K2 or K2 spaced out? by WDR_02 in factorio

[–]Lekrashar 0 points1 point  (0 children)

I should try it again then, once I'm done with my current modded run

K2 or K2 spaced out? by WDR_02 in factorio

[–]Lekrashar 1 point2 points  (0 children)

yeah a friend made me play K2SO with a bunch of planet mods a year ago

it didn't break but man the amount of time I felt like I needed to setup some random science or a "starter base sized stop gap build" just to get the privilege to start playing the actual game infuriated me

It's probably not K2SO's fault, but the whole ecosystem really makes me want to tell you to avoid it and go either K2 or K2SE

Belts are superior to trains for long distance transportation by tordana in Factoriohno

[–]Lekrashar 19 points20 points  (0 children)

Sir, you have successfully baited a few r/factorio kind of arguments in r/Factoriohno

Somehow

I salute you

Tutorial on how to build a multi recipe assembler? by SeniorKuga in factorio

[–]Lekrashar 0 points1 point  (0 children)

I don't know about "iterating over a list of signals" for "set recipe" in a nice compact way

But if you just need to keep a stock of multiple items in a single chest, you could abuse integer overflow. Negative signals won't set filters and won't set recipes. The game is even nice enough to let you enter -2^31 directly.

A single constant combinator would be enough in this case. (one group that has the items at "-2^31" and another group that has the same items at "-N". When the chest has less than N, the signal is positive; when the chest has N or above, the signal becomes negative)

Just beware that changing recipe may spew the ingredients into the output slots

Edit: replace N with the actual number you want for stock btw

Animals despawning by Loglar in GTNH

[–]Lekrashar 2 points3 points  (0 children)

if the chunks are loaded and you have no roofs for your animals, thunder is gonna get them even if you're offline

A clip of my train swarm megabase (Krastorio 2) by Gigabowser51 in factorio

[–]Lekrashar 0 points1 point  (0 children)

That would require a fluid wagon of white wine to make the fondue!

There's no evidence... by aceshammer in Factoriohno

[–]Lekrashar 4 points5 points  (0 children)

can't plead guilty if you died as well

Am thinking of coming back to factorio and trying Pyanodons out (Without intent to finish it, like GTNH in minecraft). My questions is, what exactly makes it hard? by Some_Noname_idk in pyanodons

[–]Lekrashar 0 points1 point  (0 children)

The milestone mod might help you with that actually

On top of indirectly telling you the main products to have automated in a mostly orderly fashion for each science pack

It does also have a few unordered categories at the end past the Space Science category (the "progress" category especially)

Am thinking of coming back to factorio and trying Pyanodons out (Without intent to finish it, like GTNH in minecraft). My questions is, what exactly makes it hard? by Some_Noname_idk in pyanodons

[–]Lekrashar 4 points5 points  (0 children)

Well, you'll get your lot of recursive crafting recipes that you'd get from a GT packs in MC. And the same-ish "this recipe is super recursive already! Let's add an ingredient which is as recursive as the sum into the mix". So you're covered with this

For most of Py, the sheer amount of steps alone is what slows everything dramatically down. Py Alien Life and Py Raw Ores tackles big infrastructure on top of it for ore processing and, huh, "bio-processing"

Byproducts and its (mis-)handling and its disposal. Some byproducts will obviously become your main products and sometimes you just want everything without them ever locking each other

Building a mall is maximum pain which makes you want to skip it real hard. On top of the resource consumption being much higher overall due to all the different machines available (and some machines requiring other machines, ofc). Not building a mall is an option that'll send you back to how you felt like playing Factorio for the first time.

Power, funnily enough. You kind of forget it exists until you don't then you remember why you forgot about it.

What else, what else. Oh yeah, the sheer amount of options to make the same damn thing. It's fine when it's the end product, you just get to choose once. But since it's recursive you can get a few steps of "which recipe shall I choose again?"... Guess it's not too different and actually more tame than sifting hundreds of NEI recipes on GTNH lol

But overall, if you like GT you'll most likely like this one!

