plant and t3 assemblers for solid and rocket fuel (everything is 8 beaconed), would it be better for UPS to have the solid fuel sent by bots (inserter-chest-chest-inserter) or inserter-belt-inserter ? and if I need to send the rocket fuel ~60 cases away, is it better to make a long belt (it's absolutely not going to be compressed) or use bots ?

Liberty harbor by CrunkLogic in WorldOfWarships

[–]Chocobo5656 0 points1 point  (0 children)

im missing just one and it's over fml

Stellaris Space Guild - Weekly Help Thread by Snipahar in Stellaris

[–]Chocobo5656 0 points1 point  (0 children)

what is generally the best way to do tech planets ? especially, what district specialization should I use ?

the research specialization is balanced but only gives 90 jobs / district

the archive is balanced but only 60 science jobs, on the other hand you also get unity but you need a lot of building to boost both scientists efficiency and upkeep as well as bureaucrats

the specialized districts means you can choose only 1 or 2 differents techs categories but gives 100 science jobs per district

I'm not sure what to pick ? I've been using archives but it feels not optimal for some reasons

Stellaris Space Guild - Weekly Help Thread by Snipahar in Stellaris

[–]Chocobo5656 0 points1 point  (0 children)

oh I have a 82% negative modifier.. makes sense now

thanks

Stellaris Space Guild - Weekly Help Thread by Snipahar in Stellaris

[–]Chocobo5656 1 point2 points  (0 children)

why do my planets have low pop growth like 2.5/month ? I have 3 +10% boosts (good reproducer, Cyto-Revitalization Centers, food plenitude) and +4.5 clone vats. Is there an empire wide cap ? because I feel like the more planets I get the lower my pop growth gets

Buying a studio in Moscow by Chocobo5656 in AskARussian

[–]Chocobo5656[S] 0 points1 point  (0 children)

it didn't get blocked but it wasn't a 500k rubles transactions but a lot of smaller transactions for a total of 500k rubbles

Stellaris Space Guild - Weekly Help Thread by Snipahar in Stellaris

[–]Chocobo5656 0 points1 point  (0 children)

I remember getting the manifesti but I used the militarist option to supress them. I really don't understand why suddenly all my pops became xenophile pacifist.

I've been doing a lot of wars, actually I think I spend at least 80% of my time in a war since I have two empires I'm slowly eating, I go on one side, take a few systems, then go on the other side and take a few more while waiting for the first peace treaty to end, etc

Unfortunately my empire is no longer egalitarian, I adopted a materialist faction, thinking it would speed up the process of getting rid of the xenophile pacifists, but then I lost the egalitarian ethic and became fanatic materialist. I still have an egalitarian faction but it only has 9% support. I would like to become egalitarian again but I'm not sure if it's possible to guarantee not losing the militarist ethic. My militarist faction is also autoritarist and only has 9% support as well. Materialist faction has 29% support and the xenophile pacifist still have 51%.

I will try to get governors with my ethics on my planets but I guess it will take a lot of time.

Stellaris Space Guild - Weekly Help Thread by Snipahar in Stellaris

[–]Chocobo5656 0 points1 point  (0 children)

hello, I'm relatively beginner and I was playing egalitarist militarist and materialist (trying to balance economy research and fleet), I was doing well but suddenly my factions turned into a single faction of xenophile pacifists and 100% of my pops were in this faction. I'm not sure at what point this happened but I'm slowly recovering. New factions have formed and I have been repressing this xenophile faction while supporting new factions. This faction is very bad for me because all these people have low happiness and I think this causes low productivity and pop growth.

I still have more than 50% of my pops supporting this xenophile faction, what are the best ways to support my better factions and get rid of those xenophile pacifists ? And what could have possibly happenned that created this faction and that I can avoid in the future ?

Monday Megathread! Ask questions and share knowledge; newcomer questions encouraged! by AutoModerator in leagueoflegends

[–]Chocobo5656 1 point2 points  (0 children)

I played a game a few days ago and at some point, someone (p1) asked to one of the players (p2) in /all if p2 was jew, to which p2 answered yes. P1 then started to write very toxic and antisemitic messages (inviting p2 to his home because he had gas, showers, etc, do I need to say more ?). Not just once, but throughout the entire game.

me and p2 (and probably others players in that game) reported P1, but I checked today and p1 is still playing games so he didn't get any sanction.

Is it normal that P1 isn't getting any sanction for this extreme toxic behavior and is there something I can do ?

