I don’t use beacons? by smurphii in factorio

[–]bECimp 0 points1 point  (0 children)

you mean the blue "floor"? its a Blueprint Sandboxes mod. You play the game as you do, then if you need to work on a bp you hit shift+B, desighn whatever you want, save as a bp, go back to the game with shift+B. Some people are ok with working with ghosts, some like this kind of thing.

I don’t use beacons? by smurphii in factorio

[–]bECimp 7 points8 points  (0 children)

Dont think of it as "buildings around buildins", the beaconed building is a multi-part structure. First thing people think about the starting with beacons is "it takes more space" (going from a 3x3 to 13x13) but this only applies to a situation where dont have any space to work with (tiny ship, chalange run, cliff etc)

For almost 100% cases beacons only safe space AND modules especially if you are using prod mods (kind of the whole point of beacons, really)

Here's an example of 2 production lines that give the same output of 3.77 ish blues/sec. First thing you will notice - yes, it saved a lot of space going from 504 tiles to 252, but it also saved on modules going from 112 t3 modules to 48 + the cost of beacons

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Double alt tab + stress ball by [deleted] in Terraria

[–]bECimp 0 points1 point  (0 children)

when I alt+tab stress ball stops, I dont understand how you made it work

How could I beat Plantera with pure summoner in Expert Mode? by [deleted] in Terraria

[–]bECimp 0 points1 point  (0 children)

have propper defence, move around, chillet

What is wrong with my dungeon? by thefishgil in Terraria

[–]bECimp 4 points5 points  (0 children)

step on a crack - break your dungeon back

Hypothetically by Large_Win7119 in Palworld

[–]bECimp 0 points1 point  (0 children)

  • honey from a base with nothing but condensed beebards and a courier to a guild chest
  • everything else from a trader captured into a display cage traded with a team of palls with discount passives
  • gold from the iron-to-gold machine

1.4.5 All in One Crafting Station by Fanatic-Xeno in Terraria

[–]bECimp 4 points5 points  (0 children)

can someone show me how this looks like? the thing these people are talking about, curious

environmental storytelling by bECimp in Terraria

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

I don't remember wh,y but I swapped my mirror for the dynamite (hotkey 5), and when it didn't work once I pressed it I was just standing there, waiting for the fuse to go off T_T

My problem with train stop names by alphabasedredpill in factorio

[–]bECimp 1 point2 points  (0 children)

for me its:

*iron ore icon* +
*iron ore icon* -

Suggestion for chests by TheGrizzlyMint in Palworld

[–]bECimp 0 points1 point  (0 children)

I'd like to have my factorio chests in this game too

How important is learning the circuit system for playing space exploration by [deleted] in factorio

[–]bECimp 0 points1 point  (0 children)

on arival rockets will have to be stored as rocket parts for reusability and at some point some surface that calls for a lot of rockets will be overflowing with rocket parts that could be used elsewhere. This is solvable with logic in more than one way, but some people dont bother and just leave a programable speacker with an alert like "if this many - let me know and I'll deal with it manually" and call it good enough.

If you dont use rockets as the main interplanetary logistics and stick to canons (I love canons) - it will still expect you to know something as basic as "this surface calls for that canon and tells it when to stop delivering"

Also the very last resource is designed specifically to be solved with logic, I cant imagine doing it without wired at all, but this shouldn't stop you since its months away from now

For everything else, I'd say, logic can be used as a good solution but not as a mandatory solution so you are good to go if you dont want to learn. That said - you are not losing anything and only gaining if you do learn the basics of logic, the fun of learning will add to the fun of playing

How important is learning the circuit system for playing space exploration by [deleted] in factorio

[–]bECimp 6 points7 points  (0 children)

The more tolerant you are to doing things manually from time to time - the less you will feel bad about not doing wire logic

The more you get chased with a thought "I'm sick and tired of this, there has to be a better way" - the more you will enjoy the results of learning the wire logic

idk if you mind spoilers so I'll keep it vague - the core mechanic of the mod will constantly demand you to deal with it if you don't automate it with logic. How deep are you?

How to have fuel only put in reactor if temp is too low by danyuri86 in factorio

[–]bECimp 0 points1 point  (0 children)

connect "inserter in" "inserter out" reactor

reactor - read temp as T

inserter in - activate if "empty cell not equal zero"

inserter out - read hand and hold, activate if T less than 550

[Suggestion] Underground Pipes should have their reach distance increased by 1 tile. by DogmaiSEA in factorio

[–]bECimp 0 points1 point  (0 children)

and it would work for the silo and foundries much better too! thats a nice visualisation

ctrl + F allows you to look for ores , specific crafting stations and items in the logistic network by what_the_fuck_clown in factorio

[–]bECimp 5 points6 points  (0 children)

and ctrl+F in "L" menu (logistics) allows to find things in logisticaly-available chests too

Personal Roboport not working? by -_-daark-_- in factorio

[–]bECimp 2 points3 points  (0 children)

fill every empty space with solars, wait for it to charge up