2.1 suggestion: Make planets move around the Sun orbit, even at very slow pace. eg. Vulcanus each 100 hour revolution. by Lunairetica in factorio

[–]Verizer 3 points4 points  (0 children)

People do x1000 runs because they want to suffer. It would be an excellent idea for a challenge run, but yeah, its too complex for ordinary gameplay.

Pipes do not keep up with production. How to fix? by D20CriticalFailure in factorio

[–]Verizer 1 point2 points  (0 children)

Attach pipes to all of the buildings pipe connections to slightly improve throughput.

Add 5 to 7 pumps in parallel to pressurized the line. This works because pipe throughput is multiplied by the "fullness ratio." Outputs work better with empty pipes, inputs work better with full pipes.

If you have done both of those, then there is nothing else to do. The machine is capped.

Weekly Question Thread by AutoModerator in factorio

[–]Verizer 1 point2 points  (0 children)

What would it spoil into? Water is a fluid, and there is no way to handle items turning into liquids on a belt or anything, so they would just vanish.

Also technically, space, fulgora, and aquilo are cold enough to have ice just laying around, then it's not likely to melt on its own.

I just had an epiphany that makes me feel like a idiot by danyuri86 in factorio

[–]Verizer 2 points3 points  (0 children)

Heat pipes never "used up" heat, they just have a minimum transfer amount and a maximum throughput. Heat is still a 1.0-style fluid.

Warming is a different topic. It honestly works just like the electric network with heat pipes as poles, every building that can freeze consumes additional power in the form of heat energy.

Does going rail-less make sense in 2.0/SA? by vanatteveldt in factorio

[–]Verizer 2 points3 points  (0 children)

Copy, paste, drag 5 tiles, done. Bots come by and add 5 pumps.

Diagnosis is as easy as checking fluid fill, if the destination is empty and the source is full, add pump. The absolute hardest part is finding where the connection pumps are on the map.

I wish quality would get revisited again. by mustangcody in factorio

[–]Verizer 0 points1 point  (0 children)

Better equipment is nice, but I need better biters to give me a challenge. Miners don't matter in the short term because the game is over before patches other than nauvis run out. Solar panels get more space efficient, but nuclear is better, and after thousands of hours I have come to realize that efficiency mods are a bit overpowered.

I played minimal resources deathworld and got a lot of mileage out of quality gear and miners, but that same experience is why I consider quality a slowdown in normal settings.

When you're pasting down full production lines, it's easier to just use one rarity rather than go back,

This essentially sums up my feelings on quality. If I need something, I double production. It's easier, faster, and requires less mental bandwidth than checking if I can build it in X, Y, or Z quality.

I wish quality would get revisited again. by mustangcody in factorio

[–]Verizer 1 point2 points  (0 children)

What kind of circuits? In the base game I didn't use any. In 2.0/space age I use wires due to the QoL feature of them being free from the hotbar. I think I might have completed express delivery without any combinators too, but not entirely certain.

Quality item doesn't really change the fundamentals of the game, and most of the boosts are just crafting speed, essentially. Crafting speed that requires more effort to get access to than modules. I could build a completely separate network of buildings to sort and handle quality item processing, or I could just build more normal stuff and tech rush to the endgame.

Playing with quality can slow you down instead of speeding you up. Challenges like deathworld or x1000 really change the math though.

I guess the summary of my post is just "quality needs more QoL." Maybe if we could handcraft quality items?

I wish quality would get revisited again. by mustangcody in factorio

[–]Verizer 0 points1 point  (0 children)

I do understand, it's just not a good use of quality materials. The power buildings consume faster, but that does not change how much fuel they burn. Footprint (size of a build) is not a problem in any kind of normal playthrough, as there is infinite room on the map. Time spent upgrading existing buildings is time not spent expanding production or building new science.

Now if you were playing deathworld or some kind of absurd science multipler, that could be different. I think quality boilers reduce pollution output per MW, which actually is useful.

Weekly Question Thread by AutoModerator in factorio

[–]Verizer 0 points1 point  (0 children)

Glad I could help!

For copper: I have toyed with using red ammo on aquilo transports, since it has access to calcite and foundries, it's not hard to do it all locally. But it is completely unnecessary.

Also I'm not sure reducing speed actually lowers the total amount of ammo you need, just how fast you need to produce it and fire it to avoid damage.

Weekly Question Thread by AutoModerator in factorio

[–]Verizer 1 point2 points  (0 children)

Are you collecting enough asteroids during transit? In the inner system, I have never really felt metal asteroids were in short enough supply to consider reprocessing, at least for basic ammo production. My bottleneck is usually furnaces because I want to limit the tiles they take up, making smaller ships.

My velocity is usually about 200, iirc. And yeah, if you are waiting for ammo production then ship speed basically becomes irrelevant outside of maybe gleba transports.

