#Factorio
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Oh no, I've created a disco
Put my steam power on a switch for when the accumulators empty
However it then charges the accumulators turning them off again
I'm all out of spoons ๐
i'm aaal out of spoons, their all in the washer
They called me a madman, but I was the only one with the vision to see it through. Behold... the double roundabout
Criminal insanity
Won't this allow trains to swap direction? (leave the double roundabout on the same rail they came in on)
I should post some of the horrors in the mp server I'm in ๐
people always start with great ideas of "this time we'll do it right" ๐คฃ
Trains cannot pass a signal on "the wrong side" for them unless it's paired with a signal on their "correct side". So in the middle of the 8 only the bottom right roundabout will let trains pass, a train in the upper left can't pass that signal.
Everyone should just go for the R-twister from https://forums.factorio.com/viewtopic.php?t=46855 ;P
It works well as a pure T-junction too, and if you've done it right you really only need the T-junction since you can rotate it twice and overlay it again to get the 4-way
0.16 rework in progress Now that 0.16 feels like it is starting to stabilize it's time to revise parts of this post, mostly regarding deadlocks. As it seemsโฆ
Yeah its been signalled to only allow clockwise travel
really the middle doesn't need to be there, but should allow a shortcut for trains going south to east, or north to west
.... leave my belt weaves out of this!
no the belts are fine just don't look to closely at them....
You know in SA, I do kinda think that Purple and Yellow science should have been locked behind more planetary stuff
either from a planet, or just from X number of planetary science researched - say 1 planet science for Purple, and 2 for Yellow (and three planets done gives you access to Dark Blue science, and four for Promethium)
Now my question is, which planet do I want to visit first
I would not recommend gleb as your first
why, it unlocks so much useful stuff
in fact I never did nuclear power in my previous run beacuse the heating tower burning solid fuel is just so good
I find the other two better options for a lot of stuff. while gleb gets quite complex much faster due to spoilage.
yes well, then you just have a line for spoilage and a line for nutrients
and you do have to do all three planets anyway xD
just got to keep things moving all time, no backing up
its a balancing input and output as much as you can kinda fight, makes some parts of scaling tricky ๐
the two others first is good if your intention is to establish high production on gleba
but all you need to make on Gleba is that one fruit
sure stack inserters and rocket turrets would also be nice
but you have infinite resources to make almost everything there as far as I recall
infinite copper iron and plastic, yes
infinite as in not having to explore the infinite map for more ore patches
i like vulcanus for mass production since you can get sill iron and copper thoughput
its not like you really need copper and iron on Gleba though
why not
imo vulcanus is more of the same, but with little to no threat
cus anything you make on there just needs bioflux
oh, yeah, I built a huge perimeter to keep spores from reaching the penta nests
Vulcanus has no threat if you've done yellow science
why is no one talking about the utility of doing fulgora first? mech suit is so useful for both vulcanus and gleba
yes but its the most UPS efficient planet for very high output builds ๐
I can't say UPS has ever been a factor to me
big enough is a thousand hours in pys
all I want to do is reach the shattered planet, and I'm only going to research one whole thing with the science pack
do all the research to learn how to research quicker
for all it takes to get to promethium science, and then to make it, the reward is very lacking (imo ofc)
I don't see that as my goal when i play factorio, my goal and what i take joy in is mega bases ๐ and doing overly large and complex systems.
also the servers pys base has been going close to 700 hours now
and getting more and more complex
its not getting me any closer to what planet to pick xD
soon to have yellow science, and my first ship is stocked and ready to go
imo a big thing going for Gleba is unlocking space copper and calcite and plastics
but all i want is a slice of py, not to help ypu with you lack of direction ๐
sends ALL the trains
you can py if you want, you can leave you friends behind, because if they're not efficient, and if they're not efficient, they ain't no friends of yours
Never been a concern to me either really - I remember I did some experiments during the first clusterio event, concluding that train->assembler->train was by far the optimum solution in vanilla at the time - thinking of attempting that for Ultracube Age of Cube now, but more due to belt limits for extremely high troughtput machines
There are shenanigans to have with rail carriages iirc
the ups savings rabbit hole is a deep well you wont get out of.
https://www.youtube.com/@abucnasty
i present to you some stuck in that well
My name is abucnasty, but most people just call me "abuc". I am a Factorio player that enjoys the technical details of the game. I explore complicated subjects like UPS optimizations, designs for megabases, and occasionally taking on challenges like death world runs. Join if you want to watch me share my passion for the game and my approaches to...
i think they are closing in on the Balrog at this point.
