#High Science Multiplier
1 messages · Page 4 of 1
It kinda plays really well with science multiplier tbh
It has an expanded set of not amplified science cost techs
100x isnt that bad tbh
if there was a mod to compress science like you compress cobblestone in modded miencraft, id do even higher than 1kx science
i jsut dont want the ups hit
of trying to do like 50kspm
I been letting my 1000x game afk more. I’m trying to finish this shit haha
I feel like the numbers become meaningless if you add stuff like that
It gets you to being able to actually expand I suppose?
Yeah pretty much
never played Disgaea?
Dunno what that is so probably not
I saw a thread on SE discord on 300x SE and people were saying it was crazy lol
Well it is a bit crazy
Yeah I guess
But I do think people generally underestimate how strong the scaling tools the game gives you are
1000x is by no means 1000x harder
The main annoyance later on is going to be constantly deleting a mine trimming and regenerating
It's going to be pretty horrible
A bit of that yeah
I might possibly just add a mod to regenerate the mines or just make them infinite richness
tacticla rpg with a high af max level and stat cap
It is probably just grindy to keep regenerating mines that way... not sure though
Thing is core mining won't even do a scratch
I dunno, I think you can kinda just go to more planets and set up small outpost
Maybe you’re right tho idk
i feel like once youve exhausted like 100 iron nodes and copper nodes etc you should be able to just place an infinity box lol
some kind research that after you have mined x number of depsoites you just get a chest
or maybe after x number of iron ore
More patches to replace when they get depleted
And with wabs and high tier modules they will probably get depleted quite fast
Ill be getting vita 3rd instead of beryllium for prod mods but it probably won't be enough
will you reach a point where you cant set up mining posts faster than you mine them?
Setting them up is just stamping down a BP and hooking it up to a train, should be quite fast
the ultimate war of attrition
I think, you just wanna over mine and under draw. So like, sure you could pull 4 belts out of a patch. But if you pull 1, it lasts 4x longer.
Hopefully long enough to not revisit
Yeah, I'll do that, but I'll need a lot as well
No way that's gonna happen
Yes that does make the initial mining efforts yuuuuge. But, maybe better than dwindling patches.
Those mines aren't nearly rich enough
I mean, on primary planets, the primary is usually quite rich
Definitely will cover every mine on a planet
I'll still want a few belts per mine if I want to get a decent spm from that planet
Even if its like 20mil patches it still depletes pretty fast
Just depends how fast you mine it :D. But we will see
Fast as in maybe 50h but still many revisits to regenerate
Prod mods on miners will probably be good too for you
I'll see as I go
imagine a tech that is a miner with a planet wide mining radius, so you dont count your resource income in terms of mines but number of planets
Yep, I'll be using big miners for the extra prod slots
suddenly youre playing Stellaris
Hopefully the prod 7 rush will work out fine
This playthrough will probably last maybe until even end of 2025 though
Would be quite busy with school in 2 weeks
😢
If you pull 1 blue belt from a 20 mil patch, I would anticipate it to last over 100 hours with your expected prod bonus.
And I be mining patches larger than that pretty routinely on primaries
Ill need more than one belt per patch probably
The resource demands of even just 900spm science is pretty insane
I'll just see what I can do
Yeah, working on it
Need to hook up quite a few more stone mines first
And expand power quite a lot
Nice, nice
Currently drawing like 650MW after 2 levels of lab speed and at 3.6k of basic red green
I might add another 900mw first see how it goes
Yea fair enough
Issue is rn I'm having ups issues
It's pretty crazy
Inserter update is at like 6ms
I’m just leaning very overkill because I don’t wanna have a brownout / blackout
Dang
That’s not a good sign
This early
I really should have made by builds a bit more optimal
It's mainly that the builds suck
I'll see what I can do I guess
Yeah but only blue science! That’s scary yo
my fear with my run is i'll have to eventually abandon it due to ups issues as well lol
i want atleast 2.7k of every science
but my most expensive tech is 100m so......
My base resource inputs are already a bit close to megabase
It's quite funny
Using a bunch of long inserters with stack size 1 really hurts ups badly though
Maybe I should have went with the approach of getting train base set up with the essential green techs before moving on to blue..