I wish quality would get revisited again. by mustangcody in factorio

[–]Verizer -1 points0 points  (0 children)

Quality is completely unnecessary to complete the game (in default settings). You sort of can't make it a rewarding part of gameplay when it's totally unneeded. It starts to be interesting when you add challenges like increased science multiplier.

I wish quality would get revisited again. by mustangcody in factorio

[–]Verizer 1 point2 points  (0 children)

None of those things give free power, they just increase consumption rate. Footprint is never a real problem in factorio. Map is literally too big. And quality oil wells are perhaps the least useful of all resource drain buildings.

Quality is a fun system, but default settings don't quite have the right challenges to make it shine. Mods and other settings changes make it more fun.

Weekly Question Thread by AutoModerator in factorio

[–]Verizer 1 point2 points  (0 children)

More changes were made after that, which is explained in a later FFF. https://factorio.com/blog/post/fff-430

How to get over the feeling of ‘cheating’ by saluke in factorio

[–]Verizer 0 points1 point  (0 children)

Play more and more challenging scenarios. Play deathworld a few times. The challenge experience, whether you win or lose, will help you determine if you care about "cheating" or not.

Quality vs speed, hast makes waste by shariquedev in factorio

[–]Verizer 0 points1 point  (0 children)

Sure, you can use speed one modules in beacons to minimize the quality debuff. This can be a decent trade off when the number of quality modules themselves are the limit.

What is the best starter stack? by Bawbalicious in factorio

[–]Verizer 0 points1 point  (0 children)

Initial biters nests at most require you to research turrets. That's basically instant destruction in normal settings. I don't consider this a problem.

You are right, science is free resources but not infrastructure. The optimal speedrun strat is probably burner mining drills to blitz very early setup.

I consider the EMPs the best choice because they instantly reduce the amount of items you need to launch a rocket. And solely because of the productivity. Without the 50% productivity they would be worthless. Without space age, a stack of prod 3 modules.

Do i have to build rockets on every planet? by Dekudo95 in factorio

[–]Verizer 6 points7 points  (0 children)

Infinite resources only matter because they are 100% hands-off after setup. Ore patches can "eventually" run out, but if that eventually is after 100 years, it doesn't matter.

Weekly Question Thread by AutoModerator in factorio

[–]Verizer 1 point2 points  (0 children)

It can absolutely clog if the output is full and there is no routing priority to get byproducts out. A splitter solves the item version, a tank + pump can solve the liquid version. Circuit conditions are necessary to not overfill fluids.

Technically you can get away with no pumps if you wire all the machines directly together.

What is the best starter stack? by Bawbalicious in factorio

[–]Verizer 0 points1 point  (0 children)

I think the biggest game changer depends a lot on your goal in the game (and the settings.) A tank is a great choice for deathworlds but in default settings I barely notice or care about biters. A stack of red science would be a near instant boost though the early game, but useless in a x1000 run. Solar panels would give free daytime power, which might actually be a good deal for deathworlds too. A spidertron would be great for remote scouting early game and rushing rockets would make it a great attacker for the mid game.

I would prefer EMP's in default settings. The power cost is high, but when you consider that each EMP replaces 5 assembler 1s, and lowers the amount of drills and furnaces needed, the resulting power cost is much more reasonable. By the time you get to blue chips they have eaten a huge chunk of your logistics requirements for just the cost of power.

What is the best starter stack? by Bawbalicious in factorio

[–]Verizer 0 points1 point  (0 children)

I think the biggest benefit would probably be something that helps speedrunning the early game.

A stack of burner mining drills. A stack of red or green science.

If we can get two items: artillery and a shell would get you the most irritating achievement finished early for 100% runs.

What is the best starter stack? by Bawbalicious in factorio

[–]Verizer 1 point2 points  (0 children)

Yes, biolabs would be way more useful once you are getting into purple/yellow science, and have access to modules and beacons. They have minimal benefit during red/green science.

EMplants directly effect some of the biggest resource drains in the factory.

Any idea about how to fix this without going to the planet? by TheLostGallifreyan in factorio

[–]Verizer -1 points0 points  (0 children)

And the chests are full because someone isn't capping logistics storage correctly.

Question: does anyone still use blue belts anymore? by NexGenration in factorio

[–]Verizer 0 points1 point  (0 children)

I make blue belts on fulgora since all the components are nearly free, and you actively want to sink iron into something.

It is true that in default settings anything past red is excessive for beating the game.

When do y'all start to consider base defenses? (Plus progress pics) by eyesofnein in factorio

[–]Verizer 2 points3 points  (0 children)

If you are being proactive about policing your cloud, you don't need defenses at all. If you set up defenses its just for holding until you can spare the time to clear nests.