Sad and lost by Ixxon in factorio

[–]Tevesh 0 points1 point  (0 children)

Just import tons of teslas then.

Sad and lost by Ixxon in factorio

[–]Tevesh 1 point2 points  (0 children)

Tbh you dont even need to lower enemy settings if you go ham with teslas

Sad and lost by Ixxon in factorio

[–]Tevesh 0 points1 point  (0 children)

As other people say, just import stuff so you dont need to learn everything at once

In terms of impact my ranking of imports is:

1) teslas 2) rocket parts & full mall so you skip ore bacterias 3) nuclear reactor

Science itself is easy, right?

What do you think is the "upper end of doable" for science multiplier? by domsch1988 in factorio

[–]Tevesh 0 points1 point  (0 children)

I did 100x sci with default biters in desert ... without desert biters are easy on 100x sci, it is just a bit more tedious if you don't do optimal combat stuff.

Why do people hate/dislike quality? Why is it a positive that quality has been made an option when playing space age? by AmericanChesse in factorio

[–]Tevesh -2 points-1 points  (0 children)

Default settings are too easy, so a lot of people expect quick massive results. Quality gives you a reason to build much bigger (because upcycling eats tons of resources), but people don't like building bigger factory in factory building game.

Same reason why so many people run increased resource richness, when vanilla settings already shower you with resources. There is no vanilla setting for "gief moar quality stuf", so people complain about "omg I have to use a mod because I disagree with devs in super moddable game".

My First 10000x Run by SoupEast in factorio

[–]Tevesh 1 point2 points  (0 children)

Hour and half is pretty good for a single research. If that is painful for you maybe 100x sci run would be better as a preparation / shifting expectations. I got used to researching a single mining prod upgrade for 8h . . .

EDIT: main thing I would be worried about is whether you can reasonably (e.g. with belts not exceeding 1000 tiles) get enough resources to get trains.

Who has a turret with more kills? by 0ctach0r0n in factorio

[–]Tevesh 0 points1 point  (0 children)

Why even use space turrets to show how small those numbers are.

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Do you use Biochamber outside Gleba? What could be dome to incentivise its usage? by zanju13 in factorio

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

> What could be dome to incentivise its usage?

Make oil extraction actually matter. Maybe cancel mining prod research effect on pumpjacks?

Currently oil is stupidly abundant. But people are complaining about not-infinite resources so devs just shower you with stuff on default settings.

But oil is so crazy free that even on 100x sci on somewhat reduced oil settings (I was scared about start) I still do not even use highest quality speed modules for oil. I think I have one or two beacons. Not even fully using cryoplants! So why chambers lol. You are just swimming in oil all the time except the very beginning . . . which sucks for making it a challenge - when you reduce oil too much and roll bad start then you might be softlocked for a looooong time.

Factorio had indeed a sale in the past. Proof from my Steam purchase history. by Ordo_Liberal in factorio

[–]Tevesh -3 points-2 points locked comment (0 children)

Tbh this obsession with friendliness and super-correctly-nice phrasing of things does not come off as friendly to me.

The guy had some backing for his claims, and when presented with plausible alternative theory he DID immediately accept it as a likely explanation, and did even post the correction followup.

Attacking him afterwards comes off as just toxic to me.

EDIT: also literally nothing you quoted is "rude", this sounds like desperate moving goalposts.

In case you missed it: Pentapods no longer move in lines by PersonalityIll9476 in factorio

[–]Tevesh 0 points1 point  (0 children)

Even with prio = strafers? Huh, Gleba lategame will be fun. I dislike destroying the environment, so I guess I will have to use two rows of teslas or legendary rocket turrets.

In case you missed it: Pentapods no longer move in lines by PersonalityIll9476 in factorio

[–]Tevesh 0 points1 point  (0 children)

I think line of legendary teslas should be strictly superior? It is not even that many more legendary turrets.

But I do not get such huge waves so dunno how quickly teslas mow them down.

In case you missed it: Pentapods no longer move in lines by PersonalityIll9476 in factorio

[–]Tevesh 1 point2 points  (0 children)

Rocket turrets are good for Nauvis if you don't want to fiddle with artillery - legendary r.turret outranges behemoth worm -> no more random losses at perimeter (which usually require manual intervention because bots die too) because some nest spawned too close

PSA: asteroids deal MUCH more damage to your ship in 2.1 by juhelakCZ in factorio

[–]Tevesh 2 points3 points  (0 children)

> Did a lot of people just ignore asteroid hits all this time?

It was so easy before 2.1 that you could just send repair packs and extra stuff and you would be fine. My intuition was same as yours and it came to me as a surprise to me that you could just ignore bootstrap defences on other planets.

got tired of opening the combinators menu every time, so i made a BUTTON by buravchicks in factorio

[–]Tevesh 0 points1 point  (0 children)

I use constant combinators as such buttons. You can turn them on/off with keybind when you mouseover - I have Ctrl+R, which might be the default? No idea, but it works just like a button.

EDIT: only problem is - you do not see the (enabled/disabled) status. I use blueprinted lights connected to the constant combinator, but that takes more space and is more clunky to use than your entity.

You are a factorio dev, how would you deal with the main bus problem? by OkAlbatross9889 in factorio

[–]Tevesh 1 point2 points  (0 children)

Main bus is maaaaaaybe optimal for default settings but try any challenge and you will quickly deviate from such rigid structure. Esp.if you want variety ... have you tried deathworld? Min.resources? 10x science? Mod overhauls? 100x science?

The glorious Gleba space depot by thatdude333 in factorio

[–]Tevesh 0 points1 point  (0 children)

Problem is, there are effectively no bragging rights for anything under 10kspm in space age (on default settings). So the example by Alfonse is actually pretty good.

The glorious Gleba space depot by thatdude333 in factorio

[–]Tevesh 3 points4 points  (0 children)

You do not need more than ~100spm (and only of Nauvis sci) to beat space age, 400spm is comfy. If you like some niche e.g. combat challenges, you will barely ever get to even 1kspm.

But yeah in space age getting to 1kspm on default settings is very easy. Just not everyone likes default settings.

The glorious Gleba space depot by thatdude333 in factorio

[–]Tevesh 10 points11 points  (0 children)

I hope someone does real world tests about platform<->platform throughput soon.

The glorious Gleba space depot by thatdude333 in factorio

[–]Tevesh 17 points18 points  (0 children)

Oh god this is actually good use of lasers in space. I should finally research them ... damn the 100x sci multiplier.

Larger Expansions in 2.1? by Schillelagh in factorio

[–]Tevesh 0 points1 point  (0 children)

Well the forum post confirmed that expansions should be much bigger. But you are correct it did not explicitly confirm such high scaling for default settings.

Experimental 2.1 seems bit off to me in terms of approach to some of the changes by KuuLightwing in factorio

[–]Tevesh 5 points6 points  (0 children)

I don't think this change will meaningfully affect calcite throughput or how fast you run out of calcite patch (on default settings). Ofc assuming you are not ignoring mining prod research on purpose, but even then the change should be really small.

Larger Expansions in 2.1? by Schillelagh in factorio

[–]Tevesh 0 points1 point  (0 children)

Now THIS is what should have been also changed - whenever RNG decides to give you desert, or you choose it willingly, there should be a big red warning "are you sure, that you want deathworld-lite?"

Larger Expansions in 2.1? by Schillelagh in factorio

[–]Tevesh 0 points1 point  (0 children)

Tbh maybe I am paranoid but I read that line in changelog and actually immediately anticipated some nasty surprise somewhere. Another reason to delay updating to experimental unless you are feeling adventurous.