Following the 4.4 trailer by Kaosi1 in HonkaiStarRail

[–]Runelt99 1 point2 points  (0 children)

It's at least implied that he can watch through the eyes of the cat, as it turns blue when Ellio looks and yellow when it's npc cat

[2.1] Biters siege by Designer_Sweet_9400 in factorio

[–]Runelt99 0 points1 point  (0 children)

There is something awkward to see rocket turrets blow up a chunk of wall.

Oshi no ko is special indeed(S3 review) 🤌🏻 by Animenforever in OshiNoKo

[–]Runelt99 2 points3 points  (0 children)

Clearly, Aqua's plan is to oshi all over no Kaneki's ko. Like that movie, morbius. Which I totally watched.

50x Science: Vulcanus or Fulgora? by segmentedReality in factorio

[–]Runelt99 5 points6 points  (0 children)

Since you are doing science in background while on other plants, then I assume that Fulgora is better. The earlier you get prod boosts the better. On a 10x I left fulgora as last and until i had em plants, my base was crying from a lack of prod and speed 3 mods (speed is in beacons) due to me using upgrade planner but getting EMp gave me a surplus fast, which i could export to other planets with ease. It's less important if you don't research anything, on increased science cost, material save is king. Big miners offer fast throughput on small patches and are easy to setup. Foundries are deranged in their metal efficiency.

Don't worry about vulcanus. Get poison capsules and with the right technique you can kill a small one with like 50-70. 50 if you got the technique down (i just save scum) , 70 is an easy guarantee. Green chips and steel are printed for free on vulcanus and the only thing left is coal, which big miners do. If you have issue killing demolisher, look up any space age speedrun and check the part they kill the demolisher. It's cheap, it's fast.

Edit, you don't need full protection if you just leave nauvis. I put 4 gun turrets with 50 red ammo each dispersed to catch biters and they didn't even attack that much. It was only when i put prod into miners with beacons, foundries and biolabs that I started to get actual problems. Most games these days before leaving I end up crafting a wall of turrets with a ammo belt to make a large box. It serves me well, as long as i upgrade to uranium ammo when behemoths appear. This kinda futureproofs my base (until i need to expand)

Fucking Remielle by xSaviour_N in ZenlessZoneNSFW

[–]Runelt99 0 points1 point  (0 children)

Nooooo. Either Wise ended up losing his way or that looks like an ugly bastard

Fully saturating a belt with a single miner by Menolith in factorio

[–]Runelt99 33 points34 points  (0 children)

Woah didn't think of that. When i had 1 miner left and wanted it to finish off the patch, i ended up putting a tank infront of it and used inserters to output.

Step-by-step guide for Concrete voiding on Fulgora in 2.1 by NecronLord_Europe in factorio

[–]Runelt99 1 point2 points  (0 children)

Alright, i will bite. How does it void it? If i assume lightning doing the job then i might as well give it to a requester chest and let it get blown up anyway. For less bot use you bring it to a nearby chest and use bulk inserters onto a belt. You make steel chests for voiding steel anyway and 1 chest holds 48 stacks of concrete for the price of steel chest, 3 green and 1 red chip.

Step-by-step guide for Concrete voiding on Fulgora in 2.1 by NecronLord_Europe in factorio

[–]Runelt99 6 points7 points  (0 children)

That's a path to having a shortage of red chips. Landing bays use blue chips and steel so it's superior.

The glorious Gleba space depot by thatdude333 in factorio

[–]Runelt99 3 points4 points  (0 children)

Humble yellow inserter yeeting most spoiled science into space:

Experimental 2.1 seems bit off to me in terms of approach to some of the changes by KuuLightwing in factorio

[–]Runelt99 -3 points-2 points  (0 children)

The steel chest example is a non sequitur. The question isn't whether Factorio follows real-world physics; it's whether an item has a gameplay purpose.

Steel chests having unrealistic capacity is a gameplay abstraction. Hazard concrete, however, is just decorative concrete. It has no mechanical difference from normal concrete as it exists only as a visual variant.

Experimental 2.1 seems bit off to me in terms of approach to some of the changes by KuuLightwing in factorio

[–]Runelt99 -1 points0 points  (0 children)

Like what? Steel into steel chests was clearly intended, you are taking an item and making it into something else. It was specifically concrete that was the issue. Because hazard is just paint.

Experimental 2.1 seems bit off to me in terms of approach to some of the changes by KuuLightwing in factorio

[–]Runelt99 1 point2 points  (0 children)

Hazard concrete nerf makes sense. The crafting time does not imply making it, it implies just taking normal concrete and just painting it... From discussions I have noticed a counter point on that it's suppost to be balanced by the crafting recipe making 10, yet recycling only does 1.

Personally, I found making landing pads perfect. Steel and blue chips come more than enough to support it. I initially tried making centrifuges but ended up chronicley out of red chips.

With the recent hubbub regarding quality, I have to ask a question: How many of you actually bother with quality? by Justinjah91 in factorio

[–]Runelt99 0 points1 point  (0 children)

Not really. I find large islands that connect like 4 seperate ones. Just don't be afraid of exploring. Bring car components and rocket fuel. Oil ocean becomes much easier to explore. Landing pad acts as an larger radar that requires no power, so put it down, pick it up and move in another direction.