Which?
ultimate modular reactor, from a mod
Oh lol was already thinking since my biggest is like a couple mill only
i had it in a modded setup, forgot i left it in when i did my first 1kx run, found it funny and decided to make it the goal
will probably not even get to it, much less complete it lol
i think what is likely is i will get the last science productions et up, copy it a few times and then feel like im done lol
after that its basically leave the game AFK while I play Battle for Wesnoth

How on x1k?
so starting with bots ok to?
If you want
cool cool . right gone bots start 200% on ores and bot start mod, pump anywere, milestones and , rate calc mods
I just discovered that a single pipe on one of my power plants was missing
I did 600%
Time to play some science multiplier
I let it afk more so now I have bots unlocked
Time to construct them, it’s like 55 hours now
Substation research is coming in, then it’s solar fields time
Gonna need so much for my plan to use speed2 drills
Outposting is bleh so I figured maybe I should speed it up a little xD
i have been tempted to use the time mod at the start but thats feels like its not in the spirit of things
Meh, may as well, not much difference between that and going afk I suppose
might put it on for an hour just get the basics setup
Yeah, waiting for underground / splitter can be annoying
I just did a half belt of iron and waited for it
Also letting the mall buffer a bit can be nice
getting started !
alright, i fixed my coal supply issues
my factory has consumed 1 billion units of steam
thanks for the advice about long handed inverters!
pain in the bum before belt research
I just built a single line of assemblers to get 450 SPM, and I replaced the belts whenever I needed to route it to my mall
later on I built a second one to get 900 SPM and got logistics 1
1.8k spm no stack size upgrades!
just stack inserter unlocked ( I had to give in on that one)
oh im dumb I could have halfed the wing stone brick / steel / red chip belts
o well
really very few high tier modules. 192
nice! thats how I ended up having to do it too, more or less
You may update your server nickname, if you wish
breh
im good most of the other server know me as clevlore
I mean, add x1000
no need...
ahh i see this might be handy for a few https://www.reddit.com/r/factorio/comments/sv1763/my_135_science_per_minute_book_the_first_share_of/
(I'm not playing x1000 so I don't)
Lulz
are those eff2 assembler builds? :p
or leave them for minimal power draw
🤔
I would expect prod builds being massively more common in x1000
prod modules do be nice
can see im planning the purple science for prod3
it will just have to start a little slow
Prod2s are way faster to produce, so I'd expect all the factory to be filled with them maybe even earlier
in normal mode you only need
Total science packs to get the technology to launch a rocket:
6060 Automation packs
5865 Logistic packs
3400 Chemical packs
1600 Production packs
1300 Utility packs
with 1000x thats signifcant less than that other scis
yep , first science will be done with prod2s
to unlock beacons and prod3s and speed3s
and mk3 assembler
yep, but im gonna detour another 375 production for mk3 assembler and beacon
I think its worth but idk
should help a ton with making util science I think
processing units.. so many steps
Prod3s are super cheap compared to the scale of factory needed, though :D.
Even quality prods will be cheap in 1000x
Especially on the nice recipes
If you want to optimize it will be nice to use t2 and then upgrade to t3
I remember their recursion to take a while (making prods for the prod build itself)
Don't remember how much tho
Depends how efficient the builds are in a big way tbf
I know how to make very module efficient designs (like that purple one there)
x1000 at first 2.0 playthrough when lol
Someone here said they were doing it
you can do whatever you want, i dont think people are too judgy if youre not pure 100% vanilla :p
im unabashedly using unlimited ammo mod, filthy cheater and proud
i wonder if we will get a slider for quality chance multiplier
@steep spindle could you please stream your 2.0x1000 please
No that's a mod
If I have the Internet to do so by then I will be
i can forsee some mod where the goal is to build a rocket using only t6 parts, and the rate is like 1000th the vanilla chance
so like you need to produce hundreds of millions of rocket parts
and hope you get a few t6s
I have quite a few interested in it actually. Hopefully I have the ability to

Wow
So to feed this I need to bring it 6 belts steel, 5 belts iron ore, 6 belts copper ore, 8 belts stone ore, and 2 belts coal, 1 pipe oil. And make processing for the green and red chips, the stone brick, and the plates for the iron rods.
Red belts
Seems manageable except the 6 red belts of steel im kinda skipping over lol
Thanks :D.
