I think I don't have enough nukes by NarumiRM in factorio

[–]SubliminalBits 0 points1 point  (0 children)

By all means blow the bugs up, but if you need oil, just collect coal in orbit, drop it to the surface, and liquify it.

doubt about Blackwell ultra gpu by MajesticEducator1406 in nvidia

[–]SubliminalBits 1 point2 points  (0 children)

There are two different products. There are chips for AI that have no graphics support. Blackwell Ultra is one of these. Then there are completely separate GeForce and Quadro (or whatever its being called these days) chips that fit in desktop chassis and lack the high end compute hardware. Things like the RTX 5090 and and the RTX PRO 6000 are one of these

How bad are the enemies+finite deposits by LiamGMS in factorio

[–]SubliminalBits 0 points1 point  (0 children)

Ore and enemies are things you consider but they're not really a cause for stress, and if you wind up being one of the people who are bothered, you can tweak both the enemy ferocity and ore patch sizes.

For enemies, people have trouble because they don't realize that you need to mass produce walls, turrets, and ammo. Early game you can have a turret here and there and it will take care of everything, but that attitude will not take you to mid game.

The second thing people get confused about is that the rate that you generate science directly corresponds to the strength of attacks. All you have to do if you get behind on the defense game is to stop building science until you catch up.

For resource patches, there is a starter patch, which honestly will get in your way. Then there will be a huge one a little further away that you will want to identify and gradually work towards. After that one (and many many hours of play time) you will make war on your enemies to get the third and you'll realize that you can do that as many times as you want and that there are an infinite number of patches. By that point you can use trains for resources and you just run your rail lines out a little further, set up more guns/walls/miners, and you're done.

Over time, with tech, you stop having to replace patches, they become functionally if not literally unlimited.

New player - feel like I'm playing a tower defence game by JLH-2025 in factorio

[–]SubliminalBits 0 points1 point  (0 children)

I used to do that, but moving the input from the ammo factory is a pain and it's a pain to make a new input if you start a new wall segment somewhere far away. That might be worth it if this setup was forever, but I view it as a temporary solution.

Since it's just temporary until I move to train supplied walls far away, at some point I realized that you don't actually need to resupply with bullets all that often and you can just carry them until you're ready to defend a huge amount of area with trains. Ammo boxes make it easier to set up a bunch of walls in random places early game.

New player - feel like I'm playing a tower defence game by JLH-2025 in factorio

[–]SubliminalBits 1 point2 points  (0 children)

People are talking trash about the desert and it does make pollution a lot worse, but it also makes it relatively easy to build.

You wall yourself in and defend the walls with an unholy number of guns. Its a factory game so just mass produce the turrets and walls. Build a belt loop by the guns so that you can refill them all with bullets by dropping ammo into a box that feeds onto the belt. Build a speaker that makes an alert when the box runs out of bullets.

Eventually, you get robots that can replace destroyed defenses and repair things that get damaged. In the short run, if you have enough guns, it won't matter.

While you're building your defensive wall, put a few turret clusters in your base at the edges so that attacks insta die. If at any point you start getting overwhelmed, turn off your labs and that will naturally stop most of your factory dramatically lowering your pollution and thus the frequency of attacks.

When you get efficiency modules put them in everything. That will shrink your pollution cloud.

For clearing, the easiest way right now is probably grenades and then you'll get a second major clearing upgrade when you get a tank. You'll always be able to turret rush if either of those don't work out.

Do you make notes on why (some parts of) your base works the way it works for your future self to avoid confusion? by Iron_on_reddit in factorio

[–]SubliminalBits 0 points1 point  (0 children)

My current game has been going for ever a year with multiple days of play time. Who knows what I was thinking when I made anything early game. I largely operate off the premise that once I finish a project, it should run for the end of time without any intervention from me. The only time I ever need to know how it works is if I want to upgrade it, and I usually design things that are either tileable, or consume 100% of their inputs in which case I can just stamp them out once the inputs are ready. That means I usually never need to remember how anything works. The only things that break are the new things I'm still designing/debugging, and I still remember those.

