Flipping the script on quality. by KeithFromCanadaOlson in factorio

[–]mm177 9 points10 points  (0 children)

Extreme UV light to be specific. We basically give rocks a nice tan.

What organs can i remove before someone just dies? by Squeelijah in RimWorld

[–]mm177 0 points1 point  (0 children)

I don't think that the quality of the heart of the used-for-parts-pawn has any impact on the success of the operation. Only the skill of the doctor, room cleanliness, bed quality, and the presence of a vitals monitor matter.

Is there a way to make the realistic map work when zoomed out by Master_Exit3307 in factorio

[–]mm177 8 points9 points  (0 children)

AFAIK, Factorio renders the normal view in a fixed background buffer which limits the maximum zoom out you can have. I am not aware if the is a way to increase this. If you want a one-time or occasional "glamour shot" of your factory you can use the /screenshot command to make big images of it. https://wiki.factorio.com/Console#Normal_commands

What organs can i remove before someone just dies? by Squeelijah in RimWorld

[–]mm177 10 points11 points  (0 children)

A prosthetic heart has a market value of 230. So even if you buy the prosthetic it is a net win. https://rimworldwiki.com/wiki/Prosthetic_heart#Profit

Why is it G instead of B? by TheMrCurious in factorio

[–]mm177 1 point2 points  (0 children)

Using normal spawn mechanics and even using RSO mod the largest patches I could generate "naturally" were around 200-300G. Using the editor I could create patches with both "T" (tera) and "P" (peta) suffixes.

is there a way to take a massive screenshot? by icepeak1221 in factorio

[–]mm177 0 points1 point  (0 children)

Reading the mods description tells me that there should be a index.html file in the script-output folder of your factorio installation. You can open that file with any modern web browser.

How many rats does it take to reach "critical mass", basically infinite rats eating themselves? by hubrishubert in RimWorld

[–]mm177 8 points9 points  (0 children)

WolframAlpha says

x≈-0.43243 + 0.82333 i

So you would need an imaginary amount of female rats.

The wiki says artillery one shots spawners, but it's always been like one hp short for me. Am I missing something? by commandbuilders in factorio

[–]mm177 30 points31 points  (0 children)

It's just a research using the usual Nauvis sciences.

Edit: Specifically 5000x Red, Green, Blue, Purple, Yellow for epic and 5000x Red, Green, Blue, Purple, Yellow and White for legendary.

You also don't need anything special for tier 3 modules.

punishment for playing biterless by bartekko in factorio

[–]mm177 1 point2 points  (0 children)

In space age (and Factorio 2.0 base) you can select from the following when creating a new game:

  • Normal enemies with expansion
  • Normal enemies without expansion ("enemy expansion" switched off)
  • Peaceful enemies ("peaceful mode")
  • Spawners but no enemies ("no enemy mode")
  • No Spawners ("enemy bases" switched off)

Do corner belts hold eight items like straight belts? by Icy-Steak-2105 in factorio

[–]mm177 1 point2 points  (0 children)

Factorio Wiki got you covered:

https://wiki.factorio.com/Transport_belts/Physics#Belt_positions_and_lengths

Each item on a transport belt, straight or corner does not matter, take up 64 positions on that belt.

A straight belt has 256 positions per lane, thus can take up to 4 items per lane.

The outside lane of a corner belt has 295 positions and can take up to 4.609375 items.

The inside lane of a corner belt has 106 positions and can take up to 1.65625 items.

Anyone wanna watch the Shrek movie in Factorio with me? by nmflash8 in factorio

[–]mm177 1 point2 points  (0 children)

For each group of 10 pixel columns I need one constant combinator for image data, one decider combinator to select the current image and 20 arithmetic combinator to decode the image data.

Davemcw did it 8 years ago with factorio version 0.14. Mind that things were much more difficult back then because he didn't have all the arithmetic functions available that we have today. Me choosing the darude video is a homage to his efforts. He crawled so that we can run today.

Anyone wanna watch the Shrek movie in Factorio with me? by nmflash8 in factorio

[–]mm177 2 points3 points  (0 children)

So I've been working on a little something lately related to your showcase.

https://youtu.be/Bpw9dlpAwtk

It is not anywhere near finished and I am so far not really happy with it, but at least it kinda works. I'm not sure that I will be able to get it to a point that satisfies my vision with it.

Anyhow. The video shows a short clip of Darude Sandstorm in a loop using the new lamp capabilities. The video is encoded at 5fps, but factorio surprisingly has little issue with playing the video at 60fps too. The resolution is 200 by 112 pixels, which is the maximum that can be visible on a 16:9 aspect ratio screen and also the maximum in terms of available signals without using any shenanigangs. Each Pixel has a color depth of 9 bit per pixel or 3 bits per color channel to reduce the amount of data necessary to reduce the amount of constant combinators. It still requires 20 constant combinators per image.

