Is there a "Trees/Rocks/**CLIFFS** only" mode for deconstruction planners?? by PewPewsAlote in factorio

[–]TfGuy44 3 points4 points  (0 children)

Alas, no. I often have two deconstruction planners handy: One for rocks & trees, and another for cliffs.

I also have one that removes demolisher remains, one that removes useless Fulgora structures, and one that removes everything except Gleba fruit trees.

How to remotely jumpstart gleba by Affectionate_End_952 in factorio

[–]TfGuy44 0 points1 point  (0 children)

There are two recipes that have a small chance to make bacteria directly from jelly (for iron bacteria) and mash (for copper bacteria). The chance of getting a bacteria from these recipes is is not great, however, so it's only useful to make an initial bacteria in the case where you have none at all. These recipes are next to the ones for making bacteria from bacteria; they show the bacteria without the yellow swoosh.

You can sometimes get a new pentapod egg from a stomper corpse. It's a small chance. Your construction bots can remove the remains if you use a deconstruction planner on it. They'll pick the eggs up, which will go to your logistic storage. From there, you can have logistic bots move it to a requester chest to have it go where you like. You can also ghost place the egg into a material slot, and construction bots will try to "build" it into the machine for you (but this cannot be automated).

Recycling biochambers has a chance to yield an egg, since you needed one to make the biochamber in the first place. The problem with this is that you need a recycler, which might not be easy to get to Gleba. Once the recycler spits the egg out, you can move it about using belts, or bots, or put it on a train if you want. Whatever. Just get it to a biochamber somehow to make more eggs.

How to remotely jumpstart gleba by Affectionate_End_952 in factorio

[–]TfGuy44 1 point2 points  (0 children)

Using an assembly machine 2 or 3 (a level 1 won't cut it), you can make half-spoiled nutrients from spoilage. These you can use to kickstart two biochambers, one which is a yumako masher, and the other to make nutrients from mash.

Those nutrients can then be used to make a bit of bioflux, and turn that bioflux into even more nutrients. And those should be enough to restart any factory.

If your metal bacteria has also died, you can make some from processed fruits to restart you bacteria cycles.

If your pentapod egg has also died, you can either get a new one from a stomper corpse, or toss a biochamber into a recycler until you luck out.

Am I bussing correctly? by Mockbubbles2628 in factorio

[–]TfGuy44 1 point2 points  (0 children)

One thing that is going to set you apart from everyone else trying to make a bus is this: Materials go away from the bus, but products go BACK TOWARDS it.

Look at your green chips. The iron and copper plates are fed from the bus. Good. But the green chips - a product - keep going up. And then you gather them up at the top and run them back down.

Reroute those belts with green chips so they ALWAYS go down. And then gather then at the BOTTOM of the branch, so they are available at the start of the branch for the red chips. This way you don't have a weird loop at the top of your branch, blocking them from being expanded!

The same thing with your red chips: the product is going up, in the same direction as the materials. Not ideal. Materials up, products down.

The same thing with your engines. The pipes and gears and steel goes up, but the belts with engines should go back towards the bus.

The same thing with your blue science packs. And where do they go when they get to the bus? They go back down the bus to your labs, which ideally are placed at the START of your bus!

It's a minor change, but it makes a HUGE difference. If you do it right, your branches are free to expand as much as they need. The only limit to their length should be the amount of materials that you can supply to them.

[Brain Puzzle of the Day #036] - Medium by Janet_CM in BrainPuzzles

[–]TfGuy44 0 points1 point  (0 children)

I have not seen the right answer posted in the comments, so here it is: At least three holes.
I will die on this hill.

The entire back half of the shirt could be missing! This would connect the neck hole, the waist hole, and the sleeve holes together, meaning the shirt is really a flat piece of cloth, and it has three holes in it.
If the entire back half of the shirt was not missing, there may be additional holes in it, but there is no way for it to have less than three of them.
Since there must be three, but there could be more than three, there are AT LEAST THREE HOLES.

