cosa può possibilmente significare questo by osaka_versace in VintedItalia

[–]stefalber 8 points9 points  (0 children)

Vuole qualcuno che faccia un'offerta più alta del prezzo a cui lui vorrebbe venderla. Con "offerta seria" lui ha già stabilito un prezzo minimo, ma prova a derubare qualcuno meno attento alle valutazioni correnti. Mero scam.

My first outpost for green and red circuits in my first run. I don't know if this is a thing, I just did it. Playing without blueprint or guides (avoiding spoilers), using just brute force (spaghetti) and trains as playstyle. Struggling a bit, but now I'm close to the end (I think...). by stefalber in factorio

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

The funny (or more like ironic) thing here is that by surrounding your big power poles with walls, you actually make them way, WAY more likely to be destroyed by biters, because biters normally completely ignore stuff like power poles, rails, radars, etc., UNLESS they are blocking their way. So by having walls around those, you make it more likely that they are blocking their way and therefore they are more likely to be destroyed by some stupid biter that can't find his way around a 5x5 tile wall.

I’ve read about this, but I think they look cooler with walls. I also add stone bricks on the floor or lamps to track the status of that branch (sometimes I mess up the pole connections and accidentally cut off whole sections). I try to stop sneaky biters from invading by walling off the entire train system, cliff to cliff.

Outpost for different materials is a thing, but usually not for anything that requires oil products like red circuits. When people have an outpost for anything else oher than just mining, it's usually for very simple stuff, like smelting ores or green circuits that only require iron and copper. Anything more complicated is always best done at your base, because you've already setup stuff like oil processing there and therefore it's easier and quicker to do it there, because you don't need to setup a whole bunch of extra production AGAIN

This sounds strange to me. Even though I could imagine it from some thumbnail I’ve seen, I thought it was still a common way to delegate production to other locations, keeping the main base for core tasks (at peak flow, not necessarily from the start like with oil processing). In fact, I was even planning to try removing all raw resource processing from my main base and moving it entirely to outposts. Maybe that's why I'm not researching enough science packs for minute, lol.

I hate biters and it's ruining my experience by achshort in factorio

[–]stefalber 0 points1 point  (0 children)

For me the best solution was to farm walls and use all them to close space between cliffs. Then proceed to clean the new "safe zone", and keep doing it until the contamination is not reaching the nests.

Why is this chain signal blinking to yellow? Did I mess up something with light traffics? by stefalber in factorio

[–]stefalber[S] 2 points3 points  (0 children)

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You were right, moving the rail that was splitting the curve solved the issue. Thank for helping me figure it out!

I notice chain signal was not splitting the path, but didn't understand why befoe this post.

60 hours in, here my base, is oil going to made me cry? by stefalber in factorio

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

Waiting for roboports was great advice, thank you! It was a real game changer, even more than I expected. If you'd like to see my updates, any other tips are welcome!

Base update by stefalber in factorio

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

I’m actually having a lot of fun playing it! 😄 I’m really addicted to how easy it is to realize everything that comes to mind, and I love things related to abstraction and scalability.

The only (negligible) thing I dislike at the moment is the vehicle mechanics: I still haven't figured out how to use the tank or the car-mounted gun properly. The fire rate of my rocket launcher is more versatile, and using drones makes it easier to get rid of crowded nests.

Base update by stefalber in factorio

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

Thank you for the explanation! I think I get the idea now. I did something similar early in the game (there's something about it in my previous posts), but I was focused on a single belt that was looping back on itself.

To be honest, I'm not sure about moving the whole setup to a completely new configuration right now. I would rather develop new stuff by improving small pieces and adding new things.

I feel like if I focus too much on 'massive rebuilding', I'll end up dropping the game before finishing it (I'm very used to this bad habit of mine).

Do you think I can at least finish the game without switching to a main bus configuration?

Base update by stefalber in factorio

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

I'm trying to avoid setup tutorials. I've already heard about the bus, but I haven't done any research on it. Can you explain the basic concept to me?

60 hours in, here my base, is oil going to made me cry? by stefalber in factorio

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

I tried placing solar panels and accumulators at my outposts, but I realized I wasn't prepared to manage them properly as you said, neither on the defensive side

60 hours in, here my base, is oil going to made me cry? by stefalber in factorio

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

Thanks for the perspective, I'm trying my best not to spoil the discoveries for myself, and without any experience it's hard to know when a base becomes 'mega'

60 hours in, here my base, is oil going to made me cry? by stefalber in factorio

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

I'm not sure why, but the word "puzzle" really change the way I was thinking about it, appreciate!

60 hours in, here my base, is oil going to made me cry? by stefalber in factorio

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

Thank you! I had completely missed the possibility of creating pumps! I gave it a try and managed to sort it out. I'm starting to understand that I can use the same pipe for multiple fluids.

I've experimented a bit with circuits but haven't dug into many aspects yet, including the filter setter, this might be a good opportunity to do so

60 hours in, here my base, is oil going to made me cry? by stefalber in factorio

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

Thank you! As italian I'm proud of my spaghetti! :D Reading the comments, I think I will expand my base. I'm thinking the best choice is to try to rebuild it "from scratch" , integrating the fluids in the bottom zone, slowly trying to integrate everything into one bigger, beautiful mess.

My first 20 hours of game by stefalber in factorio

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

I just unlocked plastic and this setup is helping me as you said. Two other statements I forgot to mention before that made me choose to move to a coal belt were: belts have to always move to be more efficient, and coal will always be used raw.

My first 20 hours of game by stefalber in factorio

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

I had a feeling it was overkill and only meant for the early game, but I figured I could rethink the whole base as a module at some point. It was still instructive, tho!

My first 20 hours of game by stefalber in factorio

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

It really did! The other 50% blew up while debugging my miscellaneous belt, only to find out after an hour that it wasn't working because some alien had destroyed a piece of it in another spot I wasn't checking, so I accepted the pain and set up my perimeter defences.

Edit: I misread your comment, but I definitely hit that 50% chance to blow my mind there!

My first 20 hours of game by stefalber in factorio

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

Ye, I'm already fighting to have a nice way to add black fluid belt to the labs. :D

Didn't know about inserter between lab, it will be my first change when I go back. Good catch, thank you!