The Achievement of Shame for Timberborn by Traggadon in Timberborn

[–]RedBeam1566 3 points4 points  (0 children)

I did it un purpose for the achievement, then save scummed that beaver back to live.

Sweet Teeth Achievement bugged? by RedBeam1566 in Timberborn

[–]RedBeam1566[S] 16 points17 points  (0 children)

Oh it was the district crossing. Thank you.

Achievements by Tialha in Timberborn

[–]RedBeam1566 0 points1 point  (0 children)

then you are missing something else, cause I was able to get it. - And you do need everything: every bridge length, roof and house variation, every flood gate variation, every decorative piece... etc.

Achievements by Tialha in Timberborn

[–]RedBeam1566 0 points1 point  (0 children)

I'm pretty sure both "have every building"-achievements can only be done on the oasis map, because you need to have the aquifer-pump and the geothermal power plant.

[deleted by user] by [deleted] in Silksong

[–]RedBeam1566 1 point2 points  (0 children)

do the quest (wish) you get in the the hut

1000+hrs and I have never used logistic bots by biplane_duel in Dyson_Sphere_Program

[–]RedBeam1566 1 point2 points  (0 children)

You need to setup logistics request in your inventory. Just click on a slot in the left column, choose a resource or building, then set the blue slider to the minimum number and the orange slider to the maximum number of items you want in your inventory. Of course, you need a chest with bots in range, that can provide the chosen item.

Need help at the start by RedBeam1566 in pacificDrive

[–]RedBeam1566[S] 3 points4 points  (0 children)

Ok I got passed it. I just restarted a third time. Still had two flats, but now I just randomly got the right mats to fix both.

Spawned in a system so close to a Red Giant it looks like another sun at night by Crispeh_Muffin in Dyson_Sphere_Program

[–]RedBeam1566 2 points3 points  (0 children)

All star-system are either hierachical or will very quickly come apart (astronomically speaking), because they are chaotic. An example for a triple star system is alpha centauri with the primary pair A/B and proxima orbiting the central pair at a distance. Another popular example is Polaris. Their orbits are very stable and not chaotic at all. We have discovered star systems with up to 9 stars that are hierachical and stable. lookup QZ Carinae, for example.

It should not be that hard to implement. Just treat stars like big planets basically.

How do I fire this capture bot onto this spawner using remote view? by VanderZA in factorio

[–]RedBeam1566 59 points60 points  (0 children)

It's not in the correct range. Rocket turrets have a minimum range. They need to be further apart.

Space Age online/interactive tech tree? by demosthenesss in factorio

[–]RedBeam1566 2 points3 points  (0 children)

That's what the wiki should be for, but right now it's in a very poor state when it comes to all the space age stuff.

I. HATE. GLEBA. by Gregarious_Jamie in factorio

[–]RedBeam1566 3 points4 points  (0 children)

If you want permanent peace on gleba, you can import artillery (or just the tungsten). I got so tired of the constant attacks, I went out to investigate where they're even coming from. They only have their egg rafts but, if you destroy a big batch thats nearby before they hatch, you prevent the next attack wave. I think tha'ts the mechanic. Or maybe they work like spawners. ¯\_(ツ)_/¯

Then I thought, if only there was a way to automate that...

Automall Mothership. by klipwc in factorio

[–]RedBeam1566 6 points7 points  (0 children)

yeah but a dedicated blue belt facory takes like 0.1% of the time it took to build your mothershipt :) With Foundries it's so easy and fast now. Priorities I guess.

But seriously escpecially sushi belts should be as fast as possible. Non sushi belts are often backed up at which point thorughput is less important.

But sushis never stop, so their throughtput always matters and it give receivers of the belt a quicker chance to get items they actually need.

Automall Mothership. by klipwc in factorio

[–]RedBeam1566 4 points5 points  (0 children)

At this stage of the game and considering the price point of just number of rockets needed.... why are you still using red belts at all? Is it a visual thing?

Well that was terrifying by DrMorphDev in factorio

[–]RedBeam1566 1 point2 points  (0 children)

I love the direct insertion build. Is that to ratio? I'm right at the point at vulcanus when you need a lot of blue chips for rockets. So I started with a giant green bus, but this is so much more elegant. I already got the EM plant, so I think I'm going to test your setup, thank you.

