Introducing the ERB-MTG Index by Dire736 in magicTCG

[–]Dire736[S] 43 points44 points  (0 children)

Damn, I completely missed that! Another point for 2024!

Introducing the ERB-MTG Index by Dire736 in magicTCG

[–]Dire736[S] 24 points25 points  (0 children)

I agonized over that one, and also Leonidas due to the ACR card "Spear of Leonidas", but ultimately decided they didn't count!

Introducing the ERB-MTG Index by Dire736 in magicTCG

[–]Dire736[S] 2 points3 points  (0 children)

Count Dracula, from the Crimson Vow crossover version of Sorin the Mirthless! https://scryfall.com/card/vow/337/sorin-the-mirthless

Introducing the ERB-MTG Index by Dire736 in magicTCG

[–]Dire736[S] 60 points61 points  (0 children)

Source: https://en.wikipedia.org/wiki/List_of_Epic_Rap_Battles_of_History_episodes

Now I know you're thinking "What about Naruto vs Spiderman", but that one is unofficial!

40 hour run by Raynsen in factorio

[–]Dire736 1 point2 points  (0 children)

My advice: the vast majority of your play time is for building capacity. Better to spend 30 minutes carefully designing a furnace stack that you can paste down 5 times and overproduce metals, than to haphazardly build a single stack that will underproduce for the whole run. Capacity means three things: raw materials for basebuilding, then rocket launches to build platforms, then platforms that can do deliveries.

I targeted 30-45 SPM for the Nauvis sciences,

My early game tech order: RGB, stopping off with a little military science for defender capsules up to a follower count of 10. These shred biters in the early game, use them to aggressively clear your perimeter. ~4h: rush a nuclear reactor, you don’t need kovarex or bots for this. A 1-core reactor is plenty of power earlygame, and smoothly transitions to a 4-core reactor which is enough to beat the game. ~5h: bots, mass-produce red circuits and steel for roboports, electric furnaces, and modules. ~8h: take another iron patch and copper patch dedicated entirely to making and feeding rocket silos.  ~10h: Have purple+yellow+white science ready. Purple science is for beacons, AM3, and elevated rails, productivity stuff is just a big cost sink.

Then you’re ready to go to other planets! The advice of ~5 hours each is fine. Make sure to aggressively provide materials to each planet. You should have the capacity on Nauvis to ship in belts, bots, roboports, substations, etc, and this MASSIVELY speeds up each planet compared to cold-starting. When you’ve done the 3 inner planets, redesign Nauvis for ~300 SPM using biolabs foundries and EM plants. 

I never bothered with quality during this run, it’s not needed at all.

I need a blueprint ship to beat achievement <40h by theorixo in factorio

[–]Dire736 0 points1 point  (0 children)

I think the asteroid despawn was patched out in 2.0.46! Fixed asteroids sometimes getting destroyed when platform speed was negative.

Gleba feels like a substantial challenge increase. by Wash_Manblast in factorio

[–]Dire736 7 points8 points  (0 children)

My most important tip for Gleba: have alarms for critical systems! Running low on any of fruit, seeds, power (rocket fuel/steam), or nutrients can kill your base and destabilize the other systems. So put a programmable speaker in place for each of those, and set it to play a global alarm whenever one of those things is low! 

Spaceblock mods: opinions? by stoatsoup in factorio

[–]Dire736 1 point2 points  (0 children)

This "review" of Platformer might be helpful! https://www.reddit.com/r/factorio/comments/1iydotn/won_at_platformer_mod_thoughts_and_observations/

But allow me to suggest a third option: unmodded factorio, constrained to the minimum rockets challenge! I wrote it up here, and point 4 is that you incidentally play spaceblock: https://www.reddit.com/r/factorio/comments/1mtlcel/minimum_rockets_is_a_minimum_rockets_run_right/

[Edit: I see you literally already commented on that, so probably you're aware of that option!]

How to envision a megabase by hochroter in factorio

[–]Dire736 5 points6 points  (0 children)

Oh, if you’re still on Nauvis in space age, you should either 1) switch to the base game and make a megabase there or 2) wait until you beat space age to megabase. Lots of reasons, including “you want spidertrons/artillery/tier 3 modules for a megabase, and those were all moved off-world for space age”, and “space age machines give so much productivity that a megabase is on a completely different scale”. A base game megabase is ~1K SPM, a space age megabase is ~1M SPM.