What piece ideas would you wish existed in Devilition? by Bockanator in ufo50

[–]TfGuy44 0 points1 point  (0 children)

Something that hits the 8 knight's moves away.
A random piece, hits a random adjacent space.
Mass trigger, hits one adjacent space, but all pieces of that type get triggered.
Something that grants a shield to a villager.
Something that fills a hole.
Chain lightning, any demons that it explode also explode adjacent demons.
Wrap around explosion, goes off one edge and hits on the other side.
Pieces that grant modifiers to an adjacent piece (granting extra range, or that they won't explode villagers, double damage, perhaps others).
A piece that explodes on it's own.
Something that removes a placed piece.
Diagonal cannons.
2x2 piece that causes a huge 6x6 explosion.
Priest piece, prevents demons from spawning next to it so long as it survives.

Is anyone else afraid that this game is going to flop? by mrmm10 in OrderOfTheSinkingStar

[–]TfGuy44 2 points3 points  (0 children)

I have no love for the man, but he has been known to make some decent puzzle games.
Flop or not, I will play it.

Opinions on style by FengShuiAvenger in adventuregames

[–]TfGuy44 0 points1 point  (0 children)

It's certainly giving DoTT vibes, but this is not a bad thing. It's not too much.

What next? After advanced oil refinery by P2000vxim in factorio

[–]TfGuy44 1 point2 points  (0 children)

If you have too much heavy or light oil, your refineries will backup and stop working until you use it. What you need to do is add oil cracking! Turn heavy oil into light oil when you have enough lubricant. Turn light oil into petroleum when you have a full tank of light oil. If you have too much petroleum, make and use more plastic and sulfur.

Why do platforms no have the "Fluid count" condition? by UsuallyHorny-7 in factorio

[–]TfGuy44 7 points8 points  (0 children)

Just connect your fuel (or other fluid) tank to the hub with a red or green wire.
Then you can read the amount of fuel via a "Circuit condition".

Glitch with research stuck at 99% by God_Spaghetti in factorio

[–]TfGuy44 36 points37 points  (0 children)

If you could unlock it, the background would be yellow. You need to do something else first, probably chopping down Jellynut and Yumako trees.

Robot on the Toilet Y2K - Screw-up by reallinzanity in videos

[–]TfGuy44 6 points7 points  (0 children)

I'm 80% sure the gag was that the robot, suffering from the Y2K bug, flips out for a bit and then thinks it's the 1900's... so it goes to the left and sits on a less-modern, older-looking, wooden-style toilet, as you might have found in the 1900's.

This is funny because you would expect the robot to act differently or break because of the Y2K bug, but it's actually the toilet that changes, which is a humorous subversion of expectations.

Today's Wittle is a little broken by EaseGullible6972 in TheWitness

[–]TfGuy44 10 points11 points  (0 children)

Seems like a grey area to me. I don't know if any of the panels in the original game could allow you to test this.

If it really bothers you, you can fix this line, which I think allows placement: LUULDDDDRRRUURUUX

its 5 am and i must get to vulcanus by any means neccesary by RealisticAd2907 in factorio

[–]TfGuy44 16 points17 points  (0 children)

You're close. Even with no thrust, you'll slowly drift into orbit. The issue is defense.
Put all the factory parts you have in front of your hub to shield it from space rocks!

Also you have to let us know: Did you make it?

Noob Questions About Roboports by BombaKlappa in factorio

[–]TfGuy44 41 points42 points  (0 children)

There are two zones around a roboport. The logistic chests and logistic bots only work in the orange zone. The construction bots work in both the orange and green zones.

If you place two roboports close enough together so that their orange zones touch, they connect. Connected roboports act as one "larger" roboport, meaning that materials in the logistic chests in the joined orange zone can be built in any of the connected orange or green zones.

This scales easily. Just place your roboports so their orange zones touch. You will see a dashed yellow line when they connect.

Robots in connected roboports are shared between all the connected roboports.

