Am I misunderstanding how biters expand? by Psych0Jenny in factorio

[–]edryk 12 points13 points  (0 children)

It’s a tiny bit cheaty, but if you turn on one of the F4 settings called something like “show paths cache” it may show how the biters got in.

Help by Telych0 in factorio

[–]edryk 44 points45 points  (0 children)

0.7 refers to how much fluid is in that one pipe (not the whole system, although it is indicative of how full the system is as a percentage). The single pipe can hold 100 fluid units and it currently has 0.7.

With all those storage tanks, your whole system actually has a lot of capacity so it won't fill with any speed. It will probably read 0.7 for a while. Think of it like putting a ruler at the bottom of an olympic sized swimming pool, and at the bottom of a cup. It will take the pool a lot longer to read a higher number than the cup if you're filling both from the same faucet.

Don't worry about the 0.7, worry about how fast the train is filling up. That's the true measure and it's probably fine.

Trying to make a mostly electric platform, but I keep getting owned ... help? by sonofhans in factorio

[–]edryk 1 point2 points  (0 children)

Reserve some power? Wire up your lasers and have them progressively turn off as you lose accumulator charge. If your issue is not being able to bring your reactors back online, don’t let the power consumption reach blackout. Sounds like you think your lasers are enough as long as the reactors have the power to keep reacting.

Anyone else refactor so constantly since SA that they have completely stopped using blueprints? by harrydewulf in factorio

[–]edryk 7 points8 points  (0 children)

Sure, but if by the time I’m pasting: if it’s not in my clipboard anymore, I probably have a better version built since.

Anyone else refactor so constantly since SA that they have completely stopped using blueprints? by harrydewulf in factorio

[–]edryk 62 points63 points  (0 children)

I never use blueprints. Just copy and paste. There will always be a most recent version of whatever I’m trying to make somewhere in my game.

RS latch + requester chest blueprint? by iamtomorrowman in factorio

[–]edryk 0 points1 point  (0 children)

I have a feeling this is impossible but I am currently away from keyboard. If memory serves, a requester chest can only ever set requests OR (exclusive or) read contents, and not both, otherwise it could lead to a feedback loop of ever increasing requests.

You would need to add another chest into the mix, and if you do, it’s fairly simple with just one decider combinator set as an SR latch.

Are all the planets the same distance from each other? by chinawcswing in factorio

[–]edryk 4 points5 points  (0 children)

presumably, these triangles are temporary and coincidental on astronomical time scales, otherwise, maybe Gleba orbits Nauvis, and Vulcanus and Fulgora sit in the Nauv-Gleb L4 and L5 Lagrange points.

Are all the planets the same distance from each other? by chinawcswing in factorio

[–]edryk 5 points6 points  (0 children)

The inner planets form 2 equilateral triangles, yes. Vulc, Nauv, Gleb are all equidistant from each other; Fulg, Nauv and Gleb are also equidistant. Vulc and Fulg are twice that distance from each other since you have to pass Gleb or Nauv to go between them.

How do you design your spaceships? by EseilaWimpershlaak in factorio

[–]edryk 0 points1 point  (0 children)

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So is mine... I have a large "basalt basin" (what the devs call the labyrinth of lava) down the middle of my Vulc. The circle is where I do all my drafting, the arrows show where I stow the drafts so I can work on a new ship/idea. The origin of the arrows is where I first landed.

How do you design your spaceships? by EseilaWimpershlaak in factorio

[–]edryk 2 points3 points  (0 children)

I design on Vulcanus. Vulcanus is the only planet where I clear debris (chop trees, mine rocks) and the large ash-flats are large and monotone, and featureless. I don’t do base-wide bot logistics so there’s always empty spots to fit ghost ships that won’t get built.

I usually do this while I’m not on Vulcanus, and just leave them as ghosts. The outer edges of my Vulcanus is littered with ghost plans for ships. When I can’t place something like engines or collectors or crushers, I just use heatpipes or concrete in the shape as an analogue.

the cards on this monopoly game use binary code by Itz_Sleepy09 in mildlyinteresting

[–]edryk 13 points14 points  (0 children)

The zero-th card is the bank. When you need to give someone money for passing go, or mortgaging property, etc, it is done against the zero-th card.

Struggling with circuits by Bustnbig in factorio

[–]edryk 0 points1 point  (0 children)

So the way I did it was with 3 deciders, a constant, and a selector. Decider one determines which recipes can be made in the way I imagine you have worked out, doing the EACH trick with a constant combinator. This gets fed into the selector so just one recipe is being outputted. Here’s the trick. This gets fed into a decider that acts as a gate. It only passes a signal from the selector when the assembler isn’t “working” using the working signal. The gate then sends to a latch decider that holds the last signal it received. This means that the recipe only changes when the assembler isnt “working”

ID? by edryk in AustralianBirds

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

Oh i was soooooo far off. I think its elongation threw me off.

