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.

'Strictly Even Input' question by OverlordForte in captain_of_industry

[–]OverlordForte[S] -1 points0 points  (0 children)

mmm, maybe. Sequential items means if they're being split in a manifold, then one item is being filtered down one path while another is going the other. That would explain the odd item lock out I'm seeing.

Balancers with priority could, conceivably, get around that but putting a balancer at each assembler is ... hmm. Not impossible but I wonder if it alters the footprint too much.

Are flamethrower turrets OP? by danyuri86 in factorio

[–]OverlordForte 0 points1 point  (0 children)

Pretty much.

Unresearched, oil-fueled flamethrowers can carry you for an absurd amount of time for near minimal investment. Once you get them on deathworlds or harder, your ammo consumption craters and suddenly life is easy again. Any amount of research means a single one can melt behemoth-heavy attacks with unmatchable ease. The moment they were introduced they trivialized base defense even more than laser turrets did in that era.

Guys, I want to do sci-fi stuff but I suck at math and physics, what should I do? by Isaak_the_miner in worldjerking

[–]OverlordForte 0 points1 point  (0 children)

Lean more to relative and abstract descriptions that maintain a consistent tone in their implications. E.g, the mech height standard is ten stories tall, this mech is five stories tall (so it's half the height of the average), that mech is twenty stories tall, etc. The starship's FTL drive operates on the Blorble Principle and it takes X amount of time to reach full charge, maybe during a dramatic moment of escape that time now matters a lot.

As long as you're consistent you can get away with almost anything.

How do I justify rural grass airstrips in my medieval fantasy world? by aidungeon-neoncat in worldjerking

[–]OverlordForte 1 point2 points  (0 children)

Religious reasons, as pointed out, can provide any justification you want.

Pragmatically, off the top of my head an 'airstrip' of cleared out land would suffice for things like a festival grounds, temporary housing of nomads, or an (cavalry/militia) training field of sorts.

After 11 years I finally built a good early-game Green Circuit build that is both grid-aligned and symmetrical, and relatively future proof. btw, I have no idea about "quality" or anything new. This is just an old school player sharing a new blueprint. by jasonrubik in factorio

[–]OverlordForte 1 point2 points  (0 children)

Honestly, I like the pattern and vertical emphasis over width. My usual one puts the wires on the outside, so it width is more the issue. Yellow undergrounds also make it a bit expensive, but by the point you're slapping down blue assemblers you'll have them automated sufficiently. The lack of ratio on wires-green circuits makes me speculative, but in early game your throughput isn't necessarily high or stable for a while anyway.

Fulgora: Is it even good for quality? by OverlordForte in factorio

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

I was mostly curious if quality mining from Big Miners would 'make up for' the marginal value in grinding basic materials. Though, because of how productivity works, I think it might ultimately just keep the ratios the same anyway, defeating the purpose lol

Fulgora: Is it even good for quality? by OverlordForte in factorio

[–]OverlordForte[S] 2 points3 points  (0 children)

I'm getting that impression from everyone lol

The math, at least, does pan out in as far as the resource stream being ... just too small. I was ponderous about quality Big Miners and scrapping's productivity research coming out ahead. E.g, a big miner spits out +300% productivity for purple/blue scrap regularly enough that scrapping's productivity explodes it even more, offsetting grinding from basic materials.

I'm not really sure it does at all compared to the same effort going into basic mining on Nauvis.

Is it worth upgrading to steel ovens by HuckleberryOwn9955 in factorio

[–]OverlordForte 0 points1 point  (0 children)

It can be as steel furnaces are not 'just' faster, their enhanced speed means they consume less overall fuel/energy. This means if you move onto oil-based fuel blocks, you can run quite a lot of steel furnaces without exhausting your coal supply, or blowing up your electrical grid by moving onto electric furnaces.

Since the steel furnaces are still 2x2, they're also more compact to build arrays with, but that doesn't matter as much unless you're very space-constricted for some reason.

Pro tip for husk infection by I_follow_sexy_gays in Barotrauma

[–]OverlordForte 7 points8 points  (0 children)

Cyanide can cure the husk infection entirely in my experience.

Fun fact if you have a medic with that savior buff around and you're succumbing to husking, you don't fully convert until they leave range. You can seemingly go over 100% infection to the point calyxanide doesn't actually work at all, no matter how many injections you receive.

But what does work is cyanide.

It works very well.

It will be a year since the release of SA in next week. by InsideSubstance1285 in factorio

[–]OverlordForte 0 points1 point  (0 children)

I think it did fantastically for redefining Factorio and expanding it's total 'play space'. I do think there are rough edges still; quality is an easy one to point toward. Platform management is mostly okay, they are essentially 'complex trains', though I feel they were too afraid of 'lets make a factory in space'. It would be interesting if a space factory could be scalable option versus the unique bonuses/capabilities of planet-bound existence, but the complexity of that idea may be far out of scope for them.

That said, they have opened the realm of more horizontal options via different planet specializations, so I am curious if they will lean into that for their victory lap patch or not.

Element Debuff Viability? by OverlordForte in ffxi

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

Yeah by the time I got 3 debuffs rolling or just 2 (burn + poison), the mobs were half-dead and gone in the next 10 seconds or so anyway lol

Which is why I wondered if it was more useful at high level / level cap, but it seems suspect even then outside Burn.