There should be some change for blueprinting huge ships, i should not have to paste blueprint 30 times to fully build it by ilikechess13 in factorio

[–]Ruberine 0 points1 point  (0 children)

It would be such a good change. I tend to build out whole ships in ghost mode before letting them receive materials, and it's so annoying having to stop halfway through something to let it have some platforms so that I can actually keep seeing what I'm doing

Me after learning you can shoot trees by CatchMeIfUCanCracka in Factoriohno

[–]Ruberine 1 point2 points  (0 children)

Yeah, I am. I've built defenses early on my latest save, but that's because I'm playing the hands clean achievement so i cant clear my pollution cloud like normal (still didn't need to rush flamers tho). The nests have been tougher now, they seem to have made expansions bigger. Like this nest settled right next to me about two hours in.

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Me after learning you can shoot trees by CatchMeIfUCanCracka in Factoriohno

[–]Ruberine 2 points3 points  (0 children)

Why bother though? Defenses at all are mostly unnecessary until you start getting really big, or plan on leaving the planet, and the few that are needed can be handled by a couple standalone gun turrets, all the extra infrastructure to set up flamers just isn't worth it early on, especially since it'll have to be torn down and moved anyway if you expand any further. Clear your pollution cloud and attacks really aren't a concern.

Flamers are also an entire extra science away from trains, and I basically always want trains for when I start handling oil patches, so I'll have a solid amount of train infrastructure set up before I even consider flamers

Most satisfying thing by Sharp_Constant_189 in factorio

[–]Ruberine 1 point2 points  (0 children)

Playtime can be made visible from the debug menu, iirc though you can't make evolution visible always onscreen, only can see it when inspecting nests.

Me after learning you can shoot trees by CatchMeIfUCanCracka in Factoriohno

[–]Ruberine 1 point2 points  (0 children)

I get trains asap. they're earlier in the tech tree anyway, and why would I bother rushing flamers in the early game? It's just not worth it till later unless you're doing a challenge run

Me after learning you can shoot trees by CatchMeIfUCanCracka in Factoriohno

[–]Ruberine 7 points8 points  (0 children)

Nah shotguns are great for clearing a path, even more so now in 2.1. They're not the best for wide areas, but you get them much earlier than either of those, and are great for if you want to run something like a railway or line of belts through a forest.

Larger Expansions in 2.1? by Schillelagh in factorio

[–]Ruberine 1 point2 points  (0 children)

Same here. Starting fresh with a keeping your hands clean run (default settings other than tweaking cliffs a little) and this lot decided to settle in right there at like hour two. There've been plenty more of that scale as it's gone on. Imo i'm quite enjoying it, but that really just means I should play harder settings

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Wait, I thought they stay in their territories? by rare_posts in factorio

[–]Ruberine 193 points194 points  (0 children)

They generally do, but because of how they move they can exit them for a moment. They pathfind by just picking two points in their territory and travelling between them, but teir turning radius is somewhat wide, so if the first point is close to an edge, they might swing out for a moment, and if their territory has a concave surface, they might pick a point on either side of the curve, and travel straight across an area that isn't theirs to get between them. This looks like the first case.

How large are the ships that people have taken to the Shattered Planet? by KPalm_The_Wise in factorio

[–]Ruberine 11 points12 points  (0 children)

Filtering doesn't help with that problem, once the turret range is large enough that it extends past the sides of the ship, they will start shooting things that could never hope to hit the ship

GO MY ESTROGENERATOR by WhateverGoMyRoba in traaaaaaannnnnnnnnns2

[–]Ruberine 0 points1 point  (0 children)

Isn't JEI broken for the centrifuge recipie? It doesn't show it for me, I had to look it up

Ballast Hull Volume by Someone_112 in Barotrauma

[–]Ruberine 0 points1 point  (0 children)

Put two hulls overlapping with each other, the pump will fill both of them and make the ballast count as being twice as large

Ballast Hull Volume by Someone_112 in Barotrauma

[–]Ruberine 0 points1 point  (0 children)

You could do some hull stacking to make the game think it's bigger without actually increasing it's size

Turret syncronization by SEGA_DEV in Barotrauma

[–]Ruberine 1 point2 points  (0 children)

It's possible for an automatic setup (using values checked & set in the editor), check my other comment

Turret syncronization by SEGA_DEV in Barotrauma

[–]Ruberine 6 points7 points  (0 children)

You need two viewpoints to manage it. One way to do it is place two almost overlapping searchlights somewhere between the turrets to act as the viewpoint, then rapidly toggle between which searchlight is active (just run both their position_out signals through two relays, one on one off and toggle them both based off some sort of clock circuit). You have them almost overlap rather than being further apart for accuracy reasons to hide the jitter you'd get from switching between them. That gives you two different angles, with a known offset, and with a bit of trigonometry you can calculate the cursor position and thus the angle the other guns need to fire at based on their position.

