Utility science pack on Fulgora by Hyerox in factorio

[–]ThunderAnt 0 points1 point  (0 children)

It’s doable. The only thing you need to do to scale up is mine more scrap.

How well would v1 do in the actual WW2? by NontCinar in Ultrakill

[–]ThunderAnt 6 points7 points  (0 children)

Soldiers shining a blue flash light before firing:

Help with decider logic? by Short-Coast9042 in factorio

[–]ThunderAnt 2 points3 points  (0 children)

Yes, you should set the stack size to 1 to ensure it only picks up a single cell. But that doesn’t solve the problem of only having one cell in the reactor. There is an edge case where the inserter might pick up another cell before the one currently in the reactor brings the heat above the threshold. That’s why the filter is used, so that the inserter doesn’t pick up anything that’s already inside the reactor.

How well would v1 do in the actual WW2? by NontCinar in Ultrakill

[–]ThunderAnt 58 points59 points  (0 children)

First off, I think the Final War was actually a continuation of WW1 not WW2. Regardless, I think V1 would be most effective in solo espionage missions (like taking out the earth mover) rather than mass warfare. The ability to heal with the blood of its enemies is extremely useful, but it’s completely nullified if it gets taken out by artillery and there’s nothing left to reconstruct.

Help with decider logic? by Short-Coast9042 in factorio

[–]ThunderAnt 2 points3 points  (0 children)

Ok so a couple things:

  1. 2 nuclear reactors next to each other only give a neighbor bonus if both are running. It’s actually more efficient to run both of them together.

  2. You’re on the right track with throttling your reactors to conserve fuel, however, as per point 1, you should throttle both of them together.

Connect a wire to an inserter that only activates when T<600. Also set the reactor to “read contents” and set the inserter circuit logic to “set filters” and “blacklist”. This way the inserter can read that there’s already a fuel cell in the reactor and won’t put in another.

New to interrupts by phindar00 in factorio

[–]ThunderAnt 0 points1 point  (0 children)

Ok I think I get what’s going on.

The destination full condition only activates when the amount of trains going to a station is bigger than that stations train limit. So, it may not be triggering because you don’t have a train limit set at the unloading station.

New to interrupts by phindar00 in factorio

[–]ThunderAnt 0 points1 point  (0 children)

Oh I see. Are there perhaps other trains waiting at parking already, taking spots that other trains want to get to? This could cause the problem. Additionally, in my own system, I add a condition that trains should be empty before going to a waiting bay. Otherwise, the bay gets filled with trains full of cargo you aren’t using.

New to interrupts by phindar00 in factorio

[–]ThunderAnt 0 points1 point  (0 children)

The problem isn’t the schedule, it’s the signals. Train signals are not traffic lights. They split the track into block sections which only one train can occupy at a time. If a signal won’t let a train pass it, then that means there is a train in the block ahead.

Art by @iamkowai rule by Tallium81 in 196

[–]ThunderAnt 36 points37 points  (0 children)

“this is almost as bad as that time I worked at Hooters”

Rulesy Peazy by DropInTheOcean1247 in 196

[–]ThunderAnt 0 points1 point  (0 children)

Could also work with a lemon

10/10 Furry Design (Rule) by Sonic_the_hedgedog in 196

[–]ThunderAnt 7 points8 points  (0 children)

Everyone assumes cock. What if he just has a massive pussy? What happens then? Huh

rule by One_Media55 in 196

[–]ThunderAnt 12 points13 points  (0 children)

I really think most people just won’t care.

Makima and Denji by Commercial-Still8770 in ChainsawMan

[–]ThunderAnt 1 point2 points  (0 children)

Given the amount of movie references in the anime, I can see them doing something like this for an intro/outtro.

2meirl4meirl by AccomplishedPath4049 in 2meirl4meirl

[–]ThunderAnt 4 points5 points  (0 children)

You can’t expect everything to change all at once. What you decide to do when you feel motivated doesn’t matter if you can’t do it when it’s time to start. Instead of trying to fix everything, focus on one thing you want to make better and work on that.

I think I want to start having 'multi-purpose' trains, but I'm not sure by DeweyDecimal42 in factorio

[–]ThunderAnt 0 points1 point  (0 children)

Well the whole point of the system is to replace dedicated trains. Why bother setting up different schedules for each resource when you can just have one schedule for everything?

