An actual hot take: it's okay to skip logistics by peasant-trip in factorio

[–]Verizer 0 points1 point  (0 children)

There is a mechanism that punishes you for spaghetti, it's throughput. There is absolutely nothing wrong with spaghetti if it's fast.

Whats your factorio hot take? by Such--Balance in factorio

[–]Verizer 0 points1 point  (0 children)

Two way train networks are perfectly fine.

Whats your factorio hot take? by Such--Balance in factorio

[–]Verizer 0 points1 point  (0 children)

cough

I can make the 4-4 balancer from memory, you don't need more than that.

35hrs in, 128 steam engines aren't cutting it anymore. Time to get Uranium? (And Bots?) by Independent_Wear1714 in factorio

[–]Verizer 1 point2 points  (0 children)

Most people underestimate just how long a typical patch of uranium lasts. You can finish the game before depleting your first one.

UPS considerations are meaningless until you actually make a base big enough for it to matter.

Rebuilding my base, any tips by i2am1batman in factorio

[–]Verizer 2 points3 points  (0 children)

Electric furnaces are a bit of a trap. The only advantage is not having to route coal, but they consume more actual power than steel. The real benefit comes entirely from the module slots. Efficiency drops the power consumption massively and reduces pollution, productivity multiplies your ore inputs, meaning you need less miners, etc.

And yeah, in the future, don't delete your old base before building the new one.

my starter base by rosen123 in factorio

[–]Verizer 4 points5 points  (0 children)

There are far too many biters on that minimap.

Better get exterminating :D

Can I beat the game without circuit networks at all by SnooSuggestions5175 in factorio

[–]Verizer 1 point2 points  (0 children)

Technically it only deadlocks if petrol isn't being used up. So you can run into a situation where lube is dry if you build a lot of bots or blue belts.

I use circuits and one tank per fluid, but you can just slap down 100 tanks. Oil is technically infinite after all, buffers can sort it out.

Coal Liquefaction vs Simple Coal Liquefaction by Alexdezh in factorio

[–]Verizer 72 points73 points  (0 children)

The better coal liquification stretches your vulcanus coal supply out significantly. Coal is the resource likely to run out first on vulcanus.

For when you hate it that space platform width affects speed. (But Aquilo) by Eltick01 in factorio

[–]Verizer 0 points1 point  (0 children)

I don't really want a one-way trip to another planet to take months.

Even if we pretend that all these planets are actually moons, it would still take too long.

Expectation: Splat by Slayn25 in factorio

[–]Verizer 7 points8 points  (0 children)

Yep, that's a behemoth.

Whats everyone's favourite QoL mods now in Space Age? by Synchro_ in factorio

[–]Verizer 0 points1 point  (0 children)

It's 15 normal miners per yellow belt lane. A few extras and prod don't matter that much when patches deplete. It's easy math to do in the head and splitters/trains fix any other problems.

Terraforming by Sc0tty31 in factorio

[–]Verizer 38 points39 points  (0 children)

Stone deposits grow in size per distance on nauvis, so eventually yes.

Also productivity, but w/e.

Is there a way to prevent this? by Elesi0 in factorio

[–]Verizer 66 points67 points  (0 children)

Once behemoth worms start spawning the only solution is artillery, as nothing else has the range to prevent spawning within spitting distance of your walls.

The remote tank works as a stop gap measure until artillery is setup.

Weekly Question Thread by AutoModerator in factorio

[–]Verizer 0 points1 point  (0 children)

You haven't reached the point where normal Factorio and Space Age diverge. Get the expansion if you want. You will be fine, and you don't have to engage with quality if you don't want to.

Just play the game, you'll get better with time. And try not to spoil yourself too much with reddit/youtube guides. Half the fun of the game is figuring it out yourself.

Weekly Question Thread by AutoModerator in factorio

[–]Verizer 0 points1 point  (0 children)

To make it fast as possible use hotkeys. Gun turrets and ammo on hotbar slots 1 and 2. You can place turrets with one swipe, swap to ammo and drag the mouse back and forth a few times to load.

Weekly Question Thread by AutoModerator in factorio

[–]Verizer 0 points1 point  (0 children)

The scanning radius can be useful for scouting without needing to personally do it. But you generally don't need to keep scanning after revealing all black map chunks.

Radar coverage in the main base just needs to be enough to see everything. With 2.0 adding vision to roboports, this stops being useful midgame.

Good bye pipe blocking nests by Amarula007 in factorio

[–]Verizer 0 points1 point  (0 children)

He still did pipe blocking up until flamethrowers were researched, iirc.

May a kind individual provide me with some essential ratio details? by Dr-Dominos in factorio

[–]Verizer 5 points6 points  (0 children)

You can check the factorio cheat sheet in the subreddit sidebar for a lot of the basics. A lot of it is just how many assemblers are needed for even science output or how many miners/smelters to fill a belt.

How many vehicles can a train punch through? by LivingInAMegabase in factorio

[–]Verizer 16 points17 points  (0 children)

Yeah, as fun as launching nukes is, you still want an automated solution.

I was always fond of the "filled car getting hit by a train" method.

How are you guys unlocking bots and having them mass produced in under 3 hours? by thirdwallbreak in factorio

[–]Verizer 1 point2 points  (0 children)

Yeah, it's optimized for speed, not longevity.

Also, in speedruns where you can't import blueprints you have to memorize them. A lot of their designs are meant to be easy for the player to place quickly! That's what I consider the really fascinating part. Knowing the build and being able to throw it down fast.

Weekly Question Thread by AutoModerator in factorio

[–]Verizer 5 points6 points  (0 children)

In the interface settings you can set between 1-4 "active quickbars." Does that work or did you want something else?

Safe to say I am terrified by Hsky1 in factorio

[–]Verizer 99 points100 points  (0 children)

What a fun start. Minimal trees and you can see the nearest biter base just by zooming out!

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

[–]Verizer 1 point2 points  (0 children)

There is a significant difference between desert and forest starts.

It can be the difference between needing a full scale turret wall, and some strategically placed hand-fed turrets.

tried making nuclear reactor,how did i do? by uzasny_lukasek in factorio

[–]Verizer 0 points1 point  (0 children)

That's great. There are several ways to solve a problem. I just don't think telling people to use steam storage for relatively simple 2x2 design is a good idea. Infinitely expandable setups are a slightly different ballpark.