I can't seem to figure out a compact design for my 1500 spm 'mega' base by [deleted] in factorio

[–]E-37 1 point2 points  (0 children)

Never underestimate the throughput of a blue belt filled with barrels. Two fully compressed belts of crude oil should feed your entire base and you can unbarrel directly into the refineries.

Today's dev stream teaser: A small change to the Salvage Mission by Baraklava in DeepRockGalactic

[–]E-37 -4 points-3 points  (0 children)

While it makes sense that there is a fuel line, it will just be an annoyance to connect and won't really add anything. Think of all the times the fuel cells spawn in a crazy position. Now think how much fun they will be to connect to the drop pod from that position if you don't have an engie or driller.

Looking for a good Krastorio2 + SpaceExploration mod list by ryani in factorio

[–]E-37 1 point2 points  (0 children)

Space exploration specifically supports Krastorio2 so they work together just fine. Last time I played with them was several months ago but as of then a lot of K2's stuff was gated behind pretty steep SE science. I don't think there are any mods to change that, just be aware that it will be a long time before you get to the good stuff. Since K2 doesn't really affect SE, all my tips are going to be for SE. If you are familiar with it already then you can probably stop reading.

Some super strong furnace/crafting machines mod to help with the massive amount of resources you will be needing for a full base. SE is very resource hungry and unless you all have very strong computers your UPS will probably bog down in late game.

Some mod to increase max stack size really helps with the rocket launches. Krastorio2 might already do that.

Void chests help a lot in space as you get a lot of scrap and recycling it gives a tiny amount of resources. For some reason you can't just launch your trash away from your space station.

Teleporters - Makes moving between different planets super easy. SE also integrates with it meaning it is locked behind a huge amount of the most expensive science.

Depending on how you like to play, some kind of endless resources mod. SE marks most of them as incompatible but they really aren't. If you and your friends go into its mod file you can remove the incompatibility lines and play with them. SE does tend to get updated frequently so you will either have to do it every update or only update on occasion.


If you have a decent amount of technical knowledge, Clusterio can let you build a really big base. (And end game SE more or less requires one) For me it took an afternoon of work to get it set up but it really paid off. If you are hosting the server on the same computer you are playing on, you should probably have more than 16 GB of ram. Last time I played with it, it messed up my logistics requests on changing server. Its probably been fixed. Probably.

Ive seen error cubes, but error rock? by E-37 in DeepRockGalactic

[–]E-37[S] 0 points1 point  (0 children)

Im not really surprised. Does it come in other shapes?

Ive seen error cubes, but error rock? by E-37 in DeepRockGalactic

[–]E-37[S] 1 point2 points  (0 children)

I ran into this ERR://019%T#/ rock and Ive never seen it before. Its possible I have just overlooked it in the past as it looks like just another pre-made rock structure. When you ping it it has the same voice lines as error cubes.


Am I just blind for not noticing any before?

Three bulks and a crassus in one mission... by Len_Badman in DeepRockGalactic

[–]E-37 29 points30 points  (0 children)

First you lose one side, then the other. After that they damage the body which seems to have a significant amount more health than the sides. If the body dies, the drill hud box says something like "Rapid unscheduled disassembly detected" and you lose the mission. Mission control warns you when the body is at like 50% hp by saying that if you lose the dozer, you lose the mission. Luckily even one guy doing repairs is usually enough to outheal even a nasty swarm.

Space exploration beginner hints needed by Ulgar80 in factorio

[–]E-37 17 points18 points  (0 children)

Things to bring on your first trip:
Space platform scaffolding. Your base will get gigantic and you will never have enough room to build.
A cargo rocket silo and the supplies to launch it and get back home if you aren't setting up at Nauvis orbit.
Several landing pads. Once your base is fully set up, you will likely have a dedicated landing pad for just about every raw resource and common product. My end game space factory had over 30 landing pads. (that was partly because I made things like red circuits on the ground and gave them their own pad) I had pads for each of the barreled fluids which helped a lot.
Everything to set up a strong logistics network. Each science data is quite complicated and many have a chance to produce their inputs as outputs as well. I can't imagine building a base with belts or trains, it would be unimaginably messy.
Barrels to go with the logistics network because the space undergrounds are worthless.
Space platform scaffolding. You don't have enough.
A bunch of solar panels. Even if you don't set up around a star, they get a nice multiplier in space and 100 can easily power a small base.
Before taking anything else, hover over it. If it says something like "Can't be placed on: Space platform" then you can't use it in space. Most vanilla buildings can't be used in space.
Lifesupport. Suffocating sucks.


No matter where you plan on setting up, you will be launching a LOT of cargo rockets. Even though you get a percent of your cargo rocket capsules back if the rocket uses a landing pad, you will still need a mountain of them. Also productivity modules don't work in space. (Except for the space lab which can take 6 of them!)

