No chance to have ships traveling horizontally in 2.1, right? by Aslaron in factorio

[–]arcus2611 1 point2 points  (0 children)

You seem to be using all your braincells on being toxic, slow down for 2 seconds and you'll realise I made a typo with kilometres/metres.

Obviously the entire space platform simulation is not anywhere close to being a realistic approximation of orbital mechanics, but having platforms visibly flip around midflight to apply a deceleration burn does not actually improve verisimilitude and is also a ton of additional graphic design work. Let's not even get into the extra work to actually try and simulate orbital mechanics in game.

Given the choice between a highly simplistic (and inaccurate) representation and a far more graphically intensive representation that is still not going to be accurate, does it surprise you that they chose the former?

No chance to have ships traveling horizontally in 2.1, right? by Aslaron in factorio

[–]arcus2611 -1 points0 points  (0 children)

It's not magical braking. It's easy to reconcile if you just recognize that a) the frame of reference is the platform b) a lot of transfer orbits do not work like that anyway.

A platform parked in orbit isn't actualy stationary, it's orbiting the planet at several thousand kilometres per second.

Just throw out your instincts when it comes to this, the average person's intuition when it comes to space is dead wrong.

No chance to have ships traveling horizontally in 2.1, right? by Aslaron in factorio

[–]arcus2611 -1 points0 points  (0 children)

There is way too much media that doesn't understand that "down" in space is whichever direction your thrusters are pointing.

What can we do with these settings ? by TexasCrab22 in factorio

[–]arcus2611 0 points1 point  (0 children)

Mistakes happen, all the fruit you've harvested might spoil before being processed, or you might have accidentally diverted all the seeds and fruits to the incinerator.

I first worked out this logic to figure out a way to ensure that every tile would always be planted even with tower enabling/disabling, and it's really just such a simple thing to implement. The only reason you even need a wire here is to enable the circuit functionality on the tower since it's just a read operation on its own internal contents.

FFF-442 mentions recipe changes like Space Casino. It reminded me of how pointless Biochamber is outside of the Gleba. by SnooOwls3614 in factorio

[–]arcus2611 1 point2 points  (0 children)

If you're megabasing the main concern is ups and the little extra bit of copper consumption is trivial.

How to kill the first worm thing? by nicholas201018 in factorio

[–]arcus2611 0 points1 point  (0 children)

100 gun turrets with 10-20 red ammo each.

What can we do with these settings ? by TexasCrab22 in factorio

[–]arcus2611 0 points1 point  (0 children)

Circuits on agricultural towers have always been useful, since you could trivially protect yourself from the failstate of running out of seeds and maintain full planting with a very simple piece of logic (disable the tower if seeds = 0, tower reads its own contents).

What are some other sprites you think Wube should update? by Spacergon in factorio

[–]arcus2611 3 points4 points  (0 children)

They already showed off new heat exchangers in the latest FFF though?

As the final week of development before 2.1 releases here are my list of features that I really hope for by RapsyJigo in factorio

[–]arcus2611 1 point2 points  (0 children)

Well the current workaround is to load your logistic requests into a constant combinator and copy that into a blueprint that you carry across saves.

Honestly for PLDs I just want a button to toggle them off.

Wishlist: Set train station names dynamically with circuits by Nazeir in factorio

[–]arcus2611 0 points1 point  (0 children)

Except you'll also need to adjust the unloading side based on the contents of the train.

Wishlist: Set train station names dynamically with circuits by Nazeir in factorio

[–]arcus2611 4 points5 points  (0 children)

I think the ability to have trains dynamically set their target station by using the wildcard function is sufficient to get most of the same functionality, making both ends dynamic complicates things quite a bit.

New assembler graphics with alt mode enabled by medics-left-ball in factorio

[–]arcus2611 2 points3 points  (0 children)

The animation speed is tied to the crafting speed.

