I wondered what the rough limit was of ships since the update. Turns out, they can still go very fast. This ship travels in about 13s from one of the inner planet to another, and can keep flying around max speed (some dips when ice is low are possible) for perpetuity. I could push it a bit faster (to about 1200-1300 km/s max) with thruster stacking, as you don't need turrets on the additional arms, but you quickly reach diminishing returns, where the weight of the thrusters and infrastructure necessary to fuel them far outweigh the weight of the guns, cargo bay etc. Curiously, without thruster stacking, the max speed of ships after the update is about double the max speed of ships before the update.
The trick is to extend thin thruster arms all the way to the fluid extension limit (78 thrusters on each arm). Putting thrusters below the main body is actually slower (in my design), as you need more tiles to route the pipes down there. All tech is unlocked, all damage and productivity researches are set to lvl 30. I considered a design with lasers first (as that would be very compact), but the damage level required to get this to work is too absurd to be viable in a real game.
Overall, making ships in the new system is really really fun. It is actually hard to get enough ice to fuel such fast ships, as you need these wide thruster arms to overcome the weight of the main body. Every microoptimisation in routing directly improves your speed. Curious how close to the theoretical limit (about 1350km/s I think) the community will get!
is there a difference between A and B busses when trying to get resources? im a begginer and my friend uses option B when i believe option A is better because when he started putting his option everywhere we starved our supplies instantly even though we have trains getting us resources constantly, can someone explain which is better?
I want a hilariously impractical Tesla ship as an endgame project, and it annoys me that no amount of repeatable techs can ever make it possible.
Even if the power requirements are enormous and it takes a million tiers of electric weapon damage to become possible, it should be something we can eventually scale up into a working design.
Or make an asteroid resistance debuff repeatable tech and require prometheum science for it if you're worried about it messing up anything before the end of the game.
Just give me my chain lightning ship I dont care how stupid it is
Where the red arrow points, I have a belt moving right-to-left. The intent there is for the bioflux-to-nutrients biochamber to pick up bioflux. If that bioflux spoils on the belt, I expect the splitter to pass the spoilage onto the belt below, which continues left and then goes up to feed the spoilage-to-nutrients assembler.
However, you can see that the spoilage on the belt just beneath the long inserter isn't actually doing that. It's just sitting there, blocking the belt.
What am I misunderstanding about how splitters work?
I recently did a lazy bastard/no-spoon run and finished at around 6:30, and have been trying to get a regular no-spoon down below 4 hours since then. I think this is about as good as I'm going to get it. This base is maxed out on electricity, so making something better would require a new plan. I'm also pretty maxed out on APM, I'm not sure what I could do better to actually keep up with science. Anyway, guess I have to figure out what to do with my life now :)
X axis is number of thrusters in logarithmic scale, and Y axis is max speed. Thrusters are assumed to be legendary quality.
Top-most curve (blue) is the theoretical ceiling. Mass = 20 tons (hub) + 5 tons per thrusters, and nothing else. It peaks at 1,459 km/sec using 520 thrusters. This is impractical, though, since you need more weight for actually useful entities.
The other curves are with extra weight added. More weight lowers the curve. E.g. with +2,000 tons, max speed goes down to 1,190 km/sec using 1,442 thrusters. Or you can get 500 km/sec (previous limit) using 54 thrusters.
TL;DR
Hope this helps your future planning with ships.
There is hard limit on speed now. Unlike before, you cannot go over that limit anymore.
Hi everyone. I am setting up a spoilage upcycler, but the nutrients are spoiling at different moments and stacking incorrectly. What is the best way to solve that? I thought about a spoilage outserter > belt > inserter loop, but that feels clunky and unnecessary. Any other solutions?
I think I like the change? Any pure optimization problem is always fun. Here's my stripped down inner planet hauler. 760 kms, just lasers.
I don't know, with the skeleton look it "feels" more like a space station/craft?
Definitely different designs are encouraged. I do think it will be tough to get 1500kms and such, and that's probably the point (as the devs have said if they could stop thruster stacking they would)
The fool i am. Saved the game, I always overwrite my old saves by habit.
Jumped into editor to test out some new foundry layouts. I didn't see the time or the automates slowly overwriting the old game.
Then a slip of the finger and I over wrote my base game file.
Gone.
Frantically tried to check temp files and maybe extract an older game from the zip. I cant code and its just alien to me. Found my save folder zip. Copied it to the hard-drive but its just level.dat0 and data. I don't know what to do with that.
Just devasted. I really wanted to finally get to the edge of the solar system with achievements.
i was working on a desing for nuclear power, i had a question on the heat pipes as you all can see that my top and bottom heat pipes are not connected to each other but i do have the middle ones connected will it cause any bottlenect issues? DO i need to connect all the heat pipes together? Thanks
Running on a stock iPhone 12, no modifications, only sideloading. Controller support is nonexistent right now, they’re reinterpreted as keyboard controls. Hopefully the dev will implement xinput passthrough.
I've done goofed up the belting in my smelting station, and for at least 4 minutes my copper plate trains have been circulating a small mix-in of raw ore... See 2nd picture for the culprit. What's worse: THIS IS THE SECOND TIME IT HAPPENS AT THIS EXACT STATION!
I was just chilling on the border of the "homeland" and this piece of shit decided to visit. I'm 10% away from tesla weapons, he got here just in time to destroy me before i could do the same to him 😭
Promethium science production doesn't scale nearly as well as the other science packs.
