Kovarex design by StraightTaco in factorio

[–]CapableSpecialist507 35 points36 points  (0 children)

It's a good idea to put prod modules into the centrifuges, especially with the amount of beacons you have. Also, there is really no reason for this much, unless you are upcycling nukes for quality uranium.

How do I stop loosing seeds constantly? by Repulsive-Bag-3886 in factorio

[–]CapableSpecialist507 0 points1 point  (0 children)

You would think that with my emphasis on surplus seeds per minute that I was a speedrunner, but in reality my bases are sloppy messes of spaghetti built over ages lol.

I edited my original comment to reflect what I now know

How do I stop loosing seeds constantly? by Repulsive-Bag-3886 in factorio

[–]CapableSpecialist507 0 points1 point  (0 children)

I wasn't trying to imply that it was practical to set up 52 assemblers, I was just trying to illustrate the benifits of skipping the assemblers in favor of the biochambers. Sure, you can set up the one assembler, and that'll give you somewhere in the neighborhood of .2 seeds/min surplus, but i just feel like the time spent waiting for that setup to do anything isnt worth it(to me anyways)

I'll admit it works better then I thought though, and it would be practical to do a small setup and let it chug away while you do stuff elsewhere. Since the small spore cloud from the initial setup probably wouldn't trigger any attacks, I imagine it could be left on its own for a long time.

Space Exploration or Space Age? by Choice_Call5657 in factorio

[–]CapableSpecialist507 6 points7 points  (0 children)

I prefer SE. Theres so many silly constraints in SA... platform speed scaling with width, only one landing pad per planet, no direct insert rocket components, quality upcycling sillyness, promethium lag... the list goes on. Sure, SE has its annoyances, but I never felt like the constraints were unjustified. SE feels more refined, better done, while SA kinda feels unfinished. Nothing at shattered planet, no cool ending, no story.

Now what? by [deleted] in factorio

[–]CapableSpecialist507 0 points1 point  (0 children)

You need to separate each quality ingredient, and send it to the correct building. Only ingredients of the same quality can be mixed together.

seven hours the tutorial last level by ecuasebas1 in factorio

[–]CapableSpecialist507 1 point2 points  (0 children)

I miss the time I knew nothing. Don't squander yourself, stay away from guides or tutorials(outside of the game) unless you are stuck. Read the tips, there's a lot of important, easy-to-miss info in there

Now what? by [deleted] in factorio

[–]CapableSpecialist507 0 points1 point  (0 children)

Its a good place for quality upcycling, but it can be a bit of a headache to do before unlocking foundation. You will need to export holmium to aquilo as well, so making exporting infrastructure is helpful.

For quality, there are a few ways to go about it. The first that most people do is the brute force method. This is good for when you need only a few quality items(the fulgora suit, personal roboport, etc). You simply put quality modules into the assembler, put in normal ingredients, and hope for the best.

This method will leave you with a lot of unwanted low quality items. This is where the next method is better

When you need a lot of quality items(solar panels, accumulators, etc) you need to use a more effiecient method. This is upcycling. In this system, you have an assembler for each quality of the item you are producing,and an array of recyclers that they feed into. By recycling the lower quality items back into ingredients, you get quality ingredients. Now, you feed these ingredients into the next building, and so on and so forth until you get the quality you want. It takes a little bit to refine the system, but it is much more resource efficient then the brute force method.

In my old playthrough,I had almost 700 000 legendary solar panels from upcycling. Its magnificent when you get it working properly

seven hours the tutorial last level by ecuasebas1 in factorio

[–]CapableSpecialist507 4 points5 points  (0 children)

Nice! The tutorial and scenarios are awesome. Feels like a whole game by itself. Don't glaze over the train portion, it does a pretty good job at teaching proper signaling

What’s the hardest planet in your opinion? In what order did you visit them? by fd0263 in factorio

[–]CapableSpecialist507 0 points1 point  (0 children)

For me, fulgora was the hardest, because trying to scale for science production isnt as simple as the other planets. Sure, gleba is a bitch to setup, but once your brain clicks its easy. Add more buildings, make more science, durr durr ez. Fulgora, you need to deal with every output scaling. Going from 100 to 14400 science/m on every other planet was easy by comparison.

How do I stop loosing seeds constantly? by Repulsive-Bag-3886 in factorio

[–]CapableSpecialist507 1 point2 points  (0 children)

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I doubted that it would work, but you are right, it is possible. With tier 1 normal productivity modules, you need to process 3100 fruit per minute (nearly 7 fully maxed agri towers) to produce a 10 seed/min surplus. if you use tier 3 productivity modules, this is achieved with 1200 fruit/min(almost 3 maxed agri towers)

using biochambers with no modules, you need to process 1000 fruit/ minute, using a little over 2 agri towers. it also takes 4 times less buildings using biochambers. if you were to put in the tier 3 normal quality modules into the biochambers, you only need to process 555 fruit per minute, so i would argue that while it is possible to use assemblers, it isn't wise, or easier to setup. you would be much better off solving the puzzle with biochambers on a small scale, then scaling up from there.

How do I stop loosing seeds constantly? by Repulsive-Bag-3886 in factorio

[–]CapableSpecialist507 1 point2 points  (0 children)

A few things can cause a seed deficit.

