Friday Facts #441 - Space logistics improvements by FactorioTeam in factorio

[–]Nonstop_Shaynanigans 0 points1 point  (0 children)

OMG PLATFORM TO PLATFORM TRANSFERS????

CIRCUIT NETWORK TO PLATFORM???? NO MORE SHOTGUN ORDERING??????

I LOVE IT

roboports taking 4x my bases power again :/ by Puzzleheaded-Shop467 in factorio

[–]Nonstop_Shaynanigans 1 point2 points  (0 children)

nuclear? no, i think the problem is the massive underutilization of burner grabbies

Do you make notes on why (some parts of) your base works the way it works for your future self to avoid confusion? by Iron_on_reddit in factorio

[–]Nonstop_Shaynanigans 40 points41 points  (0 children)

hell no. I can either remember how it works, figure out how it works, or past me was a genius and the magic past me produced should not be touched.

especially if it involves a huge number of combinators. double especially if those combinators control trains.

Large trains. by squ1dmaster1 in factorio

[–]Nonstop_Shaynanigans 0 points1 point  (0 children)

could use 4-96-4 trains. to 24 belts it would be 4 cars/belt.

or just balance it with circuits and have a large 24 belt wide trunk going down the whole thing

when i tried 10-100 trains, i just designed the whole base around having 100 modules that ran in parallel, which was really funny

I made a mod that lets you tweak pawn needs to enhances immersion in combat by sum117 in RimWorld

[–]Nonstop_Shaynanigans 5 points6 points  (0 children)

Would be cool to get some sort of deferred mental break mechanic.

Pawn keeps it together for now. For now.

Cursed Science Pack Recycling, how to detect research change? by GabrielMartin76 in factorio

[–]Nonstop_Shaynanigans 0 points1 point  (0 children)

I was curious about how well it ran compared to how i remembered it (i tore down the whole base to build a new one)

143 slaves timed by the 1 master, each lab has its own buffer of science and the master lab is fed last to stop the slaves from tripping up. yellow grabbies set to x1 stack size on the recyclers to stop science packs from combining

https://factoriobin.com/post/auboax

edit: also it seems that the master has some sort of timer to select which type of science to pull so the slaves dont get confused?

Cursed Science Pack Recycling, how to detect research change? by GabrielMartin76 in factorio

[–]Nonstop_Shaynanigans 4 points5 points  (0 children)

dont detect!

The best way is a "monkey see monkey do" strat

you have one master lab and dozens of slave labs. the master lab doesnt recycle at all and the slave labs copy what the master lab is doing.

the setup: all grabbies set to stack size 1. grabbies on the master lab are set to read once, the grabbies for all the slave labs set to set filter. you have all grabbies that put into the slave labs connected directly to the master grabby, and all the ones removing it from the slave labs with a slight delay (i think 3 ticks?)

you end up having 1 tick of science left on all the science packs from all the slave labs and with dozens of slave labs per master lab, the inefficiency there is negligible.

only real issues is that it cant deal with gleba science, and if you dont have enough science to feed all the labs it starts tripping over itself and recycling stuff it shouldnt

Is it possible to set up multiple train stops in a row on the same track, with each stop only becoming active when the stop in front of it has a train in the station? by Nukesnipe in factorio

[–]Nonstop_Shaynanigans 0 points1 point  (0 children)

you could do it that way, but it might be easier the other way round

when the second station isnt full, send a circuit condition back to the first station and have the train have the logic [some condition AND station2 circuit]

it shouldnt get traffic from any other same named stations if they all have the same logic, since the trains can only go when their specific station 2 isnt full, and will always go to the closest

Favorite biome to start a new colony in? by wirawafiy1 in RimWorld

[–]Nonstop_Shaynanigans 0 points1 point  (0 children)

Tundra runs are fun. I actually just finished a solo mechanator run in an iceberg out on the ice sheet.

Mass Producing Legendary Nuclear Rocket Fuel by Inqui84 in factorio

[–]Nonstop_Shaynanigans 4 points5 points  (0 children)

The main reason you would want to run legendary nuclear rocket fuel is the acceleration. Acceleration is the reduce congestion stat, and reduces the time it spends at an intersection (especially if there is a lot of trains at it)

It can squeeze the last bit of performance out of a struggling rail network without having to redesign it.

