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The bigger problem is: How do you consume the spidertrons? Can you automate placing and then sending them into a biter nest somehow?
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# ? Apr 4, 2024 00:56 |
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# ? May 11, 2024 10:20 |
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Not in vanilla, for sure. There might be a mod to automate placing them though
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# ? Apr 4, 2024 00:57 |
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Dr. Stab posted:If you launch space science back into space, it gives you fish. lol.. I had no idea. How many fish do you get for launching a space science?
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# ? Apr 4, 2024 04:09 |
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It's 1:1. It makes Spidertrons the most expensive item in the game to truly automate. I believe they are disposing of the Spidertrons by having a Renai transportation thrower inserter throw them into a lake. K8.0 fucked around with this message at 05:15 on Apr 4, 2024 |
# ? Apr 4, 2024 04:46 |
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K8.0 posted:It's 1:1. It makes Spidertrons the most expensive item in the game to truly automate. especially because you can only launch up to 12 at a time (from a maxed stack inserter), instead of a full stack of 100
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# ? Apr 4, 2024 07:11 |
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redleader posted:especially because you can only launch up to 12 at a time (from a maxed stack inserter), instead of a full stack of 100 Can you insert with multiple inserters simultaneously using a funky circuit network setup?
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# ? Apr 4, 2024 08:46 |
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Jabor posted:Can you insert with multiple inserters simultaneously using a funky circuit network setup? not sure. i got that factoid from the reddit thread, and they said they tried all sorts of stuff to try to get it to launch more than 12 at a time. given that that's an obvious thing to try, i'd assume that they gave it a shot and couldn't get it to work. but i haven't tried myself
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# ? Apr 4, 2024 12:04 |
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# ? Apr 4, 2024 17:01 |
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He better have the buttplug integration mod too.
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# ? Apr 4, 2024 17:15 |
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Dat spidertron base is prime Factorio.
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# ? Apr 4, 2024 17:39 |
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Check out stevetrov's fish farm
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# ? Apr 4, 2024 19:38 |
I need to check up on Ultracube patches.
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# ? Apr 4, 2024 20:53 |
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Stevetrov is also prime Factorio. Love seeing his stuff on the forums, very inspirational for building stupid huge AND being ups efficient.
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# ? Apr 4, 2024 22:42 |
https://factorio.com/blog/post/fff-405 Curious what the performance impact of reading an entire belt is. I assume its tapping into some deep belt optimization code that was already there?
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# ? Apr 5, 2024 16:37 |
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yeah probably given that it mentions "belt lines" which i think is that optimization
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# ? Apr 5, 2024 16:41 |
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god bless them for leaving no QOL stone unturned. i also really like that they talk through their process and that the process is pretty good
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# ? Apr 5, 2024 16:41 |
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Sushi pipes can't really happen until we get a way to purge pipes via circuit network.
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# ? Apr 5, 2024 16:45 |
shouldn't be hard to mod in a reverse water pump that takes any fluid from the connected pipe and dumps it into a body of water (optionally cosmetically making the water looking increasingly polluted if you stuff other than water into it)
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# ? Apr 5, 2024 17:14 |
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Slashrat posted:shouldn't be hard to mod in a reverse water pump that takes any fluid from the connected pipe and dumps it into a body of water (optionally cosmetically making the water looking increasingly polluted if you stuff other than water into it) connect one of those reverse pumps to a pumpjack and fill the starter lake with thousands of gallons of crude oil
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# ? Apr 5, 2024 17:18 |
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Pumping oil into moats I can light on fire. Please preview this with the update to fighting aliens, tia. Ooh ooh, how about dumping pollution into water to kill underwater biter nests?
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# ? Apr 5, 2024 17:19 |
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Those new high-speed rockets are assembled using blue chips instead of RCUs.
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# ? Apr 5, 2024 19:03 |
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Xerol posted:Sushi pipes can't really happen until we get a way to purge pipes via circuit network. Maybe I'm wrong but it seems easy enough. You limit input into storage to leave empty space greater than the capacity of the sushi pipe system, and put pumps both ways, a load pump controlled by demand and a purge pump back to storage that runs any time demand is off with a filter. That way there's always room to pump out whatever you pump in.
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# ? Apr 5, 2024 19:29 |
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M_Gargantua posted:https://factorio.com/blog/post/fff-405 I can't help but feel the belt reader is specifically aimed at Dosh because of the horror of sushi base.
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# ? Apr 5, 2024 19:30 |
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K8.0 posted:Maybe I'm wrong but it seems easy enough. You limit input into storage to leave empty space greater than the capacity of the sushi pipe system, and put pumps both ways, a load pump controlled by demand and a purge pump back to storage that runs any time demand is off with a filter. That way there's always room to pump out whatever you pump in. On any pipe segment longer than about 20 pipes, pumps have a really hard time getting that last 0.1 unit of a fluid out from far away.
