#High Science Multiplier
1 messages · Page 18 of 1
writing IT exam while 1kx runs in the background and watching meme compilations on YouTube. i have achieved peak productivity
i need money
but what?
What were you having trouble with?
i'd just like to know the starting settings everyone's using.
I think peaceful mode, probably maxed resources
Since it's your first run peaceful would be a lot more relaxed, but also it's SA and the enemies are quite a big part of the game
I did 600% all resources and enemies at 600% starter with peaceful, then no expansion/evolution/pollution so they are always small biters
No 600% starter area 100% scale
but you said "600% all resources and enemies".
And enemies at 600% starter area is what I mentioned. 600% enemies scales is a death wish
I wanted them on but not a nuisance
Decided I’d give tech cost x1k a go … but disabled enemies. Not sure if that affects other planets; but on Nauvis all I get are spawners that sit there and do nothing. Disabled pollution, evolution, etc. 600% resource size/richness, but reduced frequency
My buddy had that to and Wondered cause he clicked no enemies
Good luck!
One of the FFF’s mentioned that you would still have spawners, for reasons, when playing a no enemies game. Not going to divulge those reasons as I think you were one who was trying to go as blindly as possible
I am one of em 😄. Just got the chem science research last night
Trying to make trains easier right now because I'm starting up the train base
I’m going to be feeding this all with trains, eventually, but for now, its all belts. I’ve got one 1800 SPM red+green setup with my mall … I dont want to keep waiting for techs so I’m in the process of building a 3600 SPM red+green facility that will be expanded for the other flasks as well
I currently have a 3600 build of
down
Waiting to figure out
till trains are up an running
I’m going to need
sooner rather than later, if only to clear these empty nests out of my way
I just don't know how much steel I could reliably produce , because that 200K military science upgrade for grenades is looking really nice
Not sure if I’m gonna want to use grenades to clear em out, or just make some turrets and load em with ammo. Took too long for me to kill one with just the SMG (only military related tech I’ve gotten so far)
Ok, I lied, I also have turrets. Decided to take 2k yellow ammo and 10 turrets to a nest. Decent size nest, without damage upgrades those turrets went through 26% of the ammo to clear em all. Didnt take too long either
Took longer to walk over to the nest than it did to clear it out. I need to research the car
So that's always been. My concern is how much ammo do you take? But I guess it's better to take too much ammo than not enough
Except from a pollution standpoint, yes. But if pollution is off ……
In a regular game, with enemies, evolution, pollution, etc. on, I bring a stack or so of turrets, a stack or so of repair packs (which I usually have on me anyway), and 2-3k ammo when I go on bug hunts. This game, not so much
Gotta get a car … gotta get landfill in major production

And now people wonder why I went with peaceful mode
I honestly could have probably done non-peaceful mode because the biters were just small biters
car has alot less health xd
Did they Nerf it by a lot?
it easily got destroyed bi lvl 1 biters xd
if you hover over No Enemies it actually tells you about it
it's there because otherwise there would be no way to get biter eggs or pentapod eggs
I’ve queued up the planet researches for overnight
Time I will be setting up the first colony on vulcanus, but I’ll researching the others becuase those techs are FAT
how fat are we talkin
Big boned?
1 million science, per planet.
thats fine only couple hrs
I guess you already have an insane amount of science production
How hard is it to set up massive amounts of space science? Say, 1800 SPM?
it shouldnt be bad at all to scale space science at all. Just more and more, or wider space platforms
it's not really an issue setting it up imo
Ok
are you also doing 1K?
Yea
Got two 900 SPM (ideally) lab grids set up, getting 3-6 set up now. The first two will be decomissioned when I get past red+green, in favor of supplying the mall. Numbers 3-6 will be upgraded for grey, blue, white, etc
really easy
hardest part will be crafting the platform blocks
😄
what does it cost? 
steel and copper wire
ooh that's pretty cheap
I thought it would be more painfull to make xd
20 steel per block
i mean at your scale thats nothing i guess
it's decent my main steel smelter has roughly 450 furnaces making steel
yh wont be problem then
you can just make a platform blueprint and copy paste 10 of them or whatever
I find upgrading 1.8 to 3.6 to be a nicely paced route overall
But yes ull want more later on
I think going for prod and util science on nauvis first then doing the space stuff might be an easier / potentially faster path also
Especially with enemies on, since you get artillery
Not sure where beacons unlock though
3.6 R+G atm. Trying to landfill in and clear a space for 3.6 milsci
Are you playing with or without early bots? With or without biters?
purple science
I'm going for beacons first before going to space
im busy prepping a spaceship for the planets
Without early bots. Without biters
Why mil before blue sci then?
That ups 
Yea I'll get prod util first then
xD he'll soon see pictures
Actly what does space offer like reasonably soon
not much
you'll have to go to a planet for good stuff
Yea
vulcanus is pretty good as a start just take loads of solar panels w you
its a 400% boost I thought?
you're already struggling with ups too? xD
Tho maybe if I run into ups issues later I'll actually make the compiled factories mod idea
No, and probably won't for a decent while
Maybe biters though
biters can sometimes destroy ups si
I don't think I'll have significant issues until both prod and util are done and by that time I can start optimising
from what I just googled other sciences will be alot more pain to create then normals 
Yeah...
The plan is to recursive bp clear them oht
bot army!
