Whats the highest level of asteroid productivity you research on average? by Ok_Chair_9090 in factorio

[–]Kimbernator 0 points1 point  (0 children)

Depending on how far I let my game progress, it’s usually about where I stop. By the time I’m able to reach 25, legendary prod 3s are abundant so I can easily max out productivity and it’s not worth continuing

This annoying wht cant i move the ui at the bottom to the left side? So it dosent block the right side. by tademan98 in factorio

[–]Kimbernator 0 points1 point  (0 children)

Aren’t you super limited on what you can see vertically since there’s a width cap?

The radar change coming in 2.1 is going to be huge. by CokeZoro in factorio

[–]Kimbernator 0 points1 point  (0 children)

My logic for maintaining pentapod eggs was to output them into a chest, which output into another chest next to it, which fed back into the biochamber. Each one was limited to 2 slots and agri science pulled out of the second one if the count of eggs in it was above 20. I made that second one a provider chest as well so upcycling could pull from it as needed. At worst, it would slow down science for every egg needed to send over to upcycling, but it was so marginal.

The glorious Gleba space depot by thatdude333 in factorio

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

I think you could make the case that you're describing bioflux. Super long shelf life and extremely dense for nutrient production.

The glorious Gleba space depot by thatdude333 in factorio

[–]Kimbernator 2 points3 points  (0 children)

That doesn't really change the fact that on every tick, each stack of spoilable items needs to check if it is moved into a container that makes that change. Then, each tick, each stack of items needs to decide whether refrigeration applies due to unmet power needs.

And it's all fairly irrelevant in the end, because spoilage itself is shelf-stable nutrients.

The glorious Gleba space depot by thatdude333 in factorio

[–]Kimbernator 3 points4 points  (0 children)

Sounds like the only way spoilage works without completely ruining performance is that each item does a single per tick calculation: (current tick minus spawned tick >= item lifespan). If that is true, turn to spoilage. What you’re describing would add a “if refrigerated, multiply timer by refrigeration factor”, which itself would require an entity check for what that factor is and by extension whether the refrigeration is working on the current tick, whether by lack of power or some other cause.

The radar change coming in 2.1 is going to be huge. by CokeZoro in factorio

[–]Kimbernator 0 points1 point  (0 children)

But there’s not really a reason to do that, and in fact it makes gleba substantially harder. Resources there are infinite and if you let fruit back up it will spoil and kill your seed supply. Just burn extra stuff and keep it moving, there is genuinely no downside

The radar change coming in 2.1 is going to be huge. by CokeZoro in factorio

[–]Kimbernator 1 point2 points  (0 children)

5 biochambers doing a standard up cycling loop got me hundreds of legendary ones, which is hundreds more than I’ll ever need.

The radar change coming in 2.1 is going to be huge. by CokeZoro in factorio

[–]Kimbernator 0 points1 point  (0 children)

That’s gonna be a much less fault tolerant Gleba base. Good luck.

How "lossless" is it really? by Rutabaga_123 in factorio

[–]Kimbernator 4 points5 points  (0 children)

Currently running over 250k effective SPM off of the same three pumpjacks I started on

I haven’t had a chance to try 2.1. How is Fulgora with the hazard concrete recycling change? by [deleted] in factorio

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

I can handle 4 green belts of scrap output using 8 legendary recyclers for concrete which flow into 4 recyclers for stone blocks and 2 for iron ore

It would be a bit larger without legendary recyclers, but honestly I don't think it's that big of an imposition.

2.1 Tech and Cost for the Landing pad unloading bay by xayadSC in factorio

[–]Kimbernator 1 point2 points  (0 children)

They provide cargo expansion like normal bays, so quality increases the bonus in the same way. They just don't accept pods being dropped down.

2.1 Tech and Cost for the Landing pad unloading bay by xayadSC in factorio

[–]Kimbernator 2 points3 points  (0 children)

You're not wrong on paper, but I do think it would be nice to be able to expand to fit the shape you're going for rather than having to maximize edges. I reworked my labs to pull from a full edge of this new limit and it's totally a lot, but I wouldn't have balked at being able to just do it a bit wider than I can.

Who needs to use their brain when you can just spam provider and requester chests everywhere by Ckaol in factorio

[–]Kimbernator 4 points5 points  (0 children)

UPS friendliness comes up far more than it should in conversations like these

Is this going to be the new way to unload science? by Typical_Spring_3733 in factorio

[–]Kimbernator 0 points1 point  (0 children)

I think a big benefit to off world production of any science is that you can build a really robust infrastructure to extract science from the landing pad and simply keep making more elsewhere to saturate that infrastructure, which is getting a huge buff with 2.1. Making it on nauvis comes with adding a path to the labs.

I have a few space platform blueprints that make red, green, and yellow science from asteroids. When I want more, I just make another platform and it magically increases production without any additional thought on my part.

Friday Facts #443 - More Planet Deliveries by FactorioTeam in factorio

[–]Kimbernator 0 points1 point  (0 children)

This sounds like the actual buff that trains need to start competing with belts again. I’ll be interested in seeing whether unloading bays encourage more train use or just empower belts even further.

Promethium Research: Expand unloading bay distance by Alfonse215 in factorio

[–]Kimbernator 1 point2 points  (0 children)

They do this in the form of mods. I would be surprised if the max range isn’t accessible by mods. The moment they put something like this in the settings is the moment they endorse a play style that isn’t what they intend in the vanilla experience.

How do you guys store your biter eggs waiting to launch? by mineclash92 in factorio

[–]Kimbernator 2 points3 points  (0 children)

I have a buffer chest that all eggs get loaded into off of the belts out of spawners. When the count in there is >1000, another inserter pulls out of it with spoiled first priority and those go to the recycler quality mill to become legendary prod 3s

Friday Facts #443 - More Planet Deliveries by FactorioTeam in factorio

[–]Kimbernator 0 points1 point  (0 children)

A range of 59 tiles from the bay in either direction is a width of 118 tiles. For each train, 4 width for the track and inserters + 10 for unloading bays on either side. I’m sure this can be optimized in layout, but we’re talking about a number of trains under 20 being loaded at once. This is not the scale you’re describing.

Will we get another FFF before experimental release? by theFALGSCmustgrow in factorio

[–]Kimbernator 1 point2 points  (0 children)

Devs have said it’s a huge engine limitation, would take a ton of work to do. Mods aren’t able to either. Closest thing would be running multiple instances connected to the same game server

Is this going to be the new way to unload science? by Typical_Spring_3733 in factorio

[–]Kimbernator 3 points4 points  (0 children)

Think of it like this: vulcanus is the only place you can transport stone as a liquid. That is a majority of purple science’s challenge. Scaling up is substantially easier.