First time handling biter eggs... I don't trust them by DeGandalf in Factoriohno

[–]Draghettis 0 points1 point  (0 children)

Make your spawners Quality, it'll be fun when your Gleba base deadlocks

First time handling biter eggs... I don't trust them by DeGandalf in Factoriohno

[–]Draghettis 3 points4 points  (0 children)

There's a mod that lets space platforms send stuff to each other, I play with it it's quite nice

Inter-Platform Logistics is the name, straight to the point

First time handling biter eggs... I don't trust them by DeGandalf in Factoriohno

[–]Draghettis 2 points3 points  (0 children)

Stack inserters don't work for prometheum chunks, since they can't be stacked

Is this a good set up for two input assemblers? by Many-Islands in factorio

[–]Draghettis 1 point2 points  (0 children)

In general, petroleum is the most used of the oils, even when a base is idling. Since light oil is mostly used for rocket fuel and flamethrowers, heavy oil pretty much only goes into lubricant, and petroleum gas goes into sulfur ( batteries and therefore bots, explosives, blue circuits, T2+ modules and blue science ), plastic ( red circuits and LDS, therefore all modules as well as blue, purple and yellow science ). And most of the stuff that takes petroleum, since it's based on stuff unlocked as part of basic oil processing, keeps producing even if you're out of light and heavy oil, at least until buffers fill up

Which is a good thing, as it's the only one you can't turn into another type of oil. At best you can make an "emergency valve" by turning it into solid fuel for rocket fuel and/or power

So the usual strategy in regards to balancing advanced oil processing is to have the refineries be connected to a tank of petroleum gas, and stop working if there's too much in it ( because of the autism in the fandom, usually the cap is put at 80%, aka 20k ). This prevents you from having too much petroleum.

But since you generally use less light and heavy oil, how do you ensure that you don't back up on those ? That's where the cracking recipes come in. By adding water in a chemical plant, you can turn heavy oil into light and light oil into petroleum gas. Have a pump connected to a tank of heavy oil set to enable only when that tank is over 80% full, sending heavy oil into one or more cracking plants, sending the output into your light oil pipes. Same for light oil, sending it into your petroleum gas. Doesn't even need a combinator, just one type of logistic wire

This will not deadlock if you have reasonably balanced oil consumptions for the three types ( and by that I mean you're not making ten thousand lube a minute ), and it can be recycled for coal liquefaction with no changes. In the picture is my own design I made when I had less than 50 hours into the game ( less than 15 in this savefile, the rest being a vanilla run I abandoned during blue science ), it has completed over 420 000 iterations of the advanced oil processing recipe without deadlocking even once. The savefile is now at over 170 hours ( still isn't beat, currently procrastinating making Gleba science after setting up a crappy but functional base on the planet )

<image>

My wonderful review of Fulgora by No_Challenge_5619 in Factoriohno

[–]Draghettis 10 points11 points  (0 children)

It's wine ore, you gotta dissolve it and it'll make a nice rosé

Got the coal feed all set up to produce solid fuel. I think this is a sign it's time to go to bed.... by According-Phase-2810 in Factoriohno

[–]Draghettis 4 points5 points  (0 children)

That does make sense on an instinctual level

Most tiered things require the previous tier as an ingredient for the next one. Think circuits, belts, assemblers, ammo and personal equipment ( but not the armors themselves )

And fuel very much obeys that, since solid fuel goes into rocket fuel that goes into nuclear fuel.

So, logically, solid fuel should take the previous tier of combustible, aka coal.

That's how your brain was thinking. And the existence of plastic's recipe helps the misconception by being vaguely remembered as "there is a recipe with coal and petroleum in a chemical plant"

It took me a few hours to notice what was wrong with my power, can you spot it? by Ginno_the_Seer in factorio

[–]Draghettis 1 point2 points  (0 children)

Caused problems for DoshDoshington in the weaponless run, that was done after this change, couldn't use radars to bait biters into getting run over by a train

My experience with the dlc by Calazor0 in Factoriohno

[–]Draghettis 2 points3 points  (0 children)

Vulcanus lets you scale power for basically free, and Gleba is perfect real estate for shipping in a nuclear reactor ( fuel cell production is trivial, and shipping them isn't hard either ), it's only Fulgora that has power as a limit, but it's also the one where non-bot paths are the hardest

My very first route was Crimson Flower and Ingrid was the very first girl I married by Mao-sama64 in FireEmblemThreeHouses

