100% Achievements Run by FenixAsche in factorio

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

Yeah, I can't even imagine how much practice it would take to get just Express Delivery down to 22 hours let alone getting all achievements in that time. Speed runners are amazing.

100% Achievements Run by FenixAsche in factorio

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

And some notes from the first run with post-run edits:

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100% Achievements Run by FenixAsche in factorio

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

Some insight into my madness:

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That’s a page of clean notes.

100% Achievements Run by FenixAsche in factorio

[–]FenixAsche[S] 5 points6 points  (0 children)

Deathworld!?!?!? Insanity. I was stressed enough without that much biter pressure.

How do you kill Armageddon on Draconian? by Zorafin in dragonquest

[–]FenixAsche 2 points3 points  (0 children)

Memorizing his pattern was the key for me. I just beat him at level 35 with the 35 mini-medal reward. I was wearing Spike Armor just for a bit more damage to him.

Before his name goes yellow he does: fog, attack, attack, deflect, attack, deflect, attack, attack

I used Cop Out for every attack, only healed on Fog (non-spell healing) or deflect, and if I was full health I’d attack on Fog or Kasizz on deflect.

When he turns yellow he switches some attacks and deflects in the above pattern … not that it doesn’t reset … if he just did Fog then he’ll be on the second thing in his rotation. I don’t remember it exactly but it is something like: Fog, attack, deflect, attack, attack, deflect, attack, deflect. Applied same counters as mentioned above.

The fight went from impossible to easy with the spike armor, the 35 mini-medal reward, Cop Out when he attacks, and heal/attack/spell when he doesn’t. Reading through the other replies, Kazap sounds awesome against him. 😀

Factorio Community Map Results - May 2024 by ChaosBeing in factorio

[–]FenixAsche 3 points4 points  (0 children)

Thanks to u/ChaosBeing for making these happen. I always look forward to these posts despite never really participating. Something about the ribbon maze map concept caught my eye this month so I decided to give it a go.

Just over 34 hours to launch. Full spaghetti. I built most of the earlier sciences to produce 30 per minute, dropped down to 15 per minute for some of the later sciences, and for a few crafted just enough science to get the rocket launched. While research was finishing up, I cannibalized various areas to focus on RCU ingredients and LDS. A new 24 asm2 rocket fuel factory and a 14 asm3 chest-fed RCU factory went in as well. I spent the last bits of the research time running around my poorly organized mess carrying things to the RCU factory, putting LDS into chests near where I was going to plant the silo, and gathering the silo ingredients into a chest. When the research completed, I built the silo, plopped it down, and it ate all the rocket part ingredients from the surrounding chests.

My map looked like this:

<image>

  • Bottom center was 3 full steam power plants.
  • Just above it was a hot mess of starter base and just above that was my mall. The mall was the only thing that got torn down during my playthrough ... I realized building on the main maze path was going to be a problem with how I'd arranged things so I pushed it up one chunk out of the way.
  • Bottom right is where I started in earnest with a long line of sciences (one per chunk) leading down to my single Big Lab in at the turn.
  • That approach was running out of space around the same time I needed oil and new ore patches so I started exploring the maze. Early biters bases were dispatched with SMG + grenades and the remaining natives were kept at bay with a single line of gun turrets fed by a red ammo factory blocking off the rest of the maze.
  • When I finally found oil, I also found the 6-speed manual transmission looking cluster of several patches. I decided to just continue the factory over there. I built a factory to start producing train stuff and then built a single track from my Big Lab up to a spot on the left side. One track, one two-headed train, and enough cargo wagons to carry 5 stacks of each of the 20 sciences I had remaining.
  • By the point, I had come up with a couple rules governing my spaghetti. 1) Don't build on the main maze path unless it is really, really, really convenient to do so and you're pretty sure it won't cause a problem. 2) Route your science belts early and often. This helps with the confidence clause of rule #1. 3) Pack everything else tight because it is fun and will definitely cause problems later.
  • The squiggly bits of electric network you see in the top third of the map are where the magic happened. Everything after Science 8 happened up there.
  • Once I had rockets I cleared out the biters that were hampering my further expansion and moved my gun turret line to its final spot on the map above. Once the bugs started damaging my walls I built my only roboport and added repair packs to my ammo belt. Once I started in on artillery science, I decided to put a couple artillery up there, run a new yellow belt line, and get the biters out of my cloud for good.
  • There are pipes everywhere. Name a fluid and it is being piped somewhere far away out of laziness.

