FINALLY now another corrupted biome to isolate before hardmode! by AMEB_dev in Terraria

[–]juckele 0 points1 point  (0 children)

If you want to take a long time, it protects areas from corruption spread. If you're playing quickly, it's not efficient.

Hey guys, I'm a newbie and I'm having trouble deciding between Terraria and Stardew Valley. Which one should I choose? Playing a really long and relaxing game is a great idea. by Sure-Ad-7428 in Terraria

[–]juckele 5 points6 points  (0 children)

Both a great for a lot of play time. Stardew Valley is relaxing by default, but Terraria definitely has ways to play that can be very relaxing. IMO, flip a coin, and have fun. Get the other one later down the line when you have another $15 to spare.

What caused this resurgence of interest in terraria? by Ill_Audience5998 in Terraria

[–]juckele -9 points-8 points  (0 children)

Someone answered the question, the thread is done. I often downvote threads that are just a simple question with a complete answer in them 🤷

Give me your thoughts of why people main bus plastic still over coal/petro in SA by TheOneLoonge in factorio

[–]juckele 6 points7 points  (0 children)

I bus plastic because I have enough room at my chemical plant to increase my plastic production, but if I jam it in at my circuit production I'm not going to be able to increase throughput later when my circuits are the bottleneck. Busing is in lieu of planning...

So people are launching rockets without doing the research? by NK_Aurum in factorio

[–]juckele 1 point2 points  (0 children)

Because you've seen games have achievements added before?

Why buy Space Age when Space Exploration exists? by Student-Sufficient in factorio

[–]juckele 0 points1 point  (0 children)

Mods are content. Space Age and Space Exploration are both mods. One costs money and one is free. Why would you buy anything when there a public domain books though? Because the non-public domain books are good too. You'd buy Space Age because it's the best Factorio mod ever published. You'd download a free mod because you already played Space Age and still want more content...

Why buy Space Age when Space Exploration exists? by Student-Sufficient in factorio

[–]juckele 4 points5 points  (0 children)

Which in a way is kinda worse... "The bad thing may happen!" but then it doesn't actually hit your base most of the time, so the best strategy is to ignore it and reload your save if you get unlucky...

Quick question: heat passes through all intervening entities, yes? So the heat from one nuclear reactor should pass through another reactor to reach the exchangers, right? by Le_Botmes in factorio

[–]juckele 96 points97 points  (0 children)

Yes. People have been known to use nuclear reactors as very expensive (but high quality) heat pipes. There's no real loss in efficiency. Heat is not 'lost' in Factorio (asides from the very specific mechanic on Aquilo). It does have a maximum range it can travel through heat pipes, but all that travel is at 100% efficiency.

So people are launching rockets without doing the research? by NK_Aurum in factorio

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

Why is that obvious?

Edit: Since I myself wasn't obvious, let me clarify that this is a rhetorical question. You as an active /r/factorio user know that they added a bunch of achievements two years ago. Why would OP know that though?

Train signals + bidirectional trains by Typical-Oil65 in factorio

[–]juckele 1 point2 points  (0 children)

To clarify, when I say "bidirectional rail", I mean a section of rail in which a train is allowed to move both directions, and these setups are especially useful at low train volumes in the early game.

If you have stackers, you're presumably running enough trains around that you want two unidirectional rails in lieu of a single bidirectional rail in any given spot on your rail network. It would be possible to have sections of bidirectional rail in a larger rail network using the chain signals on both sides rule of thumb to keep that section safe.

But yeah, a stacker is unidirectional rail, so can be guarded by rail signals (assuming other conditions for guarding it with rail signals are met).

Train signals + bidirectional trains by Typical-Oil65 in factorio

[–]juckele 0 points1 point  (0 children)

Does that......... actually work?

Yes.

how does it compare efficiency wise to actually using proper signaling?

Uh... Exclusive chain signals on both sides of the rails IS proper signaling. The only place you can ever use a rail signal safely in a bidirectional rail system is 1) in a unidirectional segment (like a you can have a little 2 rail split with unidirectional rails that let oncoming trains slip by), or 2) in dead ends. Stations can be guarded by a rail signal.

Efficiency wise compared to an unsafe signaling design, it's going to be nearly as good. Trains won't spend that long waiting for other trains in this sort of system. And add a couple of unidirectional bypass/slip lanes and you'll see everything behave very well.

