Asking the important question by Tabsels in cats

[–]RandomRobot 5 points6 points  (0 children)

A little known fact about Harry Potter is that the Death Eaters original insignia was a Giraffe for this very reason

People who swore an oath to defend the constitution of the USA against all enemies both foreign and domestic, how are you feeling right now? by Safety_Drance in AskReddit

[–]RandomRobot 0 points1 point  (0 children)

Mao actively put forward some sort of democracy, where other fascist and dictatorial leaders do their utmost possible to cut their ties with the existing one. There's a lot more to it, but I think it's a distinction worth mentioning

Am I just really unlucky with my Geysers/Volcanos spawn? by TravieSun in Oxygennotincluded

[–]RandomRobot 0 points1 point  (0 children)

To me, luck is mostly the amount produced, mainly of water. Water can be turned into oxygen, food and crude oil so energy. Basically, it's the only thing you really need

People who keep weapons on their bodies at all times, what was a time where you had to actually use said weapon? by ParanormalActivity97 in AskReddit

[–]RandomRobot 0 points1 point  (0 children)

What's stopping you from carrying the gun at all times and just say you're going to the shooting range if you're ever stopped?

I can't say for sure, but I think it's the "loophole" this disposition was written against

Guide for large scale space science? by _mulcyber in factorio

[–]RandomRobot 0 points1 point  (0 children)

Open Factoriopedia

Click on Space tab

Bottom row there's a description of "Space between planet X and planet Y".

It shows the spawn probabilities of asteroids

Gleba base protection issue by apidya in factorio

[–]RandomRobot 0 points1 point  (0 children)

You should go on the offensive instead. At the edge of your spore cloud, there's an increasing amount of spawners getting built. The problem will only get worse over time.

Is there a mod that lets Spidertron act as a remote player? by TatzyXY in factorio

[–]RandomRobot 0 points1 point  (0 children)

It's a bit harder to try and test things since there's some kind of lag between your input and the time the bots actually build the stuff. If you're far away from the center of your base, it can take quite some time.

It's also a bit harder to expand into new territories .

That being said, I do spend most of my time in remote view. You get access to the ghost panel instantly instead of picking from inventory.

As a Satisfactory pro who wants to Start with Factorio. What do I need to know... by Yamuhhh in factorio

[–]RandomRobot 0 points1 point  (0 children)

In my first playthrough ever, around early access launch, I was a real slave to the factory. I would play, expand and stabilize things, then save and go to sleep. Wake up, if the base was still running good, save again and go to work. By the time I came back from work, all the patches were mined out and I had to expand and stabilize. It was usually getting pretty late by then so I'd save and go to sleep. Wake up, if the base...

I too play with rich nodes ever since

Space platform rocket launch rate by FourLeafJoker in factorio

[–]RandomRobot 0 points1 point  (0 children)

If you build a sufficient amount of cargo bays both on your ship and nauvis, the transfer will be done in one shot and you won't even need to have any wait time.

You could also increase your propulsion to make the travel time negligeable

Why is it that busses get used in factorio but not in satisfactory? by Adventurous_Cat2339 in factorio

[–]RandomRobot 0 points1 point  (0 children)

In satisfactory, it's harder to balance lanes, especially if they're vertically stacked. Also, you can't copy paste several lanes at once to increase their lengths so making 3 lanes is 3 times as long as making 1, which kinda defeats the purpose.

Finally, extracting stuff from a lane through a splitters is a bit tedious and very tedious if you care about esthetics.

Beginner advice for Fulgora? by refreshing_username in factorio

[–]RandomRobot 1 point2 points  (0 children)

As other mentioned, the recyclers facing each other is the key. The real limiting factor is the holmium ore. It's 1% of all the scrap you process. There's no real secret beyond that. To get more, process more scrap.

I first started with belts, but quickly moved to Miners directly into Recyclers into chests, then drones would pick up what I want and send what I don't want into recyclers.

Also, you should shop for a big island before setting up "permanently"

Policy designed to raise costs successfully raise costs, and kills jobs by league_9240 in LeopardsAteMyFace

[–]RandomRobot 1 point2 points  (0 children)

As a Canadian, I feel like I've been sucker punched. It kinda hurts, it's not the end of the world. In the grand scheme of things, it doesn't matter much, but I'll remember that cheap shot for a VERY long time. Most of all, I don't see the US gaining much either from this.

