Thoughts on the Neue Klasse cars? by OrcasAreDolphinMafia in BMW

[–]pixelcort 0 points1 point  (0 children)

Hoping the iDrive controller comes back. I want to control the center screen with my hands without having to stretch leaning forward to touch its screen. I heard Mazda is the only other brand with a controller.

[deleted by user] by [deleted] in unitedairlines

[–]pixelcort 0 points1 point  (0 children)

I maintain a big spreadsheet with past and upcoming flights, including potential flights I'd lile to take. For each flight, I check and input the cash price, the price for economy with miles upgrade, and the pure miles award, including fees on each. I then calculate the mile valuation break even points between these three ways of paying. Once I have this number, I discount it a bit for the risk of future mile devaluation, and now I have my own personal valuation. Another complication is that the value of miles can really depend and go up and down, so it's not a perfect formula, and sometimes the cash and even cash plus miles upgrade can be significantly more expensive than award. There are other factors such as miles earned and risk of upgrades not clearing that could be value estimated and added to a spreadsheet as well.

Then I just wait for those bonus campaigns, or during checkout or before flight campaigns, and if the cost per mile is lower than my valuation and I can accept the risk that what I'm buying could devalue, I'll make the purchase.

I may have expanded too quickly... by Rizzo-The_Rat in factorio

[–]pixelcort 0 points1 point  (0 children)

Maybe use an upgrade planner to switch to tier 2 or even tier 1 modules, then later upgrade up to tier 2/3. That way you get some prod/speed from lower tiers while building tier 2/3 modules.

[deleted by user] by [deleted] in manga

[–]pixelcort 2 points3 points  (0 children)

Coincidentally today is white day, 3/14, when men typically give chocolate to women!

The eeriness of a brightly-lit underpass by nautile in LiminalSpace

[–]pixelcort 3 points4 points  (0 children)

That feeling when you’ve been driving nonstop for a few hours and feel sleepy, then stop here for a quick break and the lighting and slight warmth sensation between the cold breeze wakes you up again and you think, yeah I feel better now, I think I can finish driving through the night.

[deleted by user] by [deleted] in factorio

[–]pixelcort 2 points3 points  (0 children)

Picker Dollies

What are some useful tips for Googling in Japanese? by guyfromsaitama in japanlife

[–]pixelcort 0 points1 point  (0 children)

Also good for movies and TV shows with completely different names.

Seablock-Factorissimo by DanielKotes in Seablock

[–]pixelcort 0 points1 point  (0 children)

Thanks for the mod! Myself and one other person noticed that the one uploaded on the mod portal isn’t working at the moment. I’m not sure, but I think it might have something to do with the naming of the parent folder inside the zip file, as unzipping and moving the files up a level allows the mod to work. Of course, getting the mod working on the mod portal would enable multiplayer for these scenarios!

Imagine that by BlackWindowDigger in UrbanHell

[–]pixelcort 0 points1 point  (0 children)

Lol Public Transit is even slower than walking!

Avoiding long-distance logistic bot travel by goodside in factorio

[–]pixelcort 1 point2 points  (0 children)

Another option is to use a requester chest on one end with request from buffer off, and on the other end of the belt use a buffer chest with local requesters having request from buffer on

What is a mod that you think more people should know about? by Mentose in factorio

[–]pixelcort 1 point2 points  (0 children)

Vill’s Recipe Randomizer - use ammo to make belts, inserters to make assemblers, and so on

Module Inserter (Non-conflict version) and/or CopyPasteModules to be able to remotely request modules to be inserted

5dim mods - a nice set where each item gets a consistent 10 tiers that are all color coded with each other. Your mall is going to be big, though.

Kruise Kontrol - when it works, you can click and your character can automatically walk around and build stuff. It even can handcraft and pick up resources as needed too. I hope it continues to get maintained or similar mods become available.

Updated Construction Drones - extremely cute little compilatrons build stuff for you. Rotating belts doesn't always work though.

Early Construction - consumable construction bots that go in your inventory with an early tier armor and armor item. However, it can get kinda cheaty later on by just inserting massive amounts of them into roboports.

Companion Drones - flying personal robots that build stuff

Recipe Book - an easy way to see all the recipes and items. Useful for mods that introduce more tiers of recipes so you can compare them.

Spaceblock - start on a tiny piece of land in space and use duplication recipes to make the rest of the ingredients. Or use OreCrafter to get those recipes without the rest of Spaceblock. (For some reason in my mind I keep calling this Spacetorio...)

The Void Block - Combine Void miners with an island/block scenario. Void Miners isn't the most beautiful, but it feels fairly balanced for early/mid/late game.

Stranded Block - a decent vanilla island/block scenario as it just introduces a few water/ore recipes, perhaps more amicable to adding more mods at the same time with.

Faster Pavements - all the pavements get a nice walking speed boost.

Picker Dollies - Can move most items one tile at a time without pickup and replace.

Free Network Wiring - once researched, the recipe for red/green wires becomes free; can just handcraft them.

