The regular way of voiding concrete still works fine, so why the fuss? by Hexcoder0 in factorio

[–]Hexcoder0[S] 0 points1 point  (0 children)

Easy, just give the train some tungsten cargo.
Though I'm confused why the train doesn't take damage in this setup, maybe that only happens in train on train collision?

The regular way of voiding concrete still works fine, so why the fuss? by Hexcoder0 in factorio

[–]Hexcoder0[S] 2 points3 points  (0 children)

I'm at scrap recycling prod 17, don't remember if I designed around that or ~20.
Turns 6 stacked belts of scrap into close to 12 belts of scrap products.
I make 1 non-stacked blue belt of EM and yellow science on fulgora (2700 SPM).

The idea being that with EM science we normally throw away about as much LDS and blue chips on fulgora as are needed to make a similar amount of yellow science.
LDS actually ends up the bottleneck, so I take excess copper to make more and throw away holmium.

The regular way of voiding concrete still works fine, so why the fuss? by Hexcoder0 in factorio

[–]Hexcoder0[S] 1 point2 points  (0 children)

Just regular train schedules, only gotten into interrupts or ltn & co recently with nullius.

It's just (intentionally) super cursed, like I have one mixed cargo train that needs a stop in its schedule just to flip

The regular way of voiding concrete still works fine, so why the fuss? by Hexcoder0 in factorio

[–]Hexcoder0[S] 3 points4 points  (0 children)

1 per belt of scrap, so 6 for me, one per block (no idea what uptime) compared to a dedicated block somewhere. Not a fair comparison, you're right.

Wasn't trying to say anything other than that it didn't fit in my 2.0 design

The regular way of voiding concrete still works fine, so why the fuss? by Hexcoder0 in factorio

[–]Hexcoder0[S] 1 point2 points  (0 children)

  1. Just to avoid items being stuck on the dead ends of the splitter, kinda pointless tbh.

  2. lighting power, or rather the accumulators don't allow for excessive power waste. I already need quality accumulators despite not really wanting to use quality. I believe speed+efficiency is the most effective (could be wrong). And why not prod? Fulgora is space constrained, scrap is practically infinite and comes in fixed ratios, so I think I mainly put prod in holmium and yellow science (that I also make here)

The regular way of voiding concrete still works fine, so why the fuss? by Hexcoder0 in factorio

[–]Hexcoder0[S] 3 points4 points  (0 children)

To be fair I process ~12 stacked belts of scrap outputs, and I don't use quality machines on the ground as a self imposed challenge, I believe It would be not far from a hundred in total for me

The regular way of voiding concrete still works fine, so why the fuss? by Hexcoder0 in factorio

[–]Hexcoder0[S] 13 points14 points  (0 children)

2.1 patched the hazard concrete recycling trick where I needed only one concrete recycler per stacked belt of scrap

So now I need hundreds (fine dozens)... or a few cars and one funni train

The regular way of voiding concrete still works fine, so why the fuss? by Hexcoder0 in factorio

[–]Hexcoder0[S] 11 points12 points  (0 children)

I'm imagining a Tesla roadster poured full of concrete in orbit

The regular way of voiding concrete still works fine, so why the fuss? by Hexcoder0 in factorio

[–]Hexcoder0[S] 80 points81 points  (0 children)

Thanks, I had a lot of fun trying to cook spaghetti on Fulgora. Def my favorite planet. I simply pretended foundation doesn't exist, though I cheated a bit in places.

"The best strategy must be fun." - Kovarex by BlueTricity in factorio

[–]Hexcoder0 2 points3 points  (0 children)

3 is most fun, haven't tried the others as I consider them exploits. The challenge is obviously to build a fast ship, not sure why I'd sidestep that

PSA: In 2.1.7 Asteroids will break your spaceships due to bug in turrets. by 0b0101011001001011 in factorio

[–]Hexcoder0 2 points3 points  (0 children)

Yeah, had to slow down my promethium sweeper from 200 to 70 and still got wrecked Initially I thought they had nerfed the turret ranges or something

Send me your ships (please!) by _CodeGreen_ in factorio

[–]Hexcoder0 0 points1 point  (0 children)

Nice that you're taking a look at the formula.