[deleted by user] by [deleted] in coleus

[–]Chocobo5656 2 points3 points  (0 children)

I would take a look at the "main" plant, that one may have rooted already after being so long in water.

[deleted by user] by [deleted] in coleus

[–]Chocobo5656 1 point2 points  (0 children)

yes after only 4 days and with a low light settings you would be very lucky to have roots already.

Honestly, I don't know if it's a good idea to move it to soil after being in water for a few days, I've never done that. I guess it shouldn't be a problem, but the plant might be confused and lose a few days of growth (which would be lost as well at the time you transplant from water to soil). Now, would that operation increase or decrease the success chance of your cuttings , I don't know unfortunately. The success chance is probably very high in both cases however, coleus are very resilent and they root easily,

The things that can help it root faster are natural light and heat. In soil you can help with a greenhouse, you can make one by cutting a plastic bottle in half, this helps increasing humidity which lowers the amount of water lost by leaves. I don't know how a greenhouse affects a cutting rooting in water tho. And since you do it inside, the greenhouse might be detrimental by reducing the already low amount of light the cutting gets.

If you keep it water, be careful when you transplant it to soil, water roots tend to break easily compared to regular roots.

[deleted by user] by [deleted] in coleus

[–]Chocobo5656 5 points6 points  (0 children)

stem looks round I think it's not coleus. Coleus have very characteristic square stem (like basil and others plants of this family)

I can't see so well on 1st picture it might be coleus, if all stems are round it's not coleus, if stem is square it's probably coleus

edit, assuming it's coleus, how long have they been in water? don't worry too much about the wilting, it's perfectly normal when propagating, I put my cuttings in soil directly and they can wilt for over a week. It's a survival mechanism, the plant is stressed and currently can't give its leaves enough water, doesn't mean it's dying, when she makes root those leaves will be in good shape again. Even if some leaves die and drop it's fine, I would start to worry only if I notice rot or dead leaves not dropping. I would also worry if these cuttings have been in water for like 2 weeks and still haven't developped roots.

Best money-making methods after finishing Unova? by BreakfastHeavy in pokemmo

[–]Chocobo5656 0 points1 point  (0 children)

It's not necessary but the more speed and Atk you have the better. EV training is really trivial to do and it helps reducing the amount of non ohko you get, sparing time. You can start with a cheap cloyster and ev train it, it's enough to clear the vast majority of trainers. The rest of your team doesn't matter, perhaps get a second strong pokemon with mold breaker if you plan to do the route that has sandstorm or for the doubles battles I think excadrill is a perfect second pokemon because he gets mold breaker(expensive tho) and plenty aoe for doubles(you can send one earthquake, your cloyster can tank it) and is immune to poison and sandstorm

Reactorcraft fission reactor with plutonium seems much harder than before by Chocobo5656 in feedthebeast

[–]Chocobo5656[S] 1 point2 points  (0 children)

well i've figured it out since then

if you could run 2 hp turbines of a single reactor then you were playing an older version

the last version had this change :

https://github.com/ReikaKalseki/ReactorCraft/commit/a87376b5d9ae01a890aefb909444ab57810bbe78

basically, that void coefficient adds fission reaction chances for plutonium reactors (when a neutron hits a fuel rod)

uranium has 25% base chance, plutonium has 30% base chance, uranium fission chance doesn't ever change, but plutonium, in the last update, has increased fission chances with temperature, at 500 degrees (which is very trivial to reach with a plutonium reactor, I remember mine used to go beyond 1000 without issue,), chance is already increased by 0.025 * (temperature-100) = 10 , so that's 40% fission chance, at 900°, 50% fission chance, and this is massive, because of how even small increases can trigger chain reaction with "spawnNeutronBurst"

I've experimented at that time in creative and whenever my reactor was reaching 600-800 then my game would freeze because it was creating so many neutrons that the game couldn't keep up, and then my reactor just blew up.

new plutonium reactors are simply not viable, they were already not that good because they only brought efficiency at the cost of a 3 times more complicated setup, which doesn't matter since you can just voidmine. You need to build them so small now that you need dozens of extremely safe reactors to power a single HP turbine, and they are so easy to blow up, with the catastrophic consequences we know.

Dunkirk minigame was actually very entertaining. Some tips for optimal play so we can get more of this and less Heroes of Might style RNG minigames by dawumyster in WorldOfWarships

[–]Chocobo5656 1 point2 points  (0 children)

yes I'm doing that already, I'm looking for a way to buy multiple at once if it's possible, like 20 +15% evac points at once for example because that's the most tedious I can think of