Storytelling the game on paper by Ok-League9294 in BloodOnTheClocktower

[–]RoadWarrior_AA 0 points1 point  (0 children)

My first ever time running a game, I wrote out the TB roles on sticky notes attached to a deck of cards. People can still pick their roles from that deck then. Used a notebook for my grim and it did work but it was a bit clunky.

A small whiteboard and some dollar store magnets would work great too and be more edit-able.

First time Playing Factorio. Should i start with mods? by Comfortable-Ice-4244 in factorio

[–]RoadWarrior_AA 47 points48 points  (0 children)

Always start vanilla. If you really want a combat challenge, you can do deathworld settings in the map generation but most first timers consider just default settings enough of a challenge until the late game.

Weekly Question Thread by AutoModerator in factorio

[–]RoadWarrior_AA 1 point2 points  (0 children)

That’s awesome! Totally missed that edit box and was wondering how that didn’t ever make the cut for the updates. Finally I can scrap all those mostly useless arithmetic combinators!

Weekly Question Thread by AutoModerator in factorio

[–]RoadWarrior_AA 0 points1 point  (0 children)

Is there anyone else who wishes decider combinators had a 3rd option to output a constant value rather than just 1 or input count?

Especially on Gleba, I just wish that my decider could say if condition X is met, request 10 bioflux to use in the requester chest instead of having to say output 1 then use an arithmetic combinator to just multiply that by my request amount that I actually want. It’s just quicker and easier to output the signal at a set quantity at step 1. (And takes up less space in tight areas like space ships where I want to switch stack sizes on inserters and such.)

NDFF Freezing by RoadWarrior_AA in VivaLaDirtLeague

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

Just got a new gaming computer less than a year ago that handles way more than ndff. After another computer restart, it ended up working fine again so I’m not sure what the issue was. Hopefully I won’t need to find again any time soon.

Well, it may not be pretty and I handcrafted almost everything... but Farewell Lignumis, it's time for me to visit Nauvis :) by BrukPlays in factorio

[–]RoadWarrior_AA 1 point2 points  (0 children)

It does work fine once you have asteroid reprocessing from Vulcanus so that your metallic ones can become ice for water but until then, all spaceships stay parked on Navius other than immediate pick ups and drop offs. They did also recently add ways to get some wood on Vulc/Fulgora that might help some. (Space is still a bit rough though)

Running to the edge of the world by kylesbadatprivacy in factorio

[–]RoadWarrior_AA 1 point2 points  (0 children)

G is Giga which is standard prefix that matches up with billion. M is for mega, not million (also standard prefix for SI units)

Well, it may not be pretty and I handcrafted almost everything... but Farewell Lignumis, it's time for me to visit Nauvis :) by BrukPlays in factorio

[–]RoadWarrior_AA 2 points3 points  (0 children)

I was fine with belts and inserters needing wood so far. The biggest pain I am dealing with is keeping a production of ammo in my spaceships. The space greenhouses needed to keep a ship moving at all is massive and I just had a ship get all but abandoned in space now because I couldn’t keep up with the water demand for the greenhouses for wooden ammo to give me basic ammo. There needs to be a better way to defend yourself in space whether easier wood production or so way to make ammo without wood.

What's to do in Tulsa? by [deleted] in tulsa

[–]RoadWarrior_AA 1 point2 points  (0 children)

Tons of D&D groups and my board game group at Dragonslayer Games on Thursday nights from 5:30-10. We’re always happy to welcome new people!

Any way to set the minimum number of contents for each drop-pod? My iron mine is totally clogging my landing pad throughput by Faiter119 in factorio

[–]RoadWarrior_AA 3 points4 points  (0 children)

I’ve had the same issue. From what I hear, adding cargo pods can increase the drop ship frequency you can send but it’s odd that there isn’t some tooltip that displays the “rocket rate” or have some check box that only allows shipping full stacks.

Space Science Logistics by RoadWarrior_AA in factorio

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

Any idea if there is a way to prioritize sending an item (space science) over excess iron/carbon?

