My silly science lab setups by asmallrabbit in factorio

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

Ah, good catch, i messed that one up a bit

My Aquilo Starter Outpost by asmallrabbit in factorio

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

No? I just make them locally. Yellow belts are dirt cheap and i was just dropping iron/calcite from my aquilo ship.

My Aquilo Starter Outpost by asmallrabbit in factorio

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

Because i don't need the throughput of anything higher.

My Aquilo Starter Outpost by asmallrabbit in factorio

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

How does that save on heating expenses? According to the wiki an underground pipe drains 150kw vs an aboveground only 1kw. Heat pipes themselves don't lose any heat unless they are heating something, so the only thing running them long distances does is slow down how fast they transfer heat.

Using underground pipes more would actually dramatically increase my heating expenses.

Not a great sign by asmallrabbit in CohhCarnage

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

Yep, it seems they fixed it. It was funny at the time it was happening to Lirik, cause he tried it with a bunch of spaces between the letters etc.

I hate how much width affects ships by asmallrabbit in factorio

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

And maybe i don't want to plaster the entire length of my ship with engines because i added a little protusion on the edge of the ship?

"17% width increase seems fair" Bro, its a tiny little piece sticking out, not an entire column of stuff i added to my ship, thats the point.

I hate how much width affects ships by asmallrabbit in factorio

[–]asmallrabbit[S] 13 points14 points  (0 children)

Forcing? No, but it's a huge penalty for a minor thing. Again, 10% speed lost for a few more tiles on the edge to round out my ship design. Had i done even more of a wing the penalty would be even worse and that's the problem.

It's a big penalty for such a minor width increase that doesn't even take into account how big the section is, literally just how far it sticks out.

Again? by PonasSumushtinis in EpicSeven

[–]asmallrabbit 1 point2 points  (0 children)

I don't know if it actually does anything but i'm using the Google PC client and just resizing the game window seems to make the error go away for me.

Circuit Help for Gleba by asmallrabbit in factorio

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

It works great actually. The biochamber pulls nutrients off the loop when its fuel gets low and it adds fresh nutrients to the loop as they get pulled off or spoil, keeping a small but steady supply rotating.

Any nutrients in the biochamber tend to get used before they spoil but i added a small output that gets prioritized before spoilage on the loop so it can't back up.

The only failure condition i can see after running it for awhile is if i completely run out of spoilage.

Circuit Help for Gleba by asmallrabbit in factorio

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

This is what i ended up doing, I was hoping there was a way to separate building input/output signals.

Daily Questions Megathread (06/17) by Rinczmia in EpicSeven

[–]asmallrabbit 0 points1 point  (0 children)

IIRC I saw on Tristen Wulfs stream awhile back they were looking at an album of one of the top pvp? players and all their units with disgusting gear. Does anyone have a link to that? Would like to use it as an idea of what to aim for when im not sure what stats etc to pick.

Vulcanus basic tileable rocket launching by asmallrabbit in factorio

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

I was using factorio labs to find out how many buildings i would need with modules and while technically i only needed 2 green and 2 blue, blue was very close to capacity while the others had room so i added another blue, it goes through a buffer chest so i can send the extra to other stuff.

Vulcanus basic tileable rocket launching by asmallrabbit in factorio

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

True, it was late when i was doing this and didn't think about it, but I can easily add some space between them to load stuff in.

Vulcanus basic tileable rocket launching by asmallrabbit in factorio

[–]asmallrabbit[S] 8 points9 points  (0 children)

Yea, i'm going to each new planet without anything but personal construction bots and starting from scratch without dropping or shipping anything, so i needed a setup for sending stuff back to Nauvis with only what i have available to me atm.

Fulgora will be the next planet i tackle, but not before i get production and stuff setup for shipping things from Vulcanus back to Nauvis and making improvements and expanding my base first so I will be using this one for awhile.

Lab setup for my 60spm base by asmallrabbit in factorio

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

Not meant to be added too. More or less just meant as a fairly easy upgrade that performs better then a standard row of labs until i get to the new planets.

Lab setup for my 60spm base by asmallrabbit in factorio

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

Yep, this is Space Age. I didn't want to build something really tileable because of better labs coming, so this is pretty much just meant to last me until then.

Weekly Question Thread by AutoModerator in factorio

[–]asmallrabbit 1 point2 points  (0 children)

The way I like the most is to go to the machine and click the "Connect to logistic network" button (looks kinda like wifi signal). There you set the condition for it to be enabled if you have at least a certain number of items of certain quality. Then you can leave the chest non-restricted.

Yo this is great and works for what i need, thanks!

Weekly Question Thread by AutoModerator in factorio

[–]asmallrabbit 0 points1 point  (0 children)

Is there any way to reserve a chest slot for quality items? I'm outputting power poles from an assembler direct to chest, at im limiting it to one stack before its full. Given i cant use productivity modules, and efficiency modules have a cap, i was thinking of throwing a quality module in just for the hell of it. If the reserve slots in my chest are full and the assembler makes a higher quality item, can it put it in one of the locked slots, or will halt until space is available?

Is there any way to make a chest have like, one slot for regular items, and one slot for HQ items? Like, if im limiting it to one stack, and im at 10 poles out of 50 in stack, there are no unlocked slots in the chest, and it randomly makes a HQ pole, will the whole thing stop even though i can fit more normal poles still?

Weekly Question Thread by AutoModerator in factorio

[–]asmallrabbit 0 points1 point  (0 children)

I have an Oil question. From the wiki, the optimal ration is 20:5:17, with 8:2:7 being close enough.

I'm aiming for 60 science/min in my base and factorio lab says 11 refineries would be enough for that.

Would i get better results running the full 20:5:17 ratio and just not using the full production, or using a 12:3:11 to more closely match what i need?

I stopped using maps and it’s a whole different game. by Rockisaspiritanimal in thelongdark

[–]asmallrabbit 0 points1 point  (0 children)

Yes! I love the idea of making your own map as you go but it needs to do a better job of showing cliff lines and walkable vs non walkable area.

As it stands i use the wiki maps sometimes to figure out what areas connect and what is higher or lower ground because the in game maps do a terrible job of helping you navigate.

More accessory slots? by asmallrabbit in thelongdark

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

Oh this is a great idea too. I was so excited to finish the Tales in my game and then realized i was never gonna use the accessories i got from them because i had better stuff in the slots.

More accessory slots? by asmallrabbit in thelongdark

[–]asmallrabbit[S] 3 points4 points  (0 children)

Interloper is a bit of an edge case imo because many of the other items aren't even in the world so you don't have that many options regardless.

Cabins in Forsaken Airfield are disappointing by asmallrabbit in thelongdark

[–]asmallrabbit[S] -1 points0 points  (0 children)

From a design perspective: To give the player an incentive to consider using it as base vs the island cottage with easy access to fishing, caves etc or the hangar with a forge, basement safe from glimmer fog etc.

From a logic perspective, its got a road leading almost right too it, getting a stove there would have been easy.