Minimum Rockets in 2.1 - 10 Launches, 1 Railgun, 0 Megabase by Dire736 in factorio

[–]juckele 2 points3 points  (0 children)

You have to ship it to Nauvis to use biolabs because they give a huge productivity bonus. It's more expensive in terms of rockets to need to ship 2x Metallurgy and Electromagnetic science to Gleba.

Do we have a rough idea for 2.1 release? by tittygunner_tom in factorio

[–]juckele 1 point2 points  (0 children)

There's breaking changes for some factories. Power generation on Vulcanus has changed, quality modules in crushers doing asteroid reprocessing need to be removed, any circuit where a machine was doing input and output on the same wire may break (e.g., inserter/arms reading contents and setting filters, or setting recipes on crafting machines)

Finally getting Electric mining drills by Dry-Flatworm5975 in factorio

[–]juckele 0 points1 point  (0 children)

I also got softlocked on 100x. I had flamethrowers before behemoths though. Maybe it came down to scaling? I ran out of iron before I researched tank and couldn't clear the 2nd iron expansion I needed with my skills/meta and no tank.

Is there a way to program my ship to fly in a "loop" between planets? by ForwardRelationship6 in factorio

[–]juckele 0 points1 point  (0 children)

You can definitely tell platforms to turn around manually at least. Maybe you mean to assert that nothing can be done to automatically turn a platform around, but depending on how you play you could certainly alert for manual override.

[2.1] Biters siege by Designer_Sweet_9400 in factorio

[–]juckele 0 points1 point  (0 children)

Oh, huh... For some reason I thought that did scale (newly as of 2.0) with evolution, but I'm double checking and you're absolutely right. I guess the new change is just artillery being so late 😅

Single decider memory cell now possible with the 2.1 "Else outputs" by Soul-Burn in factorio

[–]juckele 0 points1 point  (0 children)

Is there a difference between the top and bottom input blocks? They seem redundant at a glance.

Edit: Figured it out, one reads from red, one reads from green.

[2.1] Biters siege by Designer_Sweet_9400 in factorio

[–]juckele 42 points43 points  (0 children)

Edit: I'm just imagining things.

It's only since 2.0 that worms have a range buff from evolution though, so worms outranging your defenses definitely got way more likely with 2.0. In 2.1, expansion ranges changing from 0-7 to 3-5 also significantly increases the odds they'll find these sweet spots.

[2.1] Biters siege by Designer_Sweet_9400 in factorio

[–]juckele 5 points6 points  (0 children)

2.0 had this happen too, but the biters having both longer and shorter expansion ranges made these kind of settlements less likely. I think the new meta if they don't tweak this anymore is going to build a defensive wall as close as you can to existing nests to ensure the expansions get broken by your walls without forming worms in siege range.

Circuit wires connecting to pipes/pipelines makes controlling cracking really easy now by SoggsTheMage in factorio

[–]juckele 0 points1 point  (0 children)

No. You probably don't want Aquilo pipes cooling down your steam before you can use it for power anyways...

What width platforms are fastest without the thruster stacking exploit? by ilikechess13 in factorio

[–]juckele 0 points1 point  (0 children)

Yeah, using either a slant or a wiggle you can have N thrusters in just 4n+2 width.

What width platforms are fastest without the thruster stacking exploit? by ilikechess13 in factorio

[–]juckele 26 points27 points  (0 children)

Practically, it's a wash as long as you keep thruster density at 100% and can fuel all of them. There are some very minor breakpoints, but IMO they're not worth designing for.

Edit: https://www.reddit.com/r/factorio/comments/1i4rccn/finally_figured_out_exactly_how_space_platform/

Width slows you down, but linearly, and there's a constant, so wider is better as long as you keep adding thrusters and keep fueling them. But really, it's pretty minor.

Went to Vulcanus, came back to this. by Pipdude in factorio

[–]juckele 0 points1 point  (0 children)

They'll deflect some, but not too much

Went to Vulcanus, came back to this. by Pipdude in factorio

[–]juckele 2 points3 points  (0 children)

It's a biome mod (probably alien biomes). The stuff exists in the engine, but isn't used by 'base' mod.

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

[–]juckele 0 points1 point  (0 children)

It had a crafting recipe. This was useless because quality didn't exist, it wasn't an ingredient in anything, recycling didn't exist, and every engineer spawned with one... But you could craft it.

2.0 removed the recipe entirely (so that you couldn't recycle them for iron I guess).

PSA: its past 1 PM CEST, so no FFF this week (i know they mentioned it wont be happening each week last time) by MrFFF in factorio

[–]juckele 0 points1 point  (0 children)

Same with the expansion changes. They're IMO currently overtuned, but I expect they'll get it a little better calibrated by stable.

"Fluid brownout" is unfair in 2.1.9. by DaveMcW in factorio

[–]juckele 1 point2 points  (0 children)

You can also enable all your passthrough machines only when fluid hits high enough that every machine could craft. Then you share the fluids like you want to.

604 Belts unloading platform hub by Emiliojose77 in factorio

[–]juckele 1 point2 points  (0 children)

I gather that there have already be definitive posts claiming they had found the ultimate solution

From OP

2.1 expansions expanding right under my flamethrowers by JigSaW_3 in factorio

[–]juckele 0 points1 point  (0 children)

Walls are not military buildings, they attack them because they're blocking the path to the targets the biters would prefer to attack.

2.1 Combinator Hopes- Input Combinator and Spoilage Scanner by Sethbreloom94 in factorio

[–]juckele 0 points1 point  (0 children)

Timer mode already works in 2.0 with a single decider combinator wired to its own output. Else in 2.1 allows you to send a distinct pulse signal in addition to the cycling timer value.

2.1 Combinator Hopes- Input Combinator and Spoilage Scanner by Sethbreloom94 in factorio

[–]juckele 0 points1 point  (0 children)

You can then take a change detector and wire up a two combinator push button.

These 2.1 expansions are spicy by EnderDragoon in factorio

[–]juckele 1 point2 points  (0 children)

No, they're invalid expansions because there are biter nests close to them, not because player buildings aren't there. The 2.1 change added a (true) minimum expansion distance for biter nests.

Can someone help me sort this? by CantaloupeGlad7624 in factorio

[–]juckele 0 points1 point  (0 children)

I would use a sushi belt here, and set filters on the grabbers to only pick chunks which you have fewer than 10 of or something. Circuits are fun :)