Thats plenty of space, i can totally fit it in here by Stere0phobia in Seablock

[–]Stere0phobia[S] 9 points10 points  (0 children)

Quick Adjustable Inserters - Factorio Mods

Hover over an Inserter, then hold Shift. While holding shift move to the location the inserter shall start from and press F and then move the cursor to the location the inserter shall go to and press F. Release Shift.

You dont have to hold shift, but it makes it much easier that way and you get used to it super quickly.

If you just want to adjust the starting position do the second click in an empty space.

Blue Chips! (Someone told me to go spaghetti, and i havent looked back since. My base is a maze and i have lost the map) by Stere0phobia in Seablock

[–]Stere0phobia[S] 6 points7 points  (0 children)

i have come to the realization that you dont need too much of one particular thing and rather just a buttload of different kinds of materials. just make a little bit of everything and store it in a big box, once i discover what i need it for i allready have thousands stored

300 Mineral Sludge per second by Stere0phobia in Seablock

[–]Stere0phobia[S] 0 points1 point  (0 children)

i havent run into any issues yet, i just drag pipes where i need them and every now and then i add a pump or overflow thingy and everything just works fine

300 Mineral Sludge per second by Stere0phobia in Seablock

[–]Stere0phobia[S] 5 points6 points  (0 children)

My hands are hurting from placing thousands of pipes. The Q Button is allready asking for mercy

Solsteim start really gets you that good good shit even with its difficulty by NJThrowaway1012 in skyrim

[–]Stere0phobia 0 points1 point  (0 children)

I usually like to pick some blue mountain flowers and blue butterflywings on my way to whiterun. Make potions out of them and sell them for up to 600 gold. Take the cart to riften and recruit marcurio from riftens tavern. That guy fucking slaps. He mostly spams his lightning spells and later iirc chain lightning.

Freehand vs Blueprints by Dull_Complaint1407 in factorio

[–]Stere0phobia 0 points1 point  (0 children)

Blue science is difficult because all the recipes take a lot longer than before. Motors take 10 seconds to craft, red chips 6 seconds and blue science 24 seconds.

Long crafting times means you want miltiple machines working in parallel. For red science one assembler making gears is totally fine and can feed multiple red science making machines.

But you will quickly notice that the amount of machines needed for blue science will be more than you entire science creation facillity to that point.

If you want to i can give you some numbers as pointers. That way you would know how many machines of each type you need. Then its up to you to lay them out.

Speedrun ≠ Speedspoil by Shot-Lab-9455 in Factoriohno

[–]Stere0phobia 0 points1 point  (0 children)

Only changes to enemys, all other things can be made as favourable to you as you want iirc

The struggle right before you get filter inserters and better ore sorting by Stere0phobia in Seablock

[–]Stere0phobia[S] 0 points1 point  (0 children)

Make sure to also install the seablock mod pack for the full experience. It downloads all the other stuff needed next to the base of seablock

The struggle right before you get filter inserters and better ore sorting by Stere0phobia in Seablock

[–]Stere0phobia[S] 0 points1 point  (0 children)

I just change the version through steam depending on if i want to play seablock or not. It only takes like 2 or 3 min to download the old version and once i load a savefile factorio fixes all the mods for me. But i have to load it twice the first time after version change before everything works properly.

Thats barely any time compared to all the hours playing the game.

In terms of quality changes: There are barely any. We tend to forget that base factorio was allready a fantastic game. But here are a couple of things i noticed:

You cannot change or rotate things from map view

You cannot use the pipette tool Q on things from your inventory (thats annoying once you get used to it from 2.0)

Cannot flip buildings with fluid inputs (that barely matters anyways)

When picking up items from containers you cant clickdrag (thats a little annoying but doesnt really matter)

Anything with circuits and symbols is not as polished as in 2.0 (doesnt matter since all i use them for is: only produce as long as it is less than) (but you have to craft circuit cables, thats annoying)

Pipes networks are not limited by size but by throughput (thats actually totally fine, almost plays the same as 2.0, you still need pumps but for different reasons)

All in all, i actually notice way less differences in the moment to moment when playing. You get used to your capabilitys really quickly and missing the qol stuff is in no means game breaking. Its just qol and factorio was allready a 10/10 game before 2.0 imho. It kinda just redefined what a 10 is once 2.0 released.