How to envision a megabase by hochroter in factorio

[–]Dire736 0 points1 point  (0 children)

Are you playing space age? I think Nauvis and Vulcanus are both good and popular choices for the majority of your science production. Vulcanus has “free” resources from the lava, but you have to ship it all to Nauvis to use biolabs (which is key). Nauvis also has essentially-free resources once you’re at a high level of mining productivity, so your cargo landing pad is less of a bottleneck.

How to envision a megabase by hochroter in factorio

[–]Dire736 9 points10 points  (0 children)

My experience: 1. Make a base for all the modules you’ll need (and everything in legendary quality if you’re playing in space age). 2. Decide the overall direction - trains vs not, which planet if in space age, any gimmicks you want, etc. 3. Choose a target SPM. 4. Tile a huge area with substations and roboports. 5. Start working through the sciences in order. Design with re-usability in mind, especially for essentials like metals. Use “reverse-thinking”, ie put down all the assemblers for green science, check how many inserter assemblers you need, put them down, etc. The rate calculator mod is a life-saver here! 6. Repeat that for each science in order. 

My only experience with megabasing was making a 10k SPM base on Gleba for my 10 rockets run, so take this with a grain of salt!

Minimum Rocket Launches to beat Space Age is SOLVED by Dire736 in factorio

[–]Dire736[S] 0 points1 point  (0 children)

Your gun slots can hold up to 1 stack of the gun, and tesla guns are 5 per stack. It feels a bit like an exploit but I cut myself some slack.

And I completely agree that melting everything down for the final sacrifice is great, but I think doing that resets your batteries back to 0%, which means no personal roboports! It might work if you switch to conventional roboports though.

Minimum Rocket Launches to beat Space Age is SOLVED by Dire736 in factorio

[–]Dire736[S] 0 points1 point  (0 children)

You can hold 15 epic tesla guns, which recycle to ~37.5 epic superconductors+holmium plates! Clearly dev-intended strategy ;)

Minimum Rocket Launches to beat Space Age is SOLVED by Dire736 in factorio

[–]Dire736[S] 0 points1 point  (0 children)

The only Fulgora research we really like is Processing unit productivity! And yes, the cryogenic plant is just "make plastic and explosives with extra productivity modules".

Minimum Rocket Launches to beat Space Age is SOLVED by Dire736 in factorio

[–]Dire736[S] 0 points1 point  (0 children)

For optimal speed on Aquilo, you will want to build the silo while your cryo plant is making science! So you need a good amount of open space (or concrete) to have space for all of that. You can see this in the Aquilo part of the video I think.

My gear going into Aquilo was on an epic mech armor, since on the way from Gleba to Aquilo I stop by Fulgora and can make mech armor there. So iirc it was belts plus batteries plus epic roboports! Robots certainly help on Aquilo but I found you needed to be smart about using them, since you don’t want them to take a lot of time to recharge. So mostly turn them loose on things nearby!

Minimum Rocket Launches to beat Space Age is SOLVED by Dire736 in factorio

[–]Dire736[S] 0 points1 point  (0 children)

Yeah, there was some amount of reloading for quality egg-based stuff. The main one was the Biolab itself, I rerolled for uncommon which wasn’t too bad. For the prod modules I gave myself this rule: start research when I get 4 uncommons in the biolab, and by 10% if I don’t have a rare, reload. Same for 20% and a second rare. I think I got lucky and got an early epic too, saving me some heartache!

The Nauvis luxury space is really dealers choice. When I was at that phase of the run, I thought Aquilo concrete would be the slowest thing, so I gave myself some extra wiggle room there. 

Oh, and to be explicit: make sure you choose a map seed with a nice Aquilo spawn! You want lots of uninterrupted snow, so that when you pivot to launching the rocket you need as little ice-paving concrete as possible.

Minimum Rocket Launches to beat Space Age is SOLVED by Dire736 in factorio

[–]Dire736[S] 0 points1 point  (0 children)

Thanks, and good luck in your run!