Once you don't have biters attacking there's not much of a ups cost
biters can still destroy ups if you have alot scouted with radar x-xµ
Supplies cost so little compared to science that they are completely consumables lol
Ofc won't load them in with radars 
I might've done that in sek2 
was total chaos

Two reasons. One, more efficient/effective clearing of inactive spawners. Two, that’s just the way I play normally anyway
My current plan is (once I have time / get bored of other projects)
1.8k green
1.8k blue
Bots
900/1.8k military
Secure base
Upgrade to 3.6k, trains
Secure starting area
Prod, artillery, setup auto expansion
Util, beacons, rebuild base
Oh spawners still exist with biters disabled? Interesting
I'm nearly at rebuild base phase
Wow that's fast / I haven't been playing factorio much
me neither I've been driving alot recently xd
But u don't have biters right?
I have biters
Ooh
they destroyed my car and turrets 
How many hours so far?
I'm effmodding and skipping turrets, jumping straight to flamers 
Ig it's not as slow as I expected it to be
I'm a slow builder I use very hard builds to make compared to others xd
but with bots it don't matter anymore

I think I can potentially even get bots by 30h actly
it's roughly 400k science
I have 21h left and I can get 1.8k green science setup in 1 more hour
That's a tiny amount
Is it 400k total up to bots?
400k starting from blue science
Nahh it's just that you aren't rushing it
My timing is me kinda rushing it
Oh that's tiny amount
I can probably get blue setup by 20h mark
you can meanwhile get advanced oil too
Maybe less actly... Depends
If I don't get red belts and car, I think I can get blue by 20h
Effmods are just one extra research on the way to blue anyways
you won't need it with 1.8k spm
Yea and I kinda can't upgrade yet bcos biters will knock
modules are also pretty cheap 
Everything is cheap relative to tech here 
only 150k for all 3 the other one is 500k lol
I gotta quickly lower my pollution to avoid getting murdered by biters lol
Quality?
yep thats the big boi
Is there a site with the tech tree
I want to see the science costs I need if I skimp by
Beeline blue sci but getting eff mods as early as possible
can only find old versions
Engines 100k, asm2 40k, fluid 50k, pumpjacks 100k, plastic 200k, red chips 200k, eff mods 50k, sulfur 100k, blue sci 75k
Oops blue is only 175k after effmods lol

740k to effmods, then another 175k to blue sci
7 hours of continuous research to effmods
without any interuptions!
then another 400k for bots don't forget 
I'll build effmods and blue sci during the 6 hours where oil stuff is researching so there shldnt be downtime
Yup so bots by 30h possible
Oh oops this is 1.6 hrs
Blue by 20h is possible actly
Bots by 25h

Speedy
and don't forget logistics 2
Not a requirement
and steel furnaces if you don't have those
Not a requirement either
but if you'll build your base xd
steel deff worth mainly because smelting collums alot smaller
I’m up to 3600 R+G and just have to set up an additional 1800 of those two. Then will do 3600 milsci and figure out how I’m going to do 3600 blue. Then I’ll get all that researched, get bots and trains up, figure out space stuff
Steel furnaces shorten my furnace stacks by half
But also I think I can handbuild everything needed in time even with just stone furnaces
I went for red+steel … otherwise I’d be at 1800 spm now
Bcos I can't double production before effmods either way, I don't think it's worth
Safely, at least
I think the more space efficient stuff would be post bots / maybe even post military sci and first securing my base
Since with bots I can build stuff much easier anyways it doesn't really matter
If you want to keep sane and also keep ups good, don't use trains excessively
Belts are very safe for ups
Trains have some ups foot guns
Especially please don't do a city block / a design with a lot of intersecting train traffic
I want bots; I want solar; I want trains. Not necessarily in that order. Though I want bots before the other two; otherwise swapping from belting material to the smelters to training it will be very annoying
You definitely want bots before the other 2
Give your entire base bot and radar coverage
x1k bases are too large to work with in person
And you could build new smelt stacks also
Dont have to modify the old ones
I’m not doing this w/o mods. VisionRadar is one of my absolute favorite mods. It’s got a modest 50 chunk range atm
50 chunks is wow
Is there a mod that changes roboports to be chunk alignable? If not I'll mod it myself
For 2.0
Uh… they changed the chunk generation method with 2.0… it’s a lot faster now than it was in 1.1, and I’m curious how long it would take for the max range of 1000 chunks. It used to take hours for 500 chunk radius. 50 is not much at all
I’ve actually got two of those radars set up; one at my mall area and another out at the edge of that one’s range, where I am making the science base
I'm saying that 50 chunks is a lot of range for a radar lol
Is there something similar to SE's satellite view for SA?
As for chunk aligning ports, that I don’t know. Honestly don’t care that much about it, either they are sparse as it is (another fave mod being Concreep) or they are clustered tightly enough that a longer logistics range isn’t important
I have no idea about SE as I dislike AAI Industry
Got a 213 mil stone patch right where I want to put more smelting columns; that one is going to take a while to clear even with my appetite for landfill and a bunch of miners and assembly machines making the stuff
You can build over it 
taking a screenshot butchers it, i stablize around 50 when im not looking at something and 40 when i am
Just peaked at 57
rendering shit takes a fair bit of CPU
and for some fucking reason, when i am facing the void in map view, i can get 60 UPS not at closest zoom but a bit further
also for some reason a decon planner with fulgora environmentals is not allowed to be carried on a player rocket 
yh but steam is literally better
Oooh even with the boost?
das how I feel
in chem plant from SF and calcite and smthing mby id rember from the top of my head
Easy power wouldn't have thought that would be possible
well ure on geo active planet heat is everywhere
Hehe can't wait to travel too
how far are u from doing that
I'm now going for purple science
But I haven't played in a while again xD
I'm near it tho
It's 550k with construction bots no?
I thought 400k blues
With personal
Hmmm you might have that one extra research
??
Aren't there 2 researches with bots or was I drunk when I looked at it XD
Trip to helhiem for you!!! Your old name xD
Isn't it 350k blue sci to bots? +150k red/green for batteries
Construction bots, no personal
how do you still remember
I was forced to use it by a friend xD
that one is alot better
\
can we revoke your space age access
Any tips for setting up blue science at this scale?
