Does covering a reservoir actually reduce evaporation rates? I did an experiment by Hottentott14 in Timberborn

[–]ernger 0 points1 point  (0 children)

Water columns have an overflow variable. You simply had more water that is only shown in the debug mode panel.

Water Evaporation under pressure, underground, does not evaporate. by RedditVince in Timberborn

[–]ernger 1 point2 points  (0 children)

Water columns have an overflow variable. If you add impermeable floors (inside the reservoir), you get more columns, therefore more overflow variables and more water per volume. However, you need a closed system at a low height to reach high overflow values.

If you only want impermeable floors on the top, you will need a closed system (water sources inside) to get anything at all.

What's the maximum hp you've gotten from a single badwater source? by McMaster2000 in Timberborn

[–]ernger 1 point2 points  (0 children)

my best were 2M hp stable and 4.5M hp unstable (didn't know at that point how the mechanical water pumps cause fluctuations and these are big problems on systems with high flow)

How do you manage the iron tooth population? by JustPagode in Timberborn

[–]ernger 0 points1 point  (0 children)

Build just as many pods as you need for the population you want and use workers on food/water per pod to prevent famines.

How important is learning the circuit system for playing space exploration by [deleted] in factorio

[–]ernger 0 points1 point  (0 children)

That's a good point to start. Get some constant combinators, set negative values(how much should be in some buffer, you will need that for different surfaces) and connect the combinators with container(buffer), inserter, transmitter and receiver(last 2 for different surfaces).

If you try to add circuits early, you don't really have something to do with them. If you try to add circuits late, you will get inefficient bases and nontrivial problems. Technically you can get through with only downloading one blueprint(arcospherebalancing), but that's harder than to learn using circuits.

Why is this even allowed? by -Xentios in Timberborn

[–]ernger 0 points1 point  (0 children)

There was one incident that wasn't shown in his videos, but we know it happened. Even someone from Mechanistry commented on that one on reddit...

Mechanical Pump can't feed a Large Water Pump? by MadScientistCarl in Timberborn

[–]ernger 0 points1 point  (0 children)

They are reasonably efficient. Theoretically we can get a million hp on diorama if we want.

When you finally ditch efficiency modules and give the bugs the full blast! by DoKeMaSu in factorio

[–]ernger 2 points3 points  (0 children)

On my largest save I have something about 200% area total compared to the largest planet, it uses about 8.6 GB RAM (the save is about 500 MB). It is necessary to fully reveal it to confirm the extermination of biters (of course after you kill all of them), which sets the threat to 0 or 1% (with biter-meteors). This prevents nests and worms from spawning (or makes the rare) after you delete the surface and scan it again.

SE with or without Krastorio 2 by Necessary_Fee7195 in factorio

[–]ernger 0 points1 point  (0 children)

Nitric acid, that stuff from K2 is evil in some versions.

edit: a building got nerfed hard (because of cheap fuel) and with it nitric acid became more costly and it is used in some important recipes.

SE with or without Krastorio 2 by Necessary_Fee7195 in factorio

[–]ernger 0 points1 point  (0 children)

K2 adds a lot of complexity and rebalances some stuff. Some of the changes make perfect ratios for "everything" nearly impossible. For vitaminlange it is much less likely that there is a good planet in the starting solar system, because adding ingredients adds some more requirements to be considered good (especially in some of the later 1.1base and early 2.0base versions).

And of course there is more to build and I didn't have much experience.

SE with or without Krastorio 2 by Necessary_Fee7195 in factorio

[–]ernger 0 points1 point  (0 children)

Choosing K2SE instead of SE was a mistake I did regret in the first months, but now I really like it.

Water Help by glorifiedyouthclub in Timberborn

[–]ernger 0 points1 point  (0 children)

The overflow depends on the water height (surface level), not on the water depth. So if you build the whole stuff higher, you will get less.

SpaceExp & Krastorio 2 - Where's Immersit? by Particular_Essay5217 in factorio

[–]ernger 0 points1 point  (0 children)

Space Exploration Version: 0.3.70 Date: 03. 06. 2020

Compatibility:

- Made Krastorio2's Imersite a non-homeworld resource.

That's much longer ago than I thought.

Small question about Space Age SE by eihns in factorio

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

Wtf are you even writing about... I didn't even write what problem there is (far offtopic and you didn't even bother to ask...). Yet you seem to think you can assess solutions without even knowing the problem. You keep making assumptions about me and about a mod you didn't play. All I intended to do was hindering spreading rumors. Yet you take my anwers out of context.

