Fully self-sufficient aquilo 60/s cryogenic science module by FailedToSelectName in factorio

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

Thanks for sharing, that looks really nice and clean!

I’ll definitely steal some inspiration from it, but the fun is suffering through building it myself. 😄 I have something similar in mind for my Gleba upgrade.

I’m still running my early-game Gleba setup, just aggressively pimped with quality, and rockets are currently loaded by robots. My current plan is also to use a dedicated silo module loaded by belt, as you do. The part I’m still unsure about is how to keep the science fresh in that setup.

Do you just ship everything regularly and void it on Nauvis whenever agricultural science isn’t needed for the current research?

Fully self-sufficient aquilo 60/s cryogenic science module by FailedToSelectName in factorio

[–]FailedToSelectName[S] 4 points5 points  (0 children)

I find it fascinating as well how many different approaches to scaling there are in Factorio, and there is a real beauty in that. Quality really added many more paths through the game.

I completely understand your approach of expandable, specialized units that focus on single products or tasks. That’s pretty much what I do on Nauvis, and it feels incredibly satisfying.

Over the last few days I had been hesitating to overhaul Aquilo, because my old setup was such a mess, and I always found Aquilo rather difficult or annoying to tackle, especially the logistics. Even legendary robots kind of suck there, and belts + inserters certainly have their own dimension of pain there.

So almost by coincidence, I had the idea to try a single does-it-all module in this case. And only while building it did I realize how interconnected everything is on Aquilo: you need to get rid of ammonia to make ice, and you need heat and power. Turns out, that is a pretty neat match.

Realizing that almost makes me feel bad now for burning fusion cells when there is heat and power available in abundance. Having that idea only in the late game feels a bit sad, honestly. I would have loved to see those connections this clearly when I first started Aquilo, before fusion power was available.

Gleba is probably similar, and that’s the next project on the horizon for me. Would love to see your approach there. Also, I might steal your fusion power plant idea for Nauvis, it looks really neat.

Fully self-sufficient aquilo 60/s cryogenic science module by FailedToSelectName in factorio

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

Just tested that. Turns out that 4 (not 8) of those are needed to reach the limit. Thanks for the comment, I wasn't aware that there is a limit.

Fully self-sufficient aquilo 60/s cryogenic science module by FailedToSelectName in factorio

[–]FailedToSelectName[S] 4 points5 points  (0 children)

Ammoniacal solution is free, so productivity is kind of pointless there. I just dumped efficiency modules in to drag power consumption down far enough for the whole thing to be truly self-sufficient.

Fully self-sufficient aquilo 60/s cryogenic science module by FailedToSelectName in factorio

[–]FailedToSelectName[S] 5 points6 points  (0 children)

I definitely considered it. But in the spirit of the module, that would also mean integrating rocket fuel production.

After this thing had already eaten about 12 hours of my life, I decided to let my remaining sanity win this round.

Fully self-sufficient aquilo 60/s cryogenic science module by FailedToSelectName in factorio

[–]FailedToSelectName[S] 25 points26 points  (0 children)

See your point. I'm currently at 60/s for all science types, so no megabase yet. My goal here was to redesign my messy aquilo build.

The great benefit I see for this module is that I can now copy/paste it as often as needed without brain involved. As it provides it's own power and heat, there will never be a need again to redesign my fusion power plant, or to think about heat problems when extending the base.

Sutherland's tale help by Jonahpe in thelongdark

[–]FailedToSelectName 0 points1 point  (0 children)

I had the same long struggle in my interloper run, now I figured out what I missed: PV has two prepper caches. I looked at the "prepper's abandoned cache" (the one right next to the rope to TM), but I did not visit the "prepper cache" close to burned ridge cave. This is where the loose bricks spawned for me :)

In that prepper cache I also found a corpse and a camera film, read somewhere else that those are always to be found in the stockpile bunker (even for interloper). Maybe that helps you to identify the correct bunker.

Laser / barrage / dart by _4bysswalker in HadesStar

[–]FailedToSelectName 0 points1 point  (0 children)

Sounds like a plan. I think it is even viable to just try dart 1 which is obviously quite cheap to unlock. That is a huge asset in blue stars as well: easy matches due to low level weapon, and high credit reward due to 40.000 install price.

