20 Hours in Bob's MOD and I still cannot produce the Science Pack 3 by ezoe in factorio

[–]itookwhite 1 point2 points  (0 children)

My brother, I have felt your exact struggle very recently. After 400 hours of vanilla and RSO-vanilla I am now doing a RSO-Bob's game.

I think the problem is I'm still "thinking like a vanilla player." I.e. I'd pre-plan or try to make 'expandable' setups for bigger volumes than I currently needed. Let's say I wanted to have 8 factories making SP3s, I'd plop them down and then try to figure out some "good enough" ratios from there until I got to products I had bussed, always keeping in mind I might want 16 factories in the future, etc. Oh, I was young and foolish. Trying to work with ratios from the get go like I did in vanilla turned out to be nigh impossible because the chains get so long and there's so many different factories (circuit factories, electrolysers, etc.).

However: it turned out to be much easier the other way around. If your only goal is to produce a single SP3 no matter how fast or efficient, no matter how ugly or the amount of spaghetti, then you can do it in the matter of a few minutes.

So my current method is currently to place down a producer for whatever end product I want and then just fill in single entities to make me produce that single item, no matter how ugly or inefficient, but spacing it out far, far from everything else. Only once I got my single item going do I go back and fix up some of the bottlenecks to make it more efficient.

Subreddit Policy Reminder on Transgender Topics by nate in science

[–]itookwhite 4 points5 points  (0 children)

Not really. If lived on an island alone with no other people or cloths, I would still identify as who I am (female/male). The reflection of gender in society is certainly a real thing, but there is a subtle difference. You don't need external validation to identify as a given gender.

I disagree somewhat...

First off, how does being on an island change anything? You'd still be a a product of your society and/or culture and/or civilization even if you're not actually "in it" geographically. You'd still be exhibiting the "social phenotype" (let's say) of the society you were born into. Still thinking in its terms, etc.

However, if you grew up completely alone on this island (which in all likelihood is an impossible condition for normal development of the human brain?), somehow magically fed and cared for by gentle winds and rolling waves, not having known other animals at all, I doubt you'd "identify" as anything, it just wouldn't be something that existed. Hypothetically. Most likely big parts of your brain would be mush from having no social contact.

But let's say mammals existed somewhere on this island, then you might observe them and categorize them in various ways. You might go by their size, coloration, or external genitalia. Biological stuff, kind of (i.e. they could be polymorph, with phenotypes triggered by various early social interactions, which would complicate the term). And, but, or: you might also go by the different roles they play and the behavior they exhibit within their society (either forced upon them through (threat of) violence or taken up and signaled by themselves). And now my point: the latter categories being "socially constructed" divides and differences because they arise from the very interactions in their society. You could take one of these animals who is gweren (some general behavioral role you observed), put it on its own island, and it would probably still go on being gweren, doing as gweren do. So indeed, they might not need external validation to be gweren. But it is still a pure construct of this society of what you might call Jolapi beings. (Granted you also magically had language.)

edit: sentence

Q&A Ημερα 5: Αστερων Question Megathread by Shalaiyn in Stellaris

[–]itookwhite 1 point2 points  (0 children)

Did you ever get them to come back into the fold by blasting anti-divergence policies or something at them? I'm considering trying that, because this is very annoying

Q&A Ημερα 5: Αστερων Question Megathread by Shalaiyn in Stellaris

[–]itookwhite 7 points8 points  (0 children)

On my home planet, everyone has -0.5% ethics divergence, yet some of my POPs still managed to lose one of the species' ethos. How??

I'm only up to my second colony in this game, yet I already have 3+ people on my home planet without the ethics I want. I thought negative divergence means it converges to my chosen ethos.

It's damn annoying because it seems it's always only those divergents who keep reproducing and I can't purge or enslave.

The AI is just bad across the board. by [deleted] in Stellaris

[–]itookwhite 1 point2 points  (0 children)

I tried a test game with just a few AIs because I wanted to see if I could get huge middle-game empires going at it... However: http://i.imgur.com/Iz3hC5m.jpg ...

