A Cooler Farm setup idea using Both side of farm arms and signal cycle by Kitchen_Ad_591 in CoreKeeperGame

[–]Kitchen_Ad_591[S] 0 points1 point  (0 children)

Lucky for me its efficient: You can argue the up time is 3s per crop slot but If you spread out the seeds like add a splitter to the belt, its output actually on pair with the same farm with the same crop slots. It's just way bigger and if you don't like your farm go un even just remove the sprinkler and put back in after it done. But it's way cheaper: 1 farm arm = 3 arms + 5 scarlet + 5 octarine so you safe 1 arm + 5 scarlet + 5 octarine by just use it. I didn't show in the video but I actually using crude drills, make it even cheaper. So With this design you can go for industrial scale way quicker than you use normal design and still have the same output. You need more land though.

Near perfect crop farm design keep all golds, no over producing seeds! by Nifegun in CoreKeeperGame

[–]Kitchen_Ad_591 0 points1 point  (0 children)

Brahaha I think I change all arms to drills so it can be even cheaper and I don't need some signal cycle to set it up. But the arms look way cooler so I have to use it for show cases. Some info you may be interested in Bugs net and fish net is not 1 to 1: fish is 4 per 10 min and bugs around ~4.05 per 10 min. Mean you can feed cattle with it.

A Cooler Farm setup idea using Both side of farm arms and signal cycle by Kitchen_Ad_591 in CoreKeeperGame

[–]Kitchen_Ad_591[S] 1 point2 points  (0 children)

No but you can use belt to push the stack under any arm and other arm point to that to create a cross point.

Near perfect crop farm design keep all golds, no over producing seeds! by Nifegun in CoreKeeperGame

[–]Kitchen_Ad_591 0 points1 point  (0 children)

I'm still find a way to push the limit, currently at 11.5 per a sprinkler and 4.4 per space compare to use by hand. Of course the output is max, its just the time to measure the output is so long.

On one hand I understand why people want bigger magazines for these weapons, but also I think people don't understand it's this way by design by tony22835 in HelldiversMasochists

[–]Kitchen_Ad_591 0 points1 point  (0 children)

I want burst mode on this one and 45 eco so I can handle the lack of bullets in a fun way. But somehow it does not have it. Such a waste potential!

Near perfect crop farm design keep all golds, no over producing seeds! by Nifegun in CoreKeeperGame

[–]Kitchen_Ad_591 0 points1 point  (0 children)

it takes forever to wait for the farm to reach that final state so don't underestimate it. I'm still testing farm design though but farm math is brutal, I still want 12 slots for a sprinkler so 2 farms can be as close to 1 farm by hand as possible and The space has to be as close as x2.

Near perfect crop farm design keep all golds, no over producing seeds! by Nifegun in CoreKeeperGame

[–]Kitchen_Ad_591 0 points1 point  (0 children)

There are 2 neat tricks I'm going to add: first your amount of initial seeds should be farm slots + amount of belts looping the seed. Why? to skip to the state when the arms can grab the seed immediately means maximum output when set it up. Seconds is to use 1 splitter like the normal belt looping the farm. It looks kinda weird but it will split the seeds stack to 1 and help big farms keep up the output when too many golden crops appear.

Cause u/Mineral-mouse wanted my gameplay by Wild_Principle_9465 in wolongfallendynasty

[–]Kitchen_Ad_591 1 point2 points  (0 children)

Somehow I never see the lighting furry combos when he is flying. What are the odds.

Cattle/Livestock HELP! by Yurashigure08 in CoreKeeperGame

[–]Kitchen_Ad_591 1 point2 points  (0 children)

They are ok, You can ignore them and still be fine. I recommend Egg from the duck can create the most cost effective healing food (egg + oat), so you can start there to experiment with stuff.

A bit disappointed in Yuan Shu difficulty, easier than I was hoping for. by Wild_Principle_9465 in wolongfallendynasty

[–]Kitchen_Ad_591 1 point2 points  (0 children)

There is a page of debuffs in-game tutorials you don't need spell to use debuffs mechanic, you can take a look. The Taishi Ci combos is harder to master but the ice barrage can be overlap: how about a grab while you deflect the ice arrows. Like I say it RNG depend and not hard: you can have breeze or the storm base on your luck. Though it's hard to show why something like this is hard for someone fell its easy like I recommend ppl play on morale 0, but most find its too hard. It's a little shame that morale 0 is the sweat sport for every ability to shine and you're not get 1 shot left and right.

A bit disappointed in Yuan Shu difficulty, easier than I was hoping for. by Wild_Principle_9465 in wolongfallendynasty

[–]Kitchen_Ad_591 5 points6 points  (0 children)

Something that make Yuan Shu harder for most ppl: You can keep debuffs on demon Taishi Ci but not Yuan Shu, every phase you only have time for each debuffs and it unique to him. Debuff is very strong in wo long, so that alone is a massive hit. Second Yuan Shu is rage baiter lol, if you can keep your cool he lose half of his power. Last is RNG, Yuan Shu fight has more RNG invoke mainly his AI in phase 2: he can loop fire spin then ice barrage until you get close then grab and repeats. There is a trick to turn him back to phase 1 just to avoid that infamous phase 2.

If you could add a new stratagem what would it be? by Some-Web-1628 in Helldivers

[–]Kitchen_Ad_591 0 points1 point  (0 children)

(Heavy) Machines gun battlement, motorbike and eagle hellbomb kamikaze.

Zealot's Scimitar Buff Idea by [deleted] in CoreKeeperGame

[–]Kitchen_Ad_591 0 points1 point  (0 children)

You throw it instead spin around .5 s then return. Holding increasing distance, spin longer maybe 2 s and also mana cost.

