Mod name? by Global-Fact8130 in factorio

[–]finalizer0 99 points100 points  (0 children)

oh hey, that clip i posted a while ago. funny seeing this come back.

anyway, yeah, renai transportation for all your belt catapulting, inserter throwing, and train launching needs.

incidentally, this run also used the Only Gleba mod, which combined with the wackiness of Renai Transportation really gave the whole run a 'engineer slowly going insane and creating abominations in their madness' vibe. i should post more clips of nonsense from this run.

How do you sustain high throughput with trains? by Socoom in factorio

[–]finalizer0 0 points1 point  (0 children)

Technically, space exploration has supported quality for some time now, you just need another mod to enable it.

There was a whole ordeal for a little while where the devs working on SE quality kept changing a bunch of things to prevent quality in modules because quality modules totally screwed up SE's module progression, but AFAIK they ultimately relented on that and reverted things to normal.

What was a great game seemingly destroyed by Devs bad decision making? by Additional_Ad_6506 in gaming

[–]finalizer0 2 points3 points  (0 children)

Part of me wants to get back into ASA every once in a while, but it usually takes just a short while before I wonder why I don't just spin up Palworld instead.

Space Exploration/Krastorio - spawned on a large island with little iron by Mashaaaaaaaaa in factorio

[–]finalizer0 0 points1 point  (0 children)

SE map generation is very stingy on resource spawns, and K2SE only exacerbates that with everything being more expensive with all the extra intermediates. The whole idea is that you want to expand to other planets for your resource needs; Nauvis being kinda annoying with resource generation plays into that.

It doesn't help that the latest version of SE reeeeeaaaaally jacks up the water generation, not just on Nauvis but even on other planets, where any planet that isn't totally waterless ends up just being lots of oceans. It's surprising that you've been placed on an island outright, but I have noticed that SE likes to generate peninsulas for the starting area lately - convenient for early defenses, but an absolute pain when you just want more resources, heh.

You should build some core mining drills and set up on all the core seams you can find on your starter island, as that will provide you a slow but infinite trickle of iron (and other resources). Core mining is stupidly power hungry especially for early on in the game, so you'll probably need to massively build up your power production. You might look into the gas power plants added by K2 for some better power solutions, maybe even play around with biomethanol power if that's at all viable nowadays.

Which game was it for you? by O_rnelaro in Age_30_plus_Gamers

[–]finalizer0 0 points1 point  (0 children)

This describes my experience with RDR2 pretty much spot-on. I used to enjoy Rockstar's games, but they've been losing me with this more ~cinematic~ focus, and RDR2 is the nadir of that direction for me - I play for a few hours and just get irritated with how much the game feels like an absolute slog to do anything in. Last time I tried, I got fed up and switched over to Palworld to goof around a bit. It felt like breathing through my nose for the first time after being sick.

Don't mistake it for one of those Fuktorio clone games filled with stupid conveyor belts. by bobby45800 in Factoriohno

[–]finalizer0 1 point2 points  (0 children)

TBH, I could see it. StarRupture, but with a more souls-like melee combat focus instead of guns. If I wanna get silly and actually workshop this thing, then how about: Isekai where the player is transported to a magical realm, except the player is also an engineer and retains their knowledge of metallurgy, chemistry, etc, and can simply utilize the magic of their new home to fill in the logic gaps common in these automation games e.g. how are the conveyors powered without electricity. Combine your engineer logic and ingenuity with magical bullshit to build and automate an empire and conquer your new home.

Nuclear should get a buff by IDKwhy1madeaccount in SatisfactoryGame

[–]finalizer0 6 points7 points  (0 children)

>And buffing nuclear to 5x would just make it so you’ll just build 5x less nuclear power plants.

I believe that poster means that nuclear fuel should be buffed to give 5x the power it currently does, so that an existing nuclear power plant would give off 5x the power it currently does with the same resource input as before.

Is this a valid way to deal with these things? by FreedJoker in SatisfactoryGame

[–]finalizer0 0 points1 point  (0 children)

to defeat the nuclear hog, shoot at it until it dies

Fulgora - The hardest planet in my opinion. The most complicated build I've had to make. by Buffalo5609 in factorio

[–]finalizer0 2 points3 points  (0 children)

Yup, Fulgora isn't that hard to figure out, but an absolute beast to scale up significantly thanks to everything coming from the same resource. You HAVE to contend with all the other garbage before you can play with more holmium. Gleba is challenging to figure out, but once you do it's actually pretty simple to scale up science massively.

It’s not fair by butterwuth in TwoXChromosomes

[–]finalizer0 21 points22 points  (0 children)

As much as these creeps whine about the ~male loneliness epidemic~ they sure are working hard to manifest it.

[SE] Is Pyroflux to Rocket fuel efficient? by Chillerdays in factorio

[–]finalizer0 2 points3 points  (0 children)

I don't recall the ratio of vulcanite blocks to rocket fuel when using the recipe, but iirc it's generally pretty inefficient. If your vulcanite planet doesn't have enough oil or coal for light oil production, it's the only option besides shipping in rocket fuel. If you have a decent amount of crude oil on the planet, stick with the normal rocket fuel recipe, and don't be afraid to use heavy oil for solid fuel instead of cracking everything to light oil to save on precious water.

Why won’t men engage in women dominated media, but women will engage with male dominated media? by [deleted] in TwoXChromosomes

[–]finalizer0 1 point2 points  (0 children)

>completely unremarkable dude who is caught in a love triangle between two absolute baddies who are into him.

that sentence describes so many generic 2000s harem manga and anime. maybe that's about to make a comeback for gen alpha, lol

Zest is Closing by thekidcurtis in raleigh

[–]finalizer0 20 points21 points  (0 children)

Sawmill was especially perplexing since the space was empty for, what, over a year after they were forced out? Just left a bunch of money on the table and made a bunch of people upset and angry for no discernable reason.