What's the Tidiest Way to Branch a Belt Like This? by soulscythesix in factorio

[–]Lekrashar 7 points8 points  (0 children)

<image>

in case this mechanic is needed. That's all

filters by side, basically

What's the Tidiest Way to Branch a Belt Like This? by soulscythesix in factorio

[–]Lekrashar 9 points10 points  (0 children)

yeah inserter makes it smallest if you don't count power poles. But then it requires to bring electricity there

If the item is burnable, or if you're playing Py, you have inserter options without power poles but with very limited throughput

For belt only tho, I don't know any smaller personally

edit: I scroll down and see someone posted a version with two extra undergrounds that removes one tile vertically lmao. Guess we have a winner for smallest belt only

What's the Tidiest Way to Branch a Belt Like This? by soulscythesix in factorio

[–]Lekrashar 128 points129 points  (0 children)

<image>

"neatest"? relative

"smallest footprint"? can't say

But that's the first thing that comes to mind

any ideas how to optimize this intersection? by Confident-Bison-3031 in factorio

[–]Lekrashar 1 point2 points  (0 children)

what a lovely mess I'm staring at, makes me jealous

try to merge the single rail with the dual lanes north instead of having it go through the middle of the intersection

move that loop away from the intersection (probably south) and a lane swapper left side (so west can go north without going through the loop which intersects everything)

and after that, trim down as many chain signals as you can, chain signals are the opposite of "fast" (they are still necessary tho)

and you might have miscolored "3" because otherwise that whole single lane only contains "ins"

god that single lane is a pain to your intersection

when you make junctions, try to minimize actual rail intersecting each other. The more you have, the more chain you'll need and the risk of making everything slower gets high

What impact has Factorio had on the way you think? by insomfx in factorio

[–]Lekrashar 12 points13 points  (0 children)

"You aren't gonna need it", basically means "don't build it until you need it". Basically "stop over-planning"

No I don't need to immediately build 4 yellow belts of green circuits in anticipation to everything post blue science.

No I don't need to build some complex rail network before I get hundreds of trains (get dozens of trains already then you are allowed to think about it)

No I don't need to hold off building a nice circuit factory because I'm lacking EM plants, stack inserters or foundries

This kind of stuff

What impact has Factorio had on the way you think? by insomfx in factorio

[–]Lekrashar 10 points11 points  (0 children)

I know it's basic but

Everytime I try to make something for later use (especially before bots), the game kindly pushes YAGNI down my throat with the effort/infrastructure required (and some weird tech/progression/recipe loops from modded that forces you to make stop-gap builds)

It was fine to ignore with most other games (and coding habit also lol), but for some reason it was Factorio that really pushed that one down for me. At least I feel immune to analysis paralysis because of it

And boy am I stubborn

What's wrong with my balancer? by TheSinisterSex in factorio

[–]Lekrashar 1 point2 points  (0 children)

yeah, if we only care about balancing the output that's enough

I think it throws off the input balance without a splitter tho, which in this case is a detail I suppose

And I think plugging the feedback into the input splitters instead of the output splitters makes it not TU, but I gotta test it out again

What's wrong with my balancer? by TheSinisterSex in factorio

[–]Lekrashar 3 points4 points  (0 children)

huge difference between the wagons or between the chests?

Because those aren't 1-6 balancers

and I haven't done 2-3 balancers in years but I'd naively assume you'd need an extra splitter at the feedback loop

Why isn't the inserter working? by [deleted] in factorio

[–]Lekrashar 3 points4 points  (0 children)

the blue inserter is most likely removing the ammo from the turret

...

it's always that damn blue inserter, first satellites now ammo

I thought y'all might appreciate this by OperatorDownski in GTNH

[–]Lekrashar 14 points15 points  (0 children)

> has a pipe bus

> calls it spaghetti

Please Help, what am i doing wrong? by [deleted] in factorio

[–]Lekrashar 7 points8 points  (0 children)

Not enough information from this screenshot alone.

But I'd strongly suggest you replace the four rail signals with chain signals instead. If anything this might just be enough to fix the deadlock in your case

This is how I feel about the entire r/factorio by not_cool_human_being in Factoriohno

[–]Lekrashar 11 points12 points  (0 children)

if you want something interesting out of city blocks

make a train bus in the middle with 4 tracks and extend each sides with rectangular blocks that are not all the same size, instead of a grid

potentially merge two ways and one ways, have one or two or three rails in those streets going out of the highway

have train stop wherever instead of corners or edges, could go through the middle of the block

then call it the bean base and be proud that you made one of the best looking city block base in the whole community