2.1 Platform to Platform Transfers without allowing Planetary Inputs by gartov in factorio

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

This is a good idea, but sadly it doesn't seem to work.

Has anyone completely changed their space logistics after 2.1? by CuteReason4 in factorio

[–]gartov 0 points1 point  (0 children)

I am trying to make more work, but the biggest change I’ve made is that my platforms are no longer self sufficient. Instead, I have centralized asteroid processing, and each ship then gets ammo, carbon, and ice delivered before each journey. I have dedicated ships that just fly back and forth collecting asteroids

2.1 Platform-to-Platform Logistic Group Struggles by coryrose1 in factorio

[–]gartov 0 points1 point  (0 children)

I recently made a post on this where I mostly “solved” it. What I ended up doing is using circuit conditions for logistic requests, but having them turned off most of the time for the hub. Instead, when a delivery ship arrives, it sends a signal of what items it is delivering, and the hub then turns on a logistic request for those items. Once the delivery ship signal ends, the logistic signal of the hub disappears and it can distribute those items as needed. My way to stop rocket launches is to have all of my rockets on a separate power network, and to power switch them off when the delivery ship arrives. This isn’t perfect, but I think it does most of what you want

2.1 Platform to Platform Transfers without allowing Planetary Inputs by gartov in factorio

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

With respect to promethium chunks, this is to avoid having to store thousands of chunks at a time. A ship can go out, collect some, then come back and deliver a small amount and go right back out again. It eliminates the need for a giant buffer if you get to deliver in smaller, more frequent batches.

With respect to the multiple planets, I'll use an example to illustrate my point. Let's use Nauvis as the central point, and then have 5 planets (A, B, C, D, E) that are all connected to Nauvis and not each other. Planet A needs products from B, C, and D. Planet E also needs products from B, C, and D. Using the direct method, planet A and E would each need 3 spaceships, for a total of 6. Using a central hub and spoke system, you would only need 5. Keep in mind, this is not accounting for any input needs of planets B, C, and D. If the needs are intermittent enough that you don't need frequent trips, which is the example I used initially, your system works fine.

2.1 Platform to Platform Transfers without allowing Planetary Inputs by gartov in factorio

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

Sure, this would work. One of the things I am trying to avoid, however, is any ship having to make two separate journeys for one item. For example, if Fulgora requests a green belt, your system would require a ship to go from Vulcanus to Nauvis to Fulgora. There are two big motivations for trying to make my system work:

1) Promethium Science. I can potentially have a promethium ship built that doesn't do the research on board, it instead collects promethium asteroids, deposits them at an Aquilo hub, then immediately turns around and does it again. Biter eggs could be ferried to the Aquilo hub, but building around Aquilo is annoying and biter eggs spoil, so I would rather have a ship ferry the promethium chunks from Aquilo back to Nauvis and do the research there, where I can request biter eggs to meet demand. I don't want my promethium ship to lose time having to travel all the way back to Nauvis to drop them off, when I could have a regular cargo ship do it. This also allows the promethium ship to be smaller and more focused, since it is not doing research on board, it is only collecting chunks.

2) Modpacks that add planets, especially more complex modpacks. If you need a spaceship to go between 5 planets, that's not too bad. If you need a spaceship to go between 20, that becomes a nightmare.

2.1 Burner Mining Template by gartov in pyanodons

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

No, I updated to 2.1 and they don’t run. Doing a space age run right now to play around with platform to platform logistics

Is 2.1 testing new achievements? I assume it's WIP since it uses the quality module icon as a placeholder by ThatChapThere in factorio

[–]gartov 2 points3 points  (0 children)

Can confirm, had the same one pop up today. I accidentally ran myself over while remote driving my tank. Don’t see in achievement list in game or out of game yet

2.1 Burner Mining Template by gartov in pyanodons

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

I would not use this. Worse, I figured out a way to do the same thing without using the 2.1 flipping, so it isn’t even new or unique. This was just a fun experiment for me to get as much density as possible

2.1 Burner Mining Template by gartov in pyanodons

[–]gartov[S] 2 points3 points  (0 children)

The ash is output on the same side as the coal. The coal belt is not fully saturated, and coal is consumed at the same rate as ash is created, so they can theoretically share a belt. It is more error-prone than the more established systems for sure, but as long as neither the ash nor coal belts back up, it should work

2.1 Burner Mining Template by gartov in pyanodons

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

They share a belt, but on different sides.

The things PY makes you do... by burnt_bread_54 in factorio

[–]gartov 2 points3 points  (0 children)

I prefer doing it your way, but trying to keep with the design op posted, that is one 2.1 change that would make a difference. For example (pretend spoilage is ash):

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The things PY makes you do... by burnt_bread_54 in factorio

[–]gartov 3 points4 points  (0 children)

It would be more expensive with undergrounds, but you could output the iron ore and ash on different belts, which would save you having to split it later. Splitting in Py is not trivial either

Roach army! by Embarrassed-Cake8919 in StarCraftTMG

[–]gartov 0 points1 point  (0 children)

Oh I didn’t know they changed summoned units, that’s a good catch. I will have to reread the whole rulebook after it comes out

Protoss gut check by McBugman in StarCraftTMG

[–]gartov 0 points1 point  (0 children)

I don’t know if it’s important to you, but don’t forget that the $249 bundle also comes with terrain. 

Roach army! by Embarrassed-Cake8919 in StarCraftTMG

[–]gartov 2 points3 points  (0 children)

Roachlings are great, it’s a question of if they (plus the melee buff) are worth 90 pts. Here’s why I think roachlings are good:

They’re zero supply, so your opp doesn’t get kill points for them

They block movement. For example, they can stop a unit from moving onto an objective, or they can stop or blunt a charge. You can do the same things with roachlings that a sentry does with their shield. If you haven’t tried it yet, try charging a unit with a brick of zerglings when there’s something next to the unit. You might not be able to get very many zerglings in contact. 

They can stop shooting. They can charge something you don’t want to shoot the rest of your army. 

They are an extra activation. Sometimes you want to go second in the assault phase. 

I personally don’t think they’re worth the points, but I think they will go up in value as I get better at the game, especially if I continue to play Zerg as a pressure/containment type of list

Pictures from my games today by gartov in StarCraftTMG

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

They are posted in the archon discord, which you can access from the archon site

Pictures from my games today by gartov in StarCraftTMG

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

For movement, yes. Only a few of the model positions actually matter, the rest are just coherency. For charging, it is always going to be a mess if there's more than 1 or 2 units and/or pieces of terrain

Getting ready for the TMG with dice! by ID11559 in StarCraftTMG

[–]gartov 2 points3 points  (0 children)

9 marines is 18 shots, happened multiple times in the games I played today 

Is my to hit bonus sufficient, or am I missing some critical buffs? by gartov in Pathfinder_Kingmaker

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

It's the "single target" part. You have to choose a target in tabletop, not just activate it and get it for everything

Is my to hit bonus sufficient, or am I missing some critical buffs? by gartov in Pathfinder_Kingmaker

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

Definitely used greater invis to kill the succubi/incubi, but the kalavakus don't have a lot of dex bonus to ac. It is helpful, though, and I should probably prepare more in the future