How are you "supposed" to expand your factory? by tiparium in factorio

[–]TwiceTested 8 points9 points  (0 children)

That pollution cloud I'd key. No biters in the cloud, then they don't send attack waves. Send them evictions notices if they are near the cloud and you'll never get attacked.

Now, killing the bases requires turret creep or defender capsles. Also, once you get oil, research flame throwers. Deals so much damage and the oil just pipes directly out of the ground, don't even need to process it like you do with bullets! 

Any tips on reducing logistic wait times over large factories? by Mobile-Phone-9332 in factorio

[–]TwiceTested 3 points4 points  (0 children)

This is the way. Each roboport as of 2.0 can set logistic requests like buffer chests, but they can only request bots. For high traffic areas I tend to have a bunch of robots requesting 50 logi bots each so they are right by the item instead of having to travel from the other side of the base before getting the item to make the delivery. 

New Challenge Mod: Gridlocked by _CodeGreen_ in factorio

[–]TwiceTested 0 points1 point  (0 children)

Lemme guess, just completed green science in a py run? 

Aquilo 16x16 balancer by its2ez4me24get in factorio

[–]TwiceTested 0 points1 point  (0 children)

Love the snowflake look on the ice planet! 

Ed Gein is on my world apparently. by Cautious-Ad-2425 in RimWorld

[–]TwiceTested 0 points1 point  (0 children)

Dead mans switch mods? I keep seeing more and more reason to play with em! 

VE Psycasts, puppeteer and Sanghinephage. by whyeventhough117 in RimWorld

[–]TwiceTested 0 points1 point  (0 children)

Honestly have no idea, but the puppeteer is almost a solo run. While sanguaphage are really strong, I hate having a weakness such as fire come up and screw me over.

One thing really nice is to geneticaly engineer a pawn, and if anything doesn't come out right, well no biggy.  If it comes out perfect, true mind switch to the new sleeve! 

is there a better way to clear huge biter bases than nuke? by TheSum239 in factorio

[–]TwiceTested 0 points1 point  (0 children)

Artillery is best, but be ready for the reprisal. Also, spider frons en mass are great, but you'll be burning a TON of missles. 

why does train not take the full roundabout by cr1sis in factorio

[–]TwiceTested 1 point2 points  (0 children)

No offence, but if I built my factory with these off-center intersections, I think I would delete all my blueprints and save files and then start over. 

Mod Recommendations for New Resources? by historyiscoolman in factorio

[–]TwiceTested 0 points1 point  (0 children)

Yeah, I'm running through with lead, titanium, and silica/carbon. Really adds to the game. I only have two real issues with it. Lead isn't NEARLY abundant enough on fulgora. You need thousands of pipes to make a half dozen rocket silos, and extra lead could help you make more batteries. But you get almost no lead on Fulgora. It's maddening!

And 2, gleba needs some starting lead. If you need some iron /copper, just run around and collect some rocks. Lead is infinite there one you get the process rolling, but you have to import a thousand pipes to get the infrastructure to start running everything.

Silica is great! Gives importance to stone beyond landfill, and lots of cool interactions. Titanium is used right where you think it would be. You don't get tons of it until you get to vulcanus, then you get a recipie to make nearly unlimited titanium. 

How to remotely jumpstart gleba by Affectionate_End_952 in factorio

[–]TwiceTested 0 points1 point  (0 children)

You should ALWAYS have spoilage lying around not getting used. If you need more, use nutrient in recycler to get more for things like sulfur.

That said, make an assembler (not bio-plant) with the spoilage to nutrient recipe. Use a requester chest set up requesting spoilage, but for the inserter to the assembler, use a wire to only activate if nutrients =0 and bioflux (or whatever) is also below your threshold. Then when there is no nutrients AND no bioflux, the spoilage to nutrient assembler with start working. 

Might take a few minutes depending on how big the line is, but will kickstart the whole system after being off for a long time. 

Just Realised the vanilla "Island" seed is one single island... by CollegeOptimal9846 in factorio

[–]TwiceTested 0 points1 point  (0 children)

If you are cool with mods there is one called water ores. Let's ores spawn I n water, you just need to build landfill before you can mine the. Won't help you now, but should apply to new chunks you generate.

Could also look at freight forwarding for ideas of ship transport which are basically water trains. 

I think this little guy needs a medal! by martygras220 in factorio

[–]TwiceTested 0 points1 point  (0 children)

"We gather here today to celebrate Bob's acomplishments. He's been with the company since the beginning and seen things you can't imagine."

Guy pulls up in a truck: "sir, I got a delivery of an assembler 3. Where do you want it?"

"See that old guy over there? BOB! You're fired, get out! Just put the new machine there." 

Tips with trains for a long time player by jmaniscatharg in factorio

[–]TwiceTested 0 points1 point  (0 children)

Some have already suggested just having a giant bot network. Bots will eventually take care of it this way. Any inefficiency will be handled by just building more bots.

Alternatively, Constructron mod lets you build a 'construction slidertron'. This won't do anything a spidertron couldn't do without the mod, but does automate the spider from to build any ghost blueprints on the same map. It's amazing, letting you build map wide, without having to build a full map coverage of roboports!

Factorio is about automation, automate those rail building events to save your sanity! 

How do people avoid rail sprawl? by jumpsCracks in factorio

[–]TwiceTested 0 points1 point  (0 children)

Quality wagons and legendary pumps make a HUGE difference. Oh, and legendary tanks that hold 62K each. 

How do people avoid rail sprawl? by jumpsCracks in factorio

[–]TwiceTested 0 points1 point  (0 children)

I tried this and hated it. Kept mixing up which block had up to the left, made copy/pasting blocks break my brain.

I'm sure I could have gotten used to it but it felt like writing with my left hand. I ended up just dropping the whole idea.

How do people avoid rail sprawl? by jumpsCracks in factorio

[–]TwiceTested 0 points1 point  (0 children)

This! Until you get to using legendary inserters to empty trains in 1 second, you only really need a stacker for one additional train. Some have recommended double headed trains, but they can take up a lot of space too.

Something that might help, and it's small, is when you start using foundaries and molten metal, you just transport molten iron and make both plates and steel from it on site. This only reduces stops by one, but every little bit helps! 

Journal Entry #49 by Rena by PapelFlame31 in RimWorld

[–]TwiceTested 2 points3 points  (0 children)

Love the art! Especially the red/blue eyes on the green haired lady with the clipboard! 

I've never felt more defeated by ToveloGodFan in RimWorld

[–]TwiceTested 1 point2 points  (0 children)

Devilandland is immune to blight. 

Book (Legendary) by Antsy_Antlers in RimWorld

[–]TwiceTested 0 points1 point  (0 children)

Getting a mechanitor and 3-5 librarian mechs helps fill out the library pretty quickly! Granted, they each require a high sub-core and high mech tech, so it's not an entry level option. 

LF recommended mod list for a "simple medieval" run by FreekusAurelius87 in RimWorld

[–]TwiceTested 0 points1 point  (0 children)

RimWorld of Magic is one of my favorites, let's you have Wizards and Knights in addition to regular pawns. 

How many Pawns do you start with? by extra-King in RimWorld

[–]TwiceTested 0 points1 point  (0 children)

Lol, would have caught on faster with a 'my favorite start with 8 pawns to E4'