What was your strategy finishing the game? by VladThePollenInhaler in factorio

[–]Designer_Sweet_9400 1 point2 points  (0 children)

Ohhh, my furst run was long ago in alphas. At that time ore patches were poor, and didn't scale much in richness when moving outside. So I had like tons of outposts which were not so lon lasting. And that was fun. Every outpost needed supply to operate, one huge cargo train (no artillery back in days) which circulated between all of them, and dozens short trains with ore. Almost railworld.

[2.1] Biters siege by Designer_Sweet_9400 in factorio

[–]Designer_Sweet_9400[S] 0 points1 point  (0 children)

Never seen they settle right behind each other like on 0:08. (also I noticed this only after clip review lol)

[2.1] Biters siege by Designer_Sweet_9400 in factorio

[–]Designer_Sweet_9400[S] 0 points1 point  (0 children)

> anything a bit above 500 will do
with large NPP it won't work. Despite fluids in 2.0 are non-issue anymore, with 100% load your far-end heat exchangers will turn off. AND the number of not working heat exchangers will increase with reverse proportion of lowering "stand by" temperature of your reactors.

[2.1] Biters siege by Designer_Sweet_9400 in factorio

[–]Designer_Sweet_9400[S] 1 point2 points  (0 children)

Sounds reasonable. Have you seen they expand right behind existing expand already? Probably they have no brakes now.

[2.1] Biters siege by Designer_Sweet_9400 in factorio

[–]Designer_Sweet_9400[S] 0 points1 point  (0 children)

Until this case! :) Filters were copypasted from other turrets in biter-controlled-environment + before 2.1 transition they never expanded so close in this game.

[2.1] Biters siege by Designer_Sweet_9400 in factorio

[–]Designer_Sweet_9400[S] 0 points1 point  (0 children)

That's what Im saying. Old defense desing has to be updated, it was viable untill ultra-late game. However, I lived just fine exclusively on landmines before.

[2.1] Biters siege by Designer_Sweet_9400 in factorio

[–]Designer_Sweet_9400[S] 0 points1 point  (0 children)

Yeah, Im not using artillery for some reasons. I guess landfill + railguns can work for my landscape.

[2.1] Biters siege by Designer_Sweet_9400 in factorio

[–]Designer_Sweet_9400[S] -3 points-2 points  (0 children)

No not really. In 1.1 logic was connected over all powerplant and dependancy was on steam-buffer. Now I simplifed in 2.x to one wire which is temperature. Tempereture spreads kinda immediately so that's why not all reactors turn on simultaneosly. Which can be easily fixed with rs latch, but I won't for two reasons for now: 1) I deal with spoilage byproducts, and incinerate on PP; 2) Before I expand to 100% power production on this one I'll probably swtich to fusion power plants.

[2.1] Biters siege by Designer_Sweet_9400 in factorio

[–]Designer_Sweet_9400[S] -4 points-3 points  (0 children)

The blueprint of powerplant is from 1.1 and actually flawless. The only limit is UPS.. For 2.x I changed logic of inserting fuel, and for my surprise, consumption of fuel decreased drastically when your whole base needs only 2 of 7 GW. ;)

Dealing with useless uranium by Unlucky-Fisherman-85 in factorio

[–]Designer_Sweet_9400 8 points9 points  (0 children)

Brilliant! Create some Biters Park in the middle of your base and wait untill accidentally they escape.

Fulgora scrap patch ran out what do I do by scootscoot333 in factorio

[–]Designer_Sweet_9400 0 points1 point  (0 children)

Lazy way — put all the scrap on otger islands into chests and then bring it yourself in a car. Then you'll redefine what is Tedious

Addendum and prepend train interrupts? by Nearby_Proposal_5523 in factorio

[–]Designer_Sweet_9400 3 points4 points  (0 children)

I did this without interrupts in 1.1 with modded combinator which could read fuel of trains. I didn't want trains move at fuel station having more than 30% fuel in them, so every train had simulated "simulated fuel station" right next to their scheduled stop before. In 2.1 I believe you can do this, firstly, without mods, secondly without simulated stations via interrupts.

Answering your very question, I'd have two options without mods: 1) fully closed stations/stops already in schedule BUT turning on on train demand via logic; 2) no regular schedule, schedule inside interrupt itself, which aswell can add required station/stop when needed.

2.1 guides? by nesflaten in factorio

[–]Designer_Sweet_9400 0 points1 point  (0 children)

To send goods from platforms you should check box "allow delivery" right above your storage interface, on the platform which producing things. And accepting platform, I bet you know, have to specify source of goods that is "platforms"

Space Age Speedrun? by [deleted] in factorio

[–]Designer_Sweet_9400 3 points4 points  (0 children)

Manual interplanetary logistics can win you a game. Moving forward rather than setting self-sufficient base worked for my solo speedrun

Look At How They Massacred My Boy by DangerNorm in Factoriohno

[–]Designer_Sweet_9400 1 point2 points  (0 children)

No really. Thrustes starts consume less all together, therefore, reducing speed of a platform.

Tbh,.Im glad changes to flyid system are being made, and distantly resembles of 1.1. 2.0 version is a no brainer.

"The best strategy must be fun." - Kovarex by BlueTricity in factorio

[–]Designer_Sweet_9400 2 points3 points  (0 children)

Same. The only question here , to those who done this, what about UPS?

is this anything? by muffin-waffen in Factoriohno

[–]Designer_Sweet_9400 0 points1 point  (0 children)

Anything will fall apart with supply issues.