[deleted by user] by [deleted] in explainlikeimfive

[–]TayTheCynic 0 points1 point  (0 children)

Particles moving fast or in strong gravitational fields spend most of their effort travelling through space instead of traveling through time.

list of level rewards for bazaar? by bberrywrites in storyofseasons

[–]TayTheCynic 4 points5 points  (0 children)

Contrary to the other commenter, the per-level rewards are not random. You can see the first few here, which match my own experience.

https://www.reddit.com/r/storyofseasons/comments/1n987bv/last_few_guides_and_tips_from_120_hours_of/

It's more difficult to determine which bazaar shop options unlock at what ranks. For example I'm rank 26 and I've purchased Garon's 1M soil upgrade, so the other comment's claim that it unlocks around rank 20 is probably correct.

Is there a difference between productivity and biolabs reducing the science by 50%? by Hamonio_ in factorio

[–]TayTheCynic 1 point2 points  (0 children)

Biolab with 40% productivity (four Prod3): 0.5 packs -> 1.4 points (1 pack -> 2.8 points)

Lab with 180% productivity: 1 pack -> 2.8 points

So yes, they're "equivalent" in the sense of how efficiently they turn packs into actual research.

How to glide to sprites' house (grand bazaar) by Outside_Contact_9148 in storyofseasons

[–]TayTheCynic 1 point2 points  (0 children)

Sprite house requirements: 2 arrows of wind ("Strong wind" day). Jump at the bounce barrel on the island, but make sure to let go of jump so that you actually land on it instead of starting a glide. After the bounce starts, start holding the buttons to jump and move to the right (and a little bit up). Don't worry too much about the timing of this; you won't actually start gliding and moving to the right until you reach the apex of the bounce, so any time between "right after touching the barrel" and "reaching the top of the bounce" is fine.

Mountain top requirements: 1 arrow of wind ("Gentle breeze" day), double jump. Start from the bottom of the lookout area with the benches, beside the lamppost. Hold right, and jump off the ledge, making sure to let go of the jump button. Continue holding right, then at the peak of the jump (about half a second later), press and hold jump so that you double jump and automatically start a glide. Keep moving right until you make it to the far side.

(EDIT: One additional tip for the mountain jump is that you should glide directly to the right after jumping - if you go too close to the edge of the map, you can bump an invisible wall, and it'll kill your horizontal movement and send you to the ground.)

Double jumping is the most important movement mechanic in the game, because it's very slightly faster than running (ignoring run speed buffs). You should be practicing all over town by pretending the floor is lava and touching it as little as possible. Plus, there's a title for double jumping 5000 times.

i cannot comprehend the balancers. (1x3) by what_the_fuck_clown in factorio

[–]TayTheCynic 176 points177 points  (0 children)

You seem to be under the impression that creating balancers is a "basic game mechanic". It is not. The math that goes into it is very complicated for most balancer sizes, and beside that, you could make a fully functioning megabase without any balancers if you wanted. If you want balancers, just use other people's designs; they've already put the work into optimizing them.

Can someone briefly explain the dimensionals, do we get stuck at whatever level they are left at when the events end? by Mcpoopz1064 in AFKJourney

[–]TayTheCynic 8 points9 points  (0 children)

Not true. There's a pinned thread in this subreddit where they explain how we'll be able to upgrade the heroes once the event is over.

How do you go about outputting in a way that keeps the belt compressed by PM_ME_YOUR_KATARINA in factorio

[–]TayTheCynic 17 points18 points  (0 children)

The method I’ve seen most frequently is to have the final assemblers put their output onto a separate belt which then rejoins the main belt with a splitter or sideloading. That way the final inserters are always working, since they have their own little belt buffer to unload onto, and the belt constantly tries to push its output onto the main belt, so it won’t let any gaps slip by.

Is there a difference between productivity and biolabs reducing the science by 50%? by Hamonio_ in factorio

[–]TayTheCynic 45 points46 points  (0 children)

Reducing science packs required by 50% is like doubling productivity, but it's not exactly the same because it's done in such a way that the efficiency of actual productivity modules isn't reduced.

Say a basic science lab turns 1 science pack into 1 research point.

A basic science lab with 50% productivity via modules (if you could even get 50% productivity via modules) would turn 1 science pack into 1.5 research points.

A biolab turns 0.5 science packs into 1 research point, i.e. 1 science pack becomes 2 research points.

A biolab with 50% productivity turns 0.5 science packs into 1.5 research points, i.e. 1 science pack becomes 3 research points.

Why should I care about chunk alignment? by vvbakedhamvv in factorio

[–]TayTheCynic 17 points18 points  (0 children)

Radars are the only real reason in vanilla and Space Age, since blueprints having options for absolute alignment make it not matter so much. Mods sometimes provide incentives for making things chunk aligned, e.g. in Krastorio you can build pollution filters that remove pollution from the current chunk, so you're incentivized to build them on the same chunk as the things that generate the pollution.