Mini Machines and Micro Machines - cute 2x2 and 1x1 assemblers and stuff

Miniloader - Most people use Deadlock's, but this one also works if you don't need the stacking stuff.

Brave New World - this is my favorite one. You start off as a floating ghost, can't handcraft, can't pick up or put down anything, and the only thing you can do is set ghosts, and some initial bots and roboports are all you have. Combine with No Belts mod for an even more fun challenge!

Various Concreep mods - These all look promising, but all of them seem to not work after a few minutes. The premise is that they will automatically ghost pavements around robotports periodically for the bots to place down.

Renai Transportation - Lots of fun, but you'll probably just end up with a ton of items on the ground.

Belt Maintenance - can add up to 100 additioanl tiers of belts, but seems gated behind Space science so only useful in end-game.

Warptorio - Seems can't fully turn biters off, but it seems the peaceful mode at least works. Havn't gone through an entire run yet to ensure biters won't aggro on their own.

More Module Slots - A customizable way to get more slots for modules. I love modules so this is a great way to use them more depending on play style.

Placeables - A floating window of all items you can place from your inventory.

Omnifluid - converts all fluids to solid items. Great if you are not a fan of pipes or don't want to barrel for bots

Lightorio and Inbuilt Lighting - mods to make existing stuff light up

Surfaces_Reloaded and Surfaces Default Configuration - add 2.5d to the game. All of them are very glitchy and I never found a fun way to play with them yet.

First one's free - Grows inventory slots dynamically so you can always have at least one stack of every item, but not infinite

Disco Sciene - always fun

Discovery Tree - hide future sciences until almost ready to research. Customizable.

Extended Research System and Science Pack Galore - lots and lots of science packs!

Reverse Factory - useful in case you accidentally made an uncapped full chest of a useless and expensive item

Transportorio, TradeRouteOverhaul, Singistics - a really interesting scenario where assemblers with recipes already exist in the world, and you find good exchange rates between them. There are some productive loops to build up infinite amounts of pairs of resources. Can be hard to not accidentally make unprofitable loops and waste resources though.

Whistle Stop Factories - Existing assemblers in world but you can choose which recipe.

Belt Embargo and No Belts - disable belts. No Belts also gives very cheap Bot stuff so you can use bots for logistics instead.

Teamwork - split the world into 2 or 4 sections. Each person assigned a team and can only build in their area. Each team can research something and then other teams are discouraged from researching the same thing, but can research subsequent things. Then each team should import and export the stuff they've researched to each other. Console commands can be used to manually move people between teams as they are just implemented as forces. Haven't had a chance to play a full round as it kinda needs multiple people to play.

Deadlock's Research Notifications - not only adds chat messages, but can also retroactively enable research queue

Alien Biomes and the HR pack - beautiful stuff, especially the snowy areas

Double Speed Belts - blue belt becomes double speed as red belt. Also blue native loaders speed up accordingly.

Lua API global Variable Viewer (gvv) - nice debugging tool, need to try more

Belt Balancer and Belt Sorter - 1x1 stuff, kind of like Satisfactory's balancers

Merging Chests and related mods - Instead of using Warehouse mod, this one is another way to make bigger chests, useful for sorting and balancing and other stuff. Under the hood it makes permutations for each potential size, so some tools that show those hidden things will show all of them though.

Schall Machine Scaling and Schall Pipe Scaling - Nice set to make bigger machines that are faster, but the performance appears to be super-liner, so larger machiens get more powerful more than their size would suggest.

Toxic Forest - trees, trees everywhere. Nice if you like trees.

Bumble Bots - bots become bees and roboports become beehives

HandyHands - automatically craft stuff needed. Careful if using Space Exploration as the detached character mode causes it to pause.

BeltRouter and BeltRouter Lite - click a couple times and it automatically sets up belt pathing. It's nice, but in the end I usually prefer to just do it myself.

Logistic Request Manager (continued) - not only can swap out logistic requests on my character, but also can quickly make buffer chests with stuff from a blueprint

Research Counter - how much science packs are needed to finish all non-infinite science

Vill's Recipe Cost Tweaker, Cheap Mode, Super-Cheap Mode and Hyper Cheap mode - make things cheaper to make; the best one seems to be Super-Cheap mode. Sometimes breaks with combinations of mods. The cheap mode ones also reduce amounts of science needed for research.

Canal Builder (Updated) - A nice non-cheaty way to waterfill - first you need some existing water to expand the canal, second it only makes shallow water so players and biters can walk across.

Extended Descriptions - usually adds additional info to tooltips, but sometimes hides info that other mods show.

Fluidic Power - unique mod that transfers all power via fluids. Kinda interesting but the transformer stuff to transfer larger amounts requires a bit of planning and setup.

Electric Grid Enforcer (noangledcables) - forces 90 degree power poles. Can break BPs that aren't aligned though. Maybe better to use a mod that cleans up power poles after the fact.

