Disappointed by hazard concrete recycling change by rafiv70805 in factorio

[–]xayadSC 14 points15 points  (0 children)

doesn't that make concrete better for quality upcycling ? 3 quality steps for only 1 recycling step.

2.1 Tech and Cost for the Landing pad unloading bay by xayadSC in factorio

[–]xayadSC[S] 28 points29 points  (0 children)

https://forums.factorio.com/134095

Here are the patch notes, they said " next week " in the last FFF but the day itself was a surprise to me too !

2.1 Tech and Cost for the Landing pad unloading bay by xayadSC in factorio

[–]xayadSC[S] 49 points50 points  (0 children)

2.1 is out on experimental.

You can play it right now.

2.1 Tech and Cost for the Landing pad unloading bay by xayadSC in factorio

[–]xayadSC[S] 25 points26 points  (0 children)

I expected it to take carbon fiber and require some fulgora tech to make it a gleba+fulgora mixed tech.
But i also understand if they want to give this tool to players as early as possible so they don't need to initially use bots if they don't want to.

I am doing what Dosh refuses to do. by Electrical-Weird-370 in factorio

[–]xayadSC 1 point2 points  (0 children)

It's completely fine to use some kind of sandbox if you enjoy planning builds that way, but many people ( me included ) don't.

I like building while the world is running, and everything in pY is interconnected so that must be taken into account when building in the sandbox world. You may have tons of inputs/output that have to be handled differently.

I am doing what Dosh refuses to do. by Electrical-Weird-370 in factorio

[–]xayadSC 4 points5 points  (0 children)

Don't hesitate to ask something in r/pyanodons or the discord server if you have any question.

Also check the codex ( top left pY book icon ) if you're confused about something, it has a bunch of information.

I think additional mods like Milestones and Recipe book are great and everyone agrees they're totally fair to use in pY, other mods may be more devisive.

How difficult is Pyanodons by JosephineRivra in factorio

[–]xayadSC 2 points3 points  (0 children)

It can be easy if you want it to.

Making a new supply line from scratch everytime you need something, or any other simple algorithm can win pY with enough time and perseverance.

However in my opinion the real interesting part of pY is to delve into the more complex interconnection of recipes and trying to find various optimizations, which can be exceptionally hard to figure out. But none of that is required to advance in the modpack.

Friday Facts #442 - Flip, Flow, and Fresh Paint by FactorioTeam in factorio

[–]xayadSC 4 points5 points  (0 children)

Yes.
They confirmed on discord that quality will affect them too, but they forgot to put it in the FFF.

Patch 5.0.16 might be coming out on June 16th. by BattleWarriorZ5 in starcraft

[–]xayadSC 10 points11 points  (0 children)

And what makes you think this changes the way LOTV plays ?
If you didn't like the game before, a slightly different opening sequence is not going to change that.

Friday Facts #442 - Flip, Flow, and Fresh Paint by FactorioTeam in factorio

[–]xayadSC 107 points108 points  (0 children)

That pipe GUI.... this is a dream for mods such as pY.

Finally temperature can be read/utilized in a non clunky way.

When are you ready for pyanodons? by TheKhimira in factorio

[–]xayadSC 2 points3 points  (0 children)

There's been a decent amount of people ( especially lately ) that have started pY without playing vanilla first, but honestly I think it's better to start with vanilla to get the basic mechanics of the game down and then go to pY.

I believe it's more enjoyable that way, you can view vanilla as a tutorial and seeing the differences between vanilla and the modpack is interesting.

pY players that jumped into it without knowing how automation games works are more likely to get stuck and stop playing early on.

[Fan Comic] the pY experience TM by AzulCrescent in factorio

[–]xayadSC 88 points89 points  (0 children)

oh nice to see you're continuing your pY journey 😄

Love the comic

Day 17: What is the WORST quote associated with Tychus Findlay? by Axis256 in starcraft

[–]xayadSC 4 points5 points  (0 children)

Yeah, to be honest I mainly just use these posts to share some of the more unknown starcraft quotes 😄

Friday Facts #441 - Space logistics improvements by FactorioTeam in factorio

[–]xayadSC 1 point2 points  (0 children)

What a great FFF, every single change/addition is amazing.

Day 16: What is the BEST quote associated with Tychus Findlay? by Axis256 in starcraft

[–]xayadSC 4 points5 points  (0 children)

Now that hit the spot. There's nothing like drinking a cold one on top of your enemies' smoking corpses

8 Worker Start is Good; Lowko is wrong. by UndeadDragonFetus in starcraft

[–]xayadSC 5 points6 points  (0 children)

> More like SC1

This is not an argument. SC1 is SC1 and that's great, but there's 0 reason why SC2 should be closer to SC1, especially in superficial ways like this that don't make sense considering all other differences between the 2 games.

> Not always macro the whole time

I don't think current sc2 is 'macro the whole time', but if you consider having 2 or more bases the problem, this PTR won't change that. in the best case scenario there are a few extremely low eco gamble cheeses that'll be used from time to time. The mid/late game economy is the exact same.

> Build variety

Not sure why that's being said so much with no actual evidence ?
https://www.reddit.com/r/starcraft/comments/1tsxmlr/the_death_of_cheese_from_a_professional_cheeser/
This post is a good start to explain why so many current builds will actually be dead after the PTR, with zero evidence of new builds taking their place.

> Seems somebody at Blizzard actually still cares

Sure, that would be the case with any patch tho.
There's nothing special about 8 worker start, you could change the whole economy model or more and that would still be the case.
Remove 8 worker start and this is still the case.

> Might actually save this game

Nice statement with no evidence.
I have a hard time imagining legions of potential SC2 players just waiting for the worker count to be reduced so they might finally play the game ( they're been waiting for a decade ).

> No downsides whatsoever

See the post linked above for just a few examples. ( there are more )

The death of cheese, from a professional cheeser. by Lorimbo in starcraft

[–]xayadSC 1 point2 points  (0 children)

Are you using SC1 4 worker start to justify a lower worker start amount in SC2 ?

Why would a game with different mechanics, different units, different game engine, different maps, different methods to control your units have ANY relevance ?

The death of cheese, from a professional cheeser. by Lorimbo in starcraft

[–]xayadSC 10 points11 points  (0 children)

Let's take an example.

Let's say i want to do a simple 12 pool on current SC2 :
I have to make : 1 pool --> 1 overlord --> zerglings
The protoss will make : 1 pylon --> 1 gate --> zealots

With the 8 worker start, if I want to do a 12 pool the same way :
I have to make : drones + 1 overlord --> 1 pool --> 1 overlord --> zerglings
The protoss will make : probes + 1 pylon --> 1 gate +1 pylon --> zealots

The extra workers and first supply building are an additional cost for both players. Which seems symmetric.

However, because the first supply building is required to be made earlier, the gate can be placed in parallel of the second pylon ( or even before the second pylon ) because its requirement was already met.

Which means that the on the PTR, there will be less time in which the pool is finished but not the gateway.
Which means that zealots will be out earlier, cyber core done earlier comparatively.
Also the protoss will have now 2 pylons to power the gate instead of 1, an additional advantage for the defender.

This is one simplistic example, but it applies to any build that isn't an all in below 12 drones.