@steep spindle what ive noticed you do is make 1 giant big block of science. Instead, id say make small blocks of science so that you can always build a new block when you want more
jvicks and Ichaleynbin were looking at a couple others
This is what I came up with after they showed that DI build, but the 360 SPM is just 
It's like moving from the giant smelter array to the onsite smelt and training the plate, lots of new to learn
Di build?
The right photo?
welp, took 1 hour longer than expected but here we go
had to fix many building issues
efficiency modules next!
Oooh direct insertion I just woke up sorry XD
Won't it eat more power
no
(im being serious) i've never had better sleep than in the last few weeks
wow, congratulations
indulging in Factorio and taking care of yourself? I am impressed
i go to like 1 am, do a bunch of stretches through the last few hours occasionaly, then go to sleep and wake up at 6:30
that 5 hours of good sleep is way better than any amount of not to good sleep
then 19h of factorio?
7k 😄 (on steam alteast)
grabbing drinks or visiting friends?
they do be on discord :p

this for 1k
I'm ok with that for now
busy setting up automated foundries, dont have time for the drills though
pc cant handle?
they mad at me finally
took em long enough!
it begins
i assume your going to use quality only on the mall, or whats your plan @steep spindle
I think current plan is mall items maybe a few other things
but I'm building my blue science shortly
Not sure if Quality is worth putting into science makers or not. But I would certainly recommend putting it into non-boiler-based energy production, and into any assembly machine maker in your mall. And, of course, module makers
oh wow, that blue science is the size of the rest of the base lol
I think quality is so much better when you need much more consistent production of everything
train input is interesting before bots though..
I guess its fine if you dont mind handbuilding a bit more but id try to go for patches on the ground because im lazy
I want bots, but I also want a build. That science print is 1k/m
900 SPM blue science using red belts and ASM2 is 240 machines I think, just on science alone, not counting the things making the ingredients
272 machines 1,070
Was gonna guess a little less than 270, maybe 267ish? For 1000 SPM
that sounds about right
Put quality on the quality modules definitely
Quality all modules. Rare Speed 1 has Speed + 32%, but Energy Consumption is still only 50% and Quality -1%. Rare Quality 1 has Speed -5%, but Quality +1.6% … so unlike the Normal tier modules, you can combine them when Uncommon or higher, without losing all Quality bonuses.
Can see that stuff just checking the Factoriopedia in game
Though you have to draw your own inferences from the raw data
i did it 
14.5 hours per day
Mission you need your factorio privileges revoked
Are you just factorio eating and sleeping
yes
only reason it isnt higher is school and exams
Since you've gotten it up and running it's time for me to play again 
xd
What are you getting the heating tower for
xD why only those thingies and not more hehe
i need a shitton of power on vulcanus
i was originally only after the turbine
but im using the heating tower to remove a coal patch that is annoying the shit out of me (on vulc)
and im gonna use them to improve power on nauvis (UPS)
So the heat tower is more efficient than the boiler?
im checking
It must be the same since fuel and energy are equivalent unless the machine has fuel efficiency
But if you use quality machines you’ll have extra efficiency with 3 steps as opposed to 2
we be balling now
today's goal setting up blues
R u gonna do construction tanks lol?
Yep you can remote control tanks and trains
And tanks have grid
LF Rare Quality Modules
this is basically a T3 Assmembler w/o the power cost or module slots
@steep spindle are you going to jump on every planet to unlock unlockables?
planning to go to Vulcanus first and see what happens
im busy setting up prod science for beacons, belts, and elevated rails
how did you deal with Sulfur/Plastic early?
Your ratios seem off
thats before this
I mean why you need two times more sulfur then plastic
Would you like to try my DI build with sulfur/plastic belt?
Yeah but you need two plastic for blue sci
Yeah, go make a new one 🤡
oil about to be pissin me off
Also why no flipping
noticed that after I did that
its Vertical flipped?
Why don't you pair them?
they are
They all have outs on top
You could alternate
bottom is non flipped top is flipped
oh I see what you mean
is this what you mean?
I see the Alternation now
when you post it there is an eyeball
making me wanna click that LOL
lol
its a picture with one machine type and some belts (but the machine is making the vulcanus science
You might wanna use some modules
How much spm is dis
Oil is funsies without bots!
in and out
lul
Mission please dont die from factorio
bed time,
up tomorrow
today i'll get prod science up and work on quality machines for the final base
Only got the former sorted
And only perhaps
I have no idea if it works and can only find out tmr
so i forgot to close the fucking valve that i was using to make sure a belt was properaly drained
internal screaming
85hrs about to get chem online to labs
:)
beacons
it's cooking

busy setting up shit on fulgora using my new toys
How many hours into the game are you at?
just about to cross 200
I have 85 and just got
running
oops
Rare tank!!
the circuit to make sure i only had one rare tank... wasnt connected to the output inserter
250 hours!!!!
Rip
Please mission I don't want to see u in the news 
This gives you 7 hours each day of not playing Factorio
Some people just have that much time … frankly, it makes me jealous!
i expanded power production on vulcanus 16 hours of playtime ago. i didnt connect it
That's ok
i just have an ocean of them
5 wide?