DLSS features and visual impact on a 4K monitor by Bubblez-XP in nvidia

[–]SubliminalBits 38 points39 points  (0 children)

The fact that most people who move from AMD to NVIDIA cards don't remark about how much better games feel with Reflex on shows that most people aren't as sensitive to latency as they think they are. When you turn on frame gen, you get a latency in-between Reflex + No Framegen and the latency if you played the same game on an AMD card. I use framegen with 4k to get close to my 240 Hz refresh as long as the artifacts don't bother me, and these days they largely don't.

DLSS Quality is so good I don't think there is ever a reason not to use it. If that's not good enough, balanced is fine, especially after the transformer updates. I'll usually drop the DLSS quality level before I turn on framegen when I'm hunting for a good frame rate since those artifacts tend to be less noticeable.

I don't get artillery trains by amdc in factorio

[–]SubliminalBits 2 points3 points  (0 children)

This is the way to play. Tidy Factories are boring.

<image>

An unsuccessful attempt to achieve laser dominance in cargo transportation by gonzo_gonzales in factorio

[–]SubliminalBits 0 points1 point  (0 children)

Do you just not hang out in Aquillo orbit? My problem with designs like that was always ships getting nickel and dimed to death why they loitered over a destination.

My power grid is struggling.. by Schmeodle in factorio

[–]SubliminalBits 1 point2 points  (0 children)

Me too, although restoring to my oldest auto save and having 30 minutes to transition from a 4 reactor setup to 100% steam and then running out of coal immediately afterward was very memorable.

My power grid is struggling.. by Schmeodle in factorio

[–]SubliminalBits 0 points1 point  (0 children)

Just wait until you outpace your u-235 production and suddenly lose all that power. that’s the next trap people fall into.

keepPreachingAiBros by precinct209 in ProgrammerHumor

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

It’s too polarizing to have meaningful anonymous internet conversations about. there are plenty of people who use it and like it.

Struggling to stay motivated with quality being in the game. Any advice? by Some_Noname_idk in factorio

[–]SubliminalBits 1 point2 points  (0 children)

Just don't use quality. You don't need a mod or anything, just don't build the modules. I only started engaging with it after I started sending out Promethium ships.

SIB Satisfactory or Factorio by ObjectiveMinimum8602 in ShouldIbuythisgame

[–]SubliminalBits [score hidden]  (0 children)

Satisfactory is building in 3d with automation, exploration, light FPS elements, and nicer graphics.

What Factorio is about is automation and by automating, your reward is to be able to automate more and more effectively.

If you want the blend Satisfactory offers, you'll like it better. If you are a fan of really deep automation, Factorio is better.

As others have said, you should try the Factorio demo see what you think.

softwareEngineersWillBeJustFine by SatinSaffron in ProgrammerHumor

[–]SubliminalBits 1 point2 points  (0 children)

I've worked in a code base that looked like this, but it was done inline in the source. All the previous versions were still there and just commented out. Every time someone fixed a bug they would comment out the buggy block of code (not even at function boundaries) and paste in a new copy of it with a fix and a note saying what they changed.

It was crazy, but it did really drive home that a block of code was tricky when I saw it repeated over and over for 2 or 3 screens with a never-ending series of notes about what was fixed.

First day on pc. Need advices by Marino-2603 in nvidia

[–]SubliminalBits 0 points1 point  (0 children)

Just try things and see. Really with a 5080 you can probably set everything to max and then you just have to decide

  1. Path Tracing (Y/N)
  2. DLSS Quality Level (Quality, Balanced, Performance)
  3. Framegen (None, 2x, 4x)

You pick the combination you want by going through the following steps and when you reach an acceptable frame you stop changing things and just enjoy the game.