Felt fancy to make it work with stack size 2 Inserters
But prod3 / speed3 also
6 red belts of steel thats 30 belts of iron ore
yeah which is pretty scary at first glance
yea totally
but I have a few buffs I can utilize. mining prod1, speed1 module drilling, prodded smelting. the compilation of boosts if I go for prod1 smelting will be: effectively 15 belts iron ore
and I could even go for speed2 drills or plan for beacons and prod2
and then by smelting at the ore patches, the total logistics needed to bring those belts in should be pretty low
so mostly a matter of bringing equipment out to ore mines! which is making me consider trains, consdering their need for purp science anyway
oh and ofc I can bring robots and drop a roboport and let them do the hard work for me!
so in a way, this might be less tedious than blue science was.
Anyone know where print screens go on msi? Can't seem to find them
got my new steel processing print I think
copy this 10 times and it drains the half belt of input
err 20 times
Only 40 for a full red?
dis the plan
factory planner is trippin
it counts ore input as ore in ground when you use speed in miners huh
lol
I see now.
k this makes much more sense
just need to build 27 of these
along with 27 sets of 36 iron ore drills
it looks beautiful
maybe 5 ore patches I need
just for steel
not too crazy!
Oh the power bill is gonna be 1.2GW just for steel smelt with this plan
Welp
Solar go brrr I guess
27 of them with miners will 1.2 GW yeah
Lol ima be impressed if you survive that map
With biters and k2se… wild
I think I shouldn’t build the steel yet except for maybe 1 ore patch
Then build the purple science and other ore inputs and let it work slowly on getting me beacons
Then add steel while that happens
Get it started… then add all the ore slowly but surely.
I mean the worst part is they keep attacking my power
just only that they ignore my full production line
Think you’ll be kinda fine once you get repair bots?
Or are you gonna have to rush cargo rocket and abandon nauvis?
What evolution btw
I don't really know how you guys are gonna get through K2SE
a lot of people encounter UPS issues in normal SE
I'll have to check what the evo is I don't think it's that high since I only did evo on destroying bases I thought
yep my ups in my normal SE game is like 50 rn lol
that's why you get a good pc just the mess around on X1000
not sure how to time warp like froggy does though
finished?
many bots?
decent amount
bugs are the biggest impact I think
damn biters
war.. war never changes ;p
yeah can't wait to be thrown in a bug infested land
Yes
The 2.0 hype keeps getting more

xD it's still a long way off silly goose
It's like.....
A year
Yeah, a year to figure out the infinite science builds 😜
but we don't know how it 100% works yet!
You think the recipes are gonna drastically change?
Outside the rocket silo
Obviously the other module comes into play but

is there a mod that simulates it?
I wish
The other science packs
is it the same as se or do we know the inputs it need
it is very different from SE. we have a janky mod that simulates quality modules
any recipes that have been shared?
why?
do you know of any mods that would change the recipe to be like 2.0?
no
What are your biter settings?
where can I check?
I remember only enabling it for killing biters but not sure and destroying nests that I'm pretty sure
For biter creep?
You can just change the K2 startup settings to enable peaceful mode which changes the recipe for military science to not need creep
Also be careful if you run trains near biter nests later, trains emit some pollution so if there's a good bit of traffic its gonna attract attacks to your rails and trains
yeah I need biomatter
crap I got max biters size and 600% starting area
Hwody
is the stone brick ratio still the same as the rest?
You’ll be perfect at this lol
bots are so slow
Just doing a mostly vanilla run, not touching SE with a 39 and a half foot pole

Ima hop on and see if I can automate my bots
ima try and get stone and stone brick done for 
Yo I understand your pain now
Having just begun my purple science journey
Goddamn it’s a lot
ye
bots are being made full speed and its not enough
1000 feels like nothing
thats why I went small
damn
How many frame machines?
wow I need to clean my trains out
32
. 69 bots per minute
gez
yeah, its so fun watching this roboport and the bots escape
I'm over here hoarding 186k of each science pack just to smoothly craft
at 75k
I’m realizing now I need a bunch of solar and accumulator production I think
I want like 5-10 GW solar to finish this I think
this wasnt enough
that print I placed is for 480 solar minute, no way ill be able to feed it at full speed though
this bases max power is 2GW right now
More juice!!!
