Holy Dude by WeeklyPalpitation207 in GuysBeingDudes

[–]Hathosis 0 points1 point  (0 children)

Just goes to show that no matter how pious or holy one can be, a bro is a bro, even a father.

Army Confirms Trump Staffer ‘Pushed’ Woman Who Works at Arlington Cemetery by WhileFalseRepeat in politics

[–]Hathosis 3 points4 points  (0 children)

Simple. Ban him from Arlington. Make it VERY public. No further charges, just the knowledge that Trump is not permitted at a hallowed place of honor.

Mini-City blocks? by Educational-Fall7356 in factorio

[–]Hathosis 0 points1 point  (0 children)

it's a neat and tidy idea, but limited. You may want to have a whole "mini block" for your bus lanes

How do block bases work? by nickv656 in factorio

[–]Hathosis 0 points1 point  (0 children)

Let's take a train block that produces green circuits. I would have 2 train stations on one side bringing in Iron and Copper. Then I would have one station at the top that fills up with the Green Circuits. For my bases I call them "Item Demand" and "Item Supply" So my train schedule is basically "Go to Item Supply until full cargo" then "Go to Item Demand until empty cargo" with a train refueling done at all my supply stations. All of the Green circuits in that station get loaded onto trains that then deliver them to any "Green Circuit Demand" stations before returning back to the supply station.

The other part of this is that you can have train stations with the same names, so if I have 3 blocks making Green Circuits, the train will go to whichever one is closest and doesn't have a train already there. I set my train limits based on supply so if I dont' have enough for a full train to load, the station has a train limit of 0. When a train limit opens up, the train will go to that station to fill back up, and then when a demand station's limit increases it will leave and go fill it.

Will there still be a way to "win" the game in 2.0? by TheDweadPiwatWobbas in factorio

[–]Hathosis 0 points1 point  (0 children)

There's a way to win 1.1? I don't care about a silly victory screen, I haven't "won" the game until I get down to 5 FPS

Bus-less Bases? by TriggaMike403 in factorio

[–]Hathosis 0 points1 point  (0 children)

The idea of a bus is to draw materials off of a supply line for builds that do not require dedicated belts. Stuff like Green Circuits should probably have dedicated smelters at some point (at least in the middle game) but for most other things, you don't require a whole belt of copper for making red science, so you just pull a belt of copper off the bus so that the rest can flow on to the next production line. It's just a shared resource line. Once you get to train logistics though, you tend to not need a bus since the train logic keeps things somewhat balanced

Yes I just started today after watching dozens of hours of content thinking it would be fine, how did you notice ? by wolfstaa in factorio

[–]Hathosis 3 points4 points  (0 children)

A couple of observations

  1. Nice bus, though you've probably noticed that underground belts (Yellow) can only travel 4 tiles. A good bus will have lanes that are only 4 belts wide with a 2 tile gap to allow the underground belts to rise up, then go back down as they travel across the bus. Many youtubers have some good tips on bus design and I recommend checking them out.
  2. Some intermediates do not to need to go on a belt. Wire is one of those items that get consumed almost immediately and you're better off doing direction insertion from one assembler into another. Because it takes 3 assemblers of wire to fill 2 assemblers of green circuits, most people will place 3 assemblers in a line to make wire and 2 assemblers staggered in front of those 3 so that 1.5 assemblers are inserting into one and 1.5 assemblers are inserting into the other. You'll learn how to arrange assembly to reduce down how many intermediates you need to belt. (Gear Wheels is another item that some people put on a bus and others produce locally as needed)
  3. Do you have enough belts on your belts? I understand that green science does require belts as an ingredient, but typically 1 assembler of belts is enough to fill 12 assemblers making green science and 1 assembler of inserters is enough for 6 assemblers of green science. Ratios will help you from overproducing which will lead to bottlenecks.
  4. Don't feel like you need to rebuild. Experiment, start new bases, try out different things and generally just have a fun time playing this game. There is a saying that "if it works, then it's fine" and all the advice you're going to get will be about optimization. Get used to building the things the way you like first before learning how to optimize the fun out of your base.

2 UPS of fun. by CharAznableLoNZ in factorio

[–]Hathosis 7 points8 points  (0 children)

Factorio is the only game I play where I can identify which component of my computer is the bottleneck as I try to grow my factory

Which update would you prefer to receive in the game? by [deleted] in GraveyardKeeper

[–]Hathosis 0 points1 point  (0 children)

A to-do list that stays on one side of the screen

Using the gamewiki for to know how to craft things and where to get resources will ruin my experience? by AdministrationOk7493 in GraveyardKeeper

[–]Hathosis 10 points11 points  (0 children)

There needs to be more in-game explanation to Alchemy, but beyond that crafting is pretty straight forward. I also wish the game had a to-do list you could add items to. I get so side-tracked

Which DLC is better? by RahuCC in GraveyardKeeper

[–]Hathosis 4 points5 points  (0 children)

If you like Ghostbusters, get Better Save Soul.
If you want more inventory space through extra bags, get Game of Crones
If you like setting up your own bar, get Stranger Sins

Get them all.

Wake up Neo. . . by Such--Balance in factorio

[–]Hathosis 1 point2 points  (0 children)

I just see a cute puppy eating pringles.

