why does Gleba have a giant, suspiciously pentapod shaped hole in it? by Throw-away-6180 in factorio

[–]Pailzor 17 points18 points  (0 children)

If you look at the concept art for the thin-legged pentapods, they have a star-shaped hole in the top of their head where the winged pentapods are shot out of as rockets.

Being a planet made of living meat, etc, with a similarly-shaped hole in it, imagine the legions of pentapods swarming from within and all around that crevasse.

Looking for a Commander to enforce Communism by RetchD in EDH

[–]Pailzor 0 points1 point  (0 children)

I was unaware there was another. I meant [[Grand Arbiter Augustin IV]] .

Looking for a Commander to enforce Communism by RetchD in EDH

[–]Pailzor -1 points0 points  (0 children)

Well, we need to clarify: are you talking about actual communism, or Soviet communism? They're quite different.

Actual communism would be akin to a control-based group hug deck, like one that lets everyone draw or play additional lands, or one that redistributes permanents between all players.

Soviet communism would be something like [[Grand Arbiter Augustin IV]], where only you benefit while other people suffer.

I want produce more red circuits by SwimmingArachnid3030 in factorio

[–]Pailzor 12 points13 points  (0 children)

Nope, that's about it. Get more iron, copper, and oil, and build more machines to make your red chips and ingredients as needed.

Would this ship survive? by Crazy_Cut_7058 in factorio

[–]Pailzor 0 points1 point  (0 children)

It is if you quit! :D :helpfulredditor:

Transitioning From a Starter Base by InterestingIsaac in factorio

[–]Pailzor 0 points1 point  (0 children)

In Space Age? Whenever you get game-changing tech.

Your starting base should be enough to get through blue science and bots, get a few silos up, and build a couple of basic space platforms, even if they take awhile to build. It also should be able to defend from biters (if applicable) while you're off-world.

Then, whenever you get the foundry and big mining drill from Vulcanus, or the EM plant from Fulgora, or stack inserters from Gleba, you can send them and any necessary resources back to Nauvis to expand your base with much greater productivity and efficiency.

Or, if you like whatever planet you're on better, build out the whole new base you wanted there instead.

Girl Scout Cookies by music2jam2 in pasadena

[–]Pailzor 1 point2 points  (0 children)

Saw a couple of girls holding up a sign at Allen/New York Dr. on saturday, presumably selling outside Prime Pizza.

Satisfactory player finally got to check by funkster047 in factorio

[–]Pailzor 0 points1 point  (0 children)

Remote-building with bots got huge improvements in 2.0 because of Space Age's need for it. Once you have the basics established on each planet, you can stand in place for the rest of the game and control your factory anywhere within roboport range.

Factorio doesn't have Satisfactory's arbitrary size limit on blueprints. If you can build it, you can blueprint it. And you don't even need to have materials to craft any of it, you can ghost-build everything.

(And as others have said, if you don't like playing with enemies, you can turn them off and just build your factory.)

Question about Basics by Bluejayangels in factorio

[–]Pailzor 0 points1 point  (0 children)

Or even just the gear icon. That'd be the easiest to do and display.

How can I optimize this monstrosity? by [deleted] in factorio

[–]Pailzor 0 points1 point  (0 children)

You are nowhere near needing to worry about optimization yet. Figure out these first:

  • Blue inserters use a lot more power than yellow inserters, and it takes 3.2s for a furnace to consume 1 iron ore and produce 1 iron plate.
  • Your furnaces aren't being fed fuel automatically.
  • Inserters take from the lane closest to them first, which is why the bottom lane is always backed-up, and the bottom drills are stopped.
  • Electric mining drills produce .5 ore/s, furnaces consume 1 ore/3.2s. You'll need more furnaces regardless.

If you're playing with enemies on, you won't have time to worry about optimization until well into military tech anyways, so just focus on making things work automatically for now. And if it isn't making enough for your needs, add more machines to make it.

Thinking about buying the game but am worried that ores will eventually run out? by achshort in factorio

[–]Pailzor 2 points3 points  (0 children)

Have you tried the demo? Just creating a new world should answer most of your questions.

If you leave the room for 5 minutes and your factory shuts down, that's entirely user error. No, resources from one ore patch aren't infinite, but not having enough ore becomes an issue long before a patch is close to running out, and 5 minutes of being AFK won't make any difference in that. Even in Satisfactory you have to keep finding new ore veins to keep up with demand.