I get up to a gw researching just red/green because its built up more than blue
I got unloaders hehe
are unloaders that bad?
oh I don't have enough space to do that :l
but I might delete what I've build and fix it
Unloaders can be bad from what I hear. Miniloaders are more ups friendly. Somehow? IDK just what I’d heard
i think youll run into some issues
oh lol I place one unloader instead of 5-6
could have just turned on peaceful mode
Don’t even have trains researched in my game yet .. still getting green science researched
for the k2 settings
never!
i hit trains at 24hrs
loaders are good for ups if you need to get it on a belt
if its container to container it sucks
but if its a not super big container and you need to get a belt its better than inserters
good luck i guess
not sure if you can even clear out those nests yet
+faq mining | please stone be the same 
I got nades
and ammo

what ur evo
they are pretty damn powerful tbf
is there a stat I can see it somewhere?
by the time you hit them it can be to late
Mouse over a nest
/evolution command
or that, yeah
150 yellow science isnt much
this'll do
@steep spindle with this just the fast inserters are enough to fill a red belt
did yours have two output belts on the train
what stack size?
2
mine looked like that^
ah, ok
I think I built them from the get go
finally stabalised
what have you done
um
what is that
I was drunk at the time of this block
that uranium patch is huge
infinite power
having it combine into one belt effectively means that there's 4 fast inserters per lane, so with a stack size of 2 they can output 19.2 items per second
that's why it filled the red belt
it was outputting x2 red belts
if you have it output two red belts then I'll need stack inserters
I see now
so, I guess I could just remove three stations from this
🤔
this doesn't feel like it accomplishes the same thing as them squished other than power poles are easier to see
maybe at higher mining prod
Second 450 SPM red science maker is up and running, should get green science researched sooner now!
why? xD
the line of code I yeeted fixed the storage bug
but cause that to occasionally happen
Honestly? The thought that techs got researched so fast in regular factorio that I didn’t have time to really enjoy each one. Taking it to teh 1k extreme makes each one matter. When you get it, order, etc.
whats hilarious is that is how a lot of people thought I was nuts, but then started trying it out and understood that logic
I appreciate the peacefulness of being able to build and think, while also building things that matter
and now keeping @mossy saddle happy for power poles
LOL

I was already doing x100 cus of that one youtuber but then when I saw you could go higher I was happy
a lot of people in the discord kinda just followed me on this crazy train of x1k
its so enjoyable!
I originally tried to type in 50k tho

xD 50K even longer damn xd
I think the game would break if you could do 1m
trying to find the mod people said could make that a reality
just to see how long
tech would take to truely get
LOL
to my knowledge the mod doesnt exist but its easy to make
Ok, good, I have two setups each producing a full half belt of red science, and are both ready to produce a full half belt of green science once I get that researched in 37%
Not to mention the 40ish red science makers + labs I used to get the undergrounds and splitters done lol
do you know of a possible way to make that a problem I'd want to have?
Wasn’t there a TCM mod? How high could that go?
you don't need mods I got a command for it xD
id be terrible at explaining, id ask in #mod-dev-discussion on how to do it
TCM?
/c game.difficulty_settings.technology_price_multiplier = 2024 ? didn't work
Tech Cost Multiplier
I hope that research speed lets a 400 lab array consume all the science I send it, as it does now :P… silly 5 second timer on green science means very few of my labs are seeing any packs
oh really a dev said it to me
how much are you making?
Each such array is going to be getting a full half belt of each science eventually. Atm its just red as thats all I’ve got
this base is x1k right now
yellow red or blue
hmmm then I don't know I'm sorry ggs
Wanna think about that a moment? I’m still researching green science. red belts are a reg+green tech 🙂
that sucks
I didn't know you weren't that far yet
then a mod is your friend, ask in #mod-dev-discussion
gotta take a trip
gonna go check em out
ty
Must not have been clear then, I’m still researching green science. It costs 75k red science, but each flask only takes 5 seconds to evaporate in lab
only 5 damn
what science?
Logistic Science Pack
I’m literally researching green science now, so I cna research green techs
this one?
79% done now, yup
Companion drones? Yea, they like to take their cigarette breaks
LUL
its time to just YEET them
230hrs with them
I find it helpful to build stuff in small amounts (since they don't fly to the ghosts being scanned, but instead their own algorithm)
They sometimes take a break, but you can just toggle it
Toggle companion construction off and back on makes it scan again I think
ima just go get some personal bots 🙂
Personal bots are slowwww
Worker robot speed research is a (slow) thing… I wonder if the companion drones would go faster with nuclear fuel in em?
might be slow, but they dont take a stupid break lol
dear God
I can test that actually...
