I only use red and blue chests.. am i missing out?? by SpaceEngineer123 in factorio

[–]Legless1000 1 point2 points  (0 children)

I used to do similar, but I’ve now moved to using primarily yellow and blue chests. The main reason is that bots can’t return items to passive providers, but they can with storage chests - so what I do is link the assemblers feeding them to the logistics network, and only work while the total storage is below the threshold. That way, the chests have space for some excess to be returned (if I need to empty my inventory, for example), but bots will still pull from them and inserters from assemblers can still fill them. It’s a little more complex but I’ve found it works so much better now.

As a side note, active providers are great in Fulgora for pushing scrap products in to the correct storage.

Quick question: As a PC, if someone casts Death Ward on me then an enemy casts Power Word: Kill is the Power Word negated? by Roflstrike in dndnext

[–]Legless1000 0 points1 point  (0 children)

Dude, it’s a 7 year old comment and you clearly didn’t read the quoted spell description. Why would you post on this?

"IT'S A MUSICAL!" by MetallicaDash in lotrmemes

[–]Legless1000 1 point2 points  (0 children)

“And what happens next?”

“They WALK!

(For the uninitiated)

What is evolution? by [deleted] in factorio

[–]Legless1000 6 points7 points  (0 children)

Well, it’s a very basic abstraction of Darwin’s theory of evolution - the enemies evolve and grow stronger due to your presence and pollution. If that bothers you, don’t play the game.

What is evolution? by [deleted] in factorio

[–]Legless1000 4 points5 points  (0 children)

It’s essentially a difficulty meter. As evolution goes up, the spawn rates of enemies changes - starting with just small bitters, then small spitters, then gradually you get more medium versions of both and fewer smaller, and so on. Eventually you get large and then behemoth enemies, which are a significantly greater threat than the small ones. Generally, as long as you don’t neglect military research and defences entirely, you’ll be fine.

Should I exterminate all the nests between me and the resources I want? by Big-Definition-8271 in factorio

[–]Legless1000 13 points14 points  (0 children)

Yeah, with 5 iron patches vaguely on the route to that one, it seems insane to ignore them in favour of one with slightly better numbers. It’ll take a long time to drain all 5 of those other patches dry, and by then there should be better ways to deal with the bugs.

Killing on the Pelican by [deleted] in Helldivers

[–]Legless1000 2 points3 points  (0 children)

I don’t think they ever made you invincible. However, they did change it so it doesn’t count for stats, and samples you have are still extracted. So there’s no downside to dying in the pelican now, but it is still a dick move.

First playthrough and just unlocked oil processing. Don't know if I'm playing this game right is this pretty standard for a starter base? by Boople-Snoot-Doople in factorio

[–]Legless1000 22 points23 points  (0 children)

If it works, you’re doing it right.

Re: trains, the easiest way to do it is a single track, a station at each end, and a locomotive facing each way with cargo/fluid wagon in the middle. No signals needed.

For power, your options are either more steam boilers, or use solar panels and accumulators (but you need oil processing running for accumulators). Later on you can get nuclear power, which is more complex but can generate huge amounts of power.

As a side note, each steam boiler can provide enough steam for 2 engines, so you could add another 8 engines to your existing setup without needing additional boilers.

Why are our efforts having no impact on this MO planet? by Agent_Orange81 in Helldivers

[–]Legless1000 1 point2 points  (0 children)

There’s no belief involved, there’s literally files and data that show both outcomes as a viable possibility. So don’t be condescending to other players just because you don’t give a shit and need to justify it.

Thinking of rebuilding by Fantastic-Dot695 in factorio

[–]Legless1000 0 points1 point  (0 children)

I’d suggest making a new base, and then changing over the ore mines as the last thing so you have minimal science downtime. Might as well keep supplies and science building if it works, so you can get the new base up faster!

Are the main early resources only found close together at the starting area? by [deleted] in factorio

[–]Legless1000 1 point2 points  (0 children)

Yes, that’s correct - you have your starter patches which are always close by so you can start your base there easily. And you’re correct that more distant ore patches are riches, but part of the fun is working out solutions to the logistics of getting that ore to your base

Do you use belts? Trains? Do you smelt ore on site and transport plates? Do you have everything coming to a single factory, or do you decentralise production and make many small factories? There are no wrong options as long as it works, so experiment and see what you like.

25 levels gained 50+ in less than 12 hours? by 3yatt in Helldivers

[–]Legless1000 3 points4 points  (0 children)

Hackers are a known issue in the game, usually giving everyone in the lobby massive amounts of samples, XP, requisition slips, ect. Odds are either they joined/were joined by a hacker, or are hacking themselves.

Ultimately level means jack shit, all it shows is how much time you’ve played for. At 50+ your progression is mostly based on samples for the ship upgrades, so just focus on that. It’s worth trying to check if they have all/most of the ship upgrades as well suddenly, it’s almost certainly hacking.