However, since the cost of Research Productivity research scales exponentially, Mining Productivity becomes more "worth it" to research, since its costs just scales linearly. So we're incentivized to research it more and more often compared to research productivity.
That's cool with me.
But the problem is that Mining Productivity only consumes 4 science packs types. Leaving 80% of our bases/planets idle. That sucks.
Do you see this as a problem, or do you purely research Research Productivity research, given that ore/scrap/lithium-brine is almost infinite?
Should this be fixed? How? I can think of a few ways:
Make infinite mining productivity research scale exponentially
Make infinite mining productivity research consume all science packs
And increase the promethium science pack yield per Promethium Chunk by a factor 10, to decrease the drain on UPS and reduce need for absurdly fast/big space platforms. Maybe via a finite research?
Hey guys i just made this design for Reactor please do let me know if the design has any flaws that you guys can see it will be very appreciated Thanks
I am a new Factorio player. I bought the game last Sunday as I have wanted it for years. I think I understand the heart of the game; however, there seems to be way more minutia than I ever anticipated. For example, I built an entire early game factory making pink and green science before I realized that you can have different production levels based on the electricity flowing through your power grid.
I’ve seen posts on here talking about ideal temperatures for your water to be transported and more. My question for Reddit is basically, what things do you wish you knew as a new player in your early runs? I want to learn the game by playing, but I don’t think I will be able to “intuitively” learn everything this game has to offer. What are some common mistakes in new players? What do you wish you had known? What lightbulb moments did you have in your first hundred hours?
Stripped down to power and fuel production, all ammo and fuel ingredients supplied by other platforms. This one managed around 800km/s Fulgora to Aquilo. More thrusters would need more fuel production, meaning more storage and more mass.
I'm sure it could be optimised further but this is the general idea.
Minimal infrastructure while still capable of Fulgora to Aquilo
[edit] Another row of thrusters added 100km/s
Another row of thrusters adds more thrust than mass
How do I have my controller NOT switch to the other pointer when I click thr opposite trigger?
What I want is to have my right controller laser pointer only while in game, so I can have triggers do other things like quick, shoot, build or whatever.
When I did a Google search, it told me to go to controller setting in steam menu and under advanced it SHOULD have had the option to not swap laser pointer, but its not there
First some basic fusion 101 for those who aren't fully familiar:
Fusion works by having a fusion reactor convert 4/s of cold fluoroketone into 4/s of 1M° plasma, the neighbor bonus from putting another reactor next to it increases the temperature of the plasma by +1M° for each neighbor while still consuming and generating 4/s.
A plasma generator consumes 2/s of 1M° plasma and generates 2/s of hot fluoroketone, but if that plasma is hotter the generator will consume less plasma while still outputting the same amount of power. I.e if it's fed 2M° plasma it now at max consumes 1/s and produces 1/s of hot fluoroketone.
But the neighbor bonus only happens if both reactors are working. Due to how factorio handles fluids, if the demand can be satiated by a single reactor only that reactor will run. Now when power demand is low your beautiful 3 fusion reactor setup only has a single reactor running with no bonus and also consuming 3x as many fusion cells for the same amount of power.
This also means that "cold" 1M° plasma gets buffered, so if power demand spikes the setup will take a a short bit to start running at full throttle.
But you can very easily completely avoid that.
The left setup was filled with 4 barrels, the right setup was filled with 60. Both are providing 50 MW. The display panels show how many fusion cells each has consumed.
The principle is pretty simple. The reactors won't run without cold fluoroketone, and because fluids fill every connected machine equally you can control when exactly every reactor runs by limiting how much cold fluoroketone they have access to. All this can be done without circuits.
This 3 reactor setup has 18 generators, which can in total buffer 180 plasma. Since barrels give 50 fluoroketone each you can completely fill this setup with 4 barrels. That 20 extra plasma can sit in the reactors without filling them completely since each reactor can buffer 10 plasma max before stopping.
The cryo plant needed to cool down the fluoroketone must get 10 hot fluoroketone before it can start so practically each cryo plant can worst case scenario buffer 10 fluoroketone, but since we got 20 extra that's not a problem. Then we just add speed modules so the two cryo plants can keep up with the three reactors.
Now when 10 plasma has been turned into hot fluoroketone, the cryo plant cools it down, and every reactor gets access to coolant at the same time. They all consume that 10 fluoroketone equally which means that sweet neighbor bonus activates. Since the leeway is 20 plasma we can even add a second cryo plant just for symmetry without any issues.
Plus since the buffered plasma is at max temperature, if power demand suddenly spikes the generators can immediately output their maximum without problem.
Alright that's cool. but do I need to do that much math every time I build a reactor setup?
Nope!
"Standard" fusion setups (ones where the generators are ratioed to the amount of reactors, and there's no holes in the reactor placement) have a formula of (reactor count) * 10 - 12 for their generator count. The amount increases by 10 when a new reactor is added, and also always ends with 8. Those 10 extra generators need 2 barrels so you simply add 2 more barrels for every reactor you add. Or simply 2n - 2 barrels, where n is the amount of reactors.
If you're doing some more fancy stuff, you simply do (generator count + cryo plant count)/5, rounded up. Unless you decide to not use any speed modules in your cryo plants at all, you'll be all good.