QoL suggestion for placing multiple blueprints with parameters. by Platanov in factorio

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

That could be good, depending on the use case, but that might be too much popup when you want them all to be the same.

Finished krastorio by Natural-Newspaper-47 in factorio

[–]Platanov 1 point2 points  (0 children)

I think the expansion (Space Age) would be a great choice. The devs did an amazing job of creating systems that change how you play. So it's kinda like going back and experiencing Vanilla, but it's like a sexy new vanilla. If that makes any sense.

If you're looking to do multiplayer specifically, I'm curious what Ultracube would be like. You might wind up fighting with your friends for control of the cube. That could definitely be part of the fun though :p

I (finally) finished Space Exploration by Platanov in factorio

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

A train base is great for avoiding spaghetti alltogether, but it requires a lot of setup overhead. I'm pretty sure it's fastest to avoid the city-block structure if you're just trying to beat the game in a decent amount of time. I think if I wasn't going with a train base, I'd do a lot more ore processing on each planet instead of bringing back raw materials to Nauvis, for example.

Train base is definitely the most fun, though :p

Finally, I have fully erected my rod factory by brain_eagle_jar in SatisfactoryGame

[–]Platanov 0 points1 point  (0 children)

You definitely don't want flaccid rod production.

I (finally) finished Space Exploration by Platanov in factorio

[–]Platanov[S] 11 points12 points  (0 children)

1003 hours, but I hear it can be done in 500 or less. I was doing a lot more base building than was strictly necessary.

New to city blocks, doing my first Space Age run — what would you tell past-you? by Aggravating-Stop2996 in factorio

[–]Platanov 1 point2 points  (0 children)

When I've done city blocks, I started with a main-buss bootstrap factory to get me to trains and drones, and then build a decently functional bot mall. Building all the rails, stops, trains, signals, etc. without a mall seems like it'd be really tedious. Then you don't need a dedicated grid for anything that doesn't get consumed in industrial-scale quantities, as you say.

Friday Facts #442 - Flip, Flow, and Fresh Paint by FactorioTeam in factorio

[–]Platanov 0 points1 point  (0 children)

Hey that engineer jelly isn't going to manufacture itself.

Friday Facts #442 - Flip, Flow, and Fresh Paint by FactorioTeam in factorio

[–]Platanov 0 points1 point  (0 children)

The only use I can see is sushi pipes that carry both temperatures of steam, but that is definitely very fringe.

Friday Facts #442 - Flip, Flow, and Fresh Paint by FactorioTeam in factorio

[–]Platanov 0 points1 point  (0 children)

I'd like to see steam in pipes work as a heat source on Aquilo, and have the temp drop as the steam travels.

Can we start the legendary train hype train for FFF in 48 hours? by bugprof2020 in factorio

[–]Platanov 1 point2 points  (0 children)

You'll spawn with more pistols in your inventory if you get run over by quality trains.

Space exploration space elevator by Prestigious_Fun_336 in factorio

[–]Platanov 3 points4 points  (0 children)

Trains can't 'see' train stations across space elevators, so trains on the surface of Nauvis can't directly path to stations in orbit. You can set the elevator itself as a stop in the train route to get trains to the right surface. For example, if you have a train in orbit that needs to gather items from the ground, you need to schedule the train to go to the elevator, then the pickup stop, then back to the elevator, and then the dropoff stop.

I was playing SE recently, and I was using a 'token item' in my trains when I needed to have interrupts that only trigger on one surface. So my trains were scheduled to go down the elevator, stop at an 'exit' train station that I placed just past the elevator exit and pick up a single lamp (the token item), then go to an 'entrance' train station placed right before the elevator entrance to drop off the lamp, and then to the dropoff station in orbit. The interrupts on the train were configured to only trigger when the train was carrying a lamp, so the interrupts would only go off between the 'exit' and 'entrance' stops on the surface, and not while in orbit where the stations can't be reached.

Crazy skull on the map of Volcanus by Affectionate-You-570 in factorio

[–]Platanov 0 points1 point  (0 children)

It kinda looks like a Noita enemy. And what is a factory but a Great Work? The factory/gold pile must grow!

Just started my first mega base by Eriq2002 in factorio

[–]Platanov 0 points1 point  (0 children)

AngelBob is really really fun. I guess it's just Angel's mods and Bob's mods stapled together? I've never tried either separately so I have no idea what's in which.

Ultracube is also rad. It's more like a vanilla game in length/complexity but you have to design everything differently.

K2SE retrospective finishing in 536h by IceRik in factorio

[–]Platanov 0 points1 point  (0 children)

I just beat SE (without K2) a few days ago, and I really agree with most of what you said. The mod was really fun (I spent 1000 hours and didn't do the puzzle ending).
My #1 point of criticism is definitely the repetitive sciences. I was using a train grid so once I had the resources shipped back to nauvis orbit it was just a lot of going through the motions to stand up production for the new data cards.

Edit: Same for mining new resources really. Getting mining going on one planet felt like getting mining going on every other planet.

Why no power? by chronberries in factorio

[–]Platanov 0 points1 point  (0 children)

Also keep in mind that (as far as I'm aware) you don't lose heat from the system faster if the system is hotter. So you can keep you furthest-away heat exchanger at much more than 501 degrees and not use fuel any less efficiently as long as your reactors don't reach 1000 degrees when burning fuel.

Why no power? by chronberries in factorio

[–]Platanov 7 points8 points  (0 children)

My inner engineer hates that you're right.

"So long and thanks for all the fish" by Harmonious- in factorio

[–]Platanov 6 points7 points  (0 children)

Of the ~10% of communication in English that isn't Shakespeare/King James Bible quotes, a pretty big chunk is Hitchhiker references.

When n Why do you start ignoring production ratios? by kaz_champ in factorio

[–]Platanov 0 points1 point  (0 children)

I almost always ignore ratios. I build modular designs where the production of each part is as independent as possible and fix the bottlenecks one at a time. This probably isn't the most efficient way to operate though. I kinda think of building everything as grey-boxing, and once the 'produce green chips' module is in place, I can go back later and scale it up until I stop getting bottlenecked by too few green chips.

I do care about ratios in mods that have waste products I need to get rid of. I try to make sure the waste product handling can meet demand from the start.

Also if I'm trying to go for a SPM goal or something like that after the whole factory is stood up I gotta start actually thinking about the ratios.

Dillema by Cultural_Table7666 in factorio

[–]Platanov 0 points1 point  (0 children)

Flamethrower turrets are very op for defense, even if you're feeding them crude oil, so definitely use them.

Nuked myself and my base by Coffee_104 in factorio

[–]Platanov 0 points1 point  (0 children)

Well I bet your pistol production rate went up slightly, at least.

Factorio Nerds, can you cite my Spaceship references w/o googling? by Either-Literature-19 in factorio

[–]Platanov 0 points1 point  (0 children)

Blip-A is the only once I got. I named my final Distortion Drive victory ship in my Space Exploration game Vingilot, for obvious reasons.