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# ? Apr 5, 2024 19:46 |
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M_Gargantua posted:https://factorio.com/blog/post/fff-405 Probably a minimal performance impact, just track all contents of a belt by inserts onto belt and removal from belt. Deletion of a belt (especially in the middle of a long belt) would probably be where things might have to be re-calculated.
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# ? Apr 5, 2024 22:37 |
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Half-wit posted:Probably a minimal performance impact, just track all contents of a belt by inserts onto belt and removal from belt. Deletion of a belt (especially in the middle of a long belt) would probably be where things might have to be re-calculated. Factorio already tracks belt contents per lane like this for optimization reasons, so it's just exposing it to the circuit network.
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# ? Apr 5, 2024 23:03 |
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Science Pack Galore is pretty fun. First time I've played a fresh start without creative mod in a long time...and it's 2am but I need setup a builder train still. I need to send a request to the factoriolab guy to add the mod to his calculator so I can see how foolish a 40 some odd science pack megabase would be.
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# ? Apr 5, 2024 23:30 |
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Majere posted:Science Pack Galore is pretty fun. First time I've played a fresh start without creative mod in a long time...and it's 2am but I need setup a builder train still. Factory Planner is a nice analog in-game mode, and much simpler than helmod.
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# ? Apr 6, 2024 00:29 |
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Teledahn posted:Those new high-speed rockets are assembled using blue chips instead of RCUs. I can't find them talking about it, one of the earlier FFFs showed rockets taking blues instead of RCUs now, which makes sense since they come after Blue science now instead of being end game.
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# ? Apr 6, 2024 00:45 |
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It's more that they decided to remove RCUs because they're basically a single-use intermediate, and they want things to be more complicated/interesting than that.
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# ? Apr 6, 2024 15:00 |
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Against my better judgement I started an SPG run with the end goals of hitting 1k spm and mining prod 50. Minimal (mostly QoL) mods and more infinite researches. My plan is to divide the game into three (and a bit) phases: Phase 0 (the 'and a bit'): Burner phase. Just get the first couple packs researched and the basic tech needed to set up smelters and such. Phase 1: The "up to blue" phase. Since starter resources are going to need to be spread amongst more science packs to get the same amount of research done, and since I'm going to spend a lot of time just building each pack's lane, I'm targeting what would be a hilariously low for any other game 30spm for all packs that can be unlocked with red, green, blue, and military science, and then all techs I can get with those packs. Hopefully the starting resource patches can get me through to having enough bots to start building out the next phase. These will be built with yellow belts and mostly T1 assemblers. Phase 2: The getting to space phase. I'm hoping by going with slower research rates in phase 1 that I can start building out a rail network and connecting up distant patches while that research is still ongoing. This will also involve establishing some defensive perimeters (I'm playing railworld with expansion added back in) and I'd really like to just aim to go very distant in one direction to start collecting massive resource patches so I don't have to go back to them for a long time. In the main base I will hopefully be able to upgrade everything to T2 assemblers, red belt, and somewhere around 60-90 SPM including all the packs that don't require rocket launches. And of course ending with finishing the tech tree and launching rockets. Phase 3: Scaling up. Converting the main base to mostly be a builder and module mall and starting with outpost-based production, hoping to produce between 4-8 different packs per outpost and returning 5 stacks of each at a time via train. If I have any sanity left before this I will probably lose it here.
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# ? Apr 7, 2024 02:31 |
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Xerol posted:Against my better judgement I started an SPG run with the end goals of hitting 1k spm and mining prod 50. Minimal (mostly QoL) mods and more infinite researches. My plan is to divide the game into three (and a bit) phases: Probably smack my forehead when you answer, but... SPG = ??
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# ? Apr 7, 2024 06:09 |
Single player game?
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# ? Apr 7, 2024 06:32 |
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Self-Propelled Gun
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# ? Apr 7, 2024 06:34 |
Spidertron Production Goal
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# ? Apr 7, 2024 08:27 |
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Science Per Gallon
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# ? Apr 7, 2024 13:23 |
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Science Packs Galore It's a mod that adds 36 new science packs.
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# ? Apr 7, 2024 13:37 |
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Working on SPG now. I did early game base up to 10 or so at 30spm, now building red belt base at 90 spm to complete as much tech and stockpile stuff for a reasonable endgame 900spm. Currently using a simple sushi belt for labs, but at sp20 my red belts are full so going to have to put more space between the labs or tech to express belts quicker.
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# ? Apr 7, 2024 14:31 |
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I was thinking sushi belts too for the midgame stages. Rather than have all packs on one belt, I was going to have 5 or 6 belts each with a different set of packs on them. I also grabbed a mod that adds more belt tiers if throughput becomes a problem, but I anticipate moving to bot-based labs before that happens.
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# ? Apr 7, 2024 14:56 |
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# ? May 11, 2024 10:20 |
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Well the mod profile picture shows an example of how to get 48 packs to one lab with just regular belts.
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# ? Apr 7, 2024 18:10 |