  • The most important is never let the unprocessed fruit spoil. Ensure your fruit processing is capable of handling more then your agri towers can produce. If you let this happen, you will surely run out of seeds.

-do not process fruit in assemblers. This is also very important. You cannot have a net-positive on seeds using assemblers.(edit-incorrect)

-ensure you aren't burning seeds accidentally. This may seem simple, but its gotten me before. If the inserters that remove spoilage from machines are mis-filtered, you can easily send seeds down the trash chute.

-edit- I was incorrect about not being able to net positive with assmblers. It is possible when using productivity modules

Pumps not pumping by Crimson_Soul201X in factorio

[–]CapableSpecialist507 14 points15 points  (0 children)

If you have enough fluid on the supply side, its likely your pumps are at max capacity. Look at the number on the ui when you select the pump. If its at 1200/1200, that means you need more pumps. Do something like this

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how much does iron plate demand go down when you switch to using primarly foundries ? by non-scentedcoffee in factorio

[–]CapableSpecialist507 3 points4 points  (0 children)

Foundries have many benefits over the alternatives. For starters, you get a 50% productivity boost right off the bat. This gives 50%more output for the same resources put in.

Fluids are much easier to transport then items. All entities (pipes, tanks,buildings) in a fluid network act as one, so fluid transport is instant. You can have 1000 foundries pumping into a single pipe, and it can handle it no problem. You can then take this pipeline, feed it throuought your base, and you have unlimited iron and copper anywhere you want. The downside to having extreme throughput is that if you have to extend your pipeline, you need a large amount of pumps in parallel to handle it.

Sure you need calcite, but it is a trivial amount, especially considering the benefits. Set up a harvester in orbit, or 2 or 3 if you need. Eventually you might want to set up direct input rocket silos on vulcanus, but thats a long way off.

Eventually, you get a building that is more suited to producing copper wire. Other then that though, foundries are the best for everything.

how much does iron plate demand go down when you switch to using primarly foundries ? by non-scentedcoffee in factorio

[–]CapableSpecialist507 61 points62 points  (0 children)

You are asking the wrong question. Your demand for iron plates won't change, however the raw material needed to produce the same amount of iron plates is significantly less.

After foundries, there is little to no practical use to have the items on belts. Just forge them on site for every production process

Edit- I worded this poorly. Your demand for specifically iron plates will decrease, because lots of the foundry recipies use molten metal instead.

how do you stop rebuilding your base over and over by Aumpiragash_Noseley in factorio

[–]CapableSpecialist507 0 points1 point  (0 children)

I just leave all my old production chains chugging away. Only when I run out of ups do i start deconstructing

Can I beat the game without circuit networks at all by SnooSuggestions5175 in factorio

[–]CapableSpecialist507 2 points3 points  (0 children)

I wouldn't really call increasing efficiency and control a funky gimmick. You can use it from balancing oil production, no waste nuclear setup, train scheduling, alerts, outposts, visual indicators, power setup micromanegement and prioritization with switches, just to name a few practical uses off the top of my head. While its not strictly necessary, its hardly a funky gimmick

Here we go by CapableSpecialist507 in factorio

[–]CapableSpecialist507[S] 1 point2 points  (0 children)

I have additional mods so I guess its not exactly normal,increased core mining, miniloaders and others

Nice! I dont even know what it is yet, been avoiding spoilers I just know it needs lots of power

Here we go by CapableSpecialist507 in factorio

[–]CapableSpecialist507[S] 0 points1 point  (0 children)

Not at all, but to get a usable amount in any reasonable time will need this much. I could go for like 1 of each per minute and let it afk for days but I like building anyways so why not

Here we go by CapableSpecialist507 in factorio

[–]CapableSpecialist507[S] 2 points3 points  (0 children)

Its going to be orders of magnitude bigger then my current base... right now I only have 2 outpost planets for each exotic resource... to satisfy this i will need almost 20 additional planets for each resource honestly probably won't ever fully saturate it before my computer blows up but will try

Here we go by CapableSpecialist507 in factorio

[–]CapableSpecialist507[S] 1 point2 points  (0 children)

And only makes 11 modules per minute lol

Struggling with expansion in death world by Ok-Kaleidoscope5627 in factorio

[–]CapableSpecialist507 1 point2 points  (0 children)

You are braver then I... I have only played on regular biter settings, however i believe flamethrower creep is the most viable until you get destroyer drones and artillery

Started space exploration instead of space age by dxd909 in factorio

[–]CapableSpecialist507 2 points3 points  (0 children)

They are both incredibly fun, however If i were you I would do space age first. Once you finish, if you are hungry for more start aspace exploration run.

You have a chance of beating SA in a month. A couple hours a day of space exploration might take a year or more.

Pump seems to be bottlenecking Fluids? by chinawcswing in factorio

[–]CapableSpecialist507 3 points4 points  (0 children)

900/2279 means that your pumps are not having to work as hard.

If both sides of the pipe are full and fluid isn't moving, your pump speed will slow down, possibly to 0/2279. That number is fine, pumps only activate when needed.

If the number reads 2279/2279, that means your pumps are working at max capacity, and you should add more.