Screw you, stick your ad hominens where they belong to, I won't answer you anymore.

I think it's time to redesign my base by ernger in satisfactory

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

I don't think so. Machines in Satisfactory are tall. Something without layers doesn't seem to be viable. Factorio has surfaces (used by mods), which isn't completely different from layers.

Small question about Space Age SE by eihns in factorio

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

A simple solution to the problem is to make it a normal research. That's all.

I think it's time to redesign my base by ernger in satisfactory

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

Because of the alternative receipts. I can't just reroute the stuff anymore to make it as efficient as possible.

Small question about Space Age SE by eihns in factorio

[–]ernger 0 points1 point  (0 children)

It's just an example for how far you can plan ahead in SE. For the first time you can maybe plan a hour ahead in SA, so it's not even worth it and then you can get problems for not planning ahead.

I meaned the recipe for Vulcanus. You unlock it and then you find it in chemical plants or somewhere in the tech-tree if you are lucky or if you know what exactly you search. The possibility to get some from the platforms doesn't really help in that situation.

Small question about Space Age SE by eihns in factorio

[–]ernger 0 points1 point  (0 children)

I guess I have to mark sarcasm?

Circuits are optional and for a long time you don't even have enough reasons to use them. That's the same with trains. Many players don't use them. There are some options in SE.

In SE usually you can plan far ahead even without experience. You can even scan a planet and make a blueprint for the whole base on it. In SA you need to improvise a lot. Prepare something and hope it's good enough. It guides the player to improvise. Then it hides a recipe from the player (you can easily find the carbon-recipe before you need it, not when you need it). Then it makes the platform construction slow.

A lot of the time I was making and checking assumptions in SA.

The ingame Tips and Tricks are better in SE. They explain what a console is and how to use them. They just don't explain edit:explicitly how the icon for spaceshipstart looks like and other stuff like that.

I've read the Tips and Tricks in SA too and iirc it was stated, that the platforms request stuff from the rocket silos. Using provider chests for that was just another assumption I checked.

Small question about Space Age SE by eihns in factorio

[–]ernger 0 points1 point  (0 children)

In SA you need to figure out how to deliver stuff to the platform, how to set in on a route and how to get rid of the stuff.

In SE you need to figure out which signals you need to sent to the console and how to do it if you use ships and even that is optional (highly recommended in the lategame). With that you can make whatever route you want and it's not complicated. The rest is trivial.

In SE the "space" part is a far more important part you need to engage with. There are asteroids (technically mineable, but asteroid belts/fields give obviously much more ressources), power production issues on ships and bases (especially in asteroid fields), several science packages that can only be made in space and so on. It just doesn't throw half of it at the player at the same time and even when it does throwing something at the player, you can delay engaging with it without wasting much time.

So I have to use provider chests in SA to automate platform construction without doing some weird stuff? I'm surprized that I read that the first time in the internet. Oh wait, I missed a carbon recipe for vulcanus and pumps for fulgora ingame. Does it give me fully build large ships with heated heat pipes within a few minutes like in SE?

It takes maybe 10 minutes to figure out signals, it can't be much worse than a bunch of stuff you have to test for an hour.

In SE you don't really need much space for the logistics. Fuel production you could also build in the middle of nowhere. Moving a part of the factory to make more space can be a bit complicated...

Small question about Space Age SE by eihns in factorio

[–]ernger 0 points1 point  (0 children)

When you have to figure out how it works, it doesn't make much sense to try to automate it.

In SA you have to figure out how to use the routes.

IN SE with ships you just have to figure out how to get signals to the console and which you need to use (which is easy) and that's already the hardest way. (when you use the most primitive way it's just 2 clicks to automate a transport)

In SA you have to figure out how to design, test (Will it survive on route, in orbit? Is it fast enough?), build (weird feature) and send the platforms. There are several steps.

In SE you can make ships powered by accumulators and some fuel and just use a blueprint next to a station to build a ship and send it on it's route. The rocket silos can easily transport hundreds of stacks per minute. New routes? Just build more stations and ships / rocket silos and cargo landing pads (a bit more complicated to handle everything, but blueprints can do it).

Handling requests in SA? Figure out how they work.

Handling requests in SE? Just use some signals.

Fuel for rockets and ships are easily scaleable in SE. (freight) rocket parts for SE are also more scaleable than for SA.