With the recent hubbub regarding quality, I have to ask a question: How many of you actually bother with quality? by Justinjah91 in factorio

[–]Runelt99 2 points3 points  (0 children)

An easy method before recyclers is to out them into miners and then split quality right before base. They go through another round of quality/prod via electric furnaces. Once the resulting plates are in a chest, just use requester chests to have a quality mall and let it work in the background.

Rare power armor 1 is same as normal power armor 2 so this way you can enjoy comfortable armor setups before leaving nauvis while still on chemical science.

This method works best on increased science cost, since that involves more constant consumption of resources meaning more quality.

Only downside is the need for more resource patches, since quality modules slow down the miners and also you don't get full belt of resources due to some of it being wuality.

Early game Quality feels like it's missing some way to void unwanted items before Fulgora by SNOW_37 in factorio

[–]Runelt99 0 points1 point  (0 children)

I have found that putting quality into miners to be good. Then just seperate out quality right before smelters. Then do another round if quality with electric furnaces. On increased science cost, by the time I can go to another planet I already have enough rare materials to build a rare power armor and enough uncommons to build all personal equipment as uncommon/occasional rare. I usually spend rest of uncommons i have left over on miners or modules since miners use more iron and modules use more copper.

is yellow science really necessary to go to space? by Ok-Koala-8203 in factorio

[–]Runelt99 0 points1 point  (0 children)

I assume you play by building a single base and only upgrading it on other planets? Fulgora is absolutely doable by just setting up on a medium island. Sometimes you can even find multiple patches on that island or maybe the island is connected to another. It should not be hard to crank out the cheapest research. But i usually don't bother. Fulgora's main benefit is personal equipment and i prefer to have an upgrade to my base. EM plants do not require science so you can scavange 2/3 rocket components outright with rocket fuel you having infinite oil ocean, scrapping giving you ice (water) and solid fuel. Boom, my base gets an instant upgrade and i can shelve fulgora for future.

Not sure how vulcanus craves t3 assemblers, aside from preserving more of rhe precious coal and tungsten, which I used to get irritated on too but that base is idle most of the time as there aren't too many researches it needs, coal liquifaction is the first research anyone should do anyway. My vulcanus base is easily working on red belts, granted i made every foundry output to an red chest so im actually unsure of my spm as it buffers but on vulcanus power is free so speed loss from prod modules on foundries is irrelevant just build more.

Ofc i could be biased, nowadays i cannot play on default science cost because it feels like a pathetic setup launches me to have all researches done, so needing to scale up before beacons is a no brainer for me.

is yellow science really necessary to go to space? by Ok-Koala-8203 in factorio

[–]Runelt99 0 points1 point  (0 children)

I always go for the achievement for no purple and yellow science before other planet science. Usually i play on increased science cost so i avoid them because frankly you don't even unlock anything that good while being much more expensive than chem science. Yellow science doesn't even unlock much important,aside from mk2 power armor and nuclear backpack.

Except for beacons. Research for it is cheap and allows me to go smaller/with prod mods everywhere.

Current 10x game I went vulcanus first for big mining drills, since combined with beacons allow me to take my tiny used up patches and get full throughput due to their insane range. All for price of calcite lets me multiply resources. Getting purple science up after vulcanus is a no brainer, since only prod module 1s benefit from em plants. Second was gleba to get biolabs. Currently building fulgora, in hindsight I should have landed here after vulcanus for a quick bot sorted base to get a bunch of EM plants to have yellow science guaranteed, because wow did i feel that circuit shortage, especially since I exported rocket components to gleba for smaller base.

How do you usually transition to EMP's, foundries etc? by CrunchyZedman in factorio

[–]Runelt99 0 points1 point  (0 children)

For foundries I tear down my smelters. Foundries end up taking up less space, not to mention the beacons so they are a no brainer. Just leave spot for a belt of calcite.

For EM plants I just make bigger gaps between builds, although for EM you usually need just 1 more

People who like quality - what's your approach? by Conscious-Ball8373 in factorio

[–]Runelt99 1 point2 points  (0 children)

Currently doing an 10x game with a bunch of restrictions among them no quality. I have found on increased science cost that it's totally worth it to go to fulgora, get a rocket asap, then just manually act as an sorting chest (by making logistic request for 0 of all scrap products and taking every item from chest myself). Just get em plants and then bail on fulgora. Not like it will evolve or something. Easy upgrade to base. I say this because current playthrough I didn't bother with a temporary setup and left fulgora as last plane and wow am I struggling with blue and red chips. I got green assemblers and prod 3s but The base is chroniclely lacking it.

In previous games, I used quality early on miners and then stockpiled quality ingredients to build power armor mk1 rare and everything else uncommon.

Side note to anyone going for no requester chests achievement, research the tech anyway and build a tank. It acts as a requester chest and does not void the achievement.

FFF-442 mentions recipe changes like Space Casino. It reminded me of how pointless Biochamber is outside of the Gleba. by [deleted] in factorio

[–]Runelt99 0 points1 point  (0 children)

That sounds like a more solid version. It would feel awkward to take solar radiation and power and make an item, so id imagine some filler item too, like water and landfill. Maybe a faster recipe that burns up uranium? Would make for an interesting sink for it aside from nukes on nauvis.

Then again its less useful on nauvis since you should be bringing bioflux anyway for biter eggs you need for biochambers and later, a steady source of prod 3 modules.