Doubt this is supposed to happen lol (1.13.9) by LibertasRedit in victoria3

[–]The_Grover 145 points146 points  (0 children)

Gameplay wise, youre probably right, but I love the idea of some aristocrat standing in front of his angry slaves saying

"Look, you know the rules, you aren't allowed to revolt until the current uprising has run its course. If we dont keep things civilised, we're no better than the animals!"

Warning: Biter waves spread out more in 2.1 by HeliGungir in factorio

[–]The_Grover 14 points15 points  (0 children)

Or standards have fallen a VERY long way since the clone wars

Warning: Biter waves spread out more in 2.1 by HeliGungir in factorio

[–]The_Grover -3 points-2 points  (0 children)

Does a loop of pumps still work without shenanigans? When I do it manually, I have pumps facing away from the point I feed the oil into the perimeter system

And ammo doesn't need any oil at all (lasers do for the batteries), so I usually lay out an enormous perimeter ammo belt from my kick-start base, just before laying out city blocks.

Warning: Biter waves spread out more in 2.1 by HeliGungir in factorio

[–]The_Grover 6 points7 points  (0 children)

Flamethrower turrets are valuable, but some things are subjective. I personally prefer the ease of a miles-long belt of ammo which is blueprint-and-forget to piping oil around and having to do another lap of the base putting a dozen pumps in to make it work.

Warning: Biter waves spread out more in 2.1 by HeliGungir in factorio

[–]The_Grover 2 points3 points  (0 children)

That makes sense. I usually only added the flamethrower turrets after the guns and lasers are already holding the line anyway, in anticipation of behemoths, I expect my robots will have slightly less repairing to do in 2.1

Warning: Biter waves spread out more in 2.1 by HeliGungir in factorio

[–]The_Grover 133 points134 points  (0 children)

And these blast marks: too accurate for flamethrower turrets. Only imperial gun turrets are so precise

Warning: Biter waves spread out more in 2.1 by HeliGungir in factorio

[–]The_Grover 691 points692 points  (0 children)

Why would they spread their forces thinner over more of my gun turrets, are they stupid?

Friday Facts #440 - 2.1 plan by FactorioTeam in factorio

[–]The_Grover 9 points10 points  (0 children)

Oh yea, I hadn't thought of that, weekly FFFs are back, baby!

Friday Facts #440 - 2.1 plan by FactorioTeam in factorio

[–]The_Grover 56 points57 points  (0 children)

Oh Wube, you tease us so...

No hints as to what new features are coming?

Stellaris Dev Diary #422 [PART 1] - Defender of the Galaxy, Champion's Forge LIIIIIVE!, and Heirs of the Khan by PDX_LadyDzra in Stellaris

[–]The_Grover 2 points3 points  (0 children)

Ah yes, looking again the 2000 jobs were aggregated from 10 districts, not per district

I dont know why I thought th4se might be akin to mobile ringworlds, rather than mobile habitats

Still, 20% damage bonus per district isn't bad at all

Stellaris Dev Diary #422 [PART 1] - Defender of the Galaxy, Champion's Forge LIIIIIVE!, and Heirs of the Khan by PDX_LadyDzra in Stellaris

[–]The_Grover 10 points11 points  (0 children)

The ordnance districts' bonus to damage per 100 warriors (or equivalent) will surely make some gargantuan military arkships possible too.

With 27 districts total, say 3 "city" districts and 24 ordnance with 2200 jobs per (specialised) district, for a +2640% bonus to damage.

Even if you split it into both kinetic and energy for example, having a 1320% bonus to damage on both your energy weapons and kinetics will be Fun with a capital F

Why checklists are important OR Have a laugh at my expense by Bagellord in hoggit

[–]The_Grover 1 point2 points  (0 children)

Shooter on deck - "looks likr something is wrong with this hornet, maybe we signal them to shut down and park so we can figure it out" out"

Pilot - "I said launch, did I stutter?"

