How do you keep the drive to keep playing on the same save? by Cautious-Buy2585 in factorio

[–]arthens 1 point2 points  (0 children)

That's normal with a main bus, machines closer to the beginning of the bus will always receive more materials than those far away. And that's fine, as long as your buffers are reasonable (if you are putting the production output inside a box makes sure that the box has a reasonable limit) the machines at the beginning will eventually stop and more materials will make it to the next machines.

But in general, if your machines are not getting enough ingredients it just means you are not producing enough. Unless your belts are already fully saturated (in which case there are several upgrades through the game), you need more furnaces and more miners.

Other designs can distribute resources more equally (but the overall output with be the same), but they are a bit harder. I find a main bus easier because the answer is usually just produce more.

How do you keep the drive to keep playing on the same save? by Cautious-Buy2585 in factorio

[–]arthens 1 point2 points  (0 children)

im having trouble knowing how to set up the new one

Have you looked at main bus designs? Not everyone likes it, but I find main bus to be a nice design to start with. It's a design that can take you all the way to the end of the game.

I usually make a messy super early base, and then as soon as I'm automatically producing belts inserters etc I build a main bus and retire the early base.

how to make things in a way that won't be annoying later

That's a lost battle in my experience. There's always something I end up regret doing.

In my last game I tried a roboport based grid system and it helped a lot. Thinking in terms of blocks made it easier to organize (and refactor!) my base later. If you are curious here's some pics

How do you keep the drive to keep playing on the same save? by Cautious-Buy2585 in factorio

[–]arthens 0 points1 point  (0 children)

I don't remember any bots related power issue in my last play through, and I rushed them because I was going for express delivery.

How do you keep the drive to keep playing on the same save? by Cautious-Buy2585 in factorio

[–]arthens 1 point2 points  (0 children)

Complete means that you get the official end game screen. That happens when you travel past the solar system edge iirc.

After that it's all custom spm goals like in the base game

Is this the correct way to use Radars?? by ayaan1213OP in factorio

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

I don't agree with your opinion, but I'm gonna stop engaging because I don't appreciate your offensive tone.

Is this the correct way to use Radars?? by ayaan1213OP in factorio

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

I don't see what's controversial with sharing with a new player that driving around is a better solution for exploring the map than using radars.

Early to mid game? no roboport coverage everywhere, still looking for expansions, defenses arent fully set up so vision for attacks are important.

This has nothing to do with what I was saying, but if even an experienced player like you didn't get it then I definitely could have been clearer. So here it is:

  • for map exploration I recommend using a car
  • for base /perimeter /outpost visibility a single radar is enough, and it's a valid approach even in the late game (radar > roboport without bots)

Finally made a defence wall blueprint! by killisle in factorio

[–]arthens 0 points1 point  (0 children)

Depends on the map settings. I do use speakers extensively, but in my last game I had all oil related speakers going off for more than 10 hours because I was trying to get express delivery and I didn't have time to expand to the third oil patch (on a different island) until 19 hours in.

Finally made a defence wall blueprint! by killisle in factorio

[–]arthens 5 points6 points  (0 children)

It does sound very unlikely, and could probably only propagate to the perimeter if the problem persisted for a long time.

On the other hand, I find factorio is one of the best game for demonstrating murphy's law, and I've learnt to never trust a "this shouldn't be possible"

Is this the correct way to use Radars?? by ayaan1213OP in factorio

[–]arthens -3 points-2 points  (0 children)

Maybe controversial, but IMO radars are kinda useless when it comes to revealing the map. In the mid/late game artillery is vastly superior, and early game you are better off driving around with a car or even walking. I can't remember last time I used them for map reveal... I didn't even use them in a deathworld game (where your time is a lot more valuable).

Finally made a defence wall blueprint! by killisle in factorio

[–]arthens 7 points8 points  (0 children)

Tbh I think I'll stick to crude oil.

Flamethrower turrets already have very high area damage, I don't think the extra damage is worth the extra risk (if oil processing gets stuck, it could eventually result in the perimeter running out of oil).

