Genuinely one of the strongest builds I've ever gotten

Teammates were also insane, we got 650, 410, and 550 kills. Also Guardian somehow got 16 MILLION non-overkill and we never went into overtime I have no clue how he managed that.

Also could we get some post flairs here?

u/Gorthok- — 3 days ago

A comparison of frozen building sprites rare or impossible to see on Aquilo.

https://preview.redd.it/wdetltkv80jh1.jpg?width=1920&format=pjpg&auto=webp&s=9060748e944cb3f3fbb895afacb8172de25fe175

Some strange things:
If it doesn't have a frozen sprite, it'll instead be tinted blue.
Centrifuges and labs surprisingly to me have frozen sprites.
Turrets are weird, they still flash empty ammo, most of each sprite isn't even tinted, and the artillery turret looks identical. Also, flamethrower turrets and for some reason TESLA turrets can't freeze.

Also I discovered that frozen variants of concrete, refined concrete, and the 2 hazard concretes have their own hidden entries in the factoriopedia lol. You can see it by alt clicking them in the world.

reddit.com
u/Gorthok- — 7 days ago

I have a concept for a Vanilla overhaul mod

I have no experience making mods so I don't know how possible this is. I would try to make it if I did have experience, but I don't, and I don't want this concept to be unshared so...

Everything is on Trains, Assemblers, Furnaces, Drills, Chemical plants, Etc.

Power and Biters would probably be turned off since they aren't the main challenge and setting up the wagons to produce/consume Power/Pollution would likely be very hard, as well as getting the biters to target the trains without getting run over.

  • Belts, Pipes, Cargo Wagons and most Chests do not exist.
  • Inserters have their arm length doubled (long inserters could be individually customized between dropping 2 or 4 tiles away)
  • Pumps only transfer fluid between Wagons.
  • Mining Wagons would have an internal buffer that they would mine directly into, inserters would be unable to attach to Mining Wagons while they're mining.
  • I can't figure out a good way to set up oil, specifically the raw resource. Best idea I've come up with is turn it into a drillable item like iron and continue oil processing as normal (except on trains and with solid raw oil), other fluids would stay fluid.
  • Processing Wagons would have a large input and output buffer, and only function when moving.
  • Wagon Fluid Ports would be both input and output.
  • Assembly Wagon fluid ports would be on the middle two tiles, Chemist Wagons would have ports on the front two and back two tiles, Refining Wagons would have their ports identical to vanilla fluid wagons.

You'd start with something like 20 uncraftable burner drills and stone furnaces.
The beginning trigger techs would also unlock Steel, Smelting Wagons, Research Wagons, Rails, Signals, Stations, and Locomotives. Otherwise, techs would be the same except swapping normal buildings for wagon versions.

Cosmetic change to the rocket silo would be to change the rocket sprite to a locomotive sprite, because that's funny:

also make it kill you if it passes over you

reddit.com
u/Gorthok- — 12 days ago

Genuinely, SCREW THIS CONNECTION

I was able to reconnect after opening the server browser about 2 minutes after and thankfully they apparently waited for me to try and reconnect so I only ended up missing one boss healthbar. Third time losing connection this session, with the first losing me an artifact, and this time LYING TO ME about whether I can actually reconnect as well as failing without a retry. I have never had connection issues this bad in any other game, and certainly not in DRG, plus even if you can reconnect, if you were in the middle of negotiation you COMPLETELY LOSE EVERYTHING IN THE NEGOTIATION.

u/Gorthok- — 19 days ago

When Rubia gives you splitters, make the most balanced belts ever

Rubia's so fun (most of the time, I dislike the trigger techs and it could do with giving more red belts at the start)

u/Gorthok- — 24 days ago

New Reclaimer concept: Wielder

Dunno if GSG is against adding more reclaimers but there's five currently in game, and unlike DRG adding more wouldn't be too difficult.

Description: Specialized Exoskeleton allows you to keep more ammo with multiple guns, and perform interactions while shooting as long as you don't move. When firepower is required, it can be activated so you can wield and fire two guns at once.

Side Ability, Passive: Big Bags, You don't lose the 25% ammo capacity boost when you gain a second gun.

Side Ability, Passive: Gun Forger, After everyone has chosen a gun at the starting crate, all options are rerolled and you can choose a second gun, (late joining spawns you with 2 guns). Also, 3 times per mission, you can take 2 upgrades from 1 workbench.

