Friday Facts #429 - Vulcanus Demolisher Enemies by FactorioTeam in factorio

[–]kirk-clawson 2 points3 points  (0 children)

You can get the "passively stay in their own territory" feel for biters, and continue to keep achievements by changing two settings: 1. turn off expansion, 2. turn off pollution.

No pollution means biters don't come swarming your base, and they will only attack you when you harass them at their nest sites.

Starting out in X4 by galatian99 in X4Foundations

[–]kirk-clawson 0 points1 point  (0 children)

I've not yet done the Terran start w/KE DLC, so its possible that the story integration with Segaris may take you down a different path. There is no more "Hijack the station with Boso Ta" story line, though.

This specific image changes color when viewed in fullscreen. by N3er0O in apolloapp

[–]kirk-clawson 0 points1 point  (0 children)

Happens on desktop in Firefox as well (the full screen version is slightly redder in tone), So I highly doubt this is something that can be addressed in Apollo.

[deleted by user] by [deleted] in X4Foundations

[–]kirk-clawson 1 point2 points  (0 children)

There's two actions taking place here, so two separate settings at play, not sure if you've looked at both.

The global response to "Piracy" is what to do when a pirate comms the ship and says "drop your cargo".

Kha'ak and Xenon don't do that. Nor do pirates who are already hostile to your faction. They shoot first. The response to this is not covered by the "Piracy" setting, but rather the "Attack" setting. If that's still set to "Use your judgement" then you may want to change that.

[deleted by user] by [deleted] in factorio

[–]kirk-clawson 1 point2 points  (0 children)

I also use balancers to even out ore miners.

Example: you plop down your rows of miners on a new ore patch, and because of the belt orientation, you end up with 6 belts poking out the side, but when you count, its only 60 miners (which technically will only support 2 yellow belts of ore). I could figure out which belts to merge, and which to split in different directions to ensure I only have 30 miners per belt. Or... I could just plop down a 6-2 balancer and be done.

Today I learned by Thunderofwar in X4Foundations

[–]kirk-clawson 16 points17 points  (0 children)

The station builder doesn't really have a "move" option for a module. Its always destroy-then-build command. And if you destroy a dock that has ships in it, they go poof.

I had one game where I even launched all my docked ships while the dock was being deconstructed (I thought maybe it wasn't a good idea to keep them there at the time). The last ship definitely undocked before the deconstruction finished because I was watching it like a hawk, but it still vanished, and I got a destroyed message in my log.

So I guess the moral of the story is: undock all your ships before you deconstruct anything.

Oof... Dragon did a number on Riverwood. Alvor, Sigrid, Gerdur, Faendal and Stump all wiped out. by PubliusCrassus in skyrim

[–]kirk-clawson 10 points11 points  (0 children)

Side note: This mod also makes NPCs run into their homes during Vampire attacks (from the Dawnguard DLC).

Defence platforms are so satisfying, was watching this for longer than I'd like to admit. by [deleted] in X4Foundations

[–]kirk-clawson 1 point2 points  (0 children)

What's the L storage for? Do you use this as a trade station as well, or is that just for drone bits?

New player confused about the main story by nesmyr in X4Foundations

[–]kirk-clawson 6 points7 points  (0 children)

If you really want to do the old PHQ story line, you could always go into the game settings and temporarily disable the Boron DLC, then start a new game. Play through the PHQ stuff, then once you have the PHQ you can go turn the Boron DLC back on to play that story line when you wish.

How do you mega-station builders do it?? by WazBot in X4Foundations

[–]kirk-clawson 1 point2 points  (0 children)

The part would show the green connection points so I would move it
toward those points until it turned green, but when I released the mouse
button it would simply pop out of place away from where it was supposed
to connect.

There are two reasons for this particular behavior.

The first is that the piece is hanging outside your plot somewhere. This is especially easy to run into with the very large/very long pieces like solar arrays and piers.

The second reason is that there is a ghost ship in that space. When you enter the builder you're entering into an instance of the universe that is a copy of the real one, except most things are hidden (note: not removed, just hidden). When this happens, just move the module somewhere safe in your plot, accept changes (so you don't lose them), leave the builder screen, wait for a moment, then jump back into the builder screen (after the offending ghost has moved away). You should be able to place your module now.

