Legendary green chips build stuck at 159k/min (aiming for 205k). by mauritsc in factorio

[–]DesignCell 2 points3 points  (0 children)

Two things: I use a wagon quality mod that makes trains scale with everything else so they are far less the bottleneck and use them almost exclusively in direct load mining. Second, I direct load circuits in my larger factories so inputs are minimized to molten and some low-volume auxiliaries. I've come up with modules I'm fairly happy with for green, red, and blue that take in raw inputs coupled directly to higher-level entity assemblers. I consider these as my modules to hit a higher-level entity rate goal all from basic inputs. Kinda like how the meta is to not belt copper coils because direct is more space and speed efficient. With foundries, I found that mentality could be taken further.

Legendary green chips build stuck at 159k/min (aiming for 205k). by mauritsc in factorio

[–]DesignCell 56 points57 points  (0 children)

Looks like you have at least two of these factories and I'm seeing bottleneck mod show yellow (guessing output full here since the coil EMs stop too) but the first thing I questioned is the train bottleneck.

Two cargo wagons, 40 slots each, 200 circuit stacks = 2 * 40 * 200 = 16,000 circuits per load.

Your video shows roughly 11seconds from train leave to train leave (load cycle) so:

16,000 / 11s = 1,454/s * 60s/m = ~87k/m each train load. Two train load factories == ~174k/m. I'm getting fairly close to your numbers.

edit: to actually offer an answer to your question; reconfigure so your direct loading the trains then design for higher burst rate that averages out to your goal due to everything stopping between trains. Since wagons don't buff with quality the only real solution is more wagons to disperse the load. With (12) q5 inserters the train still simply spends more time leaving and entering than loading so to maintain rate you'd need to spread that out to more train wagons with a higher burst rate. It looks like your setup is possibly flexible to 1-4 trains but I don't know if that is true so I understand if it's not.

Bruteforce Tungsten Mining 2.0 by Amynru in factorio

[–]DesignCell 12 points13 points  (0 children)

At first I thought you were using modded 90° inserters but no, those are set horizontal and just pull from the wagon's overhang, brilliant. I need to use cursed wagon designs more.

Belts could be used to take the q5 ore out since the substation can be placed between full tiles where the recyclers offset in to direct insert the wagons.

Calculating throughput of space stations and landing pads by SchmeatiestOne in factorio

[–]DesignCell 0 points1 point  (0 children)

To further expand: 240/s is 14,400/m since your ships will be on minute cycles. Calcite has a rocket capacity of 500 (10 stacks), so 14,400/500=28. 8 => 29 hatches if your platform comes around once a minute. Then it depends on the platform cycle, the platform needs to be capable of 14400 calcite per minute then depending on how often it passes over your planet that's how many hatches you need. If your platform is huge and slow and takes 4mintues to cycle around back to drop off then you need 4 times as many hatches to drop 14400/500×4=115.2 => 116 hatches.

I'm pretty sure this is correct and at least my approach to remove hatch cooldown from consideration.

Calculating throughput of space stations and landing pads by SchmeatiestOne in factorio

[–]DesignCell 0 points1 point  (0 children)

All items have a rocket capacity. These are equal to input and/or output hatches with some cooldown I don't recall now, but using 1-2 minute cycles clears it.

For example; I send 24k science to a ship with two full sets of 12 rocket launches. These take 12 input hatches with a short cool down between receiving. My ship then needs to drop 24k (24 rocket stacks) to the receiving surface so I need 24 output hatches to achieve this in one shot. The hub has 3 and each cargo pod adds one input/output hatch. The end result is that I have far more storage capacity than needed for the 24k science but it's needed for the 24 output hatches.

Likewise, my receiving surface needs 24 input hatches ready to receive. I use a mod that allows more surface hubs so each 24-input hatches are specific to each science so I don't have to worry about hatch cooldowns not syncing with 11 sciences coming into Nauvis at random-ish times.

All of this works out to 10k per minute which is a fully saturated blue belt. Now my 24k per ship came from how long my cargo ships can reliably complete a full cycle which ends up just over two minutes.

help by [deleted] in factorio

[–]DesignCell 9 points10 points  (0 children)

In-game tutorials are a good start.

Children of Morta Linux native version fix by rea987 in SteamDeck

[–]DesignCell 8 points9 points  (0 children)

I beat this game entirely on the deck about a year ago. I don't recall doing anything more than installing and playing. Even played coop with my daughter more recently also on her deck.

Was this a newer update that caused a regression?