Side Ability, Passive: Exo-Interaction, if you turn away from an interaction you start, your exoskeleton will complete it as long as you don't move. Moving away requires double-tapping a movement key (togglable in settings)

Main Ability, Active: Dual Wield. Activate your exoskeleton to fire both of your weapons at once for a limited time, during this time your pickaxe button will be replaced with the fire button for your second gun, and the ability can be cancelled with Q+M2. Lasts for 12 seconds, cooldown of 50 after it finishes.

Workbench Ability upgrades:

Dual Wield duration +30%
Reload speed on empty mag +50%, Overheat cooling speed +50%
Fire Rate during Dual Wield +25%
Variety Connoisseur (Basically, having different gun types gives unique boosts to that kind of pairing, like projectile and hitscan increasing projectile speed and things like that. Unfortunately, I am not creative enough to come up with good pairings)
+2s stun on enemies hit by 2 weapons.

Bio Deck: Efficiency:
1: Less Sandwiches: Ammo Capacity +20%
2: Scrounger: Ammo From Resupplies +10%, extra ammo from this effect can increase ammo beyond normal limits, as long as you started with less than normal maximum.
3: Ghost Bullets: +15% chance to refund ammo from firing. If 100% is reached, this card will not appear.
4: Pelter: Mag Size +35% (brought back from the dead as a biobooster!)

Bio Deck: Synergy:
1: Explosive Pairing: (note: I suck at explaining this but I'm trying my best) Explosive damage dealt applies a vulnerability debuff from other damage types by +1% of the explosion. Debuff stacks.
2: Extreme Elements: Potency of interactions between Elemental Effects +50%, and +20% to all Element application.
3: Double Down: Retcon's card of the same name but moved here because it fits better.
4: Team Support: Whenever a teammate within 10m kills an enemy, you gain +3% damage for 10 seconds. Whenever you kill an enemy, teammates within 10m gain +10% damage for 10 seconds. Both buffs stack.
In Solo: Cooper's kills give you +5% damage for 10 seconds, your kills give Cooper +20% damage for 10 seconds, both buffs stack. (range limit is removed)
Without Cooper: You gain +2% damage for 10 seconds on kill.

Definitely some dubious things, but I personally like this concept (totally not biased because it's mine :D) With how good only having one gun is I would love a class that revolves around having two.
Numbers are all theoretical, but I tried to balance them a bit.
The Gun Forger ability is meant to help upgrade your guns since unlike other classes you NEED two guns. Afraid 3 extra might be too much.
Tried to make the bio boosters applicable to other classes. I'm afraid of Efficiency and Team Support being too powerful. Probably need tune-downs.
Wielder might also be a bit much to handle since shooting just one gun can get overwhelming at times.
Also, not exactly a direct issue but still a big issue, during dual wield WHERE WOULD THE SECOND GUN GO ON SCREEN? Using two big guns could easily cover up a massive portion of the screen.
Any questions about particular details might be answered, and criticism is accepted.

reddit.com
u/Gorthok- — 26 days ago
▲ 129 r/RogueCore

Well that's fun (sarcastic)

Barely any time to do damage before it says "nah screw you", just let me tear through it's healthbar, that's supposed to be the reward for making a good build! Instead it just says "ooohhh you did a bit too much damage now you can't deal damage for 4 seconds!". Also, the penalty for doing a shit ton of damage to Molaktula is supposed to be that it fires a billion homing projectiles at you at the same time.

u/Gorthok- — 29 days ago

Reject cliff explosives, embrace OSHA violations

Usual problems require unusual solutions.

u/Gorthok- — 1 month ago

The Grim Reap-peater comes for us all!

Had a funny idea, drew it. Actually might make a good costume if someone better at art drew it.

u/Gorthok- — 1 month ago

REGRET

I tried installing an all planets mod :D (not recommended unless you have a NASA computer)

u/Gorthok- — 1 month ago

Conductive Thermals can freezelock dreads with cryo minelets

Poor bro couldn't do anything man

Also I found it weirdly inconsistent to use CT to lower freeze threshold to freeze the dreadnaught, sometimes it was instant and sometimes it just didnt happen like at the start of the clip. Basically the strat is to toss an IFG and full overheat into it after every third Zhuk mag (making sure to reload the fourth mag)

Do note that doing this will in fact obliterate your Zhuk ammo and is best reserved for pre-made groups so they can capitalize on the insane freeze uptime and CT.