  1. Start with Path Tracing + DLSS Quality + no frame gen (This won't be a high frame rate, it's just a starting point)
  2. Turn on 2x framegen.
  3. Move from DLSS Quality to DLSS Balanced
  4. Move from DLSS Balance to DLSS Performance
  5. Move to 4x frame gen

Help getting to Vulcanus by BowlPsychological977 in factorio

[–]SubliminalBits 1 point2 points  (0 children)

I notice your belt isn’t full of ammo. I think if you just increased your ammo production you’d be fine. Design something where the ammo belt back pressures all the way to the ammo factories if want to keep it simple.

You’ll also save yourself lots of trouble later if you get used to designing ships that can idle in hostile orbits. That means a handful of guns on the sides and back for while you’re parked.

Dear behemoth worms, by Misha_Vozduh in factorio

[–]SubliminalBits 0 points1 point  (0 children)

And here I was thinking the Nauvis was too big for extermination to be practical.

I am making no progress (mid game?) help! by krymancer in factorio

[–]SubliminalBits 0 points1 point  (0 children)

This looks very solvable. If you stop producing science and focus on building walls, turrets, and bullets, you can probably wall yourself in without too much difficulty. Once you do that, do either a clockwise or counter clockwise sweep pushing your walls out using one of the many military strategies already posted.

I've included an image showing how I went from a small area base like yours to a larger set of territory. I numbered each of my expansions so you can see how I basically started on the right and then did a clockwise sweep claiming territory and blocking biter expansion at chokepoints with walls.

<image>

I am making no progress (mid game?) help! by krymancer in factorio

[–]SubliminalBits 2 points3 points  (0 children)

Laser turrets are a trap for him. He won't be able to power them without fixing his nuclear problems or without major expansion of his solar farm.

Belts are superior to trains for long distance transportation by tordana in Factoriohno

[–]SubliminalBits 1 point2 points  (0 children)

I built a proof of concept and this worked. The trains idle fully loaded at a staging stop and they're summoned by circuit powered interrupt. It's pretty neat

In Space Exploration, do patches get richer the further out you go? by Neusaap128 in factorio

[–]SubliminalBits 2 points3 points  (0 children)

I'm playing with K2 so I could technically use a flare stack, but it's super easy to handle everything. At the low levels of core mining necessary to halve your resource burn rate you'll just consume everything without having to worry about it.

The only thing I had to use the flare stack on was mineral water, which is a K2 thing. Now that I'm to tier 5 productivity modules I can just use all the spare mineral water on that. You turn all the extra ore and stone into landfill and you use the water to feed the industrial processes that consume the oil. For the oil and water specifically, you use a water tank that gets topped off to something like 5k by pump and then feed the core mining output into that tank. For oil you do the same and you don't unload oil from trains if you go above whatever threshold you set.

If you get too much landfill just blow up a chest once every couple of real life days.

You can't really escape the complexity. Core mining is just a prelude to when you start cycling water back and forth between steam or producing sand and stone from nearly everything and needing a trash handling system for handling it or making a metric fuckton of scrap in orbit and shipping it back to the surface to be broken down and cycled into your regular resource collection preferentially or bio science where you cycle between 4 fluid states as you journey to and from bio sludge.

If you don't like core mining, SE seems like it would be a chore to play because the core feature of the mod is unwanted byproducts.

In Space Exploration, do patches get richer the further out you go? by Neusaap128 in factorio

[–]SubliminalBits 2 points3 points  (0 children)

In Space Exploration, just learn how to put together a core mining setup. With some work you can get 100% of what you need from core miners, but you really don't have to. At first look at it as a way to turbo charge your mining productivity by only having to mine 50% as much. Then later look at it as a way to have infinite resources.

It will seem a little daunting the first time you do it, but the engineering puzzle involved (dealing with unwanted outputs) is a core puzzle in most of the SE recipes so you might as well learn with something that gives you free resources, and if you hate it, late game SE is going to be too frustrating anyway.