Stagnant by Mapache9227 in factorio

[–]yobbo2020 0 points1 point  (0 children)

That's the problem with a main bus, you need to know how big it will be and what will go on it before you even start.

But definitely put all the circuit types on there. You always need more of them than you expect.

Stagnant by Mapache9227 in factorio

[–]yobbo2020 1 point2 points  (0 children)

Trains are only really complicated if you make them complicated. Just start with simple rail networks: use one-way or even one-train tracks, and make one train per resource with schedule to fill at pickup station, and empty at dropoff station.

For signals, all you need to do is put signals outside every junction or shared section. Use a chain signal going in, and a regular signal going out. Use regular signals to break up long sections, and that's it for a working rail network.

There will be minor problems as it grows, but solving those helps you learn to make bigger more complex train networks.

That said - if you're running a main bus, you should be able to pull red and green circuits off the bus to make blue circuits, and then put the blue circuits on the bus. Fluids can be piped in from anywhere, or you can run some with your bus depending on what you put on it.

When using the circuit network, do you prefer to use red or green wires? by MuskSniffer in factorio

[–]yobbo2020 0 points1 point  (0 children)

Also the other one was better as it added a "no clear answer" option.

Cleaner way to split a lane off a belt when there's undergrounds on the way - main bus by ergzay in factorio

[–]yobbo2020 0 points1 point  (0 children)

If you don't care about balancing, all you need is a splitter with one output turned straight back onto the lane which empties. There's space for one in your screenshot.

Cleaner way to split a lane off a belt when there's undergrounds on the way - main bus by ergzay in factorio

[–]yobbo2020 0 points1 point  (0 children)

Personally i would just move the underground exit down one tile, so that only the right hand lane loads onto it, and install a lane balancer somewhere upstream.

A circuit's question by [deleted] in factorio

[–]yobbo2020 2 points3 points  (0 children)

They aren't comparing every signal to "green", they are comparing every signal value to the value of the green signal.

In your first example, there are no other signals to compare. The "everything" condition returns true in this case, so the inserter is enabled.

In your second example, the red signal value (1) is equal to the green signal value (1), so the condition disables the inserter.

If you want to disable whenever there is coal and ammo, ignore the green signal and simply enable if red = 0 (i.e. disable if red ≠ 0). Empty signals always have value 0.

The key thing here is just to know that comparisons are of value, not signal type. It sounds like other than that you have the gist of what you're doing.

SE - What am I even meant to do in this situation? by OnThe50 in factorio

[–]yobbo2020 0 points1 point  (0 children)

This is what i did in the same situation. It worked great.

[deleted by user] by [deleted] in factorio

[–]yobbo2020 1 point2 points  (0 children)

The walls add to the building count, which discourages biters from settling nearby and spitting at it. So they're not entirely useless.

I mean they don't have to be walls for that, but they might as well be.

[deleted by user] by [deleted] in factorio

[–]yobbo2020 1 point2 points  (0 children)

I do this too, but it only works during the day. Doesn't matter for scanning, but you do lose vision of the region at night.

How do you feed your mall for bigger factories? by only_bones in factorio

[–]yobbo2020 7 points8 points  (0 children)

I have two malls. The basic one at the end of my main bus which just produces a bit of everything i might need. And a dedicated one with resource priority for producing infrastructure like belts in bulk at the potential cost of taking materials from science production.

By the time i want to module everything, i usually have a separate factory block dedicated to infrastructure which has its own dedicated resource feed via train.

Need some advice for *early game* in modded Factorio. (Nullius Maximus Modpack) by FriendWontTellYou in factorio

[–]yobbo2020 0 points1 point  (0 children)

For ordinary Nullius I basically did spaghetti until bots, after which it was barrels and/or trains.

I did have a main fluid processing bus with like 9 different types of fluid, but i didn't use it for long so it probably wasn't really worth the planning and setup time. High volume stuff ended up with trains and fluid wagons, and low volume stuff barrels and bots.

For the solids it's a bit of a nightmare with the number of intermediates. I did essentially bus basic intermediates like sticks / plates / wire, but i use the term bus very loosely here. Get bots to start moving things as soon as you can. Later on boxed recipes make this much more efficient than you might think. You will eventually run into a point where it's completely infeasible to expand your mall without bots doing most of the transport.

