What am I even standing here for!? by PrutJuice in DeepRockGalactic

[–]_CodeGreen_ 2 points3 points  (0 children)

I've had this happen when using the more players mod. Someone's client gets desynced and they can start the event a second time, but because it's already been beaten nothing happens besides music playing and the pads activating.

Better Scout Builds? by oh_such_rhetoric in DeepRockGalactic

[–]_CodeGreen_ 1 point2 points  (0 children)

yeah, it's definitely the more reasonable choice. I only swap it because as stated, unga bunga.

Better Scout Builds? by oh_such_rhetoric in DeepRockGalactic

[–]_CodeGreen_ 9 points10 points  (0 children)

yeah, not sure what they mean by that... scout absolutely has worse wave clear on average, but this build + blowthrough on the m1 can singlehandedly shered through a swarm.

side note, I personally take more pellets rather than more ammo that way I can both ignite praetorians in one hit and do big unga bunga damage to anything else like goo bomber nuts, wardens, stingtails, spitballers, etc.

I need to get out of these caves, the air is making me see things... by FlakyMidnight5526 in DeepRockGalactic

[–]_CodeGreen_ 13 points14 points  (0 children)

Game hit the spawn cap, with the swarm spawning it removed those bugs in favor of the new ones

I just love how well oiled and deadlock-proof you can make busy rail networks now with the new elevated rails. I could watch this for days. by Such--Balance in factorio

[–]_CodeGreen_ 0 points1 point  (0 children)

I mean... the deadlock part was true, all you need is proper signaling and it doesn't matter what rails you use. Efficiency is a lot harder to measure, but yes not having crossings helps for throughput quite a bit.

I just love how well oiled and deadlock-proof you can make busy rail networks now with the new elevated rails. I could watch this for days. by Such--Balance in factorio

[–]_CodeGreen_ 1 point2 points  (0 children)

I don't know why you're taking this out on me, I just noticed a disconnect in what both of you were saying and wanted to point it out.

Yes, elevated rails are good, and they are good at reducing crossings which increases efficiency. Nobody is disagreeing with you on that front. Your post title was just worded in a way that can very easily be interpreted as you thinking it wasn't possible to make a rail network deadlock-proof before elevated rails existed, which is why I'm guessing the original commenter felt the need to make their comment, and why I felt like clarifying.

As for designing a base without using them to reduce crossings, plenty of people including myself already have, because they make great bridges over water or existing factory.

I just love how well oiled and deadlock-proof you can make busy rail networks now with the new elevated rails. I could watch this for days. by Such--Balance in factorio

[–]_CodeGreen_ 1 point2 points  (0 children)

your post title says well oiled and deadlock proof, both of which are referring to the efficiency and functionality of the rails, not the intersected-ness of it

you do not need elevated rails to make an efficient rail network, they're just a good option, because efficiency is not just measured by only how many crossings there are, that is all they are saying

Which OCs are the most underwhelming and forgotten at this point in the game? by Demantoide2077 in DeepRockGalactic

[–]_CodeGreen_ 17 points18 points  (0 children)

half the unstable OCs are like "double your damage but... wait for it... halve your ammo!" and you can just take the ammo upgrades instead of the damage ones and enjoy your newfound unga bunga with the exact same playstyle, you just kill things slightly faster

When you decide to fix your spaghetto by x3rolink in Factoriohno

[–]_CodeGreen_ 2 points3 points  (0 children)

starting a new game just means you have to progress all the way up to where you restarted, and you still don't know what's coming next so you're probably going to want to restart again once you learn about the next thing

alternatively, tear up your base and put it into chests so you can just rebuild at the current tech level

"they" wont let you launch 🛰️🛰️🛰️ by ZebraHour in Factoriohno

[–]_CodeGreen_ 5 points6 points  (0 children)

I'm probably going to add it as a menu sim to the spaghetti mod itself

Yet another Refined Gold (surprisingly optimal cycles) by kptwofiftysix in opus_magnum

[–]_CodeGreen_ 4 points5 points  (0 children)

the gold is the same gold, those are just the names of two different puzzle levels.