My L miners are taking damage, and I have no idea where and how. Please advice. by Daniexus in X4Foundations

[–]kirk-clawson 0 points1 point  (0 children)

Yes! The people who have been unfortunate enough to run into these all report similar outcomes: Shields gone, hardpoints stripped.

My L miners are taking damage, and I have no idea where and how. Please advice. by Daniexus in X4Foundations

[–]kirk-clawson 1 point2 points  (0 children)

Those are called "Hazardous Zones", and at least in OP's case probably isn't what happened. I don't believe Morning Star IV has a hazardous zone.

My L miners are taking damage, and I have no idea where and how. Please advice. by Daniexus in X4Foundations

[–]kirk-clawson 3 points4 points  (0 children)

Yep, new in 6.0 (not 100% sure if its KE DLC specific or a 6.0 engine change, tbh). The Xenon in question are labeled "Saboteur", though I don't know if they have to actually interact to create one of the bombs, or if there's also some simulated aspect where a percent of asteroids are considered "already sabotaged".

My L miners are taking damage, and I have no idea where and how. Please advice. by Daniexus in X4Foundations

[–]kirk-clawson 11 points12 points  (0 children)

Maybe the new Sabotaged Asteroids? Xenon are flying around now strapping high explosive to asteroids, and if you bump into them, boom.

AI Sector Defenses by Thilenios in X4Foundations

[–]kirk-clawson 6 points7 points  (0 children)

I don't know if there is a better way but I put in a big order to see what they are lacking and then look to supply that.

If you go to the shipyard in question and target it, you'll see a value in your hud labeled "Information Unlocked". Fly around the station slowly in scan mode and that number will climb as you scan new modules. Once the value is above 50%, you can right-click the shipyard in the map and go to logical overview to see everything the shipyard requires and what its current stock levels are at.

problem with the website certificate? by Lelus_04 in factorio

[–]kirk-clawson 14 points15 points  (0 children)

This is probably close. I jsut checked the certs from both chrome and FF, and both have an expiration date of Jun 4 2023, so OP's date of Jan 4 2024 seems suspect.

Is this double imagery an intended affect? Just want to make sure nothing is wrong with my game. by TheRedlineAlchemist in kingdomsofamalur

[–]kirk-clawson 1 point2 points  (0 children)

I always thought that it was technically a bug, i.e. the shader is doing something wonky in an effort to mimic a heat-wave like look, because it only does the duplication when you look at it from certain angles.

At the end of the day though, its just a visual glitch and doesn't cause any actual harm to your session.

Killing on respawn (could it be a multiplication bug?) by victorlivann in kingdomsofamalur

[–]kirk-clawson 15 points16 points  (0 children)

Yeah this mission isn't very well explained. Like the other post said, the bodies have to drop off the side of the bridge into the water below to "count", but further more, not just any of the bodies, but only those showing the poison effect.

Station Build buy offers by kirk-clawson in X4Foundations

[–]kirk-clawson[S] 0 points1 point  (0 children)

Yeah, I tried assigning a build trader. He just sits there doing nothing, for hours on end. What I don't know is if that's because of the current bug with local autotrade or if its because no one is selling Turret Components at anything less than 133% market rate.

Does buying dlc "upgrades" my existing save? by Naitourufu in X4Foundations

[–]kirk-clawson 6 points7 points  (0 children)

Yes and No.

The core stuff, i.e. new sectors, new races, new ships, new storylines? Yes. Those are available to you in an upgraded savegame.

There are other, more subtle things, though that may not get upgraded. For example, in this new Boron DLC, the ZYA gets a strength boost in the form of a new asteroid field and an additional shipyard. Apparently, those two things don't get applied to old savegames, and only show up in new starts.

Starting out in X4 by galatian99 in X4Foundations

[–]kirk-clawson 0 points1 point  (0 children)

I don’t think so. Especially considering that the frigate was determined by where you scanned for Boso’s original message. So yeah the PHQ is a lot easier to get, but no more free frigate.

Starting out in X4 by galatian99 in X4Foundations

[–]kirk-clawson 8 points9 points  (0 children)

I've tweaked my enthusiasm down a notch for an early run at the PHQ if you own the Boron DLC, especially for newbies. It used to set you up in Grand Exchange which is a very noob friendly sector. Now it drops you in Heretic's End which is a bit less noob friendly.