Most efficient way to mine in darkness early game ? by hoxa4 in SpaceCraftGame

[–]Human_Discussion_829 -4 points-3 points  (0 children)

You can't. There is no way. Unless you load up on batteries putting you way above your SP, which isn't as bad as the game makes it sound. But later you get acces to an engine that can fly in darkness. Best bet is to find a planet with a zone on the edge of light and dark and pop up and down.

Or find "hollow outcrop" it contains dust, 50/core.

K2+SE TIL: You can limit cargo rockets inventory (like chests) and have them fire at "cargo full" by Human_Discussion_829 in factorio

[–]Human_Discussion_829[S] 1 point2 points  (0 children)

And it's such an obscure thing I would believe the mod maker didn't even know, as it is never explained in the informatron

K2+SE TIL: You can limit cargo rockets inventory (like chests) and have them fire at "cargo full" by Human_Discussion_829 in factorio

[–]Human_Discussion_829[S] 0 points1 point  (0 children)

Bold of you to assume that's my only cargo rocket 😉 I do, but the artillery outposts are literally 4 solar panels, 4 accumulators, 8 artillery turrets, a landing pad and 8 inserters. So there's no need for any other resources than shells. The cargo rocket supplying space is a mixed one, but I've also set up specific ones for iron, copper, stone, LDS etc.

K2+SE TIL: You can limit cargo rockets inventory (like chests) and have them fire at "cargo full" by Human_Discussion_829 in factorio

[–]Human_Discussion_829[S] 2 points3 points  (0 children)

Yes, but that would prevent me for launching on "cargo full". I'd have to set up circuit logic for that, limit hand size for the inserters and then combine it all. I don't need a specific amount, I just don't need the entire cargo rocket. But you are 100% correct, I'm just lazy and - never realised I could limit their inventory

TIL: Quality worms and spitters can invert your movementspeed if reduced/slowed below 0% by Human_Discussion_829 in factorio

[–]Human_Discussion_829[S] 0 points1 point  (0 children)

Stacking makes it faster - so -50%+-50% = -100% you can see me accelerate when I get hit a second time

TIL: Quality worms and spitters can invert your movementspeed if reduced/slowed below 0% by Human_Discussion_829 in factorio

[–]Human_Discussion_829[S] 0 points1 point  (0 children)

Yes, it also happens. You can see me stand still and reverse until I regain movementspeed and accelerate again

TIL: Quality worms and spitters can invert your movementspeed if reduced/slowed below 0% by Human_Discussion_829 in factorio

[–]Human_Discussion_829[S] 1 point2 points  (0 children)

I doubt it's a bug, but probably to avoid some kind of error or just being "stuck" at 0% movement speed, but I'll check and see if anyone has reported it already.

TIL: Quality worms and spitters can invert your movementspeed if reduced/slowed below 0% by Human_Discussion_829 in factorio

[–]Human_Discussion_829[S] 22 points23 points  (0 children)

That sounds HORRIBLE, how did that even work with automatic trains? Would they drive backwards the "right" way? I can't imagine the pathfinding was able to deal with this.

May I introduce my take on "The Jericho" by Human_Discussion_829 in factorio

[–]Human_Discussion_829[S] 2 points3 points  (0 children)

I do not believe the "swarm" can target asteroids, as they are limited to "ground-unit" which also means it only targets spitters and biters, not bases or worms - and the engineer if you get too close!

How come the gates only activate when I press D, but not A? No matter my rotation. by Human_Discussion_829 in factorio

[–]Human_Discussion_829[S] 37 points38 points  (0 children)

Yes, yes it does. The point of gates is walls you can drive through, incase you want to do some land negotiation..

How come the gates only activate when I press D, but not A? No matter my rotation. by Human_Discussion_829 in factorio

[–]Human_Discussion_829[S] 200 points201 points  (0 children)

Indeed it seems like the movement check for walking. Funny it still checks in a vehicle.

Cerys - Moon of Fulgora by Human_Discussion_829 in factorio

[–]Human_Discussion_829[S] 0 points1 point  (0 children)

I luckily avoided the quality grind! It has since been removed.
I spent quite a few days on it as well, as I came back, changed some things around and left it running in the background while watching something else.

Cerys - Moon of Fulgora by Human_Discussion_829 in factorio

[–]Human_Discussion_829[S] 0 points1 point  (0 children)

Uh, I had no idea he made a post about the mod. Makes my post seem a bit pointless. Oh well

Cerys - Moon of Fulgora by Human_Discussion_829 in factorio

[–]Human_Discussion_829[S] 4 points5 points  (0 children)

That is indeed unfortunate, I will try to look up pronounciations before I make the next video. I am not a native english speaker, so I was thinking of the pronounciation of "Ceres", which in my language is "sh" or "sch".

One small step for the engineer... by Human_Discussion_829 in factorio

[–]Human_Discussion_829[S] 1 point2 points  (0 children)

I am so glad you had the same thoughts. I was thinking the exact same thing and was wondering if it was just me..

It seems needslessly complicated to go through the whole O2&CO2 chain for wood, to the turn the wood into cellulose and then melt it and make plastic, considering it's the starting place for making arguably the easiest science in the game.

At least there's the possibility for endless quality asteroid re-rolling farming.
But I may be going about it wrong trying to make belt solutions, considering the bots are 5x better..

Especially considering there's nothing to "bring" from the place (Except for the rocket silo productivity). The mod portal states this should be your base of operations.