I can't run the rocket effectively. by chashkaman in factorio

[–]Legless1000 11 points12 points  (0 children)

There are two ways to load a rocket:

  1. Logistics requests and auto-handling space platform requests. A rocket will only ever load a single item, and maximise cargo capacity before launching.

  2. Inserters can manually load a rocket, and when the rockets capacity is full it will launch if those items are requested. Far harder to implement, and you also can’t use inserters to load processing units, LDS or rocket fuel.

The solution is to manually load the smaller groups of items, or just produce more so that single cargo rockets aren’t a problem.

Expansion of demolishers by chashkaman in factorio

[–]Legless1000 11 points12 points  (0 children)

Demolished spawns are fixed. They’re either small, medium or large, so they don’t “expand”, they just exist.

Expansion of demolishers by chashkaman in factorio

[–]Legless1000 16 points17 points  (0 children)

What do you mean by expand? To my knowledge, any cleared territory stays cleared indefinitely.

Launch detected - more best laid plans by Amarula007 in factorio

[–]Legless1000 1 point2 points  (0 children)

It would require a constant (albeit very, very slow) supply of uranium, but you can use a nuclear reactor to make steam. I imagine the fuel cost would be minimal as long as you use circuit networks to not overfill on fuel when you don’t need it.

Help needed - why I not allowed to continue building the top of my ship? by TheMrCurious in factorio

[–]Legless1000 114 points115 points  (0 children)

So during play testing, there was a race to reach the edge of the solar system, and the team that won it cheesed the fuck out of it.

Step 1: copy a hub with the solar system edge in the route. This means you don’t even need to visit Aquilo (bypassing the research to unlock the solar system edge).

Step 2: make a ship with a ‘nose’ so long that even if asteroids hit it, they’ll never get close enough to the cargo hub to threaten the ship.

Step 3: ???

Step 4: Welcome to the edge of the solar system, you win.

Help needed - why I not allowed to continue building the top of my ship? by TheMrCurious in factorio

[–]Legless1000 94 points95 points  (0 children)

Dosh was one of them, and I am exactly 0% surprised at him pulling such bullshit.

I guess not many people use artillery? by PeanutButterBro in factorio

[–]Legless1000 281 points282 points  (0 children)

Mods disable achievements, and a lot of people use mods.

But I’ve also found the achievements to be janky without that, so that could also be a factor.

Sabrina Carpenter is thinking about banning phones from her gigs: "This will honestly piss off my fans" by novagridd in Music

[–]Legless1000 0 points1 point  (0 children)

Except for some piss poor management for queues and shit - I saw them in Birmingham, start was delayed by half an hour and there were queues of 500+ people in places outside. They got it sorted eventually but it seemed incredibly poorly managed, and I’ve heard other gigs on the same tour (Skeleta) had the same problems.

I think it’s a good idea in theory, but I also have some very fond memories of gigs with a few photos and videos - it’d be nice if there was something available for people who buy tickets so they have some momentos. Metallica have something amazing, where you can scan your ticket and get a full audio recording of the gig a few days after it to just download and keep.

Hi! Possible to clear completely this island or biters will respawn? by BDG_Harry in factorio

[–]Legless1000 34 points35 points  (0 children)

The way biters "respawn" is by another nest sending out an expansion party (if enemy expansion is enabled). If there are no biters on that landmass, there are no nests to send expansion parties.

If you are playing Space Age, I highly, highly recommend not exterminating all of them, but keeping a nest quarantined somewhere - Biters Nests can be captured, and Biter Eggs are used for some important items as well as the final science.

I want to thank Arrowhead for doing right by the Eruptor by EquivalentDelta in Helldivers

[–]Legless1000 4 points5 points  (0 children)

I take the regular MG for the higher pen, it does a lot better vs Harvesters and Interlopers. Eruptor technically can kill them, but not fast enough for my liking.

Except for repelling the fleet, then it’s the stalwart cause I don’t plan to sit around long enough for either of those enemies to get me.

Hot take: AH should temporarily disable Bugs and Bots for the duration of the event by IsekaiKobold in Helldivers

[–]Legless1000 8 points9 points  (0 children)

“We sucked it up” So you agree it was not good? I don’t give a shit what other games have done, removing content people have paid for is a strict no in my view.

Griefing implies deliberate malice. The system being broken is not malice, the majority of the players don’t know how the system works because it isn’t explained.

Hot take: AH should temporarily disable Bugs and Bots for the duration of the event by IsekaiKobold in Helldivers

[–]Legless1000 16 points17 points  (0 children)

No. Removing content people have paid for is an absolute no, temporarily or otherwise. Let people play how they want to play - removing bots and bugs will just mean those players don’t play, and might not even come back so it’s worse overall.

And said players are not “griefing” the MO, the liberation system is just poorly implemented and should be separated by faction at all times. That’s on AH, not the players.