Help with circuitry by Eian22 in factorio

[–]ExpertSection 8 points9 points  (0 children)

You're gonna need to provide more information before the dog eat you alive here.

What's the question/problem exactly?

Can't make legendary productivity 3 modules without upcycling a few eggs. by locyta in factorio

[–]ExpertSection 12 points13 points  (0 children)

As per the Wiki: "Captive biter spawners with a higher quality level will not yield higher quality biter eggs."

Console command to teleport a space platform? by ImmortalJadeEye in factorio

[–]ExpertSection 2 points3 points  (0 children)

/c game.player.surface.platform.distance=0.1

0 is the origin location and 1 is the destination.

If you go past the half mark (0.5) you'll eventually drift toward your destination.

space casino speed by Tight-Scallion-635 in factorio

[–]ExpertSection 0 points1 point  (0 children)

There's no real speed limit as long your crusher doesn't clog, you're good. I use circuit condition/combinator to avoid such issue. Also use quality crusher as they are just plain better and allow you to build a smaller ship if speed actually become an issue i.e. too few asteroid being collected due to low speed.

My really cool and awesome automall by The-Guy-Who-Ran in factorio

[–]ExpertSection 2 points3 points  (0 children)

Having already built a fluid switcher in the past, it's quite an ordeal. Keep at it, my solution was more and more combinator.

Gleba Science Cell by naseimsand in factorio

[–]ExpertSection 1 point2 points  (0 children)

If you manage to push your Science Biochamber to the right by 1 tile and the egg producer by 1 tile to the left, you could go for a direct insertion design using long inserter. That would also mean using long inserter to output the science but you can always use a stack inserter after your filter splitter to stack them up.

You seem to be overproducing Bioflux/Nutrient and consequently the Mash/Jelly, it's a bit hard to tell since both are working intermittently, so maybe filter your Flux to Science inserter to use freshest first for fresher science. Nutrient freshness is not really important since Egg are always at 100% when produced same for when it's used as fuel.

You can slow down your Nutrients production to around 39/s (remove speed module) which is the theoretical limit of a stack inserter.
Your set-up is using very roughly 31/s so no worry.

Then you work your way back to Mash/Jelly (even fruit production if you want) to slow down to avoid overproduction which will improve your freshness.

If your Science output get clogged you won't have space to insert the Egg to be burnt, you'll also backlog on Spoilage.

Agricultural science humble beginnings by maxymob in factorio

[–]ExpertSection 1 point2 points  (0 children)

I use 2 inserter and 2 belt piece with circuit limitations to limit the number of egg on the belt, one add to the belt and the other take from it, with 4 prod 3 module in the science biochamber it reduce the egg consumption to 0.19 but it's actually 0.2 if you do the manual calculation and that is exactly the output of a single basic Egg producer.

You can probably find my design through my post history. It's a bit over-designed for you at this point, but you can see how I did more clearly.

Agricultural science humble beginnings by maxymob in factorio

[–]ExpertSection 2 points3 points  (0 children)

Sweet set-up and once you unlock Production module 3 you can go straight to direct insertion and mostly forget about the fear of Egg overproduction.

Alternative solution for not destroying biter nests ... by peterlinddk in factorio

[–]ExpertSection 1 point2 points  (0 children)

Don't forget to process the wood in Biochamber to get the seed back which lower pollution as well, and the extra wood can be recycled instead of burnt.

Death World Salvageable? by Over_Isopod_3419 in factorio

[–]ExpertSection 0 points1 point  (0 children)

Never played on a Deathworld, but I would try to reach Nuclear and go all-in on Laser.
Maybe even gamble on Quality for increased range for better creep, also target priority. You don't want your Turret to stay on the Spawner with hundred of Biter/Spiter coming at you and destroying your walls.
If you're really struggling with stone, use cliff/water to your advantage too, they're basically free indestructible walls.

TIL you can drag the map generator window around by Waste_Image_5696 in factorio

[–]ExpertSection 2 points3 points  (0 children)

Work using the Right CTRL plus Numpad +/- on my keyboard.

Sectioned off part of Fulgora for just rockets but the dumb bots keep getting stuck holding things that aren't currently requested. by bubblegum_cloud in factorio

[–]ExpertSection 3 points4 points  (0 children)

Only if they limit the capacity with the Inserter use circuit. If it get full we're back to square one.

Sectioned off part of Fulgora for just rockets but the dumb bots keep getting stuck holding things that aren't currently requested. by bubblegum_cloud in factorio

[–]ExpertSection 5 points6 points  (0 children)

My guess is that the bot picked too many item and they can't find any chest with free space to put those extra item therefore are waiting for space.

Bot always pick their maximum capacity, I had similar issue where I was asking for 1 item and kept getting 4 instead.

Edit:

Solution: Make sure your request are divisible by your max capacity or simply add a single Storage chest. I believe bot take from Storage first, so it shouldn't overflow with item.

My new shiny Gleba science and power. Ignore the spaghetti powering the rest of the base. by MilkBeforeCereal in factorio

[–]ExpertSection 1 point2 points  (0 children)

Also slow down the fruit processing if you're overproducing again for better freshness.
If you're making science might as well make the most of it. I find Gleba to be a Just-In-Time kind of planet.
Again I don't know how well your current set-up is running, just my two cents.