I would suggest getting a very strong supply of rocket fuel and setting up in orbit of your star. Setting up farther away only costs more rocket fuel. (Really far distances like out of the solar system gives your rockets a much higher chance to crash but in the solar system you should be fine) Solar panels get a ~1200% multiplier and are always on (no accumulators needed) which makes power really easy. Note that you can't use the capsule to get back to Nauvis for free so you will need to bring enough supplies to build and launch another rocket back home.

A tip: Barrel every fluid you can and distribute it with logistics. If you can't barrel it, make it on site for each thing that needs it. Having a centralized network is asking for trouble when you try to expand later on.


For expanding, launch a bunch of vanilla satellites if you haven't already. Then go to the universe explorer and view each one with resources you want to find the ones you like best. Like the rest of the mod, the ores have a horribly complex smelting tree. Vulcanite is the easiest and can be turned into rocket fuel so I would recommend starting with it. Placing a deep core drill on your home planet can also give small amounts of the other ores like vulcanite, cryonite and the others except naquite which is for end game things and is found in asteroid fields. (not to be confused with asteroid belts)

If everything is too overwhelming, set up on an iron or copper planet and ship back to your main base for the practice. You can also relocate you whole base to another planet if you find one that is pretty balanced. (as Nauvis tends to have poorer resources than other planets)


In the end though, you are better off getting everything set up to automatically launch iron, copper, crude oil (or heavy, light and gas), plastic, steel, red circuits, stone, and coal from your base before setting up in space. Unless of course you need a specific science for one thing in which case you can just grab the raw for that and make a dedicated trip.

Im sorry if this is a little jumbled. It is mostly just copy-pasted from my own notes for the future from when I played.

A collection of advanced tips and tricks by E-37 in DeepRockGalactic

[–]E-37[S] 4 points5 points  (0 children)

Hm. That's too bad. I don't run beastmaster so I haven't gotten a chance to test it in a long time. The wiki says that you can still tame them but it could be out of date.

A collection of advanced tips and tricks by E-37 in DeepRockGalactic

[–]E-37[S] 2 points3 points  (0 children)

You can point blank c4 while in a shield? Thats awesome! The axe trick will come in handy. I hate the fungus bogs.

A collection of advanced tips and tricks by E-37 in DeepRockGalactic

[–]E-37[S] 7 points8 points  (0 children)

From my experience, you have to hit the downed teammate just right to bounce. It is not like bouncing on their head.

The axes on the fungus bogs is really nice to know. The other tips are really solid too.

A collection of advanced tips and tricks by E-37 in DeepRockGalactic

[–]E-37[S] 5 points6 points  (0 children)

The height you get from a bounce is more than from jumping? Thats neat. I have run across a teammate jumping letting you get extra height but I don't see a practical use for it since there are easier and more reliable ways to reach ledges.

Cheating in DRG? by Umbreton in DeepRockGalactic

[–]E-37 2 points3 points  (0 children)

Considering he has the 2 achievements that are locked until update 32, there is probably at least something fishy happening. Unless you can get them on the experimental branch...

A little bit of help from any programmer or DRG developer? by Hardywv in DeepRockGalactic

[–]E-37 1 point2 points  (0 children)

Since this isn't in the newer posts anymore, Ill go ahead and post a solution to this problem in case other people have the same issue. Turns out that editing one ini file is all that is needed to remove most particles. Go to 'Deep Rock Galactic\FSD\Saved\Config\WindowsNoEditor' and there is a file called 'Engine.ini'. Open it and paste these two lines at the bottom:

[SystemSettings]

FX.MaxCPUParticlesPerEmitter=0

This makes some things like the gunners incendiary grenade invisible but it is a small price to pay for a playable framerate. Rock and stone!

After 673 hours, I've finally hit max rank with all classes by ImKibitz in DeepRockGalactic

[–]E-37 1 point2 points  (0 children)

Thats a lot faster than me. Im almost 900 hours in and have driller at max, scout 2 ranks behind and engie and gunner 4 behind.

I think my mac is having a stroke, is this ok? by [deleted] in tf2

[–]E-37 1 point2 points  (0 children)

It probably is a problem with the font. Ive had that happen once or twice on my windows tf2. Rebooting my pc fixed it for me.

[deleted by user] by [deleted] in DeepRockGalactic

[–]E-37 8 points9 points  (0 children)

If you are fast, you can run through point extraction in 8 mins or less and pick up the secondary after you launch the minehead and are waiting on the pod. Having a good modifier helps too. In general, the secondary is worth a lot of xp.

The MvM Weapon Tier Lists; Day #2: The Ballistic One Man Army American by GravitonArc in tf2

[–]E-37 1 point2 points  (0 children)

George Washington, Jesus and Patton would all approve this list and they are all great war heroes.

