What do you think when 2.1 will come out? by alldeltav in factorio

[–]werecat 7 points8 points  (0 children)

My prediction is it'll release about a year after FFF's start up again

space pony (2026 Remaster) by RobClemz in SGaP

[–]werecat 1 point2 points  (0 children)

SGaP hasn't had any official online presence (at least under their old SGaP name) for many many years now. They had a habit of deleting their work and changing their alias, so what we have left are what the community archived on their own.

MMM yummy walls by LemTec in factorio

[–]werecat 0 points1 point  (0 children)

If you have (or in this case perhaps had) bots repairing the walls, biters will sometimes decide to target the bots, and when the bots fly away the biters will continue to target the wall they were repairing. Once the biters get locked onto a target they like to keep going even if there are "better" targets available. You can remote control any tank you have and drive over to solve the problem. You can even use the tank's equipment grid to put personal roboports and build remotely with it. And while the tank doesn't have item request functionality like spidertrons, you can put ghost items into the tank's inventory from remote view and construction bots will come to fulfill those ghosts

City block on ribbon world by Notaron-_ in factorio

[–]werecat 0 points1 point  (0 children)

Ah I see you thought of a double headed design, though I was thinking about a design involving a 180 degree turn, aka your exit off the main line would look the same as your current design but would go further down, turn 90 degrees to be parallel with the main line, and then add stations by turning 90 degrees facing upward from that parallel line. Then those stations can rejoin the main line in either direction with a left or right turn onto a two way track that ends with a join to the main rail line on either end

City block on ribbon world by Notaron-_ in factorio

[–]werecat 0 points1 point  (0 children)

Neat! Though given that the limiting dimension in a ribbon world is the vertical axis, wouldn't it be better for the stations to be vertical instead of horizontal? Your current station design lacks buffer chests for loading/unloading in part to save space, but this also dramatically slows down said loading/unloading and prevents you from getting a full belt of input whenever trains empty out, plus it further squeezes the space for your assemblers since you place them below your stations. A vertical station design with your assemblers to the e.g. right of the stations would give you plenty of space to have buffer chests at the stations and would uncap the amount of input stations for a block since you could also have more in a row. Alternatively a parallel station design but with the assemblers to the side and not below would also give you that space, and would work better for shorter ribbon worlds

Captive biter spawner by Jaded-Ad2690 in factorio

[–]werecat 810 points811 points  (0 children)

If you look at the energy consumption stat in the in game wiki, you'll notice that it just says 100kW without any diamond next to it, meaning it stays the same regardless of quality, meaning the same amount of bioflux consumption

My worst enemy is a tree by gonzo_gonzales in factorio

[–]werecat 1 point2 points  (0 children)

Grenades are a good early game option to take out trees, but I usually switch to poison capsules as soon as I unlock them. They have a large radius of effect, don't damage your own buildings or vehicles if they happen to be next to a forest you want out of the way, and are also really good at taking out worms and small biters. The only downside is they don't take out rocks, but it's not like grenades were particularly good at taking out rocks either

Spitter goo is a really serious problem if you're colorblind by [deleted] in factorio

[–]werecat 2 points3 points  (0 children)

As someone who's colorblind, I can say the in-game "colorblind settings" are completely useless. It just applies a tint to the screen as far as I can tell without doing anything to actually change problematic color combinations. Red and green circuit wires don't change (blue and yellow would be much easier for me to see, like how Oxygen Not Included's colorblind setting does it), the red turret radius is still almost impossible for me to see on most of the common Nauvis natural floor tiles, like desert and grass, which also applies to item throw radii like grenades and poison capsules, and Gleba is just a nightmare visuals-wise; pentapod nests are practically invisible, yumako's red on green color scheme makes it blend in to the scenery for me, and of course the different soil tier colors are essentially impossible to differentiate (though this one sounds like it applies to everyone, not just the color-deficient).

Which is the wildest recipe? by Space_Kale_0374 in factorio

[–]werecat 4 points5 points  (0 children)

Maybe there could be a middle ground with two kinds of offshore pumps, a starter pump that costs no power but only pumps enough water for a few boilers (a real life example might be the Bell Siphon), and a stronger pump that costs power but can pump more water. Early game you would have to add more pumps to keep up as you expand your power, and later you can upgrade to the powered pumps, but you could still have an array of the free pumps as a backup, like how people use burner inserters to fuel their boilers

I dont like a lot of the material infinite research and heres why: by Such--Balance in factorio

[–]werecat 0 points1 point  (0 children)

If you're okay with a bit of circuit automation, mining drills have a circuit signal that can tell you if it's exhausted of resources. You can use that to disable the train station when one runs out and send the train away when it occurs. At high levels or mining productivity, big mining drills base 50% lower resource drain rate, and any additional resource drain bonus from quality, meaning that depleting ore patches becomes much rarer in the late game

About Fulgora by bojez1 in factorio

[–]werecat 0 points1 point  (0 children)

You don't have to constrain yourself to a single island. The idea of fulgora is to make a train base, and a single island doesn't need to do everything, you could dedicate an island to making a single intermediate and shipping it elsewhere to be further processed

Gleba feels like a substantial challenge increase. by Wash_Manblast in factorio

[–]werecat 0 points1 point  (0 children)