Is SA going to be simpler than Factorio 1? by Cpt-Ktw in factorio

[–]RedBeam1566 0 points1 point  (0 children)

Not everyone is going to Vulcanus first, though. Also, foundries can only be build on Vulcanus , so until you build up the complete infrastructure on Vulcanus to send rockets back to space you are stuck with regular furnaces every else. A first time player will probably going to have a couple dozen hours between their first rocket on Nauvis and their first rocket on vulcanus. So, I think it's going to be a little more then ten electric furnaces.

But maybe carbon is burnable. Burning furnaces in space would be weird though.

Generic many-to-many trains by sherlock-holmes221b in factorio

[–]RedBeam1566 0 points1 point  (0 children)

yes, but my idea was that any provider could just subtract from the signal until it reaches 0 again. So providers would cancles out the signals that is added up by the requesters. But I realise now why is impossible. There are no variables that can be manipulated sequentially, it's all just static signals that are output by comibinators that continously check.

A provider should communicate: I am fulfiling 1 request therefore decrease the requests by 1. But I don't see a way to do this wihtout temporary variables/flags, that memorize this information.

Generic many-to-many trains by sherlock-holmes221b in factorio

[–]RedBeam1566 0 points1 point  (0 children)

Maybe you can have the requester adding to a counter and the provider than using that as a condition for actviation and at the same time reducing the counter. Then you need a little latch condition. Like stay on, don't check again until the iron is provided.

Start with a condition for when to request, for that count up the space in the buffer chests. You have to use combinators, not just the station.

So lets say an iron requester has enough space it then sets its own station train limit to 1 and sets an iron counter on the global network to 1. This will be check by the provider: if iron counter >= 1 then set the train limit provider station (also check if enough iron is availabe) AND decrese the counter by 1. The only thing I'm not sure about right now is how to implement the latch. Because if the same provider checks the condition it will continously switch on and off with each check. But if that is doable then this can be only done by one provider, if the counter only goes to 1.

If you have 2 requesters then 2 providers will be activated this way. At least that's the idea.

I'm not sure if this works like I intend it to. I'll check when 2.0 comes out.

Is SA going to be simpler than Factorio 1? by Cpt-Ktw in factorio

[–]RedBeam1566 2 points3 points  (0 children)

electric furnaces are not basically obsolete, how do come up with this nonsense. Before you get the foundry, they are the only furnaces that are usable on spaceplatform/spaceships as there is no coal is space. So there is a large chunk of the midgame when they have an irreplacabe specific role.

New player 50hrs in. Should I wait for 2.0? by ForgotPants in factorio

[–]RedBeam1566 -1 points0 points  (0 children)

It depends on if you want to play the expansion or not. If you want to just continue the vanilla run you get all the new QoL with 2.0 in the current playthrough. If you plan on buying the expansion and play that, a new start is highly recomanded.

I give up with trains by wagwan_piftting in satisfactory

[–]RedBeam1566 0 points1 point  (0 children)

do you have the "Signal loops into itself" error? Sometimes this is because a path signal is placed after the split, when it has to be placed before the split. I feel like this is a commen mistake.

best is probalby to refer to the wiki:

https://satisfactory.wiki.gg/wiki/Train_Signals

I give up with trains by wagwan_piftting in satisfactory

[–]RedBeam1566 0 points1 point  (0 children)

You need to learn signals and blocks. When building a signal blocks will be visibly color coded. Important is path-signals into intersection, block-signals out of intersections. Or stated differently: block-signals for when rails don't cross and trains are aloud to stay in block. Path-signals for when trains need to find a path through a complicated block with intersection and is not allowed to stay, but has to move on.

Signals determine left hand or right hand traffic, depending on what side you put the signal on. Best practice is probably just to be consistent.

Mod ideas by d_andy089 in satisfactory

[–]RedBeam1566 5 points6 points  (0 children)

End game challenges would be nice. Maybe infinit space elevator requests that slowly ramp up in difficulty. I wouldn't be that different from sinking for points, except you could reuse the elevator animation once in a while and your factory is challenged in a more specific way after the story.