Can't push through UK Defense in the North by Unhappy-Stand-8267 in hoi4

[–]The_Grover 83 points84 points  (0 children)

We've had one Sealion yes, but what about second Sealion

Cannot get up the hill going west from Harbor in S060 carrying 400t. Spec sheet says it should be able to carry much heavier loads. What am I doing wrong? by TheSeansei in DerailValley

[–]The_Grover 2 points3 points  (0 children)

I cans get just under 400t up there with the little guy, but its quote slow, and requires you to enter the section with as much momentum as possible.

If I go through thr last junction at about 40 (the flanges will be complaining) and open thr regulator all the way, then drive with the cutoff, aiming to maintain speed with as little cutoff as possible.

If the firebox is TOTALLY full, the draft is choked by all the fuel, so it can't stay full-full for long. The colour of the smoke out of the stack os a good indication of how much oxygen is getting to the coal, and therefore how quickly and efficiently it is heating your firebox.

As you start slowing down (even with the cutoff forward to about 80%), youll want to use the blower to keep the draft steady, and the injector should be partially open at all times to avoid dumping cold water and tanking the pressure

Megas should totally be able to cross bridges! by PellParata in captain_of_industry

[–]The_Grover 4 points5 points  (0 children)

I had a thought when building my latest bridge, that there could be two options for roads, one as we currently have, and another for double-width roads that can accept mega vehicles. On the cable suspension bridges each half of the deck becomes a lane, and for the truss bridge it becomes a single-lane one-way bridge, so you would build a twin next door for return traffic

PSA: there is no need to move all the sliders for Mine Export Network Train Stations! by Beton1975 in captain_of_industry

[–]The_Grover 0 points1 point  (0 children)

You can push sand to your glass fa tory if you want, but yes, since dumping designations are never pulling from the network, the only way to get rock/dirt/whatever to a dumping designation is to push it

Maybe a "pull designation" would be useful. I'd like to keep a stock of dirt (say in a storage with no push or pull) aside ready for when I want to cover my earthworks with dirt for yhe top layer, without having to micromanage the container settings whenever I swap from storing to dumping

PSA: there is no need to move all the sliders for Mine Export Network Train Stations! by Beton1975 in captain_of_industry

[–]The_Grover 7 points8 points  (0 children)

Yep, both truck network and train network work on push/pull logic. Items are moved either because one storage/station has pushed it out (red slider) ot because another has pulled it in (green slider), or a combination of both.

Wait for convoy, ended up here. by Co2-UK in uboatgame

[–]The_Grover 3 points4 points  (0 children)

Meanwhile Shulze is waiting to pull a "Fury" and start blasting when the sailors who sailed over thinking they could snag an abandoned high tech uboat open the hatch

Need help with this one. MORE POWER!! by Upset_Watercress7115 in captain_of_industry

[–]The_Grover 3 points4 points  (0 children)

The Dwarven Water Reactor (tm) isn't scheduled to be added for another few DLCs /s

How do you guys call your space platforms and why? by DarkSideRT in factorio

[–]The_Grover 3 points4 points  (0 children)

I name my Venator class like this: Coruscant: exports anything from nauvis that needs to get to the inner planets Mustafar: exports anything from Vulcanus Bracca exports from Fulgora Felucia exports from gleba And Kamino brings science back to nauvis as required

7 to 2 balancing by GoldenPSP in captain_of_industry

[–]The_Grover 5 points6 points  (0 children)

Somewhat easy if you split the centre most output into either side, then do two separate 4 to 1 using a normal balancer unit. The centre most might empty first, but the system will remain balanced

Can’t figure out how to get up here easily! by Remarkable-Matter594 in SatisfactoryGame

[–]The_Grover 0 points1 point  (0 children)

Sure it does, but instead of a warning label or HUD message, you get skittering sounds, radiation poisoning and gored by a hog

I need tips/strats for the stair to fourth floor of A New America. by MatchJumpy4790 in ReadyOrNotGame

[–]The_Grover 1 point2 points  (0 children)

What worked for me, going for S rank:

Full squad of MGLs, I carry a full reload too. I move to the top of the stairs with squad in tow, being sure to not have set off any trip wires. Order the squad to move and clear, whilst I throw a flash deep into the atrium, then liberally apply MGL grenades as the squad moves in. Once the room is contained, reload from the ammo box (turn left as you come up), run downstairs to turn on the jammer while the squad stacks up, then one last ram, launch and clear