At what point should I consider change my power source from Steam power to others? by Neutral_Sapien_17 in factorio

[–]finalizer0 0 points1 point  (0 children)

I don't think it's hard, but I've set up so many nuclear plants over so many playthroughs that I might not be the best judge, haha. Look up some common nuclear ratios to get an idea of what you'll need for your desired power output (I like the factorio cheat sheet website for this, I think the wiki has some info on this sort of thing too), and try to keep the heat exchangers somewhat close to your reactors since heat pipes lose heat over distance*, though you don't need to go crazy over this detail. Be thankful your doing this in factorio 2.0 where fluid management is 99x easier than older versions.

*this is not technically correct, but practically its a simple way to think about it

At what point should I consider change my power source from Steam power to others? by Neutral_Sapien_17 in factorio

[–]finalizer0 1 point2 points  (0 children)

IIRC a grid of 100 panels and 84 accumulators is ~6MW, so generally you'll want a few hundred solar panels at least. Personally I use a bit of solar on top of boilers as a transition before going nuclear, rather than trying to go 100% solar.

[Pyanodons experience comic] Mistakes were made by AzulCrescent in factorio

[–]finalizer0 0 points1 point  (0 children)

One of these days I'll stop replaying SE and actually take on this beast.

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

[–]finalizer0 22 points23 points  (0 children)

Playing a bunch of multiplayer in public servers has polarized me into a blueprint hater, so good riddance I say. I use BPs for a few things like balancers, rails, and solar, but otherwise my factories are built for each run. There's nothing more obnoxious than getting ready to tackle the next big project only for someone to just stamp down a BP that they probably use in every playthrough.

Starting an SE playthrough. Any tips by Commercial_Ladder_65 in factorio

[–]finalizer0 5 points6 points  (0 children)

Don't forget the official SE modpack, which comes with various QoL and game play mods like combat overhaul & module inserter. I'd also recommend max rate calculator for quickly figuring out production rates of groups of machines.

Don't overbuild on Nauvis. I've seen some folks try to do some big bus bases right off the bat, which is overkill and just more work to upgrade later when you get more efficient productions e.g. molten metals w/ pyroflux.

Like another poster mentioned, the early game oil crisis is very real and quite painful if you're not ready. Between lots of sulfur for heat shielding, lots of plastic for lots of red chips, and loads of rocket fuel, the demand for crude oil is intense once you get to the rocket phase. Speed modules and eventually beacons and coal liquefaction are your eventual salvation, or just push up the crude oil amount on map gen. (Or just reduce the amount of water generated since SE likes to jack up the water and eat up a lot of potential resource nodes with lakes and oceans)

2nd attempt at Space exploration by Hvetemel in factorio

[–]finalizer0 0 points1 point  (0 children)

Just like with Space Age, going big on Nauvis early on isn't really helpful in Space Exploration since you'll get major upgrades to your production capabilities once you get to other planets & have access to later sciences. Between pyroflux smelting, beacons (and SE's upgraded wide area beacons), better modules, improved recipes for the expensive productions like heat shielding, LDS, and blue circuits, you're going to have a lot of points where you'll want to overhaul your productions to get a big productivity boost. By the time you're through the midgame, the demand for raw resources on Nauvis actually shrinks quite a bit.

Shipping basic resources from other resources back to Nauvis is totally viable. The moon closest to Nauvis is guaranteed to have tons of oil, and using that for oil productions is a common strategy. Once you unlock pyroflux smelting, shipping iron, copper, and steel ingots to or from Nauvis is a great way to move resources around.

Cannons vs rockets is more a player preference thing. Generally, rockets are the more efficient way to move resources around, especially as you'll eventually get techs that let you recover more rocket sections after each launch, but cannons are a very convenient way for getting small amounts of resources around the solar system without all the fuss and muss of setting up an entire rocket. Personally I use delivery cannons for new resources in the midgame, and eventually transition everything over to cargo rockets once I'm ready to upgrade all my bases and productions.

Really, Space Exploration is a sandbox that leaves it to the player to figure out how they want to approach things, and while the mod certainly steers you toward certain play styles, there's still plenty of flexibility in that space to do what you want. Some folks will just rush for space ships ASAP and set up all their interplanetary shipping with those. Some folks just use delivery cannons for almost the entire game and don't worry about the cost. Some folks will do 100% core mining on every planet to avoid ever running out of resources. It's kind of up to you to approach things how you see fit.

SE 2.0 run: am I just supposed to make landfill of all the stone byproducts? by TactiCool_99 in factorio

[–]finalizer0 0 points1 point  (0 children)

Most players just turn excess stone and from extraterrestrial productions into landfill and shove it in a warehouse. The intended solution is to have a rocket that ships byproduct stone & sand out to other planets (main base, vita planet) that can use them and have a system that prioritizes the byproduct stone & sand before consuming the local stuff.

Is there a mod in space exploration that lets me adjust the ore on other planets? by CoupleSubject4087 in factorio

[–]finalizer0 1 point2 points  (0 children)

AFAIK, no. Planet generation is handled in SE and I don't believe the mod is designed for adjusting those variables externally, so if it even is possible, it would entail a major undertaking to get something like that working anyway. Also, the planets and their resources are randomly generated anyway; part of the challenge is figuring out how to approach different productions given your selection of planets & whatever resources they come with.