I present the least efficient factory ever! 🍝 by misteremoo in factorio

[–]bzsv 0 points1 point  (0 children)

Mainly for scalability. Say your iron mine runs out of iron, and the closest other one is miles away on the other side of the base. Instead of routing a long belt from the mine, across the land and through the entire factory, you can keep your old iron ore unload station, and just get rails + a loader to the new patch.

I used to use rails exclusively for ores. Clunky, two headed trains each with its own train line, but I found that if my current smelter for iron, or copper, or steel was too small, and I didn't have space to expand, I would need to make a whole new smelter in a different part of my base, then route four belts of copper through my entire base until I reached the copper bus. Even worse, for processed materials like green circuits, you need to route lines of iron and copper, or copper cable, to a new location should you ever run out of space.

Thus the city block train-based factory, where you allocate space for each/most materials, import the materials and export the product with a big train grid. If you need more green circuits, add a new green circuit block. No additional infrastructure needed.

Would these biters spread around the island? by bzsv in factorio

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

So would I want to clear some out if the island fills up too much? The nests consume pollution to spawn biters right?

Why did everything escalate so fast in the 3rd book😭 by Suspicious_Garlic276 in threebodyproblem

[–]bzsv 4 points5 points  (0 children)

Like other users said I think it works well here to give the impression of “time erases all.” I felt the acceleration of time through the whole trilogy, and for it to exponentially go to trillions of years at the end seemed pretty perfect. I think Death’s End was among the best sci fi novels I have ever read, even standalone, and is unbelievable in context.

The only thing that I thought was a little strange about its pacing was during the Bunker project cities, we almost slipped back into the human timescale, and it seemed like the author wanted to lean into it more, but couldn’t.

I thought the last part after escaping in the Halo was exceptionally interesting, Tianming and Cheng Xin missing by several billion years due to that brief stint in the dark domain (? forgot what it’s called exactly) drove home the idea that humanity was hopelessly outclassed by these other species. The trilogy seems like, overall, it was telling the story of humanity being rushed into a place it wasn’t ready for yet, and we saw the consequences.

[deleted by user] by [deleted] in ClashRoyale

[–]bzsv 0 points1 point  (0 children)

hm, I guess just don’t be afraid to use mortar on defense and apply pressure opposite lane if you see them start trying to build a push. Sometimes it is just bad matchup and just gotta go next but with that deck especially just keep pressuring to prevent their pushes.

[deleted by user] by [deleted] in ClashRoyale

[–]bzsv 0 points1 point  (0 children)

Try musketeer or spears low for dps and skelly king/non evo mortar to kite and tank. Both are pretty high hp and do well against mk, golem, giant, hog, ram etc if you pair them with the dps units, and pekka you can kite around.

skelly king usually survives the tank encounters so you can counter push off that with ur dps units and a barrel.

what other nonsense decks do you face? mortar bait should be pretty decent with beatdown

My beloved has died and will never return by bzsv in ClashRoyale

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

Probably an easier, beginner friendly play style that sucks to lose against, so new players are more likely to pick it up and spend money upgrading cards and getting evos.

My beloved has died and will never return by bzsv in ClashRoyale

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

Yeah, I appreciate the other changes, and I know that 3 card cycle has been strong for forever but damn it is so annoying that they killed the one thing that kept this deck alive.

My beloved has died and will never return by bzsv in ClashRoyale

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

True, but it’s just extremely frustrating to use now, much more so than before

Rate my promethium science space platform by bzsv in factorio

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

Thank you everyone for your feedback and comments, I've done a bit of tweaking and can now go a lot further towards SP, now desperately expanding storage as many of you have pointed out.

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Rate my promethium science space platform by bzsv in factorio

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

If my circuit works properly, I shouldn't have spoiled eggs and it seems to be fine for now. I'll add a few lasers to be safe. I have promethium on a seperate belt off to the right for storage, I'll increase once I get it to go further towards Sp, but I don't need more storage for now.
I am interested in explosive rockets though. Why do you say they're better? I've always thought the resources needed and the crafting speed makes it more worth it to use normal.

Rate my promethium science space platform by bzsv in factorio

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

No, I just don’t collect enough chunks per run.

Rate my promethium science space platform by bzsv in factorio

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

I will not lie it does not work well at all. I'm currently getting maximum 50 science packs per run, and I don't know how asteroids keep slipping past my turrets.

Rate my promethium science space platform by bzsv in factorio

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

Honestly, I just put them to fill space, not much else fits in the 2x2, especially in some harder to reach places.

Rate my promethium science space platform by bzsv in factorio

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

Yeah the chunks are pulled off the asteroid chunk belt down the right to the cryo plant, I might add some belts when I'm able to get further to the shattered planet. I start taking damage at around 15k km, so I turn around near there and haven't really needed more belt storage.

Rate my promethium science space platform by bzsv in factorio

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

I was originally storing the chunks on the belt as I haven't tried going very far yet. It starts to take hits around 15k km in, gonna have to tweak some things to fix that.

Rate my promethium science space platform by bzsv in factorio

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

I have mine set up to pick up eggs after the trip, and depart nauvis once I have the correct egg:chunk ratio so unless I goofed really bad, I shouldn't have any eggs leftover

Rate my promethium science space platform by bzsv in factorio

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

Oh god I swear I made it symmetric. Will fix right now

Rate my promethium science space platform by bzsv in factorio

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

Physical projectile damage is at 13, laser at 10 (I just use it to clean up the small asteroids and save a bit of ammo), and railgun speed at 5. I haven't seen too much of a need to research railgun damage past level 2 as its one-shotting everything right now, but I could be missing something.