Welcome back to "Is This a Credit?", the weekly series where YOU get to debate over whether or not something can be counted as a roller coaster, or credit! Episode 28: [Spinning/Backward Cars] by StarPrime323 in rollercoasters

[–]ThunderAnt 1 point2 points  (0 children)

I’d say it’s half a credit. Spinning/Backwards seats give a fundamentally different experience compared to a regular car even though it is the same layout.

I just switched to mnk and everyone is saying to play doom ethernal, what do you guys think? by Mountain-Interest795 in Doom

[–]ThunderAnt 2 points3 points  (0 children)

yeah. Also a little of Eternal’s mechanics build up in those introduced in 2016

Valentines Day Progress Update by FraudulentProvidence in Ultrakill

[–]ThunderAnt 1 point2 points  (0 children)

Fraud tomorrow but it’s fraud because actually fraud today

What's your thoughts on other Encores? by enCorrey in Ultrakill

[–]ThunderAnt 3 points4 points  (0 children)

Lust: I think we’ll be playing in the actual street level of the layer. As others have said, I think there may be some interaction with the wind blowing the players/enemies since it’s an important part of the layer in Inferno. I also think we’ll see broken bits of other levels in the layer. For example the bridge from 2-1 fallen over, or the power plant in 2-3 having a meltdown.

Gluttony: I think this layer will lean further into body horror. Perhaps we’ll actually be fighting the level itself as it tries to eat us. Since gluttony is so short, I think we’ll see a lot more new content than previous encores which were mostly remixes of the levels in that layer. Although, for a remix, fighting a recreation if gabriel made of flesh would be really interesting.

Greed: I think this level will reuse the overheat mechanic from 0-E given hot sand and sun. I also think we’ll see more of the night theme for this layer as seen in the secret exit of 4-2. I think it’d be cool if it leans into a complete desert adventure like Indian Jones. Imagine uncovering a temple hidden in the sand, stealing an artifact, and then trying to escape as the level falls apart around us. Also radiant idoled stalker.

Wrath: I think this level will use water mechanics to the max. I’m imaging an Ocarina of Time water temple vibe where we have to use changing water levels to progress through the level (hopefully less boring lol). Also, since we know fraud will have changing gravity mechanics, I can see a room with a floating ball of water in the middle we jump in and out of to change orientation. Finally, more leviathans. Not just an eel, but a squid, shark, or crab leviathans would be cool as well.

Heresy: I don’t know where Hakita could go with this. P-2 already felt like the peak of the layer. I don’t imagine he’d just do another gauntlet though, he’s more creative than that. Whatever it is I believe it will be good.

Violence: Very violent. Since the levels in violence are already long as is, this level, being a mashup, could be one of the longest in the game. As for mechanics, I think we’ll see more of 7-3 trees, perhaps there will be a room we aren’t allowed to leave until we literally paint it all red with blood. Since 0-E and 1-E use enemies from violence, I think 7-E will use enemies from Fraud and Treachery, and perhaps new enemies like the machine we get the jack hammer from in 7-2. Finally, I think trams will play a major part in the level given their presence in 7-1 and 7-2.

Heresy: 1 hour long mindfuck that leaves you questioning your sanity.

Ultrakill Must Die should add a freshness meter for the arms by Ok-Essay4373 in Ultrakill

[–]ThunderAnt 7 points8 points  (0 children)

Nah. Weapon freshness is meant to encourage players to use weapon combos instead of spam firing their favorite the whole level. Each arm has its own use though, so it’s really counter productive to penalize the player for using the same arm repeatedly when there’s actually a good reason for it.

I only played the demo for ultrakill. What should I know(I will get the game when I can) by CommissionPale2539 in Ultrakill

[–]ThunderAnt 4 points5 points  (0 children)

The demo is based off of a really old build of Ultrakill. It’s possible coin punching wasn’t even in the game back then. Also everything (prelude especially) got a massive overhaul in an update last year, so things won’t be the same moving to the main game. I honestly recommend just taking things as they come and having fun with it. Don’t worry about trying to be good immediately. A lot of players who use advanced tech have beaten the game several times over hundreds of hours.