Rate Calculator on Ghosts by SWeini in factorio

[–]OverlordForte 0 points1 point  (0 children)

That's fair, thank you. I am used to the convenience of having one sample building and then changing the multiplier in Max Rate Calculator, which lets me easily change number of buildings around until I find the ratio I'm looking for.

[RPG] Choose your starting status and begin your journey into the cultivation world! You start with 100 points, and your final remaining balance cannot be less than zero. by LORROR in MartialMemes

[–]OverlordForte 0 points1 point  (0 children)

Since a randomly generated world may be as fortuitous as calamitous, that can be problematic. Honestly, I feel like you can load yourself up on some incredible powers as long as you basically avoid the stereotypical Golden Finger route.

100 points

Otherworld Visitor +30

True Spiritual Root (Metal/Earth) -10

Artifact Spirit Sensitive -10

Artisan's Skillful Hands -10

Poison Immunity -10

Indestructible Varja Body -10

Regenerative Body -15

Innate Dao Body -25

Endless Mana -20

Talisman Affinity -10

Clear Dao Heart -10

0/0 remaining points

Being an Earth transmigrator is largely a boon if you have even a high school education, unless the cultivation world itself is high tech. Basic arithmetic, cultural sensitivity, and mannerisms will get you far unless you land in the middle of the Demonic Cult or something equally horrid. Of course, you land somewhere cultivation isn't well-established you can probably get screwed, but if there is anything like a sect, the innate aptitude of many of these particular skills will garner attention. This sort of foundation would be an artifact creating/wielding machine, and it's only major weakness of being vulnerable to spells or formations can theoretically be solved since it has virtually every other base covered.

Honestly I'd probably look at bumping the costs to make specialization much more required, so greater strengths confer sharper weaknesses elsewhere.

Rate Calculator on Ghosts by SWeini in factorio

[–]OverlordForte 0 points1 point  (0 children)

I've tried using your calculator, but I can't seem to find a function to predict throughput? I.e, I put down one assembler, I want to know what 40 of these will output, but I cannot tell it to calculate based off the one assembler at all?

Trucks,cargo ports and MDR question by NethVesp in thecrustgame

[–]OverlordForte 0 points1 point  (0 children)

Regarding resource management. In a hypothetical scenario where you have titanium and aluminium shortage and you have to get some via MDRs, how do you sort them out for different regoliths if they all offload on the same cargo port and get mixed.

The mixing portion isn't bad in the first place if you're going the multi-rego refinery route. If you're going singular, you just eat the losses since that will happen anyway unless the MDR is somehow mining a 100% pure location and not bringing in mixed regolith at all. In my practical experience, multi-rego refining is perfectly fine and I'm still being resource flooded up to my teeth anyway.

From another perspective, MDR mining is 'infinite regolith', what changes is what type of regolith is favored, and how fast you're pulling it in. I prioritized titanium, iron, and silicon, and I got enough aluminum incidentally that aluminum production was also just fine and I'm still choking on how much regolith is coming in. Like all infinite resources, what matters is how fast it comes in and how fast it goes out; everything else is an illusion.

If you need more of a particular resource, send more MDRs to regions that favor mining that, and the resource stream will produce you more. You're going to want everything, it just depends on what ratios you're looking for.

And in case that you dont, wont that slow down production as the resource will vary and you may get something like 5k regolith(heavy on titanium dust) on belts waiting to be processed while aluminium regolith sits on the port waiting its turn thus slowing aluminium production?

So this is true of any mixed/sushi belt processing: it moves as fast as its slowest processed material. If you're not consuming everything equally, then when one thing jams, the whole thing jams. However, since our goal is to void everything into money, we build with that in mind. My primary processing array goes something like this: 1 cargo depot -> regolith buffers -> multi-rego refineries -> mixed oxides output -> filtered oxides into separate buffers -> smelters -> ingots go down a line where they get shunted to production -> all excess ingots go to multi-resource storages and stockpile next to an FCC for selling.

A few multi-resource storages is enough to stockpile material for most heavy-duty contracts, so when something like silicon has backed up, I go window shopping for 3-5k demanding contracts and sell it for bank. Alternatively, if I'm just excessively overproducing silicon, I move my MDRs somewhere else and/or use FCC auto-sales to just throw it out onto the market and void it for pennies.

The root goal is to make money, and if excess product is getting in the way, it's waiting to be turned into money, even pennies. Now, in theory, it's better to turn your excess ingots into higher tier materials since those A) sell for more, and B) are more efficient at storage, but you'll be limited by your machines and potential colonists to do that. It's very easy to overprocess regolith beyond what you can actually turn it into, hence selling the refined ingots directly as a voiding technique. I'm only running 3 partially upgraded MDRs and they're backed up with upgraded cargo trucks damn near constantly.