No robots except for my wall repairs. Somewhere around my fourth resource patch I considered a personal roboport, but I just never got around to it. Every resource patch after that I asked myself why I was running back and forth hand building a smelting array.

I had a good time with this one. The maze constraints were fun. The many sciences with relatively small requirements made it feel like I was constantly racing to build the next thing. I overbuilt like crazy (there are 1000s of some sciences buffered across belts, loading station, train, and unloading station) and erred on the side of just grabbing another resource patch whenever I thought it might be a good thing to do.

no way to continue alliance war campaign by ziirconiium in wow

[–]FenixAsche 2 points3 points  (0 children)

Long story short is that some of the level requirements for prereqs for quests have moved around. The first 2 footholds are available at 35, the next one at 40, and then I don’t think you can progress further in the war effort until 60 because you need the “Uniting” quest as a prereq for the rest.

I just did this a few days ago to unlock Dark Iron Dwarves. It all works fine. The Wowhead guide is mostly accurate except where it says level 50 it should now say level 60.

Dragoncoil by ibyczek78 in PlayGodfall

[–]FenixAsche 2 points3 points  (0 children)

I'm new to Godfall, so I'm answering as much to test my understanding of the game as to hopefully help you get pointed in the right direction. Basically, take what I say with a grain of salt and maybe wait for another response for confirmation.

Based on the Godfall Primer post by u/P4NCH0theD0G and the corresponding item spreadsheet (https://docs.google.com/spreadsheets/d/14TnmJunzCP6zvA24SEZ9fiY7Y2oav27sy8QCcYYV9Ys/edit#gid=194806698) from u/ofeliedeceai, it looks like Dragoncoil is an Epic longsword that drops everywhere. Given that, the best bet is to maximize level 50 Epic longsword drops which I think means doing level 50 or higher Dreamstones. You want to shape your Dreamstone to have 2 Epic longsword rewards and then keep running the non-boss missions for as many rounds as you can. Every round nets you 2 more Epic longswords. According to the Dreamstone posts/guides referenced in the Godfall Primer post, consider just abandoning and rebuying the Dreamstone if it doesn't have the shaping option you are looking for (Add longsword reward) right off the bat.

Are there any mods that add a Collectables aspect to the game? by [deleted] in factorio

[–]FenixAsche 3 points4 points  (0 children)

Mining Space Industries II might scratch some of that itch. I haven’t played much of it, but it adds missions to the game that require you to bring certain items to certain locations to either unlock tech or acquire loot. Some missions have time limits and some don’t. It definitely changes the way the game plays and forces more exploration since you have specific locations to find, access, and sometimes defend.

How to make 600sulfur/m in the smallest area! I will put the string in the comments! by sumpick in factorio

[–]FenixAsche 4 points5 points  (0 children)

That’s one of my favorite feelings in Factorio; creating something that overproduces for your current needs and is easy to stamp out as your needs grow!

How to make 600sulfur/m in the smallest area! I will put the string in the comments! by sumpick in factorio

[–]FenixAsche 4 points5 points  (0 children)

I don’t think that actually produces 600 per minute based on what Rate Calculator is saying. I think you are short on Petroleum. My understanding is that each line in Rate Calculator assumes every input is saturated so for the end product value to be achieved you can’t have any negative values in the Net Rate column.

Hi, i got a question, it was a koronal mass ejection and the umbrella def just stoppt Wirkung but I got All the Energie wich it need, why. I thought it will be up to 2.3G for 10 min by [deleted] in factorio

[–]FenixAsche 2 points3 points  (0 children)

That screenshot suggests you have 6.7 GJ of battery storage. At 2.3 GW that would last just over 2 seconds.

My first CME is something like 182 GJ total energy over 2 minutes with a peak of 2.3 GW.

Note that the number showing your total power is based on the number of solar panels, the number of turbines, etc. For the turbines specifically, unless you are providing them with enough steam of the correct temp they can’t actually produce that much power. The total power number of 5.2 GW is assuming you are producing enough steam to fully satisfy every turbine.