200 labs there? Got more somewhere I hope
I have about 2k crafted I'm placing right now
My plans for 3600 spm military and blue have been delayed; I have the oil its just a matter of finding a way to get it out of the boilers making electricity for me. So, I set up some 4 AM2’s each (Owithn quality modules) making solar panels and accumulators, trying to get solar to replace the boilers, not gonna try to get nuclear up and running on 900 spm blue science 😛
Actually threw quality 1 modules anywhere I could in my mall, that made sense. Dont care about faster blue inserters or green inserters; nor about more hp for the belts…
kinda funny I was told dont Quality the science... but that small ass space is pumping 600/m
lmao
playing factorio in the background while writing my end of year physics exam 
i have achieved peak productivity
Someone on the OF’s did some math … putting Quality into your science makers actually gets you more science than putting Productivity modules in (though they did not factor in speed beacons for those productivity modules). But both actually reduce the overall output compared to no modules at all
Wait why would quality science be worse? What is the 1-5 rank actually do
I thought it was for "instead of 1 pack it's now 2" or w/e
it sounds like they're counting science output per crafting machine, not science output per input
I have barely 500 labs and it's cranking 1.1k/m out on 30s research
like how prod mods slow the total output rate
About to add prod modules to it because that's doesn't affect the quality bonus
Quality modules slow the machine. At what is it, 10% for uncommon and 1% for rare (equivalent to 2 and 3 pack’s respectively) they provide more pack for the input than productivity, but the machine speed reduction does hurt the output compared to no modules at all
machine speed reduction can be compensated for with more machines
But if the lab itself is rare it counters it? No
The lab itself being rare increases its speed I thought?
Yeah
So that's why I was confused. Who did the math because my buddy barely has any labs and it's cranking out science
With the higher quality stuff and no prod module
Labs have a base speed of 1. That means they take 60/1=60 seconds for a 60 second tech cycle. They take 30 sec for a 30 sec tech cycle. And so on. Improved research speed tech dramatically increases lab speeds; but also doing techs that take less than 60 seconds also increase the rate at which one lab contributes to the tech completion
He's also trying to farm rank rare labs with T1 quality modules but 
A 30 sec tech, for example, can have one lab providing 2 spm to the tech
My 400 lab squares have labs left over when fed 900 spm because of lab speed, for 30 sec and faster techs. Another level or two of lab speed tech will see leftover labs on 45 second techs. That’s all common labs; made them before getting quality
Quality packs, on the other hand, last longer. An uncommon pack would last 60 seconds in a 30 second tech, and each 30 sec increment counts as one pack. And that’s adjusted for lab speed as well
This is why I was confused, because people keep saying it's 🗑️. That right there with them lasting a longer time is better no?
The uncommon pack would last two cycles of the tech, not just the one that a common pack does, in other words. This has the effect of letting the belt carry more science. Not sure how it affects labs chaining pence though
I think those people have not done the math. OR those people have, but found issues with lab chains that make it worse overall. I don’t know. On the surface, quality seems to me to be better than productivity in science makers; but then I’m also trying to deal with fully compresssed (half) belts of science. Productivity would merely reduce the amount of input needed, not change the belt rate limited output
Quality effectively increases the output of a fully compressed (half) belt of science,
I think there is more to the puzzle than who did the math realize, ye. The higher the quality the more throughput because the less you have to continue throwing into the same lab
Not trying to flame those that did the math. I just feel like something was left out
it is 🗑️ for actual SPM
the occasional pack that is worth extra does NOT make up for the lack of prod modules
with legendary quality 3 modules, you get 24,8% x2, 2,48% x3 and so on, versus a flat double SPM with legendary productivity 3 modules
and the 2 of them scale roughly the same across tiers and qualities
first benchmark: productivity in the science assembler, prod in foundry, 44% towards mining prod 9
2nd benchmark: quality foundries, prod science: 48% on mining prod 8
quality in both: 90% to mining prod 6
control: 18% to mining prod 6
yeah quality science sucks ASS
getting around throughput limits is a valid use of quality science, but a better strategy is not having throughput limits
why do you only have half a belt per science
do you not know the first rule of Factorio
I’m belting science to the labs. Red belts, each half belt is 900 flasks/minute. I’m setting up 4 such setups. Eventually, ultimately, they are going to each be 1350 spm setups instead of 900 spm setups. The only thing I’m not doing is buffering by train
And possibly 1800 spm setups, if I upgrade those red belts to green
And not just blue
Even like a rare lab with prod modules in it and a quality science pack?
Prod modules (and maybe speed beacons, though lab speed tech does a tremendous job speeding labs up) are the way to go with labs
what do you x1000 people do about power?
surely upscaling to such a degree needs a vast amount, and i can imagine nuclear and bots are quite far away.
Steam boiler power, and steam tanks
500mw base, can produce 720mw atm
see, this is why i could never do one of these silly challenge runs without peaceful mode.
500MW of steam is like 8333 pollution per minute.
I had a gw of steam on the last world
right now i'm doing 2x recipe costs (not science multiplier), and i've decided to opt for peaceful mode.
because i just could not handle having to upscale this much and face biters when things are like 4x more expensive at minimum.
How are you recipe costing increase? With a mod
720 MW of power capacity right now at my science factory, all from solid fuel. In process of switching to solar so I can take that crude oil and do sciencey things with it instead of electricity things with it
I am playing without biters at all
You can get away with 3 yellow belts of coal worth of boiler power until efficiency modules
Though 6 belts of coal would be a lot more comfortable
Then eff mod everything, blue sci, bots, military, wall up, solar
Bots are like the most important thing to rush to go faster
Pre bot is slow-ish
And painful
i reached like 3 Gigawatts of boiler power
before switching to heating tower power that is immensely more efficient
oh yeah that is something
good luck
debating whether to just use common buildings instead of making rare stuff
the difference is MASSIVE (this also includes beacons)
im busy tweaking my quality loop and it is SOOOO painful watching some rare ingredients being sent to the void while my bots are taking 2 fucking centuries to build a single splitter
So how have you guys integrated quality into your 1000x runs? I imagine this is a system we would def want to take advantage of.
