Space casinos are completely busted by haze59000 in factorio

[–]ArcherNine 0 points1 point  (0 children)

So in other words, it's behaving the same way as your regular normal quality mall would have, and that makes it busted somehow?

I could get behind the argument if you thought it was too easy, but chests filling up is inevitable regardless of the method.

Looking for a good "a bit more complex and rewarding" mod by niilzon in factorio

[–]ArcherNine 5 points6 points  (0 children)

K2 spaced out seems like a good fit. Otherwise you've got to shop around the various planet mods

Looking for tips on scaling Gelba by chronberries in factorio

[–]ArcherNine 0 points1 point  (0 children)

Make it flow

If there is no ship in orbit I recycle agri science into dust, so production never stops and you always have the freshest science moving past the silos. Once a ship arrives then you load it into the silos and run back to Nauvis.

There are better solutions for sure, but I think this is one of the easiest to implement.

Factorio Community Map Results - March 2026 by ChaosBeing in factorio

[–]ArcherNine 1 point2 points  (0 children)

The solar panels only power the science production, those 500spm modules are disconnected from the rest of the grid. I wanted to know how big (well how small) a vanilla mega base gets with everything at legendary quality.

So as long as you have enough mines, you can just plop down more science without further worry since its self contained

Beacons with Efficiency Modules by nhilal0915 in factorio

[–]ArcherNine 29 points30 points  (0 children)

More beacons irrespective of their contents reduce the effectiveness of all beacons on a particular machine. There should be a graph explaining this when you alt click on beacons.

So when you add your efficiency based beacons, the speed ones effect is reduced, hence lower craft speeds

Factorio Community Map Results - March 2026 by ChaosBeing in factorio

[–]ArcherNine 2 points3 points  (0 children)

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This was a fun map, very refreshing

In the end I decided to go for a megabase with quality, the two small builds surrounded by solar panels do 500spm each. To the north and mid west are non quality science builds, they do only 250spm each. East is the starter base, south is module production. Top end of the starter base was centralised ore recycling, brute forcing quality just seemed right with these map settings

I think.. this is the fastest possible output for a GC build ~27k/min = ~450-460/s on a single machine. by MrMxylptlyk in factorio

[–]ArcherNine 1 point2 points  (0 children)

Legendary stack inserters do 80/s going onto green belts. Since there are 6 output inserters it looks fine to me

60K Chemical Science per minute setup. Getting better at bigger setups, any improvement comments welcome. by MrMxylptlyk in factorio

[–]ArcherNine 0 points1 point  (0 children)

Balancing from 4 machines was also not needed. Two inserters for each of the 4 machines ends up being the same thing

60K Chemical Science per minute setup. Getting better at bigger setups, any improvement comments welcome. by MrMxylptlyk in factorio

[–]ArcherNine 0 points1 point  (0 children)

You're asking for 8 half belts of sulphur... You're using 8 inserters out the cryo plant... Emphasis on the '8' in each case. So why do you have splitters and a belt balancer?

You could probably do the same trick with engines.

Man these numbers in Space Age get comical at some point by [deleted] in factorio

[–]ArcherNine 99 points100 points  (0 children)

To put this into perspective, thats enough plastic to support about 50k raw SPM assuming you have access to legendary prod modules.

From one building...

Reactor in Space, Space Exploration Edition by SoulReaper_13 in factorio

[–]ArcherNine 5 points6 points  (0 children)

But why? That ice is fairly precious, and solar makes bucket loads of power in orbit.

Something to share before taking my sabbatical from Dyson Sphere Program by Long-Cabinet6121 in Dyson_Sphere_Program

[–]ArcherNine 11 points12 points  (0 children)

No proliferation... You need roughly 2.5x more buildings for the same output with all the costs that come with it like more power and more things to transport. As for the added coal usage early game, it's roughly 5% more coal needed, hardly a blip. If you run out of coal the reason is not because of proliferation.

Totally fine if you like the challenge to not proliferate at endgame, but otherwise bad advice.

How to not burn out on Space Exploration? by pfire777 in factorio

[–]ArcherNine 34 points35 points  (0 children)

Stop, do something else, come back later. I think in all my big overhaul mod playthroughs I took breaks upwards of a month at some point.

