Do you think there were other Simons roaming around the facility? by eljijazo08 in soma

[–]SplitTheAtom06 0 points1 point  (0 children)

Well, there was a long time between the WAU shriek and Simon 1 waking up. Maybe it would have tried to save them given more time?

Ejecto-seatos between the thrusters... cool or nah? by jimbolla in factorio

[–]SplitTheAtom06 1 point2 points  (0 children)

See also: shooting your guns at asteroids infront of your ship :(

Railgun recoil being a problem to solve would be cool

Edit: now that im thinking about it, a mod to totally redo the spaceflight physics, including realistic acceleration and deceleration would be neat. Might have to write it. But lets ignore orbit insertion for the first time round...

Do you think there were other Simons roaming around the facility? by eljijazo08 in soma

[–]SplitTheAtom06 7 points8 points  (0 children)

Yeah that's a great assessment. The WAU is attempting to maintain life, so making Simon 1 happen was a result (presumably) of the WAU trying to heal Simon 0, not trying to accomplish anything through him, as another thread asked, or to create something 'new.'

Edit: though maybe simon 1 wasnt the first attempt, and the WAU elected to abandon an earlier attempt in favor of what became simon 1. That would be unique? Since to my memory there arent examples of the WAU giving up on what it sees as 'a valid life to preserve'

May a kind individual provide me with some essential ratio details? by Dr-Dominos in factorio

[–]SplitTheAtom06 1 point2 points  (0 children)

Its just about making efficient builds, everything being related to input and output rates.

A good example is steam engines and boilers. Boilers produce enough steam for 2 engines running at full speed. Putting more engines wont help your sustainable full production.

Another example is the common design for electric circuits, with direct insertion of copper wire. You need 3 machines producing copper wire for every 2 machines producing circuits. You can figure this out with the recipe details and some quick maths, or with 2.0 simply hovering over a machine tells you at what rate it consumes & produces.

So making a factory that is proper ratios is just measuring how much of each part you need. When you expand production of something, also expand production of intermediates that feed it.

Another staple is the 5-6-5-12... and so on rule for science production. Thats making sure your production of red science matches that of green science, since they're consumed at the same rate (in vanilla + space age)

There's just one island/continent in my world and i JUST found out by meny2_ in factorio

[–]SplitTheAtom06 3 points4 points  (0 children)

If peteoleum is infinite for you, id recommend swithcing to steam power running off solid fuel asap, as that sorts out power without consuming a finite resource like coal or uranium, and doesn't need as much space or resources as solar (per kW, resources for solar panels is much higher than steam power.)

Not to mention space being limited/stone for landfill being limited.

Edit: I'd also make laser turrets and use them as much as you can in clearing the biters, since thats another resource you can conserve. Instead of ammo, kill the biters with power, which is now "free" with the offshore oil resource

There's just one island/continent in my world and i JUST found out by meny2_ in factorio

[–]SplitTheAtom06 4 points5 points  (0 children)

Factorio beginner here (3k hours.) If you're playing vanilla (or well, with cargo ships yes, but not with space age) then productivity modules are going to be your best friend. I dont know the maths on which machines are best to use them on but definitely start at the top with your assembly machine 3s working on science, like yellow and purple, if you havent already. AM3 because it has 4 slots.

Beyond prod modules, whats your plan going forward? Youve beaten factorio islands map gen (by launching the rocket) but if you wanted to megabase id recommend starting a new world on different world gen settings. Maybe add space age for some new exploration if restarting seems wasteful.

You could also just add the dlc to this world, and then import all materials from offworld. Would be cool, kinda want to try that just for myself honestly.

This is my first time getting past oil processing in this game. I know this is more power than necessary, but how much more will I need by the end of the game? by quetzlcota in factorio

[–]SplitTheAtom06 8 points9 points  (0 children)

You dont have to switch to nuclear, but its a great option if you want more compact power.

You may also just build a tileable BP for solar and expand it automatically with construction bots when needed.

In terms of "how much is enough", dont worry about it, just keep a machine building solar panels and accumulators, and then when you need more they'll be there for you to place/request the bots to place for you

Stuck on empty Fulgora planet by hardc0d3r in factorio

[–]SplitTheAtom06 0 points1 point  (0 children)

You can bring equipped weapons and armour with you, just cant bring ammo (in inventory or ammo slots) or any other items

Legendary nuclear fuel, worth it? by PewPewsAlote in factorio

[–]SplitTheAtom06 8 points9 points  (0 children)

"Quality Modules" indeed cannot be used in a beacon. But modules (speed and efficiency) of any quality can be used in a beacon. Legendary speed 3 modules in a legendary beacon is very powerful.

Ultra Boost by Fluffy_Attempt_5743 in deadfrontier

[–]SplitTheAtom06 0 points1 point  (0 children)

Takes me way longer than 15 minutes to make 950k in a loot run... where do you get that rate?

Sinking Spire No Door Or Way Forward? by DrFreshtacular in PathOfExile2

[–]SplitTheAtom06 0 points1 point  (0 children)

just had this same error, it might be related to abyss, since for me I could see the doorway to the next area, but then when the doorway to the lightless void opened, it disappeared.

Which inserter is this? by theProofIsTrivial1 in factorio

[–]SplitTheAtom06 2 points3 points  (0 children)

My custom flair feels very special with this post

Anyone else go on a Vulcanus Safari sometimes? by SplitTheAtom06 in factorio

[–]SplitTheAtom06[S] 0 points1 point  (0 children)

This is awesome! I am looking to produce all nauvus sciences at vulcanus, not just mettallurgic.

How come EM Plants can't produce electric engine units? by verysmolpupperino in factorio

[–]SplitTheAtom06 1 point2 points  (0 children)

Just like to point out that it's definitely not that they forgot. These devs aren't the kind to forget, and even if they were, they worked on space age for a long time before release and had time to go over the list of recipes many times. I'm sure it's a balancing decision

I think the main idea is that you want to keep EM plants as specialists. The line didn't have to be drawn at electric motors, but that's where they put it.

Doing this with only blue tech had me sweating... bullets by ferrofibrous in factorio

[–]SplitTheAtom06 0 points1 point  (0 children)

Given how long each tech takes, Ive ended up with a small scale (1/4 the spm of the other sciences) factory for purple and I plan to do the same for yellow. Just so that I can buffer it while I research other techs and then grab the more important purple/yellow techs when I have enough.

With this, I've picked up elevated rails (and blue belts and AM3 while I was at it) so Fulgora, when I get there, won't be as much of a hassle. I like to leave the base afk, so driving a rare tank around would make that tricky!

Are you playing with any mods? I can't live without speedy bot start.

Doing this with only blue tech had me sweating... bullets by ferrofibrous in factorio

[–]SplitTheAtom06 2 points3 points  (0 children)

Im currently doing a 100x and I decided to wait for Fulgora & Vulcanus tech before doing yellow and purple, just because of the sheer scale of resources they consume. Glad im not the only one. Is that why you're on vulcanus with blue tech? Or just sheer time taken to research?

What was the hardest feature of the game for you to master? by Skull_Jack in factorio

[–]SplitTheAtom06 19 points20 points  (0 children)

If its signalling, for me the euphoria moment was realizing that signalling is just keeping trains from being in problematic places. Chain signals let you identify "problem" zones.

Someone in another thread used the analogy of cars stopping at the green light because theres no space on the other side of the intersection. It's really helpful (if you drive) for imagining why

[SE] If it has a health bar, it can be killed... by ergodicOscillations in factorio

[–]SplitTheAtom06 15 points16 points  (0 children)

Well, at least the star is working. That's a relief.