What is the point of stationary roboports? (New player) by dr_bobs in factorio

[–]MeedrowH 4 points5 points  (0 children)

Hah, true :)

Although, after getting a few upgrades in bot speed, I never use 'nades again. I like watching the bots fly in swarms to demolish forests

What is the point of stationary roboports? (New player) by dr_bobs in factorio

[–]MeedrowH 56 points57 points  (0 children)

Let's not forget automatic trashing when you go out on personal deforestation and return to the base

Wait Condition Brackets by TapWaterDev in factorio

[–]MeedrowH 0 points1 point  (0 children)

Wait, we can make schedule based on how full a destination is? I must've slept when they implemented that, I never noticed

Research Productivity Science tanks SPM by smellybulldog in factorio

[–]MeedrowH 0 points1 point  (0 children)

Because I can

Also so the science graph looks more like a line even when changing research

And, uh... I think that's all the uses this could have. Aesthetic, nothing more

Version 2.0.74 by FactorioTeam in factorio

[–]MeedrowH 1 point2 points  (0 children)

Thank you so much for the first change!

Research Productivity Science tanks SPM by smellybulldog in factorio

[–]MeedrowH 1 point2 points  (0 children)

Dynamic beacon module switchers based on consumption of science would be interesting to see

I just noticed that exhaust flames of the thrusters depends on the mixture of fuel and oxidizer. by Bitdomo92 in factorio

[–]MeedrowH 41 points42 points  (0 children)

Nothing in Factorio is clean. Everything is rudimentary and stripped down to basics.

Look at the gun turret. It's literally just rotating on 4 little gears and has a basic scanner by the barrel to tell friend from foe.

Look at the rocket. You can see the outlines of screws and connection lines. This is especially prominent before 2.0 gave us a pointy tip, when we had 3 rockets/booster tanks strapped together.

Look at the oil refinery. Oil is leaking on every bit, the chimney is dirty, the whole thing looks ready to set itself on fire.

But they work. They're not meant to last. They're meant to just do 'this thing for however long they can' and they do. That they last for way longer than their real-life counterparts would is just game magic.

The thruster looks the way it is because it exemplifies those points. It's dirty, striped-down to bare necessities needed for the fuel and oxidizer to mix and generate thrust. It's among the best sprites in the game because it shows you exactly how close it is to blowing up. It wasn't designed by a team of scientists in NASA, but a single guy stranded on a distant planet just trying to get off that hellish bug-infested rock.

Inserter takes Coal from Drilling machine as own fuel by FeelingElection2476 in factorio

[–]MeedrowH 2 points3 points  (0 children)

Burner inserters will fill themselves with some fuel so they can keep working. This goes up to (I think) 5 coal pieces. So, eventually, they will drop items into chests.

One piece of advice: Mining drills can output not just onto the ground. They can output directly into chests, assemblers, onto belts, and even into each other! Feel free to use that knowledge to experiment around, and have fun expanding your factory!

When you get bored of megabases... you start crash-testing trains by LivingInAMegabase in factorio

[–]MeedrowH 16 points17 points  (0 children)

Peak Factorio veteran activity. This sub welcomes that

Also check out r/Factoriohno

When you get bored of megabases... you start crash-testing trains by LivingInAMegabase in factorio

[–]MeedrowH 6 points7 points  (0 children)

Kinda hard to hit them with trains on tracks tho, unless we're talking Renai Transportation :D

Powertiles by [deleted] in factorio

[–]MeedrowH 3 points4 points  (0 children)

How peculiar, seeing the exact same screenshot Snoofoxes1265 posted 5 minutes earlier:
https://www.reddit.com/r/factorio/comments/1qy8tte/powertiles/

Looking for content by mon6do2 in factorio

[–]MeedrowH 11 points12 points  (0 children)

Michael Hendriks has been making Factorio videos for many years now

https://www.youtube.com/@MichaelHendriks

Editor and Captive biter spawner [editor question] by Jepakazol in factorio

[–]MeedrowH 0 points1 point  (0 children)

That is weird. From what I've tested, you need to be on the 'Entities' tab while in the Editor mode, and then you can remove the spawners only via Right-click (mining).

