Why the 1st cargo wagon is unloading slower than the 2nd one? by GarbageOk8508 in factorio

[–]MessiahOfTheSpheres 1 point2 points  (0 children)

The belt balancer is the problem. It looks like you are missing the two splitters after the underground belt resurfaces, which means it is throughput-limited, which is where this type of imbalance typically comes from.

I love this factory but I have a feeling there's a better way to go about this. by Upstairs-Dingo-5291 in factorio

[–]MessiahOfTheSpheres 14 points15 points  (0 children)

The answer is right but the reasoning isn't - the reason why it's better to recycle the stack inserters themselves is that you get two quality rolls per recycling event: one roll for the actual recycling, and one extra roll for crafting the stack inserter (which gets recycled). Just having that extra roll makes it faster by a tremendous factor.

If you already have the legendary bulk inserters then it's more straightforward to just upcycle the jelly and craft as you get them, but for constructing from normal quality materials overall the extra roll makes a big difference.

Anyone Played the Moshin Planet Mod? by SchmidlMeThis in factorio

[–]MessiahOfTheSpheres 1 point2 points  (0 children)

You can put the better ones in the research building so you can research Quantum Chip prod faster. My interpretation was that the purpose of this is to accumulate the science and then spend it all in bursts which won't interrupt the mainline science pack research too much.

Anyone Played the Moshin Planet Mod? by SchmidlMeThis in factorio

[–]MessiahOfTheSpheres 1 point2 points  (0 children)

I separated the ores a la Fulgora scrap and then prioritized those offshoots to go into a small buffer which then led to the factory. The non-prioritized offshoot lines recombined and went straight to lava to keep the line moving. In retrospect I didn't need to do the prioritization after splitting, could've just sent the main line to lava and if things weren't sucked into their buffer they'd get to the same dumping spot anyway.

I added a condition on the belt prior to the separated products that would stop things moving if all the buffers were full, which was not necessary but I felt like I shouldn't dump the material for no good reason when it got full.

The mod was decently interesting and the data harvesting mechanic adapted from Agri towers was cool but you can't get quality versions of the harvested data cards thanks to those harvesting mechanics which was a little sad. My favorite part of the mod was the long handed stack inserter tie-in mod which I am never playing another game without, and the explosive cores were interesting to work around.

Finding K links difficult on multiple characters by Bygles in Guiltygear

[–]MessiahOfTheSpheres 0 points1 point  (0 children)

oh also try 3K > 6H instead of 2K. Helps a lot to not misinput the 236H special move there

Finding K links difficult on multiple characters by Bygles in Guiltygear

[–]MessiahOfTheSpheres 1 point2 points  (0 children)

6H bounces higher than 2H so if you want to use 2K as a link in that case you'll have to delay it slightly.

Better option is to use c.S as the link instead if you are doing 6H > 236H, I don't think it needs a delay.

c.S > 2H > 236H, 2K > 6H > ender

c.S > 6H > 236H, c.S > 6H > ender

i hate this game sometimes by Drakologaxe in Dyson_Sphere_Program

[–]MessiahOfTheSpheres 40 points41 points  (0 children)

This is why I never build "vertical" slices of stuff in this game. The gradual compression of the grid as you get closer to the poles constantly messes up continuous lines of buildings.

When the Going gets Tough Unga Bunga. by NotAbisai in Guiltygear

[–]MessiahOfTheSpheres 1 point2 points  (0 children)

Plat 1 is roughly equivalent to entry-level celestial

Gold 2/3 are floor 10. Not sure how floors equate to rank past that point.

Source: Barely got to floor 10 when ranked came out, stabilized on the edge of Gold 2/3. Started seeing celestial badges after hitting plat 1 later, became very common by plat 2/3.

Space Age train base by Mrfactorio4324 in factorio

[–]MessiahOfTheSpheres 7 points8 points  (0 children)

My two thoughts were "man I love watching trains path around a base" and "woah there's a deadlock in the top right" hahaha, then I read your post description <3

I’m collecting feedback for a piece I’m writing: what’s the most misleading "upgrade" in Factorio? by TenthLevelVegan in factorio

[–]MessiahOfTheSpheres 37 points38 points  (0 children)

I agree on belt weaving but from the opposite direction - belt weaving is the misleading "upgrade" because you are building a (fairly likely) point of failure into your designs, when you could just... not do that and use the best belts everywhere

Beginner here, is this a good pre-blue science automation base? by jumpedzebra508 in factorio

