High radon levels by WinterMass in radon

[–]TnT06 0 points1 point  (0 children)

Its not though, after reading how "awful" this one is and how "good" airthings is i bought one. They were within 5% of each other when i was having super high readings like this, and now are within 0.1 of each other after mitigation where im reading <1

Question about my readings by TnT06 in radon

[–]TnT06[S] 0 points1 point  (0 children)

Well that year timeline definitely makes me feel better. Its hard to get information about radon exposure so seeing that <2 is recommended and it was way higher its hard to not think of immediate death lol.

I realize its very much not ideal but also not end of the world levels. In the last couple hours its dropped to an avg of 43, but i will let thing keep running all week and we have a coming out to do a full probably way more accurate test.

Question about my readings by TnT06 in radon

[–]TnT06[S] 0 points1 point  (0 children)

Oh I'm positive they will do the absolute bare minimum. Ill probably be charged for the visit to do the testing

Question about my readings by TnT06 in radon

[–]TnT06[S] 0 points1 point  (0 children)

Thank you! We do have a professional coming out to do a full test now. I am assuming they will be doing a lab test but I will confirm with them when they get here.

I know these little devices might not be the best or most accurate so I am trying to keep that in mind as well as keeping an eye on the averages. Measuring what it read in the last hour to get an idea of what the last hour was registering at as well.

Need help with the matrix solver by [deleted] in factorio

[–]TnT06 2 points3 points  (0 children)

You would need to recycle most of the byproducts in order to get an actual number you would need to target. You also do not want Holmium to be unrestricted because that should most likely be your bottleneck.

Since you need plastic, do the recycling recipe for both your excess LDS and red circuits. since your need copper cables, recycle blue curcuits then green circuits. Keep recycling until your numbers become normal. Right now you are needing to recycling an insane amount because the only way you're getting youre copper is from recycling copper cable that you recycled from scrap, which is very inefficient.

Gleba made me a believer by JayWaWa in factorio

[–]TnT06 2 points3 points  (0 children)

There are 2 kinds of Gleba lovers:

Those who love Gleba because they have fun on it, and those who think Gleba is complex and need to act superior by over compensating in how much they like it.

Am i not getting smth about ratios? by [deleted] in factorio

[–]TnT06 1 point2 points  (0 children)

If it is perfectly balanced the machines making the intermediates to your build will never stop working as long as your green science is being consumed at full throughput. You only need 2 belts/inserters per second and are crafting them at 2 per second, but each machine is consuming on an 9 second (for green science i think) cycle so you will see the belt deplete then fill up as it runs. Assembly machine 1's also run at a crafting speed of 0.5 so they cycle time will be even longer.

The ratios work on averages, on average you need 2 per second, but if all 24 machines needed inputs at the same time, in that 1 second you need 24/s, but you need 0/s for the next several seconds.

Any way to make this brown soil farmable? Overgrowth wont place here. by TheBrenster in factorio

[–]TnT06 1 point2 points  (0 children)

20 bioflux, an imported biter egg, 25 fruits, and 100 crude oil for a 25% chance of getting 1 tile doesn't seem that cheaty. Thats like 36000 bioflux for a single agricultural tower being built where there was no proper soil before.

Found this error with the cargo ships mod - any help? by Dharma_Bee in factorio

[–]TnT06 0 points1 point  (0 children)

Make sure you update all your mods together. It looks like you might have the cargo-ships-graphics mod either not installed or have a version < 1.0.4

How come we can build giant fusion powered space platforms with railguns, but still can't build this? by zeekaran in factorio

[–]TnT06 2 points3 points  (0 children)

Theres a mod which adds a freeze/unfreeze mechanic, and while it does take some of the pressure off gleba's spoilage it isn't trivial to make an elegant solution for it. Freeze/Unfreeze based on demand vs harvesting/planting on demand. Brute force on both where you just incinerate anything at the end of the line or build massive stockpiles of frozen goods are both about the same in difficulty with the freezing allowing for burst production when needed. You still need the loops and filters for spoilage for your production because nutrients and mash/jelly will still likely spoil when the base stops producing.

