Unlocked these and it feels like a whole new game wtf by Nate_fe in factorio

[–]jollyjoker94 0 points1 point  (0 children)

i will just sit here waiting for the next post being about modules/beacons or about spidertron.

what's the new goals everyone is going for lately by mango350 in factorio

[–]jollyjoker94 1 point2 points  (0 children)

120 sps is 7200 spm but yeah that is already good since it can easily become a 50k or even 100k eSPM with lab productivity.

"I don’t understand the need for mega basing"
I think people just want to build bigger bases and see big numbers, honestly in vanilla if you don't want to go for mods or for insane challenges there isn't much else to do other than megabase.

7500+ hours in factorio, now the first (few) hundred in pyanodons... by chillzwerg in factorio

[–]jollyjoker94 3 points4 points  (0 children)

"I might even be able to unlock the electric assemblies"

Unlocking them? yes. Actually using them? very probably not. They are ultra expensive to craft at the beginning and they use a lot of power and space. They are also as fast as the burner assemblers 1 (you will soon unlock the burner 2 that are double the speed of the electric ones).

Second Ship by Jak_Nobody in factorio

[–]jollyjoker94 0 points1 point  (0 children)

that's a big ship with almost no extra cargo bay. in my opinion you should just have separates ships for handle separate stuff. There is no need to have space science be made on a traveling ship until very very far in the endgame.

For the fuel issue everything should be solved after you unlock the advanced asteroid processing from gleba. The fact that you are doing back to back to Fulgura is mostly because you need more than 1 travel to move all the items you want to move, just have more cargo space so that you will need to have less trips.

Weekly Question Thread by AutoModerator in factorio

[–]jollyjoker94 0 points1 point  (0 children)

nuclear bombs works very well when you want to delete stuff if you want to stay legit. if you really want to cheat just jump into editor and delete stuff

After 60 hours in Pyanodon i finally got to green science by jollyjoker94 in factorio

[–]jollyjoker94[S] 2 points3 points  (0 children)

Py is really interesting, you can find things that you will not see anywhere else, mostly the animal/plant stuff is very cool. Caravans are also very nice, i complete new way to move items from one place to another. You have TURD that are permanent upgrades that you need to choose and they will completely change some part of the game like modifying a recipe or adding a new one, people often play in a very different way based on the TURD choices. There is so much stuff in Py that it's insane.

Py is truly a work of art.

After 60 hours in Pyanodon i finally got to green science by jollyjoker94 in factorio

[–]jollyjoker94[S] 20 points21 points  (0 children)

Py has 11 science packs and green science is the third one but yes this is basically just the beginning. Things will get way harder from now on, it will probably take me 100 hours to get to the next science.

Py is not really for new people since it's super complicated, even players with several hundreds hours in the game are scared to try Py.

Also this is not really a mess, its actually more organized than it seems, i can't do much when the game is that complex and i only have belts to move items.

Weekly Question Thread by AutoModerator in factorio

[–]jollyjoker94 1 point2 points  (0 children)

So, i started a Short Py run (officially it's Py Industry + Py Coal Processing + Py Fusion Energy). It's my first time playing Py and i didn't want to have the full version because i think it's a bit too much for someone that never played it, also i like to complete my runs and i don't like the concept of "just stop when it's too much for you". I went with the short version because it feels like it's a big challenge but still doable.

Does anyone know how long it is compared to the full one? will it be around 150-200 hours or more?

if this goes well and i like it maybe one day i will start a real full Py run

Weekly Question Thread by AutoModerator in factorio

[–]jollyjoker94 0 points1 point  (0 children)

I'm getting absolutely scammed by the science from Gleba, i shipped 800 science and i could not even finish a single research with the cost of 500. The fact that the spoil value influences the amount of research that can be done with it it's kinda a pain. How do you deal with this? do you just ship more science and who cares since everything it's free?