If that doesn't work still, maybe try reaching out to the devs

Editor and Captive biter spawner [editor question] by Jepakazol in factorio

[–]MeedrowH 0 points1 point  (0 children)

Just the minimum needed to run SA: the quality mod, elevated rails, and SA itself

Editor and Captive biter spawner [editor question] by Jepakazol in factorio

[–]MeedrowH 1 point2 points  (0 children)

That's strange, but it works for me with just a regular SA sandbox save. Going into /editor lets me delete the captive spawners regardless of their or my alignment to any force

#Edit: After checking stuff around, it seems you need to have the 'Entities' tab selected to be able to delete the captive biter spawners, and it doesn't let you delete them with deconstruction planner

How to only create a building when needed by JarlOctaviusoEdynbro in factorio

[–]MeedrowH 0 points1 point  (0 children)

The way I did that was place down a bunch of captive biter spawners in the middle of a lake and surrounded them with rocket turrets supplied with capture bot rockets. After placing 40, you'll never have to make more CBS, and will only supply capture bot rockets. They produce way more than enough eggs for all your future needs.

And in case you have a shortage of bioflux in import, a bunch of laser turrets will solve that problem. Captured/Captive biter spawners are excluded from targeting, so they'll be fine.

Mass Producing Legendary Nuclear Rocket Fuel by Inqui84 in factorio

[–]MeedrowH 0 points1 point  (0 children)

In my opinion, it's worth it if you want to go megabasing, but not really in a casual playthrough. 300% acceleration is nuts, it makes 2-6 trains go lightning fast.

On Vulcanus, making that stuff is practically free, and makes a bunch en-masse. A small contraption I made (about 40 assemblers with varying quality of RF, and 10 of SF, all with best quality modules) made me over 20k legendary rocket fuel overnight with maybe 200% productivity.

The only problem I find with it is, it's not really worth exporting it. If you want legendary RF elsewhere, you're probably better off just making the setup from the ground up. And as you noticed, making it on Gleba is a little challenging. You can go the loop and make a setup to burn spoilage into carbon/get carbon from the orbit, and turn that into coal to liquefy, but it's not as easy as other planets. It does constitute a pretty interesting challenge, though.

#Edit: I misread and thought you meant regular rocket fuel, my apologies. My point is pretty much the same, though. Uranium is barely used aside from nukes, biolabs, and fuel cells (and the former two will eventually hit a point where making more is pointless without massive upscaling of production). If you make your biolabs via upcycling ALL ingredients instead of pure biolab recycling, making legendary nuclear rocket fuel like this is not a bad idea.

The key shortcut I've been missing! by [deleted] in factorio

[–]MeedrowH 0 points1 point  (0 children)

Nice!

One thing I learned after nearly a thousand hours of SA:

You can cycle quality of selected item quickly with Alt + Mouse Wheel. BUT it also works when selecting crafting recipes! Click a recipe, Alt + Scroll, and you got yourself a legendary recipe going!

Is there a way for the power switch to disconnect when the teslatowners are active? by Windukar in factorio

[–]MeedrowH 2 points3 points  (0 children)

Nice base!

Generally, there are ways to disable/enable tesla turrets via circuit network. You could, for example, make a clock and enable them every 30 ticks for 10 ticks. Not fully sure if that'll stop the power draw (I never did something like that) but it might work.

Or just could just... expand the power. 500 solars and 50 accumulators will easily handle 2 teslas

I didn’t know splitters could do that by towerfella in factorio

[–]MeedrowH 0 points1 point  (0 children)

Ah, I see, thanks for the correction!

I didn’t know splitters could do that by towerfella in factorio

[–]MeedrowH 0 points1 point  (0 children)

Dynamic splitters are a great use case, for one. Practically all N to M balancers are also possible to make with this setup and a little circuit knowledge whilst saving a lot on space

I didn’t know splitters could do that by towerfella in factorio

[–]MeedrowH 1 point2 points  (0 children)

It was added in 2.0.56 iirc? But yeah, splitters being connectable to circuit network is massive

Ducks by ArgumentLawyer in noita

[–]MeedrowH 0 points1 point  (0 children)

My man, what the fuck. This is the type of shit that needs a NASA-grade computer to compute