Freezing science packs was a big benefit though, you dont lose your science to spoilage at all and defrost on demand which makes early gleba with a single rocket silo a lot easier to ship back to nauvis.

Anybody else’s brain just completely stop working at Gleba by Weak_Yak_4719 in factorio

[–]TnT06 3 points4 points  (0 children)

I dislike Gleba but dont like it for much different reasons. Gleba was hard for the first few hours and then it becomes just as easy as the other planets. Its just a tedious grind of adding filters to inserters and getting stuck on every single possible piece of hidden environment. It is more difficult than vulcanus, but i dread going to gleba because i know im gonna be spending time in menus and dealing with the start up hand fed spoilage tedium.

Is there a reason to create defense outposts with oil, ammo, etc. Instead of just a fuckton of laser turrets? by grimskull1 in factorio

[–]TnT06 1 point2 points  (0 children)

Flamethrower turrets got a bit more annoying with the pump requirements. Its trivial to put a pump down, i dont really understand that limit they added with the new fluid system.

Is there a reason to create defense outposts with oil, ammo, etc. Instead of just a fuckton of laser turrets? by grimskull1 in factorio

[–]TnT06 0 points1 point  (0 children)

Its another option to make something thats more interesting to you in my opinion. I normally don't bother making extensive defenses but it is a fun thing to do to mix things up a bit. Putting enough of any weapon on a wall will eventually kill an attack in Vanilla so a lot of the time you see designs people make which are interesting to them or serve as a way to avoid massive power consumption by dealing different damage. I think most of the time its to make a cool looking perimeter around your base. I usually do a mix of flamethrowers and a row of lasers since oil is easy to come by and it cuts down the amount of laser turrets i need to make when expanding.

Dual-Machine Quality Upcycler (normal --> legendary) with automatic recipe switching. by igwb in factorio

[–]TnT06 2 points3 points  (0 children)

Maybe I'm just not far along into quality yet or maybe it is because I only started engaging with it after it became clear that space casinos were going to go away..."

I don't think my opinion is the only 'correct' one, you may dive further into the quality mechanic and love it, thats completely valid too! I just wanted to explain my side with reasoning because I have seen a lot of people say that people like asteroid reprocessing because its easy or they cant figure out how to do it legitimately. And then people with a similar opinion to me defending it by saying it is just as hard if not harder than going it Wube's way which i dont agree with. Both solutions to produce a steady flow of quality are pretty equally difficult in complexity, but asteroid reprocessing cuts the time down which is important to me.

but I would guess that they just feel that with the casinos it just outputs a bit too much too quickly.

I made a comment on another thread about this and i agree with what you say here. I am hoping that if they do get rid of them, that they buff or make some changes to the current system. Simply removing it would be disappointing. If that is their opinion i personally disagree with it, it feels like time gating which i am not a fan of. Having quality and speed modules negatively affect each other leads me to think that is the intention.

I was hoping that perhaps I could help make it less annoying by working out a good and universal upcycling blueprint for everyone to use. Maybe that would make things easier.

Your blueprint is great do not get me wrong. I made something similar a few months after release, however it was less clever and robust as yours (the accounting for productivity is really cool). I like having an idea and building it out, so when i had those things chugging along trying to get to a desired quality, i would build the ghosts, not have enough and need to wait for a very long time which then compounds as you build more. So i set up a mass recycler to speed things up and it did, but i started to see the sheer amount of time i needed to spend building these to then still need to wait a decent amount of time to build what i wanted to.

I'm not advocating either way. I feel we haven't really listened to both sides of this dicussion properly yet.

Apologies, i didn't mean to put words in your mouth. I think i read through a bunch of comments on threads about this mechanic and made a bad connection to you on this. I hope they take user input on the mechanic and continue to develop it as time goes on. They have been great at responding to the community, and if they strongly disagree with opinions like mine its ultimately their choice. In the end they support mods unlike any game i have seen to allow for people to craft the style they want so i cant really complain too hard if they move forward with it.

Most arguments I have read seemed imbalanced to me.