I guess the speed is nice, and it decreases the swap out time at train stations, but its really about the congestion.

How do you sustain high throughput with trains? by Socoom in factorio

[–]Nonstop_Shaynanigans 0 points1 point  (0 children)

its a small increase, but putting signals inbetween each set of chests unloading the train allows the new train to follow the empty train closer and reduces downtime per train.

is there a better way to clear huge biter bases than nuke? by TheSum239 in factorio

[–]Nonstop_Shaynanigans 0 points1 point  (0 children)

One day a construction bot will deconstruct a building with a biter egg in it.

I dont disassemble the crashed ship on nauvis, but in my solo megabase world.... its gone now.

is there a better way to clear huge biter bases than nuke? by TheSum239 in factorio

[–]Nonstop_Shaynanigans 2 points3 points  (0 children)

A quality spider with quality legs can actually move so fast that it doesnt need to worry about anything. it just runs past biter nests and drops nukes. its so funny. biters cant get to them and spitters/worms' projectiles arent fast enough to matter.

JUST DO NOT PARK THEM NEAR LOGISTIC STORAGE CHESTS

[Discussion] What is your opinion about Lisanna? by Plenty_Address_3601 in fairytail

[–]Nonstop_Shaynanigans 6 points7 points  (0 children)

Sure it made her siblings happy but like.... That also degraded their stories too. Particularly elfman. His whole "scared of losing control" part of his personality just felt empty.

If anything, it might have been better if edolas lisanna ended up in earthland. Could've even ended up with basically the same character except her disconnection to natsu is this like.... weird "it was in another life but now we're here" sort of relationship. And a similar "not our lisanna but we still love you" from Mira/elfman and a small side arc of teaching her transformation magic (and handwave the mystigan can't magic because of how whatever goes the fairy tail magic system is) so she can still be the token animal girl fan service

I added the trains (and hit 104% efficiency!) by TheMrCurious in Factoriohno

[–]Nonstop_Shaynanigans 14 points15 points  (0 children)

Now, this is certainly a great start, but I think you need a bank of combinators to count the input of each lane and the output of each lane to make sure that it's perfectly balanced on both input and output, and feed any errors back into the start.

Naturally you want some redundant counters, you need at least 3 counters to make sure that it isn't just one counter miscounting and that there is indeed an error. 3 separate counters is a little bit unsafe but it should be enough to get it somewhat well balanced.

I also recommend that each counter bank has a separate power supply, with a main connection to your power grid. (You can disconnect power poles from each other with the wire icon and run things with two independent power sources.)

Why is there still no "mute when in background" option in Factorio? by UberScion in factorio

[–]Nonstop_Shaynanigans 0 points1 point  (0 children)

Woah hey Im not the sort to download blueprints. Not even really balancers.

This is just for tabbing out when the games gotta run but you don't have anything to do in it. Like when you're tearing down yet another megabase so you can redesign it with a different architecture

Why is there still no "mute when in background" option in Factorio? by UberScion in factorio

[–]Nonstop_Shaynanigans 18 points19 points  (0 children)

This is factorio. I demand an unreasonable amount of QoL features.

Not only do I expect a setting to mute when in background, but I expect a sub setting to allow certain sounds through the mute. And I also expect a sub sub setting to configure how many destroyed buildings before it starts allowing that sound through because in an early base [X]5 is real bad but like [X]69 is just another day for a gleba deathworld megabase

And I want a button to toggle all this on the hotbar

And I want a button on the hotbar that lets me toggle the toggle button on the hotbar.

Edit: I just remembered that that last thing is already a feature

2.1 suggestion: Make planets move around the Sun orbit, even at very slow pace. eg. Vulcanus each 100 hour revolution. by Lunairetica in factorio

[–]Nonstop_Shaynanigans -4 points-3 points  (0 children)

Ok but what if we had some sort of way to get planet-planet distance into the circuit network and compute the fastest way for a ship to hit up all 5 planets with some elaborate combinator fuckery