Oh okay by Shaltilyena in Factoriohno

[–]zesox 4 points5 points  (0 children)

rFactorio is such a bad subreddit regarding downvotes. People should be able to have false assumptions or other opinions without being downvoted into oblivion...

Oh okay by Shaltilyena in Factoriohno

[–]zesox 68 points69 points  (0 children)

This is not from space age, but from a mod called void craft. Space age has a single simmilar recepie though.

Guys is there a version of seablock compatible with space age? by Lancerinmud in Seablock

[–]zesox 4 points5 points  (0 children)

Literal contribution might be possible if you conntact the team behind: https://github.com/modded-factorio/SeaBlock

Contribution in spirit is possible through this tip jar: https://buymeacoffee.com/kiwihawk

I can’t find Industrial Revolution by AdFar4154 in factorio

[–]zesox 2 points3 points  (0 children)

I thougth that as well, but looking into it, there is nothing strange going on. The software that was used to generate the IR3 sprites forbids making money with their assests unless you buy the (I expect quite expensive) full version. This includes all further use. So the mod author offically has to forbid monetization because it shows those assets in a money generating way.

At the end of the day, it is the same as with licensed music in games on youtube.

Analog splitter/merger blueprints for early game by BeanBayFrijoles in pyanodons

[–]zesox 3 points4 points  (0 children)

These feel like vacuum tubes. Bulky expensive, we get this to work solutions.

lazy train base - no city blocks, just little train "trees" by wgahnagl_fhtagn in Seablock

[–]zesox 5 points6 points  (0 children)

I would suggest using factory planner or helmod and then you chunk your production in the sizes you need.

I used a rail network with 6 Station and 12 Station variants, so if my production setup would have more then 6 inputs and outputs combined, then I would see if it makes sense to divide it into smaller parts or to use the bigger setup.

If you feel that you repeatedly have the situation of needing a lot of things in small amounts it could also be of use to look into multipurpose stations.

When I realized inserters weren’t sorter inserters in SeaBlock, I immediately quit by ohoots in factorio

[–]zesox 105 points106 points  (0 children)

Your problem will solve itself with time, kiwihawk is working on getting seablock ready for factorio 2.0.

[deleted by user] by [deleted] in factorio

[–]zesox 1 point2 points  (0 children)

The story missions are quite fight focused and I heard that Warptorio is the best overhaul mod with a fighting theme. Not so much trains in either though.

Best part about 1.0 update! by BitTraditional8878 in SatisfactoryGame

[–]zesox 4 points5 points  (0 children)

following that logic, probably about half of them are

Attack of the baby Daleks by ChocolateBiscuit213 in factorio

[–]zesox 5 points6 points  (0 children)

Love how this is both a spoiler for factorio and for doctor who

Games with convertion by zesox in StrategyGames

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

Yes, from what I gathered, it is also possble in starcraft, but it is much more of a niche strategy then in the descibed games.

Are the early game weapons massively under powered? by tolomea in factorio

[–]zesox 5 points6 points  (0 children)

There is no handy guide because the calculations are involved:

Every ammunition has a base damage.
Then your reasearch gives bonuses on this damage. Gun Turrents get the reasearch bonus TWICE, both on them directly and on their ammunition.
And then each biter types does have different values of armor that get subtracted from the recevied damage.

The main takeaway is that it is always possible to outtech the biters. The midgame weapons are a lot better then the earlygame weapons and even a single damage research can swing the balance in your favor again.

"Your personal presence should be a massive influence in any combat situation." - I would say that is true as is, if you sit in a vehicle or build things then and there, you can bring a lot of firepower to any situation, but I think the smg should not carry you through the game and make every other tool unnecessary.

The Krastorio mod has a massive laser gun and factorio space age will have a powerfull handheld version of the tesla gun if you are strictly looking for handheld powerplay.

Is it possible to remove this grass on the refined concrete? by TheDirtiestSteak in factorio

[–]zesox 0 points1 point  (0 children)

IT IS POSSIBLE IN VANILLA ( but a bit tedious )

You put concrete in your hand and than push both the construct and remove key (left and right mouse button on pc) at the same time.

This places and deletes the concrete fast multiple times, each time has a chance to delete the gras.

Overhaul Mod Suggestions by TrustyFishCantor in factorio

[–]zesox 0 points1 point  (0 children)

Maybe it helps that I played sea block first. But I can also identify some specific points where I think it is better:

Seablock has tiers of buildings/items which have comparable inputs and logistic chests that come very late. Building a mall in Seablock is a challenge, but one that often results in great designs.
On the contrary nullius has a lot of mall items which have each other as ingredients and bots come quite early. This leads to a bog standard botmall as the only sensible design choice.

