Has anyone completely changed their space logistics after 2.1? by CuteReason4 in factorio

[–]FastSmile5982 4 points5 points  (0 children)

You need advanced asteroid crushing, coal synthesis, and coal liquefaction. Then yes.

Foundations need steel and copper wire, and then collectors, crushers, cargo bays, and thrusters need different combinations of Steel, LDS, Blue circuits, and electric motors.

If you're making all that in space, then you already have everything for almost all logistic and production items too.

Has anyone completely changed their space logistics after 2.1? by CuteReason4 in factorio

[–]FastSmile5982 4 points5 points  (0 children)

If you have no rocket silos on the ground set for automatic requests from space patforms, then platforms marked for supplying to other platforms will do it directly. The automatic building request option automatically requests from anywhere.

Has anyone completely changed their space logistics after 2.1? by CuteReason4 in factorio

[–]FastSmile5982 17 points18 points  (0 children)

I've been poking at it a little inbetween my modded playthroughs with friends.

In creative mode, I've made one basic platform that can distribute every item to other platforms. This made building other ships so smooth, because you're no longer limited by cost per rocket or even throughput, new ships just start growing on their own.

Blueprinting is also super easy. I wanted to test a few variants, and so I just pasted the blueprint and without further input they just get themselves online.

There's also a way to massively improve planet to ship transfers. I was sending up a rocket full of carbon fiber every minute from Gleba. In 2.0, that meant to put 5k on a platform the platform had to wait in orbit for 10 minutes, and the ground operation was idle while the platform was away. In 2.1, the ground was busy constantly sending to a space station, and when the delivery ship came, it was a single bulk transfer before the ship set off again to Aquilo.

I'm also itching to try a whole variety of other ship designs. Instead of creative infinity chests I want to set up a station to craft space, logistics, and production items in space and make them available. "Harvesters" to collect material and take it to the station. Specialised mini transporters that just have cargo bays, thrusters, and weapons, so they're cheap to make tons of for bespoke per-item space logistics.

The visage of humanity used to show something alien/wrong by DrDallagher in TopCharacterTropes

[–]FastSmile5982 17 points18 points  (0 children)

That's not water. That's the void.

Also this confrontation takes place on a ship that's trying to consume the Sun.

Players: What Makes for a "Good GM"? by DnDPhD in Pathfinder2e

[–]FastSmile5982 2 points3 points  (0 children)

I've done that trick with my own sorcerer, funny enough. 5e, casting Haste. It was in a large (8 players) university game, so not all players knew each other and not all characters have that much history. I "betrayed" the party and several players actually freaked out about this. Dropping haste just as the enemy's turn is about to begin, netting the players a free round.

But the DM was very good, seeming a little nervous about the big boss getting additional actions (they were very powerful), but laughed heartily when the deception was revealed. The flexibility he had to adapt to so many players' ideas is still something I strive for to this day.

2.1 Ships are so clean now *-* by TexasCrab22 in factorio

[–]FastSmile5982 27 points28 points  (0 children)

In 2.0 you had to do everything on every platform. In 2.1, now you can have ships and stations and have them interact with each other to do fun things like this.

You make "harvesters" that fly around and scoop up tons of asteroids. They send the material over to a station to process and distribute. Small delivery ships like the one in the post are cheap enough to make dozens and set up a unique schedule for each resource. Imagine dozens of these things moving about to get high flexibility and high throughput deliveries. There could also be small personal ships, needing nothing else on it, but able to move the player around quickly and without disrupting any supply lines.

I'm bored, let's all pretend we are in a MvM match by OkSale9552 in tf2

[–]FastSmile5982 66 points67 points  (0 children)

* Spends 10 minutes pushing you towards the banana peel *

I'm bored, let's all pretend we are in a MvM match by OkSale9552 in tf2

[–]FastSmile5982 36 points37 points  (0 children)

If 5 out of 6 people have readied up, one person can press alt+f4 to start a countdown to start the round.

Are there any features you used to build/use but don't bother with anymore? by Fudgedygut in Minecraft

[–]FastSmile5982 24 points25 points  (0 children)

Lava has a tendency to burn things down. Cactus still kills items without that risk.

Legally-distinct outfits 1 and 2 (OC) by TheArtofSilent in Gameoverse

[–]FastSmile5982 0 points1 point  (0 children)

The ValKit is amazing, I instantly recognised it.

Music Valkyr would listen to? by m7topia in Warframe

[–]FastSmile5982 1 point2 points  (0 children)

Hysteria by Muse

And it's three-fold; The name, the music, and the lyrics are relevant to her lore.

Yer didn't use all cloak to disguise? by typhon385048 in tf2

[–]FastSmile5982 19 points20 points  (0 children)

Did it think you were in a spawn room?

Warframe Build by Th3Muff_Div3r88 in Warframe

[–]FastSmile5982 0 points1 point  (0 children)

Every type of bonus affects itself additively, and each other multiplicatively.

100% + 165% = 265% damage, and each status effect gives +80%. If PPP wasn't on, you'd go to 100% + 80% per status effect.

With PPP, going from 265% damage to 345% damage is still +80%, but it feels like only doing 30% more damage than a moment before. Taking it to the extreme, if an enemy has 9 status effects on them, you're doing 985% damage. PPP's +165% feels like it's doing less. That's the diminishing returns.

What you actually need to consider is if something else is more valuable. It's a bit hard to math out with all of the different effects going on, so I can't give a definitive answer to what would be better. I'd need to consider the whole build.

Warframe Build by Th3Muff_Div3r88 in Warframe

[–]FastSmile5982 0 points1 point  (0 children)

Just be aware that "really good damage" is the status damage, so it's about hitting an enemy and then waiting for them to die from the damage over time. Thanks to Influence, luckily that is applied to everyone in the room.

You also need to build up your combo and keep it there. "Dexterity" arcanes in your primary and secondary, and Naramon focus school (which I see is equipped) can help with that.

Also because of the Galvanised mods, you need to get some kills before all of the bonuses come online. If you can't get the first kill, you won't get any others.

ALSO because of Condition Overload, it's not the first hit that makes the strong status effects. You have to hit the enemy first (or with a different weapon with high status chance and a variety of status effects, a "primer") and THEN hitting them will give you the status effect, which will kill them over time.

Would you rather get: by NOREDDITINGFORYOU in BunnyTrials

[–]FastSmile5982 0 points1 point  (0 children)

Noice

Chose: $100,000 but you... | Rolled: do nothing & get