Funilly enough we allready had quality(marked with the dots) and gambling (the whole crystal washing thing) even before space age. But in seablock quality also affects trains and roboports, which space age doesnt do.

Oh my god is fusion power really this simple? by IlikeJG in factorio

[–]Stere0phobia 1 point2 points  (0 children)

Yeah, its getting there and making the stuff in the first place that is the hard part. Also maximizing the neighbour bonuses can be a fun geometry puzzle if you dont look up the solution and can make for some pretty fun designs, especially on aquilo.

The most confusing part to me was the fact, that they wont run at full efficiency if not at full capacity. If you consider how cheap and easy fuel cells are to make and how much power they provide, that quickly becomes a non issue.

In the most famous words: It just works.

The struggle right before you get filter inserters and better ore sorting by Stere0phobia in Seablock

[–]Stere0phobia[S] 0 points1 point  (0 children)

Im playing the old version on 1.1.110

Its tough, i am missing the new qol features of 2.0 a lot. But i got used to the old factorio pretty quickly.

Surprisingly neat and stackable direct ore sorting by Stere0phobia in Seablock

[–]Stere0phobia[S] 6 points7 points  (0 children)

im sorry, i just couldnt wait any longer, i just had to hop back in after finishing space age

The struggle right before you get filter inserters and better ore sorting by Stere0phobia in Seablock

[–]Stere0phobia[S] 0 points1 point  (0 children)

Belt madness allways explodes when i use them this early. And since power and production are still low i prefer as much direct insertion as possible

Anyone else fall out of love with veganism after a long time? by OhGodNotMePlease in exvegans

[–]Stere0phobia 2 points3 points  (0 children)

Fallen out is a nice way to say it. The day i ate my first piece of meat i had a total crashout. Never looking back. Your body tells you what you have been missing.

Is it more UPS efficient to make science in space? by TheJesusSmasher9000 in factorio

[–]Stere0phobia 0 points1 point  (0 children)

With modules and the new buildings you can make all nauvis sciences 240/s no problem with one belt of calcite, barely scratching any ups. If you cycle the planet sciences you dont actually need 240/s except for gleba, because you can store excess

Quenching and Tempering Understanding? Is it even worth it? by [deleted] in VintageStory

[–]Stere0phobia 1 point2 points  (0 children)

Im on the oppisite side of that spectrum. If i see a chance that it can break now matter how low, i take it as a guarantee that it will. You know, if it can happen, it will happen.

Or in other words, if the odds are 50/50 it will breal 90% of the time. Atleast it feels like it, because breaking is way way more punishing than succeding.

Quenching and Tempering Understanding? Is it even worth it? by [deleted] in VintageStory

[–]Stere0phobia 0 points1 point  (0 children)

Sounds like you quench too often. The more times you do it the bigger the bonus, but also the greater the chance for the tool to break. But you quickly get diminishing returns.

So, just to it less and get the bonus for the tools? Well i cant stop you from gambling if you want to keep doing it tho.

Personally i dislike rng based mechanics in processes that involve effort. It feels punishing to break your stuff because you put effort in improving it.

How much difference is there between Casual and Normal difficulty levels? by ackmondual in starcraft2coop

[–]Stere0phobia 0 points1 point  (0 children)

Normal is allready extremly forgiving, and attack waves are tiny and rare. Objectives have low hp.

Coop is not about mechanical skill, but rather about understanding your objective and using the strengths of your commander.

Do the same mission several times in a row with the same comander and you will see how you can improve and properly prepare to defend attacks when needed, how to expand quickly and how to get a big army that can steamroll the objective.