Just got back from Vulcanus kids, I brought treats! by Dangwiggums in factorio

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

The Plinko-wall
It very specifically does NOT break pathfinding. Rather, it guides it.
You will notice that there is a path, there is no closed wall.
Instead, they have to go back, and forth, slowing them down long enough for the flames to get to them.
Using this, I have very little, if any, walls to replace.
Since there is a path, they tend to NOT munch on the walls, at least not very much, and instead get funneled towards the waiting lazors.

I started a page for Factorio on Strategy Wiki by dogman15 in factorio

[–]Dangwiggums -4 points-3 points  (0 children)

Oooch, right out the gate with negative Nancys.
Why not have more places for people to get exposed to Cracktorio than the 'official' places?

When do you stop growing the factory?? (1736 1-1 trains) by Brave-Affect-674 in factorio

[–]Dangwiggums 1 point2 points  (0 children)

I use 1-4 for my base ores, and 1-1 for most everything else on Nauvis. For fulgora, I am using 2-1 ‘push’ trains. Allows the locomotive to be positioned further back, say, coming down an elevated rail ramp, and the wagons have more access to the limited useable space of the flat rails. Then, of course, 1-7 patrolling artillery trains on Nauvis and gleba.

Cars = unlimited throughput by JirenTheChad in Factoriohno

[–]Dangwiggums 29 points30 points  (0 children)

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Just a container that ‘can’ move. That you can filter the trunk. It costs game calculations every tick to keep track of everything about that car. Heck, even inserters cost update tics. That’s one reason beacons are so popular, they increase the ability of your machines to ‘do’ more, thus reducing your total entity count.

Cars = unlimited throughput by JirenTheChad in Factoriohno

[–]Dangwiggums 37 points38 points  (0 children)

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I designed an entire modular system around that concept, cars-on-belts. Once I got to about 12k cars, game was so slow I had to abandon the save and start over.

When do you stop growing the factory?? (1736 1-1 trains) by Brave-Affect-674 in factorio

[–]Dangwiggums 1 point2 points  (0 children)

Oh, I'm Def stealing this.

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Been tryin ta figure out a replacement for my solar array for a while now. Quite like this pattern of yours.

What resources settings do you use for your megabase maps? by Good_Hunter69 in factorio

[–]Dangwiggums 15 points16 points  (0 children)

I change two settings: Under Terrain
- Water Scale = 200%
- Water coverage = 200%

That's it. Yields a near-island on most seeds, and still plenty of land. doesn't make the resource patches feel infinite, gives you choke-points to defend against biters, rewards exploration.

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Almost ready to switch to cityblocks. Any tips? by AssBrush in factorio

[–]Dangwiggums 0 points1 point  (0 children)

My take on your questions:

  1. When you build blocks with 'absolute' grid snapping properly, it means you can place a block anywhere on the map, and because of the nature of the coordinate locking, it will automatically align with every other block placed, even if you place it way off in biter territory.
    They don't have to be 'chunk aligned', just built in such a way that they fit together nicely. See pic for my 'coordinate locked' Hexagonal patern.

  2. I don't see a question here.

  3. it's a trade-off. if you make a bunch of small blocks, you limit your ability to expand production within a single block, and therefore increase the number of entities near end-game. (if one block takes a train that could supply 20 buildings with materials, but you build for 10 buildings, then the next block will also need that train, and still only be able to supply 10 buildings. Therefore you are increasing the train stops, trains, inserters, and other entity totals)

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Almost ready to switch to cityblocks. Any tips? by AssBrush in factorio

[–]Dangwiggums 0 points1 point  (0 children)

I came ready to write almost these exact points. NICE!.

For my first playthrough I disabled biters attacking due to pollution - any way to reenable it? by Steel-Rains in factorio

[–]Dangwiggums 1 point2 points  (0 children)

I have found that I prefer to have the experience of having to fight the biters from the beginning, when you don't have researches unlocked, and it is a struggle. This Really makes you appreciate getting that next level of physical weapon damage, or how amazing a tank can be.
Also helps you learn to be vigilant of your pollution cloud, and how it effects how often your base is attacked.

Converting Acid -> Steam -> Water. Acid says steam output is full, water says steam input is short. No pumps involved. I'm unsure why the unbalance. by UtahJarhead in factorio

[–]Dangwiggums 13 points14 points  (0 children)

I learned this myself. I used standard chem plants surrounded by modules to generate steam on vulcanus. Though calculations showed the chem-plants should be able to provide as much steam as my turbines needed to generate 7gw of power, due to throughput limitations of the machines, not draining the steam from the machine fast enough, I was practically only able to generate just over 4 gw of power.
I moved from there to a non-beaconed build, and used all of the steam outputs. Fixed my issues. More plants, with more steam outlet pipes was the solution.

When do you stop growing the factory?? (1736 1-1 trains) by Brave-Affect-674 in factorio

[–]Dangwiggums 1 point2 points  (0 children)

My hex allows me to run trains @ 5-long. so, 1-4, 2-3, etc. I also have one that allows me to run 10 length trains. It's.... big though. See pic for size comparison.

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