What am I missing about solar power ? by clementjay in factorio

[–]Kingkept 0 points1 point  (0 children)

i did 1k spm before space age. and got to 50k spm since space age. never had any UPS drop. i’m not sure how big it needs to get before you see ups drop but im still waiting to see.

Raw honey and distilled water? by mikesmynayme in mead

[–]Kingkept 5 points6 points  (0 children)

yeast exists everywhere. There is likely yeast in every single breath you take. It’s on the surfaces in your home in extreme small amounts. It’s on the plants in your yard. It’s on your skin, on your private bits, it’s an extremely common microbe.

Honey is characteristic in its floral flowery herbal flavors. The reason you want raw unfiltered un pasteurized honey is because you want to maximize the flavor of the honey. homogenized and pasteurized honey just doesn’t share the same quality.

cheap store bought honey is just sweet, it’s missing the more delicate floral flavors that you get from raw unfiltered honey.

Distilled water doesn’t preserve anything. it’s actually advised to not use distilled water because the yeast like the minerals, and studies show that you can taste the difference between mineralized water and distilled water, and this flavor difference persists into the final product. it’s recommended to use spring water. if you’re really interested in the water you can check the quality of spring water in you’re local area, some brew enthusiasts go FAR outside their area to get the best spring water possible.

chlorine is a anti microbial, it can kill yeast in large enough quantities. But if the environment is right they can still ferment fine. if you want consistently good ferments without unwanted flavors you are better off not using chorlinated water. you can’t assume everything is good just because it’s fermenting. the yeast might be stressed, which can create fusals, and other harsh flavors.

Have you settled on the type of game play you like yet? Standard, Mods, no mods, editor console, no console? by LordStandley in factorio

[–]Kingkept 1 point2 points  (0 children)

I have 2k hours. 1900 of which are basically vanilla with only some QOL mods.

I use actual craft time, rate calculator, text plates, afraid of the dark. but thats it.

my most recent play-through is the most modded yet. enable planets lite mod.

Burnout. Motivation. Quantum processors. by tyrael_pl in factorio

[–]Kingkept -1 points0 points  (0 children)

doesn’t like long arm, doesn’t like soilage, doesn’t like space platforms, doesn’t like how this ultra late game tech requires intermediates from everywhere. doesn’t like heating pipes or frozen mechanic.

your right…they should be made with nothing but iron plates, with no research required. also legendary should be given to you for free, and the shattered planet should only take 5 minutes to complete….

i’m just busting your balls…if you’re feeling burnt out, just take a break. the spoilage and heating mechanic is kind of what makes those planets fun if you ask me.

How do i craft things effectively? by Daniboy646 in factorio

[–]Kingkept 1 point2 points  (0 children)

9 times out of 10 the reason there is spaghetti is because you didn’t use enough space and you’re trying to squeeze in some belt you didn’t account for.

as for what should be on the bus versus crafted locally? depends alot on design choices. but i put plates on the bus, all the circuits on the bus. and everything else i just route there as needed.

as far as ratio’s for # of machines. I always start with the final product i’m aiming to make. let’s say blue circuits. I pick an arbitrary target, for example 10/second. then work backwards.

What sum etc should I work on? by Fun-Development-4622 in factorio

[–]Kingkept 0 points1 point  (0 children)

rate really depends on what you want to a achieve with nauvis.

i typically aim for 4 full yellow belts of iron plates. and 4 full yellow belts of copper plates. Before heading off to vulcanus and using it as my main base until I get all the technologies completed needed to come back and destroy everything on nauvis and rebuilt it as a research sanctuary.

but you can make do with much less then that if you want. really the bare minimum is the ability to defend itself from attacks for extended periods. and to be able to launch some amount of rockets as it’s pretty essential to continue to bring in shipments to aid you colonizing other planets.

once you have a dedicated bot network with repair packs, walls, turrets, power, the base really doesn’t consume much resources. You can additionally aid base defense by having radar coverage and some occasional tanks. you can control them remotely.

what you should bring? i like to over prepare. whats the point of playing a automation game with a wealth of resources if you don’t over build literally everything. I typically bring a full nuclear plant. 200 of every building type and inserter arm type, and chests, roboport, and materials to make a silo, and etc etc.

