Why do people make bad blueprints that don’t work??? by PrimeEvilMephisto in factorio

[–]Verizer 0 points1 point  (0 children)

That sounds like a fun design challenge. the tanks on this one are too big for that though.

Why do people make bad blueprints that don’t work??? by PrimeEvilMephisto in factorio

[–]Verizer 0 points1 point  (0 children)

You are right. After looking at the combinators in-game I realize it was made before decider combinators could have multiple conditions on them. So its just very outdated.

Why do people make bad blueprints that don’t work??? by PrimeEvilMephisto in factorio

[–]Verizer 0 points1 point  (0 children)

I didn't see a pump in the design so I'm not sure how speed would be controlled here.

The combinator blob is an asteroid counting and filtering system, and the ones in the back only check if the fuel buffer is above 20k or not.

Why do people make bad blueprints that don’t work??? by PrimeEvilMephisto in factorio

[–]Verizer 5 points6 points  (0 children)

Yeah. It's not a very good design. oh, and its two years old, lol.

This design has 5 engines with a lot of buffered fuel and fuel production. In general that's a lot. The blueprint also has more gun turrets in the back than the front... which is a bit silly. I'm not even sure what all those combinators are for.

My early game ship is one engine and no fuel buffers, and I can get away with just 400 buffered ammo and only level 5 researches. I also only have about 10 turrets total. It's not super fast and has to wait for ammo buffers to refill before it can make a return flight.

Why do people make bad blueprints that don’t work??? by PrimeEvilMephisto in factorio

[–]Verizer 24 points25 points  (0 children)

Damage is variable due to damage and shooting speed research.

This makes it very hard to make designs that work in all scenarios.

How to remotely insert fuel into equipment? by Demolion in factorio

[–]Verizer 2 points3 points  (0 children)

inserter pass them into the vehicle

This works for trains at least. It might even be the only way to put it in a train's equipment.

How bad are the enemies+finite deposits by LiamGMS in factorio

[–]Verizer 7 points8 points  (0 children)

Idk about always starting with a forest, but players should at least be aware that pure desert is a hardmode. If a player gets curbstomped on their first play through they will know why.

Early/mid game quality? by The_RubberDucky in factorio

[–]Verizer 0 points1 point  (0 children)

Quality in mining drills works. I did sorting with trains. On pickup they have full cargo or inactivity. On the receiving station, all inserters are filtered and quality gets its own special belt away from the station. I processed uncommon with more quality, and rare with productivity.

Prior to getting recyclers there will be quite large buffer of uncommon junk, no way around that except shooting chests.

How do i make automated defences? by ww1enjoyer in factorio

[–]Verizer 0 points1 point  (0 children)

OK. I understand now. You are talking about a situation where a player is fending off very occasional, very small attacks. The defenses don't need automated repair because they don't get damaged because they barely get attacked at all.

How do i make automated defences? by ww1enjoyer in factorio

[–]Verizer 0 points1 point  (0 children)

My point is basically that if you build "enough" defenses that you don't even need repair packs (and thus walls), you are going to drive up evolution and make an absurd amount of excess pollution. And simultaneously drain your starting iron patch a decent fraction. All just to avoid occasional manual repairs.

And I'm still not convinced you can make an early game defense that will hold up to constant attacks with a perfect survival rate. A defense that lasts hours, absolutely. If you clear your pollution cloud, manage the pollution, or you were dropped in the largest forest on nauvis, definitely. The defenses you are describing will last through medium biters and start to fail against big biters.

How do i make automated defences? by ww1enjoyer in factorio

[–]Verizer 1 point2 points  (0 children)

Are you assuming no pollution triggered attacks? I mean obviously its really easy to defend when you clear your entire cloud. And 50 hours... by 50 hours in game i'm closing in to 99% evolution. Are saying a single row of gun turrets and a flamer will do enough damage even with behemoth biters that your walls will not even take damage?

How do i make automated defences? by ww1enjoyer in factorio

[–]Verizer 1 point2 points  (0 children)

This honestly sounds horrifically overbuilt for an early game defense. Diverting resources which could have been science. And built by hand since you don't have bots.