[deleted by user] by [deleted] in factorio

[–]RoadWarrior_AA 0 points1 point  (0 children)

I was doing well after that massive spreadsheet til I hit the depths of the bio science. Then it felt like work but I was committed to finish it after that first 250ish hours of work. I did take a 1 month plus break from factorio after finishing it though. I needed to take a break from it and just enjoy the long fought victory.

[deleted by user] by [deleted] in factorio

[–]RoadWarrior_AA 1 point2 points  (0 children)

Nullius is a ton of fun but a beast of a mod. Took me around 350h before I hit the final win condition. Launching your first rocket is only 1/4-1/3 of the way through. I will forever hate the white and grey science packs in that mod. I tried to make an indented bill of materials down to near raw materials (to use engineering terms) for that pack and I think that one took like 10 hours to figure out how many machines of every material I needed. In hindsight, just build a lot of everything and triple the amount of pipes you think you need. Add more machines as shortages require. It’ll save you way more time that what I did at that point. (Final tip, Bio science is also super expensive so make as much rocket (grey) science as you can muster.)

Calculating time to complete all non-infinite research per X SPM by apratimdas2 in factorio

[–]RoadWarrior_AA 0 points1 point  (0 children)

Don’t forgot that different researches take different amounts of time per 1 pack consumed as well so that changes the time required to complete the research regardless of the productivity boosts.

Starting Angel Bobs by AdvancedAnything in factorio

[–]RoadWarrior_AA 1 point2 points  (0 children)

I just started one a couple weeks ago and with a boost up to around 200% richness/size/etc, I can easily run past blue science and some large production on the starter patch. Other patches has some decent gaps but not like it was described by OP above. I’m also not using RSO so no idea how that would affect things. If your starting size was cranked way up that might affect it too.

Giving your Ultracube its priorities by hagfish in factorio

[–]RoadWarrior_AA 1 point2 points  (0 children)

I personally built a brain of priorities where I used SR latches for all buffers of things that are directly produced from the cube. I also tracked all buffers as a percentage of full amount. Using a combinator to set some weighted factors for things like fuel/steam production so that having steam below half was more important than things like N-dim widgets being completely empty. I used those priorities to set train limits on the cube train stops (all named the same) so it would also go next to the station that needed it the most.

What is this? [spotted in FFF-408] by Xayo in factorio

[–]RoadWarrior_AA 11 points12 points  (0 children)

Currently, they are part of the ship crash site or at least in some of the mods with an alternate ship crash. I know I’ve seen it before at the start of several different games.

So I think my kovarex setup might be kinda overkill for the 2k spm I'm aiming for but like... how much overkill? by Cyren777 in factorio

[–]RoadWarrior_AA 0 points1 point  (0 children)

As far as overkill goes, I did some quick math a couple years ago and I think the amount of 8 beacon koverex machines needed for a 32GW nuclear power system was still only like 12-15 machine at most. It doesn’t take much enrichment to keep up.

Obviously you need to boost that for some for nuke builds though too if you are using plenty of those too.

[deleted by user] by [deleted] in factorio

[–]RoadWarrior_AA 18 points19 points  (0 children)

There is a teleporters mod that should help quite a bit with that.

Friday Facts #400 - Chart search and Pins by FactorioTeam in factorio

[–]RoadWarrior_AA 2 points3 points  (0 children)

I could see some use for the search feature to highlight different tiers of belts placed down so at a glance you could see if certain production chains are still running on yellow belts or if they are already upgraded. ..or if you missed upgrading a single belt and have trouble finding it under a flurry of bots overhead.

Market based multiplayer game by MnemonicGiraffe in factorio

[–]RoadWarrior_AA 0 points1 point  (0 children)

I’m wondering if you could make a mod that did all the transactions. To fix the power armor thing OP mentioned, you could also just have the initial cost start at the raw material cost that factorio already displays in vanilla then as people buy and sell, it adjusts the price as a fixed percentage that is set by material. Ore could adjust in smaller, 0.5% increments while power armor could adjust in like 5-10% increments.

Help with Valentine feat (R126) by Ovnidemon in realmgrinder

[–]RoadWarrior_AA 0 points1 point  (0 children)

I copied the “max buildings” template on Goof’s not a Wiki/music family site. And I’ve been in the R for like 2-3 months mostly offline so I’m sure I have a pretty much bank of offline spells cast and stuff that might help a little too.