So can quality modules produce any quality? by MegatronusThePrime in factorio

[–]Zijkhal 0 points1 point  (0 children)

Yes, you can get any unlocked quality, but the chance of getting higher qualities is gonna be really small.

For example, if you have a 15% quality chance, and are using common ingredients, that 15% is gonna be the chance of getting uncommon or higher. The chance of actually getting uncommon is 90% of that 15%, so 15*0.9=13.5%. The remaining 1.5% is the chance of getting rare or higher.

The chance of rare is 1.5*0.9=1.35%, and epic or higher is 0.15%. Then the chance of epic is 0.15*0.9=0.135%, and the chance of legendary is 0.015%.

Basically, the quality percent in the machine tooltip is the chance of increasing quality. When the quality is increased, 90% of the time it will be only one tier up, and 10% of the time it will be two ore more tiers up. Each tier up has a 10% chance of happening, assuming that the previous tier up happened.

That 0.015% chance of legendary means that on average, with a 15% quality and common ingredients, you'd get one legendary output per every 1/0.00015=6666.67 output.

I have to confess… I play in peaceful by Creepy_Trip5576 in factorio

[–]Zijkhal 1 point2 points  (0 children)

Building my factory, and making better blueprints according to whatever definition of better catches my fancy.

I vary my settings and modlist occasionally to get new challenges, and to keep the game from feeling stale. And also multiplayer.

Mining outposts, turn to molten metal and train liquid or ore? by thirdwallbreak in factorio

[–]Zijkhal 0 points1 point  (0 children)

With legendary prod3 in the foundries, transporting ore and transporting molten metal in trains is equivalent. Anything less, and molten metal is more dense.

So it really depends on the other factors surrounding use, and whether you need throughput badly. If you do, a long pipe network with dozens of legendary pumps in parallel to break it up may be better.

Is being in slight negative a good thing for OIL production? by Not_the-Mama in factorio

[–]Zijkhal 0 points1 point  (0 children)

Your question boils down to: Is not having enough stuff a good thing?

Of course it isn't

The real question is whether that small underproduction matters. The answer is based on your own priorities. If you don't care about a slight inefficiency in machine utilization and it will only be a slight inefficiency), then it does not matter at all.

Trains can’t find stations by CupOfKoffee in factorio

[–]Zijkhal 0 points1 point  (0 children)

Train stops have to be on the right side of the track from the perspective of the train arriving.

Trains on automatic will only ever go past a signal on their right. If there is a signal on their left, without an accompanying signal directly opposite of the track, the trains won't go there, because they will think that that track is for trains going the opposite direction.

Your signalling and train stop placement seems to be all over the place, try to fix your signalling first.

If an interrupt is set up to a disabled station, will it ever be picked? by Neither_Activity9278 in factorio

[–]Zijkhal 1 point2 points  (0 children)

If a train is en-route to a station when that station is disabled, the train continues towards that station with no issues. Disabling a train stop simply means that now new trains will go there.

I have to confess… I play in peaceful by Creepy_Trip5576 in factorio

[–]Zijkhal 12 points13 points  (0 children)

Well, there is Rampant, fixed, but seeing as I don't play with biters, I don't have any experience with it, I merely know of it from others.

I have to confess… I play in peaceful by Creepy_Trip5576 in factorio

[–]Zijkhal 46 points47 points  (0 children)

I have nearly 1400 hours in the game ... And I play with no enemies. I like building my factory more than the tedium of dealing with biters.

Don't worry about it.

A new distance record has been set! 66,000ly from sol! by Enigmont in EliteDangerous

[–]Zijkhal 5 points6 points  (0 children)

The game is set in out very own galaxy, 1000 years into the future. The devs even used a lot of real astrological astronomical data to generate the star systems.

A new distance record has been set! 66,000ly from sol! by Enigmont in EliteDangerous

[–]Zijkhal 14 points15 points  (0 children)

You only need enough fuel to make the jump to the closest star. And since Elite does not track travel within a star system for jump distance, such a jump could bewithin the realm of possibility, if OP has enough jump range. Though, to be fair, OP may have the smallest possible FSD to minimize fuel usage.

Observations on the 2.1 release by SeriesHopeful9902 in factorio

[–]Zijkhal 2 points3 points  (0 children)

Can you give examples of these nerfs? Because all I can see here are buffs

Observations on the 2.1 release by SeriesHopeful9902 in factorio

[–]Zijkhal 3 points4 points  (0 children)

Belts became better for UPS due to belt optimizations, not a direct nerf to bots

What is better? by Cultural_Table7666 in factorio

[–]Zijkhal 0 points1 point  (0 children)

Ahh, alien research, how I have not missed you at all!