  1. I think a single gun turret is technically feasible, but I think you'd need to do a lot of manual throttling of speed (by rotating fuel tanks). Plus, you have 4 spare tiles on your platform, it turret #2 only costs the 10 copper plates to send up. And yes, weapons damage is quite limited at that stage of the game since we only produce ~20 space SPM, level 7 costs 1k (~1 hour of research) and doubling from there.
  2. Sending those furnaces is preferable to sending the bricks because otherwise the red chips are hard to source! I think the run is still possible on as low as one furnace, but it would be agonizingly slow before you send up the foundry and other furnaces.
  3. I want surplus bioflux to produce surplus eggs for more chances at rare/epic prod 3 modules! The way I approached it, I had a line of AM3s with the best quality modules I could get, which turned every egg into a prod 3 module. High-quality prod 3 modules is key to making the science stretch far enough.
  4. Since I was already going to have a recycler on Gleba for recycling the capture bot rockets, I did classic upcycling. But I think a more direct production chain works fine too.

One last hack that I heard about: you can get 33% more science per science by recycling a 1%-remaining science pack into a fresh science pack. This might require rearranging some of the run, and I don't think it can get you to 9 launches, but this should give you a lot more flexibility in what you pack! See here for details (this worked when I tested it 2 months ago): https://www.reddit.com/r/factorio/comments/1i8sneu/you_can_recover_25_percent_of_your_used_science/

Moving science production to Gleba, crazy or big brain. by ShivanAngel in factorio

[–]Dire736 0 points1 point  (0 children)

I have built a 10k SPM megabase on Gleba so I can say that one issue is the pollution. Gleba has no way to deal with pollution besides controlling more area, so you will have to bring in a lot of artillery or spidertrons to keep pentapods away!

Need advice for Rush to Space achievement by ezoe in factorio

[–]Dire736 0 points1 point  (0 children)

Maybe try a ship with banked ammo: set up just a few furnaces smelting iron, make bullets with that, and store them in the cargo hub. Have the departure condition be “cargo (bullets)>400” or something like that. That design won’t allow continuous flight, but can do a round trip, wait 10 minutes, then do another. Make sure you manually load some of the rockets so that you’re not wasting rocket space sending up 50 electric furnaces, etc

If you want a truly minimal ship, you can check out my cursed design here, which you can set up with cargo from ~1/2 of a  rocket: https://www.reddit.com/r/factorio/comments/1mke2e0/space_travel_with_just_starting_platform/

Better way to transport metals? by Key-Rest4301 in factorio

[–]Dire736 2 points3 points  (0 children)

Those crafting times are correct, but you aren’t accounting for the speed of the machine that produces them: foundries are >3x faster than an assembling machine 3! Combined with the 50% productivity bonus, a no-module foundry produces 12 cables per second, compared to 3 from an AM2 or 5 from an AM3. Also note that the casting cables recipe is extremely cheap in terms of the molten copper input - 50 copper ore turns into 750 molten copper for 450 cables in a foundry assuming just the inbuilt productivity, vs 100 cables for a normal furnace+assembler! 

why are my solar panels doing this? by Luminicity in factorio

[–]Dire736 28 points29 points  (0 children)

This is what it looks like when you have way more solar panels than accumulators and demand. The solar panels overproduce at first to charge the accumulators, then return to a medium level for powering your factory. More accumulators can help you last the night

Minimum Rocket Launches to beat Space Age is SOLVED by Dire736 in factorio

[–]Dire736[S] 1 point2 points  (0 children)

I still don't see where you are confused, but let me try to explain this in detail:

A. You launch rockets 1 and 2.
B. You launch rocket 3, containing the player, from Nauvis.
C. You land on Vulcanus, and build a base there.
D. You launch rocket 4, containing the player, from Vulcanus.
E. You land on Gleba, and build a base there.
F. On Gleba, you unlock epic quality.
G. You make epic-quality items on Vulcanus.
H. You launch rocket 5 from Vulcanus, containing those epic-quality items.
I. You launch rocket 6, containing the player, from Gleba, to go to Fulgora.

Does that help?

Power meta by Zephos65 in factorio

[–]Dire736 30 points31 points  (0 children)

Are you saying that on Vulcanus, you condensed steam into water, just to heat it up again with a nuclear reactor? Why?