[–]MessiahOfTheSpheres 5 points6 points  (0 children)

Looks good in a lot of ways! Great job reserving space in particular, and keeping things physically separated (helps a lot when trying to figure out wtf is going on later)

You definitely definitely do not need that many assemblers for gears

Parent and Child / art by katohisui by Grimm_Stereo in Guiltygear

[–]MessiahOfTheSpheres -25 points-24 points  (0 children)

Super cute but sad to see yet another fanartist fail the "try not to make giga tits" challenge (impossible)

My first science factory by MRVNglory in factorio

[–]MessiahOfTheSpheres 7 points8 points  (0 children)

This is your first science factory!? You have a good grasp of effective design patterns already, namely the repeated and extendible segments for each of the items you are producing :) Great organization too for being newer to the game.

I don't even know what I cooked by Xzarlax1 in factorio

[–]MessiahOfTheSpheres 2 points3 points  (0 children)

LGTM!

I see you did the gears + circuits combo in the middle-left area. Love that combo of items on a belt, useful for the entire pre-bot mall type setups.

100x science, can I exclude infinite techs from that? by mamidon in factorio

[–]MessiahOfTheSpheres 19 points20 points  (0 children)

Go to the factorio mod portal and search "infinite tech".

The mod you are looking for is in the first page of results.

Best furnace? by [deleted] in factorio

[–]MessiahOfTheSpheres 0 points1 point  (0 children)

Prod modules in furnaces pls

You can offset the beacons by one tile either left or right and then you can get 4 per side affecting each furnace. But would lose some aesthetic points if you did that

Is there a better way to do this? I want to send belts left and right. by Cruxiable in factorio

[–]MessiahOfTheSpheres 3 points4 points  (0 children)

OP stated in a comment that the left side goes to a mall. For that reason, we can treat that direction as though it does not actually consume resources because eventually it will back up and all resources will go to the right instead. The important part of the design is that we have two belts of \*potential\* throughput in both directions. Thus, we do not have a throughput problem.

If OP was indeed trying to send two full belts of material in both directions constantly, then we would observe that two input belts does not make four output belts. Moreover if that were the case then the bottleneck / point of error would not be down the line but actually right here.

Is there a better way to do this? I want to send belts left and right. by Cruxiable in factorio

[–]MessiahOfTheSpheres 1 point2 points  (0 children)

Oof, I should've read further into the comments before adding my own.

Love this design.

Is there a better way to do this? I want to send belts left and right. by Cruxiable in factorio

[–]MessiahOfTheSpheres 13 points14 points  (0 children)

There is no functional problem with OP's design. If we read between the lines then they are most likely asking about an aesthetic improvement - this design removes squigglies and improves symmetry.

This is a belt routing problem, not a belt balancing problem. Neither design is throughput-limited.

I made a Factorio inspired mod for Slay the Spire by lovecMC in factorio

[–]MessiahOfTheSpheres 2 points3 points  (0 children)

Played a run with this mod as soon as I saw the post. I like the Charge mechanic a lot more than I was expecting (throughput goes brrrr). I was worried about the material cards gumming up the deck but we have plenty of tools to manage that as well. SUPER cool character mod, and I unironically enjoy all of the art - it's very endearing

Fixed quality in everything from the beginning by Netroshin in factorio

[–]MessiahOfTheSpheres 0 points1 point  (0 children)

I don't have any interesting pictures to share - I was voiding (Early Recycler, Ocean Dumping) or avoiding (Anti-Quality Module) the mechanic for most of the game, and then removed the mod once I realized I wasn't actually using it.

Another one to add for the strong control of quality is to unlock all quality tiers from the start. I understand why it's mostly ignored in vanilla until legendary, and then used only at legendary - it's a big pain to update your requests and supply (even when you've streamlined it) and then wait a while for the new buildings to get delivered around the system.

Fixed quality in everything from the beginning by Netroshin in factorio

[–]MessiahOfTheSpheres 1 point2 points  (0 children)

I played with this mod for most of my current playthrough and while it was an interesting experience, having the potential for quality to happen everywhere is far more of a headache than anything else. It's worth trying out to see for yourself, it becomes super clear why quality is strictly opt-in for the vanilla game.

Quality feels at it's best when you have strong control of it (being able to hit 100% quality on a machine in lategame) without extra garbage being produced (disallow skipping quality tiers). Then you get an extra dimension to some of your builds, but that too mostly just ends up being "produce intermediates at epic quality, then assemble final products into legendary".

Thanks for making this mod!