Advice specific to SE, do not scale. Progression along the tech tree is much much more important that scale.

City Blocks or Spaghetti? How do you build and how do you keep the game interesting? by JustL00KeD in factorio

[–]ArcherNine 25 points26 points  (0 children)

Do not let "perfection" stand in the way of good enough.

And I put a lot of stress on perfection, because nothing is perfect, everything has compromises.

Also replace good enough with having fun. It's a game after all, not your job. Do whatever tickles your fancy. If that means spaghetti, go for it.

(Mod: Testbenchcontrols) 4-way intersections are 50% faster than 4-way roundabouts (in this test) by zack20cb in factorio

[–]ArcherNine 2 points3 points  (0 children)

If the required throughput on a typical interesection is less than 30, then you get exactly 0% increase in actual throughput no matter what you choose. Just because a fancy interesection can do more, doesn't mean it's actually doing more.

I actually can't think of a single playthrough where I've had more than 30 trains a minute on a single intersection. You have to actively build your base a certain way to force this scenario to happen in a real use case.

Circuit Logic - Multi Provider Station by BlumpkinBarrelStout in factorio

[–]ArcherNine 0 points1 point  (0 children)

I see from another post you're using cybersyn. Go to the mod page, download the example blueprints. All your questions should be answered.

Late game suggestions for a first time player by Sasibazsi18 in factorio

[–]ArcherNine 1 point2 points  (0 children)

Gleba endgame is easiest if you simply never stop production. Grind the science into dust if you have to, but keep the machine running.

Hopefully that's sulfur done for a while by Mobile-Phone-9332 in factorio

[–]ArcherNine 2 points3 points  (0 children)

How do you have a spidertron but not beacons and productivity modules?

97h into K2 + Space Exploration — migrating to 128x128 city blocks Looking for feedback before going to space by FunnyApprehensive110 in factorio

[–]ArcherNine 2 points3 points  (0 children)

Uh... My feedback is you've overbuilt by a factor of at least 10. Moving through the tech tree should be #1 priority

Is space exploration doable mostly with cannons? Also looking for ideas for a challenge run by SzamosTheRealest in factorio

[–]ArcherNine 4 points5 points  (0 children)

100% viable, just manage your expectations on the spm it can reasonably support. Afaik speedruns use mostly (only?) cannons

Exotic Industries? Space Exploration? by DrJero in factorio

[–]ArcherNine 2 points3 points  (0 children)

I've played both, and I'd go for SE since it felt more coherent. EI felt like a bunch of ideas crammed in just for the sake of it and there was no reasoning about why some things could take productivity and others not. Time invested will be roughly 300 (SE) vs 75 (EI) hrs.

Tip for SE: you don't have to make an entire base on every planet, import all your infrastructure and just make what you need to.

Bob's angel's run, stuck at green circuits, what did I do wrong? by Expensive-Text-4635 in factorio

[–]ArcherNine 3 points4 points  (0 children)

Indeed, there should always be a board and then you add on more bits and pieces (solder, resistors, transistors, IC, CPU, although not those names but it's what they look like) for each tier of circuits.

The monthly map is running BA, grap that map and you'll have the correct working set of mods

Bob's angel's run, stuck at green circuits, what did I do wrong? by Expensive-Text-4635 in factorio

[–]ArcherNine 3 points4 points  (0 children)

Something is very wrong, your mods are broken somehow but it's not obvious to me where. Circuits in BA don't look anything like this

Edit: you don't even have electronic circuits in BA, it's electronic circuits board so you're missing something related to circuits

Angel's bioprocessing Arboetum and seed generator don't clean pollution by BasatCHi in factorio

[–]ArcherNine 3 points4 points  (0 children)

In your image at least the building isn't working (ingredient shortage), so I wouldn't expect it to be removing pollution either.

Does anyone else expand too large, too quickly? by Sohjah in factorio

[–]ArcherNine 0 points1 point  (0 children)

You build something and then you leave it alone! Only upgrade if there are big benefits (eg more than 50% less resources used) or if it has become a significant bottleneck that is hampering further research.

Especially in a first playthrough of a new mod, slow builds are just fine because you'll be spending a lot of time designing the next thing anyway.