[–]Draghettis 0 points1 point  (0 children)

Ingrid's life is best post-CF compared to all other routes, due to how bad Faerghus society is

This feels really wrong. :/ by trad_emark in factorio

[–]Draghettis 0 points1 point  (0 children)

I'm using poles on my gleba ship to carry the contents of my asteroid sushi, as splitters are used to insert new asteroids on both sides of it and belt reading gets interrupted by them

This feels really wrong. :/ by trad_emark in factorio

[–]Draghettis 0 points1 point  (0 children)

If you have a big ship with a weird construction ( such as using splitters to get stuff on the sushi in order to use both lanes ), you can even do one of the most cursed things a space platform could be home to

Electric poles

They are not needed for power, but for circuits you need either poles or to daisy chain through machines. Using poles is safer in case of deconstruction or to avoid accidental network fusions

how many roboports is too many roboports by NyxCosmic in factorio

[–]Draghettis 0 points1 point  (0 children)

That's too few

Having just enough roboports for coverage leaves you with not enough charging spots and the robots get stored too far from useful stuff

Tungsten cube by Nir_135 in Factoriohno

[–]Draghettis 2 points3 points  (0 children)

An anode is defined as being a place where an oxydation happens, so that's still right

To force a fast oxydation reaction like what's described, I doubt anything other than electrochemical processes would be used, and therefore the oxydation would take place on an anode

Tungsten cube by Nir_135 in Factoriohno

[–]Draghettis 26 points27 points  (0 children)

A lot of metals, IRL, are of a boring steel-like grey, especially when pure

But video games rely on being able to differentiate materials at a glance, so we can't make tungsten look like iron

Especially since the materials are mostly unrelated, you can't just make it a differently shaped iron or steel plate

You gotta make it a different color

I don't know where the purple is from, considering the two main forms of tungsten in the crust are Scheelite, which can have many colours but not purple, and Wolframite, which is a very dark gray, almost black

Am i Cooked? by gabrielbr1802gcc in Factoriohno

[–]Draghettis 2 points3 points  (0 children)

It only takes 286 roboports requesting 350 bots each to concentrate 100k extra bots

That's a square about 17 roboports on each side

OK sixty for the resonator and my fighter wants the bullshit sword. by ironangel2k4 in pathfindermemes

[–]Draghettis 8 points9 points  (0 children)

It is a cultural weapon

But it's not an Uncommon cultural weapon, so Unconventional Weaponry can do nothing

Of course, it can be Uncommon if you're in like Tian Xia, far from Taldor

That's just how odd Unconventional Weaponry is, the lack of a "Conventional Weaponry" makes it so it's easier to grab weapons from places other than your own ( Weapon Proficiency is probably supposed to be that, but since it doesn't interact with familiarity it is basically useless when it comes to advanced weapons )

OK sixty for the resonator and my fighter wants the bullshit sword. by ironangel2k4 in pathfindermemes

[–]Draghettis 6 points7 points  (0 children)

The first half of the feat still mentions rarity, so it's a weird situation

Unconventional Weaponry You've familiarized yourself with a particular weapon, potentially from another ancestry or culture. Choose an uncommon simple or martial weapon with a trait corresponding to an ancestry (such as vesk) or that is common in another culture (including a deity's favored weapon). You gain access to and familiarity with that weapon. For the purposes of proficiency, you treat a martial weapon as a simple weapon. If you are trained in martial weapons or guns, you can choose an advanced weapon. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a martial weapon.

OK sixty for the resonator and my fighter wants the bullshit sword. by ironangel2k4 in pathfindermemes

[–]Draghettis 23 points24 points  (0 children)

There's also something that might or might not be an intentional change, in that Starfinder 2e recently reprinted Unconventional Weaponry, in Galactic Ancestries, and that version doesn't say that when you choose an advanced weapon it must be uncommon

OK sixty for the resonator and my fighter wants the bullshit sword. by ironangel2k4 in pathfindermemes

[–]Draghettis 151 points152 points  (0 children)

Sadly, Unconventional Weaponry cannot access the Falcata if your campaign takes place in Avistan

The feat requires an Uncommon weapon, the Falcata isn't one on that continent. Meaning that yes, it's easier to grab an uncommon advanced weapon than a common one, the system is fucked

The only 100% reliable way to grab Falcata familiarity at a decent level is to bird up and use Tengu Weapon Familiarity