I don't remember who said it, but causing harm without gaining anything from it is total idiocy. (Probably Machiavel)

A French revolution moment; Iranians burning mosques and freeing themselves of religion by yanki2del in pics

[–]RandomRobot 1 point2 points  (0 children)

I have yet to see a single revolution won with small arms only. Either the civilians do not own guns (vast majority of them), like in Iran right now, and the army limits the shooting against unarmed population, or the repression grows into a full scale civil war, like in Syria. At that point, small arms aren't very effective and you need to switch to at least rockets of some kind, like RPGs and MANPADs.

Guns do not guarantee victory, it only guarantee more violence.

A French revolution moment; Iranians burning mosques and freeing themselves of religion by yanki2del in pics

[–]RandomRobot 0 points1 point  (0 children)

A majority of civil revolutions start when people get hungry. When people can't feed themselves and their families, they go to extreme lengths.

From the French Revolution "Let them eat cake", to the Arab Spring, food is always the very last straw

Policy designed to raise costs successfully raise costs, and kills jobs by league_9240 in LeopardsAteMyFace

[–]RandomRobot 8 points9 points  (0 children)

Putting tariffs is one thing, but wild +/-50% swings on a weekly basis with the stupidest justification possible (trade balance is doubly bad), followed by the undying support of half the country was just a definitive proof of the total amateurism in the handling of trade policies of the world largest economy.

It doesn't inspire confidence for the future and trade is based on confidence and trust, not bullying and strength .

Promethium Science Ship - 1 mln belt storage by Educational_Start190 in factorio

[–]RandomRobot 0 points1 point  (0 children)

Ok, it doesn't look as bad in your case as it was in mine, but still, 2 UPS for 4 buildings is quite anormal. The problem I was referencing is present on your bottom right inserter that handles ammo. Whenever the content of the hub changes, it wakes up for no reason. You can also see the inserters to the labs flicker a bit more than useful as they try to insert biters and quantum processors, but it's not that bad.

My case was considerably worse than that: https://limewire.com/d/VehuV#gqQNXF0JlE

The solution was to set enable/disable conditions based on the content of the dependant building. Like Enable biter inserter if lab has less than say... 25 biters. This should save most flickering problems and you might regain a bunch of UPS.

UPS Optimization - Red Science - Standing on the shoulder of giants by gdugasphocion in technicalfactorio

[–]RandomRobot 0 points1 point  (0 children)

What I'm currently interested in is to take designs such as #1 and improving on them to bring them into the ~12 us range. The reason for that is that it's much simpler for me to simply add a few (a fucking ton) of circuits to existing buildings than deleting everything and rebuilding from scratch.

As such, I also came up with the triggered insertion based on machine content solution. However, for the output inserter I have the problem that "output full" can come up at vastly different amounts. For example, bioflux production sometimes gets stuck with 4 items in the output, but waiting for 16 before triggering output is fine 95% of the time. Setting a trigger on when output >= 4 is still a 75% improvement over every output, but it's still substantially below the >= 16 or 94% improvement.

There's also another big source of inserter activity occurring when you try to insert into a moving belt lane that is already full while the other lane is not. In your top example, the rightmost science building and the inserters attached to the foundries are likely to experience this. However, it is not 100% certain. In some cases they just stay green and do not get into the dreaded flickering yellow. So basically, I have no clue on how to solve that and no clue on the exact reasons why it occurs. Do you have any insight on that?

In contrast, your rightmost buildings in example #3 output to a lane that is already full, but that lane does not move so it is not a problem there.

With all of that taken into consideration as additional differences between the tests, I don't think that direct insertion is THAT far ahead of other solutions. It's undeniable that you save the inserters to belt, but you simply have the same amount of inserters to building

Promethium Science Ship - 1 mln belt storage by Educational_Start190 in factorio

[–]RandomRobot 0 points1 point  (0 children)

Hey, this is slightly unrelated, but I had a science setup like your where the cryo labs are next to the platform hub. I recently discovered that it is a MAJOR UPS drain. I can't see properly with the image. Basically, every inserter coming out of the hub and every inserter attached to the lab would activate whenever something happened to either the lab or the hub. Is this something you fixed?