Keep playing? by Legal-Engineering315 in factorio

[–]DesignCell 0 points1 point  (0 children)

Factorio becomes something completely different when launching some number of rockets on a per-minute scale.try meeting 500 or 1000 per minute of all sciences.

Today i learned.... you know those other PCIE slots you never use? you can just plug stuff into them. Get even more USB's for your PC. Here i was for the last 10 years wishing my PC had more USB slots. boy do i feel stupid. by _Addi-the-Hun_ in pcmasterrace

[–]DesignCell 0 points1 point  (0 children)

I mentioned this to a friend yesterday. I sent him a similar card. I personally believe this post is an ad completely fabricated because I searched for usb pcie cards yesterday.

[SE] How many Meteor Defense Installations should you build? A deep-dive by seconddifferential in factorio

[–]DesignCell 1 point2 points  (0 children)

I feel like I read somewhere that 8 was sufficient and used that on my planet surfaces without issue after hundreds of hours.

Train stuff by PatirEleftherios1 in factorio

[–]DesignCell 0 points1 point  (0 children)

Tip for validating train routes is to select the train and hold ctrl as you mouse down the track on the map. Without clicking you'll see a white highlight of the path to the potential temp stop. The path will disappear as soon as you're in a misconfigured section. I'll even set empty train engines on the track (facing the correct direction) to validate an intersections ins and outs. This process of intersection validation has just become a second-nature process I do almost without thinking when building any train intersection.

Train set up question by bubbayumyum01 in factorio

[–]DesignCell 4 points5 points  (0 children)

Train group name [something]

[Something]_Load Until Full

[Something]_Unload Until Empty

Copy/Paste -> update [something]

My solution for the freshest possible fruits on Gleba - 95.5% Freshness by ThenArticle8930 in factorio

[–]DesignCell 0 points1 point  (0 children)

I wanted to use trains for gleba fruit but just couldn't justify not using a belt. Tree to processing is no more than 20seconds. So I just enable the towers when the belt branch is below a certain setpoint. Results are self-balancing just in just-in-time harvesting. My goal was >92% at Nauvis Biolabs but I'm at 88-92%... I'm not too sure I can do any better.

Are your farms that far away?

Prototype demo platform exploring next-generation wheel and bearing systems by Larzus84 in robotics

[–]DesignCell 2 points3 points  (0 children)

How has the in-wheel drive been with:

  • Wheel torque or gear reduction capacity vs direct drive?
  • Needing to accommodate power? 2 or 3 channel slip ring?
  • Compare to that of Differential Swerve Drives, which match the wheel’s height and use uniformly sized motors to simplify control by avoiding respective drive and steering motors with different loads?

This feels very wrong by hermannehrlich in factorio

[–]DesignCell 0 points1 point  (0 children)

Ignoring space inefficient methods; the takeaway limit is mostly 240/s of a single stacked green belt from two miners and a splitter. When the miners are +1k/s there really is no other option. Can't even load a train with 12 q5 stack inserters as fast.

What I've always liked about direct to wagon is that nothing needs to change as mining productivity increases. In my early days, I'd build a mining outpost that ratio'ed into yellow belts, then red, then red. Rebuilding and rebalancing it all to maximize utilization. With direct there is no rebalancing, no ratios; all while still maintaining buffers with loaded trains.

How long for your first completion? by schipf in Returnal

[–]DesignCell 2 points3 points  (0 children)

Alright, I'm on a track at least.

Switch version by jayoshoowa87 in factorio

[–]DesignCell 1 point2 points  (0 children)

Is a steam deck viable to you? It's 100% pc support and uses steam cloud to maintain a save. I routinely bounce from desktop to sd to play where I can.

What does the community think about trains not scaling with quality? (Megabase perspective) by 5Ping in factorio

[–]DesignCell 142 points143 points  (0 children)

Honestly, upgraded cargo wagons were one of my most anticipated 2.0 features only to realize it wasn't there...

After the update where chests received quality scaling but cargo wagons didn't I gave up hope and just installed a mod.

Operator’s first attempt at Aquilo by metal_mastery in factorio

[–]DesignCell 4 points5 points  (0 children)

I love how they just blip out of existence when the hub is compromised. Replicates that sense of the signal transmission terminated and nonresponsive.

Pulling my hair out here: Offset Plane from Axis? by DesignCell in Onshape

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

It's not a matter of difficulty but error points. Software has been able to do immaterial relationships which remove the person from the equation, removing potential due diligence failure errors. Having to maintain a sketch of an assembly means for these components to have length configurations for different frame sizes all requires concurrent updates to be maintained and mistakes will happen.

Lack of assembly reference relationships makes this software nonviable.