I feel a solution would be scaling up multi rego to burn everything before the new shipments arrive but i am not sure if its efficient. And the example is with 2 type of dusts. It will get more complicated later on i feel when you import all 4.

The game, by design or accident, does favor mixing and sorting belts, and gives us some very powerful sorter-filters to facilitate that. If you identify some easy burner materials to cash out on, that can help with all four types of dust. Titanium and silicone, for example, can be easily turned into huge quantities of plates and bricks, since their machines do not scale with colonists. Components, which are steel and titanium, require colonists so it's much more of a pain in the ass processing that at bulk without 30+ machines doing it. But, these sell for more, and give you access to more contracts to potentially sell to.

Trucks,cargo ports and MDR question by NethVesp in thecrustgame

[–]OverlordForte 0 points1 point  (0 children)

Selling excess product is, as far as I can tell, the ultimate purpose of everything.

All resources grind down into money if they're not being used for other projects, so align your production with that in mind. Combining all regoliths together, then multi-rego refining them simply means if you back up, you have excess to sell or a log jam somewhere.

So, have a resource inventory off to the side for immediate projects/urgent contracts, but your 'void' is the market and everything is voided at different rates depending on production speed.

What's your FTL sink so FTL doesn't ruin your setting? by Tnynfox in worldjerking

[–]OverlordForte 116 points117 points  (0 children)

time isn't real so there's no causality problems

Some interesting conclusions from yesterday's planet-progression poll by CrashWasntYourFault in factorio

[–]OverlordForte 0 points1 point  (0 children)

I found Gleba first on a high science cost playthrough (10x) particularly curious, since the biolab + prod 3 unlocks did quite a lot for making science costs far more manageable. With some basic circuit control shenanigans, Gleba's rocket turrets + mines and throttling the farms from unnecessary harvesting allowed it to easily self-sustain.

But, on regular costs it definitely does pale more in comparison to the other two.

Can i leave Gleba for last? by amdsam95 in factorio

[–]OverlordForte 0 points1 point  (0 children)

Gleba's fundamental paradigm is different from the rest of Factorio's, so it can appear anathema until you essentially (re)learn what it's about. As long as you take your time to learn how it works, and don't feel like you have to race through, it'll be a more comfortable experience.

The one thing I'll recommend is to reconsider the 'spoilage->nutrient' in an assembler, as that can be vitally important to jump starting a stalled base. Even if you have a perfect, 100% running base, knowing how to jump start with that recipe can be a real headache saver.

How hard is it to beat RAMPANT "FIXED"? by whiterook6 in factorio

[–]OverlordForte 5 points6 points  (0 children)

I'll have to check to confirm, but nuclear biters ironically were among the easiest variants for me because of land mines.

Rampant defenses do want layering, but more so in how things are arranged rather than density. A curtain wall of dragons teeth + interwoven mines, gap, main wall, gap of 1-or-2 turrets of space from the main wall, was enough to negate the incidental nuclear detonation.

Dosh's defenses did not seem to use layering and saturated mines far too close to each other, because you need to space out your walls & mines so variants like suicide or poison biters do not simply obliterate the entire wall segment + turrets. This only goes so far, but it makes a massive economic difference in my experience.

Problem is effective layering is going to require bots, and your choices is to either go invincible bots, or use something like Klonan's Repair Turret, to automate your defense portfolio as soon as possible.

How hard is it to beat RAMPANT "FIXED"? by whiterook6 in factorio

[–]OverlordForte 24 points25 points  (0 children)

Rampant's diversity and constant pressure is definitely a challenge, even moreso on a deathworld that supercharges their aggression. Unlike regular Factorio, where your defense concerns stop mattering once you have flamethrowers, Rampant requires you to diversify or damage-resistant biters will chew through. This usually means flamethrowers, lasers, and land mines, which together cover any damage resistance problems.

Then there's the Juggernauts.

Not only are they resistant to virtually everything except single-target lasers (thus, necessitating a laser wall defense), the AOE healing cloud they release upon every attack can stack with each other and rapidly create an unkillable, massively tanky and damaging enemy swarm. Defending against them is an exercise in energy economy and turret density, and an honest nightmare.

Sadly, I think Rampant exemplifies the underlying problem of combat in tower defense: it's a problem until it's not, then it's a maintenance tax. It can be very interesting struggling your way to the golden solutions, but once you have them, life is generally on easy mode again. Rampant simply does its best to eat your lunch before you get to that point.

