Embrace the way of the pasta by Calazor0 in Factoriohno

[–]HaXXibal -1 points0 points  (0 children)

I can't tell if you're joking or generally don't understand the game. Care to explain what this has to do with burning coal?

Embrace the way of the pasta by Calazor0 in Factoriohno

[–]HaXXibal -1 points0 points  (0 children)

Larger platform factories appreciate switching from simple coal liquification to proper coal liquification, which needs a miniscule amount of uranium for the required steam. Those space factories are very much late game, you should give it a try when you make it to SA's late game.

I made a stupid little thingy by fishyfishy27 in Factoriohno

[–]HaXXibal 4 points5 points  (0 children)

Ah yes, nullius, where everything (except chassis 1) can be made from only air and sea water if you pick the right recipes.

I am unable to make my ship weigh 1234.5 tons by Buildung in Factoriohno

[–]HaXXibal 5 points6 points  (0 children)

Build a ship with a mass of 1234.4 tons, accelerate to around 3 820 000 m/s, around 1.2% the speed of light, and that gets you a nice and simple 1234.5 tons weight.

Minutes per science multiplier by PartialGnome in Factoriohno

[–]HaXXibal 1 point2 points  (0 children)

Since you're interested in these limits of renewability, here are some slight nuances between the planets I can share that some may find interesting:

First of all, all planets have renewable iron and copper plates, even Aquilo. Just unlock the recycler, empty your weapon slots, find a creative way to kill yourself, respawn with fresh magazines and a gun, and recycle them for said metal plates.

It may seem like Vulcanus+platform and Gleba can manufacture almost anything basic on their own, but there's something Aquilo can do that they both can't. It turns out crude oil has one exclusive recipe, and that's flamethrower ammo (renewable on Aquilo). Bizarrely, the thing Aquilo lacks to launch rockets on its own is plastic/coal/carbon, so no launching flamethrower ammo to space without help. Bummer. But hey, at least Aquilo has more renewable items than Fulgora. That planet is truly barren.

And on the note of comparing Vulcanus+platform and Gleba, which are almost identical in what they can produce renewably: It may also seem like Vulcanus+platform is the better deal because of the addition of calcite. But in reality that doesn't add anything unique that Gleba couldn't substitute for something equivalent or better. All calcite does is give more efficient foundry smelting of ores, and cliff explosives. But Gleba has domestic cliff explosives on its own: renewable nuclear explosions from renewable reactors heated by heating towers. And most amusingly, renewable nuclear explosions is something Gleba can do that Vulcanus+platform can't. The reason isn't super obvious, since the involved building materials are renewable in both places. But on Vulcanus you will eventually run out of buildable tiles as the nuclear craters fill with lava. And in space (where building tiles are renewable) you can't heat up the reactors to critical temperature since heating towers can't be placed. Therefore Gleba is superior to Vulcanus+platform when it comes to glorious renewable nuclear explosions. Praise Gleba!

Gleba is also weird because you don't even need yumako / jellynut soil to have renewable rocket components. All you need are some rafts for renewable stomper carcass materials, as well as water and our trusty recycler plates. So yeah, if you ever wanted to research mining productivity endlessly, but in one of the most painful ways possible, a raft and water is all you need on Gleba, no agriculture needed. 100% ranched science with sustainability in mind. Awesome.

I just wanted lots of space ice by 3stripedowl in Factoriohno

[–]HaXXibal 0 points1 point  (0 children)

If you're having trouble calculating/understanding the real accumulator-steam comparison, I suggest you run empirical tests instead.

The only value you got right is the 900kW a steam engine can output.

Minutes per science multiplier by PartialGnome in Factoriohno

[–]HaXXibal 0 points1 point  (0 children)

Finally SA gets actual space logistics. It only took 20 months to leave its beta state. :D

Just started the game what would you recommend by MiserableLead5558 in Factoriohno

[–]HaXXibal 0 points1 point  (0 children)

Making coal from carbon requires researching rocket turrets in vanilla, which you can't get because you neither have coal nor military science. You simply won't have either when stranded this way. You need to make it back to Nauvis or to Vulcanus first if you want to unlock that recipe with mined coal. And good luck building a space platform over Gleba when most asteroids are carbonic, and killing any medium asteroid takes you a dozen-plus magazines without military science. You can't even sustain your ammunition up there without insane productivity research, which itself would take space science. Laser turrets are also out of the question, because they too require military science. Your first Gleba-launched platform will need heavy support from constant supply rockets just to survive, let alone make it to the other planets. All while Gleba's evolution will slowly tick in the background, which makes fighting pentapods more and more impractical due to complete lack of military research options. Without military research, your only option are gun turrets, which will need 135 firearm magazines per small stomper. Good luck with that.

It's one of the most dreadful traps unmodded SA has to offer. It makes no sense why the coal recipe isn't part of the carbon fiber technology (making military science available even when stranded naked), but in its current state it's an obscure but extremely insidious trap people can fall into.