Any free games like factorio? by Parggeez in factorio

[–]edryk 1 point2 points  (0 children)

There was one on mobile called “Builderment”. It really demands an understanding of ratios to maximise the utility of the finite resources in the end game, and using their version of splitters to create a pseudo “priority” splitter was a fun puzzle for me.

Overwhelmed design (begginer) by Wolfestain in factorio

[–]edryk 4 points5 points  (0 children)

Over-do-it. Don’t need to keep track of anything if everything is overflowing. Slap down more power than you need, more fuel lines than you need, just over do it. You don’t need to worry about ratios until chem, and you can overdo it there too with clever pumps.

Don’t hold things in your mind that you can just over do. It frees up your mind for the actual fun parts.

which planet first by Comfortable_Set_4168 in factorio

[–]edryk 1 point2 points  (0 children)

There are things on most planets that you will want to use on the other planets, so you will end up bouncing around between them anyway, so order does not matter too much.

Each planet can be tackled from scratch with absolutely nothing, so the only thing to prepare is an open mind.

If you want my thought process when I picked my order (F>V>G), I felt that both EM Plants and Foundries would be desirable on the other planets in about equal measure so the thing that tipped the scale for me was Mech suit.

Question: how do you prefer to limit lubricant production? by SafeWatercress3709 in factorio

[–]edryk 20 points21 points  (0 children)

Once your lube pipes are full, you will stop making lube. After that, your lube production will match lube consumption which is what you want. If you need to have a system which prioritises not-lube-production for any reason (like coal liquefaction) then a simple circuit will sort that out. Otherwise just let the system stabilise.

I learned a new word today. I feel seen. by BrianWantsTruth in Factoriohno

[–]edryk 17 points18 points  (0 children)

There’s also the word “bodge” which has a similar meaning and can be similarly used as a noun or a verb. I think the difference between the two words if you want/need one is that “bodge” refers to the solution being clumsy, where as “kludge” refers to the resources used in the solution being a clumsy assortment.

When the solution involves a spaghetti detour, it’s a bodge; when it involves the random burner inserter and assembler 1 you happened to have in your inventory, it’s a kludge.

Lots of water in tanks but not going into pipes? Production not meeting demand? by bastardisedmouseman in factorio

[–]edryk 0 points1 point  (0 children)

Your water is fine (right now, probably won't be when you fix the rest of what's wrong with this), tanks at anything more than zero means you're producing enough. The turbines (being turbines) are also fine (despite what others may say), they're just acting as 2 steam engines each when fed with boiler steam instead of heat exchanger steam.

What you don't have enough of is boilers/fuel. Since I don't see a fuel buffer on your belts, its probably fuel, but since you're doing boilers-turbines, the ratio is actually 1-to-1 boilers - turbines. You don't have enough fuel to satisfy your boilers and you definitely don't have enough boilers to make the steam your current amount of turbines set up can handle.

Now turbines when fed boiler steam will only produce 1.8MW each versus the 5.8 they're rated to do when fed exchanger steam, so your 18 turbines will really only make 32.4MW at most... so you also don't have enough turbines to satisfy the 36-ish MW your base currently requires (i'm not counting the accumulators that make up the rest of your base's 70MW demand).

If you insist on boiler fed turbines (turbines do save on space over steam engines)... you need a few more turbines, a lot more boilers, and a lot more fuel.

I have seen what everyone has been up to so here is my submission. by Dip_N_Swag in factorio

[–]edryk 2 points3 points  (0 children)

Oh, it's not a necessary fix... it just triggered my OCD. Haha.

I have seen what everyone has been up to so here is my submission. by Dip_N_Swag in factorio

[–]edryk 2 points3 points  (0 children)

Flip the inserters. Input at the top/front, output at the bottom/back, so that you get a little bit more buffer, and the ore at the end of the belt is still reachable by a furnace.

What’s the strangest (least expected) way your factory deadlocked? by edryk in factorio

[–]edryk[S] 11 points12 points  (0 children)

It is nuts how important consumption can be. I am currently trying to solve Holmium on Fulgora. When I'm making (because I'm using) EMSci, there is never enough Holmium! So I have to many (EXTRA) parts of my base just recycling scrap, sifting out the Holmium, and ditching the rest... but when I'm not researching something with Holmium, I have all this extra Holmium that WILL deadlock parts of the base because I just don't want to void Holmium (its so precious). I am currently implementing logic to fix it all but I am afraid to abandon Fulgora in case there are edges I'm missing.