I doubt they do
But its funny to think about giving a squadron of ten companion drones nuclear fuel and then going and taking them to some large nests
They are just spidertrons with invisible legs I'm pretty sure
Yeah it picks up any fuel in your inv that it can accept
It will probably boost it as well since it is technically a vehicle
Though it's kinda useless
we about to find out
The best thing to do is to replace every single thing in the grid
Fill it fully with roboports
um
whoops
my bots are like who the hell are you m8
granted this world also has this guy...
Does not look like it travels any faster than it would burning wood
those are all regular bots
I saw the companion drone in that
oh
yeah, seems about the same speed
the simple RPG is gonna need some science behind it
😢
Yeah ofc if you have that, but it is really quite slow early on, and power is also a huge issue
Those aren't just normal rockets they are biter seeking rockets
They require quite a good bit of tech
the rest of this will be built tomorrow
80 hours into this save, probably still 20 hours out from actually getting chem science set up
once I have chem science set up, and my red/green science + labs put onto trains, I need to immediately start building for production science
I'm falling way behind
the steel cost is so damn daunting
and because I overbuilt the train system for my iron smeltery without realizing it, this is now pretty space inefficient
for my current tech
but I am NOT tearing out this entire thing just to move it closer to the main rail line
xd just keep it then
first time I've ever put plates onto a train before
I've only ever used trains to move raw resources from one place to another
you're doing great
I'd just keep that, it looks good
i wonder how much 1 GW of power cost in real life
for my state in the US, it'd be around 190,000 dollars
do typical power plants even produce that much?
I live in New Jersey
190,000 per what?
gigawatt hour i guess
our power production is like, 49% Natural Gas and 49% Nuclear
that small 2% rough amount is renewables like wind and solar
power is pretty cheap here
im in memphis, our power plant jsut burns piles of coal lol
fashiontorio is the end game
I'd love to see your power lines!
why is there so little stone compared to other resources
im struggling so hard to get enough stone for just 3.6k blue
I think in SE atleast you need more than vanilla
as in the patches are far less
i think alien biome changes something
my base and most my ore patches are in the middle of a desert
theres like a bunch of other ores but not much stone at all
it probably does
I assume ore generation is atleast partially dependent on what biome you are in
this research is really tempting..
Janky Qualtiy mod does ive got prints ready?
Very hacky implementation it seems, but probably can't do much better without a lot of scripting
Mhm sounds interesting to try out for now
yes however does simulate it pretty well , i got prints ready to get producing rare stuff in early game was the loops where a little harder than i thought they where when your wanting to do a lot of input.
this was my green circuit improver
does it keep getting recycled over and over again?
yes until it outputs rare qualty green circuit
i have this for green circuits, red circuits from here ill make rare blue circuits with prod modules from them rare ill make rare level 2 qual modules and improve all this for faster out put,
i also have desings like this for brick steel iron and few other ods and ends so i end up having a rare mall ,
i will also take the rare plasctic from the red to make rare LDS to get the rare armour , as we are notgoing to have accsess to epic until after plannet 2
and you wont have access to legendary until last planet my plan is to set a bunch of these up before going to the first planet ,
it might be worth it to rush the last planet and just climb the quality quickly perhaps
though i guess building up a good amount of quality modules will help
I'm a bit confused
Why prods
This is half-belt
Is this planned for beacons
damn you've been very busy since the last time on awf xD
ahh taking a break from AWF , playing with that mod to much mp can take it out of you
yeah me too that's why I'm doing X1000
there we go
this doesnt feel normal
why is it so high
ive already switched to only fast/long inserters
Prods make free resources. Half belt allows less entities built for an output rate. No beacons
putins chest help me my ups is dying
Terrifying
theres no way inserter update should be that high
yes theres like 7k active inserters but it shouldnt
Did you get stack size upgrade yet?
rushing it rn
even cancelled accum research for it
ah still 0% since I didn't slaughter nests yet :p
yeah but it shouldnt be THIS high
my cpu isnt even that bad
If you can get electric furnaces it makes this style easier
But I do fear for your capacity to finish this because this is a very early ups hit
I think you’re gonna need to pretty much straight rush beacons right after some inserter research and reconfiguration into direct insertion
i havent used the dupebox mod yet, and theres barely any DI
howw much is your ups froggy?
its like 55 if i zoom all the way in somewhere empty
the new base will be far more ups efficient than this base
xD wait really?
