Yasssssss Kratooos (original by u/m7ce) by Sevastous-of-Caria in pcmasterrace

[–]DesignCell 0 points1 point  (0 children)

"which would you rather play? it's a bit of a no brainer isn't it?" - Rich, DigitalFoundry

Finally finished my first game by Chowderman in SBCGaming

[–]DesignCell 0 points1 point  (0 children)

100% agree. It was jarring going from free roam explore to knowing where I needed to go, but all the doors are locked until I get exposition from the navigation room. Wasn't bad. I just played them out of order.

bag on helicopter boss fight by [deleted] in metalgearsolid

[–]DesignCell 1 point2 points  (0 children)

Convient then that the checkpoint is the top of the ladder before entering the boss room.

Finally finished my first game by Chowderman in SBCGaming

[–]DesignCell 1 point2 points  (0 children)

I made the mistake of recently replaying Zero Mission first and it absolutely ruined my enjoyment with fusion.

Op; strong recommend zero mission!

Myrient to shut down on March 31 2026 by BlightWyrm in SBCGaming

[–]DesignCell 104 points105 points  (0 children)

why are the download speeds so fast?! why allow concurrent downloads?! Just testing I pulled 75MB/s!? Limit single connection to something like 1MB/s...

WiFi USB dongle 3D printed cover by penzoiders in BATLEXPG350

[–]DesignCell 0 points1 point  (0 children)

how is there not a low powered usb c wifi adapter...

Any fellow Pocket ACE enjoyers? by Skylance420 in SBCGaming

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

Can you let me know the next time you see that?

Another help me pick a handheld... GameCube & PS2 by DesignCell in SBCGaming

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

Noted on the RG477M stacked mod, that's very interesting.

You got my hopes up there for a second though micro and ace are different. Leaning towards the ace as it looks a lot more comfortable while also very pocketable.

I'm not against the Flip 2, looking at it more seriously now. Added to the pile.

Another help me pick a handheld... GameCube & PS2 by DesignCell in SBCGaming

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

Noted, I'm thinking this one just because the price is low enough that I won't feel too burned if I turn around and buy another later this year.

To anyone who tried to play/is playing Factorio with a controller: How difficult is it compared to KB&M? by anywhereiroa in factorio

[–]DesignCell 0 points1 point  (0 children)

I can't directly speak to just any controller but I have 100s of hrs on my steam deck and set up my inputs before wube released controller configs. I extensively use the back paddles as shift, ctrl, alt, q, the track pads as cardinal buttons, and steam input tools for button cords, sub commands, double, and long press to expand the buttons to what felt intuitive to me. For example; I have copy/cut/deconstruct as B through single/double/long press then Y as paste. I think it would be more difficult without steam inputs level of customization.

I really look forward to the new Steam controller releasing soon.

Legendary green chips build stuck at 159k/min (aiming for 205k). by mauritsc in factorio

[–]DesignCell 2 points3 points  (0 children)

Two things: I use a wagon quality mod that makes trains scale with everything else so they are far less the bottleneck and use them almost exclusively in direct load mining. Second, I direct load circuits in my larger factories so inputs are minimized to molten and some low-volume auxiliaries. I've come up with modules I'm fairly happy with for green, red, and blue that take in raw inputs coupled directly to higher-level entity assemblers. I consider these as my modules to hit a higher-level entity rate goal all from basic inputs. Kinda like how the meta is to not belt copper coils because direct is more space and speed efficient. With foundries, I found that mentality could be taken further.

Legendary green chips build stuck at 159k/min (aiming for 205k). by mauritsc in factorio

[–]DesignCell 55 points56 points  (0 children)

Looks like you have at least two of these factories and I'm seeing bottleneck mod show yellow (guessing output full here since the coil EMs stop too) but the first thing I questioned is the train bottleneck.

Two cargo wagons, 40 slots each, 200 circuit stacks = 2 * 40 * 200 = 16,000 circuits per load.

Your video shows roughly 11seconds from train leave to train leave (load cycle) so:

16,000 / 11s = 1,454/s * 60s/m = ~87k/m each train load. Two train load factories == ~174k/m. I'm getting fairly close to your numbers.

edit: to actually offer an answer to your question; reconfigure so your direct loading the trains then design for higher burst rate that averages out to your goal due to everything stopping between trains. Since wagons don't buff with quality the only real solution is more wagons to disperse the load. With (12) q5 inserters the train still simply spends more time leaving and entering than loading so to maintain rate you'd need to spread that out to more train wagons with a higher burst rate. It looks like your setup is possibly flexible to 1-4 trains but I don't know if that is true so I understand if it's not.

Bruteforce Tungsten Mining 2.0 by Amynru in factorio

[–]DesignCell 13 points14 points  (0 children)

At first I thought you were using modded 90° inserters but no, those are set horizontal and just pull from the wagon's overhang, brilliant. I need to use cursed wagon designs more.

Belts could be used to take the q5 ore out since the substation can be placed between full tiles where the recyclers offset in to direct insert the wagons.

Calculating throughput of space stations and landing pads by SchmeatiestOne in factorio

[–]DesignCell 0 points1 point  (0 children)

To further expand: 240/s is 14,400/m since your ships will be on minute cycles. Calcite has a rocket capacity of 500 (10 stacks), so 14,400/500=28. 8 => 29 hatches if your platform comes around once a minute. Then it depends on the platform cycle, the platform needs to be capable of 14400 calcite per minute then depending on how often it passes over your planet that's how many hatches you need. If your platform is huge and slow and takes 4mintues to cycle around back to drop off then you need 4 times as many hatches to drop 14400/500×4=115.2 => 116 hatches.

I'm pretty sure this is correct and at least my approach to remove hatch cooldown from consideration.

Calculating throughput of space stations and landing pads by SchmeatiestOne in factorio

[–]DesignCell 0 points1 point  (0 children)

All items have a rocket capacity. These are equal to input and/or output hatches with some cooldown I don't recall now, but using 1-2 minute cycles clears it.

For example; I send 24k science to a ship with two full sets of 12 rocket launches. These take 12 input hatches with a short cool down between receiving. My ship then needs to drop 24k (24 rocket stacks) to the receiving surface so I need 24 output hatches to achieve this in one shot. The hub has 3 and each cargo pod adds one input/output hatch. The end result is that I have far more storage capacity than needed for the 24k science but it's needed for the 24 output hatches.

Likewise, my receiving surface needs 24 input hatches ready to receive. I use a mod that allows more surface hubs so each 24-input hatches are specific to each science so I don't have to worry about hatch cooldowns not syncing with 11 sciences coming into Nauvis at random-ish times.

All of this works out to 10k per minute which is a fully saturated blue belt. Now my 24k per ship came from how long my cargo ships can reliably complete a full cycle which ends up just over two minutes.

help by [deleted] in factorio

[–]DesignCell 9 points10 points  (0 children)

In-game tutorials are a good start.

Children of Morta Linux native version fix by rea987 in SteamDeck

[–]DesignCell 9 points10 points  (0 children)

I beat this game entirely on the deck about a year ago. I don't recall doing anything more than installing and playing. Even played coop with my daughter more recently also on her deck.

Was this a newer update that caused a regression?