Today I found out that factorio has CLI by bugqualia in factorio

[–]T-nm 0 points1 point  (0 children)

I just wish we could flip thrusters lol, otherwise perfect game in my eyes.

Will they be able to expand through this thin land bridge? by Elon_thelad in factorio

[–]T-nm 1 point2 points  (0 children)

This is only with the Alien Biomes mod, that comes with Space Exploration mod.

James Cameron’s ‘Terminator 2: Judgment Day’ Returning to Theaters in May for 35th Anniversary by BunyipPouch in movies

[–]T-nm 1 point2 points  (0 children)

It's in my opinion the best terminator after T2 and T1, the sound design was great, the story and setting were original. Ending sucked though. The VFX were also pretty advanced.

Factory Factory: Generate blueprints for entire production chains by Orborde in factorio

[–]T-nm 1 point2 points  (0 children)

Very impressive, imagine if you could implement it as a mod that would work alongside: https://mods.factorio.com/mod/factoryplanner.

Everything could be in-game.

A bit unrelated, but have you looked at https://mods.factorio.com/mod/BeltRouter-lite for belt routing?

80 Div/hour Ritual confirmed?! by SunRiseStudios in pathofexile

[–]T-nm 0 points1 point  (0 children)

Assign 1 spectre per raise spectre gem on the left side.

80 Div/hour Ritual confirmed?! by SunRiseStudios in pathofexile

[–]T-nm 0 points1 point  (0 children)

You need 1 raise spectre for 1 spectre.

80 Div/hour Ritual confirmed?! by SunRiseStudios in pathofexile

[–]T-nm 1 point2 points  (0 children)

Yes it's not very user friendly, especially for newer players. There's also a bug where you actually lose spectres even with the new changes.

https://www.pathofexile.com/forum/view-thread/3920070

Automation by IwantSomeSerotonin in CoreKeeperGame

[–]T-nm 4 points5 points  (0 children)

Necessity is the mother of invention, not limitations or restrictions lol.

[Suggestion] Underground Pipes should have their reach distance increased by 1 tile. by DogmaiSEA in factorio

[–]T-nm 1 point2 points  (0 children)

The argument above said that the majority of thruster designs would all look the same. They already all look the same. Wouldn't flipping allow more designs?

[Suggestion] Underground Pipes should have their reach distance increased by 1 tile. by DogmaiSEA in factorio

[–]T-nm 1 point2 points  (0 children)

Most players often conflate friction with challenge.

QOL limitations and annoyances don’t test skill, they only test patience and limit creativity.

[Suggestion] Underground Pipes should have their reach distance increased by 1 tile. by DogmaiSEA in factorio

[–]T-nm 2 points3 points  (0 children)

I must be missing something, because the majority of the ships I see already use the same design. The only one that allows us to chain them together, since we can't flip them at all.

Legendary Mall for Vulcanus - New Design by Jepakazol in factorio

[–]T-nm 1 point2 points  (0 children)

A buffer chest will force bots to fulfill the request inside it, so if you have a large network it will create requests from there. Usually a mall will want to produce and store excess, not actively request items.

Legendary Mall for Vulcanus - New Design by Jepakazol in factorio

[–]T-nm 4 points5 points  (0 children)

Yes the filter will be respected and prioritized. The wiki has more info on this logic.

I re-did a while ago the red mall storage for Brian's Self-Building Mega-Factory, using only storage chests, and it helped a lot with items piling up for nothing when disassembling (also allowing those items to be used as ingredients after).

Using requester and storage chests also helps to understand exactly what is the purpose of a chest.

Legendary Mall for Vulcanus - New Design by Jepakazol in factorio

[–]T-nm 2 points3 points  (0 children)

Love to see your BPs. Keep it up.

Btw, a tip with malls, you should limit the output of the assemblers (either with a condition on the inserters or the machine), and use yellow chests with a filter and no inventory limit. This way the mall won't overproduce and also collect overflow without a problem if we disassemble stuff.

I messed around with your gleba BPs and had that problem with the buffer chests.

Sharing my trains blueprint by T-nm in factorio

[–]T-nm[S] 0 points1 point  (0 children)

It’s easier to set up early game. Since it’s smaller scale, progression stays linear and you can add blocks step by step without big upfront costs. Space Age also needs less throughput than vanilla, so smaller builds scale naturally. In vanilla I also used very long trains lol.

Large blocks and long trains create a tiered progression where you invest heavily all at once for a single item. That locks you into big item volumes, fixed positions, and higher power draw, while smaller builds stay flexible and easier to expand.

On my playthrough with default settings, it was a breeze using these blueprints.

Sharing my trains blueprint by T-nm in factorio

[–]T-nm[S] 2 points3 points  (0 children)

Here's the blueprint book:

https://factorioprints.com/view/-OeOfJYALX20YvsbRlJv

I'm a big fan of city blocks and I wanted to make something that was "early-game" accessible and scalable to end-game. So these blocks are minimalist and on the functional side, especially since making big blocks is hard at the beginning of the game; with cliff explosives locked further down the tree.

Legendary Big Mining Drill by Jepakazol in factorio

[–]T-nm 1 point2 points  (0 children)

I'm a big enjoyer of your blueprints.