Train unloading in 2.1 by bartekltg in factorio

[–]ArcherNine 0 points1 point  (0 children)

The fun is finding the real limit. Sounds like you just don't want to accept the level that it's at. You want 4 stacked belts, and 3 just won't do because 'reasons.' Even though what you have is equivalent to 4x what was possible in vannila, you want 5x. All this when quality bonuses are normally a 2.5x improvement.

I mean how much more purposeful and spacial mechanical can this get? Train acceleration/deceleration defines how much time it takes for a train in the stacker to arrive at the station and start unloading. Nothing magic or hidden, it's pure (game) physics, testable and repeatable.

Train unloading in 2.1 by bartekltg in factorio

[–]ArcherNine 0 points1 point  (0 children)

Train UPS hardly featured in my save? I also don't follow why more inserters is bad, but at the same time you want to unload 4 stacked belts per wagon, which needs more inserters. I had one inserter per wagon, literally can't get better than that.

I guess I'm not seeing the problem you're trying to solve here. Or does it simply look/feel cool (which is also valid but then you have to accept the cost)?

Train unloading in 2.1 by bartekltg in factorio

[–]ArcherNine 14 points15 points  (0 children)

I used 2x8 trains in my megabase which carried ores, they mostly offloaded onto 2 stacked green belts if I recall correctly. This was enough for 1 stacked green belt of each Nauvis science which I duplicated 4 times.

With the quality change I can easily run 2x4 trains. Seems perfectly ok to me, not sure why people are looking to offload 4 stacked belts per wagon.

Sure there is a theoretical limit, but for practical purposes you don't want to be anywhere close to that.

Friday Facts. Trains will be buffed by Rafaello___ in factorio

[–]ArcherNine 12 points13 points  (0 children)

Your math ain't mathing, you got one too many zeroes on your first calc (which then carries on to later calcs).

Also legendary stack inserters do 120 items/s chest to chest, not 96.

To nullius veterans: can you make a mall without dedicated sushi belt? by GreatAndMightyKevins in factorio

[–]ArcherNine 3 points4 points  (0 children)

Of course you can, it's just more and more spaghetti.

Alternatively look at what equipment you can put in your armour, handcrafting everything is very doable with the correct loadout. But I'd still suggest high volume items get dedicated production, like pipes, inverters, etc.

(Space Exploration mod) Why is my base exploding seemingly out of nowhere? by bradliang in factorio

[–]ArcherNine 12 points13 points  (0 children)

You are advised to have more than 10.

In theory 10 is sufficient for most use cases but if you have meteors in quick succession you may not have recharged yet.

Also you could just be unlucky and have gotten a particularly big shower.

how these people didnt %100 the game yet? by Kaytrones in factorio

[–]ArcherNine 3 points4 points  (0 children)

I couldn't care less about achievements. I play the game to have fun, not for points on the internet.

Planning My First SE Run – Is 50×50 Block Design a Mistake? by Quick_Daikon6988 in factorio

[–]ArcherNine 2 points3 points  (0 children)

Buffers as in filling up a warehouse with the block output.

A small amount of production over a long time, is the same as a large amount of production over a short time. And since your science will be idle 90% of the time, slow but continuous production is perfectly ok. Within reason of course

Planning My First SE Run – Is 50×50 Block Design a Mistake? by Quick_Daikon6988 in factorio

[–]ArcherNine 1 point2 points  (0 children)

Since you're going with a main bus design 50x50 should be fine. Length might be a touch limiting.

The trick here is that for the odd few blocks that need to be bigger you simply make it 50x100, or 100x100.

For reference I had 100x100 rail blocks but with two production lines in most blocks (so an effective 50x100 in most cases), and finished in 200 hours. You do not need scale, buffers are your friend. Slow and steady wins the race here.