that's like big and you're not in space! that's dangerous you silly goose
honestly kinda make sense since the inputs to this base are already vanilla megabase scale
ill just abuse dupebox for the new base
its incredibly efficient
how do I put the UPS thingy on my screen?
debug settings show fps
guess ill just afk for a while to get that inserter capacity 2 before i start building stuff for mall
i need so much solar and accum
i think its just i scaled too much without bothering with ups
didnt think it was gonna happen this early
the base is pretty huge though so makes a bit of sense i guess
plus not using any trains
transport lines is at like 2.3ms lmao
I'd love to show you mine but my screenrecordings go to a place I can't find xd
are you running alot of chests? i believe that inverters on chests are counted towards that and the scanning of chests its a high ups costs
no, im not using any buffers
that's all I have for now
really nice
AII wherehouses ?
I mean I forced ggs into tidy powerpoles I got to enforce it myself xd
fair
you cant see anything if i enabled it lol
blue tech is really freaking expensive
I haven't gotten to blue tech yet
xD same I'm going for satelites and stack inserters
Those would help your ups
Free stuff is stuff inserters and belts don’t have to move 
And miners don’t have to make
which means happy factory!
Starting a green tech (electric energy distribution 1) shows me that my iron production supports 450 SPM but not 900 SPM … ugh. Gotta find more iron patches to belt in
ill probably just speedmod 1 this entire base when i get there
yeah the times are annoying x
xD
and upgrading to asm2s
its probably a good time for me to do that rn
wont help much with inserter update time but itll help a bit by reducing like 0.2ms or smth ig
you didn't do it yet?
power issues
you can have my power if you take the biters
but now its not that bad so ill probably add another 900MW and just upgrade everything
not gonna help much though, asm update time is like 0.6ms
im thinking of just letting this base run overnight and come back to bots (and a better running base)
this whole old base is going to have to go soon though
it might actually be bad due to the amount of extra power i need now that i think about it...
good thing is that this base probably wont be running for too long after my new base is up since most techs will likely be done
won't the bots give you lower ups for some time?
im also a bit worried about running out of space on nauvis before i get beacons lol
if i dont build too fast it shouldnt be too bad
current priority is to get a working mall
ill just use wagons
working as in able to take a bunch of different inputs that k2 throws at you
ill probably just train base and use the train base to build a mall to upgrade the train base
my simpleton brain can't handle the train mall xd
I may just go ahead and build one after the
is up today
I'd love to see
When I get it built later sure
Contemplating an outpost and builder style train with the mall
Obviously not til tonight but
Me too
That would benefit a little too well with bots I think
Drive it to a location, have it empty to a provider chest and drive back
That would actually make it so you don't have to have a big ass bot base too
🤔
im thinking that too but with sushi trains
the issue im now thinking of is how big do I want sections before I divide it up?
Or sushi construction belt,
Skip the trains 
how would you do multiple dropoffs with 1 belt
actually thats a dumb question, you just have a constant supply of items on the belt
the problem there is long distance, you have raillines already
atleast I do you dont on this game
Yeah idk I’m trying to figure out how I wanna approach this mass scaling to finish the game
Right? Got me wondering for
and
that's why I'm building the mall now
yeap ill be going builder train when i get there
got myself a reasonable red chip design I think
given my stack size 2 limitations lol
just gotta paste that bad boy... 9 times :D.
and I have my 2.5 red belt red chip for purple science
however its gonna run at like 20% speed before I get the beacons and mk3 assemblers. which means 4 hours to beacons
and maybe 2-3 hours for mk3 assembler. not that bad tbh
can let it buffer a bit and do more other science
this is what 1,8k spm purple needs.
and my smelting lines
gonna re use the refinery from blue science, same speed works (lol prod modules)
I think its time to leave editor mode xD
I think I can happily use a lot of this for the yellow science too
Get this damn thing finished already
now that's something i was not expecting
ive only just got green unlocked and doing red belt research
it takes a ton of labs yep
i got a print for a whole red belt of red circuits if you need just add ore and plastic
ill take a look sure
my issue was making something that works with stack size 2 inserters lol
tryna speed through this and those stack size upgrades are a lot of science kinda
5 lanes of copper ore 2 lanes of iron ore , coal up the left so you can tile it then plastic at the front
no modules 1 red lane of red circuits
i normally build 6 of them 4 for buss 2 fore blue circuits
Yellow belts huh?
