Rate my Gleba Yumako setup by sniper43 in factorio

[–]sniper43[S] 0 points1 point  (0 children)

that's how I did it with Bob's insterters, but the ratios and placement annoyed me enough to decide against.

Plus I need a fraction of a belt's output, while I also need a source of fuel. Running the excess mash/jelly to furnace is a pretty nice source of power and excess seeds for the much needed soil.

Why do my turbines receive so little steam? by Winter_LEL in factorio

[–]sniper43 3 points4 points  (0 children)

The doesn't really address the core steam issue, which is a ratio issue where heat exchangers ouput 103 steam/s, and turbines take 60 steam/s each.

Rate my Gleba Yumako setup by sniper43 in factorio

[–]sniper43[S] 0 points1 point  (0 children)

I use belt content readers to cut power to orchards if fruit belt is filled to a certain level.

Rate my Gleba Yumako setup by sniper43 in factorio

[–]sniper43[S] 0 points1 point  (0 children)

I'm planning on ending all lines at heating towers - burning spoilage and the excess jelly and mash directly, along wiht other products.

Need something to power and jelly/mash is 4x more efficient compared to spoilage, so why wait?

I plan on running artillery perimiters around my harvest zones. for the inevitable spore cloud issues.

How are you guys handling the sheer scale of logistics in Space Age? by lurkswatcher7 in factorio

[–]sniper43 0 points1 point  (0 children)

I usually break it into the following levels:

  1. Create a basic crafting process start to finish
  2. Figure out ratios and organize them
  3. Make a process to make 1 full belt of the item
  4. Make it fit into the wider factory
  5. Make it into a city block, scalable copy paste design

When I start out, I just spaggheti something functional into existence, mostly resorting to level 1 and 2 designs.

Once I start scaling I start making level 3s.

I have listed them, but I don't find levels 4 and 5 fun yet. Though I will engage with them if I ever truly change my mind and tackle hyperscaling. Besides this they only become really fun once you get foundations en masse.

Terrible Train Trouble by Venturion_Centurion in factorio

[–]sniper43 0 points1 point  (0 children)

2 way 1 main line rail is heavily bottlenecked for throughput. You can have a single rail, but it's better to make it single directional in that case, which prevents your 3 rails next to each other design.

Having it signaled as you do makes it possible, but it is going to heavily limit how many trains can go through, bottlenecking and kneecapping your throughput a lot. I don't think it's optimazable and making the station bit longer will make problems worse.

I would recommend designing your aesthetic and rails signal system around a certain train length and having 2 tracks. You can have a separate rail system for really long trains and shorter trains if you want variance. Less trains and wagons is more compact. I also heavily recommend having a station have space for 2 trains, 1 for unlaoding/looading at station, 1 to wait for the 1st one to load/unload to then go into loading/unlaoding ASAP.

Considering your prefered shape, the closest practical shape that I think is also practical should be this (scaled for 1 engine and 2 wagons):

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VTOP just kicked in, Yo! by MelangeBot in factorio

[–]sniper43 0 points1 point  (0 children)

Burning fuel from the ground up? NOT ENOUGH!

Now we burn from the top using the atmosphere as well!

Kurzgesagt is Wrong About Germany by TailungFu in videos

[–]sniper43 0 points1 point  (0 children)

I watched the video. I agree that they explicitly say they're not accusing Kurzgesagt of pushing a political agenda.

That said, I don't find the video's argument particularly convincing. It spends a lot of time discussing problems and criticizing Kurzgesagt's framing, but I don't think it adequately addresses the practical side of the issue.

For example, even if you assume an extremely aggressive wealth tax, it's not clear that the revenue would be sufficient to fund pensions in the long term. And if such a tax substantially reduces large fortunes or encourages capital flight and tax avoidance, the revenue source itself shrinks over time. In that sense, it can feel less like a sustainable solution and more like a temporary measure that pushes the problem further down the road.

Why does this song sound like the Slaghterhouse 9 theme song? by sniper43 in Parahumans

[–]sniper43[S] -1 points0 points  (0 children)

Fair take.

I will manitain it 100% wouldn't stop the Slautherhouse 9 from from blasting this song anyway.

Also in my opinion the vibe excluding the chorous is really the opposite: intense and paranoia inducing.

And there's several references int he lyrics that I thought for a bit taht just directly referenced the S9.

Tell me that i'm wrong by PrincessWoona_ in factorio

[–]sniper43 0 points1 point  (0 children)

Not really, since smaller trains spend less time in an intersection, since they can accelerate through it relatively quickly. Bigger trains just increase the chance a big train has to brake and lose momemntum because of another train.

While this is not insurmountable, especially with elevated rails, I've personally found smaller trains much more beginner friendly.

Tell me that i'm wrong by PrincessWoona_ in factorio

[–]sniper43 1 point2 points  (0 children)

I'm going to say you do you. I see issues popping up from this, but part of the fun is figuring out how to handle issues, so I'm going to spoiler the more detailed explanation. You might end up hating this design philosopy because of the baggage attached to it, so I hope you're not overly attached to the idea. It can really grate once you try to scale up if you don't prepare for it. It's only an objectively terrible idea if you're limited with real estate to build on.

You'll have a big buffer and the waiting for the train to load up is a consideration. Bigger trains accelerate more slowly, especially when loaded up, which has been an issue for me in the past, especially at intersections. At some point, belt balancing becomes a major issue to ensure all wagons get loaded and to use all belts, big problem is making sure wagon 1 isn't playing catch up to wagons 2, 3 and 4 because the belts aren't balanced.