I think the only time Iv'e experienced UPS drops was on a multiplayer death world server (Crash site scenario) where one player started a massive forest fire at their base
I just know the person I watched do pys was struggling with memory at like the 800hr mark
And then trying to save Bentham in the colab xD
the server i have has 22gb or ram dedacated to the vm that should be fine for a good bit ๐
"Dear future self, please set up your bus properly the first time"
ALL the spaghet!
I'm so bad about setting up my bus well the first time, even after 800 hours of play time
No Zangiry, you can only fit so much down a narrow aperture ||Thats what she said||
it was fine until I realised I could not get any more iron plates on a belt
almost always, I don't leave enough space around the bus to expand it reasonably well later down the line
Duff, this is why we have belt stacking ๐
You want me to go to Gleba?
yes?
Gleba first it is then
I have my compelling argument xD
anyway, I've already started shuffling my base sideways
also also, we kinda need that belt stacker from DSP
ughhh, I cut a wire and now I have 50 million yellow science packs
Just casually research Atomic Bomb whilst The Killers are singing 'Miss Atomic Bomb'
Gleba is not Hack the planet, but Nuke the planet xD
Oops
Say, is there an easier or smaller way to set filters on an inserter than having a decider combinator for every item?
like I want to load a train with specific items (as in a stack of each) but I don't want it to try and put more than a whole stack in
I want to avoid this kinda situation
Yes, Constant Combinator can be used in combination with one arithmetic for filters.
also set the stack size of each inserter in such a way that it won't have leftovers when a stack/half a stack is put in
like having them at 10 instead of 14 for example
then it should be fine.
Constant set to values you want, arith set to times -1,
read train contents sent to same network, inserters ofc set to "set filters"
that way the moment the train content reaches desired amount, the filter for said item turns off
it'll keep trying to fill a box until its full iirc
the way i said now is for filling train,
the other way is instead of reading train contents, you read either the local offloading chests,
OR logistics network, depending on use case.
oh, and remember to set "read hand contents"
that way the moment hand picks up last item, filter for said item turns off
i've been doing this for my supply trains since before 1.0
now i assume you could do all this with one advanced combinator thing
I assume so too, but I wouldn't know
but the one constant and one arith is the old vanilla way xD
my offload station looks like this
and I could see it working for on-load too, just I need to set it to like half a full stack size so it can't overload it
Constant sets value for load/unload, you just change between reading chests to reading train contents
(or instead of chests you read local logistics network)
but do I need one pair for every item I want to load?
one constant
set values in it, 20 items, set them all in that constant, with value wanted for each as a positive number
I can't get it to dynamically set constants I take it
then direct from constant to arith, and only from the constant.
arith set to each and multiplied with -1, output from it is sent to same wire as chests/inserters/station.
inserters set to set filters and read hand contents
and as said, depending on if it is load or unload, you either connect chests or station.
chests/logistics for unload, and station for load (with read train contents)
and no, for a dynamic setup you would have to essentially make a computer xD
like send the contents to the constant combinator
though just to clarify, would I need an arithmetic combinator for each item?
only one
Constant -> Arith -> Chests/inserters/Station
Constant sets items and values, arith is just there for the negative, as in "each * -1"
I'm not sure what I've done
it does a thing
now to tell the train when it can leave
5 sec of inactivity?
ah but what if its not full, or has any cargo
I've set it so its not going to be full per se
maybe a compare decider that outputs a specific signal if all values are less than or equal to zero, and the train starts moving if that signal is set? this decider would get the same wires as the inserters
I need to remember to set limits on my chests...
there's worse things to over-produce, honestly, especially on vulcanus
Its not like I'm going to run out of iron or copper, but still xD
and yeah I guess you can actually use that many on Vulcanus
and if all else fails, use them on space platforms for nuclear until you get to fusion energy
Aquillio is a bit far away for me right now, and I don't think I'm going to need that much anyway
So I got bored on Vulcanus and decided to try and artillery a medium worm...