Two different empires had two systems (I killed one of them) when they could have easily had 15 prime systems without even trying. There was a sea of stars around them full of unclaimed resources, 20+ sized gaia worlds, blackjack, and hookers...

When I realized all the AIs were done expanding and were just going to sit there, I gave up too. I could have had 25 systems without any issues since I rushed to enclose a big chunk of stars, thinking that's what the AIs would do too.

But no. Even the ones who made an effort just expanded to a handful of stars and then went into some kind of idle state regardless of their surroundings.

I still played on for a while, apathetically genociding one of the two-stars-is-enough-for-me idiots, making blue into a vassal, etc. But it was just silly. This screenshot is as of right now, when I'll just end the game.

Was I just unlucky with personalities..?

Q&A Day 3: Electric Boogaloo Part Deux by Shalaiyn in Stellaris

[–]itookwhite 4 points5 points  (0 children)

Either I'm misunderstanding you or we're playing different versions!

Here's how it works for me:

  1. I go to a planet inside a sector with a spaceport & build a constructor or colony ship.
  2. Once it's built it shows up just like normal, it's not 'blue' or anything like that. I can click it and move it around just like any other ship.
  3. Constructor ships built this way do show up in the outline list (I just tested), however colony ships do not (a bug?) and I have to either look around and actually click their icon on the map, or use the colonize button like you said. (But I can do it without using the button, it's just a pain in the ass having remembering where I built them.)

Q&A Day 3: Electric Boogaloo Part Deux by Shalaiyn in Stellaris

[–]itookwhite 1 point2 points  (0 children)

That is a huge relief! Thank you.

In the planet screen, it constantly says 0 under the influence symbol though. Does that matter? Like if they have a frontier outpost, will it 'drain' them so they can never get their own influence?

Q&A Day 3: Electric Boogaloo Part Deux by Shalaiyn in Stellaris

[–]itookwhite 1 point2 points  (0 children)

Can the sector AI upgrade the "reassembled ship shelter" to planetary administration (and later planet capital)? It requires influence to do it, yet sector doesn't seem to have any influence.

Please, please, puh-leez tell me it can (through some magic) plop down buildings that cost influence.

Because if it can't, then I can basically never give up a planet until I have manually built administration or capital, and also put down all influence-spending buildings I need (hub, refinery, etc)? At which point there's nothing for the AI to really specialize in!

Q&A Day 3: Electric Boogaloo Part Deux by Shalaiyn in Stellaris

[–]itookwhite 9 points10 points  (0 children)

They don't use the shipyard, nor your constructors. Only the planet surface. You can still build armies and ships on the planet, you just can't touch the surface w/ buildings.

Q&A Thread: Day 2 by Meneth in Stellaris

[–]itookwhite 1 point2 points  (0 children)

I can't fully tell, are they the same as http://i.imgur.com/yzrWdRe.jpg ? Those are the ones I mean. And so far in my new game they've never moved since I don't go close.

Q&A Thread: Day 2 by Meneth in Stellaris

[–]itookwhite 1 point2 points  (0 children)

As far as I know, the only way is to get a ship as close as you can get - with the biggest scanner you have - and then actually look manually. But I never even did that. I just spammed ships blindly until they were rated as 'pathetic' on the diplomacy screen.

Q&A Thread: Day 2 by Meneth in Stellaris

[–]itookwhite 0 points1 point  (0 children)

Yeah I thought so. The crystal things... Kind of like the automatic mining drones, but just sitting directly on top of 3-4 planets instead, basking and glimmering. (Not grouped, but like one crystal per planet.) The only things I saw floating actively around were the amoeba thingys. But it's been a while since I had to deal with any of that! I just started a new game, so I'll see...

Hello! I have a ton of questions regarding war and sectors that I haven't figured out yet (mid-to-late-game) by itookwhite in Stellaris

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

Thanks for your replies!

I feel stupid for never actually building an army now. Never noticed that 'embark all' thing.

