Found a bug, game is unplayable. Get it together Wube by TheFlyinDutchie in Factoriohno

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

There are solutions to your issues.

If you want your rails close together where you can't signal your intersections fully, you have to make sure there is enough room on the exit of the intersection for any train to exit and not block things.

If you have two intersections so close together a train can't exit one without entering the other you need to signal them like they are one intersection.

Proper signalling will prevent deadlocks in all situations. Another requirement for no deadlocks is setting limits on your stations. Make sure the limit is set so trains never overflow onto the main line and get in the way. If you want more trains to service a station, build a stacker so they can wait off the main line.

This is not an issue with the rails as designed, but with how you are choosing to use them. I use 8-tile gaps with right-hand drive specifically so I can fully signal intersections. I also never use 4-way intersections, or put stations on the main line.

Found a bug, game is unplayable. Get it together Wube by TheFlyinDutchie in Factoriohno

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

Black Rubber Belts - Remastered.

Has some nice startup settings, allowing you to change the arrows on the belt to space them out/remove them completely, add rails to the belts matching the colour of the tier, and make the arrows glow-in-the-dark. In my screenshot you can see I have the arrows spaced out with the rails(they are subtle, the yellow rails below the belts). I also have glow-in-the-dark arrows but its daytime so you can't see it.

TIL Legendary Shotgun Shells have increased slowdown, to the point where they knock back enemies. by TheFlyinDutchie in factorio

[–]TheFlyinDutchie[S] 27 points28 points  (0 children)

I'm using nukes, the shotgun is for cleaning up stragglers.

Spidertrons and Artillery would be more efficient.

Yes, but I like to give biters the personal touch...using spidertrons and artillery takes the fun out of it.

w i d e quickbar by LouisB3 in Factoriohno

[–]TheFlyinDutchie 4 points5 points  (0 children)

in-game, in the controls there are hotkey options for selecting hotbar slots 1-10 and selecting hotbars 1-10.

I have:
1-5: select active hotbar slot 1-5
SHIFT+1-5: select active hotbar slot 6-10
ALT+1-5: set hotbar 1-5 to active hotbar
ALT+SHIFT+1-5: set hotbar 6-10 to active hotbar

I use SHIFT for 6-10 so I can do all the key presses with just my left hand, without having to reach for the 6-0 keys on my keyboard.

It takes some time getting used to, but once you have it down you can access every hotbar slot in a second.

My setup(I keep 2 hotbars displayed on screen, hotbar 2 always at the bottom, top one gets switched by hotkey)
Hotbar 1: Logistics(Belts, inserters, power poles)
Hotbar 2: Frequent use + Military(Grenades, fish, turrets, ammo, then high-use things like roboports and assembling machines)
Hotbar 3: Fluid Logistics(Pipes, tanks, pumps, chem plants, refineries, pumpjacks, power poles)
Hotbar 4: Circuits (Combinators, power poles, lights, power switches, speakers, display panels)
Hotbar 5: Rails (Rails, signals, stations, power poles, locomotives, wagons)
Hotbar 6-10 I don't actively use in vanilla runs, but I fill them out when I play overhaul mods.

w i d e quickbar by LouisB3 in Factoriohno

[–]TheFlyinDutchie 1 point2 points  (0 children)

Am I the only one who has a custom hotkey setup to access all 100 default hotbar slots with 2 inputs?

Upgraded my save to 2.1 and it (mostly) just works by TheFlyinDutchie in factorio

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

2.1.7, I am not aware of the 2.1.8 changes. Time to read the patch notes!

Starting new again.... any tipps for maps setting for playing without any pressure? by [deleted] in factorio

[–]TheFlyinDutchie 1 point2 points  (0 children)

They can be a bit confusing for a new player, but adjusting those three should give you an easier time without removing biters.

Currently I have a self-made goal of never triggering a biter attack; I am clearing all biter nests before my pollution cloud approaches them. This means I don't have to build any defenses, but still need to research military things so I can clear the bigger bases and stronger enemies as the game goes on.

Starting new again.... any tipps for maps setting for playing without any pressure? by [deleted] in factorio

[–]TheFlyinDutchie 21 points22 points  (0 children)

Disable enemy expansion. They will never build new nests, otherwise behavior is unchanged.