the funny thing is how it very neatly avoids possibly the most expensive building
could be worse
It's the idea that the rocket silo is the most expensive building
After a 20 hour slog (that's actually pretty fast for me) I've also now reached the point where I need to decide what planet to go for first. Last time I did them in the order Vulcanus, Fulgora, Gleba. I'm thinking this time I might go the opposite way, like aavak did in his streamed run. So, wish me luck
I do think Gleba does give you the most useful things
The downside being that Gleba is also a slog at the start, and Im Limited to red belts because I'm also doing the no purple and yellow science before planetary science achievement
I still think thats the way it should be played - get purple and yellow as you progress through the planets
obviously Fulgora is a pita without elevated rails, but you can make a manual train with a remote controlled tank xD
I'll be honest. Is didn't even use any trains on on Gleba on my first SA run
I had a stone train, and a perimeter defence
i did not even use trains on Fulgora at all xD
all of the bots, all the time
you don't get the range between islands for the bots
No trains on gleba for me, but a segmented bot network to maintain the perimeter. Some logic to limit the amount of fruit on the plantation-to-factory -belts ensures they don't mass spoil while waiting to get onto the loops in the factory.
someone who's better at writing train intrrupts than me tell me what I'm doing wrong. the conditions should be met, but the train isn't triggering it while at the depot. and when I manually trigger it, it doesn't replace the wildcards with the relevant item
nvm, figured it out myself
Check out this programming meme on ProgrammerHumor.io
now, should the solution to this have to involve putting a signal from a requesting train stop on a radar, and detracting that signal for each one of those stations that has a train going to or stopping at it? and then sending those signals to the depots to be passed to the trains in a staggered fashion to not send all trains stopped at the depot to fulfill the same request? I feel that's a bit too complicated, but it works, so w/e
stil, even though I have solved it for myself, I do still kinda want to hear how other people do this
I will have you know, I was already in the process of writing my bare-bones explanation of how I did it when you sent that
Yeah, but it was too funny not to share, right?
I wouldn't have even begun to figure out what you had to do to make it work.
So good job, IMO
The most advanced I tried to get with the new train things was automatically go to a refuelling station
deffo was me when space age was fresh off the press
I think I clocked something like 100 hours of playtime in the first 2 weeks of me playing that
the magic of sending signals via sattelite
You can cut out food time too, order delivery and eat at your desk.
How many accumulators does it take to light a bulb on Fulgora?
Yes.
I'm about to have a falling out with my space platforms ๐ฎ
They're just doing whither they will - One was full of copper, another is missing its front half, one wasn't even making ammo and then had somehow spilt cargo all over the platform
what you get for letting them run wild xD
I'm busy trying to figure out some advanced circuitry and they're off having fun
Rate my base
Can't really see the main base behind all that pollution, but why are there so few iron and copper patches hooked up?
I have 19million iron, and 5million copper hooked up, and they're still going
my actual base without pollution
my SPM is only 75 atm
and thats limited by agri packs
This time around on my run, I've decided not to ship agri packs to nauvis, and that's working pretty well for me. Or it will, once I can get rockets launching more efficiently on nauvis, and get the science packs that are easy to make on Gleba made on-site
yeah but Biolabs though
But I'm still working through Fulgora, and haven't started Vulcanus yet
Eh, I can do without the hassle of setting that up
I do note, with the wider footprint of the biolab its easier to get every single science hooked up
Sure, but the resources for most of the basic science packs are literally infinite on Gleba, so I don't see much of a point in sending Gleba packs to nauvis
I'd sooner send all the other science I would make on Gleba off-world to keep production going than having tens of thousands of Gleba science packs spoil on nauvis and in space as I research things that don't use it
my issue with Agri packs is I'm only making 1.2/s
That's not even 2 bio chambers working at full capacity, wth
Or wait, does each make 0.75 or 0.25 per second? I think it was 0.75
I'm using some prod modules
1.28/s technically
I could do more, but it works for now, and I don't want to upset the balance xD
I tend to prioritize efficiency, especially on gleba
I like making more with less
and for what, plastic and rocket fuel productivity research?
I find myself not really usuing fire damage
Same, but it uses gleba science, anyway
and I might do Agri science if the belt wasn't full of rot...
Also, how funny is it that the bulk inserters are unlocked on the planet they are the least useful on?