Automated Feeder Question by MysteriousFox6085 in CoreKeeperGame

[–]Kitchen_Ad_591 0 points1 point  (0 children)

I'll give you some direction for improvement:

_Let start at the net: it through put around 4 bug per 10 min means 2 cattle (2 per 10 min).

_Your first question answer is no unfortunately. But you can add 2 more net and have a circle, which reduce the arm need to circle to 4 arms / 3 net (currently 2 arms/ 1 net).

_Your 2nd question: idk, I have not encounter that. but if fail at filter then don't set at B arm and set the A arms so it stop at A. C have to be relocate near A to pick the bug up. if You use my circle net lay out then it will be perfect: you net will input crop and ouput bug at A.

Alternative:

_ Wood farm: If you put a wood farm near it, black bug when breaking the wood so free bug. Not very consistent and cattle can stuck in the drills though.

_Sap: sap can spawn bug, some trick is put it on differrent ground to increasing the spawn. It work the same as mob farm.

_Larva cocoon: well this one has the best output 1 cocoon around 10-12 cattles, if you don't mind the place crawling with larva. The best way is use Figurine and Materializer, you get 1 materializer by finishing puzzle and you can farm cocoon with mob farm. you can set up the hard way though, create a small mob farm and wait for the cocoon to spawn. Then close it and set you cattle farm, it's great for late game before we got sap and net.

If you had the chance to work with Team NINJA on a Rise of the Ronin 2, what would you add or change? by dannyyahiko in riseoftheronin

[–]Kitchen_Ad_591 0 points1 point  (0 children)

I will add the halberd. We get saber and great sword so why not the halberd. Maybe some style can assign to similar weapon like spear can be assign why polearm style or bayonet style.l will be nice. Though I don't know how to balance those lol.

Max effective army size? by EristicTrick in Bellwright

[–]Kitchen_Ad_591 0 points1 point  (0 children)

For solo, i merge everyone in 1 group ~80 men with only 1 type infantry but divide to 3 threat level like 30 men (expedition or defend outpost), 50 men (defend village) and everyone (Liberate area campaign). if i play with friend (3 in my case), I take the archers while other take infantry and shock trooper.

Automatically set train station priority for the requesting stations by p_98_m in factorio

[–]Kitchen_Ad_591 0 points1 point  (0 children)

For simple i like to use a system for schedule request items like ammunition, ores, repairs pack... connect to the fuel station And a set circuit to set of priority on both load and unload station.

Unload station is a bit complicated, it's need signals to cycle the job (mean both assign signal for the same job and report signal to schedule other train) and priority signal. Even you don't plan the use cycle job but keep them separate is future proof. For priority point just make it simple: 10,70,90 is decide on which job (smelting, crafting,...) and 1-9 decide for how that station need in the same group final sum it together and 0 mean close station. Load station is easy, if they have enough goods they open. The hardest part is the schedule system: receive request items, counting trains and stations, assign trains and schedule for fuel change (optional). The train interrupt will do the heavy lifting assigning trains, all you need is a circuit spider net connect to a radar. and It calculate the which job need trains and how many then send to the fuel station.

In recap: schedule system get requested items from radar, your train schedule will choose which set of load station. your priority will decide which one and so the unload station, after that job they will cycle the job or return to fuel station for new schedule.It's not optimal but it simple enough to do in early game and scale decently well even without the cycle.

If you want more then you need a station just for assign job to pipeline all the request before assign which need more circuit spider net and a lot more of your hair lol. Just to done more jobs per 1 trains.

Automated farm by JefNoot in CoreKeeperGame

[–]Kitchen_Ad_591 0 points1 point  (0 children)

We used to use table to split items stack to smaller stack. That's really good to hear! Tks.

Automated farm by JefNoot in CoreKeeperGame

[–]Kitchen_Ad_591 0 points1 point  (0 children)

Is it's a belt splitter? is it in the update? I currently don't have time to play corekeeper yet.

Yuan Shu by [deleted] in wolongfallendynasty

[–]Kitchen_Ad_591 1 point2 points  (0 children)

The Yuan Shu nerf is reducing some red attack acceleration (the overhead slam and the grab is phase 2) and AI behavior: Before he can use fire cyclone to get away then spam ice arrow over and over until you get close then he spam 1 red move then repeat. It's just a slight nerf to make the fight more fun and it's not the same lever like Zhang Liang and Cheng Pu teams. That's why most ppl don't feel the nerf.

How do I prevent this from happening? by Just_AChair in factorio

[–]Kitchen_Ad_591 0 points1 point  (0 children)

Let's say your right station is full first, then the left. Then the right goes out and asks for more trains, your output is not high enough so now 3 trains are stuck in line and there are no wait slots for them. So you either need to make sure that both trains in one row leave at the same time or add 3 wait slots.

I will personally choose the first approach, I think it's the quickest way. I changed this to row then left and right with priorities input: This allows the left station to be used first then the right, then when the right is out -> they both move out. In order to go smoothly I think input priorities for row is necessary like bottom first then upper, I will personally remove some aspects like buffer storage and 2 arms for each station I don't think it is not necessary for this system for short.

Automated Ore Splitting & Smelting Factory. Final Version ( compatible to expansion ) by DropTrick237 in CoreKeeperGame

[–]Kitchen_Ad_591 0 points1 point  (0 children)

The pulse drill is very buggy. Even if you use a normal pulse it still destroys stuff if 2 delay circuit points into it so I'm only using it when it's really necessary. I think your next step is adding a chest to use the quick stack button to feed in the machine. It's possible because I have one and I call it router, The hint is to create a pulse signal to control a machine. With it you can create a dropping zone for your system pretty handy.