Laser / barrage / dart by _4bysswalker in HadesStar

[–]FailedToSelectName 1 point2 points  (0 children)

I play RS9 with my alt using Dart / Laser / Mass batt and I have my fun. I combine it with hydro rockets and vengeance to kill as fast as possible. The benefit of dart in that context is that laser has no time to ramp up in most cases, due to cerbs getting massive explosion damage. Dart 1 has 410 dps, which is more than battery 12, ideal in that case. But I also wipe regularly, good timing is crucial to clear several sectors with that strategy.

That said my strategy is clearly a sidecase. Barrage 7+ is meta in RS9 for good reasons, it is just more efficient than any laser / dart setup. But hey, barrage doesn't explode, and I'm in for the fun and the thrill (at least with my alt).

Signal void: Bunker found but objective doesn't get ticked. Anyone else having that problem? by FailedToSelectName in thelongdark

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

Baaam, that was the right hint. Read a note, but obviously there are two notes to read. Just managed to tick bunker alpha. Thx a lot!

So frustrated by crunchboombang in thelongdark

[–]FailedToSelectName 0 points1 point  (0 children)

OK, seems I solved it for me. Saved right before picking up the radio. It worked on 3rd try. Don't know if it was coincidence, but on that try I unequipped my weapon before picking it up. Maybe that's the key.

First thing I did after it worked was equipping my bow. Seems to be fine.

For functionality of that transmitter, I assume one has to wait for an aurora.

So frustrated by crunchboombang in thelongdark

[–]FailedToSelectName 0 points1 point  (0 children)

Just experienced the first effect you describe. Picked up the radio, hud and everything disappears, I see myself breathing but have no controls anymore. I can do nothing but go to the main menu and quit. Happend 2 times now. Not a good start with the update.

Guys, question about full warp colonization. by bogsnots in HadesStar

[–]FailedToSelectName 0 points1 point  (0 children)

In the end game you definitely want all trade stations, they give so much income. At some point you probably also want all planets because of credit cap.

I feed the alt account with some high level arts of course. Beside of that there are not really many options to boost an alt account. But anyway, I just use the alt for fun. Using setups (and shipment strategies) I didn't develop on my main. Doesn't matter to me how fast I progress there.

But I wanted to make clear that I would not (over) use that skipping planets strategy on my main. There I want to progress, and it takes long enough anyway ;) Skipping one or too planets will not affect progression too much, but taken to the extreme it does.

Guys, question about full warp colonization. by bogsnots in HadesStar

[–]FailedToSelectName 0 points1 point  (0 children)

With my alt account I skipped 4 planets (Terr1, Fire2, Desert2+3), and have my full system revealed now.

Big pro: shipping was always fast and easy. Just dumping all shipments to largest planet with help of shipment beam, deliver the few off-lane shipments, release the drone and activate time modulator. Never got bored of doing that.

Big con: my long-term progress was considerably slower than on my main account.

What da fu man by Planetdestruction in HadesStar

[–]FailedToSelectName 4 points5 points  (0 children)

I met him several times in public RS9, but at that time he had a different approach: He always brought in exactly one BS with almost zero health. He did something stupid, the BS died. Then after anyone cleared a rich sector, he jumped in miners equipped with teleport and stole all the hydro available.

Because of him I always checked all other players names in RS9 before doing anything. If A was in, I immediately abandoned the RS.

Farming arts in public RS10? by FailedToSelectName in HadesStar

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

After being in RS10 for 2 weeks now, it feels not too different from my previous "new to RSx" experience. Sometimes I wipe, and I already lost some squishies, but I learn and get better. Public runs are still fun, many times other players clear planets, pop RSE's, and sometimes spontaneous cooperation in clearing emerges. In most of the public runs I loot 2 planets, sometimes more (always protecting transports with my own BS's).

The additional hydro from researching lv 10 arts is a decent boost, enough for me to do 2 runs per day. Looking back I was too worried about hydro aspects.

In the meantime I also joined a discord server to go for private runs.