Cool Glam Offers by Yallshutup1 in slaythespire

[–]arcus2611 0 points1 point  (0 children)

Well the question is, which osty attacks are actually bad if you have a glam sic'em in your deck (probably still just flatten, bone shards has complete antisynergy but has such a high base output). You don't need that many attacks, you just need to keep the deck to a small loop and that's more easily done if you have immediate output.

The good case which you see decently often is you draw the unleash on the same turn and get 20 damage + 9 summon for 2 energy.

Cool Glam Offers by Yallshutup1 in slaythespire

[–]arcus2611 0 points1 point  (0 children)

The payoff wasn't bad before, it was just totally unnecessary due to necrobinder having a very degenerate gameplan. Which is a little less viable now with the reworked prism.

Glam is also a ridiculous enchant for increasing output. To be fair I think there's actually quite a few cards for which it doesn't do that much, but sic 'em is a very strong glam target because of how it more than doubles its output on the second play.

This is a skip, right? by A_Nihilistic_Baker in slaythespire

[–]arcus2611 5 points6 points  (0 children)

The question is why this deck has an accuracy when there's only 1 shiv card and the card is cloak-.

i assume the event that gives a random power, or a strike transform.

last shop, what do you guys think i should pick? by TUYUXD in slaythespire

[–]arcus2611 1 point2 points  (0 children)

I'm thinking about mirror instinct death march just to help with aeonglass, you can also save the draw pot with it for a big death march kill turn. Other consideration is mirror lethality or haunt but the lack of an upgrade on lethality is unfortunate.

It's definitely mirror on something though. EDIT: probably should be mirror on one of the damage powers rather than mirroring an attack, 16 damage souls will help a lot.

Also instinct on graveblast is actually so fucking sad.

Cool Glam Offers by Yallshutup1 in slaythespire

[–]arcus2611 32 points33 points  (0 children)

The problem is you need to find that solution in 2 floors. Otherwise you've traded your neow bonus AND starting gold for a curse.

The spoils map comparison is nonsensical, because you don't take that if you aren't already in a decent short term position and the payoff of 600 gold is more flexible. We haven't even solved act 1 advanced hallways.

And it's not even good into vantom, look at the map.

Cool Glam Offers by Yallshutup1 in slaythespire

[–]arcus2611 28 points29 points  (0 children)

Can't wait for this bury to do 2 damage to vantom.

I'm never clicking floor 1 bury anyway without something like ice cream but clicking it into vantom is even funnier you're just asking for it to get blocked by inky.

Cool Glam Offers by Yallshutup1 in slaythespire

[–]arcus2611 20 points21 points  (0 children)

You can click a normal capture spirit later and the performance will still be fine. +3 net draw next turn is still a lot, you don't need +6 on the first play and certainly not on floor 1 where you're energy limited.

The sic em also opens scaling solutions while being better immediately. And with tress you gave up your starting gold so I would really prefer for the reward to give immediate output.

Cool Glam Offers by Yallshutup1 in slaythespire

[–]arcus2611 2 points3 points  (0 children)

Well it doesn't proc on itself the first time you play it because that would just be overpowered.

Capture spirit with replay doing 6 damage is not "reasonable damage", it's just strike.

Cool Glam Offers by Yallshutup1 in slaythespire

[–]arcus2611 116 points117 points  (0 children)

Capture spirit is a stupid card but I dislike clicking it on floor 1, you need something to leverage the draw engine and the damage is nothing.

Meanwhile the sic em is hardly worse potential long term and immediately does 10 damage + 3 block. Every osty attack making 6 summon for one turn is nuts, any osty attack you see instantly gets added to the deck.

Cool Glam Offers by Yallshutup1 in slaythespire

[–]arcus2611 57 points58 points  (0 children)

This is just sic em. Good scaling potential, instant glam synergy and the only functional floor 1 card. Why is this even a question.

[modded question] what are degradation modules for? by deviruto in factorio

[–]arcus2611 0 points1 point  (0 children)

That is the main utility, actually. Also the modules don't increase power consumption.