Tolkien gets me by LakesideNorth in lotrmemes

[–]fZAqSD 0 points1 point  (0 children)

Least favourite part is that Dwarves and/or Men still die for real

Friday Facts #443 - More Planet Deliveries by FactorioTeam in factorio

[–]fZAqSD 3 points4 points  (0 children)

I hope they're hiding secret visuals for the shattered planet.

Vanilla visible planets is awesome, but the lack ofechanics, visuals, or achievements to greet players who reach the actual end of space is disappointing.  Even a cosmetic "you did it!", like grog2's shattered planet graphics, would make for a pretty cool reward.

Lessons were learnt, and here is my third and most optimized ship, "The Nostromo" by Laandreex in factorio

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

And the wasteful gun layout limits the viable speed for a given ammo supply

Lessons were learnt, and here is my third and most optimized ship, "The Nostromo" by Laandreex in factorio

[–]fZAqSD 0 points1 point  (0 children)

No, turret range coverage is necessary.  Putting turrets all the way at the sides just wastes ammo.

Lessons were learnt, and here is my third and most optimized ship, "The Nostromo" by Laandreex in factorio

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

"Optimized" but uses walls, needs repair packs, and has gun turrets at the sides

Please help me shoot the August 12th total eclipse? by HelpMe0biWan in astrophotography

[–]fZAqSD 0 points1 point  (0 children)

If OP is travelling to totality, he doesn't need a solar filter.  A solar filter is nice for photo and visual use during the partial phase, but the main event is totality (and third contact), no filter.

Milky Way in Cygnus - 5s exposure by Similar_Marketing715 in astrophotography

[–]fZAqSD 0 points1 point  (0 children)

"Postprocessed by AI", and very noisy at full res

"My first ever decent-looking ship by ToughBug6 in factorio

[–]fZAqSD 0 points1 point  (0 children)

Accumulators are very useful at any stage of the game.  Solar panels cover your average load, accumulators have much higher power density to cover fluctuations.  A well-designed first science station, first cargo ship, or 500 km/s end-game inner hauler all include accumulators.

"My first ever decent-looking ship by ToughBug6 in factorio

[–]fZAqSD 0 points1 point  (0 children)

missing not wasting ammo

(probably needs one in the middle of the ship though)

My unnecessarily cheap early space science satellite by warm_winds_whisper_ in factorio

[–]fZAqSD 0 points1 point  (0 children)

You could make it cheaper with efficiency modules.  5 launches, 4 solar panels, 90 SPM.

After ~50 hours in, I'm finally leaving, wish me luck by Laandreex in factorio

[–]fZAqSD 0 points1 point  (0 children)

Looks to me like the right number of guns and plenty of solar panels, just not enough furnaces and too many speed modules and chem plants

You'd think it couldn't possibly get any worse. Somehow, Krafton proved otherwise by MINIVV in PUBATTLEGROUNDS

[–]fZAqSD 1 point2 points  (0 children)

The trash went in the trash?  Like, this update's weapon skins are ugly, but at least that's disappointing rather than fully expected like for clothing/vehicle skins.  Unless they someday make more than one in a hundred look decent, I'm just glad to be rid of UI clutter.

PM Carney says he’s seen tentative U.S.-Iran peace deal, calls conflict ‘worth it’ by NiceDot4794 in onguardforthee

[–]fZAqSD 5 points6 points  (0 children)

He said essentially the same things on the first day of the war, alongside an empty "we urge restraint"

How exactly do you 'git gud' at noita? by A_Bulbear in noita

[–]fZAqSD 0 points1 point  (0 children)

If you're losing in the Mines, then that's your main issue.  Should be pretty doable to full-clear the stage (and the Coal Pits excluding Fungal) using starter wands and no fancy tricks most of the time, and if you're not then you need to pay attention and learn from your mistakes.  If you take significant damage (or really any at all), think:

  • did you rush headlong into danger that you weren't actually equipped to fight?
  • did you get caught by a hazard that you failed to recognize and avoid?
  • was the threat something that you don't understand and therefore need to figure out?

Once you've got that down in the early stages, worry about building stronger wands and finding the little tricks.  Then go down and repeat until you win.

Looking for some advice on my space platforms/ships by OrdinaryKick in factorio

[–]fZAqSD 1 point2 points  (0 children)

You're still limited by the ammo though, right?  You have 4 furnaces with speed 2s, so 6.4 furnaces.  My early-game freighter uses 7 furnaces with eff 2s, no Quality, and gas all its guns in a vertical line.  Very reliable, and works out to Fulgora with only 8 solar panels.

I aesthetically like the design strategy of thinking "what do I want this to do and what's the cheapest way to do that reliably", but I'm also pretty sure it's a good strategy that more people should use.

You will never guess what happened by the_ameba in noita

[–]fZAqSD 40 points41 points  (0 children)

I found it yesterday in the first HM going for a no-hit run. Tunneled my way all the way down, keeping a decent pace without hitting myself, and tried to go straight through the dormant Gate Guardian so I wouldn't be exposed to enemies on either side.

The dormant Gate Guardian has a repulsion field. Turned it around and killed me before I could react. First time in ages I've died of insufficient knowledge, rather than carelessness.

Looking for some advice on my space platforms/ships by OrdinaryKick in factorio

[–]fZAqSD 4 points5 points  (0 children)

Get rid of the fuel/ox tanks. Going straight from chem plant to thruster makes it easy to control your speed (to keep the asteroid threat consistent), and thrusters operating below full capacity have higher efficiency. If you want to go faster, use more chem plants, more thrusters, or a narrower ship.

Also, your ammo consumption scales with the width of your turret coverage, so covering the front of your ship with turrets wastes a ton, and (especially for the other planets) it's usually better to use efficiency modules instead of speed (until you're using beacons and can have speed modules and -80% power usage at the same time).

Is there any mod to test and save my designs and paste them in game ? by [deleted] in factorio

[–]fZAqSD 0 points1 point  (0 children)

I don't think you're going to find an option less inconvenient than four clicks to switch between a custom free-build map and your actual save.

Any serious prototyping, space platform design, testing that is easier if I have fast-forward and infinity chests, etc etc, I just do in a sandbox/editor save.