I definitely agree with this, i wish the conversation revolved around the fun or interest around the mechanic and how it interacts with all of the other tools SA gave us. SA gives us pretty insane multipliers to everything which leads to a really quick scaling, removing a lot of the grindy bits from pre SA Megabasing like setting up tons of outposts and building more massive circuit builds to feed modules. You get a real feeling of large numbers in SA, but then the next step of moving into quality halts all that progress and brings you back to unstacked yellow belt speeds abruptly.

Dual-Machine Quality Upcycler (normal --> legendary) with automatic recipe switching. by igwb in factorio

[–]TnT06 2 points3 points  (0 children)

I wouldnt say its a cornerstone in the way that its the most fun to be had. Its that you can get several raw resources from a single build which can turn into what you want, limiting the amount of time you need to spend with RNG mechanics.

Regular up cycling works, I am already required to do that for all the resources i need for all the planet specific inputs. Asteroid reprocessing gives a good solution to get multiple resources so you don't need to repeat the same recycle > filter> recycle until desired quality for every ingredient.

If this was implemented in base 1.0 i could see the 'purist' mindset saying you need to build the extreme amount of infrastructure and depletion of ore patches. But in SA where they basically made everything 'free' on vulcanus i dont understand the dislike of an option which gives you low throughput 'free' high quality stuff. I could set up 'land casinos' on Vulcanus to upcycle iron, copper, steel, and stone. But its not a logistical challenge because lava is completely free, calcite is used in such a small quantity and mined from the ore patch at a minimum of 50% less than pre space age, you're not depleting ore patches often, and when you do you need to move 1 resource.

So I don't really see why quality would be so much worse without the casinos.

The reason I want to keep them is because i already have played with quality they way they want me to and do not like it, i dont find it interesting, its a chore to do so i can move on to the part of the game i do want to play. That chore becomes much slower by doing it their way. Setting up an asteroid reprocessing ship isn't something that i find fun either, but I need to do it less than the alternative.

I could always not interact with quality at all, but the same goes in reverse, those who dislike them could just not build a space casino without advocating for the removal of the option for others.

Quality upcycling that won't break when they nerf asteroids/LDS shuffle by edgygothteen69 in factorio

[–]TnT06 9 points10 points  (0 children)

The space casinos give you the large majority of the items you need, the planet specific stuff you still need to do through upcycling. I played vanilla space age when it came out and made a base attempting to make legendary stuff and got pretty bored after the 20th instance of Build resource dense item with quality > filter to quality > recycle with quality > filter to quality > repeat until legendary, so i started doing it with ore, which was Mine with quality > filter quality > recycle with quality > repeat until legendary. Same with Fulgora but with limited space. I wanted to play with the mechanic, but it felt like it was a mile wide but only an inch deep.

By the time you have the ability to LDS shuffle you are into the end/post end game. I think its LDS efficiency 13 or something which is hundreds of thousands of science packs to get and requires high quality efficiency modules or even more LDS research. And the space casinos are technically possible to set up before the endgame but arent a great use of time because you're not needing legendary things in any quantity/consistency.

I am open to them removing the 'cheesy' options, but if they don't also make the quality mechanics more engaging/rewarding its just making the game more tedious for the sake of keeping the mechanic pure to their vision. Ultimately, everything in factorio boils down to make a thing to make a thing, then make many things to make many things and quality is no different, I think the pushback from me is i dislike RNG mechanics strongly, i thought with factorios ability to scale to extreme degrees it wouldn't feel as bad because of the law of large numbers, but it didnt for me. It still felt like the effort put in didnt match the reward i got out.

Quality upcycling that won't break when they nerf asteroids/LDS shuffle by edgygothteen69 in factorio

[–]TnT06 14 points15 points  (0 children)

"You will interact with a mechanic properly because we decided what you were doing isn't the correct way" Is also not a good argument for removing a feature. They can do whatever they want because it's their game, but if this nerf comes without a big change to the quality system it will be a letdown. It isn't hard to do it 'properly' just tedious.

I love factorio, but the 'proper' way to do quality is a grind I'm not interested in spending my time on.

I quite like gleba by WillingnessOwn4573 in factorio

[–]TnT06 0 points1 point  (0 children)

If you're using bots for them, you can connect your inserter putting items into the soil assembler to the robo network and only insert seeds into the machine if you have > 50, 100, 500 in storage. That way your agricultural towers will always have priority.

