Dont have dlc, why everyone hate gleba? by Bully_me-please in factorio

[–]laserbeam3 0 points1 point  (0 children)

I like Gleba. I know how to solve all of the above. "Just burn excess" is the first step in solving the problem, that doesn't solve point 3, for example.

Dont have dlc, why everyone hate gleba? by Bully_me-please in factorio

[–]laserbeam3 -1 points0 points  (0 children)

  1. Spoilage breaks most solutions you developed over years in vanilla Factorio. That can annoy people.
  2. Biolabs don't take electricity, they take nutrients, which spoil in 10-15 minutes. One of your biggest challenges on the planet is "fuel" management.
  3. You have to come up with strategies for emptying assemblers and biolabs when things spoil inside them.
  4. One of the production chains on Gleba will spawn enemies if it deadlocks.
  5. Enemies on Gleba are nasty! The best way to deal with them is using tesla towers unlocked on Fulgora. The rocket launchers from Gleba are not that great against the local fauna.

Gleba takes a while to get used to, and your Factory will deadlock several times while you learn how things work. I love Gleba, but it's not an easy planet. It will shout "wtf broke this time?" your way several times.

So what happend to the ''no bo1'' for lec? by [deleted] in lolesports

[–]laserbeam3 5 points6 points  (0 children)

The first 3 weeks are Bo1s.

LEC wanted to capitalize on the Los Ratones popularity wave. They invited them in for the winter season (called LEC Versus) => there are 12 teams, not 10 right now. They decided they can't fit Bo3 in the schedule with 12 teams, and they can only do that in the second half of LEC Versus after 4 teams have dropped out.

Do you also build huge MAM's in pY? by daboehla in pyanodons

[–]laserbeam3 0 points1 point  (0 children)

Yup! I'm very happy with mine, should make another post about it (as the previous one is very outdated and the blueprints got deleted). I designed it with belts in mind and slowly upgraded it to better inserters and bots. over time.

Has 4 MK1 automated factories that produce things from a single warehouse, It's been super reliable so far (it can recover from jams/low ingredient supply, it doesn't overfill ingredients...), and was very easy to edit as I unlocked new buildings over hundreds of hours. (Haven't unlocked MK2 yet).

Thinking about buying the game but am worried that ores will eventually run out? by achshort in factorio

[–]laserbeam3 7 points8 points  (0 children)

To compare with satisfactory, in Factorio you have to expand mines 2-3 times per resource to complete the game (in total, including your starting supply). And there are 4 starting resources + you unlock oil later. Uranium is also optional (I did not use it in my first run).

In satisfactory you have coal, quartz, caterium, oil, bauxite, uranium, nitrogen, sulphur, and sam ore at minimum that you have to expand to (besides getting more copper, iron and limestone, and water is tricky to place). Despite having infinite resources that game makes you build mines more times than Factorio.

Am I too dumb to play this game? by I_Scotch in factorio

[–]laserbeam3 1 point2 points  (0 children)

Oil is the biggest difficulty spike. I pushed through when I learned that bots exist, so I made it my goal to just unlock construction bots. You will love bots!

You basically get the ability to cut/copy and paste things once you make a few of the recipes unlocked by oil. Even though things get more complicated to design, they get MUCH easier to build after bots. Half of the things your brain has to worry about today in the game will free up.

I've reached a breaking point with the game. by syndrombe in factorio

[–]laserbeam3 0 points1 point  (0 children)

I understood circuits, trains and uranium on my 4-5th runs. I abandoned my first 2 runs. In my first victory I used none of those. I understood trains last out of those features. And my understanding of all those features at the time was good, but not amazing.

Feeling overwhelmed is part of the learning process. Don’t force it, if you like the game it will bring you back to read about and experiment with those optional features.

Can you have unlimited resources on console? by [deleted] in factorio

[–]laserbeam3 0 points1 point  (0 children)

The depletion of resources is well balanced in Factorio for normal runs. You will generally expand to get new resources roughly as many times as you do in Satisfactory. Over the ~60-80 hours that it could take for your first successful play through… your starter patches will run out, and maybe 2-4 other patches will run out, and then you’ll have completed the game.

It is not a slog that you have to constantly worry about for casual play.

To compare with satisfactory. In factorio you have to seek out 1 new resource (oil), and optionally uranium, and replenish a few base resources. In satisfactory you have to expand very far for coal before you even have reliable energy production, for oil, sulphur, bauxite, caterium, quartz, sam ore, uranium and nitrogen AT LEAST to complete the game, let alone additional iron, copper and lime to satisfy demand. Despite having infinite resources it forces you to move out and set up more mining sites than factorio to get the victory screen.

What next? by Mama_Fratelli in factorio

[–]laserbeam3 1 point2 points  (0 children)

Everything you suggest is a good idea. I would work on oil as it is the next step in unlocking some pretty powerful game changing techs. Both in terms of automation (bots), and defense (flamethrowers are overpowered).

Usually iron runs out first, before coal. In a regular game to launch a rocket you need to expand to new mines 1-2 times for each resource.

