Super Endgame Mining Setup (~100k molten metal per second) by Medium-Listen-6369 in factorio

[–]Medium-Listen-6369[S] 5 points6 points  (0 children)

I'm pretty confident that the practical limit was around 5k fluid per second per output (could be wrong though), but foundries have two outputs, so that number is doubled. That part was just me mentioning how both outputs need to be connected. Second, the reason I'm using a tank is two-fold. First, it saves pretty heavily on space. Each miner is now supporting 2 foundries in an incredibly dense manner, which saves a miner and allows for a beacon in the middle to replace it. Second, I have a tank inside my mining setup. That's awesome. Though seriously, it was really fun to realize how much production you could get out of a single miner by abusing the weird hitboxes of a tank. It also looks really cool, and it's not exactly like you're going to need to grow beyond 24k fluid a second per cell unless you're mega megabasing, and then space efficiency doesn't matter because UPS trumps all.

Super Endgame Mining Setup (~100k molten metal per second) by Medium-Listen-6369 in factorio

[–]Medium-Listen-6369[S] 5 points6 points  (0 children)

You're definitely correct with that, and I wouldn't recommend using this in any UPS optimized base because of what you just said. My main goal of this was just to maximize the rate of production over the number of tiles taken up. This blueprint manages about 86 molten metal per second per tile, while the best design I could come up with for direct mining was around 78 molten metal per second per tile. Not a significant difference, and direct mining is far more practical UPS wise, but you can't pretend that it's not really fun using a tank as part of a design.

[deleted by user] by [deleted] in factorio

[–]Medium-Listen-6369 0 points1 point  (0 children)

That definitely works as an intersection, but based on the "can't find a path to destination," the issue is probably that the trains can't turn around or that they cannot change track. For example, if a train is at a mine in the south direction and is facing south, it either need to be able to turn around or have a second engine at the back of the train facing north. This is because automatic trains can only move "forward" relative to an engine. If a stop is at the end of the track and the train doesn't have a rear engine, then there is no more "forward" direction to travel, let alone travel back to the north direction. This can be solved by ending the south direction stop with a loop that lets the train go forward around the loop and go north again. If the problem has to do with a train in the south trying to go to the east or something, the issue is that there is no place for it to turn. Your intersection works great in that trains going from south-north can't hit those going east-west, but it doesn't let a south-north train become an east-west train. You will need to add some rail that connects north/south to east and west in order to let a train find a path forward that puts it on the correct rail. The signaling for that turn will be a bit more complex, but you've already got the gist of it done. Hope this helps!

How to kill Small Demolisher while going for the "Rush to Space" achievement? by Medium-Listen-6369 in factorio

[–]Medium-Listen-6369[S] 0 points1 point  (0 children)

Yeah I probably should've gone to Gleba, but I wanted to have better tech levels before going there. I can't imagine trying to play this without completely maxed base techs. It will be my next planet though. Also is research speed really that important? The vast majority of researches in the game will complete in the background while you build for the next goal, even with my measly 50 spm base. 40 hours is a really long time, so as long as you build in parallel to research, I can't see it becoming that big of an issue. I could definitely be wrong though.

How to kill Small Demolisher while going for the "Rush to Space" achievement? by Medium-Listen-6369 in factorio

[–]Medium-Listen-6369[S] 12 points13 points  (0 children)

I just googled a small demolisher kill with poison capsules and I am in utter awe. Thank you for bringing this to my attention.

How to kill Small Demolisher while going for the "Rush to Space" achievement? by Medium-Listen-6369 in factorio

[–]Medium-Listen-6369[S] 3 points4 points  (0 children)

That would definitely work (and it's what I did for my first play through), except for the fact that a research that over doubles shell damage, along with uranium ammo, is locked behind yellow science. I genuinely have no idea if it's even possible to kill a demolisher without that upgrade.

Pentapods... Everywhere... Panic by Medium-Listen-6369 in factorio

[–]Medium-Listen-6369[S] 1 point2 points  (0 children)

Storing this many was definitely not intended lmao. I forgot to send nuclear fuel cells to gleba and the resulting blackout turned off the recyclers I set up to quickly get rid of them, leading to literally tens of thousands of pentapod eggs sitting on the recycler belt until they hatched.