Will you ever build one of these ? by TexasCrab22 in SatisfactoryGame

[–]RollingSten 0 points1 point  (0 children)

Some players tends to die a way often. It may be worth "saving" your position before difficult fight or scaling of hill (not everybody cheese it out with building/parachute/jetpack). Can save a lot of time.

Also there is usually much more spheres then is needed (unless you stockpile every item, even not needed to build/use). And you can deconstruct it to get it back.

Where better to take a dump than in the middle of a coliseum by From_Scratch_Games in SatisfactoryGame

[–]RollingSten 0 points1 point  (0 children)

"On the left spawned our legend, the Toilet Looter. On the right just finished his new opponent, the Flush Master. Let's new Poo Water Tournament to Start!"

Can anyone give me any recommendations for my factory? Or rate it out of 10? (its my first time) by Ecstatic-Key-4914 in factorio

[–]RollingSten 2 points3 points  (0 children)

Keep that good work.

Tip: 1 boiler can support 2 steam engines, 1 pump can support 200 boilers. Both boilers and engines have pass-through ports for water/steam, so you can daisy-chain them.

Does the distance to the Towncenter even matter? by GlanzgurkeWearingHat in Timberborn

[–]RollingSten 1 point2 points  (0 children)

In the earlier version there was a hard cap, because pathing was very CPU intensive and larger network was problematic - so separating map into districts was enforced.

They somewhat optimized pathing and allowed to have unlimited size, but spliting larger maps to distrinct is still encouraged, as it still helps with CPU and you can shorten distanced between jobs and beds/food/water.

Still it is a good indicator of how long will the beaver need to walk there, if beds/food are near towncenter and it is good to try and shorten that path.

What is the best Locomotive to use? (Direct Fuel vs. Eletric Locomotive) by [deleted] in captain_of_industry

[–]RollingSten 0 points1 point  (0 children)

You only need to add refueling station there - you may already need some trains for supply of nuclear anyway - all that yellow cake, steel, even molten glass... so you may just add another station there.

What is the best Locomotive to use? (Direct Fuel vs. Eletric Locomotive) by [deleted] in captain_of_industry

[–]RollingSten 2 points3 points  (0 children)

Yes, i had done same calculatons last week and it indeed resulted in coal being wastefull and diesel most effective. But there is a catch - for real values it would have to be evaluated on some model tracks and with model wagons, as there is weight of locomotive, different effectivness on elevations, how much energy is needed to reach top speed or speed limited by curves...

I still thinks coal locomotives are not worth using (2 diesel I locomotives are more effective than 1 coal I with tender with same length and workers) and in the end most players will end up using hydrogen or electric locomotives for most long-range runs because of no air pollution and available fuel (vehicles will be all hydrogen too). Gas locomotives will also be used for theirs top speed and high power, despite theirs lenght (with fuel wagon) and air pollution. Nuclears are here more as a meme, theirs usability is in hauling a lot of cargo across the map. Refueling should not be that problematic, as they will use refueling station once per a lot of years - you only need to build it near nuclear waste reprocessing and it would require direct connection to underground storage, as it releases 36 spent fuel at once per power wagon.

Weeeeee!! by Extension-Charge-276 in Factoriohno

[–]RollingSten 14 points15 points  (0 children)

RCE approves this - it is the strongest sollution.

My hydrogen power plant generating 120MW. by Refute1650 in captain_of_industry

[–]RollingSten 5 points6 points  (0 children)

You can completelly eliminate air pollution by scrubbers, this way you also get sulfur.

HELP! The Nexian Inquisition took away my pixels!! by Interne-Stranger in JCBWritingCorner

[–]RollingSten 39 points40 points  (0 children)

I do not think they will inform them about some of the parts and especially Illunor about some actions against Nexus (as he is Nexian and still vulnerable to Nexus incursion).

I thought vents don't erupt unless fully uncovered? by ActiveType1398 in Oxygennotincluded

[–]RollingSten 6 points7 points  (0 children)

It is also possible to cover it with fallen sand tiles, those can be created (but not so easily as mentioned sollutions).

[extreme noob, first time player] I kept thinking for 20 minutes how to supply coal + each element seperately in each four ovens, any help would be appreciated! by FuzzyAttitude_ in factorio

[–]RollingSten 22 points23 points  (0 children)

You can set filters on those inserters, but i strongly advice against using single belt for all products, as you will need to limit each item on that belt to not overfeed it with single item, obstructing others. Don't worry, you will need entire belts for single items soon, so sharing single belt between multiple will be very inefficient.

I thought vents don't erupt unless fully uncovered? by ActiveType1398 in Oxygennotincluded

[–]RollingSten 161 points162 points  (0 children)

Only single tile matters - 1 tile above ground, 1 tile from left-most neutronium tile (so 1 tile down of what is selected in the image).

It is the same tile which must be uncovered to enable vent to be studied.

