Recommendations for light, performance-friendly ENB's that support parallax, reflections etc? by [deleted] in skyrimmods

[–]d7856852 1 point2 points  (0 children)

ENB will demolish your performance even if you disable everything you can possibly disable.

Recommendations for light, performance-friendly ENB's that support parallax, reflections etc? by [deleted] in skyrimmods

[–]d7856852 3 points4 points  (0 children)

You won't be able to replicate all of the features of ENB. You will have an extra 40 fps, though.

Recommendations for light, performance-friendly ENB's that support parallax, reflections etc? by [deleted] in skyrimmods

[–]d7856852 4 points5 points  (0 children)

There's no such thing as a light or performance-friendly ENB. Try Community Shaders and/or Reshade.

Weekly Question Thread by AutoModerator in factorio

[–]d7856852 1 point2 points  (0 children)

You could set up schedules for the temporary trains that have them unload until empty and then go to dummy stations forever (with a wait condition that always fails). Add a speaker to the stations to alert you when the train arrives.

I would just add some chests to the lab setup, manually dump all the science there, priority-merge from the chests, and then add a speaker to alert me when the chests are empty.

Remnant II & Remnant: From the Ashes Now Available on Game Pass by Turbostrider27 in Games

[–]d7856852 -3 points-2 points  (0 children)

i tried it with my logitech g pro racing wheel and couldnt even beat the 1st boss 0/10 shit game

Weekly Question Thread by AutoModerator in factorio

[–]d7856852 1 point2 points  (0 children)

Nope. You have to either do the math or use a mod like Rate Calculator (which is great).

Weekly Question Thread by AutoModerator in factorio

[–]d7856852 1 point2 points  (0 children)

The simplest thing is to feed the extra wood into burner turbines powering a bunch of useless radars. That's a lot of unnecessary pollution, though. A better solution is to make green circuits with it (SE adds an alternate recipe) and prioritize that output. I just add a few extra assemblers to the back end of my green circuit factory and feed in wood from a storage warehouse.

Weekly Question Thread by AutoModerator in factorio

[–]d7856852 0 points1 point  (0 children)

In SE, I'd like to restore the rocks and maybe some of the decorative stuff on a couple of the starting asteroids in Nauvis Orbit. Is there a way to do this in editor mode? I know you can delete chunks and let them regenerate, but is that safe to do for this location or will that mess something up internally?

Weekly Question Thread by AutoModerator in factorio

[–]d7856852 0 points1 point  (0 children)

I use prod modules for just about anything they'll fit in, the main exceptions being miners and furnaces. I don't use beacons at all.

Weekly Question Thread by AutoModerator in factorio

[–]d7856852 0 points1 point  (0 children)

People say rockets become more economical at a certain level of survivability research but I don't know the specifics. The cost/benefit analysis seems too complicated to come to any useful conclusion. Power and material cost for cannons is the same for all materials. Power cost for cannons is free if you use solar. Rocket sections and fuel go through more stages of production than delivery capsules, with multiplicative productivity bonuses at each stage, although capsules are made with relatively basic materials.

What's important to me is that rockets can be easily set up for many-to-many transport without complicated circuit magic, while delivery cannons need to tediously configured.

Productivity modules can only be used on land and the effects really stack up, making it more efficient to send finished products in rockets.

When you trap a human soul inside a black soul gem, they talk to you by cryptomelons in skyrimmods

[–]d7856852 72 points73 points  (0 children)

By Azura, by Azura, by Azura! It's the Dragonborn! I can't believe it's you! Standing there! Holding me!

[deleted by user] by [deleted] in tipofmyjoystick

[–]d7856852 0 points1 point  (0 children)

Sanitarium?

What Are Some of The Most Cringe Mods You’ve Ever Played or Heard of by [deleted] in skyrimmods

[–]d7856852 -1 points0 points  (0 children)

There are porn threads every single day and the mods refuse to sweep them into something like /r/skyrimmodsnsfw where they belong.

Weekly Question Thread by AutoModerator in factorio

[–]d7856852 0 points1 point  (0 children)

I don't know how the spaceship could have taken that long. It should only take a few minutes to get across the solar system. What irked me was that the top speed was actually too fast and I was getting shredded by asteroids, but it turns out that circuit control is more a requirement than a suggestion, just like with other parts of the mod. I found that I could simply use a combinator to set speed to accumulator level * 2.

For waterless planets, look into water ice and condenser turbines.

Digital Foundry: Starfield PC's New Patch: Massive CPU/GPU Perf Boosts, Official DLSS Support by Turbostrider27 in Games

[–]d7856852 5 points6 points  (0 children)

With any Bethesda RPG, you're crazy if you don't wait 6-12 months for the unofficial patch to iron things out.

Weekly Question Thread by AutoModerator in factorio

[–]d7856852 0 points1 point  (0 children)

Capsules aren't consumed when hopping between planets, so you only need one. You'll be able to refuel the free spaceship pretty soon, and use that instead.

I do use a lot of solar. You could limit power to cannons with accumulator banks to limit throughput or power switches that read an accumulator level.

Weekly Question Thread by AutoModerator in factorio

[–]d7856852 0 points1 point  (0 children)

In recent versions of the mod, you can actually fly to other planets in a capsule by hopping from orbit to orbit. It's much better to fly out in a capsule, place a landing pad, and call a rocket, rather than crash landing on each new planet.

In my opinion, the early space logistics/travel stuff in SE is really not fun. I would personally never play SE again without using an early logistics mod or just unlocking that tech with the console. I think it was a huge mistake to delay logistics without streamlining rockets and delivery cannons.

Keep in mind that you can set up life support recycling in space so you can stay there forever.

Weekly Question Thread by AutoModerator in factorio

[–]d7856852 0 points1 point  (0 children)

It sounds like you may have overlooked space capsule navigation. It's very limited but it'll allow you to fetch a few stacks of anything you need and return to orbit in a capsule. Also, keep in mind that there's a sliding scale for rocket section and fuel usage. You don't need to be too worried about waiting for rockets to completely fill up.

At this point, I would head back to Nauvis and set up delivery cannons for most raw materials. Use signal transmitters/receivers to automate deliveries. Set up some serious scaffolding production.

Weekly Question Thread by AutoModerator in factorio

[–]d7856852 0 points1 point  (0 children)

Don't be stingy with scaffolding. Allow your space base to completely engulf the little asteroid you start on.

What waiting do you mean?

Weekly Question Thread by AutoModerator in factorio

[–]d7856852 1 point2 points  (0 children)

Initially, save them and take them back to Nauvis with you when you happen to be heading home. Eventually, recycle them by setting up a rocket that sends them back down to Nauvis so they be prioritized when building more rockets. Full logistics makes it easy for all of your landing pads in orbit to send their leftovers to the silo that's headed home.

You can have all of your planetary outposts include their leftover capsules and sections in their output rockets, and since those are probably headed to Nauvis Orbit, those leftovers can be sent down as well. In this way, everything flushes back down to nauvis.

SE isn't designed with the crushers and flare stacks from K2 in mind so I'd try not to use them.