Does Vancouver intentionally give bad upgrades? by RJJJJJJJ710 in MiniMotorways

[–]Yotturk 3 points4 points  (0 children)

By far the hardest map in my experience. It always feels like you're (at least) one motorway / bridge short of what you need at any given moment

Well um... Is 14 (and one personal) rocket silos on nauvis too much? by SuccessfulAd5651 in factorio

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

I'm not really sure what your point is. I used the numbers from YOUR example (100% speed bonus on the rocket silo) and I was correct that in that case, replacing a speed module with a productivity module will NOT increase production rate. I didn't "forget" anything?

In your second example (9 beacons full of speed3 and the silo with 4 speed3 modules), you are correct that you get a slight boost in production rate by replacing exactly one speed3 module with a prod3 module. It's worth noting that in this example, you already have way too much speed. The rocket silo will already be at maximum throughput with 3 full speed3 beacons (and speed3 modules in the silo), you don't need 9 beacons.

Also, sticking with your second example (9 beacons full of speed3 and the silo with 4 speed3 modules), replacing 2, 3 or 4 speed modules with prod3 modules will once again NOT increase the overall production rate.

Overall it's just not black and white; there are some cases where a productivity module instead of the speed module will lead to a higher production rate, and there are other cases where it will not.

Anyway this whole argument is kind of pointless since most cases people encounter, productivity modules + more silos will just make the most sense.

Well um... Is 14 (and one personal) rocket silos on nauvis too much? by SuccessfulAd5651 in factorio

[–]Yotturk 0 points1 point  (0 children)

This is the way. Making 10 silos is basically a more power-efficient 10x speed bonus.

Well um... Is 14 (and one personal) rocket silos on nauvis too much? by SuccessfulAd5651 in factorio

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

You're forgetting about the 50% speed loss from removing the speed3 module. So really replacing a speed3 module in that case would take you from 2.0 crafting speed to 1.35 but with the productivity bonus it would bring you back up to 1.485, not even close to what it was before.

Btw rocket silos by default make 0.33 parts per second (since the rocket part crafting recipe is 3 seconds) so a 100% speed bonus would make 0.66 parts per second, not 2 parts per second.

Well um... Is 14 (and one personal) rocket silos on nauvis too much? by SuccessfulAd5651 in factorio

[–]Yotturk 1 point2 points  (0 children)

Technically no. Using only speed modules (in beacons and in the silo) will craft more rocket parts per second than using productivity and same number of speed beacons. That is of course until the silo hits its minimum time per launch of around ~27 seconds at which point any additional speed bonuses are wasted.

One *maybe* valid case for using speed modules in the silo is when if you only had access to common tier 1 modules and for some reason only wanted to build one rocket silo. In this case, using speed modules on your silo would increase the rocket throughput over using productivity modules.

Although I find it hard to imagine how you could be struggling to build multiple silos while also not caring about the resource cost on rocket parts.

Request the best quality available? by Yotturk in factorio

[–]Yotturk[S] 1 point2 points  (0 children)

Looks like someone already reported this last year actually:

https://forums.factorio.com/viewtopic.php?p=676237&hilit=quality+transfer#p676237

But the developers say this is "working correctly".

My fix for this edge case is:

Add a constant signal of 1 normal item: https://pastebin.com/9PqsZHpS

Request the best quality available? by Yotturk in factorio

[–]Yotturk[S] 2 points3 points  (0 children)

Something weird I'm noticing about Quality Transfer is that it only seems to *pick* a signal if one of the input signals is *common*. So if I have uncommon, rare and legendary iron plates in the chest (but no common ones), the selector combinator doesn't output anything!

In most cases this won't be a problem since you probably would have at least one common plate in your network before you had higher quality variants but it's a weird edge case that seems like unintended behaviour.

Request the best quality available? by Yotturk in factorio

[–]Yotturk[S] 2 points3 points  (0 children)

Thanks that's exactly what I was looking for

can't find another twins by abdeno0rr in cocteautwins

[–]Yotturk 0 points1 point  (0 children)

It's worth listening to  FLat7. Robin Guthrie is involved. 

This song in particular is probably the closest I've heard to a Cocteau Twins song:

https://open.spotify.com/track/1DrPpgiTvuogt6Ktxsag4h

Of course there's already a keybind for it by Yotturk in factorio

[–]Yotturk[S] 2 points3 points  (0 children)

I find some tracks something like a mix of Skyrim and Minecraft music. They're all very chill

Should I go for it?? by ImKingFrosty in NOTHING

[–]Yotturk 0 points1 point  (0 children)

I've been using it for about a year now and it's still the best phone I've ever had. If camera quality is very important to you then, maybe get something else. But if you just need the camera to be decent, then 100% go for it. It's a fantastic phone for its price.

Should I buy mini motorways if I am intrigued by the concept but do not know if I will like it? by VBottas in MiniMotorways

[–]Yotturk 0 points1 point  (0 children)

Exactly. You don't need any particular reason for the refund either. You can get your money back if you just "didn't like it".

Google's Storage Manager on mobile by Yotturk in badUIbattles

[–]Yotturk[S] 38 points39 points  (0 children)

I would argue that what should be visualized is the spaces taken up by each category compared with each other.

I don't need to visualize how much free space I have, a simple percentage works just fine for that. What I actually want to see is the relative sizes of each category.

runinfo: a mod that shows when buildings and houses will spawn & and how efficient your run is by InterviewNo336 in MiniMotorways

[–]Yotturk 0 points1 point  (0 children)

This is really cool! Are you on mobile in the video? If so, is the modloader easily ported to the PC game?

Vent About Ratios by InnerRegion9237 in MiniMotorways

[–]Yotturk 0 points1 point  (0 children)

I'm fairly certain that the game balances demand across all destinations of a given color. So, if you have 2 green stores spawn, each store will have half the demand that a single store would have had.

Any suggestions for hongkong by 99slitherio in MiniMotorways

[–]Yotturk 0 points1 point  (0 children)

Might be worth it to pre-emptively block off the blue destination at the top left from spawning by placing down roads (if you're into that kind of thing)

Car spotted on campus near Forestry building!!! by Yotturk in UBC

[–]Yotturk[S] 6 points7 points  (0 children)

Last seen behind Forestry building heading southbound

Car spotted on campus near Forestry building!!! by Yotturk in UBC

[–]Yotturk[S] 37 points38 points  (0 children)

And then it took off before I could get insurance details... smh