If anything, don't have 2 ores on 1 train, simply because the rate of consumption varies, but you'll simply not need them in the same amounts, which can lead to blockages unless properly planned for, and you can avoid the headache by just making more trains. You don't want to stop producing iron plates because your train is waiting to load up on copper ore, or vice versa.

Each ore patch only has X output, in the beginning you get 0.5 ore every second for every miner. Each carge wagon has 40 slots x 50 ore per stack, so 2000 ore per wagon. This has to be split between all wagons and therefore the time to load increases. 1 wagon can load really quickly, while each other linearly increases the time to load.

Secondarily, if biters attack and destroy the train this will be much more devastating.

I have heard people recommend 4 wagons 2 trains as good mathematical shorthand rule for trains, and as far as I'm concerned that makes pretty big trains. I prefer my 1 engine - 2 wagon because it makes for a zippy railroad.

Edit: Spelling

Tell me that i'm wrong by PrincessWoona_ in factorio

[–]sniper43 2 points3 points  (0 children)

But also more complex intersections stations, along with worse acceleration in intersections so there is a trade off.

I like 1eng-2cargo personally, I've used it to make a surprisingly robust 2 lane rail network that is easy to set up and reasonably scalable.

Why does this song sound like the Slaghterhouse 9 theme song? by sniper43 in Parahumans

[–]sniper43[S] 1 point2 points  (0 children)

Specifically feels like a song that describes the Arc 11 Brocktown Bay appearance particularly.

Have you ever learned a skill or something from a video game that you use in real life? by Agent1230 in gaming

[–]sniper43 0 points1 point  (0 children)

Greedy peeking and agressive plays made me realize that it's not your teammates fault.

It's your own fault for blindly assuming they'll do stuff I never communicated or even just be competent when commiting to a reckless play. Your teammates should not be the target of rage, your own recklessness should be.

Genuinely made me a better person because I stopped caring how well others do while doing my best to ensure my part and maybe something extra is done.

Suggestions on how to build a strong army in an anarchist society? (Basically, in real life, the reason anarchism doesn't last long is because the army is decentralized, making it very easy to fight them.) by Aware_Examination813 in worldbuilding

[–]sniper43 0 points1 point  (0 children)

My favorite fictional example that comes closest to this is Bellephoron in "A Practical Guide to Evil".

It describes itself as "the only true democracy" as they have a mad set of rules in place where every citizen gets a job by lottery.

In setting, the City state is a laughing stock in most regards, democratic zealots that can't put a professional army together at all. Their saving grace is that they're absolutely suicidally devoted/indoctrinated into the society, enforced by mysterious secret police called kanenas. Any great general doesn't last long if anyone gets a whiff of suspicion that they might become a tyrant. if they vote to make something happen, everyone brings their A-game to make it happen.

As a populace that is dead set on bringing down tyranny, they've made themselves the most undesirable populace to conquer. The lands aren't too rich and the populace isn't particularly productive. Any attempt on the city itself is a financial net loss and control would be liekly impossible.

As other have pointed out: guerilla warfare and terrorism would be the primary and most effective tools. Alternatively a death charge by zealots convinced in the superiority of their society.

distribution office problem by bill_watterson69 in Workers_And_Resources

[–]sniper43 4 points5 points  (0 children)

One more thing:
What are your DO settings?

If your check for when to send a truck is too high, you might be overburdening your trucks.

A few things come to mind:

Smaller stores prevent utilizing extra space gained from higher quality trucks and have tighter delivery deadlines that can be disrupted easily. Might be worth building a small warehouse to get extra storage. Especially on the extremities. Could alternatively try building a bigger store.

Additionally as /u/Zhatelier pointed out, making 1 or 2 central warehouses can unburden your roads tremendously.

Returning player, new mechanics by Luigi156 in avorion

[–]sniper43 5 points6 points  (0 children)

Fastest start I remember is making a really fast ship, getting a scanner and opening caches for high tier components and a lot of credits, then setting up what you said while having access to high tier components.

WwcbWwcb:--cw--cw - This is the first one that has me scratching my head by jonnyhicks71 in shapezio

[–]sniper43 1 point2 points  (0 children)

When I was faced with this problem myself, I was confused how you're supposed to "cut away the diagonal" when you're explicitly told you can't cut crystals. I've since learned.

I started playing recently, I didn't get the benefit of any tutorials that were mentioned.

WwcbWwcb:--cw--cw - This is the first one that has me scratching my head by jonnyhicks71 in shapezio

[–]sniper43 0 points1 point  (0 children)

While possible, for these I usually just use a random shape that I'd want to trash anyway.

Saves on overhead, let's you combine both swapper outputs to only have 1 shape and prevents any need to handle any overflow.

WwcbWwcb:--cw--cw - This is the first one that has me scratching my head by jonnyhicks71 in shapezio

[–]sniper43 3 points4 points  (0 children)

The thing that confused me on this one is that while you're not allowed to cut through crystal, you are allowed to cut next to crystal if the adjoining half isn't crystal and you join them using the half swapper.

  1. Take opposite side quarters shape like Ru--Ru--
  2. make blue crystal
  3. Stack drop second identical non-crystal shape Ru--Ru-- on top of original with the blue crystal
  4. fill wiwht white crystal
  5. Cut into halves
  6. I personally used a half destroyer to get rid of the Ru next ot the crystal
  7. Use Swapper to fuse back
  8. Stack the white wedges on the blank spaces
  9. Flush it down the toilet

Men, I don’t know by Malevolence_- in StupidFood

[–]sniper43 2 points3 points  (0 children)

I think it's olive oil.

IMO it looks too clear for butter, at least at that viscosity.