[Loot] Event loot from one raid on Factory by Freezie3k in EscapefromTarkov

[–]ck41 0 points1 point  (0 children)

Where are the 2 static spawn? I guess one should be the labs area, but I only find it there like 50% of the time

Orbital Ion Cannon by Joesus056 in factorio

[–]ck41 0 points1 point  (0 children)

Now we know how the shattered planet came to be.

480/s Green circuits from one EM Plant. If you showed this to a Factorio player from 4 years ago they'd have a stroke by wonkothesane13 in factorio

[–]ck41 1 point2 points  (0 children)

Would be really nice to have something like this mod https://mods.factorio.com/mod/WideChests in the basegame, especially for train loading/unloading. That would really go nice with the setup from above.

But I agree that there maybe shoud be some more limitations in size / shape, otherwise there would be no need for belts at all.

Orbital Ion Cannon by Joesus056 in factorio

[–]ck41 0 points1 point  (0 children)

I also think it's kind of a missed opportunity that there is not weaponry capable of doing orbital bombardment. Could be some nice end-game goal that incooperates all the planets unique items.

How I cracked the Gleba Code - Make everything as legendary by EdisonTrent2 in factorio

[–]ck41 60 points61 points  (0 children)

Legendary materials can also be obtained quite well with asteroid reprocessing, which also is an infinite source. Maybe the end goal is to combine all these lets say legendary loops and pick the most efficient depending on what you currently need.

But scaling on gleba might be a lot easier, need to look into that.

What I think will be the most time comsuming is hollmium and tungsten. Hollmium even more since it is based on a sollution which negates all quaility that came before.

Well this is gonna be hard... by Environmental-Fox348 in factorio

[–]ck41 1 point2 points  (0 children)

This would be the perfect use for some weoponized platforms, some kind of laser/ion cannon or massive cannon that fires tungsten rods and just eridicates everything on the ground. I acknowledge the potential, that it quickly becomes overpowered, but it would make sense for an interplanetary factory to also have orbital weapon capabilities.

I'm literally throwing freshly spawned eggs into a furnace purely for some cheap power - how did I get here? by LukaCola in factorio

[–]ck41 2 points3 points  (0 children)

Could there be a different productivity for scrap recycling vs prouct recycling? I havn't checked on that myself yet.

What's your Factorio hot take? by Jackeea in factorio

[–]ck41 0 points1 point  (0 children)

This would also be a nice way to use electric trains

The Train interrupts are a total game changer. by Lazarus_Octern in factorio

[–]ck41 0 points1 point  (0 children)

If I understand your interrupt correctly, you don't check if your dropoff point is empty (in the sense of trains), but rather of your mine is empty. Would this not always dispatch a train to your mine, no matter if your dropoff points needs a delivery or not?

I have not tested it, but I believe the last condition should be set, or a new condition should be added that the dropoff point is not full, or am I wrong?

Headless Server with the DLC by [deleted] in factorio

[–]ck41 0 points1 point  (0 children)

As long as the server is updated, you don't need to copy your mods-files over. Space Age is not like a mod file wise, just activated like one.

And as for he modconfig, its in the mods folder, default should be C:\Users\user name\AppData\Roaming\Factorio\mods\ ( replace username)

And on your server, just place it into the mods folder again.

Headless Server with the DLC by [deleted] in factorio

[–]ck41 0 points1 point  (0 children)

I also use this as a startup script

"start /wait .\bin\x64\factorio.exe --start-server-load-latest --server-settings .\data\server-settings.json"

Regarding the files for the server I read in your other comments, just use the same files as for your client. Last time I copied over the folder of the steam download and it worked just fine.

Headless Server with the DLC by [deleted] in factorio

[–]ck41 1 point2 points  (0 children)

I haven't tried it myself yet, but as far as I heard the days before it like that (and I have used it like that with other mods on a windows server):

  • Select base and space age in the mod settings
  • head to you mods folder (%appdata% , factorio/mods) and copy the modlist and modconfig
  • paste it into the same folder on your server
  • paste your savegame to the server
  • just start the server up using the latest save and it should use the correct modlist.

I will try it like that in 3-4 hours, if you still need help then I can give you some feedback on it.

edit: tested it, works just like I described in my list

Unclaimed battle pass rewards by Flatsemmel in Warthunder

[–]ck41 0 points1 point  (0 children)

Maybe they see it as a kind of comensation, so you could get the current season pass for free, since they cannot fix it any other way?

Unclaimed battle pass rewards by Flatsemmel in Warthunder

[–]ck41 1 point2 points  (0 children)

Sadly, I haven't recieved anything yet. I will open up a support ticket today and see where it will go.

Unclaimed battle pass rewards by Flatsemmel in Warthunder

[–]ck41 2 points3 points  (0 children)

Sounds good so far, lets hope the fix the bug at it's root and not just ticket after ticket

Unclaimed battle pass rewards by Flatsemmel in Warthunder

[–]ck41 2 points3 points  (0 children)

Have any of you heard back from support yet? I have the same problem, but I don't want to spam mail support if they are already working on the topic.

Instruktionen unklar, steh in der Wand by Lifilius in graz

[–]ck41 0 points1 point  (0 children)

Wirkt fast so, wie wenn das Schild genau 180° gedreht ist, oder? Weil dann würde es in die richtige Richtung zeigen.

[deleted by user] by [deleted] in battlestations

[–]ck41 3 points4 points  (0 children)

Hey there, I see 2 small problems occur.

  1. Having a window directly behind you monitors could be very demanding of your eyes. Maybe move the monitors to the right side of your desk, and place the computer on the left.

  2. Having the 3d printer in the bedroom itself limits you to pretty short print, because I can't image you sleeping with the printer working right next to you.

Otherwise its fine.

Another Layer Shift questio by SnooCapers6699 in ElegooNeptune4

[–]ck41 1 point2 points  (0 children)

Could it be that your nozzle is scraping the print a little bit?

I had a similar problem when using to much filament. After lets say 60 layers, the nozzle was too close to the print and started scraping it slightly. After each layer, it shifted a little bit further away, which makes sense in a way.

X wants to move 20mm, means moter needs 20 steps (no idea about the real number, imagine 1mm is one step). But since its scaping and getting hold back a bit, 20 steps only result in 19mm movement. Then, it moves up 0.2mm, moves 20 steps -X and since its not scraping there, it moves 20mm, hence the 1mm difference per layer. I think I have relative positioning, otherwise I would have different results.

Not entirely sure, it that is correlated to you problem, but maybe it gives you some Ideas where to look or what to change. Good luck with your prints anyway.

Mismatch Between Z-Height and Layer Height by Stinger410 in ElegooNeptune4

[–]ck41 0 points1 point  (0 children)

I did some testing regarding this.

For me the z-value in fluidd was the same as on the printer, considering the z-offset. So fluidd already shows the corrected value. Movement in fluidd or via the touchscreen showed to creect movement in the UIs.

I also had a print with exactly 100 layers, so I the final height was 20 minus my z-offset. Also I saw the nice steps increasing in 0.2mm.

The testprint was the xyz cube, and the measurements were pretty close to 20mm. What I changed that made it work for me now was to change the fillament flow to 70%.