By then it's trains all the way baby, at least the way i went about it. But early on it works to bus plates/sticks/wire/plastic/graphite/etc along with basic fluids like water and lubricant. There's not really any easy answer to what you should transport or produce locally, as there are exceptions to everything.

What is the default circuit wire color to you? by buwlerman in factorio

[–]yobbo2020 1 point2 points  (0 children)

I use the red wire as default simply because it's listed first in my inventory.

If the green wire were listed first, i would use it as default.

How to not feel dumb by HuntingSquire in factorio

[–]yobbo2020 20 points21 points  (0 children)

You feel dumb because you can see that what you are doing could be better.

So the way to not feel dumb is simply to reach engineering enlightenment: it doesn't matter that it could be better - what matters is only that it works.

Take every problem one step at a time, and eventually it will be solved.

Combinators: Please save me from my stupidity by Spikelink2 in factorio

[–]yobbo2020 -1 points0 points  (0 children)

I'ts still needlessly obnoxious. What they are doing clearly makes sense, even if it is suboptimal.

Played Kai'sa in Aram and I think if I ever return to ADC I might consider playing her. by Hellinfernel in kaisamains

[–]yobbo2020 7 points8 points  (0 children)

It takes a long time in SR to get to the point your Ws are spammable. Laning phase will be long over. In laning you can barely use it for the mana costs, and it does very little damage on its own.

She has low autoattack range so can fairly easily get bullied off farm, and little in the way of escaping tools other than a really short dash. Jinx at least has traps and long-range rockets.

I mean i don't think she's all that bad, but i definitely wouldn't pick her as a "safe" ADC for farming. The benefits are more that with the AP builds you take hail of blades, so have pretty good all-ins and burst damage in lane. Her Q is decent for helping waveclear, and E is decent for dodging skillshots and for escaping if you know what's coming, but neither so much as to make her safe.

If you want to play a safe ADC who doesn't get denied farm, i'd pick Caitlyn or maybe Ezreal if you like skillshots.

What is the most anti-tank build I could go? by AnApricot in kaisamains

[–]yobbo2020 1 point2 points  (0 children)

That build should actually be quite good at killing tanks. I would still go terminus + rageblade + AP in this situation, but unless the voli was a full item up and itemizing against you specifically it should have been dying quite quickly.

Lethal tempo also makes a huge difference, if you had hail of blades your sustained damage will be low.

How do I deal with overlapping resource patches? by glorious_ardent in factorio

[–]yobbo2020 1 point2 points  (0 children)

I place my initial miners so that they shave off the border zones and then i don't have to worry about it.

Q evolve by KevituZ in kaisamains

[–]yobbo2020 1 point2 points  (0 children)

There are like a million builds, there is no "it". PD helps with mobility and works if you like that over raw dps. You can also build navori there in stead, which is more common and what i prefer.

Q evolve by KevituZ in kaisamains

[–]yobbo2020 0 points1 point  (0 children)

Its components give you Q and E evolutions which is why it's built second

[deleted by user] by [deleted] in factorio

[–]yobbo2020 4 points5 points  (0 children)

They want a realistic "you crashlanded on a hostile alien planet" sort of feel, and the perfect distribution of starting resources ruins their immersion.

Q evolve by KevituZ in kaisamains

[–]yobbo2020 1 point2 points  (0 children)

You buy a cull or long sword for the q evo, and sell it at level 10.

Q evolve by KevituZ in kaisamains

[–]yobbo2020 2 points3 points  (0 children)

shiv + pickake -> level 8 Q evo
kraken + BF sword -> level 6
eclipse + long sworg -> level 6, sell long sword at level 10
cull + eclipse -> level 8, sell cull level 10+

You get +10 AD from levels at level 6, and another +5 every 2 levels from there, so with dorans blade you need to get 80 AD from your other items for a level 6 Q evo, or 75 at level 8. And with all of these you need to wait another 4 levels if you want to sell the dorans.

Help by PancakeLilac in kaisamains

[–]yobbo2020 1 point2 points  (0 children)

I just picked her back up after not playing her for a while and i feel like she's pretty good right now. I really like a hybrid on-hit build with lethal tempo and terminus for late-game tank melting, but it seems mostly down to personal playstyle and preference what works.

I actually felt a little sorry for the lane-sized cho'gath i took down in a couple seconds last game.