#Targets for first Nauvis phase

1 messages · Page 1 of 1 (latest)

cobalt knot
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I have decided to 'phase' my base. At first I want to work towards launching rockets so I can unlock space age tech using 10 science/s and an x amount of rocket parts per second. I want to plan it out until that point because I want to use a main bus for this phase and ending up with too little space for the bus will be very annoying. Thoughts about my target numbers? Also, should I use blue or green belts for my target bus size?
I remember from last playthrough I ran into issues of my rocket silos being starved because I didn't plan ahead correctly. After I have unlocked Vulcanus tech I want to move towards molten iron and such so I want my base to support me until that stage

shut spear
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10 science per second before you even leave nauvis? terrible idea

vulcanus and fulgora techs will make your entire base worthless and obsolete the moment you get them, so all your time and effort before that will be wasted.

cobalt knot
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would 1/s be a better target? my plan is to fully re-do the base after I return to nauvis indeed, but i wasnt sure about any numbers

shut spear
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1/s is a more sensible goal, yeah. and i wouldn't bother with utility_science , and maybe only a little production_science to get beacons and assembler mk3

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just red, green, military and blue, then go to space asap

cobalt knot
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ok that makes sense. what about a good target rate for the rocket parts? nauvis will be the base that will construct the space ship parts aswell

sour imp
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I wanna mention that any combination of science before leaving for space is sensible

novel wind
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Phase 1: nauvis only.
Phase2: inner planets
Phase3: aquilo - starting dipping into leg. Quality and beaconed builds
Endgame: megabasing, sience messed in belts per pack, full legendary and so on

sour imp
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the planets will be noticeably easier to deal with if you have production_science and utility_science at your side
production_science and utility_science are much easier to deal with if you have planet techs at your side

cobalt knot
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I think i did the purple and yellow on vulcanus last time, so I might do that again this time. But now that I think of it a consistent rocket parts/min will be more crucial for a smooth game experience compared to the science (and where it should or should not be produced). Consistent science will be dealt with after I went to the planets

cobalt knot
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the list below is what I came up with for the bus with the numbers in belts per item. some overshoot on iron and copper, but I think its not that bad.

SOLIDS:

Iron: 8
Copper: 12
Steel: 1
Coal: 2
Stone: 1
Stone brick: 1
Plastic: 2
Sulfur: 1
LDS: 1
Rocket fuel: 1
Green cir: 3
Red cir: 2
Blue cir: 1

LIQUIDS:

Water
Oil
Heavy oil
Light oil
Lubricant
Sulfuric acid

https://factoriolab.github.io/spa/list?z=eJwtxTEKwzAQBMDfbLHVXfptJBkS0hm.QI4DBosDFSGV3h4EaWZCJSFU8qRMFoTym244xDS5o8ppqLrR0JW.JA1NG52OpvX.k454dRnOeiijta7HWMc2FlyxK-Ej9x-8fB7l&v=11

sour imp
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This is an unusual amount of planning

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why do you need to math out how many lines of each material your bus would have by the end?

cobalt knot
sour imp
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like, it can just get wider as time goes on, nothing prevents or hinders that really

cobalt knot
sour imp
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have fun!

unkempt minnow
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Most of the benefits of a bus is that you don't need to plan it. Just build and slowly add to it as needed

cobalt knot
unkempt minnow
cobalt knot
unkempt minnow
cobalt knot
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When you have production on both sides of the bus you can decide where the production should start when you know the width of the bus