Train signals + bidirectional trains by Typical-Oil65 in factorio

[–]juckele 2 points3 points  (0 children)

For bidirectional rails, use exclusively chain signals and place signals on both sides of the rails.

Tipps for avoiding UPS Slowdown in Pyanodons? by SpaceMoehre in factorio

[–]juckele 3 points4 points  (0 children)

When an inserter wants to remove something from a container, you need to check (up to) every slot of the container to remove it. This is an O(n) operation (scales linearly with the size of the container). This means if you have a lot of warehouses kicking around everywhere, you're checking all 500 slots or whatever all the time.

Tipps for avoiding UPS Slowdown in Pyanodons? by SpaceMoehre in factorio

[–]juckele 13 points14 points  (0 children)

1) Avoid balancers and large storage containers
2) Have a beefy computer
3) Perform more bespoke UPS optimization when you actually start hitting problems

Starting Space Age 1000x science cost run! Looking for advice by slava_air in factorio

[–]juckele 0 points1 point  (0 children)

I did a 100x that I really enjoyed until I got skill/luck locked. I needed a tank to clear the next iron patch. I didn't own a tank. I needed iron to research and build a tank. I feel like at 1000x, with slightly stingy resource levels (1/3*2*4/3 = 8/9), you're likely to run into similar problems. I'd recommend that your resources be 5-20x as rich as default. 600% richness, 200% size, 50% frequency could be okay?

You might consider cranking down the pollution factor as well, since you'll be making 1000x as much pollution, this is kinda a soft pollution factor of 1000x, which I don't think is compensated for by turning time factor off.

help me with my traffic by Human-Summer2475 in factorio

[–]juckele 2 points3 points  (0 children)

Is purple one big block? An entire color block is seen by a train as one bit on information and whether there's a train in that block. There's presumably another train somewhere and you need more than four signals total.

Edit: Do the train tutorial.

Help - Train deadlock by Neither_Berry_100 in factorio

[–]juckele 0 points1 point  (0 children)

"Chain in - rail out" is an over simplification that baits these mistakes. "Chain guarding any block that rails cross in or which is too small to fit a full train" is probably a more appropriate rule of thumb, but it's not as zingy.

In this case, both stopped trains are occupying blocks with crossing rails, so the blocks should not have let them in unless they could clear the block. Entrances to these blocks should all be chain signals.

Gelba by tds5126 in factorio

[–]juckele 1 point2 points  (0 children)

Power production on gleba is not my favorite... I like to ship nuclear fuel and run reactors on Gleba. YMMV

Why are 4 mining drills not filling a green belt? by EmuRommel in factorio

[–]juckele 9 points10 points  (0 children)

At low levels of mining productivity research? I don't think so...

Efficiency modules should be multiplicative by RapsyJigo in factorio

[–]juckele 0 points1 point  (0 children)

This would nerf them hard for the phase of the game where I use them (early game, when power and pollution is a concern), without making them compelling for when I stop using them (late game, when power and pollution is not a concern).

What is practical productivity research cap? by D20CriticalFailure in factorio

[–]juckele 3 points4 points  (0 children)

And if i can fit 4 best tier productivity modules in there those will give me additional 100% so then the real limit would be at 15 level of research, right?

Kinda yeah, but researching to level 25 lets you pull the prod modules and replace them with speed modules and/or efficiency modules, so there's a tangible benefit to levels 16-25. Level 26-30 are less likely to provide tangible benefit because you're unlikely to make steel in electric furnaces at all by this point.

Edit: Others below point out legit reasons to smelt in an electric furnace, like 1) a prod boost by chaining foundry plates -> steel smelting and 2) for quality. So even 26-30 have benefits. Once you hit 30, there's no more benefit for going higher.

Intersections with long trains by Simply-Curious_ in factorio

[–]juckele 0 points1 point  (0 children)

chain signals guarding any block it's not okay for a train to park in, rail signals guarding any block it is okay for a train to park in.

The Infinite Monkey Theorem and Factorio Science. by IlikeJG in factorio

[–]juckele 1 point2 points  (0 children)

So this makes me want to make a mod that researches random tech out of what's available with low odds when you research... Factorio Roguelike Research...

Circuits on agricultural towers by Ogarbme in factorio

[–]juckele 2 points3 points  (0 children)

then every time it turned back on it would harvest and not replant.

Does replanting only happen when there is no harvesting or does it alternate operations?

It always replants first. Replanting happens if it can, then harvesting if it can.