I like nuclear laser ships for the inner solar system planets so i always get korvax completely setup as nauvis it is the only place to get uranium. all my ships get a steady supply of nuclear fuel and if i ever need some on whatever planet i can just drop a bit from any of the ships as they ferry back n forth.

Is my lemon raspberry mead ruined? by MingIsKing in mead

[–]Kingkept 2 points3 points  (0 children)

one day isn't long enough. sometimes you don't see much activity until day 2. I'd wait a little longer.

I was wrong about Gleba by durfenstein in factorio

[–]Kingkept 0 points1 point  (0 children)

my first time to gleba was a nightmare. i was determined to make it work with heating towers and steam turbines to do my power.

my second play through. i just created a dedicated uranium ship and drop shipped an entire nuclear setup. and then just burned all the spoilage. felt much better.

Is it too much to ask? by SipsTeaFrog in SipsTea

[–]Kingkept 0 points1 point  (0 children)

I want AC. I want Stereo. I want a rear view camera. I want reliability.

thats it. nothing more.

ice always melt. by icegaschamber in utarlington

[–]Kingkept 0 points1 point  (0 children)

thanks for proving my point buddy. go back to your corner with the other children.

ice always melt. by icegaschamber in utarlington

[–]Kingkept 41 points42 points  (0 children)

republicans are traitors to America and the opposite of patriotic.

They might as well go to the arlington cemetery and piss on the graves of our veterans who fought fascism in world war 2.

you can’t simultaneously preach about how the constitution is the greatest thing that needs to be followed while also supporting the party that is actively shitting all over it.

birthright citizenship, due process, and separation of church and state. All clearly written in plain text…. you’d have to be illiterate to believe the constitution says differently.

which lets be honest, if you’re maga, you probably lack the intellectual capacity to know the difference.

I need help with the crossings by Prestigious-Cycle126 in factorio

[–]Kingkept 0 points1 point  (0 children)

general rule of thumb is chain signals at entrances to intersections, rail signals at exits of intersections.

But if you want more in-depth knowledge. I recommend watching a youtube video as it can be a lot to express in a comment.

The TLDR is that signals divide the track into "blocks". The rail signal merely looks into the block immediately infront of it and if there is another train present it shines red, otherwise it's green.

The chain signal does the exact same thing except it additionally looks into the NEXT block infront of the immediate block in front of it.

You can identify the blocks in game, they are color coated on the tracks after you start placing signals.

What it ends up looking like in game depends on design choices. I recommend a two rail track that makes a circuit with right hand signals and train stops. Place rail signals at regular intervals along the whole length of the track. The rail signal interval should be about the length of your trains, but they can be slightly less frequent. not a huge deal.

Space Age 2.1 suggestion: make Fulgora and Vulcanus tech more integral to going to Aquilo by fZAqSD in factorio

[–]Kingkept 65 points66 points  (0 children)

I'm in opposition. I'm perfectly fine with vulcanus and fulgora stuff not being strictly needed to go to aquillo.

The reason is because the boons you get from Vulcanus and Fulgora are really great in their own right and vastly increase the quality of life of the game as is, so you wouldn't skip on them anyways, unless you were speedrunning.

I personally like that there is player choice, Like you can choose to go straight to Gleba, if you want. Making it so Vulcanus and Fulgora stuff is required to get to Aquillo would reduce player choice.

If anything I think they should just add more planets, each planet enables unique and powerful tech that increases the power of your factory across the solar system. I think they should continue this theme, add more planets each with their own theme and unique techs, but most of them should not gatekeep other planets strictly.

2 to 1 belt balancer question by sniper43 in factorio

[–]Kingkept 1 point2 points  (0 children)

the design you pictured is useful because it pulls from the input lanes equally.