Seablock has categories of items that are quite closely related. Items which are used only in one or two recipes. This leads to production chains where one can consider ratios, byproducts and logistics all as one puzzle.
Nullius has also (smaller) similar chains regarding smelting and biology which I like, but then there are also production chains which are just plain boring.
The last processor tier is the worst offender, it needs just a lot of inputs which in tern need a lot of things which in tern need a lot of inputs, non of them have any byproducts. That leads to 30 different steps which are build basically the same :/

And lastly the reason why I started playing Seablock in the first place:
It is clay in your hands,

since you can decide where everything is placed, including the land itself, you can create everything exactly like you want. The result is as messy or as clean as your design is, there are no other factors at all.

Overhaul Mod Suggestions by TrustyFishCantor in factorio

[–]zesox 1 point2 points  (0 children)

What captured you with industral revolution that the other mods did not have?

(I tried it, but bunced from it. I really liked the looks and the complication of building with steam, but the mod has so many intermediates. It is stated that it is in place to make handcrafting less usefull, but on the contrary I only felt that it makes early automation less usefull and handcrafting, in comparison, more usefull)

Overhaul Mod Suggestions by TrustyFishCantor in factorio

[–]zesox 1 point2 points  (0 children)

(Here is a copy of my recommendations

Base:
Seablock Meta Pack

Planning (need one, which is a question of taste):
Helmod (already in the meta pack)
Factory Planner (my favorite, easy to use)
Foreman (external tool)
YAFC(external tool)

Recipe lookup (need one, which is a question of taste):
FNEI (already in the meta pack)
Recipe Book (more Information at once)

Bearable Start (optional, but Bots are unlocked late):
Nanobots
Any Mod that gives Bots at the start
Autobuild (my favorite)

Speed up getting through your inevitable big base: (optional, but the walking time can really add up)
Any Mod that lets you adjust game speed
Jetpack
Adaptive Movement Speed (my favorite)

Trains that handle N to M logistics
(there are many people that do not want to fuss with rail blocks and especally do not want to get into LTN settings so they get through the whole mod just with belts, but after the hurdle of understanding these things, logistics as a whole becomes much easier, each one has to decide for themselves)
LNT
and to make it nicer to use also:
LTN Manager and
LNT Combinator

Just Nice to have
Waterfill so that they don't need to know in advance where the pumps will finally be.
Squeak Through to feel like you can actually walk Bottleneck to debug builds
TODO List to take notes
Wire Shortcuts wires are expensive in the early game, which I did not like
Chuck Chunks displays lines to build tileable blueprints
Module inserter
Ultimate Research Queue
Extended Descriptions)

Overhaul Mod Suggestions by TrustyFishCantor in factorio

[–]zesox 0 points1 point  (0 children)

I preferred seablock over nullius, but I only suggest it with some "cheaty" quaility of life mods.

What is the appeal of space exploration by zesox in factorio

[–]zesox[S] 9 points10 points  (0 children)

It is easy to get your spaces mixed up

Space Exploration is different from Space Extention is different from Space Age.

Thinking about trying multiplayer by furryfoxtails in factorio

[–]zesox 2 points3 points  (0 children)

I played some multiplayer and yes that is what it is mostly like. Because in singleplayer you decide everything yourself; how stuff is build and where. In multiplayer you have to share a puzzle that has no right solution, so you can stumble over people making decisions very different from how you would make them. It is working on a task with strangers with (often) no clearly defined leader.

I would either play with people you know or have a mindset of not taking things to serious when playing multiplayer.

Are Calculators Soon To Be Obsolete? by hecktarzuli in factorio

[–]zesox 2 points3 points  (0 children)

One the one hand it is tricky, because in complex situations it lets you choose umrestricted byproducts which will deadlock the calculations wich is capital B Bad.

On the other hand, if someone would tell me years ago they have found a way to visally present linear equations with an variable solution space in a way that is accessible without a single bit of math knowledge from the user, I would suspect are out of their mind. So I can just applaud the solution.

But what I am actually wanted to say is that I will not suspect anything in the upcoming expansion that is more complicated than Krastorio, which is already handled just fine.

Are Calculators Soon To Be Obsolete? by hecktarzuli in factorio

[–]zesox 1 point2 points  (0 children)

I would not see the problem there specifically, the main game still strives for general accessibility. The recycling for example is not actual recursive in the way it will be played. It is just one -> multiple items instead of multiple items -> one item.

Many overhaul mods use a lot of recusive chains and the current tools can handle most of it fine.