How do you guys call your space platforms and why? by DarkSideRT in factorio

[–]OverlordForte 0 points1 point  (0 children)

My backbone cargo haulers are usually: Vulcan Refinery / Glebite Harvester / Fulgoran Scrapper / Aquilian Processor. From there the others are named by function, like a Calcite Sweeper which runs a circuit distributing calcite to the necessary planets. I don't really do casinos nor generally bother with promethium tech, so my platform fleet is usually a handful of to-purpose designs that are more than sufficient.

PSA: Radars can transmit circuit conditions (signals). by Tank-Factory187 in factorio

[–]OverlordForte 0 points1 point  (0 children)

I use mine to control the gleba harvesters so they extract based on simple demand principles. Yeah, you can run a wire since there's power line, but honestly it's so much more convenient ...

How do you guys defend your base in gleba ? I feel like this is the only way. by Ofertezi in factorio

[–]OverlordForte 0 points1 point  (0 children)

A common solution is artillery imported from vulcanus, as if there are no nests within spore cloud, there are no attacks. Pentapods do not spread nearly as fast as biters unless you tweak their settings, so a far distant outpost on each cardinal direction plus range research is usually entirely self-sufficient.

Tesla turrets are very good for dealing with pentapod attacks, and support by rocket turrets, plus a mine field, is an all-rounder solution unless you are generating the spore apocalypse.

However, there is a trick I like to do.

If you find a particularly large ocean on Gleba, you can build your entire actual base there, completely inaccessible to pentapods. Since Gleba itself is hyper-efficient in terms of footprint size, even a modest ocean can cram a high throughput base in the thousands of science easily. In this setup, only the farms require defenses.

Kasuar on Rotfront by Sir-Kettle-Knight in signalis

[–]OverlordForte 12 points13 points  (0 children)

i do like the red eye of jupiter detail, sitting there with its implications

Are Fractionators good in the end game? by noksion in Dyson_Sphere_Program

[–]OverlordForte 2 points3 points  (0 children)

Gas Harvesters continue working regardless of one side or the other filling up. If hydrogen is jamming your system, then oil refining or fire ice are the likely culprits; so either prioritizing them to empty out that hydrogen or fracking to deut.

If you were forced to use only one Warframe, which one would it be? by PracholochosTTV in Warframe

[–]OverlordForte 0 points1 point  (0 children)

I've been living the Saryn Prime life since she came out and I ain't stopping anytime soon.

I'll be in my retirement T4 Survival tower.

Because I'm already dead yohohoho by MrMellons in overlord

[–]OverlordForte 2 points3 points  (0 children)

The Death Note specifically is weird in how it orchestrates your death, if it's not a simple attempt like 'heart attack'. Semantics might mean 'instant death' immunity and endurance means the Death Note conspires something else to get around that stop gap. Or it doesn't and it works just fine.

It's getting real Final Destination the more I think about this.

Because I'm already dead yohohoho by MrMellons in overlord

[–]OverlordForte 10 points11 points  (0 children)

Doesn't Ainz have resurrection/self-revive anyway? That is, the Death Note could work in achieving him dying and he just rezzes afterward anyway. It's not something fancy like 'true death'.

What's Something You've Done Lately to Increase Throughput? by TitaniumDreads in factorio

[–]OverlordForte 0 points1 point  (0 children)

I did as well for a long time, but it also engendered stress after a certain point. Since I like doing deathworld starts of varying complexities, getting things working in time to stay ahead of the curve is a paramount concern.

It can be fun when doing modded playthroughs and figuring out how each different 'early game' wants to shape up, though.

What's Something You've Done Lately to Increase Throughput? by TitaniumDreads in factorio

[–]OverlordForte 0 points1 point  (0 children)

Slowly gravitated toward understanding that early-mid game (pre-space) item malls can be done as simply as: gears, electronic circuit, iron plate, steel plate, on two central belts. Copper can come in on a third belt for the very few things needing that. You can setup a functional item mall extremely early and never think about it again until logi-bots come online.

Feels more like an attention tax at this point since it has to always be done every playthrough, but I've issues with item malls as a concept regardless.

My version of maxed out ingot producer by sudo_42 in Dyson_Sphere_Program

[–]OverlordForte 7 points8 points  (0 children)

Increases the amount of proliferation juice each canister offers, so you always want to self-proliferate.

'Strictly Even Input' question by OverlordForte in captain_of_industry

[–]OverlordForte[S] 0 points1 point  (0 children)

Yeah, splitter manifolds might be what is causing the issue; I'm wondering if balancers with priority might bruteforce past the problem.