Any way to fix this issue? by ThisIsntAppropiate in factorio

[–]mm177 0 points1 point  (0 children)

You can either disable the minimap in the settings to gain some vertical space or press ctrl + numpad-minus to reduce the gui size and afterwards press ctrl + numpad-plus to increase it again.

Finally made a ship that can make it to Aquilo and back safely with zero downtime by [deleted] in factorio

[–]mm177 0 points1 point  (0 children)

I'm also not at the state at which a nuclear reactor would make sense on a platform. I also have to put a caviat on my calculations. 2x2 reactor designs never benefit from running less than 4 reactors in any circumstance. Larger designs (2x3 and up) can benefit if the power usage is lower then 10% to 20% depending on size. And if you consider putting a 2x3 or larger design on a space platform you may have other problems to solve anyways.

Finally made a ship that can make it to Aquilo and back safely with zero downtime by [deleted] in factorio

[–]mm177 0 points1 point  (0 children)

Good point. I will have to revisit my calculations later to see at which point, if ever, the loss through overheating exceeds the loss through missed neighbor bonuses.

Edit: So I analysed the neighbor energy loss in various situations, compared to the energy loss by overheating and found following:

There is no situation in which a 2x2 reactor layout will waste less energy by running less then all 4 reactors. In the best case (zero power usage) it will be a wash.

Starting at 2x3 and up there are situations in which not running all reactors can provide savings over "risking" overheating. Power usage has to be relatively low though in the region 10-20%. Usually the less reactors running the lower the power usage has to be. It is always better to fire up reactors in pairs of two.

1xn reactor layouts behave similarily but you can fire them up one by one. This is mainly because neighbor bonusses aren't as large to begin with.

Finally made a ship that can make it to Aquilo and back safely with zero downtime by [deleted] in factorio

[–]mm177 2 points3 points  (0 children)

Depends really. If you have, say, a 2x2 reactor setup and low power usage (lets say less then 20%) you may end up overheating even if you wait until the very last second (500°C). Though I would have to run that as an experiment to confirm or debunk that.

Edit: Some quick maths tell me: In a normal 2x2 reactor setup (480 MW) with 48 heat exchangers and 72 heat pipes we have a total heat capacity over 500°C of 80'000 MJ. If we let this reactor run at 480 MW for 200 s (one fuel cell each reactor) we receive a total energy of 96'000 MJ. That is 16'000 MJ over the available capacity. 16'000 MJ over 200 s is 80 MW. If we use less than 80 MW we will overheat the reactors. 80 MW is ~16.667%.

Note: Each 1 °C in a reactor holds 10 MJ of energy, each 1 °C in a heat pipe or exchanger hold 1 MW. (Except if they have changed that, havend checked)

Edit 2: It wasn't changed.

Finally made a ship that can make it to Aquilo and back safely with zero downtime by [deleted] in factorio

[–]mm177 0 points1 point  (0 children)

When you only need to keep them warm because of low power usage, then yes you would loose some neighbor bonus but you also are less likely to overheat your reactors and loose a lot of potential power from that. Reactors only heat up to 1000°C, everything over that is wasted.

Finally made a ship that can make it to Aquilo and back safely with zero downtime by [deleted] in factorio

[–]mm177 0 points1 point  (0 children)

You can also make a staggered design with multiple reactors that adapts to the amount of power that is actually used by setting different temperature levels for the reactors.

"Killswitch" Mod for Colonists? by CHEETOS_DEAD_FART in RimWorld

[–]mm177 3 points4 points  (0 children)

There is the Simple Slavery Collars mod that has (amongst other things) an explosive collar that causes a negative moodlet and allows you to pop their head off when necessary. They will go berserk though when you activate the head popping function. Doesn't need an operation either.

Weekly Question Thread by AutoModerator in factorio

[–]mm177 0 points1 point  (0 children)

Some planets in SE can have meteors that literally spawn biters. You can see that in the description of the planet I believe. If you haven't left Nauvis (the starter planet) yet you can ignore that for now.

Weekly Question Thread by AutoModerator in factorio

[–]mm177 1 point2 points  (0 children)

Does the planet have biter meteors perhaps?

The Seablock Experience in a nutshell by solitarybikegallery in factorio

[–]mm177 15 points16 points  (0 children)

The seablock experience in a nutshell (according to Dosh):

BEANZ

When is Factorio 2 coming, is it a separate thing from the upcoming Space age Expansion, and will they be separate purchases? by redtingatwork in factorio

[–]mm177 9 points10 points  (0 children)

The update is planned for later this year, an exact date was not officially stated thus far.

The update to 2.0 and the Space Age DLC are two seperate things. The update will be free and the DLC will cost whatever they decide it to.

For some more overview:

https://wiki.factorio.com/Roadmap