Interesting with all the red everywhere else
Do you have an early robot mod btw clev?
Oh sorry I was looking at the left yellow ones
thats for coal just to feed the smelters
Oh ok you’re all good then with that style of build
I had to make my first one for ez hand building haha
I would however suggest on site plastic and prod module1 usage
i made to make modules go straight to level 3 usaly
well, did you know that lower tier modules have better payoff times?
so you can use them early and benefit well
and as it train fed and ratiod
also in this x1000 youre talking about tons of resource saving :D.
yes bit normal game speed takes to long
awf we have tier 3 modules by sunday resets on friday
if you can get two of these going more than enugh red for everyone
yea fair dues drag and place
i got prints for all the circuits like that so i normally build loads of them under the buss so your not taking from the buss to make circuits
makes sense yea
thats a neet build wihtout bots !!
im just doing dedicated builds for each science for this x1000 though
With prod1 modules, instead of 8 wire: 8 green chip: 6 plastic feeding 48 red chip machines, I have 51
Could do 52 but it wouldn’t work all the time iirc
And then 1.5 red belt red chip should cost me 7.5 belts of copper but I get to just make 6 smelting lines
Uses almost 6 now
Pretty nice, idk
And all the prod bonus lets me input just 1 pipe of oil, too
And less than 2 belts coal for everything (smelting included)
thats neet with mine thats where i would use the prod modules on the oil once you got trains setup ore not really a problem
Mhm, fair enough
Then again I tend to like prod bonus even more with trains since the fractional belt savings are better distributed xD
Pretty dank
Nice
I like your ore frequency
I think 17% that I did was too low for this
as its 12 lanes of iron 8 go to gear wheels i have to admit i went 200% on all
so doulbe rich doulbe size double qunatity
Noice, I did do 600% 600% size / richness for iron and copper
But 17% frequency leaves em fairly far apart for my lazy not going for trains ass
Roboports to the rescue xd
i dont like building on ore so i thoguth this way the ones closes would be gone fairly earily and get trains down
omg 1200 labs
The base I have has 1680 labs
But they are all prod module one
damn im clearly lacking on lab count
I need to get my bots to build more as soon as i get them finished
making a refinery for my mall rn
its amazing how many labs get used on different researches
doing engines and 15s and not 30s and half the labs just stop
I mean.... You've seen Galaga! Haha
have you seen galaga?
gotta go to dinner but I'll photo this real quick
Wild
its fully functional up to 7 science labs before beacons too
the 30s sciences said 5k/m
Sent that photo and my computer hard rebooted 😦
Hopefully no dmg ggs
I hope not either
Not rebooting it till later lol
If there is... It's no worries

Adds bonuses and optionally research for bigger bags (more inventory space), movement/walking/running speed, character hand crafting speed, long reach (optional far resource reach), and player mining speed.
Use settings to choose which ones you want, either through research or by just choosing a value yourself.
Aidiakapi
141980
Beacons starting??
Nice GGS!
Im hoping to make my first bots tonight
And hopefully get roboports, substations, solar panels, and accumulators started
Coal patches dwindling
Thanks
Must be nice
I think the coal will be ok though
I just gotta not keep afking for a while xD
Put up 55 game hours now
Not with the science requirement
Tru lol
That’s why I don’t have it
So how long until your beacons???
And then what
Do you have power for that?
I don’t remember you doin solar or nuclear
Solar, sitting at 2GW
Hmmm ..
Dank
I have to figure out 6 lanes of
now
12 lanes of 
might be time to finally crank this up
ohhh yes.
things are coming along
I may have to use more than 8 copper miners now lol.
