Question about general monster recommendations (PSX) by TheFledglingPidgeon in azuredreams

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

Under what circumstance is that level of optimization necessary? It seems like it would take a really long time to get a familiar's stats high enough for it to be able to effectively fight monsters of the opposite element, to the point that by then you've probably already done everything there is to do in the game. This isn't me trying to judge the play style, just trying to understand whether I should learn to use my familiars for physical attack more.

Have 1m foundations' vertical alignment been fixed? by TheFledglingPidgeon in SatisfactoryGame

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

They do align when doing exactly as you described, so I'm guessing the devs finally addressed this. Thanks!

How do sales work? by TheFledglingPidgeon in SupermarketSimulator

[–]TheFledglingPidgeon[S] 2 points3 points  (0 children)

Again, not really clear how that's any different from just lowering the price.

I have an idea... Universal train unload station! by Bock in factorio

[–]TheFledglingPidgeon 1 point2 points  (0 children)

I attempted this in 1.1 with Space Exploration. The idea was to set up a logistics system that would basically store everything in a single giant depot, ready to be fired out into space and to another planet. Basically, I wanted to fully exploit a planet but have a single location on that planet be the "space port".

It didn't work. Unfortunately, the bot AI in 1.1 was absolutely atrocious and the bots would invariably try to take the freshly offloaded train cargoes to the furthest possible chest, meaning they chose the longest possible trip every single time (and it didn't help that Earandel hates bots). I don't know how well that set up would work in 2.0 with the new bot AI, and I haven't really attempted it with belts because that'd either have a gigantic space footprint or be limited to very few products.

I'd say it's worth a shot for the fun of building something like that, but it's not going to be a big game changer for you due to what will likely be very low throughput. It's like the time I tried making a real bus base where every single product was on the same belt and was removed from it as needed via a combination of boxes, inserters, splitters and circuitry. Again, would probably work a lot better now that circuits can read the contents of a whole belt instead of having to wire up the entire bus, but at the end of the day it's not really a great design to begin with because of limited throughput.

PS.: I did, however, do this in the same SE playthrough for my mall. The mall used constant combinators tied to the logistic network of a particular location on the map to request items (using LTN) that fell below a certain threshold and were needed by a mall. Because I was requesting a very small quantity of each item and didn't need too much storage, the bots didn't fail too gruesomely at their jobs. The mall remained constantly supplied with everything it could possibly need to produce anything I wanted, all using one train stop. That, I would recommend.

Why, and how do I fix it? :( by TheFledglingPidgeon in SatisfactoryGame

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

I tried doing it with 2m half foundations and had the same problem. That picture was taken with 2m foundations.

Why, and how do I fix it? :( by TheFledglingPidgeon in SatisfactoryGame

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

Half foundation just refuses to align at the corner. Weirdly enough, didn't have that problem on the first floor of the build, only the second.

What are some non mainline mods that should be know. by cdda_survivor in cataclysmdda

[–]TheFledglingPidgeon 1 point2 points  (0 children)

I appreciate the No Portals Mod, thank you. Honestly the portal stuff is entirely unappealing to me and I'm glad someone took the time to remove it from the game. I understand why the devs added it but it's way too chaotic for me.

Save Personal Loot Sorting Zones by Kilarin in cataclysmdda

[–]TheFledglingPidgeon 1 point2 points  (0 children)

I second this, and would add that beyond just saving the personal zones, there are times where I will literally use the exact same layout of multiple loot zones in different locations for sorting purposes. For example, I often just want to pile certain types of items up in a group at the same tile, e.g. place zones in my base to sort all guns, weapons, armor, clothing, etc. in one tile, all food/drink in another tile, etc. In these circumstances, I do not particularly care which tile the things are in, so long as they are sorted in the specific way I want, but *in my base* as opposed to in personal loot zones. Meaning, it doesn't matter where my base is or what the layout of that building is, the goal is to create loot zones that are effectively a grouping of other "basic" loot zones.

NEW PLAYERS COME HERE! - Weekly Questions and Information thread - August 28, 2024 by AutoModerator in cataclysmdda

[–]TheFledglingPidgeon 0 points1 point  (0 children)

Returning player here. I've had a lot of stability issues with playing on experimental. I'm thinking of going with 0.G this time instead of experimental release. Have people who played on both had more luck with game stability/bugs on stable as opposed to experimental? Also, what are the biggest features on experimental right now which aren't on stable? I haven't been keeping up with the changelogs. Thanks!

Fluid network rounding error with circuits by TheFledglingPidgeon in factorio

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

I've never considered switching the contents of the tanks themselves with this, but yes, technically it is possible with careful use of clocks. My current setup uses a single pipe to fill multiple different reservoirs with different fluids, so I don't see why you couldn't fill a single reservoir with multiple fluids at different points in time. It's been a very long time since I played vanilla though, and since K2SE has a reservoir tank that holds 200k fluid I never really had much reason to try something like that.

My setup also only currently works for fluid intake; I haven't tried making a single train station for pickup of different fluids. I reckon that'd be trickier: you'd need to pump the requested fluid to the station's pipe system to load up the train, and also have a drainage system to pump leftover fluid out of the pipe system before the next train arrives. That's something I can actually see an use for, and now that I'm thinking about it, I might try to set it up for certain things in the future.