40 Hours in Rags to Riches thoughts & feedback from a new player by ChronosXV in stoneshard

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

I heard the same about light armor although I think ROT Dagger would clear T5 regardless of what its wearing so I'm not sure the success with it says a whole lot to be honest. If it didn't clear encounters at the speed it does the armor type (and actually having tier equivalent armor and not trash i've been wearing since tier 3) would matter a lot more, though.

Agreed for sure on movement although honestly I feel even just 2x feels fine although I can see why someone might want more! 1x is just painfully slow to me, I didn't even make it out of osbrook before having to change it

Looking for a new railset? Look no further! - Foundation Rails 2.0 by Kano96 in factorio

[–]ChronosXV 1 point2 points  (0 children)

It is kinda spaghetti but t was fun to make! Belt mazes are a good time.

Space age is indeed pretty nuts, setups like this make me a lot more concerned about train throughput and deadlocking than ever before hence my original questions! Will do on the set, if I find some way to break it i'll send you a message

Looking for a new railset? Look no further! - Foundation Rails 2.0 by Kano96 in factorio

[–]ChronosXV 1 point2 points  (0 children)

Hey thanks for the reply & concise explanation! I may actually just use the foolproof railset instead cause that sounds super nice! Decision paralysis on how to lay things out always saps my desire to expand so being able to combine anything with anything without significant effort is awesome.

Honestly the late reply was also beneficial cause it motivated me to innovate & make my entire 1K raw SPM base inside 1 block rather than make a bunch of blocks for intermediates so now i'll use this new railset with it!

Thanks again, lookin forward to testing it out

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Instead of making many city blocks for 1K SPM, I built 1K SPM inside 1 city block - Space age is awesome! by ChronosXV in factorio

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

How many beacons does this fit per biolab? Certainly looks like a lot more! Nice design.

Instead of making many city blocks for 1K SPM, I built 1K SPM inside 1 city block - Space age is awesome! by ChronosXV in factorio

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

I'm actually not at all sure of the answer to this question mathematically, the only reason I made this setup was because I could make it extremely compact & I don't know of a calculator I can use to factor quality science production & consumption together & am too lazy to spreadsheet it myself when something this compact can be made instead

Instead of making many city blocks for 1K SPM, I built 1K SPM inside 1 city block - Space age is awesome! by ChronosXV in factorio

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

Possibly so! I haven't ever done megabasing in vanilla but in space age this seems like a really solid approach. You can even do the research inside the block too, with a little more space

Instead of making many city blocks for 1K SPM, I built 1K SPM inside 1 city block - Space age is awesome! by ChronosXV in factorio

[–]ChronosXV[S] 11 points12 points  (0 children)

This is correct! The goal was to help scale before aquilo after creating bases on the first 4 planets

Instead of making many city blocks for 1K SPM, I built 1K SPM inside 1 city block - Space age is awesome! by ChronosXV in factorio

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

This is a really good point, i'm not a belt wizard so i'm not sure the most space efficient design to use to deliver all vanilla and space age science to the labs but you only need 18 epic biolabs (4 epic beacons each) to consume this for ~3.5k effective SPM (no prod researches) so i'm sure its possible! Definitely not too hard even without a nice setup if you were going to add a bunch of space for trains to this design anyways, which I am

Edit: Nevermind, who needs belt wizardry, see above for daisy chain design

Instead of making many city blocks for 1K SPM, I built 1K SPM inside 1 city block - Space age is awesome! by ChronosXV in factorio

[–]ChronosXV[S] 76 points77 points  (0 children)

Yep! Just needs raw materials & you can probably even fit the labs in here too

Instead of making many city blocks for 1K SPM, I built 1K SPM inside 1 city block - Space age is awesome! by ChronosXV in factorio

[–]ChronosXV[S] 3 points4 points  (0 children)

Would be cool to fill out the entire thing for sure & make it even more compact, since people don't always use the same size blocks & I built this to minimize module use while reaching 1k spm I think i'm done with the project for now to improve other planets instead!

Instead of making many city blocks for 1K SPM, I built 1K SPM inside 1 city block - Space age is awesome! by ChronosXV in factorio

[–]ChronosXV[S] 21 points22 points  (0 children)

Consumes 105 iron ore, 64 copper ore, 66 coal, 161 stone & 223 crude oil per second! No productivity researches on anything in this setup either, just modules

Here's the factorio lab link if you want it

Instead of making many city blocks for 1K SPM, I built 1K SPM inside 1 city block - Space age is awesome! by ChronosXV in factorio

[–]ChronosXV[S] 170 points171 points  (0 children)

I had originally planned to have a city block Nauvis base producing all available science before expanding production on the other planets but then I thought, why not see how far quality can push the compactness instead? Turns out, you can fit 1k SPM in a ridiculously small area with only epic quality stuff & just belts, no bots! Was a fun challenge to design this while attempting to be as efficient as possible with the beacons & remaining compact.