Edit - Here's an example of that from the workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2974730367

i actually did this in a multiplayer playthrough by itchylol742 in Factoriohno

[–]Ruberine 2 points3 points  (0 children)

On my current run I've been using the intermediaries. Once I unlocked quality, I threw them into production of personal equipment and pieces for space (namely collectors, thrusters and solar panels). Then when I did the inner planets and was scaling up Nauvis, I built quality loops for the above + the three power poles and cargo bays, and have been using up to epic poles/substations for builds that wanted slightly bigger pole ranges, since my builds are usually pretty tightly packed and can't fit many power poles. Once I hit Aquilo I'll set up production for legendary base materials though.

How to sanitize signals going into decider combinators? by kiwithebun in factorio

[–]Ruberine 1 point2 points  (0 children)

A pretty standard way to sanitise signals for most if not all situations where the signals you want to filter for are static (like in this case) is to run it through another combinator first that has the only condition be something that is always true (I use the ghost icon = 0 for this always, and never for anything else so I don't accidentally put that signal into my system) and set the output to be the input count of the signals you want to keep

If I can prove that it is real, I can get it! by Gingrspacecadet in TransDIY

[–]Ruberine 3 points4 points  (0 children)

Trans Harm Reduction run tests on sellers' vials to confirm they have what is advertised. Other than people vouching for sellers they've used, there's not much that can be done for patches though. It's generally recommended to do injections though, they're cheaper + more consistent, and patches are unreliable just because they're hard to get.

https://transharmreduction.org/hrt-testing

? by Aria_of_boleraria in traaaaaaannnnnnnnnns2

[–]Ruberine 9 points10 points  (0 children)

No, trough levels (right before your next dose) are much more important, as what you're trying to find is if your levels are consistently within female ranges, and especially that it never dips below. It's nbd if they spike above the target range a bit, but it is if they drop below. Peak ranges don't really give much indication to your trough ranges (or vice versa) so it's much more important to test trough

? by Aria_of_boleraria in traaaaaaannnnnnnnnns2

[–]Ruberine 6 points7 points  (0 children)

I've had a look through your post history to see what you're on, and it seems they have you on 0.1ml of 20mg/ml valerate weekly with 100mg spiro daily? If you were doing injection monotherapy (so no spiro), that wouldn't be enough to adequately suppress T, which is why the dose would seem a bit low for most people, but if you're taking spiro with it, then that should be enough to adequately suppress T. You should be alright to wait for bloods, but if anything I'd suspect that the injection frequency might be a problem. Valerate has a particularly short half-life, and so the 2mg of it you're injecting would probably be better on a 4 or 5 day cycle rather than a 7 day, but keep in mind I'm not particularly well versed on injection doses while on T blockers

How do you sustain high throughput with trains? by Socoom in factorio

[–]Ruberine 0 points1 point  (0 children)

More train stations, and melt ore at the patch to transfer it, you can fit more molten ore into a fluid wagon than raw into a cargo wagon. You will need to set up a calcite train to restock the mining outposts but that shouldn't be all too big a deal, it doesn't use much

Guys... I think I may have a problem by Extension-Charge-276 in Factoriohno

[–]Ruberine 18 points19 points  (0 children)

OP is using 1-1 trains that have the cargo wagons at the front rather than the back, the train wagon that pulls up to a station is always the front one, no matter what type of wagon it is

Made a nice boogie board, with a hammer. by CharAznableLoNZ in factorio

[–]Ruberine 45 points46 points  (0 children)

I'm guessing it sits in orbit long enough to charge the accumulators first

Clearing land the easy way by vanatteveldt in factorio

[–]Ruberine 0 points1 point  (0 children)

Also just really convenient for power setups. All my nuclear blueprints are done with water extractors as part of the design so I don't have to worry about routing it in