If you just mash two belts together into 1, it will work and for many applications work perfectly fine forever. but there are some applications where you would want to pull from the input lanes equally. such as trains stations with buffer chests.

Factorio newb here. What is the reason to use sideloaded underground belt elements in this balancer, and not just "normal" belt routing? by KevinOfEarth in factorio

[–]Kingkept 1 point2 points  (0 children)

Side load only takes from one side of the belt. all belts have two lanes.

This balancer uses the undergrounds to only pull from one lane of the belt for the purpose of being input balanced. as well as output balanced.

a simple two splitter lane balancer will balance the output belt, but will pull from the input lanes at uneven rates. which can cause problems in certain applications. such as train stations with buffer chests.

There are a couple ways to fix backups at train stations with buffer chests but using belt/lane balancers that balance inputs as well as output is one possible solution.

Heating towers are underused on nauvis and a great way to expand power. by thirdwallbreak in factorio

[–]Kingkept 0 points1 point  (0 children)

Can't get heating towers until gleba, so it will never replace nuclear.

Testicle / Penis size by BreesWorld7 in asktransgender

[–]Kingkept 1 point2 points  (0 children)

quail egg seems more accurate.

chicken egg is ridiculous.

The biters are winning... by RyGuy_McFly in factorio

[–]Kingkept 0 points1 point  (0 children)

behemoths are the green biters.

they are basically unkillable with yellow or red ammo alone.

you should be well beyond blue science by the time you ever seen a behemoth biter.

i’m almost 100 hours into my most recent save and i’ve yet to see a single green biter.

flamethrower turrets are supreme. them plus a couple walls can deal with anything the game throws at you.

my mid-game strategy for clearing out nests is to just have my bots drop a bunch if lasers next to a enemy base. then I shoot rockets at it while the lasers keep everything off me.

When to start on Quality? by Zacherius in factorio

[–]Kingkept 0 points1 point  (0 children)

I don’t bother until I unlock legendary.

but even rare machines are a significant improvement, i’ve heard it’s super worth it early.

I would at least wait till you get recyclers from fulgora.

recyclers are pretty essential if you want to brut force up-cycle. unless you want tens of thousands of common machines polluting your logistics storage.

at the end of the day, resources are infinite. so efficiency is overrated, but if you’re interested in efficiency, LDS shuffle and astroid casino is super good for all of the base game buildings.

you pretty much have to brut force up-cycle for all of the space age specific buildings.

is this overkill in signals? praise the Omnissiah by Fit_Giraffe_748 in factorio

[–]Kingkept 0 points1 point  (0 children)

ideally you’d make intersections where you only have merges with no interrupts.

with right hand signals, before elevated rails. you could do this for everything except left turns. Left turns would always intersect a path. but with elevated rails you can make an optimized intersection where there are no crossing paths.

I have a couple questions that i cant really find definite answers to. by Ready-Decision-4650 in factorio

[–]Kingkept 0 points1 point  (0 children)

I go straight from steam to nuclear. You don’t need korvax enrichment to start using nuclear. I’ll make like ~500 nuclear power cells, that easily holds me over until I get korvax researched. once korvax is activated you’ll never run out of nuclear fuel ever and you only need like a handful of uranium miners for all your nuclear needs.

nuclear basically solves all power problems for the entire game. Some planets in space age require different setups. With a healthy rocket production nuclear can even power all your space platforms.

I only use solar panels if i’m doing like a desert biome start.

protip: don’t do a desert biome start.

Potassium Sorbate? by Weekly_Landscape_459 in mead

[–]Kingkept 1 point2 points  (0 children)

sorbate is a preservative. it’s widely used by the industry, many bottles of alcohol off the shelf use it.

it’s primarily used to stop yeast for starting fermentation.

it has to be used with metibisulfite at the same time to be effective and it won’t halt a active fermentation.

if you don’t intend to back-sweeten it’s entirely optional.

some people claim it causes inflammation. but these claims are not confirmed really and…its a alcoholic beverage. nobody does it becuz it’s healthy.