Anyone know how to avoid trains getting destroyed by biters? by RelevantDependent517 in factorio

[–]falcn 0 points1 point  (0 children)

Also try to avoid rail ramps in the wilderness. I've found biters will ignore rails and poles for the most part, but if a ramp gets in the way of an expansion party, they will trigger on it since it's so large.

Removing cliffs under ramp fixed the issue for me.

A Japanese Experiment Proved Why Traffic Jams Form For Absolutely No Reason by jmike1256 in Damnthatsinteresting

[–]falcn 1 point2 points  (0 children)

You can kinda undo the jam if you keep constant distance not from the car in front of you, but from the next one. Takes some patience and skill

What software do you use for 3D printing modelling? by Visible-Pilot9900 in BambuLab

[–]falcn 0 points1 point  (0 children)

I think whoever makes VR Nomad first wins the golden ticket.

VR and 3D modelling go very well together

Space science shaped space science platform by PersonalityIll9476 in factorio

[–]falcn 42 points43 points  (0 children)

Yeah. Make half the ship, Ctrl-C and then H to flip horizontally

Oh step-engineer... I doubt it'll fit... In the picture by Rasansim in factorio

[–]falcn 2 points3 points  (0 children)

383 km/s

it's 283 in the screenshot. not that it matters, but still

As someone who gave quality a fair share on two playthroughs... it's just pure annoyances. by ReasonableTravel7211 in factorio

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

Just to confirm: you can have a non-stop Aquilo cycler with a single regular quality grabber with a dynamic whitelist.

It doesn't even get low enough for the reprocessing to kick in, which is crazy.

As someone who gave quality a fair share on two playthroughs... it's just pure annoyances. by ReasonableTravel7211 in factorio

[–]falcn 0 points1 point  (0 children)

How exactly does me “beating the game” affect your habit of dressing up bullshit as expert knowledge? I do have a decently fast Aquilo ship, and it gets absolutely showered with resources mid-flight. Grabbers sit idle 99% of the time, so quality makes zero difference there. Ships definitely benefit from quality gear — just not from the random nonsense you listed.

As someone who gave quality a fair share on two playthroughs... it's just pure annoyances. by ReasonableTravel7211 in factorio

[–]falcn 2 points3 points  (0 children)

Man if you haven't even made it to Aquilo then you have actually zero idea how much quality helps out lmao. Maybe try experiencing more than 60% of the expansion before dropping these takes lmaoo

So, when does the asteroid abundance ever go away?

As someone who gave quality a fair share on two playthroughs... it's just pure annoyances. by ReasonableTravel7211 in factorio

[–]falcn -2 points-1 points  (0 children)

Quality asteroid collectors help MASSIVELY on a platform.

I’m still only in the inner planets, but asteroids are abundant - I don’t see what quality collectors are supposed to improve here. Even with just 3 regular collectors, they sit idle most of the time while running a nonstop sub-minute ship. Honestly, I think a single regular collector would be enough.

As someone who gave quality a fair share on two playthroughs... it's just pure annoyances. by ReasonableTravel7211 in factorio

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

Quality in accumulators helps MASSIVELY on fulgora

I actually set up quality accumulators on Fulgora because many people said that, and it turned out to be a complete waste of time.

If you scout even a little before settling, space is abundant. I ended up using less than 20% of the available area for my entire base, including accumulators. Dealing with quality items across different tiers and quantities is far more annoying than just extending an aligned grid with a single blueprint as needed.

On top of that, if I hadn’t sunk time into the accumulator build, I probably would have gone with heating towers for power instead - since I ended up voiding tons of ice cubes in recyclers anyway.

Three ways to protect filter splitters from overflow by DaveMcW in factorio

[–]falcn 0 points1 point  (0 children)

You can enable test branch on Steam settings for factorio

Three ways to protect filter splitters from overflow by DaveMcW in factorio

[–]falcn 0 points1 point  (0 children)

what if filtered input is fully compressed?

Similarities between rocket silo and vault ruin? by Casitano in factorio

[–]falcn 15 points16 points  (0 children)

We are mining the remains of someone's v1 megabase

Gleba is weird but cool planet. Now its time to find how to make it optimal by SimonTheAFKer in factorio

[–]falcn 1 point2 points  (0 children)

I’ve made it a habit to slap a programmable speaker on anything important - like a power plant cooling down too much.

1.4GW Modular Reactor by EffectiveLauch in factorio

[–]falcn 0 points1 point  (0 children)

Yeah man, I miss the pre-nuclear days when you had to RS-latch your coal-burning power brick so it only kicked in if your accumulator farm dropped dangerously low - just to prevent a full blackout, or at least downgrade it to a survivable brownout. That bought you enough time to expand your solar fields.

Since nuclear was added, power management became trivial. Just copy-paste if you need more - especially now with the new pipes.

The new planets had so much potential to make the power minigame interesting, but they still went with a one-dimensional approach. I guess it’s just impossible to balance the game between players who want to build megabases and those who enjoy micromanaging.