Does that only work with some new item? The loop thing?
I don't know much about anything after the silo
i've been using quality mainly in my asteriod collectors, but i am currently building up quality systems for a base upgrade
im basically putting items in a loop to upgrade them, but i decided to add a catch for
items that sneaked into the belt that goes towards what is effectively an incinerator
I’m not doing much with quality - yet. I am fishing for a rare (already got an uncommon) mark 1 power armor. I have quality modules in my mall for end products. I won’t really do much else until I get some means of disposing stuff too low
Until then it’s too much hassle trying to filter out the uncommon or rare chips, sulfur, etc
I do plan on using rare solar stuff in space, once I get to space
Not sure if quality lasers and turrets are worthwhile in space? Not making any on nauvis atm (no biters)
How can you loop it if you don't have anything that kills it? Like if I have a base item and I want a green or blue, I can't make the green a blue with out creating the other items for it right?
Is that what your meant by looping
I just started blue science stuff
basically:
quality modded machine crafts shit, i syphon out the rare products and recycle the others, before those recycle products get put into their own machines
kinda like kovarex
You need a recycler.... I didn't know that machine existed
fulgora

Wonder how I could yeet it before then. I just now started lube
I have a mall that I have been just "using" the quality if I get it
Trying to get bots right now
It is very possible to put quality into your production machines (say, green circuits, reds, blues, anything else you are putting into the bus) and siphon the quality ones off before they get to the bus, using splitters to pull them off and then stuffing them into boxes for later use. That can be useful for making things directly, though all the non-liquid ingredient quality must match
Want to guarantee a Rare Power Armor mk1? Put quality modules into your electric engine makers, blue chip makers, and steel making electric furnaces, pull the rare ingredients out, and when you have enough, just craft the thing.
Considering how many blues etc are needed for science, that might be a valid tactic if done early enough, though I don’t know that I want to put quality modules into furnaces
Or miners
That's my concern, the syphoning part, but maybe it will be ok
Siphoning is easy. Filter splitter. You can set the quality level, including use of < and > … do you can filter off the production line anything > Common and send it aside, for stuffing into a box
stonks
i am quite surprised at how little i need to reach my SPM goals (this is vulcanus science)
vulc science is crazy fast to make
I have bots now
beautiful coal liquifaction build i cooked
well done
98hrs

Trying to get them built and then make blue science faster
Because I want to rush space
I'm gonna get bots and smooth out the blue science further, then prolly go to
and let that cook, then turn around and get
rolling while it's cooking.
This was the plan
I've not used coal liquifact before is it better?
||Vulcanus doesnt have oil, only coal||
It is and it isnt. In vanilla it is an alternative means of getting crude oil products, with the emphasis on heavy rather than petroleum. I understand its almost necessary in space age though. Nauvis? Good if you have a lot of coal patches but not a lot of oil to pump out of the ground, or if you want to turn a coal patch into plastic or sulfur with only the introduction of water (and the starting heavy oil)
don't click it 😭 thanks for the tag
also if you want burner fuel, coal -> oil -> solid fuel gives more than just burning the coal directly
Can turn coal into rocket fuel, too, just add water (for the cracking and the steam)
The new fluid mechanics make a 250 refinery, making a full belt of rocket fuel, a full belt of sulfur, and 6 belts of plastic actually somewhat reasonable, provided one can find the crude oil to supply the monster
Just gotta figure out where to fit in the light->pg cracking, for if/when the rocket fuel line backs up
my favorite part about using blueprints from pre space age, isnt getting them to work, thats actually easy, its remembering what each input is lol, since i pipe raw ore and coal into all of my science modules
"is this supposed to be copper ore or iron ore?"
"lemme follow the belts"
Just tack a constant combinator on, showing what the input is. Dont actually have to build the combinator, mind you; it is just there as a BP post it note
my vulcanus base is slowly nearing completion
busy building the rocket silos
i cant wait to tear down this ocean of machines
I don't believe you
there are only 336 hours across two weeks. this leaves 21 hours for not playing Factorio, or 1.5 hours a day.
(ofc this is without considering if you're leaving Factorio open while you go do other things, e.g. sleep, which I suspect is the case.)
yes
still funny to think about
I hope you go for a full 336
Are you leaving factorio running 24/7
Finally got power sorted out … getting the other 2700 grey+blue going now …
Pretty much, but it is not running during my travels.
I had to call it but I cleared another area out to try and double my chem science
So I left it overnight to AFK… but had the tech tree open
Oops
im kinda concerned at how much shit i'll have to deconstruct when i clean up my old base
By the time you get there, hopefully you will have the recycler thing and can just aim at Legendary replacements!
legendary stuff is locked behind aquilo
and epic behind gleba
but i have a lot of rare things, and beacons
you need VERY little to get high SPM even at this stage
my entire nauvis base is gonna be replaced by a fraction of the machine count that also do more
I'm thinking about skipping space and hitting either purple or yellow science first. Would that be smart?
but no achievement. very sad.
