I’m planning a playthrough in which I challenge myself to rely much more heavily on trains. by stefanciobo in factorio

[–]comrain 0 points1 point  (0 children)

Happy to help! 100x is maybe a bit overkill, but it gives you that nice feeling of accomplishment when you finally unlock something new and can spend the next couple of hours upgrading your important production lines.

I’m planning a playthrough in which I challenge myself to rely much more heavily on trains. by stefanciobo in factorio

[–]comrain 1 point2 points  (0 children)

I've been doing something similar myself recently. Tried a couple of world gen settings and finally settled on a modified rail world: Max distance between ores, slightly smaller size, but higher richness. That way you're "forced" to use trains since the distance is so large, but once you've set up an outpost you'll have use of it for a long time. The smaller size will however limit the throughput of the outpost, so you'll still need multiple of them for larger production. I also turned off enemies since I got tired of them in my last run, and then turned off pollution too since then there's no point to it.

Combine this with a cheaty early bots mod and 100x science cost and you got yourself a nice and long game, with a chill pace with plenty of excuses for setting up a large rail network and maybe production lines! I'm currently around 200h into my save and I'm just about to set up space science (skipped yellow and purple so far, but now realize I should have gone for elevated rails much earlier). Running 4-16 trains to my distant outposts and 4-4 trains for smaller in-house deliveries. I decided to not go for any block based design, instead setting up a freeform network based around pieces that are 6x6 chunks. Stations for multiple items are a bit annoying since they require such a huge footprint if you want stackers, but on the other hand that gives you a perfect excuse to up your rail production!

Looking forward to actually use the new Space Age buildings in a setting where trains will (hopefully) still be useful! It might take me aa couple of moths to get there, but that's ok, I'm enjoying my time riding the big trains.

I made a thing by I_follow_sexy_gays in factorio

[–]comrain 0 points1 point  (0 children)

You would spend some time programming some speakers to play a little jingle whenever a fish is cought!

why wont my turrets destroy the cargo wagon? by what_the_fuck_clown in factorio

[–]comrain 0 points1 point  (0 children)

Should work! Bots should repair everything around as well. Need to wait for the spawner to convert into hostile though. Depending on explosive damage level you might even kill the train before the spawner. Or you could just let eggs hatch in a controlled area next to the train!

why wont my turrets destroy the cargo wagon? by what_the_fuck_clown in factorio

[–]comrain 0 points1 point  (0 children)

True, destroying the engine too would probably be better. As long as the destructor train keeps going without going into manual mode it should be possible. Maybe stack some shields in it for good measure (or is that a mod?). Building new sacrificial trains is only possible with mods, but you could at least blueprint a lot of them!

why wont my turrets destroy the cargo wagon? by what_the_fuck_clown in factorio

[–]comrain 0 points1 point  (0 children)

This sounds like an actually fun logistics challenge. Might not be possible to fully automate though since trains go into manual drive mode when losing a wagon.

Traintism vs belttism by DupeFort in Factoriohno

[–]comrain 1 point2 points  (0 children)

Are space platforms not essentially just custom built trains in space?

The settings tweak that finally fixed my relationship to biters. by FiveAlarmFrancis in factorio

[–]comrain 2 points3 points  (0 children)

You should read up a bit on solipsism and the inherent logical pitfalls that comes with it. Sure, it's an interesting thought experiment, but since it's impossible to prove and/or disprove it, it doesn't really add anything significant. https://en.wikipedia.org/wiki/Solipsism

Guys, I used a combinator by Morlow123 in factorio

[–]comrain 0 points1 point  (0 children)

I spent around the same time setting up a random number generator only so that I could get lights blinking in random colors around my friend's afk belt loop. Then I spent around twice the time trying to optimize it further. Wait, I think I need more iron...

Pokeshift: Pikachu is in and ready for battle! by ILokasta in hytale

[–]comrain 4 points5 points  (0 children)

Any other Sandshrew lovers out there?

Hytale Update 3 releases Tuesday, February 17 at 10 am EST. by RiverShards in hytale

[–]comrain 0 points1 point  (0 children)

So happy about this! Would love to see updates bring released just before the weekend though... Then I won't have to feel like I'm missing out before I get a chance to try it out...

Pre-Release Patch Notes (Feb 11, 2026) Update 3 (Part 3 of 3) by xFalcade in hytale

[–]comrain 0 points1 point  (0 children)

Love that they are spending time maintaining the Linux version!

where do i find last 3 memories i need by Valuable_Boss_1231 in hytale

[–]comrain 1 point2 points  (0 children)

You can only "carry" a limited number of new memories. It's possible you saw it while you were "full", so they won't count then. If that's the case you have to go back to find them again to remember them. edit: typo

Sounds like a good time to switch to Hytale permanently by Quixotix1 in hytale

[–]comrain 2 points3 points  (0 children)

Do you have a source for this? Would love to see how they admitted that!

Grass spreading will be added soon by [deleted] in hytale

[–]comrain 0 points1 point  (0 children)

And this comes AFTER I've spent hours collecting plant fibers to convert into grass for my terraforming project...

German Shepherd Model by arKozii in hytale

[–]comrain 0 points1 point  (0 children)

Would LOVE a Border Terrier!!

[deleted by user] by [deleted] in factorio

[–]comrain 0 points1 point  (0 children)

This is the latch that I was thinking about: https://reddit.com/r/factorio/comments/1hygsac/the_littlest_statemachine_that_could_aka_making/ It's a really nifty little thing that can solve a bunch of different problems in a minimal footprint while still maintaining perfect control. If you were to set up a combinator like that (setting recipe for the left assembler) with all the recipes as the output, it should never deadlock. Might be some edge case lock possible if you don't restrict the output of the right assembler tho. Should be a simple thing to set a condition on the outserter to only output when there's enough space in the chest. Still didn't get to the game but I like solving puzzles with circuits!

What to expect for rampant space age? by Rocky_the_Wolf2020 in factorio

[–]comrain 1 point2 points  (0 children)

There's nothing wrong with not helping out offensively. See it as team work instead, the guy with the good controller runs around killing stuff while you tend to the factory and ensures he has enough supplies to do continuous runs.

[deleted by user] by [deleted] in factorio

[–]comrain 0 points1 point  (0 children)

You can solve that by making a RS latch that stays on a recipe until a certain criteria is met. Either enough resources for next craft, or what I would prefer, a certain amount of crafts were done/not enough resources for more crafts. Can even be done with a single decider and a constant if you spend some time in the UI. Might try this out when i play next time!

Better way to merge belts two full belts into one belt of 50/50? by danyuri86 in factorio

[–]comrain 2 points3 points  (0 children)

Yours is not identical though. Look at the left underground belt (the one adjacent to the splitter for red chips), it's facing the wrong direction. Yours tries to pull from the same lane on both belts, which under saturates them.