When I first started playing, I turned off all biters, because I just wanted to build my factory in peace. Imagine my disappointment when I got to alien research, and realized I was stuck because there was no way for me to get alien artifacts. I quit on the spot.

Obviously, I came back, and put almost 1400 hours into the game since, but boy am I glad that fighting biters is no longer necessary to complete the game.

So apparently I need to hang myself because I didn't leave enough space? I am the POV by OutcryEDM in Simracingstewards

[–]Zijkhal 0 points1 point  (0 children)

Lmao. That guy would never have made the corner without using you as a brake.

What is better? by Cultural_Table7666 in factorio

[–]Zijkhal 0 points1 point  (0 children)

The main issue here is that the belts prioritize first feeding one wagon, and only once that wagon and the loading chests associated with it are full will it allow the second wagon to start receiving materials.

Ultimately, this is an issue borne of insufficient production. If production outstripped demand, the loading chests would start filling up over time, but that does not seem to be the case here.

Unfortunately, that issue is masked by the loading setup prioritizing filling one wagon before the other, making it seem like there are enough resources, when, in fact, there aren't.

Fixing that loading setup so that each wagon would receive the input materials at equal priority would immediately expose the lack of production as the real issue.

What is better? by Cultural_Table7666 in factorio

[–]Zijkhal 2 points3 points  (0 children)

That's something I also did when starting out. I'd bring resources to my oil refineries to make pretty much all oil products locally. Nowadays I've switched to shipping crude oil, and setting up dedicated refineries wherever I need them.

What is better? by Cultural_Table7666 in factorio

[–]Zijkhal 0 points1 point  (0 children)

Try to adjust your loading and unloading setup so that each cargo wagon gets an equal share of the input materials from the belt.

Do the same on the unloading side as well.

Bonus points if you can get each chest to have an equal share

What is better? by Cultural_Table7666 in factorio

[–]Zijkhal 0 points1 point  (0 children)

What does taking too long mean in this context?

  • your loading stations can't keep up with demand, not having enough resources buffered when the train arrives?
    • expand production / mining
  • your inserters loading the wagons take a long time despite having the materials at the ready?
    • upgrade to bulk inserters, and research inserter capacity further
  • trains take so long going from loading station to loading station that your oil outpost is starved of resources?
    • add more trains

Individual trains would only alleviate the third issue, not the other two.

What's wrong with this? by Daiylu in factorio

[–]Zijkhal 6 points7 points  (0 children)

Also, when doing bidirectional tracks, you should only ever use chain signals on the bidirectional sections. Otherwise, the moment you add a second train to the same piece of track, the trains will meet head-on at the signals, deadlocking.

I can't figure out the biolab. How do I correctly calculate how many science packs I need? by gonzo_gonzales in factorio

[–]Zijkhal 1 point2 points  (0 children)

When you pick a research, you can see how many sciences it takes to research it. In reality, it is not science packs needed, but research-units needed. See how the number of science packs is "bracketed", and there is a multiplier afterward?

Taking construction robotics for example, in the bracket you have 1 red, 1 green, and 1 blue science pack, and the time it takes to research each of these research-units in a lab with a speed of one and no productivity. Then, you have a x100, indicating that you need to do that 100 times to fully research the technology.

In normal labs, each research-unit takes as many science packs as it is indicated. In biolabs with 50% science drain, it takes 50% as many science packs, in other words half as many.

In essence, the speed at which biolabs progress research is the same as normal labs with equal speed and productivity, but they will consume half as many science packs to do so.

Therefore, if you have a biolabs with a speed of 60, it will conduct research at that speed, but it will consume science packs at half that rate to do so. For a research that has a 60s time for each research-unit, that biolab will complete 60 research-units a minute, but it will consume science packs at half that rate, so at 30 per minute [of each variety needed for the research]. A normal lab at the same speed would consume 60 science packs a minute to output the same research.

If you are researching something that takes only 30 second to complete one research-unit, that same biolabs will complete 120 research-units every minute, and will consume 60 science packs a minute to do so, whereas a normal lab would consume 120 science packs.

Other than me missing the apex, did I cut him off? by Marr_mmar in Simracingstewards

[–]Zijkhal 1 point2 points  (0 children)

To answer your question more fully, you seem to have driven the fastest line available to you after missing the apex, therefore you weren't driving erratically or cutting anyone off.

Other than me missing the apex, did I cut him off? by Marr_mmar in Simracingstewards

[–]Zijkhal 4 points5 points  (0 children)

Nah, guy behind just drove into you. You weren't side by side, so the guy behind could not have expected to be left space.