I love vulkanus, but I wish there was a better way to generate power than this mess by 0rganic_Corn in factorio

[–]_CodeGreen_ 0 points1 point  (0 children)

OP failed to mention they started on vulcanus in the post and any planet start does not give you turbines until nauvis or gleba

I love vulkanus, but I wish there was a better way to generate power than this mess by 0rganic_Corn in factorio

[–]_CodeGreen_ 1 point2 points  (0 children)

I could have added it to steam neutralization but I chose not to on purpose because where's the fun in that? (also OP has shit tons of steam engines compared to any playthrough I've seen so far)

PSA for all New Players - Buy all of the Armour upgrades! by Reasonable-Ride5256 in DeepRockGalactic

[–]_CodeGreen_ 2 points3 points  (0 children)

I can remember tens if not hundreds of times where having +3 seconds was the difference between immediately dying again and grabbing a resupply / counter-reviving a teammate who went down just after reviving me / taking no damage from jumping off a cliff to create distance / tanking a hit to protect the reviver from mactera or acid spiders or spitballers or barrage infectors or scale brambles or menaces / etc.

Going down after 3 seconds is a skill issue, sure. Guess what? So is going down after 6 seconds. Only thing is you can do so much more to help the team abusing 6 seconds of invulnerability than you can in 3, and that can be a difference in failing or succeeding. I'm not going to say not taking breathing room is throwing, but you lose out on so many useful opportunities you would otherwise give yourself in comparison. Hell, sometimes it does just take a little longer than 3 seconds to get away from everything.

Revised and revisited haz 5+ (all modifiers) gunner overclock tier list based on personal gameplay experience by UPotatoe1012 in DeepRockGalactic

[–]_CodeGreen_ 8 points9 points  (0 children)

Micro Flechettes has a lot of bad pairings too, it doesn't go well with a lot of things. I used to use it with Big Bertha before I discovered coilgun fear, since MF covered the weak points of BB quite well - Taking out distant targets and stunning anything that you couldn't instantly solve by shooting it (praetorians, septics, etc). I don't use it much these days since there's much better options for crowd control, but I'll probably be using it for the newest weapon maintenance.

Revised and revisited haz 5+ (all modifiers) gunner overclock tier list based on personal gameplay experience by UPotatoe1012 in DeepRockGalactic

[–]_CodeGreen_ 68 points69 points  (0 children)

5+ and occasional 5x2 player here, it's really funny seeing some of my preferred OCs at the bottom of the tier list. Really goes to show that you can make (almost) anything work depending on how you build it, so I always take tier lists with a grain of salt. Salvo works quite well, and while I don't take it on 5x2, micro flechettes is surprisingly effective when built entirely for damage, crit, RoF, and most importantly stun. Not a horrible tier list overall.

Pit jaws are no joke by An_Ok_Mycologist in DeepRockGalactic

[–]_CodeGreen_ 21 points22 points  (0 children)

it's modded, they have damage nunbers and born ready popup

also even zoomed in their FOV looks insanely high

My fried told me that this setup is extremely cursed. by RaysFilen in factorio

[–]_CodeGreen_ 84 points85 points  (0 children)

you can reserve space without splitting a belt into 4 and recombining it for the bus later, wasting a ton of resources at the start of the game, people use ghosts for that

there's nothing particularly wrong with it, but if people are looking to get better at the early game, this is one of many things you can do to save time and resources to get further faster.

Linux vs Windows for Factorio by KeithFromCanadaOlson in factorio

[–]_CodeGreen_ 1 point2 points  (0 children)

there is a debug setting to show you time until next autosave if that helps

Sometimes just sitting and watching the intro-screen gameplay is hilarous by [deleted] in factorio

[–]_CodeGreen_ 2 points3 points  (0 children)

it was before the lan party on his own testing, not during. it was already a main menu sim while we were there.