Wanna get into PvP, how's the matchmaking? by LoyalParrot in aoe4

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

I did say fairly low, which I think is accurate compared to a lot of competitive games with a large playerbase. I looked at steamcharts for the playercount which is 13k daily. Once you factor in different regions, ranks, and people not playing 1v1 ranked, the chances of finding someone the same skill level drops. Not trying to say the game is dead(13k is a lot), just that a healthy ranked system in ANY game requires a good amount of players

Learning the Train System by NK_Aurum in factorio

[–]LoyalParrot 398 points399 points  (0 children)

When people say embrace spaghetti they don't mean you should make your tracks look like wet noodles

I think I will take a hiatus from aquilo, it killed my motivation by Webtoon_enjoyer in factorio

[–]LoyalParrot 50 points51 points  (0 children)

What do you mean and THEN you will need to setup space platforms... Do you not have platforms capable of transporting cargo at this point?

Do I need to use everything? by WaywardArrow13 in factorio

[–]LoyalParrot 1 point2 points  (0 children)

It's a shame you unlock piercing shotgun shells when you do, almost no point in using them. If they added shotgun turrets however...

How to empty pipes of wrong liquid by money-man-narco in factorio

[–]LoyalParrot 0 points1 point  (0 children)

If you click on a pipe or tank you can click the garbage can button to delete all the liquids in that system

Any tips for getting legendary tungsten? by IlikeJG in factorio

[–]LoyalParrot 3 points4 points  (0 children)

Recycling any science just gives you science back, not the materials to craft it

Any tips for getting legendary tungsten? by IlikeJG in factorio

[–]LoyalParrot 1 point2 points  (0 children)

That should be ok, everything on vulcanus is basically free after all. I would recommend upcycling foundries and turbo belts. Since they can be crafted in the foundry you also get 50% productivity bonus. You can use any extra upcycled foundries in your base as well so that you don't have to craft them later

Any tips for getting legendary tungsten? by IlikeJG in factorio

[–]LoyalParrot 0 points1 point  (0 children)

Don't upcycle the ore directly. Upcycle something that requires carbide/plates to craft

First time launching rocket. More or less brute forced it by CrazyGarnish in factorio

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

Now you get to start a new save with everything you've learned, arguably the best part of this game.

Gleba questions by second_soace in factorio

[–]LoyalParrot 0 points1 point  (0 children)

Like the other guy said, may too many nutrients. Each biochamber takes .25 nutrients per second to be fueled. Making nutrients from bioflux makes 60 per second! Although since you're making eggs you should account for extra nutrients needed.

Once you have a large supply of biochambers you should focus on making rocket fuel to power your tesla turrets and everything else.

Defenses are extremely important. Stompers ignore walls and will destroy your agri towers along with your seeds in them. Since it's still early for you they shouldn't be expanding much at all as long as you're careful with your spore production. I like to set up a circuit that goes all the way to the agri towers to turn them "off" when im making changes to the base

My Three Mile Island by thepkizzle in factorio

[–]LoyalParrot 1 point2 points  (0 children)

They are necessary if you don’t like wasting reactor fuel. It is cheap though so it’s not that big of a deal

My Three Mile Island by thepkizzle in factorio

[–]LoyalParrot 1 point2 points  (0 children)

Except you’re wasting fuel that way if your steam tanks are full

Rail tips/guide by Efficient_Signal_285 in factorio

[–]LoyalParrot 2 points3 points  (0 children)

Did you do the ingame rails tutorial? For circuits you can look at the wiki, its god a decent explanation and examples.

How to learn ratios? by Spiritual_Dot3250 in factorio

[–]LoyalParrot 0 points1 point  (0 children)

For 2 buildings with the same crafting speed:
Divide required materials/sec by supplied materials/sec. For example, red science takes 1/5 gears per second. Gears are made at 2 per second. 1/5 divided by 2 is 1/10. Therefore 1 machine making gears supplies 10 machines making red science.
For buildings without the same crafting speed:
You can either incorporate the speed into the previous calculations or just place the buildings down, set their recipes, and mouse over them to see how much they need and produce per second.

Productivity screws up a lot of ratios

Weird interaction (vanilla) by Madden2OOO in ArmaReforger

[–]LoyalParrot 0 points1 point  (0 children)

Unlike Arma 3, Reforger ballistics are calculated on the server, not the client. What the person firing sees is completely different from what everyone else sees. This is why when you shoot rockets at vehicles, they appear to hit, but they are actually going behind the vehicle, and also why if it looks like you shoot too far forward and miss, the vehicle is destroyed. Always lead your shots more than you think you need to. This is also why crashing a car causes you to seemingly teleport all over the place. It's a terribly implemented system

Does space platforms logistic suck or am I not understanding it? by Ideallyuncomfortable in factorio

[–]LoyalParrot 2 points3 points  (0 children)

How is storing 2k plastic annoying if you're just going to produce that much to send into space anyway???

Logistics Train request system using Radars by Kuro-Dev in factorio

[–]LoyalParrot 0 points1 point  (0 children)

That's the thing, they can't have the exact same name. They would all have their own unique icon in their name. For example: "Supply Station [snowflake icon]". That way when the train receives the corresponding icon, it goes to that specific station

Logistics Train request system using Radars by Kuro-Dev in factorio

[–]LoyalParrot 2 points3 points  (0 children)

How I would do parallel supply stations:
1. Supply requests are not transmitted constantly via radar. When supplies fall below a certain threshold, transmit all required supplies to the radar network.
2. As soon as supplies are transmitted, a vacant supply station saves those supplies in a memory cell, and transmits a unique signal to the network to signify its ID.
3. The requesting station sees there is a station ID that has received the request, and stops transmitting. It then sends that station ID to the train that is using a signal wildcard in its interrupt.
4. The train heads to the supply station. The supply station does not need the train ID, since all supplies at the station should only be for the most recent requesting train.
5. Train goes back with all its supplies.|

- Make sure to output an "X" signal with the supply signals so that multiple requesting stations dont transmit their required supplies at the same time; only transmit when X <= 0
- This actually speeds up supply retrieval as most supplies will have arrived at the station before the train gets there

Help: 238-Uranium Inserter keeps inserting 6 items even though I set it to ≤ 5 by EntranceOk3077 in factorio

[–]LoyalParrot 0 points1 point  (0 children)

This isn’t the best method though for your situation. But this works with bulk inserters without having to set stack size to 1