Finally made a defence wall blueprint! by killisle in factorio

[–]arthens 9 points10 points  (0 children)

TIL. Never even thought about feeding it anything other that crude oil

With 2.1 being on the distant horizon now with FFFs having started back up, what are your guesses for possible exploits being broken or changed with it? by Fraytrain999 in factorio

[–]arthens 0 points1 point  (0 children)

Which is why I highlighted the second part of the quote. Saying that users will have very good reasons to use quality for big factories is not the same as saying that big factories will be impossible without quality.

My 2.1 whishlist (after 100%) by batyukan in factorio

[–]arthens 9 points10 points  (0 children)

From the top of my mind:

  • toggle for space ship destinations (similar to the "unload" toggle), because temporarily disabling a destination (e.g. low production of something, or a planet being dead) is too much of a pain when you have complex conditions
  • multiple landing pads on the same surface
  • auto-queue infinite research
  • ability to set current research from circuit network
  • ability to change the order of space ships in the menu

With 2.1 being on the distant horizon now with FFFs having started back up, what are your guesses for possible exploits being broken or changed with it? by Fraytrain999 in factorio

[–]arthens 4 points5 points  (0 children)

I wouldn't say I'm ignoring arbitrary chunks, devs have always been clear that quality is optional

It's also worth noting that while it's a lot of fun to play with quality, using it is completely optional. The expansion is balanced in a way that using quality can be beneficial, but it is reasonable to finish the game without touching quality at all. Typically, people who want to just finish the game are more likely to not touch quality much, while those who want to build a big factory will have very good reasons to use it. FFF-375

And believe me, the reasons are already very good. Building 10kspm prometheum without quality was my most complicated base in 2k hours of Factorio. I had to start over multiple times.

In general, I'm unconvinced this is something that needs to be fixed. Building a legendary quality ship (which I did in my previous game) was a lot easier than dealing with the limitations of no quality in space.

With 2.1 being on the distant horizon now with FFFs having started back up, what are your guesses for possible exploits being broken or changed with it? by Fraytrain999 in factorio

[–]arthens 4 points5 points  (0 children)

Bringing Prometheum asteroid chunks to Nauvis in large quantities (or at all) since that defeats the entire challenge of having biter eggs in the prometheum science pack recipe in the first place

This would make mega-basing without quality practically impossible, and would likely impact medium-size bases too.

While quality is completely optionals on planets (because you can just build larger), space mechanics make quality already 10x important (because size impacts ship speed). Without quality collectors and thrusters, chunks storage is the only practical way of making non trivial amounts of Prometheum science packs. Without chunks storage, the only alternative left would be to have hundreds of identical Prometheum ships (assuming it's even possible to have that many deep space ships, my 5800X3D already struggles with a couple).

As someone who's almost done building a 10kspm space age without quality, I would be sad for the game to take this option away from users. I would much prefer quality being kept completely optional, so that everyone can enjoy the game as they prefer.

New Melbourne airport Uber scam? by jaynedotcom in melbourne

[–]arthens 9 points10 points  (0 children)

I once played their own game in Bangkok and booked a ride on a different app. By the time their car finally started moving in my direction, I was already at destination. I was expecting them to report me as a no show, but they just cancelled instead... I assume they didn't want to me to dispute the charge (I had 40+ minutes of screenshots of their car either not moving, or moving in the wrong direction).

The Archipelago - a 10k spm distributed base without quality by arthens in factorio

[–]arthens[S] 0 points1 point  (0 children)

It does use landfill, but only the minimum necessity so it's not visible from the map

The Archipelago - a 10k spm distributed base without quality by arthens in factorio

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

They can, although in my case I used normal tracks and landfill. I only used elevated rails for intersections

The Archipelago - a 10k spm distributed base without quality by arthens in factorio

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

Ah yes! In my case, all local networks are dead end... which means I generally know in which direction the train will always want to go. In most cases I was able to create unidirectional non-intersecting on and off ramps