I wish you could modify their behaviour in some way. Specify the stack height similar to how much they can grab, and whether they care about getting a full hand before starting to move or not
Can't you override how much they grab?
iirc they have distinctly different behaviour to bulk inserters
if I remember on the one server we had for SA, someone broke an omnismelter or something by upgrading to stack inserters
the wiki says you can play around with filters to force it to drop what its holding
Maybe, but that seems difficult to automate, and you'd need that for every inserter that has a chance of picking something up that will spill in its hand
seems in the spirit of factorio - I don't need to wire up a circuit for X, but I can
And yes, you can override how much they grab, but not the stack size they put into each entity on the belt
If they are limited to picking up less than 4 items, then you also limit the stack size on the belt, but then you massively hamper how fast they can put stuff on the belt
would be nice if we had an easy way to stack belts, on the belts, like they have in DSP
Yup, that would be sick
But giving us some options to change bulk inserter behaviour would be a good alternative
two belts go in, one belt comes out
though if you have decent enough through put, you could do that with stack inserters
stack inserters arn't technically an upgrade on bulk inserters
Huh, was about to say that I think you have bulk and stack inserters mixed up, but that would be me. I guess some pre-SA factorio knowledge in my brain is stubbornly refusing to get updated
Yes, I mean stack inserters lack the ability to have their behaviour modified
I understood which one you meant
but then I didn't maintain that naming convention, oops
I want to use stack inserters everywhere that needs more throughput without increasing the number or color of belts (still running red belts in most places), but needing to fill the inserter's hands each time makes it almost useless on gleba, where it could be the most useful with how complex the setups already are there
well imo the stack inserter isn't a replacement for the bulk inserter
I mean stack inserters are great for rot
If all machines are working as intended, then most spoilage is filtered off the belts using splitters, so not really
At least in my gleba base
but you can stack spoilage ๐ฎ
Oh yeah a well designed base will not produce much spoilage, just enough to meet the sulfur demands. But every machine should have a way to extract spoilage from it and that inserter can 100% be a stack inserter
Unless the design uses the same inserter to take out multiple things, not just spoilage, or it needs to be a long handed inserter
I always designed my stuff to have a dedicated spoilage extractor. The rest can be taken out by other inserters.
Could you please stop pinging me during an active conversation?
Force of habit, my apologies.
One thing I can say now that I've reached Vulcanus after doing gleba and Fulgora, is that Vulcanus really is supposed to be the first planet you go to after nauvis.
Gleba was an almost literal wall I worked on for like 30 hours to get through (though I should also not I was doing the achievement to not research prod and Hi-Tech science before researching a planetary science), then Fulgora was barely half that, and on Vulcanus it feels like the only holdup so far was making the foundries and big miners to start proper production.
the planet you go to first is the one with the unlocks you want first, imo
having purple and yellow science really does make a difference I'll note
all Gleba does for me is pretty much just the science pack and bioflux
Oh, for sure. Not having blue belts, being limited to slow bots with only one capacity upgrade, no steel productivity, it just makes progressing so much slower
not even that, more the combat side of things
try taking down a demolisher without those upgrades xD
Same way I took them down in my first run: thick wall of turrets. Without the additional damage and shooting speed upgrades, that wall just needs to be a bit thinker, no biggie
or get yellow science and shoot it once with a DU tank shell
I haven't tried that, but on paper, it doesn't seem like one would be enough to kill even a small demo
if you get it straight down the line, meaning it hits every segment at once

||which is why straight on Railgun does a LOT of damage to them, and depending on research can insta kill the big ones||
But according to the wiki, a projectile only has a limited amount of HP the can pierce and has to kill in the first place to pierce
though I think that does crazy damage anyway Zangiry
well, when Aavak gets round to editing more factorio you'll see how easily he took down his first demo
(also technically railgun is yellow science :p )
also also, having legendary rail helps
๐
as i did have that when i took down Big and Mediums
I've not even touched quality, as in not even researched it
you can deal with mediums fine with massed artillery
Pretty sure we are caught up on factorio vods?