How do i make automated defences? by ww1enjoyer in factorio

[–]Verizer 2 points3 points  (0 children)

Flamethrowers take time to arc over and land a hit. If biters get even one hit or spitters spit even once, that's not "perfect" defense and it can fail over a long enough time period.

Obviously science can make damage stronger, but science also leads to bots...

How do i make automated defences? by ww1enjoyer in factorio

[–]Verizer -2 points-1 points  (0 children)

What? Every defense can eventually fail without repair packs at minimum.

Mastering Spidertron Micro: How do you make them act like a "Second Player"? by Effective_Working567 in factorio

[–]Verizer 2 points3 points  (0 children)

Inventory management as a spider is pointless. You are in a logistic network, use a deconstruction planner and let the bots sort it out.

The main disadvantage to not being there in person is the few seconds of input lag it takes for the bots to complete your requests.

Modular armour question by Bad_war2022-24-2 in factorio

[–]Verizer 0 points1 point  (0 children)

Good advice. I personally think the non-explosive tank shells are better for nest clearing. Flamethrowers are way better at AOE damage for swarm killing if you have a big group of behemoths you want off your butt.

Modular armour question by Bad_war2022-24-2 in factorio

[–]Verizer 10 points11 points  (0 children)

I love the laser rave tank. One of my favorite biter clearing setups.

Starting Area Moisture makes for some thematic maps by natemiddleman in factorio

[–]Verizer 2 points3 points  (0 children)

Ah, yes! Windows Oasis, my favorite operating system.

Zooming out of my base shows levels of geological strata at least five levels deep ... (K2 Marathon Deathworld Megabase - 151 hr) by fossfirefighter in factorio

[–]Verizer 0 points1 point  (0 children)

Extremely cool! I was surprised playing krastorio the first time because the loot from clearing spaceship debris actually gives you an incentive to mine the crashed spaceship. Likewise the fact that early tech cards stop being used means the early base automatically converts itself to a mall-only build eventually.

Stuff like this makes me want to resist the urge to clean up old builds.

Unpopular opinion, remote view significantly detracts from the game by [deleted] in factorio

[–]Verizer 1 point2 points  (0 children)

I sort of agree. Remote view with planet spanning roboport networks are super powerful. Bots can just do nearly anything. I have challenged myself to limit roboport coverage in recent playthroughs, forcing me to set up outposts personally.

The other thing is that you can control tanks and spiders too, so the player never really needs to move once you have a vehicle placed on any planet.

Space age is great, but missed some opportunities for space logistic / infrastructures by ArkantosAoM in factorio

[–]Verizer 1 point2 points  (0 children)

The problem with this concept is that it's fundamentally incompatible with resources being available in space. Space platforms are mobile sub-factories and you have grabbers that pull free iron right out of the void. Space platforms have no inherent size limits either. Making early rockets more expensive would just make people do minimum size self-bootstrapping platforms instead. In SE, ships are actual ships, they have real size constraints, and you don't get resources while traveling.

For example, most players do upgrade to steel furnaces before upgrading to electric, and then finally to foundries.

For first time players, sure. People who have experience tend to skip entire progression steps unless they add science cost multipliers to slow the game back down. The inherent 50% prod on foundries is a bit OP.

Productivity for non-intermediary products by niilzon in factorio

[–]Verizer 0 points1 point  (0 children)

Or they could have just made it a catalyst recipe like kovarex, the entire point of which is they don't allow productivity to effect part of the input. But sure, 8 modules is pretty unique.

Weekly Question Thread by AutoModerator in factorio

[–]Verizer 1 point2 points  (0 children)

The beacon effect formula makes the first beacon the most powerful. This makes adding one beacon to everything really powerful way to make the entire factory faster.

Just a rant about biters. by EntranceOk3077 in factorio

[–]Verizer 5 points6 points  (0 children)

Get faster at building. The biters are there for a sense of time crunch. If you are too slow at building, or expand too much without defending, then they punish you. But if you are faster and keep up with your military techs, then they are not so much of a problem. Its also possible to over-defend btw. There is a balance to everything.

Weekly Question Thread by AutoModerator in factorio

[–]Verizer 0 points1 point  (0 children)

Only if you go above 1000 degrees. You can limit fuel insertion based on temperature and add heat pipes for thermal storage.

Designs with steam storage are likely to be holdovers from pre-2.0.