Right, but I can just go get the achievement when I'm doing the speedrun achievement that I'm going to try directly after this base
space science is very easy to set up
researh purple and yellow then research space science while you build the 2, then set up space science production
The achievement just requires you to not research anything with purple or yellow, correct? So theoretically you could just stockpile it
no
unlocking the science spoils the achievement
Damn
Was going to say I'm currently pushing toward rocket now doubling blue science because it wasn't enough
When I double blue science I'll have 3,600 all science
Buck Fiters 😂
Another reason I've heavily contemplated saying screw purple and yellow science and just gunning for volcanas
Yeah tonight I'm going to get a few more bots. Double blue science and gun for the silo. I think we hold off on purple and yellow and I'll just go get it for the speedrun achievement as well because I 100% plan on doing a 40-hour speed run directly after this base
100% speedrun or u will do normal 40h speeeedrun
The 40-hour Space Age achievement speedrun just that one. But if I could grab a couple extra achievements that I don't get with this base I'll be doing so
Yeah my thought process was get this base to everything except the infinite sciences. Go do the speedrun to see if I can iron any of my builds out faster and then turn around and go back and do the infinite science
Because in base game I was doing the 8-hour speedrun in 5 hours
So with that logic I'd probably have about 5 hours remaining of mess up time
I want to attempt to grab the silo in this base in 150 hours. We'll see how that goes
how many are u at rn
I believe last I looked I was close to 115 or was it 105 somewhere in there
If I can get blue science cranking to 3600 per minute then I'll have all sciences at 3600 and The silo will come pretty damn quick
But tonight's plan is to get some robo ports. Grab a crap ton of construction bots and let the robots build that blue science base while I go figure something else out
Like maybe stabilizing some of the other builds or looking into crafting some of the researches for space
Because I've contemplating building a hub for the rockets. I just don't know how many rockets I want to fire yet
you could start at 5x5
The rocket hub makes sense because you’ll need to make good use of the bot throughput
Probably placed at a corner of the base with supply from a mall train
The landing pad should be in the opposite corner
I was thinking around the mall by the spaceship that I left cuz I didn't mine it
Easier way to inject stuff into the rockets and then you have the landing pad on the other side of the base able to disperse
Just if you haven’t looked into it yet, inserter fed rockets are a serious PITA
I definitely was looking at bots
Unless you’re using one rocket silo per item which is a viable option at this scale tbh
Something I've noticed with my friend's base is he has a lot of high rocket throughput to pump a bunch of stuff up into space but not a lot of stuff able to take out of the landing pad so it kind of blew up all over the landing pad
Yeah the landing pad hub is gonna be a challenge
The landing pad is a provider chest so robots will inevitably make up a larger part of the output than inserters
So could you put the landing pad by say a train depot?
You could but I think space for roboports surrounding it is gonna be top priority
Just to keep the bots up to speed
Yeah and bots speed research is absolutely abysmal
Then again a logi bot can do multiple jobs on one charge so maybe you focus on keeping the requester chests close by
Having a landing pad next to the science might be smart though because I've overheard a few things in the Space Age channel that if you're not able to research it quick enough, it has problems
quality inserters automated
Mission, are you still running on boiler power or did you switch to solar?
quality assembler 3 and oil proccessing machines
boiler power mk2
basically
Yeah I was going to start automating boilers at uncommon and rare but I didn't know how complicated that would get without better tech
get gleba, land on it, mine a certain rock, and leave
and that unlocks boiler power mk2
Makes sense
I have a gigawatt in boiler power right now but it's taking about 10 belts of coal
I might want to just convert that to solid fuel cuz I have solid fuel in excess right now
Solid fuel boiler 💪
It’s true there’s a couple things that you should be careful to buffer as little as possible
Careful with that cause if you have the enemies it means the next time you visit they’ll have taken over the planet
I have enemies, but they checks notes should be on peaceful
Do they expand
And if you have time evolution you might be getting behemoths by the time you come back
Assuming the evolution and expansion are the same as main planet. I turned expansion and evolution off
Oh then you’ll be fine
i plan on yoinking artillery for this
You got big stone patches
Hey careful though cause artillery can’t even kill stompers
And they’ll come for you
just to clear the nests
i can then rain HELL on them using my gun turrets and also using lasers
Yeah lasers are good
ending here tonight
expandable item quantity display that i am using for my module build
U shld do a number screen 
360p oled panel in factorio
not quite
i've got 1000x to do im not gonna spend time making that and the required GPU to go with it
Upgrading for faster stuff?
yes
Nice. I'm just getting to the silo
planetary shit is gonna allow me to compress this to 1/10 the size while also increasing my SPM a tad (3k -> 4,2k)
Base as of last night
Trying to get 3600 right now, so I hit space build a platform go get military while it's researching thrusters
Because I'm gonna go hit Vulcanus
I just need better input on the trains to blue and it will be cranking
Bots yes, and 120
How far along are you?
I still haven't played
haven't gotten bored enough of real life these few weeks
Still at just having green setup at 11h
I'm approaching silo:)
Trying to, I want to base to last
Let it burn!
no way it will happen
😭
thats just fake news
I'm going to stabilize blues and work on either getting rocket supplies or military science
the journey to make the new base, has begun
how many bots do you have mission
a few
85K.... 🧐☠️
I heard you liked robots, so I added more robots to your robots, then added more robots on top of that
I know I don't update in here often cuz I'm more in the Space Age channel and my thread. But I am now two sciences away from silo
And hrs hehe
317
my new base is soon to be operational
just gotta cook a lab design
better show us! :p
the decon swarm has been assembled
That number of roboports is not gonna cut it 
I've got some recharge station inbetween some parts 
its chocking up my power though
30m in mostly deleted my starter
You should have cut the belts and let it run dry first
Then it won't be nearly as bad
Most of the decon is probably items
that part has been dead for ages xD would've been to big of a hastle to start it up and connect
Oh 
nothing a couple thousand of bots can't handle hehe
busy finalizing the utility science build design
Awhh why are they better for power grid due to less miners?
Well, because dragging coal everywhere
Ooh I've got lucky that nexto my smelter I had coal
Fully redesigning my base rn xD
I can just build more power lol
Never enough!
I've destroyed like 75% of base
Now
"...why are there gaps in science production?"