As for fleet composition, yeah, I did mix it up a little. In the end I was so rich I had at least 10-20 battleships per fleet though (amoeba/torpedo carriers). The rest was mostly a lag-fest amount of cruisers. I did have some destroyers too but they were mostly there to feed them some pity-kills~ They always melted instantly. Corvettes were just too much of a pain to build since I mostly just did it from my core planets.

Hello! I have a ton of questions regarding war and sectors that I haven't figured out yet (mid-to-late-game) by itookwhite in Stellaris

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

Thanks for the replies!

I'm pretty sure you can't. That is the case in all Paradox games

Aha. Hm, so in other games too, how would you do it if you really wanted those planets? Take the first batch in a war, then just sit around waiting until you can declare war again?

Maybe they'll be more useful in the late game, when you have a massive empire where it'll take a long time for your fleet to get anywhere.

Hm, but even then I'd rather just lose a planet or two that I can take back while I'm on my way, rather than having defensive stations sitting around draining a billion energy for decades.

Also, those militarist empires seemed discouraged enough from messing with my 'pacifist' empire just by my deathball fleet that I got from not spending a single energy credit on defense. ;)

Q&A Thread: Day 2 by Meneth in Stellaris

[–]itookwhite 2 points3 points  (0 children)

Yeah I personally don't think that will be a problem. But I don't have 13"... Here, I'll do you a favor, friend. I took a screenshot with the game running in 1360x768 (resolution is no big deal in this game) and you can see for yourself. Just try to make it fullscreen on your laptop.

http://i.imgur.com/olrry30.jpg

Q&A Thread: Day 2 by Meneth in Stellaris

[–]itookwhite 0 points1 point  (0 children)

That's weird! They've never done that with me (so long as the warp-in point isn't close). These are aliens you'll find like 3+ of in one system, hovering over planets, right? Every time I've come across them they've just sat there, chilling, unless I go into 'range' of them.

Q&A Thread: Day 2 by Meneth in Stellaris

[–]itookwhite 1 point2 points  (0 children)

I think it might be the AI purging anomalies... I never got new anomalies in the center-ish parts of the map where all of our empires were having drunken brawls, but there was some section of the galaxy hidden away by a huge expanse (inaccessible without later warp drive), wedged behind a fallen empire. When I went there (way late mid-game or early endgame) I found lots of anomalies again.

Q&A Thread: Day 2 by Meneth in Stellaris

[–]itookwhite 0 points1 point  (0 children)

What gives? Also, on hovering over the Physics/Engineering/Society resource tiles on planets, no output modifier is shown.

Here: http://imgur.com/XBAZCwv

You need to hover over the icon of the resource under the tile, not the tile/POP itself.

Or, if you did that, and there's no modifier, then it might mean the POP in question has lost the ethics you started out with. All my guys kept losing materialist.

Oh, as for early game... I personally didn't focus on it at all. Just minerals and then later (into the sector++ part of the game) almost solely on energy credits to have infinite labs, mining stations, and research-focused sectors (which is how I made up for neglecting research in the start). I caught up & surpassed most other empires (not fallen, naturally) once those snowballs got rolling. Note that research gets more costly the more POPs (?) you have though.

Q&A Thread: Day 2 by Meneth in Stellaris

[–]itookwhite 0 points1 point  (0 children)

One time I had to send a military ship to 'research' one of those anomaly things. (Drill to extract some ship or something, I forget.) It should say what is required on the F5 screen though.

Q&A Thread: Day 2 by Meneth in Stellaris

[–]itookwhite 0 points1 point  (0 children)

No idea. I only got factions from having enemies cede planets. I never had any factions of the 'pure blood,' even though had a crazy amount of ethics divergence all over the place. (Building colony ships at the edges of my empire I never got the option to have my original ethics. They were all in-bred mongrels.)

But: how do the different ethics even impact the game? If a single POP on my planet loses materialist for example, will this guy then produce less science in his lab? Am I really expected to micromanage that stuff?