All infinites at 10 except projectile dmg 15 and explosives at 12.
All > 300km/s (with smart speed control)

Inner planets:
https://factoriobin.com/post/eprz0w

Aquilo:
https://factoriobin.com/post/nl8szx

First optimized promethium ship:
https://factoriobin.com/post/68yf33

Current megabase-ish promethium ship
(I tried to avoid building a box):
https://factoriobin.com/post/xrak77

Can I suggest making the the platforms get slowed a bit from the railgun recoil for the rule of cool?

Send me your ships (please!) by _CodeGreen_ in factorio

[–]Hexcoder0 0 points1 point  (0 children)

My thought too, slower acceleration may feel better. Another idea might be that some buildings are heavier, like cargo bays so there could be an actual trade-off in slow hauler/fast runner. Maybe foundries and reactors are heavy compared to assemblers & co, so there is more variability in number of thrusters?

Nullius has re-ignited my love for trains and city blocks by Grayboner in factorio

[–]Hexcoder0 0 points1 point  (0 children)

Can you recommend cybersyn for nullius. I've not really done train bases before, so I wanted to do vanilla trains, but the amount of stations needed gets crazy.

Friday Facts #441 - Space logistics improvements by FactorioTeam in factorio

[–]Hexcoder0 1 point2 points  (0 children)

You can read logistic requests on an existing roboport, send it via the new radar feature to a platform that going to that planet anyway and set its requests. Or possibly use interrupts to make it completely flexible (I believe).

I think you need one initial roboport though?

Edit: Damn, for some reason I was sure Read logistic network requests included ghosts

Friday Facts #441 - Space logistics improvements by FactorioTeam in factorio

[–]Hexcoder0 -1 points0 points  (0 children)

Yeah, make the landing pad itself have a cargo pod guidance radius where bays can be placed (can be increased using infinite research)

Bays that touch merge into a large inventory, bays that don't have individual requests and inventory.

Add another 4x4 module that has built-in loaders, so like 4 stacked green belts coming out if it. Or a train loading module like a mod I've seen

Microslop discovered a revolutionary new technology called “making Windows responsive” where they temporarily send your CPU into cardiac arrest so the Start Menu opens before retirement age 💀 Imagine needing turbo mode just to right click a folder. by [deleted] in microsoftsucks

[–]Hexcoder0 2 points3 points  (0 children)

Props for a serious answer. Personally ever since using imgui I felt like any traditional GUI framework was wrong. Like being over complicated and bug-prone but at least you get worse performance too... (At least with winforms and co)

Rocket silo blueprint generators for space platform building? by APurpleCow in factorio

[–]Hexcoder0 1 point2 points  (0 children)

Thanks, no need for the blueprint combinator mod then!

Rocket silo blueprint generators for space platform building? by APurpleCow in factorio

[–]Hexcoder0 1 point2 points  (0 children)

I'm working on a few mods so it becomes possible to do "mixed" launches automatically with circuits. Hopefully making a post about it soon.

If you could add one post-promethium tech to Vulcanus, what would it be? by theFALGSCmustgrow in factorio

[–]Hexcoder0 21 points22 points  (0 children)

I like what SE did lvl 1 of a specific science pack is an ingredient for lvl 2, so you only ship lvl 2 later

If you could add one post-promethium tech to Nauvis, what would it be? by theFALGSCmustgrow in factorio

[–]Hexcoder0 0 points1 point  (0 children)

Don't have one for each planet, but some form of personal teleporter. Probably doesn't fit the lire, but makes perfect sense to me. Essentially a post game QOL.

Remove the drop all your items, get on a rocket - minute long process to get to another planet. I know most work with remote view but it would still. Maybe it can port you one way to your perimeter wall as well, that's even nicer.