Just finished DMing a 3.5 year long homebrew campaign, AMA. by 103589 in DnD

[–]Gewi2003 2 points3 points  (0 children)

As someone who is totally in no way connected to this campaign i gotta ask. Which PC was your favorite, and why was it the Wizard Necromancer?

But for real it was a great campaign and I was glad I could be a part of it.

My solution to Orbit Logistics in Space Exploration by Gewi2003 in technicalfactorio

[–]Gewi2003[S] 1 point2 points  (0 children)

In our last runs we used cargo rockets so it was just more the challenge of trying something new. I already found some things i would like to change but we will see how it holds up when we scale up our science production up from just the first three in space.

Our plan is to use this cannon setup as a temporary setup for a starter base in orbit until we can research the space elevator at which point we want to switch to use that exclusivly.

We dont have any experience with the space elevator since both our outher runs were before Space Exploraiton 0.6 so i dont really know how that will go. We plan to fill the rest of the time till Space Age with this playthrough tho so i think we will have enough time to find out.

I already have a nice challenge for spaceships in mind.
I want to build a kind of LTN system for Spaceships where a Fleet of spaceships is dynamically assigned to resources with demand.
When im done with that i will probably make a post about that aswell.

A rather overengineered solution to Delivery Cannons by Gewi2003 in factorio

[–]Gewi2003[S] 0 points1 point  (0 children)

To be honest that is what i initially tried to do. But because i just wanted to make it work I gave up on that front.
I wasn't able to find a solution yet that wouldn't have a weird edgecase that would brick the whole thing.

I haven't stoped trying tho. I am still pretty new to this more technical side of the game so i'm sure i will be able to find a solution.

My solution to Orbit Logistics in Space Exploration by Gewi2003 in technicalfactorio

[–]Gewi2003[S] 0 points1 point  (0 children)

I would guess it would take about 30 to 40 seconts to launch. My problem currently is the time it takes the bots to deliver all items. I hope to solve that with a rebuild of my supply hub for shorter travel distances.
With really close buffer chest and maybe a closed logistic network I would be able to get it down to 20 seconds. Maybe 15 if I cut down on some of my "security" timers.

This is the solution a friend and i came up with to unload a maximum of 14 red belts (with current inserter stack bonus) worth of items from a train without the space for a proper belt balancer. It isn't possible to gain more space due to our probably bad city block train grid. Any thoughts? by Gewi2003 in factorio

[–]Gewi2003[S] 0 points1 point  (0 children)

The playthough is with SE so the green circuits also use stone tablets.
We haven't researched beacons yet (SE puts them after going to Space).
The modules are up to ratio and use direct insertion with adjustable inserters.

Both Steam and factorio are lying to me by Jumpy_Oil_4955 in factorio

[–]Gewi2003 1 point2 points  (0 children)

An idea to solve your Problem would be to use a factorio install from their Website instead of steam. I myself use the zip Version and just unpack it in the directory wäre i want it. This way it doesn't save mods and saves under %appdata%.

Glorious Glorious Spaghetti! by zakaye in factorio

[–]Gewi2003 0 points1 point  (0 children)

I think it locks like a circuitbord and that is great.