What powah do you use
heating tower
aka boiler mk2
too lazy to set up nuclear
first time i've ever had a deadlock of this scale
the junctions themselves are deadlock proof i just dont have enough space between them,
those are some long trains xD
in regards to prod vs quality
prod wins 99% of the time.
assuming quality3 modules and prod2 modules (which is a big advantage for qual3s) that is an equivalent 1.11x multiplier for quality (0.9x1 + 0.09x2 + 0.01x3)
where productivity is a 1.116x (2.4% each iirc) multiplier
and it stays better with qualitied modules
prod2s would only be worse with a 2.2% prod per module effect or less
Is that regarding science production? I’d say if you are capped on pack transport, quality bumps up the rate in a way productivity cannot. But if you are not at, or near enough to effectively be at, your transport capacity, then productivity is likely better. Especially as that allows you to use speed beacons, while quality modules barely, if at all, let you use them
yes, science prod
I'd argue if you have issues with belt transportation
make more belts and (more labs) {you need more labs anyways with qualitied science}
far more worth your buck than qualitying the science, basically always
the one thing that would be interesting to check is quality productivity mixing. It's the best for legendary item production, so it might be able to boost science prod to its max as well. I doubt it'll be worth it once you hit prod3s because the gap is just too big, but you never know
Geeez

nice job show me what you put in it hehe
tbf i really dont need it but here is it so far
actually, i do: fulgora
fulgora has... uh... issues... when it comes to the bot network

i guess we doing 4 294 967 296 Rare energy shields now
why do you need 4.2G? of those xD
dunno, Uint underflow happened somewhere
also, TMR is gleba time 
Holy crap
Finally getting the last 900 SPM module up and running. Finally hitting 3600 SPM red+green+grey+blue
@plucky panther at this point in my SA game, with 4 subfactories each making 900 SPM red+green, or grey+blue, and each going to a 400 lab square… and with only tier 1 modules available, red belts, assembly machine 2’s (for only 2 mod slots, not 4) … I could only achieve 3.2% quality OR 12% productivity, and thats farming for Rare modules of whichever. I am either widening (by one tile) each subfactory for an additional output belt, using splitters every so often to blend the two colors onto the two belts while maintaining lanes, OR use quality modules in the science producers to “increase” the rate of science production. Note that either option slows the machine down 10% (-5 speed for either t1 module) but only the productivity module option increases energy demands of the machines. Point being, you gotta consider where someone is at tech-wise :).
FWIW, I have not done the math on it, but I expect that you wont need the Speed Beacons to counter the speed loss from Productivity Modules once the Productivity bonus exceeds the speed loss. IE - -5% speed, +4 Productivity is a loss. 5% speed, 6% productivity, is a minor but net gain
Rare t1 productivity module is 6% productivity. Two in a blue assembler gets you 12% total
huh. didn't know it was that much. I expected like 4-4.5 per
Check the factoriopedia
yeah I'm lazy
it's just what I roughly have an idea on, nothing concrete
if you have a hard-set situation where you already intentionally cap out belts, sure. quality is better than productivity because it's more per belt. but it's overall far better to build assuming productivity will increase output than it is to build X belts and slap quality mods
overall - definitely cannot recommend quality in science assemblers. use productivity unless productivity is outright useless (like specific number of full belts)
Productivity can either increase output … OR decrease required input. It does the former if there is room for all the extra output. It does the latter if the output rate was already maxed out (and you can counter the speed lossP)
yeah - and I'm far more into decreasing required input in nearly every situation. It makes any build live longer, or allows for more to be done with the same amount of input
though you guys seem to be building with output in mind rather than with input in mind, so that's not as important in that case. And in that specific case where output is blocked (because maxed belts either way) then yeah, quality is technically better
but it's also such a niche situation, let's be honest
That statement about decreasing required input contradicts your previous “better to build assuming productivity will increase output” though
because usually I build things cascading for X output (so, say 60spm)
so prod does for me the equivalent to decreasing input
and in that case - if you plan on having high output - I'd wager it's better to build with productivity in mind, meaning you effectively decrease the input for the same output, or build your desired output and leave room for extra productivity (what I effectively do. It either all gets consumed, which yay extra output, or it backs up and effectively becomes less input)
that's fair though. I prefer using less input because I generally have X amount of input belts and just build everything off it, resulting in productivity's "increased output" for me turning into slower machines for roughly the same output, so less input use
sorry for the confusion
Yea, I’m basically doing the same thing - 10 belts of stone brick can turn into 4 half belts of military science. My rate upgrades will come from upgrading to blue belts and yellow assemblers. Not sure if i’m going to go to green belts. Red belts are already pushing my 1-8 trains (I should have designed around 4-8 like I normally do)
Only difference is, I’m not taking 60 SPM; I’m taking the maximum I can for that half belt, which was 450 for yellow (red+green) and now 900 (red+green+blue+grey)
yeah I said 60spm as an example cuz it's what I run for in most of my games. of course you're using a higher value 
I think we can conclude that
- productivity is overall just better for science
- rare cases can exist where quality is better, under specific circumstances
Tech cost x1k means I kind of have to. 30 spm, 60 spm, decent numbers to go through a normal tech cost game. But for a higher tech cost game, those can be pathetically low rates 🙂
oh yeah, I do understand the motivation 
I will say though, that for the most part 400 labs per input belt set seems to work rather well. There are a few techs where its not enough. But usually it leaves some labs sitting there doing nothing
1600 labs doing a 30 sec tech are only about half utilized
Research speed of 2.4 so each counts as 2.4 labs, basically … or 960 labs. With a 30 sec tech, and only 900packs/min coming in, only need 450 labs at lab speed 1. With lab speed 2.4, need far fewer
Is this the weakest I can possibly make biters? Without disabling them or putting them in peaceful mode.
Going to start a fresh 1kx run but i still want biters to come at me bro, just...slower, weaker, and later lol.