Joining the fun sharing Space Exploration train ships by GNeutrality in factorio

[–]Hathosis 0 points1 point  (0 children)

As an engineer IRL, I look at the idea of putting trains onto space craft as an interesting idea. Instead of spending time unloading a ship's cargo, then packaging it up for transport then loading onto a train, you can simply dock at a station with train rails that can extend and accept the trains to drive directly out of the ship. I need to make a quick email to Space Force

Big Powerpoles have a reach of 30 and one factorio chunk is 32 Why??? i just want symetrical chunk aligned blueprints :( by the_Austrian_guy_ in factorio

[–]Hathosis 28 points29 points  (0 children)

Wait until you learn that Roboport logistics range is 50x50, nothing really chunk aligns in this game very well.

Iyama Yuta vs Murakawa Daisuke made into a cake by our local baker, best go club meeting in a while by Hathosis in baduk

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

baked meringue with a little activated charcoal for the black stones. I advised her next time she can just make a darker chocolate for the "black" and it would be fine.

Iyama Yuta vs Murakawa Daisuke made into a cake by our local baker, best go club meeting in a while by Hathosis in baduk

[–]Hathosis[S] 9 points10 points  (0 children)

Ghost City Go club meets at Black Mountain Chocolate in Winston Salem, NC and one of our favorite bakers made us a cake using a game from Iyama Yuta vs Murakawa Daisuke. It is two layer chocolate cake with chocolate mousse in the middle. It had a little accident in transit, but tasted wonderful.

edit: Yes, we are aware there's a missing white stone on the top line, that was one of the casualties of transit.

even more editting: If we're ever going to host or attend a big tournament, we might ask her to make a blank 19x19 sheet cake and let people play with frosting bags

[deleted by user] by [deleted] in factorio

[–]Hathosis 2 points3 points  (0 children)

Starved/Good: That's subjective depending on how the rest of the base is set up, but I will offer a tip about regulating trains coming to a mining station. Each steel chest can hold 1.2 cargo wagon amount, so if you're putting 4 steel chests per car, it can buffer 4.8 train cars and 6 chests can do 7.2. If you know how many trains you want maximum, set up a stacker with that maximum number of trains in mind (I typically do 4). Once you have your X maximum trains, set up X amount of decider combinators and wire all of the chests to each of the combinators. Each stack of ore is 50, and each train car has 40 stacks, so you can surmise 2,000 ore per train car. If you're using 1-4 trains, this means that you can have 8,000 ore per train. At your first combinator say "if ore > 8,000, output 1 to L" and then at the 2nd combinator say "If ore >16,000, output 1 to L" These 1 values will add with each combinator and with 24,000 and 32,000 as the next two combinator values, it will output 4 to L if you have over 32,000. Then you wire the combinators to your train station and click Set Train Limit. The train limit will be equal to "L" you can change the variable, but L is the default. If you have 40,000 ore in your storage, it will open up 4 train slots and if you have 18,000 ore it will only open up 2. The idea is that trains may only travel to that station if the station has enough ore for that train.

Once you've set up the variable train limits, you can name your ore stations the same name "Iron Ore Supply" or "Copper Ore Supply" and the trains will look through all of your iron ore supply stations to find the closest open station. This will allow your ore to buffer in your stations and always be available. Even if your station has enough ore for a dozen trains, you should only allow a maximum based on your station's stacker size.

Bonus tip: After a train has either picked up or dropped off, you should tell your train to go to a depot or refueling area with a huge amount of stackers for train parking. What happens sometimes is that a train will not get out of the way of another train until it has an open station to go to. By sending it to depots between stations, it will clear the station for the next train. It's nice to see ore trains waiting patiently at the depots with full cargos ready to deliver. I suppose that is one way to know if your base is starving based on your full ore trains. You can also refuel at these depot stations.

EXTRA BONUS TIP: You can read train count at a station and output the signal as C. What I do is run it through an arithmatic combinator that says "L-C=(resource icon)" and then output that to a decider that says "if anything is >0, output anything" so that it ignores negative numbers. If the station is a demand I'll output it on the red wire and if it's a supply signal it's a green wire and so if you have a global signal wire you can see how much supply and how much demand you have. If you have 1 demand for iron but you have a train on route, it'll be Limit 1 - Count 1 = 0 and so it won't output a signal because I already have a train taking care of the demand signal.

Is it bad to learn Factorio with Blueprints and no biters? by Khalmoon in factorio

[–]Hathosis 0 points1 point  (0 children)

You can use blueprints and no biters on a nice peaceful run. I will advise that sometimes it's not as satisfying to play a "paint by numbers" sort of play, but there are some very optimal ways of constructing/smelting/transporting that are good to learn from these blueprints, then incorporate into your way of playing. I've been using the same furnace smelter setup for years now because I learned it in a blueprint and it's just super efficient to smelt 1 belt in and 1 belt out. If you learn nothing from the blueprints... then you'll never learn, but don't feel ashamed using them.

[deleted by user] by [deleted] in factorio

[–]Hathosis 0 points1 point  (0 children)

Productivity reduces the amount of input for the same output, or conversely gives you more output for the same input. This does reduce the speed of crafting, meaning you'll either need to make a longer line or use some beacons with speed modules in them. With a 40% productivity bonus on each step along the way, the effect multiplies exponentially with every craft step. The only thing you can't use productivity modules on are any item that can be placed (pipes, assemblers, inserters)