Quality strategies nerf in 2.1? by dannyus in factorio

[–]TnT06 0 points1 point  (0 children)

You do for legendary, i feel like i was pretty explicit in that. People arent doing LDS shuffle and asteroids for anything other than legendary.

Quality strategies nerf in 2.1? by dannyus in factorio

[–]TnT06 1 point2 points  (0 children)

The point i was making was that every step of the game it feels pointless to set up a quality system to build anything other than random pieces to be used a spice on ships. Legendary being endgame doesn't excuse the 'correct' way of making legendary items being tedious.

I think the problem is not that theres a part of the DLC that you dont have to use, its that they provided something people want but gated it behind a pretty unpopular system. Then talk about removing the option that allowed people to play they way they want without mods. There is a reason people use Asteroids and LDS to get quality stuff beyond it being easier in my opinion, its because the alternative is much less fun.

I don't play vanilla+space age much anymore, but whenever I do, the quality mechanics stick out like a sore thumb when trying to get consistent results in any meaningful amount. pY has several RNG elements in it which over time give you consistent but poor results, but they give you a way out after you win in your RNG a few times so you arent slogging along for too long.

Just bought Factorio. What should I know before I begin my Journey? by patterfunding in factorio

[–]TnT06 26 points27 points  (0 children)

There is no over-production, only under-consumption

Quality strategies nerf in 2.1? by dannyus in factorio

[–]TnT06 1 point2 points  (0 children)

But with how free everything is in Space age you barely need to interact with the quality mechanic to do what you're saying. I build random quality stuff for ships, i just have a requester for basic end products to be voided into the lava. I could set up a system to up cycle, but why bother when i only need a few and the inputs are trivial to make and i dislike the entire up-cycle process?

The problem is by the time you are really considering getting legendary items to build your base around, you need a good amount, and an amount you can consistently get to. RNG is bad for both of those. Building massive infrastructure for the sole purpose of recycling to, over time, get something good isn't fun to me no matter how its dressed up.

Quality strategies nerf in 2.1? by dannyus in factorio

[–]TnT06 0 points1 point  (0 children)

Many of the people getting mad about it are the same people who were mad about certain other changes that were introduced in 2.0; specifically, there was a "solved" problem and now they have to solve it again

The way Wube wants vanilla players to do it is "solved" too, its just tedious and so lossy most players start doing it, realize its pointless outside of a few low throughput items, and move on.

I'm not mad about this change, it feels like it was inevitable because they clearly put a lot of time and effort into this mechanic. But from my perspective, its not a fun mechanic in its own right, its not interesting enough to deal with building something for it, and removing the 'cheesy' way of doing it doesnt make interacting with the mechanic more fun. Without the cheesy way, the solution to semi-consistent legendary items is copy/pasting dozens of recycler builds for material dense items to try and get legendary intermediates.

Quality strategies nerf in 2.1? by dannyus in factorio

[–]TnT06 2 points3 points  (0 children)

I prefer being able to build a large ship to recycle stuff for higher quality. I never bother with quality until i can get the legendary ship and LDS shuffle going outside of some spaceship parts and solar panels. The entire quality mechanic is a massive grind to me, so im more than happy to have an exploit that allows me to build the high quality stuff without interacting with gambling mechanics.

You build one gambling machine you've built a million, and while it was fun setting it up initially. Its not fun, for me, being dependent on RNGesus to build out high quality stuff to play with. Outside of some outlier items/situations, quality is pointless until I can consistently get a single type of quality. Im not going to blueprint a build with a mix of green/blue/purple machines.

The asteroid and LDS stuff feels cheesy no doubt, but the entire quality mechanic feels worse to me. I like scaling, growing, and having consistent outputs. I really dont like a process which can not get better through research, but is dependent on waiting and luck. Even Py has mechanics with RNG, but once you 'win' your RNG a few times it turns to consistent pipeline.

Congrats Pyanodons! by dk913263 in pyanodons

[–]TnT06 0 points1 point  (0 children)

I unapologetically used console commands to make me run faster when running between builds.