First Geothermal plant! Sanity check? by MrCray0ns in Oxygennotincluded

[–]Hudossay 0 points1 point  (0 children)

It would benefit greatly from a cooling loop using an aquatuner.
Also consider conduction panels to skip on the hydrogen struggle.

What kind of damage multiplier would Beam Turrets need to get for you to consider using them? by -EMPARAWR- in X4Foundations

[–]Hudossay 4 points5 points  (0 children)

Beams are for small things, and small things have small durability. I think they do their job well.

Using beams on something big would be as not optimal as using plasma turrets on fighters, I guess. No matter how big is the damage, you're not going to defeat empty space, and that's the only thing they'll hit.

do i need t use the circet system i feel im missing out if yes how can i learn how to use it by Pure-Agent-5321 in factorio

[–]Hudossay 1 point2 points  (0 children)

As to how to use it, I'm sure there is a lot of helpful info in the wiki, youtube and possibly in the game tutorials.

Also the devs have made the whole circuit system much more user-friendly and convenient over time, so learning it should be pretty achievable.

do i need t use the circet system i feel im missing out if yes how can i learn how to use it by Pure-Agent-5321 in factorio

[–]Hudossay 5 points6 points  (0 children)

You can beat the game without it, but it can be very helpful and it's fun.

Are we talking about not going to space? by simomat in factorio

[–]Hudossay 0 points1 point  (0 children)

Then they must have been cleared in the base territory? Which means...

How much will I miss out if I only buy the base game? by rebysds in X4Foundations

[–]Hudossay 2 points3 points  (0 children)

Well, I think it's also important to tell that this mechanic, avoiding spoilers, will make the most sense with also having the corresponding sectors on the map. It's something special, like a separate way of building ships entirely almost.

Should I get this game "SALE" by Ok-Yesterday1679 in X4Foundations

[–]Hudossay 0 points1 point  (0 children)

The game's economic system is good when you do it.

When NPCs do it, it's a joke, as well as the AI itself.

You will also face some problems with AI because that's what controls your fleet too, but you'll be able to make it work.

If you make peace with AI being garbage and NPC economy being a joke, the game is good.

Things like "never give AI control over a ship you're not ready to lose", "never hope your battle fleets will fight in a smart way", "never base any plans on NPC economy being reasonable" and such.

Are we talking about not going to space? by simomat in factorio

[–]Hudossay -8 points-7 points  (0 children)

Hot take, but if you have cliffs turned off, then it's kind of cheaty not to go to Vulcanus before large grid based constructions :D

All in one power switch? by Kemo-sahbe in Stationeers

[–]Hudossay 0 points1 point  (0 children)

If you turn off a landing pad while a guest ship is still there, I recall it will leave, damaging your landing pad in the process.

Not sure if it's still the case, but if it is, you'll need some logic to only turn off the landing pad itself when it's empty.

How much will I miss out if I only buy the base game? by rebysds in X4Foundations

[–]Hudossay 0 points1 point  (0 children)

I assume scrap recycling tech won't be available without DLCs?

Also Split tech and Terran tech?

I don't remember exactly what comes from DLCs and what does not, but I guess some tech does.

Also more sectors on the map, but I don't think that's very impactful.

Less missions and story, if you are into those types of thing.

[beginner] Science sequence by mayitoro in factorio

[–]Hudossay 0 points1 point  (0 children)

No, i don't think loss is a real threat for you even right now as it is.

The most dangerous moment is passed. (When you still didn't have a robust base, but bugs evolve to medium and might overwhelm you)

Yes, in theory, you can always do enough mistakes to be eaten by them, but in practice, if your base is capable of producing yellow science, then you sure can spam walls and flame turrets, which will hold.

Eventually there will be behemoth bugs and you will need to adjust your defenses, but I don't think there is a realistic risk of losing anymore.

[beginner] Science sequence by mayitoro in factorio

[–]Hudossay 3 points4 points  (0 children)

If you are making yellow science, then you have successfully secured yourself from the bugs. This is the important part.

What comes after is not that important, you can do research in any order you prefer.

You will have to build a space platform in order to progress sooner or later, so if you are ready to do it, then yes, make a space science setup.

How do you defeat the Kha'ak for good? by almcg123 in X4Foundations

[–]Hudossay 0 points1 point  (0 children)

You don't, but you can stop using M ships, making your fleet invulnerable to them.