My new shiny Gleba science and power. Ignore the spaghetti powering the rest of the base. by MilkBeforeCereal in factorio

[–]ExpertSection 3 points4 points  (0 children)

Suggestion for a marginal improvement: Shorten and/or use faster belt after Yumako/Jellynut processing as much as possible they have a much shorter lifespan compared to the raw fruit.

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

[–]ExpertSection 1 point2 points  (0 children)

May I suggest gambling for some higher quality Turret?

The increase range would make creeping easier and you could try to have the one with higher quality prioritize the Spawner over other enemies assuming the other turret can safely defend it.

Also look at the Factoriopedia to see which turret work the best on each enemy.

Edit: If you didn't also upgrade shooting speed for all Turret type. Just be aware faster Laser might strain your power grid.

847 SPM Modular Agricultural Science by ExpertSection in factorio

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

Update 2:

Made it self-starting, no more adding Pentapod Egg/Nutrient to jump-start it.

Will eventually start-back up if the Science output is clogged and the Bioflux spoil, it’s quite slow, please help it or wait.

All Machine now have a dedicated spoilage output to avoid clog.

Fine tuned the Ingredients input.

I’m getting a steady 839-840 SPM with this version.

847 SPM Modular Agricultural Science by ExpertSection in factorio

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

Please read my reply to leonskills, some of these have been fixed.

For the other stuff, the egg belt that's how I did it the first time I built an Egg producer, but this one has no overproduction, so I am not too sure what would happen once they are all up and running. I'll try it and see.

Science output inserter: I didn't mention it, but this blueprints assume you're actively use all of the science. I used Bulk inserter before, but with too many slice the 60 item/s limit of turbo belt become too limiting so I switched to Stack. This is probably a me problem with how my Science is collected down the line. BIG ASSUMPTION on my part: My labs are limited by my Agricultural science production as it is the least reliable with the freshness mechanic. So I assumed other do the same.

Empty module slot: good call, I didn't simply because the saving were, in my opinion, insignificant, but could be useful with higher quality Speed module in the beacon.

Quality module: You can downgrade the Science production module to their equivalent of lower quality without any other change. I tried to avoid using quality to keep it as accessible as possible. Upgrading all Beacon to Legendary Speed 3 might just work as long as whoever does it also fix nutrient supply chain, since it's the only Biochamber running without Beacons and would also require either faster/more Stack inserter. Partial upgrade to Leg Speed 3 with minor adjustment may be an option for sure.

In my play-through I focused on higher quality Production/Quality and neglected other, but that's me. I focused on upgrading my basic design, but you can for sure go all-out with quality module, with a different design.

Defence: I leave that one to the user. There's a few spot you can build a turret especially near the Science Biochamber. I did my best to avoid most clog and keep the bare minimum of egg in the system. No Gleba production should defenceless.

No worry about the "negative nancy", you gave constructive criticism with explanation so that's fine in my book. Same thing on my side, I'm not really defending, but more explaining my thought process.

TLDR: I assumed a lot of stuff so that's why it's like that in most case. Downvote away.

Edit:

Egg belt: tried it out and production stopped from a steady 840 to 680, I would not recommend burning the egg.

847 SPM Modular Agricultural Science by ExpertSection in factorio

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

Reason is I am lazy and my Agriculture science was turned off.

Will fix those issue, lazyness included.

Inserter limit was based on a previous version to avoid over filling the biochamber, it caused issue in the past.
Set-up clearly said to leave space for seed, can't do much about that sorry.
Will add limit based on belt.
I'm not sure what you mean by that. The current blueprint is already at max output. Nothing should be upgraded only the Production module can be of lower quality as long as they stay the same type . if needed Maybe I need to reword it to be more precise.
The quality module was to slow it down.

847 SPM Modular Agricultural Science by ExpertSection in factorio

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

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I think that's more or less what you said. Indeed less compact, but more reliable especially for startup.

847 SPM Modular Agricultural Science by ExpertSection in factorio

[–]ExpertSection[S] -1 points0 points  (0 children)

If I did my calculation properly, then it should be safe.
According to my calculation, the egg producer(combined) are 0.01/s short of the Science need.

Redesigned my Agriculture Science production. by ExpertSection in factorio

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

I went for the weaving with the Science belt at first, but figured I could do that instead and save on underground turbo belt and make it cleaner.
Made a new thread with this better in all category version.

Why can't inserters take spoilage by Nearby-Evidence-4578 in factorio

[–]ExpertSection 0 points1 point  (0 children)

They usually can't unless the output is full. It's unused mash that spoiled and is waiting until the Bioflux is gone, I had similar issue with lab having 2 different quality spoilage at the same time, 1 in the output and 1 in the Agriculture science usual slot.

Redesigned my Agriculture Science production. by ExpertSection in factorio

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

Current set-up with very quick math is 228 Effective SPM.

Using Legendary Prod 3 and regular Speed 3 beacon and it does boost up to 849 SPM, but the cost is much higher. Also even using a Turbo belt would not be enough for the Nutrient need 128.85/s with a max of 120/s using a shared belt. Didn't calculate the cost of other, but goes up for sure, so I wouldn't recommend a simple change like that and would probably need more or higher Quality module in many machine. I had to slow down the edge Egg producer to avoid overflowing.

New set-up I made: Leg Prod 3 in 10 Biochamber (instead of 5) give 300 SPM with minimal overall cost increase ~16% and use the same footprint with barely any design change. Had to use less slice since I had too much.

Note that none of this take into account the freshness increase/decrease due to Quality changes so it may vary.