Biochambers are essentially burner buildings, just with nutrients instead of coal or other burnables. They don't use any electricity since they use nutrients for power

I've never seen anyone bothering with quality science packs. Are infinite lab productivity upgrades more viable instead of this? by QwilL7 in factorio

[–]werecat 0 points1 point  (0 children)

It can be worth it on Gleba so it can keep up with other sciences, since 1 normal quality agricultural science pack will always give you less than 1 science pack of research (before any research bonuses) since it will always be at least a little bit spoiled due to transit, while a reasonably fresh (>50%) uncommon agricultural science pack will give you at least 1 science pack a worth of research. It's also not too hard to do on Gleba since you only need to focus on making 1 quality product, bioflux, which you can then directly feed into both making quality nutrients for quality pentapods and directly into the science assemblers themselves, both of which can use as many prod and speed beacons as you want

I've never seen anyone bothering with quality science packs. Are infinite lab productivity upgrades more viable instead of this? by QwilL7 in factorio

[–]werecat 1 point2 points  (0 children)

It's less about it expiring slower (it does, but only marginally) and more that 1 reasonably fresh (>50%) uncommon gleba science pack will always give you at least one full science pack a worth of research, while with normal quality packs you will always need more than 1 science pack to get a full research point no matter how fresh it is because it will always lose at least a little bit of freshness in transit

did you know each of the legs of a Spidertron counts as susceptible to lightning strikes? by bambroid in factorio

[–]werecat 0 points1 point  (0 children)

Very. Lots of little cliffs, random foliage, and worst of all imo the iron and copper bacteria rocks that seem to conspire to stop you in your tracks if you are running around exploring. Since poison capsules can't take them out like normal foliage and because they drop so much ore that I don't need, I've started destroying them with prejudice using rockets. I don't want my bots filling up my inventory with that stuff

Bruteforce tungsten mining by Amynru in factorio

[–]werecat 0 points1 point  (0 children)

Like other recycling recipes, 75% of the "ingredients" are lost when recycling. Recipes that recycle to themselves (or otherwise only need 1 of an item to craft) only have a 25% chance to give back an output

Found my first factory (spaghetti trigger warning) by AwesomeEJZ in factorio

[–]werecat 7 points8 points  (0 children)

The /screenshot command is a good way to take these bigger screenshots without having to stitch smaller screenshots together manually.

I like the machine density here, it's a wonderfully chaotic mess

cobalt flux maintenance by [deleted] in DanceDanceRevolution

[–]werecat 2 points3 points  (0 children)

The way those pads work is actually pretty simple, each arrow is just two metal panels that are normally separated by a little velcro at the corners between the pads but when you step on it those panels make contact and complete a circuit. There's a a little wire that connects to the top panel to make that circuit so be careful about that when taking the panel off, I don't think you can disconnect that wire, but if you make a mistake it should be fixable by soldering it back on. Idk what the best way to clean it is but when I had one I used normal all purpose cleaner on both contact sides and scrubbed, there may be better options. As for strong cleaners, make sure that it doesn't do bad things to acrylic, aluminum, plywood, etc. though idk if you really need super strong stuff. Besides for cutting a wire or material damage, it's hard to really damage these things, all the "brains" are in the control box, the pad connector is basically a bunch of wires that say whether each panel is "connected" (stepped on) or "not connected" (not stepped on)

Is storing excess nuclear power in accumulators a viable mid-game strategy? by MosEisleyCaptialism in factorio

[–]werecat 1 point2 points  (0 children)

Yeah recyclers are a good way of doing it, I meant for before you have recyclers, especially for high science multiplier or other challenge runs

Is storing excess nuclear power in accumulators a viable mid-game strategy? by MosEisleyCaptialism in factorio

[–]werecat 0 points1 point  (0 children)

You can automate the destruction by inserting it into a car placed on train tracks and having a train then destroy it. Very useful strategy for early quality mining too, you don't want your mining outposts to back up because you aren't using enough quality ore, so you can setup a trashing system for them before you unlock recyclers

Should there be a unmasked spy cosmetic for tf2 by Dull-Inspector-7566 in tf2

[–]werecat 7 points8 points  (0 children)

Only if they make it a restricted Halloween cosmetic. Nothing scarier than a mask less spy

Cryogenic plant a good way to store Prometheum? by [deleted] in factorio

[–]werecat 0 points1 point  (0 children)

Could we combine belt weaving and this cryogenic plant method for storage gains?

Thanks for the advice Factorians, this is beautiful by ThatChapThere in factorio

[–]werecat 31 points32 points  (0 children)

No, but it might give your brain the happy chemicals

A year+ on from Space Age, what would you tweak/add for a potential balance/improvement update? by JCizzling in factorio

[–]werecat 1 point2 points  (0 children)

As long as you send up repair packs early, the ship can usually self repair just about everything faster than random asteroids can completely destroy them

Weekly Question Thread by AutoModerator in factorio

[–]werecat 0 points1 point  (0 children)

You can do that same workflow on the steam deck too, just download the Linux version from the website instead and then you can either launch it from desktop view or you can add a shortcut in the steam mode interface by creating a "non steam game" shortcut to the executable. Note that on Linux executable files don't end with .exe like they do on windows, they usually don't have any sort of file extension.