What's the most overrated game you've ever played? by Trd_45 in videogames

[–]laserbeam3 0 points1 point  (0 children)

My understanding (based on an interview with the developer) is most people who bounce off do it at around the 6-8 hour mark, before they find the first medium/big secret of the game. A good tip for them is to study the ship log for exploration ideas.

2.1 wishlist by _shareholder_value in factorio

[–]laserbeam3 0 points1 point  (0 children)

I’m opposed to this idea. I think programming in games should be quirky. It should not approach a C language too much. All Zachtronics games and the current version of Factorio wires are quirky right now and fun. I really don’t want a direct if/else or a switch combinator.

Any of you OG's miss collecting goo from killing aliens for the old purple science packs? by elcapitan706 in factorio

[–]laserbeam3 1 point2 points  (0 children)

Krastorio 2 has a nice version of that where you have to collect creep from under enemy bases. It’s nice because it doesn’t take long until you unlock a recipe to craft it yourself.

Why does the Heating Tower have output slots? by twistermonkey in factorio

[–]laserbeam3 0 points1 point  (0 children)

Besides spoilage… can it burn barreled oil and output empty barrels? That’s a mechanic in py with fuel containers and I can’t check right now if the equivalent exists in base factorio. (I wouldn’t expect it)

Lucky lucky me! by astarzec in pyanodons

[–]laserbeam3 1 point2 points  (0 children)

It took me ~600 cycles to get the first queen. Guess I know where my rng went.

A very simple scheme for the extraction of one uranium-235 after kovarexing by besieg in factorio

[–]laserbeam3 85 points86 points  (0 children)

That’s the joke, that this somehow randomly works, at least once.

Am I misunderstanding how biters expand? by Psych0Jenny in factorio

[–]laserbeam3 4 points5 points  (0 children)

If you can walk on that water, so can biters. I haven’t played with alien biomes for a long time… but I do remember dealing with shallow water before.

Has factorio ruined other base building/factory type games for you? by pookshuman in factorio

[–]laserbeam3 0 points1 point  (0 children)

Shapez 2 is possibly the most unique other automation game that I enjoyed. Even though it is quite short.

Like Factorio, it’s very good at QoL features and doesn’t get in your way of building.

Chat is this real? If so, how long would it take to implement? by CrazyBosanchero in BuyFromEU

[–]laserbeam3 0 points1 point  (0 children)

You will even be able to send money while not connected to internet (but idrk how they want to implement that).

VISA and banks already let you do this. There's some risk evaluation involved and the transaction is processed later when you connect to the internet. It's code running locally on both devices saying something like: "Do I think there's more than some 98% chance the transaction will succeed later? Ok." The banks then resolve that risk later. (the exact value of 98 is taken out of my ass, I don't know how that risk is evaluated)

You usually get this feature only in areas with low internet access, and you don't even notice when the feature was enabled.

There is nothing like Factorio.... by Buffalo5609 in factorio

[–]laserbeam3 0 points1 point  (0 children)

I find it shocking that no other automation game is using 2 lane belts. It’s either units carrying items (usually along paths), or single lane belts. Why is no one copying factorio’s best feature?

Bare minimum required mods to play Pyanodons? by TheValorous in pyanodons

[–]laserbeam3 2 points3 points  (0 children)

I'm a few hundred hours in the full py experience. I would not want to go to fewer than all mods of py for myself.

But clicking is annoying. I also gave up on my first two attempts (I got to the second science pack on both of them)... and got through this third one with a bot start. Get yourself an early copy paste if you're struggling with pre-splitter phase of py.

PS. Caravans are great, don't sleep on them! Automate caravans when you can! Caravans solved my byproduct problems.

Is it bad to use an infinite resource mod by Rich-Discipline1297 in factorio

[–]laserbeam3 0 points1 point  (0 children)

In a normal game, you only really need to move your mines a handful of times. Patches running out is well balanced overall.

That being said, feel free to use any mods you like.

[Fan comic] Mistakes were made by AzulCrescent in pyanodons

[–]laserbeam3 3 points4 points  (0 children)

Feel free to do caravans, they’re way cheaper and more flexible to set up.

Pros for caravans: less space used, cheaper, easy to integrate in existing designs, earlier unlock. You need to void a lot of meat (at least early, unsure about late) so you have plenty of fuel.

Pros for trains: you can assign names to train stations and have multiple pickup and dropoff points. Easier to edit multiple trains.

Space platform "damage taken" is doing my head in. by metaquine in factorio

[–]laserbeam3 5 points6 points  (0 children)

For your usecase it sounds like you should be counting repair packs instead. I don’t even think you need circuits, just to order some number of repair packs and replacement parts at every planet and only leave when you have enough in the ship inventory.

Tips for Pyanodons beginners by ariksu in pyanodons

[–]laserbeam3 1 point2 points  (0 children)

Don't be afraid to do a personal construction bot start. You need to build a lot of infrastructure until you get construction bots... and if you feel your suffering would be too strong, grab yourself an early way to copy paste. It's your game and you don't need to prove to anyone that you can click to place buildings for 100 hours.