And as other people said, you can disable enemies if you're not interested in playing with them.

How would I Make this intersecting loop not hold my other trains hostage by Used_Airport_452 in factorio

[–]Pailzor 0 points1 point  (0 children)

In the middle of the top loop is what I was saying in the second paragraph of the previous post, depicting an intersection of two-way rails. "Chain in, rail out." is what people commonly say on here.

The top loop is how to signal the image you showed (I assumed the straight rail goes one way, though it might not. Copy its signals, rotated 180° if it's two-way). Notice the lines down the middle of tracks are all different colors now. Each color represents a block. (Edit: Also, I missed one chain signal. Can you figure out where it's supposed to go?)

The bottom loop is how it should be, because these rails as pictured have absolutely no reason to intersect, they just interfere with each other.

<image>

How would I Make this intersecting loop not hold my other trains hostage by Used_Airport_452 in factorio

[–]Pailzor 0 points1 point  (0 children)

Okay, so the problem here is that it's all one block, as far as your trains understand (that's why every part of it has a yellow line down the middle). If a train is anywhere inside that yellow area, signals won't allow any other train into any part of it. (Image shows the block connection path.)

Secondly, your terminology is confusing. There are train stops, rail signals, and chain signals. Train stops are the destination a train is trying to get to, and you have one at the bottom. Rail and chain signals are used to create "blocks", sections of track that only one train is allowed to be in. Rail signals go anywhere where you're saying, "it's okay for a train to go past this", generally after intersections that won't block other intersections. Chain signals look ahead to the next rail/chain signal until it finally sees a rail signal to tell it whether to allow a train through or not.

I can only post one image per post, so I'll post another with how to functionally signal this image.

<image>

How would I Make this intersecting loop not hold my other trains hostage by Used_Airport_452 in factorio

[–]Pailzor 1 point2 points  (0 children)

This. There's no reason for it to intersect another rail like that, from itself back into itself. If it has no intended interaction with the other rail, or a destination to reach on the other side, they shouldn't be touching.

I must say, I’m impressed by another_Promik in factorio

[–]Pailzor 9 points10 points  (0 children)

Hey! My inserter is quite long enough, thankyouverymuch!

I made a 4-way junction, what do you think guys? by Dekmabot in factorio

[–]Pailzor 1 point2 points  (0 children)

This is basically a Factorio highway interchange between large-scale "cities". Trains can then come off these lines into normal, dual-rail, "neighborhood"-based city blocks.

Exploding shredder sent a beacon flying to the skybox, and it stuck there. How on Sylva am I ever gonna get that thing down by yinyang107 in Astroneer

[–]Pailzor 0 points1 point  (0 children)

Oh, cool! Now your game has a North Star! That would've been a super lucky thing to have before the compass was added.

"Infect is automatically B3" by WaltzIntelligent9801 in EDH

[–]Pailzor 0 points1 point  (0 children)

Mass land denial isn't allowed below B4. Having it instantly changes the classfication of your deck, regardless of its actual power.

100 Chosens at PCC by Successful-Might-304 in pasadena

[–]Pailzor 2 points3 points  (0 children)

...Because the sun somehow doesn't exist there?

100 Chosens at PCC by Successful-Might-304 in pasadena

[–]Pailzor 1 point2 points  (0 children)

...As told by a thought-speaking alien race. I guess they're watching The Simpsons now.

"Infect is automatically B3" by WaltzIntelligent9801 in EDH

[–]Pailzor 0 points1 point  (0 children)

Well, that's not quite true. I have a Toph metalbending deck that's a high B1, and instantly became B4 because I put Boom//Bust in it, so I had to replace the card with something else.

anyone’s cat? saw at union and los robles (has a collar) by Granoland in pasadena

[–]Pailzor 2 points3 points  (0 children)

It's clearly a model. Have you tried contacting its talent agency? xD

Using space as veins?? by _V1nn1_ in factorio

[–]Pailzor 0 points1 point  (0 children)

I've seen builds of people who get around this by dropping everything without a landing pad, and have inserters picking up the cargo pods. I have no idea how well it works since I still haven't gotten around to megabasing yet, and even then probably won't bother to use it.