I think its as far as a return to Nauvis after Fulgora
or it might be just as he was leaving Fulgora
wait though, you can set the stack size on a stack inserter
I can set it to 4 and it'll fill with 4 and place 4
and because I was messing with the setting just
yes, but then it will only ever hold that amount at once
I cannot tell it to hold its full 16 with max research, but dispense them in lots of 2 on the belt
mean while in pys coke production is going again ๐
just set the stack size to 2?
yes it'll only move 2 per swing, but thats probably quicker than waiting for 16
What would be the benefit of only placing 2 at a time?
maybe you only want to double the throughput
I'm just trying to under stand what the benefit to doing that would be
well, for now, it would have been to not increase the amnount of fruit on gleba belts more than absolutely required
but I dont think there should need to be a practical reason why it should be possible to set that
needing that much fruit sounds like a nice way to invite a fiver finger death punch (that being pentapods)
though don't stack inserters move the same speed as a fast inserter?
but a fast inserter picks up 4, hmmm
hence, why I don't want to set the stack size to 2, because then the added stack size deasn really matter anymore
well uh, 2 stack inserters then, I mean you want to fill both sides of the belt right
well, I think all I've got left to do on my run is build a vitory ship
planets and factories are done enough to make one I think
though I may want to float a space platform over Aquillo just to make blue circuits and LDS
well then xD
In this video, I drop my spaghetti.
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Dosh at it again
I've been thinking about a way to make Vulcanus a bit more difficult (which it might not actually need, but I kinda want this anyway) in that it would have been an interesting challenge if you had to cool some of your buildings down on Vulcanus, the way you need to heat them on aquilo. Not belts and pipes and inserters, but things like assemblers and chem plants and the like, just to give an introduction on the heat mechanics on aquilo. Any opinions on this idea? I wonder if there's a mod that does this already
Depends what medium you would use to cool them
Though it might be more of an annoyance considering for the most part you would and need to use foundries on vulcanus
Unless the advanced machines (buildings from aquillo/fulgora) had their own cooling
Honestly, I think foundries and cryo plant shouldnt need cooling or heating from outside to work, considering one would implicitly need its own heating elements, and the other cooling elements. Maybe they should need more power if used outside of the planet they came from, but needing to heat up the cryo plant on the cryo planet seems dumb
As for the medium to use for cooling, I don't see why it couldn't be heat pipes again, since their heat equalization isn't directional. Buildings output some heat into nearby heat pipes, and a heat exchanger uses it to turn water into steam. Maybe there could be a new building with two heat pipes connections that uses electricity to cool one side and heat up the other, so the "maximum operating temperature" can me significantly lower than the heat exchanger would deal with without needing to change any existing systems
I mean, you kinda put lava in a foundry
Or use it to literally melt ore
Hence why it should have its own heating
its not you need to keep the cryoplant warm, its that you need to keep it not frozen
tbh I've never seen a reason to put a foundry on aquillo
It's the principle
does it even let you place them on Aquillo
I don't see why it wouldn't, and I think if you could use them to make lithium plates, they'd have as good a reason as any to be there
the point being, they might not let you due to the question of it needing a heat pipe
though ultimately, imo, it needs to be a distinctly different problem then you face on Aquillo
cooling to me should be taking the heat out of something, much like the fluoroketone loops
which you do in the heat exchanger, essentially. it just goes from primarily being for power generation, to hea management
and the cooling tower (which may or may not be necessary for balancing so you don't have a virtually infinite energy source just from building stuff on vulcanus) concentrates the heat enough for the heat exchanger to do its thing
still feels the exact same as what you do on Aquillo
besides you already have the crazy steam generation on Vulcanus
yes
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Anyway, I need to go make a new mine on Vulcanus, apparently titanium can run out after all
Titanium =|= Tungsten
And yes, had that happen myself recently
Had to kill my first medium demo to get to a territory with three patches of several million Tungsten each that I'd been eyeing for ages
And for those saying a single DU tank shell can kill a medium demo in one shot, just how high is your damage increase research?
Well that would be nice
but how
Just what I'm saying, it doesn't. At least not with my mere lvl 8 phys damage increase
Took me over 20 shells to kill it
Did you shoot all through the segments from the tail end? That's what I've heard is the way
I did not shoot it in the rear, no, but even that shouldn't work to the best of my knowledge
But did you get it to go through all the segments possible, or from the side?