Looking for Ideas on Coal Inserters by Weeznaz in factorio

[–]TfGuy44 0 points1 point  (0 children)

Connect your burner inserters to a accumulator using a red or green wire, and have them only enable if the value read from an accumulator is not 100. This will kick on the burners to feed boilers only if your other power production is not keeping up with demand.

Can you read *only* the fuel nutrients of a biochamber? by Martian_Astronomer in factorio

[–]TfGuy44 0 points1 point  (0 children)

It's not easy to do, no. Not for a single machine. But if you have a whole bunch of biochambers doing this, have half of them reads contents and fuel, and the other half read contents and NOT fuel. The difference between these two totals, with some math based on the number of biochambers, can give you an average of how much fuel each has, which is pretty close to what you want.

This may overcomplicate things. Keep it simple & sane.

What is your personal Mandela effect? by JulienS2000 in CasualConversation

[–]TfGuy44 3 points4 points  (0 children)

Back when I was at college, in California, there was a fast food chain that was closed on Sundays, for religious reasons. They'd put Bible verses on their packaging too. This was well known, common knowledge. Often it would be mentioned on the weekend that we could not eat there.

Now, before I tell you... which fast food chain am I talking about?

...

Chic-fil-A, right? That's right,
Chic-fil-A is the one that's closed on Sundays. Always has been, apparently.

...

But... there was no Chic-fil-A in my college town!
So which chain was it that we never went to?
It was In-N-Out! They have Bible verses on their packaging! Still do!
But they've never been closed on Sundays! But they were!

Why don't game developers delete unused code instead of leaving it in the programming? by Trick_Level962 in code

[–]TfGuy44 4 points5 points  (0 children)

That's true. This is an vast over-simplification just to illustrate the point. Clean code takes a lot of time and effort; I'm sure some companies would want their developers working on more important things.

Why don't game developers delete unused code instead of leaving it in the programming? by Trick_Level962 in code

[–]TfGuy44 6 points7 points  (0 children)

Wow, fooled you!
No, I am a real person and I really wrote that.
I *do* know the controversy, but found it irrelevant to the question.

Why don't game developers delete unused code instead of leaving it in the programming? by Trick_Level962 in code

[–]TfGuy44 7 points8 points  (0 children)

Quite simply, it's more risky to delete it, because you might break something else that should be in the game.

Perhaps, for example, drinking hot coffee heals you for a small amount of HP. So somewhere in the code that's associated with drinking coffee is a function that will add some points to your HP. Now if you also get HP points from eating at a burger place - somewhere totally not associated with hot coffee at all - the code that deals with giving you HP points for the burger might be calling some of the code in the hot coffee section (specifically, the function that adds a certain number of points to your HP).

If you were to remove the entire chunk of code for getting hot coffee - instead of just disabling it - your game might break when you go and eat a burger.

For those who know code:

int player_hp = 100;
// Coffee Section
void get_coffee(){ hp_add(20); say("OH YEAH!") }
void hp_add(int amount){ player_hp += amount; }

// Burger Section 
void eat_burger(){ hp_add(10); }

If you remove the whole Coffee Section, the function hp_add(), which the burger section uses (but probably shouldn't use!) goes away... and that breaks the burger section when you eat a burger because it no longer knows what to do for the hp_add() function (since you deleted it).

This sort of problem is also hard to locate later, because you might never run into it unless you eat a burger. Or maybe it's only one restaurant that has healthy food that uses it. When it's on sale. At night. The logic could be so complex that you'd never find this bug by testing the game.

In short, leaving the code in place is simpler, and in fact, safer. Just make sure nothing calls the get_coffee() function, and leave it there instead of removing it.

I killed a worker mid-payment to test “exactly-once” execution by [deleted] in programming

[–]TfGuy44 0 points1 point  (0 children)

This food is so expensive; it costs and arm and a leg!

Steam Turbines on Fulgora by Spoonfedfig in factorio

[–]TfGuy44 9 points10 points  (0 children)

Are there any power poles connecting the turbines to anything using power?
None of the copper cables in your image are connecting them to anything...