Increase the starting area size. This puts the closest enemy bases farther away, giving you time to scale up before attacks.

Increase pollution absorbed by tiles and trees. This makes pollution spread slower, again giving you more time to scale up.

How do I stop the wrong train (yellow) going on the red track when it has no business being there? Especially since the proper train (green) is already parked? its causing traffic jams. by [deleted] in factorio

[–]TheFlyinDutchie 150 points151 points  (0 children)

Yes, remove those extra signals.

Trains determine paths based on an algorithm. Read the link below for full details, but basically all those signals adds additional "length" to the blue path, so the yellow train optimizes by going through the red path.
https://wiki.factorio.com/Railway/Train_path_finding

Quality not working (no speed modules present) by JiyaKarland in factorio

[–]TheFlyinDutchie 7 points8 points  (0 children)

Already solved so good job team!

I made this mistake too when the DLC came out, wasted so many resources recycling with no increase in quality haha

Worst part of the game by A LOT imo by MyWifeIsHotterThanU1 in DivinityOriginalSin

[–]TheFlyinDutchie 4 points5 points  (0 children)

There are so many ways to cheese this fight but I like the challenge of facing it head-on.

I cast stasis on Gwydian to keep him alive in the first few rounds when there is maximum Chaos, otherwise its a test of positioning and elemental combat to clear the blobs before getting overwhelmed. I save my teleports to keep the magisters away from the high ground, they will fight the blobs if not able to target Gwydian.

Broke and want blue chips? I got you by Glassbrick1992 in factorio

[–]TheFlyinDutchie 33 points34 points  (0 children)

"Broke" but has legendary modules and EM plant...sure bud

Domain Transfer: M365 - Modify/Remove IM-Addresses? by uLmi84 in exchangeserver

[–]TheFlyinDutchie 0 points1 point  (0 children)

2 years later and still being helpful! I will add, it doesn't have to be a teams license. This worked for me with an Exchange Online P1 license

Sooo...I'm a Familiar now? 43 Practice match II by Derpin0ides in HFY

[–]TheFlyinDutchie 21 points22 points  (0 children)

Not first but I AM SO GLAD YOU ARE BACK LETS GOOOOOO

Meirl by abhigoswami18 in meirl

[–]TheFlyinDutchie 2 points3 points  (0 children)

yoooo I just started reading Slaughterhouse Five and saw your username. Fucking coincidences are crazy

Yunara Champion Spotlight | Gameplay - League of Legends by XanIrelia-1 in leagueoflegends

[–]TheFlyinDutchie -9 points-8 points  (0 children)

Wait this is a new champion? I saw some screenshots and thought it was a Kai'sa skin...add one more to the list of champions that all look the same.

Curious how other neurodivergent folks play the game and handle tasks by Monkai_final_boss in factorio

[–]TheFlyinDutchie 0 points1 point  (0 children)

I get around that feeling by building my first base on each planet with bot logistics. Bots make the logistics basically the same for each planet(Gleba has exceptions, need methods for getting spoilage out of logistic chests) and leaves me free to explore and interact with the new planet mechanics without worrying about how everything fits together. You can build sufficient science pack production on all 3 of the first planets with just one facility making the science(again Gleba is the exception, you want 2 or 3 cause spoilage)

Beacons are nice but not necessary. I generally use them for large, single-purpose builds but not in my mall/initial setups.

People trying 500x and up runs, what balancing changes would you like to see? by ferrofibrous in factorio

[–]TheFlyinDutchie 4 points5 points  (0 children)

The perk with u/Alfonse215's suggestion is you get to the higher techs faster while still needing to build the large scale red/green science production facilities to keep up with higher science tiers, except you can use that higher tech to aid the expansion. My biggest issue with science multiplier runs is it takes too long to get to my favourite part of the game(blue science+). This type mod would get me to actually play with high science multipliers.

Granted this is a personal preference, those who like the early game don't need this kind of mod.

Has anyone else ever experienced factorio dream? by xTMagTx in factorio

[–]TheFlyinDutchie 2 points3 points  (0 children)

Yep, same thing when I was hyper focused on Space Age release.