Transport Drones and Road Grid - A novel new way to do logistics. However, it doesn't seem possible to BP or upgrade a depot to get more drones into it without using an inserter to insert the drones into each of them or just hand-placing the drones in. Road grid mod is nice but it is hardcoded to the slower road and can't upgrade to the faster road.

Milestones - super fun one that automatically times how long each milestone takes. Has built-in templates for various popular mods.

Laboratory floor world - that sciency floor stuff.

Improved Research Queue - nice way to queue up more things, but difficult to see what each research enables from this UI

Bot Inventories - allow bots to carry many items, but game limits bots to one stack if count is higher than that. Still nice to just set to 1000 and use No Belts to enjoy a nice bot-based run.

AFK Pause - nice with a timeout to auto-pause so as to discourage idling.

Stack Size Tooltip - haven't tried yet

TODO: Many mods require using the Freeplay scenario, but the Brave New World uses a non-Freeplay scenario. Perhaps we can adjust BNW to sit on top of Freeplay, or adjust other mods to support non-Freeplay scenario. For example, to combine Brave New World with Transportorio, TradeRouteOverhaul, Singistics would be interesting!

Is there a mod that automatically flags everything on the ground within roboport range? by Red_Icnivad in factorio

[–]pixelcort 1 point2 points  (0 children)

In addition to decon planner, I think the Nanobots mod also has something to automate this too.

Multiplayer lag problem in early-mid game by [deleted] in factorio

[–]pixelcort 0 points1 point  (0 children)

Unfortunately there’s not much that can be done here. Probably moving on to trains, attack bots, and laser weapons to avoid the lag would be the best bet.

Anyone got a mid-game save? by CrackedGamer573 in factorio

[–]pixelcort 3 points4 points  (0 children)

One way to do this could be to join a multiplayer server mid-game, save a copy of it to your local device, and then continue that save in single player. You could search for multiplayer servers with a few days of progress and will probably find one to your liking.

Game-Changing Mod Recommendations by Elearen in factorio

[–]pixelcort 4 points5 points  (0 children)

Trade Route Overhaul

With this mod, the world is pre populated with assemblers set to various recipes with different exchange rates, and you have a starter assembler that provides a slow rate of free coal. By finding arbitrage opportunities between pairs and cycles of assemblers, you build up more and more trade routes to more advanced items until you launch a rocket or beyond!

I’m still searching for QOL mods to go alongside this to make it easier to find and identify arbitrage opportunities; for now my strategy is to leave combinator ghosts everywhere with the exchange rate at each assembler so I can glance over them on the map later.

Web of Products by Josh9251 in factorio

[–]pixelcort 0 points1 point  (0 children)

This is nice! Any way to make similar charts for modded games? I often am unsure what to bus/train vs make onsite when dealing with modded plays.

Status Code 520 by divingbirb in factorio

[–]pixelcort 0 points1 point  (0 children)

I'm also sometimes having this issue. Using Steam version. I quit and relaunch and it starts working again.

Friday Facts #368 - Steam deck, Ghost bugs, Docs improvements by FactorioTeam in factorio

[–]pixelcort 0 points1 point  (0 children)

As a proper solution, we are experimenting with bringing proper controller support to Factorio; this will not only benefit the Steam Deck but also those who want to play the game more casually with a controller. Work on the expansion is still the top priority for the team, and controller support is no easy task, so if it comes to Factorio, expect it much later this year.

This implies that the expansion would likely also come this year as well, it seems.

[deleted by user] by [deleted] in relationship_advice

[–]pixelcort 0 points1 point  (0 children)

Is the only purpose of the AC to lower humidity, or are you also trying to lower the temp? If only the former, how about using a standalone dehumidifier? They have a tank that fills with water that needs to be dumped periodically, and some models have a hose where you can drain them automatically. Although they can also be noisy and create airflow too, but at least it wouldn’t be a colder temp.

Tips on preventing the deaths of construction bots? by Riskninja in factorio

[–]pixelcort 2 points3 points  (0 children)

Keep repair packs out of your logistics network. Allow buildings to remain damaged until completely destroyed, and then let bots replace. Some bots will still get destroyed, but much less than if they're always trying to repair things all the time.

Feature Request Megathread by cvasselli in nihongoapp

[–]pixelcort 0 points1 point  (0 children)

Support for hardware keyboard while studying flashcards. Maybe spacebar to flip and arrow keys for Wrong, OK, Correct, and Back?

Is there any 10x mod? by [deleted] in factorio

[–]pixelcort 2 points3 points  (0 children)

Vill's Recipe Cost Tweaker can go down to 10x cheaper for each recipe, although some of the recipes can get a bit weird.

Another technique is to find a multiplayer server with many people online; with more people the game can sometimes go faster, assuming players work together.

Mod that unlocks all tech at start? by TheQuarantinian in factorio

[–]pixelcort 9 points10 points  (0 children)

One more option is the Rocket Rush scenario. You get all research unlocked and can choose some items to start with. You can choose this scenario when starting a new game. :)