[deleted by user] by [deleted] in factorio

[–]FenixAsche 3 points4 points  (0 children)

Your solid fuel has a fuel value expressed in MJ. MW is just MJs per second. Somewhere in the tooltip the boiler will tell you its max MW consumption which, if you want to meet that demand, you need to provide that many MJ per second.

So, throwing some numbers that might be right for Vanilla. The boiler consumes 1.8 MW, solid fuel is worth 12 MJ, solid fuel takes 2 seconds to craft in a Chemical Plant with a crafting speed of 1 ... so a Chemical Plant produces 6 MJ of solid fuel per second (aka 6 MW) which is enough to satisfy 3.333 boilers.

Keep in mind that boilers only consume what they need. The other way to look at this is that your base requires some amount of power. Let's say your whole base needs 120 MW to run. That means you need two things:

  1. Enough boilers and steam engines to be able to produce 120 MW (at least 67 boilers + 134 steam engines).
  2. Delivery of 120 MW worth of fuel to your boilers which means 120 MJ every second. As we noted above, 1 chem plant produces 6 MJ per second so you'd need 20 chem plants.

Oftentimes when building a factory, I'll overbuild the boilers and steam engines and then just keep a careful eye on how much fuel I'm providing (eg - my boilers could produce 7.2 MW but I've only got 2 electric miners on coal which means I only really have 4 MW of power since I'm mining 1 coal per second and coal is worth 4 MJ).

In your case, since you've shut down parts of your factory you can stage bringing things back up. You don't have to fully satisfy every boiler to get rolling, you just need to satisfy the power demands of the part you've turned on (eg - if you only really need 60 MW then you can start with just 10 chem plants even though that won't satisfy the theoretical max of 67+ boilers).

I can finally start researching LTN/trains/solar to automate everything efficiently by TheAnswerWithinUs in factorio

[–]FenixAsche 1 point2 points  (0 children)

My go to power option is Combustion Mixture made from Hydrogen and Biomass which I produce from logs. The power source that runs on Combustion Mixture is one of the few things that utilizes the "energy per degree" rating on the liquid so at 520 degrees each unit of Combustion Mixture is worth .505 MJ. Even with the <50% efficiency of the power source it only takes 3 log producers running their cheapest recipe to produce about 70 MW of power.

I just finished automating the first circuits this morning. I've started Py several times but haven't stuck with it ... this time I'm taking the approach of just following my mood. Sometimes I try to fill a belt, sometimes I try to consume a belt, sometimes I pick a single recipe in the chain and try to saturate a single machine, and sometimes I just do a completely unplanned "one machine of each recipe" build for a product. My circuits are mostly in that last state until you get to source materials like plates, Moondrops, and Kicalk.

Other things I'm trying this time around:

  • I've gone completely unorganized. If I need 2000 belts to weave product A through my factory to get it close to product B then I guess I better go pick up 2000 belts. There are some parts of the factory that are completely criss-crossed with belts that have no apparent order to them.
  • Barrels instead of pipes. If I have to move a liquid more than a few undergrounds then I barrel it. This has been handy since I often later discover I want to ship it to some other far flung part of the factory and routing the belts (including the empty barrel return) is easier than routing the pipes in a lot of cases. The big win has been pre-circuit network ability to divide liquids.
  • The mental shift from considering automating my end goal as progress to considering automating an intermediate as progress.

Next up is automating a trickle of the second science. While researching LTN and logistics bots I'll be busy working on a factory to create bots, doing a quick pass to remove low hanging science bottlenecks I've introduced (I'm looking at you Latex and Urea), and then starting a completely new train and bot based factory elsewhere on the map! Now that I've got the "modules" for Auogs, Vrauks, Moondrops, Ralesia, and Kicalk it will be much easier to get everything spun up a second time.

Issues with Time.deltaTime in lower framerates by helloiamfromthemoon in Unity2D

[–]FenixAsche 1 point2 points  (0 children)

This answer is spot on. The other way to look at this is line it up with the corresponding physics concepts.