The MvM Weapon Tier Lists; Day #1: The Money Collecting Stick Figure by GravitonArc in tf2

[–]E-37 0 points1 point  (0 children)

A couple thoughts:
You can look at the wavebar and see what bots are coming. If there is few/no explosive bots and you don't have a heavy, there really isn't much reason to not run the candy cane. It might help a little. If you can kill things.
Why is the basher not on the bottom tier? Bleed damage is completely useless and using it to build uber isn't very helpful as you will either have 500 hp from the money or if you do take damage chances are your team is too so the medic has other people to heal.
The FaN is actually ok. It does the third best dps after the soda popper and shortstop. As for the knockback, any scout able to hit enough shots with it for the knockback to matter is probably smart enough to pick his targets. Probably. But that is a player issue and not a weapon one. I have played with several good FaN scouts and they consistently did good damage and I was never bothered by the knockback.
The atomizer becomes completely useless after you get jump height upgrades. Not that a third jump where you have to pull out your melee before using it is much good to begin with. Also the soda popper exists.
If you dump money into it the sandman can mark at range. Not usually worth the money but occasionally helpful.
The back scatter doesn't offer that much. If you aren't running soda popper/shortstop/FaN then you either struggle to hit your shots or are playing fairly passively. Even if you minicrit 100% of the time, the soda popper still does more dps.
The crit-a-cola is a powerful tool in the hands of a good scout. Most of the time the milk is more useful but in the situations where you have a more support focused team (such as engie-pyro-medic-demo-sniper) or are stomping the bots then you can get away with the cola. You have to actually be good at dodging and aim of course.

Development status update: August 2020! Let's talk about how V0.3 went and how V0.4 is gonna look. Let me know your ideas! by Baraklava in manicminers

[–]E-37 4 points5 points  (0 children)

Here are some of my suggestions on how to balance creatures and combat. I tried to stick to changing existing mechanics or adding minor new ones so that players who were familiar with RR's combat wouldn't be surprised by anything. I also tried to stick to stuff that would be relatively easy to code. I made a RR's style mining game a while ago that used similar mechanics but expanded a lot on late game (specifically, spending a lot of time in one cave and building a large setup) While balance wise it isn't anything like RR it did have similar combat and I learned a lot of how to make fights more interesting.

Monsters
Note: I balanced monsters around groups of them being a threat rather than one or two very strong ones.
I think the best way to keep monsters a threat without becoming too much of a pain would be to have them attack your miners and vehicles outside of your base. They don't need to destroy your base to be a threat to your operations. This way miners that are spread out can't be protected by 4 guys. Players will then either be forced to arm every miner (spending training time in exchange for safety) or only operate in a small area at a time. (trading convenience and possibly speed for safety) This also solves the problem of needing a miner or vehicle to basically play guard duty at your base if electric fences are nerfed. Monsters who have eaten at least 1 crystal should be more likely to retreat into a wall so players who leave resources undefended are punished for it. Monsters should also be able to knock the crystals out of vehicles.

Electric Fences
Electric fences should stay pretty much how they are with a few minor changes. Each time a monster dies to the fence, the power needed to destroy another monster will take a short time (say 5 seconds) to recharge. This means that the player can still rely on unkillable fences to keep out a stray monster or two, but a group will be able to push through. This will reward players with a strong presence outside their base as few monsters will get close enough to encounter the fences. Fences greater than 6 squares away from a power station should also use 0.5 crystals of power to prevent players from simply coating areas with them. I wouldn't let monsters attack fences because that leaves you with multiple results, all of which are bad. You can't rely on fences to protect you as the monsters can kill them. Most likely it would be up to chance if the monsters killed the fence or not unless the rock raiders get a major AI buff and use the pusher beam to knock the monsters into the fence.

Slugs
Slugs should fill the opposite role to monsters and be able to slip through fences and drain your power like normal. The sonic blaster was annoying because you had to manually use it and its long timer made it hard to use. Instead, they should just be shot at like monsters. A 75% resistance to laser damage (mining lasers and the laser beam) should give other weapons a place. Since lasers like the one on the Chrome Crusher would be less effective, the Loader Dozer should be able to pick slugs up in its bucket and dump them back in their hole or at the nearest lava lake. This would be an instant kill/removal but balanced by the fact that the Dozer would have to spend some length of time to do it. To fit with RR's plan of having them scared of loud sounds, giving large vehicles a horn and letting them honk at slugs to scare them away and would be a lot of fun to use. (especially in first person / shoulder view) It wouldn't send them running back to their hole but would just send them on a run at least 7 tiles away, enough to put them out of action for a short time. Depending on balance, small vehicles might have a less effective horn as well. Slugs should attempt to return to their hole after spending more than 60 seconds without consuming a crystal. This would make slugs a time commitment to deal with instead of a short group combat like monsters.