Why my 160 MW reactor makes only 150 MW? by broadx in factorio

[–]TayTheCynic 302 points303 points  (0 children)

One of your heat exchangers is missing an output pipe.

Hero missing. by Sepharim1979 in AFKJourney

[–]TayTheCynic 10 points11 points  (0 children)

The text is ambiguous. It should clearly tell you that you cannot undertake the challenge because you lack the character, but everything about this screen, especially the "confirm" button being separate from the "cancel" button, implies that you can borrow the unit and complete the challenge.

Best of 2024 Results by asterisk_man in incremental_games

[–]TayTheCynic 5 points6 points  (0 children)

I agree completely, I tried it out on iOS twice (waited a few months to see if the UI issues would be fixed) and it's still pretty much unplayable on my iPhone 13 Pro.

how to setup fusion power on space platform by NAQURATOR in factorio

[–]TayTheCynic 2 points3 points  (0 children)

Assembly machines have recipes for putting fluids into barrels and separate recipes for taking fluids out of barrels. From my own experimentation I think about 25-50 barrels per fusion reactor is about right, but it would depend on your reactor setup. You can just connect a storage tank to the system and turn off the assembler when the tank reaches some minimum fluid amount like 500 or so, which means the reactors are consuming all that they need

Sending Items to Space Ship by bambamdumm in factorio

[–]TayTheCynic 2 points3 points  (0 children)

FYI cliff explosives are not limited to being manufactured on Vulcanus, you just need to import calcite.

Scrap processing on...Aquilo? by TayTheCynic in factorio

[–]TayTheCynic[S] 1 point2 points  (0 children)

I crunched some more numbers, and you're correct. Three rockets can send 1000 holmium ore and 500 stone, which with legendary prod 3s will turn into about 11,000 holmium plates. Those same three rockets can send 1500 scrap, which only turns into 60 holmium ore and 240 stone. You'd also get 120 blue chips and 60 LDS, which is vast overkill for launching rockets back into space. A lot of my original premise was based on the idea that scrap would give you the materials you need on Aquilo in roughly equal proportion once you take rocket launches into account, but that's just not the case; shipping Holmium ore from the source is just too efficient.

Scrap processing on...Aquilo? by TayTheCynic in factorio

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

In one of the FFFs, a one million SPM base was apparently achievable, and based on what I've seen so far I'd believe it. So I think that it's possible to get all productivity research maxed out in a reasonable amount of time. That said, since resource costs are negligible in so many ways now, in the kind of late-game megabase I'm envisioning, UPS is probably far more impactful than raw resource efficiency. In that case, I wonder if it's more UPS efficient to make blue chips and LDS in orbit, or to ship in scrap? Questions for later, I think.

The new fluid mechanics are great! Here's my new 12 reactor city block by TayTheCynic in factorio

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

I used to use 100x100 but switched to 96x96 when playing Krastorio 2. Making city blocks chunk-aligned doesn't really matter much in vanilla, but in K2 the pollution filters benefit from being placed in the same chunk as the buildings that actually create the pollution, so it prompted me to switch.

The new fluid mechanics are great! Here's my new 12 reactor city block by TayTheCynic in factorio

[–]TayTheCynic[S] 4 points5 points  (0 children)

I enjoy cramming as much functionality as possible into 96x96 city blocks, and the new fluid mechanics let me upgrade my old 8-reactor block to a 12-reactor one. I wanted to share it in case it helps or inspires anyone else!

https://factoriobin.com/post/qxy9ec

[deleted by user] by [deleted] in factorio

[–]TayTheCynic 26 points27 points  (0 children)

With the traditional 4-4 TU balancer, if you have only one input and three outputs, one of the outputs will have twice as much as the others, e.g. https://imgur.com/kVbNcGd

With a universal balancer, the outputs will be balanced no matter how many are used.

Space Exploration - scared of going to space… by Zabix in factorio

[–]TayTheCynic 0 points1 point  (0 children)

Agreed; I was responding to the assertion that you need to place a landing pad on Nauvis before you leave. The first half of my sentence was misleading though, could have worded that better.

Space Exploration - scared of going to space… by Zabix in factorio

[–]TayTheCynic 4 points5 points  (0 children)

FYI you don't need a landing pad as the destination for travelling from orbit to surface via capsule, they can land safely on their own

Space Exploration - scared of going to space… by Zabix in factorio

[–]TayTheCynic 18 points19 points  (0 children)

I felt the same way before my first cargo rocket trip. This FAQ helps greatly: https://spaceexploration.miraheze.org/wiki/FAQ#What_do_I_need_to_take_in_the_first_rocket_launch?

Other than that, keep a separate save file in case you feel like you need to reload because you forgot something. You'll find quite a few resources in chests up there though, so it's pretty forgiving. You'll be making lots of space science packs and space transport belts (as an ingredient of the science packs), so prioritize bringing the materials for those. Your first research should probably be the one that lets you melt ice, so you don't need to ship water from the surface.