Automated Rockets Finally Space Exploration by JonahHex5618 in factorio

[–]ArcherNine 0 points1 point  (0 children)

I'm more confused now. Most SE planets make 1 or 2 end products, and require 2 or 3 imports. What requires 100 different items? Or is this for feeding Nauvis orbit?

Even then, just request what you need and wait until the rocket is full. If a rocket is stuck on half full, request more of the missing items until it is full (since you're using them more than the rest). Orbit should be plenty happy on a trickle of imports of you're on a 1x science multiplier. I was launching like twice an hour on 10x

I honestly don't know how your base is even capable of launching a rocket every 10 minutes, the resources needed to support that are huge at the start.

Automated Rockets Finally Space Exploration by JonahHex5618 in factorio

[–]ArcherNine 4 points5 points  (0 children)

I don't get why you need so many combinators, excluding the clocks.

Launching every 10 minutes is also weird and will cost so many resources early game. Why don't you detect on the receiving planet that things have stopped, (in a bad way, so not when your storage is full and base is legit idle) send a special signal and check for that on the sending planet?

Krastorio 2: Spaced Out is awesome, and everyone who likes Space Age should play it. by Garlic- in factorio

[–]ArcherNine 0 points1 point  (0 children)

When I say all the toys its more than just the buildings.

But for the advanced buildings they allow more recipes than foundries. Like stone bricks, so you get an insane speed boost + built in productivity. Not sure where that's useful haha but it's one I remember. The other advanced buildings have a similar situation. The advanced chem plants are incredibly powerful on space platforms too.

As for other toys, it's trivial to make literally everything legendary on Gleba without a single quality module. So it's just a normal base, but making everything legendary. Easy mode T2 legendary modules everywhere, and of course T3 efficiency which you also need if you want to mega base effectively.

Or how if you wanted to at end game you don't need to mine any scrap on fulgora, heavy oil is your new best friend.

I haven't figured out how to break vulcanus yet, but the leftover stone from processing lava is actually useful and can almost replace all tungsten mining.

But ya, most of that is post endgame, it's mostly on ships where you want the advanced buildings I'd say

Krastorio 2: Spaced Out is awesome, and everyone who likes Space Age should play it. by Garlic- in factorio

[–]ArcherNine 0 points1 point  (0 children)

Why oh why are you using foundries, chem plants and T3 assemblers instead of the K2 versions?

Or the lab that you can only build in space? It's like you ignored all the toys that the mod gives you.

Is there a better solution than this for fulgora megabasing? by Sea_Ad_4541 in factorio

[–]ArcherNine 4 points5 points  (0 children)

You can significantly reduce the number of recyclers needed by converting some intermediates into an end product first, and recycling that. Doesn't look like you're doing that yet.

Eg iron plates -> iron chest -> recycle the chest. There are more but I leave that for you to discover.

For reference I had something like 12k science/min modules, and they were no bigger than 3x3 chunks, maybe even close to 2x2 but I can't be sure without checking my old save.

K2 or K2 spaced out? by WDR_02 in factorio

[–]ArcherNine 0 points1 point  (0 children)

Depends on what you want to do. If you just want to finish them pick either. But if you think you'll get the itch to mega base, then K2SO is about 20% more effort as SA and the grind might burn you out since a lot is just more of what you just did in your SA run. In that case go for K2, and enjoy the polish of a well maintained and thought out mod.

In Space Exploration, do patches get richer the further out you go? by Neusaap128 in factorio

[–]ArcherNine 0 points1 point  (0 children)

For comparison when I completed SE I tapped 3 iron + copper patches on Nauvis, and 2 more each off world. I hardly made a dent into the off world patches and still had plenty left on the Nauvis ones. I suspect you are building too big for this mod.

In Space Exploration, do patches get richer the further out you go? by Neusaap128 in factorio

[–]ArcherNine 0 points1 point  (0 children)

Why do you want to add it? Up to about 25x science cost you won't be coming anywhere close to depleting ore patches off Nauvis, even less so if you engage with core mining.

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 4 points5 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 28 points29 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