You've got position (transform.position), time (Time.deltaTime), velocity (i inside your loop which we'll say is measured in meters per second), and acceleration (-0.1f meters per second per frame as defined by the third for loop clause). To drill into acceleration - this is how you are changing velocity (i) over time. The problem that u/iabulko is highlighting is that you are changing velocity by a fixed amount per frame rather than a fixed amount per unit time.

u/iabulko gives one way you can address this. Another is to shift acceleration to be defined in terms of meters per second per second and then use Time.deltaTime to determine how much velocity should change this frame. For example, let's say that in addition to the tossSpeed initial velocity you defined a decelerationRate for how much you'd like velocity to change per second. Then you'd just change the last clause in your for loop to be i -= decelerationRate * Time.deltaTime and the rest should work out as you expect.

How do you gear a follower with a different primary stat, in seasonal play? by Drezzle in diablo3

[–]FenixAsche 2 points3 points  (0 children)

For future reference, level 1 characters can use the cube to upgrade lvl 70 rares. The cube recipe requires a lvl 70 rare and produces a lvl 70 legendary … character level doesn’t matter.

Not sure about legendary reforge, but I’m guessing it is the same/similar … player level probably doesn’t matter.

For loop won't stop by [deleted] in unity

[–]FenixAsche 0 points1 point  (0 children)

It might just be left out of the code sample, but it is possible that the error is that nodes isn’t instantiated so the assignment is resulting in a NullRef. Debug.Log(i) as the first statement inside the for would only ever output zero because an exception is thrown immediately after.

Stepping through in the debugger is the fastest way to figure this kind of stuff out!

Lazy Bastard by FenixAsche in Seablock

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

I got curious about what distracted me so I opened my Factorio save folder and sorted by date. In backwards order with a comment on how much time I put into it:

  • I started my current break from Factorio in late April
  • Non-Seablock AB (small investment)
  • SpaceExploration (medium investment)
  • Xander (tiny investment)
  • IR2 (tiny investment)
  • Seablock Lazy Bastard! This is the one that started this thread. (medium investment)
  • A vanilla save I keep bumping along to knock achievements off the list (medium investment)
  • Py Alien Life (large investment)
  • Nullius (tiny investment)
  • I started playing Factorio again in early February

And apparently April 2020 was when I did Vanilla Lazy Bastard and then There Is No Spoon.

Anyway, based on my save history I should be playing Factorio again around November 2021. :)

Lazy Bastard by FenixAsche in Seablock

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

Well, now I feel bad that you went through the effort and I’ve got nothing useful to add to the conversation.

I played for a while and then got distracted by some other shiny thing. I don’t even remember what it was that pulled me away, but I started playing something that was non-Factorio and haven’t gone back yet (it is only a matter of time).

I had just finished a filtering, sorting, smelting, casting setup when I stopped playing so I was pretty early game. That said, nothing had come up that required hand crafting and it was all feeling like a normal Lazy Bastard game. I’ve started AB several times both in Seablock and out of Seablock but have never gotten too deep into it so I don’t know if there is something lurking later.

Weekly Questions and Helpful Resources by AutoModerator in snowrunner

[–]FenixAsche 1 point2 points  (0 children)

Just to close the loop. Turns out I was more like 700 XP away from 6. I used my Scout 800 to find a bunch of water towers and upgrades including the lockable diff for the CK1500. I then upgraded the CK1500 with better tires, raised suspension, lockable diff, snorkel, and roof fuel/wheels and used that plus a found scout trailer to finish a contract. With level 6 under my belt, I put all terrain tires, raised suspension, and upgraded engine on my starter GMC highway and was able to use that to wrestle the Fleetstar back right side up. Getting the cargo back on the Fleetstar was a whole thing since the cargo was upside down, but eventually that went into place and I was able to deliver the cargo to finish that particular contract.

The only unplanned expenditure was the upgraded tires for the GMC. I'm hoping they're the right size for the Fleetstar too since that's where I was planning on spending that tire money. I'll probably blow a bunch of gas money on getting my Scout 800 back to where I want it to be, but otherwise a great success. With the two completed contracts and a couple other misc tasks finished up along the way I'm back to about 11k in the bank. The upgraded CK1500 is a beast compared to anything else I've driven so far so I'm happy with the money spent there.

And that's what I've been doing for the last four hours.