I shot it right in the face, it did no more damage than I would have expected from the damage numbers
It should do damage to each segment individually, from what I understand
Like, according to the wiki, and I have no reason this is wrong, a shell doesn't penetrate unless it kills the first thing
It does not. According to the wiki, penetrative power, which is 1000 for regular shells and 2200 for DU shells, lets the projectile penetrate that amount of health before stopping. The requirement for penetration, however, is killing the first target. Since the demos, and each of their segments according to the numbers in game, have well in excess of 10k HP, there should be no way to hit more than one
That makes sense to me
I had someone claim that poison was great for taking out worms, but when I mathed it it didn't seem to make sense to me. I couldn't check if it worked that way in-game, though, since I won't have the expansion
If someone can tell me with confidence that the individual segments all count as the same enemy, but take damage individually, I would call them confidently wrong unless I get video evidence
Yup, if you can throw hundreds of capsules on the floor before the effects vanish, you can, technically, take out the Regeneration... of a small demo. 2400 HP/s, I think, where the effect of the capsules does like 16 per second
https://factorio.com/blog/post/fff-429
Likewise we need to clarify somewhere that segments take damage individually but all damage is transferred to the creature as a whole (which is really the head).
Which should be good enough source for you ;P
Yeah, poison does 8 damage twice per second, for 16/second. 320 over 20 seconds (which is how long they persist), and I don't remember how many you can throw per second, if it's more than 1
You can throw 2 per second
But yeah, here, I guess the multiple segments would start to help in killing it
Though the body is also 50% resistant to poison, compared to the head's 10%
So if you can throw 2 poison capsule per second you'll get to 640 damage per second per segment if you have them stacked to the max. That means for a demolisher with 2400 hp regen per second you'd need to get 3.75 segments in the cloud to just equal the regen.
Oh, yeah, more poison resistance also changes that
So 7.5 segments in the cloud, then
Doesn't seem like a good tactic to me
That's for a small demo, while throwing capsules constantly, for which you need to be close. Do poison capsules aggro demos?
Hmmm, I wouldn't know. I'd have assumed it does
I know they stated somewhere that lasers don't aggro them (because it doesn't damage them, IIRC)
They are fully immune to lasers, so that makes sense, at least
I saw someone put turrets down in a line just by the territory, wired them all up to a constant combinator, set them all to only fire if SIGNAL was given from the constant combinator. Then make sure the demolisher came by parallel to the turret line
So they could be sure that the turrets would all start firing at the same time when the demo was in range of all of them
All that is to say, there is no "easy" way to kill them, just some starts that can help out. At least the DU shells do enough damage to whittle medium demos down relatively quickly, even without being an instant kill
Maybe I should try shooting an atom bomb at a large demo, just in case
Tungstanium
Also I don't think I specified size of worm
Just that DU shells make short work of the required kill
Set up a nuclear reactor (or 4)
Plus I believe a demo has a shared health pool, so if you destroy a section you kill the worm
question, why can't you do coal synthesis in a cryoplant, but you can carbonise coal instead
and you can't melt ice in a cryoplant either
you're surprised that you cannot melt ice (heat up to non-cryogenic temperatures) in the building whose only stated job is to do things that require very cold temperatures?
no idea about coal synthesis, though
I'm sure hot fluroketene is above 'non-cryogenic' temperatures
(Also it is a game)
pretty sure that'd be a chemical reaction heating it up, not the plant making it and deciding "you know what? this stuff is too cold, I should heat it up before putting it out"
it may be a game, but immersion is at least somewhat important
you wouldn't expect the foundry to be able to turn water into ice, just because it can turn liquid metal into plates, right?
its not a chemcial based machine, is it?
also not to mention the cryoplant uses water to make explosives, and petroleum gas to make plastic and suplur, and makes supluric acid too..
I had resisted the urge to ask or look up how other people deal with aquilo ice for a while now, since I was still still having fun doing it my way, but seeing someone else go through it for the first time I have to wonder at my own intelligence. In my 60 ish hours between my two SA runs of working out exclusively aquilo setups, it had not occurred to me once that you could grind ice to nothing in recyclers... despite doing just that on Fulgora on both those runs
"my way" is essentially hoping that between cryo science and oil cracking, I was using enough ice to produce enough ammonia to keep everything else going
one way i deal with it is using it on ships for fuel, helps a tad, early on.
I had the curious issue of not enough ice
Especially since you can't ratio pure ice platform production
Using ice for ship fuel?
Even though Aquillo orbit us chock full of ice aateroids?
sure you can, if you make the exess ammonia into solid fuel and burn it off in heating towers
yes its one way i could deal with some of the ice.
