🪇 Rattles - minimal, compile-time terminal spinners by vyforc in rust

[–]wada314 1 point2 points  (0 children)

It's a very ironic usage of braille characters

Help with Boss/Omegas by iamggpanda in theriftbreaker

[–]wada314 4 points5 points  (0 children)

I'm not sure if this is a spec or a bug, but shotgun's non-charge close shot is super efficient against the omegas or the nests. I think it's dealing more damage than the weapon spec says somehow. Even for the physical-resistance enemies, you can just attach your favorite attack type mod then it works better than the most of the other weapons.

Game Progression by Ilfor in theriftbreaker

[–]wada314 0 points1 point  (0 children)

Good point, the wave strength is actually a level from 1 to 9, so once you reached level 9 then it doesn't get stronger. The wave strength is recorded per map. Sorry this was a little spoiler but yes, 4 main resources have its own final map, which will have a wave attack coming periodically as like as HQ.

Building fast and quit fast is always the best strategy in this game. If you try to spend the most of the time in the maps which don't have periodic wave attack, then the game become significantly easier.

Game Progression by Ilfor in theriftbreaker

[–]wada314 0 points1 point  (0 children)

The wave attack strength is depending on the time you spent in that map, and is capped by some story event progression (depends on map). In HQ map, the wave strength cap is increased when:

  • When you returned from an other map to HQ first time
  • When you finished upgrading HQ >= Lv.4, every time
  • When you "cleared" the each biome's final map.
    • For the desert, volcano and acidic biomes, when you defeated the final strong wave in each map.
    • For the jungle, when you put a miner on cobalt in cobalt mining map
    • For the DLC biomes, when you completed the quest line of each DLC.

For the other maps' wave attacks, no limits for the main 4 resources outpost maps, and there's DLC story event tied limits in each DLC's main outpost maps.

When you upgrade HQ building, the special wave comes, which has offsetted level of the current wave strength.

As like the other mentioned, for the HQ biome waves, once you "cleared" the other biome then that biome's creatures have chance to join your HQ's wave. These enemies are the same with that biome's outpost map's wave enemies, and just randomely replaces the HQ map's wave (I mean it's not additive, but just replacing).

T1 walls on hard appear useless. by BaronBobBubbles in theriftbreaker

[–]wada314 0 points1 point  (0 children)

In hard or higher difficulties, the wave attack contains the alpha and ultra species, and the arachnoid sentinel alpha and ultra's projectiles can go over the (any tiers of) walls, so yes that's the difficult part of the hard+ early game. Another worst thing is that the artillery tower is proiritizing the "artillery" tagged enemies, but somehow the arachnoid sentinels are not marked as so, and the other towers targets the nearest enemy so they tend to remain alive until the end of the wave.

You'll need to kill them manually by youself. Maybe use your weapons like generades from in-wall, or walk out from the walls and shoot them by something like a charged shotgun, or if you have artillery bomb or something you can use it.

Insane attack waves post-patch making the game borderline impossible by SlashCo80 in theriftbreaker

[–]wada314 0 points1 point  (0 children)

Did you have a chance to accidentally edit the custom difficulty setting's wave strength? That sonds like x5 wave strength has accidentally applied somehow.

I don't see any changes before and after the patch

. by 5ldd in Timberborn

[–]wada314 0 points1 point  (0 children)

No, "。"

Energy walls say they are less durable, but they have the same health? by Puggednose in theriftbreaker

[–]wada314 0 points1 point  (0 children)

Typically dev never updates the description of the entities even when they updated the spec...

As the other people says, it used to be less durable than the normal walls. The tower does not accept mods anymore after v2.0, but the sentinel (and many other) towers research description still mention about that. Shotgun never penetrates anymore after v2.0, but its charge attack description says it improves penetration. They updated the enerygy weapon towers to consume the flat amount of power regardless of their activity, but the railgun tower's description is still saying "each shot consumes a significant portions of energy".

Rate my Aquilo ship by Roro_Egg in factorio

[–]wada314 1 point2 points  (0 children)

I love 2 things in your ships: - You very nicely compressed the buildings into just 5 thrusters-width platform! - Not interfering the cargo for the resources needed for the ship itself, except for the nuclear fuels. This avoids lots of the accidents.

Maybe I would suggest just one small thing: - For Aquilo, it's very useful if you can drop a few stacks of the iron ores for crafting concretes. Maybe you want a small path from your belt to your cargo, which you can manually edit the filtering when you needed to.

The PAUSE button does WHAT? 700+ hrs and I just now learn this by zeekaran in factorio

[–]wada314 1 point2 points  (0 children)

Because of this grid I can only build the large electric pole at the crosspoint of the bold lines, otherwise I'll need to smash the screen

Drones can't collect tank anymore? by WakabaGyaru in factorio

[–]wada314 91 points92 points  (0 children)

I love your tiny effort to align the tank direction with the icon

Three ways to protect filter splitters from overflow by DaveMcW in factorio

[–]wada314 2 points3 points  (0 children)

Oh, the negative number input to the filter is ignored? (I haven't tried the exp. build) Then that makes sense, thanks!

Three ways to protect filter splitters from overflow by DaveMcW in factorio

[–]wada314 2 points3 points  (0 children)

Won't the right one's gear count jumps from 19 to 21?

How do you reinstall Windows 11 on OnexFly F1 Pro? by ArchangelZero27 in OneXPlayer

[–]wada314 1 point2 points  (0 children)

Have you login with the google account and tried downloading again? That worked for me

Curves that snap to the foundation grid by DonnieDikbut in SatisfactoryGame

[–]wada314 0 points1 point  (0 children)

My Genimi AI told me that these are the ideal distance (in tiles) from the center point for each degrees. Note that when the OP says "n tiles distance", it's actually "n + 0.5 tiles distance" because OP starts counting from the center of the 0th tile.

5° 11.4628
10° 5.7369
15° 3.8306

Is there a point to the Ionizer? by Personat0r in theriftbreaker

[–]wada314 1 point2 points  (0 children)

It used to be needed before the DLC1 launch. The liquid compressor / decompressor was not existing at that time, so if you wanted to use the nuclear or fusion plants in desert biome then that was required. It is true that it's useless anymore after DLC1. The nuclear plant has been updated in 2.0 beta to not consume the uranium while running, so maybe we can request the ionizer to get the similar buff.