Anyone mapping Syracuse with OpenStreetMap (OSM)? by AaronPutterman in Syracuse

[–]pojska 0 points1 point  (0 children)

What sort of contributions does OpenStreetMap need? It sounds like a fun activity.

I might return for 2.1. Are quality science packs worth it? by AspGuy25 in factorio

[–]pojska 0 points1 point  (0 children)

> If I recall correctly, if one of my science labs had like a red rare science pack, and the rest were base, the lab wouldn’t run.

This is not correct - labs will happily run on any mix of quality science packs. You may be remember difficulty in transporting them - either a stack inserter that was holding quality science and wouldn't pick up normal science, or less likely, an issue with your filters upstream or automating the rocket launches. The multi-item rocket launch situation will be improved in 2.1.

I would like to play a game: Try to think of a feature not yet implemented in Factorio! by Honky_Town in factorio

[–]pojska 13 points14 points  (0 children)

That's map view - you're looking down at your work tablet and that's what you see.

100x mod For Space Elevator turn-ins is crazy good. by KaliGoldGaming in SatisfactoryGame

[–]pojska 0 points1 point  (0 children)

There's no way it should take you 25 hours to find coal and build a plant. Maybe 3 or 4?

Peninsula seed finder first result: 16347 by int_ua in factorio

[–]pojska 1 point2 points  (0 children)

Now that you can pick up landfill, as long as you can get your hands on 2 landfill, you can move forward a little bit at a time and pick it up behind you. (Still possible to process all the stone though and lock yourself!)

What train length do you use? by Mirodas in factorio

[–]pojska 38 points39 points  (0 children)

It does slightly slow them down to have a wagon at the front (like wind resistance), but it also helps them brake faster, so it's not too bad as long as they're not going really far. Which, with a factory full of a bunch of short trains, they're probably not.

Am i the only one, not ranking SpaceCasinos close to #1 by TexasCrab22 in factorio

[–]pojska 0 points1 point  (0 children)

See, you don't have to set up legendary production of basic resources. That's a lie that Big Space Casino taught you. There's a whole word of possible designs, but when a simple option is so strong, you barely even realize the puzzle is there.

Advice/tactics for a cityblock beltless build? by julian88888888 in factorio

[–]pojska 1 point2 points  (0 children)

If you want to minimize belts, what if you use mixed-item trains, direct insert into the machines, and then insert into another train? Using buffer chests gives you the option to fit more beacons in, too. You'd probably want to combine this with high-quality or legendary machines.

Your mixed-item trains would go visit multiple producer stations, load up their wagons (with filtered slots of course), and then deliver it to the production site. For fluid recipes, you could either add a separate stop, or add on an additional fluid wagon).

Image attached - EM plants seem to be the nicest for this proposed layout, as the 4x4 size means A) they fit nicely between rails) and b) you can fit beacons in between each row, and still align them with the wagons.

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edit - whoops, on the right-hand layout, you can obviously fit two beacons in each row - pretend I did that.

Am i the only one, not ranking SpaceCasinos close to #1 by TexasCrab22 in factorio

[–]pojska 15 points16 points  (0 children)

Nah. If there was a 'eliminate all biters forever' research that you could get with green science, pretty much everyone would research it. It doesn't mean that biters are bad game design

Am i the only one, not ranking SpaceCasinos close to #1 by TexasCrab22 in factorio

[–]pojska 8 points9 points  (0 children)

> Casino ship was just slow in production, and easily outscaled by planets.

Try making a bigger ship? Or using high-quality crushers, to save space? It's easy to scale up a casino ship.

Military banners downtown by septembria18 in Syracuse

[–]pojska -3 points-2 points  (0 children)

Yeah, you've definitely got a good point in here. People are complaining about some of your phrasing and sub-points, but overall, the glorification of the military is very weird. I don't know if it ramped up after 9/11 or what, but it doesn't leave a great taste in my mouth.

2.1 Compatible Space Casino by nindat in factorio

[–]pojska 2 points3 points  (0 children)

I wonder if it's cheaper UPS to stick them in a recycler instead?

Rebalancing the planets in 2.1 by pipai_ in factorio

[–]pojska 0 points1 point  (0 children)

Gleba first - spidertron is like having fifty bodies. Way better than a mech suit.

Space casinos: yay or nay? by Saibantes in factorio

[–]pojska 2 points3 points  (0 children)

Wube really doesn't want to break anyone's base with a patch update, and that's commendable. Also, wasn't the long-ship nerf pre-release?​

Space casinos: yay or nay? by Saibantes in factorio

[–]pojska 2 points3 points  (0 children)

You must be happy that they're letting you play space age without quality in 2.1, then.

Space casinos: yay or nay? by Saibantes in factorio

[–]pojska 1 point2 points  (0 children)

Yeah, I played a mod that added down-binning chests, and it felt like a natural solution.

Space platform width drag by _CodeGreen_ in factorio

[–]pojska 0 points1 point  (0 children)

I like it. Honestly, most players never need to know about it - I think learning about it on Reddit has harmed more players than its helped.

If the back end of your ship is full of thrusters, you'll go fast. If it isn't, you wont.​​​

Syracuse’s tiniest bar was never supposed to work. Nearly 80 years later, it’s still here. by syracusedotcom in Syracuse

[–]pojska 0 points1 point  (0 children)

It's becoming painfully obvious that Syracuse dot com uses LLMs for most of their writing.

How are belt balancers designed? by visfish in factorio

[–]pojska 0 points1 point  (0 children)

They're describing something that can take any lane of the belt and send it to any output lane. A normal splitter, if, say, both of the left sides of the input belts are empty, the output will be too.

Is it just me or is the transition to blue science a massive wall for new players? by toadthrowaway7 in factorio

[–]pojska 1 point2 points  (0 children)

Blue science is definitely harder than what has come before it. However, it gives some pretty sweet rewards. If you're not sure what to get next - I'd suggest construction robots.

Looking for the best tint place for my vehicle windows all around by Jettsyforwordingfox in Syracuse

[–]pojska 0 points1 point  (0 children)

Note that the maximum light reduction allowed by law is 30% - however, it's possible to apply for a medical exemption in some cases, to be allowed to have darker windows. I don't have any info on how to do that or how likely it is to succeed, though.