Yes, ice platform is a run off from your fuel production
Burning resources to me doesn't count as 'ratio'd' xD
you need to burn stuff anyway on aquilo
you're better of setting up for rocket fuel, and any excess can go into ice platform - but it does mean if you're full on fuel it'll stop making ice platform
but whatever, I solved my ice shortage by storing some and requesting it where needed
Giant Worm dead, thats another one off the list...
for the record it took 2 railgun shots at railgun damage 5
been designing my victory ship these last few hours, and well, let's just say I had to get creative with the iron and copper smelting right next to the ice processing
ahahaha
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I'm so close to the shattered planet, and yet so far... D:
just add more power, it will get you even closer ๐
installs Dyson Sphere on space platform/ship
play factorio to pass the time
make doom with combanators and lamps?
Facto-RayO is a 3D game-engine I made in #Factorio 1.1, in v2.1 I've added a UI. The doom UI to be specific, including view-models.
you can download the save file here: [todo factorio forum link]
previous versions: https://www.youtube.com/playlist?list=PLxR_6RD8er_3esLidLgC5SjpHlkVScJfZ
some explanatory videos (not specific to v2.1): https:/...
I ran the numbers, I need to make a craft to store 3000 space rocks
legend says they are still working on version 3.
I wonder if it's easier in space age ๐ค
You should call that your summer project ๐
and what, pray tell, is the limiting factor? how close are you, anyway?
I need to build the ship
but I'm thinking I may just throw in the towel
oh, close in the figurative sense, far in the literal sense
I somehow expected you to mean you're already quite far into the travel, but didn't beef the ship up enough to make it the rest of the way
what's this about space rocks, then?
you need to get the rocks to make the science
3000 space rocks isn't that difficult to store
I have seen the belt weaves people come up with
the issue is you can't just store them in storage unless you have like 30 of them
yeah, belts are somehow way better for storing space rocks. a cool 6.4 times denser than a common quality storage unit
no idea why promethium rocks, at least couldn't just stack in storage
maybe the idea was that you don't just fly up and down farming rocks constantly
so, where'd the 3000 rocks number come from?
thats enough for the 1200 science packs you need to do your first promethian science
just get the belt stacker mod, and set max belt stack size to the same as hand size of the stack inserter xD
actually, my math tells me it might be just enough for the first 4 levels of research productivity... I get your 3000 if I don't put any productivity into my figures, and use normal labs rather than biolabs
I think my mistake wa forgetting the research can be done on Nauvis xD
with just the biolab, and common quality prod 3 modules, it takes just shy of 600 promethium for the first level
so that would be 1500 baseline
that being a lowball, cus working our 40% prod is maths xD
oh and for the record I still haven't researched quality modules
if you use legendary prod 3 modules, which is a lot for relatively little gain in this case, you could make 3000 promethium rocks stretch to somewhere between level 6 and 7 of research prod. I'm not actually taking the effect of the research into its own cost calculation, but level 6 could be done with 2400 rocks
I'm doing the one level for the achievement if I ever do xD
its always felt a bit lacklustre to me, the reward for doing all this just so you can do more science
well, if you just set up a little research thing on nauvis and use normal prod module 3s, you can confidently shave that number of rocks you need down to 600
I was going to say I'd still need a belt weave, then I realised I would never weave my belts, just have them in a snake and I'm not sure if thats any more space efficient
only needs to be a snake ~100 belts long, so I don't see where the hangup is
the efficiency I lack I guess xD
could even use most of that space still, if you use the green underground belts
oh yeah I did improve my SPM to something closer to 800, you'll be happy to know, maybe
but at the same time I'm running out of meaningful research
that was a choice though
Quality modules aren't meaningful, though ;P
it was a headache I was going to tackle once I'd got to the shattered planet
and then maybe next time I'll use a mod to remove the RNG I'll go all in with quality
Yeah I was using this mod on my only gleba run
Removes the RNG by making recipes require substantially more ingredients
https://mods.factorio.com/mod/no-more-gambling
but the subsurface mod has broken somehow, so rip my saves
Sad to hear one of my favorite Factorio YouTubers has passed away suddenly. I really enjoyed her โEntry level to mega baseโ and long play videos many years ago.
What?! That is such sudden news D:
F
Fuck that's proper shit news.
The factory will miss the chaos she built and I will miss the building of such lovely monstrositys.
oh no

Holy fuck I did not expect that... I didn't know her that well. But damn...
:( She will be missed.
Watch the uninterrupted TAS here: https://www.youtube.com/watch?v=fkmRd5uJoKI
Beat Factorio in under an hour with these 73,120 easy steps!
Step 0: pull up and avoid crashing on planet