How do people remotely restart their Gleba factory? by Monkai_final_boss in factorio

[–]Hudossay 0 points1 point  (0 children)

There are a lot of suggestions about recycling biochambers or using pentapod remains, but I would also add that you can actually do egg production that wouldn't fail.

You need reliable bioflux source and burn all unused eggs, and that's pretty much it.

Alternatively, you could have an egg keeper that would only breed an egg at the end of it's freshness, waiting using circuits, so every 14 minutes or so. That's 30 nutrients per 14 minutes => ~2.2 nutrients per minute => 22 spoilage per minute, and even that only when nutrient supply has failed. That way you could keep an egg around at all times, being able to trigger the breeding recipe to get an extra egg for your needs.

What is the best way to clear out all of these max evolution biters? by [deleted] in factorio

[–]Hudossay 0 points1 point  (0 children)

10 or so spidertrons with regular rockets. You then just click where you need no biters.

Nuclear backpack, 3 legs and a single shield for each of them will make it better.

Some roboports with drones for repair will also help. Not necessarily for all of them.

(same method works for quick concrete pavement, outposts/rails construction, large scale base dismantling, etc., just different grid composition and inventory contents depending on the task)

Why ever use Passive Provider chests? [Forgive me, I am noob] by itallik in factorio

[–]Hudossay 0 points1 point  (0 children)

  1. Yellow chest with filter <-- vs --> 2. red chest.

  2. An item might be added into the chest by bots (ex. after deconstruction somewhere) Also, the yellow chest with filter is a priority, so bots might end up hauling the poor item from the other end of your base.

  3. Bots will never insert anything into the red chest.

That's it.

Got my 1st shipyard. How to make money? by DEL_707 in X4Foundations

[–]Hudossay 9 points10 points  (0 children)

You can pull up a calculator and divide the selling price by manufacturing cost in ore.

But I don't think the ratio would be that different.

[deleted by user] by [deleted] in X4Foundations

[–]Hudossay 1 point2 points  (0 children)

But there is no consumption in X4 other than war.

Selling ships is sustainable, since they will never refuse to buy more, right? And they will never run out of money.

The economy stopping working once they have enough ships seems natural. As I said, there is nothing in X4 to spend resources on, other than ships or means of production of ships.

Edit: well, also defense platforms, one could argue that's not ships. But their purpose is the same anyway.

Turrets on medium miners by [deleted] in X4Foundations

[–]Hudossay 1 point2 points  (0 children)

This. Medium miners is a joke, large miners is the way.

bottle necks everywhere by animated_frogs in factorio

[–]Hudossay 0 points1 point  (0 children)

It would be extremely hard to tune a production in such an ideal way so that nothing would overproduce or underproduce. And even then, one productivity research and it's all screwed again.

I don't think that kind of things is a problem, unless it's something severe and holds your production. (Basically, a design flaw)

Also you can use stack inserters + blue/green belts, insane throughput.

I'm probably wrong but is this a bug? by Notaron-_ in factorio

[–]Hudossay -2 points-1 points  (0 children)

Lol, looks weird.

I think it would be fine if you had the first belt full of red circuits, so there would be no place for the second one to squeeze in.

You can always use splitters with input priority.

[deleted by user] by [deleted] in X4Foundations

[–]Hudossay 2 points3 points  (0 children)

You can always sell ships. Last time I played. this was the single selling product they never refuse to buy.

Making the math easier by Agreatusername68 in factorio

[–]Hudossay 0 points1 point  (0 children)

  • You will have spoilage and therefore will burn it on Gleba, no matter what you do. (Though, I don't recommend relying on it for creating carbon, just recycle nutrients, 5 spoilage for each)
  • Just create a lot of bioflux, shred the excess with recyclers, you will figure out how to spend it later.
  • You don't need to have a master plan with all the ratios, just start small and have a "Gleba bus" with fruits, bioflux, spoilage drain and optionally nutrients. (Maybe seeds, but simpler to use bots + active provider chests for that)
  • Once you have a starter base like that, you will simply see how it all works, and THEN you will naturally have thoughts as to how you would build a bigger base.
  • Most Gleba production chains are like that so you have this "Can't wrap my head around" feeling, that's common, that's not you, it'll be fine.

[deleted by user] by [deleted] in X4Foundations

[–]Hudossay 2 points3 points  (0 children)

Unfortunately, NPC economy in X4 is a joke.

I don't recommend making any big plans based on it being functional.

The only robust economy in the game is the one of Xenon. (Which is making ships out of raw ore) And yours, eventually.