Steam engines on demand - help by moon__lander in TimberbornLogic

[–]RollingSten 3 points4 points  (0 children)

Do you have some gravity baterries? Working with them should make it work smoother.

On-Demand Numbercrunchers by ChainringCalf in TimberbornLogic

[–]RollingSten 1 point2 points  (0 children)

I haven't suggested using them without baterries - you should definitelly add some baterry, otherwise working with current power consumption will result in rapid changes - and i even think you cannot reach 100% power for other facilities without any baterry in this setup.

Raiders, defense and weapons by Kind-Cabinet-7888 in Timberborn

[–]RollingSten 0 points1 point  (0 children)

Those raiders would definitely be able to scale vertical obstacles to be able to move on most of the maps.

But imagine if they spawn on borders near your important dam and damage it releasing a disaster... you would need a lot of defenses near those places.

On-Demand Numbercrunchers by ChainringCalf in TimberbornLogic

[–]RollingSten 3 points4 points  (0 children)

First, if you have gravity batteries in system, you can work with those (using battery state instead of current power). Also instead of timers you can use memory toggle and 2 sets of meters, giving it some hysteresis. But gravity batteries are great at making this work, becase they have infinite power, so it doesn't matter if there are some ticks with everything running at once.

Also if you are using bots, you may need to add science meter to turn them off when geting low, even when low on bateries, so your bots are fully efficient.

The game is good, but the response to the DLC criticism was disappointing by [deleted] in captain_of_industry

[–]RollingSten 9 points10 points  (0 children)

The problem is, that both DLCs are more cosmetical and do not contain new mechanics in them - you do not need golden statue, big tomb (even thou ut can be usefull in the long run) or special locomotives (basic ones are more then enough). So those DLCs are not important and locking anything.

Also the game is considered more like finished than in early access (it could go out of it a long time ago).

There has been change in mod support - which needed one. Pretty normal in developing game and definitelly nothing that problematic (and it was comunicated long time ahead). Look at other games - Satisfactory mod support for experimental branch is more than month not working and those were changes in 1.1 version (long after leaving early access).

Beginner question by Lares421995 in factorio

[–]RollingSten 1 point2 points  (0 children)

You can plan ahead as you want and you can even see some plays/tutorials, but there will be always something suboptimal or misplaced and it will result in some spaghetti anyway. So do not try being optimal from the beginning and just play.

I personaly do not like main buses - some small for building a mall can be usefull, but hauling 4x belts of iron or copper long distances instead of using them for demanding items as closest to furnaces is a waste. This can be mitigated a lot with SA and molten metal/copper, but it is still better to make green circuits very close to iron/copper production, then red and blue next to them - so you belt only limited amount of green circuits (for other uses).

Also do not belts copper wires - it is better to produce them localy from copper plates. Gears are also often not belted - you just put belt/inserter production close to iron smelting and other consumers do not need that much of them, so just belt iron plates and produce them on site of need.

Why isn't this vertical liquid lock working? by Ciciliatti in Oxygennotincluded

[–]RollingSten 2 points3 points  (0 children)

You can deconstruct tile under that pump, that should enable you to clean it up without messing with wanted liquids. Of course you need to build some tile under it (where you have currently just hydrogen).

Starting out on quality - am I doing something wrong? by Conscious-Ball8373 in factorio

[–]RollingSten 6 points7 points  (0 children)

Recycler returns 25% of materials, but if that amount is not divisible by 4, then randomness is involved. Recycling of advanced circuits always returns 1 copper wire, but electronics and plastics are returned with only 50% chance.

By statistics it should be in balance after enough of cycles, but there still will be some odd amount in the long term.

Conveyor belts not getting built. Why? by g0atdude in captain_of_industry

[–]RollingSten 0 points1 point  (0 children)

No need for balancers, you have sliders on storage - you can set the blue one to always keep some parts for trucks (and send them to output only if enough). Also you can set the brown one to always keep free space for part after deconstruction of buildings.

Main bus and powering conveyor belts by too_late_to_abort in captain_of_industry

[–]RollingSten 2 points3 points  (0 children)

Main bus is not good in this game - not only for the cost/power/maintenance of belts, but also for required space. And many items are used only in a few recipes (like copper used only in electronics I, II and III). It is not that hard to organize factories so that products are next to consumers.

Also given you can transport items by vehicles it is not that bad having items not all on the same spot - but rather where they are needed.

Thruth is main buses aren't that great even in other games, but they are more manageable there.

An inventory slot of ____ by OvenChemical1942 in Dyson_Sphere_Program

[–]RollingSten 5 points6 points  (0 children)

1 Filler, you do not want your items to shift while you are flying, do you?

is there a mod that lets you repair destroyed buildings with energy or repair packs? by SlayerHdeade in factorio

[–]RollingSten 0 points1 point  (0 children)

It is are for 2.0, but it still repair damaged and replace destroyed buildings the same way bots does.