for the mall
Oooh nice
Builder train is pretty interesting idea
I'll probably make every single build have a lot of space available and just have a builder train for every single build
Not a bad plan
I’m just trying to get the solar fields started my red / green up to 1.8k
Then I’ll think about expansion
Another option is construction sushi belt 
I’m thinking about using one of these
I could just output my mall ingredients to a sushi belt and carry it over yonder to the construction sites
Nice and customizable
I don't want to have to run a belt through my beautiful rails lmao
My plan rn is to make a slow mall using my current mall inputs with wagons and build a train base to supply that mall and make a bunch of solar
Since I have some excess power laying around
Nice , good plan
I’m about to startup the solar fields as well
Just need to improve mall resource production because it’s pitiful
And solar is pricey
But I have unlocked accumulators / solar / substations so I’m good to go
Im not really sure how much ore I should be feeding to mall production
Depends on how fast you are building
But 2 yellow belts of copper and a few yellow belts of iron and some steel should be good
Won't really need much more than 2 yellow belts of copper
Before bots I had 0.5 yellow belt copper
But now with roboports, large power poles, substations, bots themself , solar panels, accumulators… I think I need more copper
Ima go to like 4 red belt copper I think
Oh and making module 2s / beacons / assembly3 soon
Yesss all the copper now
And so many red belts as well
Might want to make module 2s seperately from mall
I'll probably make my solar and accums in their own production facility
Since I have the advanced solar hr mod to save some ram with solar fields
Way too far down
I need energy 1 for flat solar 1
Nah
And the advanced panels from K2 aren't that great, only 2.5x of a regular panel
The solar fields will still end up being way too massive
It's a bit cheaty but I don't have much memory to work with so yeah
Yeah, fair enough
I was thinking base SE where the flat solars are basic space science
Or maybe util(?)
Yeah not here unfortunately
Even util would be too far
Since you definitely want prod first for beacons
From what I hear, “vanilla” loaders are a UPS hit. But the miniloaders mod loaders are nowhere near as bad. That’s what I’m told anyway
that is a mod loader...
Well, not all of the mod loaders are like miniloaders
I don;t know the differences between the “vanilla” loaders, miniloaders modded loaders, or other mods’ modded loaders. All I’ve ever used have been miniloaders
O.o do you have a mod that would help that problem?
miniloaders IS the name of the mod 🙂
Literally miniloaders are not actually loaders lol
They’re a pile of inserters in a trench coat
700 bots but doing so little, lol
?
This is wrong
Vanilla loaders are far better
thats kinda funny ngl
Loaders are even better than inserters for putting onto a belt if the inventory size is like <200 someone has tested
Depends on the use case and which exact mod really
One of them does a dumb thing and lets you use a vanilla loader directly onto trains… by scripting it
If its not the aai type that needs lubricant it should be better
Don't vanilla loaders already work on trains?
the amount of shit this guy needs
Don't use miniloaders unless you really want a loader from a large container
In which case clocked inserters will work better
Don't use loaders for DI
see you say that
Loaders only for belt usecases
in testing this loads my trains almost 10s faster
You trade speed for ups
and Max said Miniloaders shouldn't do that
or at least have less of an impact
20k science packs in less than 2m is hilarious
I’m prepping to get my first solar fields built 
Not sure how exactly miniloaders works, I think it has 4 very fast stack inserters in a box with a belt
If you want fast DI it's better to use faster stack inserters
at higher stack speeds maybe
If miniloaders is just stack inserters under the hood … wouldn’t 3 express miniloaders (each with a matching pair, for six total) be a faster means of moving stuff from box to box? I mean, if it is just stack inserters under the hood, it would get the benefit of stack size research. And it is more than one in the one tile …
Machine to machine, I mean, not just chest to chest (at 1 tile, you could only use 2 express miniloaders OR one stack inserter for your comparison)
Faster, yes, but not more efficient, since I'm pretty sure it puts on belt then takes from belt which is quite bad
DI is approx 4 times better than inserter - belt - inserter iirc
why are loaders so UPS intensive?
They arent
Compared to inserters putting on belt (which is quite expensive) loaders are better for lower inventory sizes
But if you are using 2 loaders to go from inserter to inserter like that gg was doing it is quite bad
Also this ups drop is normal when you are holding a huge blueprint while zoomed in, since it is expensive to render so many ghosts
you can use Ultimate belts AND Advanced belts in the same save
Your gpu can't keep up so your cpu is taking over some of the rendering load and thus your ups drops
makes sence
just with that liek couple thousand entity bp
Yeah it's best to place though in map view
When you hold a BP in your hand it probably renders the entire thing
And opacity is expensive to render
Did you like my powerpoles ggs! 
🙂
what is that
yeah I don't think I'm gonna put loads of those
the tech not the actual thing lol
thats like 2.5h worth of research
better off researching something else that is actually useful
like beacons!
aaaa wires being connected is screwing shit up
Whats happenin
Wire isolation issues
No problems though can just use some additional combinators to isolate it
don't you have issues with water too?
I've made a specific landfill factory justs to cover them up
I turned water off and use stone water well
There's an addon that makes it not placable on planets without water
anymore

t