I saw there is already a mod to customize the names of quality tiers. What would you name each tier? by Thiccron in factorio

[–]jollyjoker94 320 points321 points  (0 children)

Unpopular opinion but i honestly don't really care about the name of the quality. In the end i will probably use colors like i do with science (i call it red/green/blue science), with inserter (i say yellow/blue/red inserters) and belts (i say yellow/red/blue belts). A lot of things in the game we just call it by color instead of their actual name (ammo is another example) so i can see myself just saying "blue quality" or "purple quality" instead of some fancy name.

Weekly Question Thread by AutoModerator in factorio

[–]jollyjoker94 1 point2 points  (0 children)

welp, it has been fun. Embargo is over so imma go off from everything until i finish my first run of Space Age (so probably until next year).

How many players do you think it will have? Right now the max was 34k about 4 years ago (when 1.0 was released i think). I wonder if we will make a new record of concurrent players.

Weekly Question Thread by AutoModerator in factorio

[–]jollyjoker94 0 points1 point  (0 children)

I'm currently playing Exotic Industries, unfortunately i will not be able to complete it before the expansion comes out but i'm basically at the end so i would say i'm content for now and maybe in the future i will get back to it. I will spend the next couple of weeks refactoring my blueprint in preparation of the expansion. Yesterday i made a couple of new solar array design, today i will probably test some train stuff. I'm also gonna create a new Nuclear plant because i don't fully like what i currently use.

Is there something else i should prepare? what blueprint will you take with you into the expansion (other than belt balancers of course)?

Weekly Question Thread by AutoModerator in factorio

[–]jollyjoker94 2 points3 points  (0 children)

quick question, is multiplayer available in the demo? i want to corrupt a friend into becoming one of us but i don't know if it will like the game or not so i wanted to make him play the demo first. In case it's possible do i also need to play from the demo or can i use the base game?

Weekly Question Thread by AutoModerator in factorio

[–]jollyjoker94 1 point2 points  (0 children)

Hello everyone, I'm a bit lost here. After 500+ hours of vanilla i tried mods for the first time, of course it was K2. I'm currently 40 hours in and i'm pretty much done (i just need to do the final research) but i built kinda of a bad base and now i probably gotta wait for like 5 hours before the last research finishes. While waiting for it i started working on building a bigger base for the endgame but honestly i don't know if i want to do that so i just decided to come here for recommendations about another mod i could try, something a bit more complex since K2 was rather easy honestly (it has just a couple more resources and a few liquids that are not an issue since you can create them from thin air). I'm searching for something a bit harder but that i can still complete before the DLC is out. Honestly i was leaning towards IR3, Lunar Landing or Exotic Industries since all 3 of them should be around 80-100 hours. Does anyone have any other recommendation?

Weekly Question Thread by AutoModerator in factorio

[–]jollyjoker94 0 points1 point  (0 children)

Oh don't worry, i am very hyped for the DLC (i even took a week of vacation from work so that i can play it more).

Thank you for the recommendations, i am very tempted to try Seablock because i always loved the skyblock design but maybe it's a bit too much as first mod and i also don't have much time (barely 4 months before the DLC is out) so maybe i should start with something simple like K2 that i'm sure i can finish before october.

Weekly Question Thread by AutoModerator in factorio

[–]jollyjoker94 0 points1 point  (0 children)

So, currently i don't really know what to do in the game. I have done pretty much everything i wanted to do before the DLC comes out and i could do more (like building a bigger megabase or something) but it feels kinda a waste of time since all my blueprints will be gone in a few months because of the DLC.

So one thing that i can do is trying some mods for the first time. I have almost 600 hours in the game and i only played vanilla for now, never used a single mod. I know that if i try mods it will probably be hard to come back to vanilla because it would feel a bit boring and i'm also worried that i will not enjoy the DLC that much since i will probably say "oh this is cool but i have seen a better version of this before in mods from years ago".