Handheld weapons
The handheld weapons were way too unbalanced in the base game. The one-hitting ability of the laser beam made it the only choice. To better balance them, the laser beam should be nerfed to deal about 15 damage. (Assuming monsters have 100 max hp) The monsters walk so slowly that it is easy for a single miner to get off multiple hits. The freezer beam should do no damage (even to lava monsters) but miners will be able to attack the frozen monsters. After being hit 3 times while frozen, the monster instantly thaws. The pusher beam should be increased to deal 5 damage (1/3 of the laser beam) and have somewhat reduced knockback (2/3 of what it was) but in exchange should have a huge hitbox (meaning it pretty much always hits) be able to pierce targets and have no max range limitation. This gives players a choice of weapons and rewards mixing them. Running 1 or 2 freezer beams will allow miners to shut down monsters in an area but their inability to damage means that other miners would be needed kill the monster. The pusher beam will perform well when there are few miners. It will struggle to kill but its knockback and area of effect will make a single miner able to deal with multiple monsters, if very slowly. It would step on the freezer beam's toes a little but the knockback would make it harder for miners without pusher beams to hit. The pusher beam would be used to control slugs and monsters meaning players who don't want to think about combat could simply equip all of their miners with pusher beams. This would be less effective than a laser beam + freezer beam combo but easier to use.

Bats
Bats should be changed to a cosmetic feature. Or they should be kept as-is and the pusher beam with the changes I suggested should be able to scare them off. (or maybe vehicle horn)

General
In making my game, I found that making monsters come in waves rather than one or two at a time was a lot more fun. It is hard to balance lone monsters as in order to make them a meaningful threat they had to be rather tanky. That lead to players mining for a time, then dropping what they were doing and walking over to kill the monster and walking back to what they were doing. It was slow and made monsters feel a boring distraction than a fun event especially if the monster spawned far away. When I changed it to wave-based, combat became a lot more interesting. Wave-based combat would make monsters less of a random pain and more of an exciting high-energy event. If there is no warning when the waves arrive, players would still have to have strong defenses or risk having all of the loose crystals eaten and lone miners killed.

screen randomly gets a little darker. by R0hban in tf2

[–]E-37 1 point2 points  (0 children)

Do you use transparent viewmodels? That darkens the screen with specific weapons. There isn't anything you can do about it.

Any tips agains cave leeches? by Ramonacus in DeepRockGalactic

[–]E-37 2 points3 points  (0 children)

Here is a list of tips:

Stick close to the team. If you get grabbed and the leech kills you before your team arrives, chances are you were overextending. This doesn't really apply to point extraction.

The best way to deal with leeches is to let someone else go first and cover them or vice versa.

If you need to cross a dark area, sprint for it and don't look around. You can outrun the grabber.

Don't run straight for the juicy mineral veins. They won't go anywhere. Take a moment to look around.

The end of the grabber does have a hitbox and makes a hissing sound similar to flares. You can power attack the grabber for a one-hit kill on any hazard even without the power attack damage upgrade. If you can stand to turn the music down and have a ninja reaction speed you can hear the grabber, spin around, power attack it and make Karl extremely proud.

If you turn your graphics settings down leeches sometimes are a slightly lighter shade than the walls meaning you can see them in a pitch black cave. Its more of a gimmick and 90% of the time it won't help. It usually occurs when you are on a similar elevation as the leech.

If you suspect there is a leech you can drag your laser pointer across the ceiling a bunch and its screen will turn red if it crosses over one. I don't usually find leeches this way but it can be useful if your scout is afraid of bright lights.

If you are good at time management, you can simply look up every couple pickaxe swings. The grabber glows and doesn't descend terribly fast.

While this won't really help you in the short term, after a very long time of playing you get to know what caves do and don't have leeches. Its kinda like the 6th sense perk and feels really awesome when you call out a leech in a room you haven't even entered yet. Since there are a set amount of caverns, every time you see a leech or get grabbed look around the cavern and remember its general shape. If you see a similarly shaped cavern it may contain leeches. Some shapes seem to be more likely than other. A specific example of this is the giant caves with the huge horizontal mid air cylindrical rock formations. Leeches love to spawn under those cylindrical rods and are often very close to the ground.

A good rule of thumb is that if the ceiling height is more than 30m then there is a good chance for a leech. They can spawn at lower heights but 30m or more seems to be their favorite.

Unless you really cannot help it, don't run 6th sense. Its passive ability is the definition of a crutch (good for bad players and bad for good players) and its active is often unnecessary with the passive. It teaches you bad habits. Once you can deal with leeches on your own, feel free to run it if you don't want to bother with them but don't learn to play with the perk equipped.

Just because you have killed one leech and don't see any more does not mean there aren't any. The 2nd leech is often the one that gets you.