(also ignore the fact I resupplied partway through I was low ammo from killing other dreads)

Cryo Minelets is my new favorite pairing with CT (it changes basically every other day lol)

u/Gorthok- — 1 month ago

Meaty Stew, or Meatballs?

Can't make a proper poll since I'm too lazy to install the app on my phone, so instead I'm gonna put 2 comments on this, downvote the one you think is better. (Yes I am aware this is severely flawed but IDC)
If there ends up being a bunch of comments, sort by old.

I'm curious as to which one people here think is better.

reddit.com
u/Gorthok- — 1 month ago

2 Suggestions, one for the community, one for the devs.

First, for the community.
Don't get pissed at someone taking your upgrade if they're the first in line, they may not have a choice between taking a hearted upgrade or taking something literally completely worthless to them (like marksmans loop with heat weapons)
This does not mean that first in line completely ignores hearts, still take them into account, as well as pick order, but they do get to take a hearted upgrade if alternatives are awful.

Secondly, for the devs.
Please add some way for the first person in line to have options if every other upgrade is hearted. It could be as simple as adding an extra upgrade to each round, or my personal suggestion, letting them forfeit having first choice and instead picking last. Another thing could be adding a heart variant that means they would like it, while the heart stays as "PLEASE GIVE IT TO ME I NEEED IIIIITTTTT" or even just extra time for the first person to discuss and choose.

reddit.com
u/Gorthok- — 1 month ago
▲ 247 r/RogueCore

This video will strike fear into even Karl himself

I survived :D

Edit: btw 11 worms over the entire video. 7 of which are in the jumpscare!

u/Gorthok- — 2 months ago

The Molaktula is strange now.

Context: New experimental patch made a change to the Molaktula boss fight, adding 2 new things to it. A spike shield (I have no idea what this is, I honestly didn't notice it), and a Teleport. Also all boss fights have much more regular enemy variety, since rifts will spawn enemies from risk vectors you've taken. I had a lot of enemy risk vectors, scorchers, armored, voidkin, and regenerative enemies. Made the enemies more dangerous than the boss lol.

The Molaktula's teleport is the big new thing to it. From what I could tell (and I have no idea if it's the intentional behavior), when the boss is in the big rift room it will teleport away to a different room. It teleported twice during my fight and both were when it was in the boss room. Also, when it goes down, the gate crystals spawn near the boss, so you'll have to carry them through the cave to the big rift.

For some reason (also unknown if it's intentional), the regular enemies stayed in the boss room instead of following me to the boss, which resulted in an interesting thing where I fought the boss, carried the stones to the boss room where the enemies had respawned, and then went back to the boss where it placed a bunch of spike things while I was dealing with the stones.

I kinda like it despite the bug when it first teleported that made it break my gun and laser pointer, it was very much NOT on me but when I shot anything the bullet hit midair point blank and the laser pointer showed the molakula when I held it, and pinging pinged the boss in another room. The bug was fixed when it's first health bar went down from Cooper but very terrifying while it was around.

reddit.com
u/Gorthok- — 2 months ago
▲ 111 r/RogueCore

Absolutely massive expenite vein, insanely gigantic, humongous.

u/Gorthok- — 2 months ago
▲ 450 r/factorio

After being used to the inserter and pumpjack quirks for 2k hours this is uncanny to me

Not bad changes, I like the changes, excellent QOL. Oil fields have never been easier, I can make furnace stacks with fewer undergrounds now, my early red science setup no longer has to have the assemblers on the right side of the belts yay.

Just talking about the fact that when you've dealt with an annoying quirk for a while, suddenly not having to deal with it anymore feels strange. I wonder if this kinda thing has a name in psychology.

Also I love the shotgun buffs I was already a shotgun fan now I have an excuse to only use the shotguns WOOOOO

Edit; THE REFINERY MOVES NOW

u/Gorthok- — 2 months ago
▲ 129 r/RogueCore

I don't think it's explained anywhere. What do these blue boxes mean?

And why is there a different amount by the GK2 in my hotbar vs the one in the box that I took?

Been wondering for a while.

u/Gorthok- — 2 months ago