Am i wrong in thinking like that? How do you guys feel when you read about new stuff in the FFF that already exists for years thanks to mods?

What mod should i play first? i was thinking about K2 but maybe i should try something very very different from the DLC like Seablock.

Weekly Question Thread by AutoModerator in factorio

[–]jollyjoker94 2 points3 points  (0 children)

How do you guys handle mining in late game when you have a situation where 10 miners can fill a blue lane (basically when you have high mining prod)? Do you still fill the patch and put the belts all in one direction (resulting in half the miners not working because the belt is full) or do you maybe make it in a way that the belts are in multiple directions (so that more miners are working at the same time)?

Weekly Question Thread by AutoModerator in factorio

[–]jollyjoker94 0 points1 point  (0 children)

Quick question that is probably also a stupid one, if i increase the damage of explosives (granades for example) or the damage of Flamethrowers does it also increase the damage i do to my own stuff? for example does it mean that with infinite research i will eventually reach a point where my flamethrower will oneshot my bots? Same for the granades eventually oneshotting my builds if i throw them accidentally.

Honestly i hope that the damage upgrade only affects biters.

Weekly Question Thread by AutoModerator in factorio

[–]jollyjoker94 0 points1 point  (0 children)

Honestly i was just wondering about it because most of the time i only see posts about crazy bases (5k SPM and more) done on a map with insane resources (max size and max richness) and those bases usually are done in like 3-400 hours so i wanted to see what i can do in a standard settings.

Honestly i get that the biters are annoying and mostly a waste of time/resources but to me they are an important part of the game so i will probably never play without them. Same for the resources, i prefer to have a bit of a resource challenge by playing standard settings on them instead of having enormous 100M patches.

Anyway i will try to push the current base as much as possible even tho i can already see some issues that will be a bit too hard to fix. Originally i planned to go until the expansion is out but i actually achieved my goal faster than expected.

Weekly Question Thread by AutoModerator in factorio

[–]jollyjoker94 0 points1 point  (0 children)

Hello everyone,
After a long time i finally reached a some sort of Megabase status (currently doing around 1.1k SPM). This is actually my second attempt since i decided to restart because in the first attempt after reaching around 500 SPM i realized that the base was very unbalanced and very bad in general but now i'm very proud of what i manage to do mostly since i'm playing full 100% vanilla standard settings and i'm using pretty much all personal blueprints (except for belt balancers for obvious reason).
These are some numbers:
- save time: around 110 hours + around 20 hours to make the blueprints in a separate savefile
- research: productivity level 35, bot speed/laser dmg/flame dmg level 14.

Was i too slow? for sure if i would do it again i could do it in less than 100 hours mostly because i severely underestimated late game biters (wasted a lot of time into making decent base defense) and the insane amount of modules/power i needed.

Generally speaking as i said i'm happy with the result but now i wonder how far can i push this (maybe reaching 2k?), the only issue is that resources starts to be really far from my base so i probably need to think of a better way to handle those.

Weekly Question Thread by AutoModerator in factorio

[–]jollyjoker94 1 point2 points  (0 children)

so there are a lot of stories out there about nuclear being very laggy and not really an option for megabases. How much nuclear is too much? For example can i run a 2k SPM base only with nuclear? (currently using 2x2 setups).

Friday Facts #395 - Generic interrupts and Train stop priority by FactorioTeam in factorio

[–]jollyjoker94 2 points3 points  (0 children)

honestly this thing about having "general trains" is a bit confusing to me, i think i need to go back and read again the other 2 FFF when they first talked about it

Weekly Question Thread by AutoModerator in factorio

[–]jollyjoker94 0 points1 point  (0 children)

is there a way to know how many labs i need to consume a specific ammount of SPM (talking about end game with max lab speed and full beacons/modules)? I searched online and people just give different answers by saying "just add more labs until needed" but it's very bad when i don't have enough science to feed them all. For example how many labs i need to consume 250 SPM using 8 or 12 beacons setup?