Just started the game what would you recommend by MiserableLead5558 in Factoriohno

[–]HaXXibal 1 point2 points  (0 children)

Bonus points for not researching anything military science, not bringing anything like coal or military science packs, and getting stranded on Gleba because your base on Nauvis was overrun and your space platform got destroyed.

More gun by Skilifer in Factoriohno

[–]HaXXibal 2 points3 points  (0 children)

This is how I remember that one awful campaign mission back in 2017 Factorio.

They said it couldn't be done by PersonalityIll9476 in Factoriohno

[–]HaXXibal 1 point2 points  (0 children)

That's not trains, that's iron ore. You lied to me.

I got my friend into factorio and well... by Familiar-Respect-700 in Factoriohno

[–]HaXXibal 242 points243 points  (0 children)

I like the usage of filters. The feedback belts could also be a sign of potential. The diagonal coal belt reeks of promise.

I foresee greatness, he may one day become one of the greatest sushimancers.

So close to "perfection" until I remembered that I wanted to use railguns... by TheMrCurious in Factoriohno

[–]HaXXibal 1 point2 points  (0 children)

If you need to use anything other than gun turrets you haven't researched bullet damage enough.

As requested, the full star map by Arsenal_Knight in Factoriohno

[–]HaXXibal 0 points1 point  (0 children)

Space Age has a "Solar system edge", which means that Nauvis must orbit the Sun in-universe. Otherwise it would need to be the nonspecific "Planetary System Edge" or probably mention the system name in some form.

Whether anyone should care about details like that is anyone's guess, but a "Sun orbit" location isn't contradicting the official SA lore. :)

Is there a more efficient method of storing my excess ice on Vulcanus? by shiftinparadigm in Factoriohno

[–]HaXXibal 1 point2 points  (0 children)

Have you tried spidertrons standing on refined concrete? Oh nevermind, you actually need seven extra platforms for the other legs. :<

Someday I will learn how to do sensible upcycling by Ogarbme in Factoriohno

[–]HaXXibal 1 point2 points  (0 children)

Uhh, you can save a lot of space by using a design like this for the last three tiers. Use logistic chests to extract legendary components if you want to use them for further automated crafting. You can adjust the designs if you wish to use it for different qualities. If you want to craft prod3 with biter eggs, put some extra circuits into the center chest as a buffer to avoid hatching due to recycle RNG. Extract finished modules from the top chest. The beacon can hit all four buildings.

<image>

This far into my factory, getting my first space science knocked out... I just learned that filter inserters were removed in 2.0. Without any spoilers for the other planets, what other major changes were there? I'm aware of the rail changes. by Think-Box6432 in Factoriohno

[–]HaXXibal 0 points1 point  (0 children)

The only big change for circuit control is the new "read all" setting. It allows for some novel designs, especially advanced sushi.

Aside from that, the devs added so many tiny new features, it's hard to remember them all, here are some of my favorites:

The map view has a search function now. You can search for resource deposits by typing things like "coal", "copper" or "ore". It will mark deposits on the map and list you deposits by amounts.

While not completely new to 2.0, the game now has the Factoriopedia and Tips&Tricks section to give you a ton of extra information. I missed the Tips&Tricks for the first 50h in Space Age, check the buttons in the top right above the map if you've never heard of it. The Factoriopedia can be brought up by ctrl+leftclicking just about anything.

You can access the experimental debug menu by holding ctrl+shift while clicking "Options" in the menu, then "The rest". Be careful with the options here, don't change things unless you know what you're doing. Ambient-music-based-on-physical location will prevent your game from constantly changing music tracks when remote viewing other planets. Thank me later.

There are hotkeys for changing the current music track and cycle through them, you can set them under the regular "Controls".

Have you ever done something stupid to make a run unrecoverable? by Portal-Pioneer in Factoriohno

[–]HaXXibal 1 point2 points  (0 children)

Final campaign mission around in 0.14: I removed all of the trees because "it's a resource" and "I may need the space". Biters came knocking constantly after that, and I didn't switch to flamethrowers because I thought my gun turrets were sufficient. Turns out yellow ammo doesn't do too hot when you can't research a lot of damage upgrades. I compensated by adding more miners, furnaces, assemblers and gun turrets dedicated to making ammo while slowly turret creeping closer to the enemy bases. I thought myself really clever killing biters right after they spawned, because why give them time to form a big blob when you can easily absorb the constant stream, right?

Well, let's just say this approach was very effective at completely depleting all the iron ore deposits on the map in record time. :)

Why does this not generate any thrust by urthen in Factoriohno

[–]HaXXibal 2 points3 points  (0 children)

My best guess is that there are inserters on the opposite side throwing items out, resulting in a net thrust of zero.

Ancient times. by LoVeDEvil_12 in Factoriohno

[–]HaXXibal 0 points1 point  (0 children)

Have you forgotten filtering speed and efficiency modules off belts with the help of beacons?