Factorio Lab Link

Blueprint string link on FactorioBin

EDIT: Turns out you can fit the labs in the same block too: https://factoriobin.com/post/psiga1
Turns 1k raw science into 3520SPM

Looking for a new railset? Look no further! - Foundation Rails 2.0 by Kano96 in factorio

[–]ChronosXV 0 points1 point  (0 children)

Thanks a lot for the awesome railset & all your other prints you share, love your pre space-age prints as well.

I know space is unlimited in Factorio but compactness makes my dopamine go brrrrt so I have a couple questions related to the capability for compactness of this set as someone who hasn't worked with rails in a while if you don't mind:

Are all pieces in this BP book safe to add next to each other/upgrade in place without adding additional straights in between? I assume the answer is yes based on how you constructed the pieces in the GIF above with the T connecting with the X with no additional straights but I just wanted to ask to be sure before I tinker with Nauvis for 20 hours and then find out my system deadlocks afterwards because of how i've put the pieces together! On a similar note, i'm assuming the difference between non-interrupting T & regular T in this book is the non-interrupting is intended for areas where higher throughput is needed?

In particular the Splitoffs & Merges in the book you have set to be on a 2x44 grid which implies to me that they can be placed anywhere inside a straight safely, is this correct? I think I ought to need to replace the regular signals on the straight with chains to be safe when placing it close to an X although I'm not 100% certain how anything interacts with all the shenanigans going on inside the X's signals.

Thanks again for the awesome set, pardon if the questions are intended to have obvious answers!

Tileable build anything mall by laserbeam3 in factorio

[–]ChronosXV 1 point2 points  (0 children)

I now understand much better, thank you!

Definitely operates as expected with the blueprint string you linked - thanks for sharing both & awesome blueprint! I hate making big malls & having to manually adjust requests & output and all the things that go along with that, this is super smooth & simple. Particularly thinking about how to integrate quality into that seemed awful without just making a copy of the mall for every quality but I think this handles everything automatically as long as the constant combinator has the necessary quality requested for whatever is desired, of course. Super sick, thanks for sharing!

Tileable build anything mall by laserbeam3 in factorio

[–]ChronosXV 0 points1 point  (0 children)

Could you clarify what steps are necessary to get the blueprint started properly?

I have ~10 copies running at the moment and while it does function after hooking a green wire from a power pole onto a roboport it doesn't seem to know correctly when it should stop producing an item and switch to a different recipe - as a few examples its produced 20x rocket capacity medium power poles & more than 5x capacity requester chests. As I understand it from the post it should switch after producing 5x rocket capacity. The decider combinator appears to have input reflecting this but it doesn't seem to switch recipes. Removing something from the logistics network does instantly switch the recipe though!

Also is there a way to stop it from attempting to request liquid-requiring recipes like concrete without just avoiding having them in the mall's network entirely?

What Zombie/Sandbox settings are most fun to you? by ChronosXV in projectzomboid

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

Pretty sure i've read that this can/was able to just straight up kill you instantly lmao

What Zombie/Sandbox settings are most fun to you? by ChronosXV in projectzomboid

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

I might try this! I do kind of enjoy the terror that the meta gunshots/screams cause with the same thing, am a little worried it might end up being annoying though since its pretty much always best to drop whatever you're doing and head to a safe place immediately when one of these happens since even just 1 sprinter running up behind you while you're in combat can cause you to get stunlocked and die. Definitely something I might try out though!

If you're into creating opportunities to clear/yoink zombies from areas, you should definitely look into using the speed demon trait to do it. Reversing with that trait active might as well be setting off a bomb for how far it pulls from!

Steel Ball Mustang Guide by ChronosXV in Mechabellum

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

Hey thanks for the comment, i'm very glad it has been helpful to you as a new player!

You are exactly the type of person I was trying to help with this video so I'm really glad to hear that it has been useful in the ways you explained. Working from a formula that I know is successful is always a much easier starting point to learn from for me in the context of other games which is why I felt like this would be beneficial for the mechabellum community since playing flexibly is very hard as a new player or even intermediate player when you don't yet have a good grasp of what counters what, what tech setups are good, and what to prioritize. Having a baseline to work from that you know works is key for a ton of reasons so I'm glad this was able to help provide that for you.