And iirc the biters themselves dont give any resource I need for progression right?
Its been ahwile since I played vanilla.
I am silo bound
Adding power while I get that the finish because I'm on GW boilers
the first big tech is always the most painful in these runs
handfeeding stacks of copper and icon plates
my starting copper sucks too
now, they do (SA exclusive). Biter eggs and pentapod eggs. However, enabling No Enemies still puts spawners on the map that you can use for those resources. It just disables any and all enemy unit spawning
starting your lil run? ^^
its gonna be big i guess, after watching what is required on some of the other planets
like on fulgora that one resource has a 1% drop rate from scrap
3600spm electric science is going to be tough
and also no no space to build
ive been watching nilous play
volcanus looks fun
but im mostly excited to see gleba, i think thats my favorite environment
@mossy saddle
I now have power I need to expand
Haven't decided another boiler or just start laying solar
oh right my setup is alot bigger then those numbers xD
I was gonna do 2 - 400 - 800 build
would be good for power 👀
Hmmm.... Solid fuel explosion
xD is handy though!
I just found out my rail bp isn't even on the same grid as my bot bp
so I'm screwed
xD I'm trying to fix the ugly power pole issue I had before
I wonder if that could even handle solid fuel
Solid fuel is wonderful … until you realize you need all that crude for blue science. The high tech cost of nuclear is why I went massive into solar for the moment. I get to space, I get kovarex running, then I’ll probably go nuclear
I'm going to attempt something in a test world to see if it is even doable
it's doable mainly because you have loads of places to tap oil from
It takes a fair amount of oil, especially if still on basic processing, to make a belt of solid fuel. But that belt can feed a bunch of boilers ot stone/steel furnaces, making it quite useful to set up anyway
I have AO
I went straight for AO too xD
had only 1.8k spm during that time but it was worth it
it COOOKED
I was busy designing the gleba base but came down with bowel problems. Still made decent progress on it.
400 boilers/800 steam engines? That still takes a ton of crude to feed… one reason I went solar. Another was to try to farm up some Quality panels/accumulators
cruck your knuckles, and wait.
4.6, 4.7 hours at 3600 SPM …
yfw you didnt label what ore goes into what belt
my previous 900spm green science build
hand feeding 480 spm 
military asks so much powah o-o
honestly thought I was vauage enough but alright
Got chips now, just need to start sending shit
Prolly just due to this is still my first playthrough
And I got my first platform
fair
have fun
finally all bps made now I can pop them down with ease
the gleba build has proven a pain in the fucking ass to do
i underestimated just how much fucking power the silo uses
im feeling the effects of burnout. as it turns out, 600 hours in a month and a bit isnt great for the mental health 
I played so much in the first two weeks that I haven’t turned on my computer since then
thats why I told you to rest you silly goose
I'm playing when I want my brain to turn on, it's often enough to feel engulfed, but not enough to be too much
3600 spm space science is proving interesting to design
you're in space already?
I've got a 500/m build in testing phase
I am in space… toying with design ideas
now that my school exams are over, i'll see if i can allocate energy to the run
still need my programmer socks though
i found some energy
now all im missing is my starter gleba build design (more gleba
)
4 iron mines, 5 iron unload stations. Trains favoring blue science unload stations to milsci unload stations. Not normally a problem, but it is when trying to research things that use both. Trying to set the priority dynamically, based on the limit, will see if that smooths out science production. Prolly should make a couple more mines, too
I upgraded the fire power
I”ve got 8 silos … because I got impatient waiting for two to cycle. Wondering if I just need to bite the bullet and just make three more space science platforms though, each matching the current one. Be something of an annoyance to do though
yeah
i had 12 silos in my original nauvis base that i used to build the space platforms i designed in editor and blueprinted.
just find another patch and shoehorn it in there
Need more mines, looks like
Or just drop it in from above. I dont know about you but I’m overrun with iron on my platform
I would be too, my platform obliterated when I placed my new BP
shoulda just shot another boat up there
yeah I have the bots, Ima just yeet and replace
Do you have requestor chests etc. researched yet? You could use bots as your sorters - mine into passive providers and request the ores at the front of the smelting columns
that would murder this achievement 😦
Fair enough
hmmmm
You might want that one … if only for the fuel for the portable fission reactor, which I assume you are going to get once you get some other planet’s tech researched
there is a bonus reason to get nuclear ||Vulcanus's primary power source is steam from acid neutrilization. this processes realeases 500C steam so benifits from increased efficiency from the turbines||
i've been chilling im map view for so long i've forgot how to walk (basically)
:3
Map view is nice
160hr base photo, currently fixing starter ore patch and I nuked my Space Science blueprint so rushing to get that fixed.....
im just doing misc. tasks like cleaning biters
procrastinating as much as possible from gleba
uh oh
i am merely tasting elevated rail spaghetti with this base and i am not sure if i like it
Just keep going it will get interesting
Once you’re spending resources on producing legendary circuits you’ll have to start improving these intersections and adding new through lanes
The spaghetti will get heavier and more intense
i was thinking k2 + exponential research (i think that was the mod)
What do you mean
What color science?
Ok, looks like I’m up to about 2700 Space SPM on one platform. Gonna be able to hit 3600 Space SPM sooner or later!
Might just take doubling the length of the feeder arms though, since I cannot expend the northward one any
All sciences
I'm rebuilding everything
So that everything is aligned
It was triggering me to much
My current base
2GW of steam boiler power waiting on either me to fix my red science or to get space operational
xD yeah I fully redisgned mine
im busy doing some more procrastination base maintenance
building nauvis rocket production
I'll need power pole view sir!
👀 I can make you procrastinate
the pain! xD
?
that would require a complete redesign of the base which i am not doing
make more science!

?!
done


