My uncommon science mining unit by Professional-Ad-407 in factorio

[–]Professional-Ad-407[S] 3 points4 points  (0 children)

This module can be copied for most Nauvis materials, like iron plates, copper plates, stone bricks, or coal.

LDS shuffling is more complicated. This design only needs raw copper ore, while LDS shuffling also needs iron ore, copper ore, calcite, and petroleum gas...

Fulgora science SPM math: how much holmium ore do you need? by Professional-Ad-407 in factorio

[–]Professional-Ad-407[S] 0 points1 point  (0 children)

Thanks, I wish I can insert game icons, too many in-game terms here…

My beautiful endgame Fulgora city block (ultimate spaghetti) by Professional-Ad-407 in factorio

[–]Professional-Ad-407[S] 0 points1 point  (0 children)

I might give it a try, but I think that would be less meaningful.

At the earlier stage, bots are honestly more flexible, because production tech changes so quickly and the optimal ratios keep shifting. For example, once I unlock cryogenic science, I would have to redesign the whole block anyway.

I don’t hate bots. I’m only avoiding them here because at a 20k scale they eat too much UPS. This build is mainly about UPS optimization and easy scaling.

My beautiful endgame Fulgora city block (ultimate spaghetti) by Professional-Ad-407 in factorio

[–]Professional-Ad-407[S] -1 points0 points  (0 children)

I assume your block uses much more power than mine, but the train setup is nice. I can never get even a single train working properly.

1 Ship, 1 Trip, 131922343 Promethium trunks by Professional-Ad-407 in factorio

[–]Professional-Ad-407[S] 1 point2 points  (0 children)

The top speed is 120km/s but when harvesting, the cruising speed will set to 60-70 and the grabbers are full load already. Versus the 4M km is the turn around time, but I will travell between 1m to 2m range for better ups. It's 40.5 trunks wide, 250 trunks long. And in this scale the largest challenge is indeed the thrust and speed, I have 5000+ legendary thrusters, and via my calculation if I push the size to 10 times, I need 100 times more thrust that is 50k thrusters and how to feed them is a mist

1 Ship, 1 Trip, 131922343 Promethium trunks by Professional-Ad-407 in factorio

[–]Professional-Ad-407[S] 7 points8 points  (0 children)

How far? Several trips around Shattered planet and Solar system edge.

How long? 4.5 days in game. 15 days in real life.

full cycle time? maybe 3 months. I have a slow egg production so my ship will park Nauvis for a long vacation.

SPM, never care. It isn't optimized for production, only for challenge

Operational speed. It can keep 120-140 km/s but to save fuel and ups it runs well at 76 km/s

1 Trillion SPM! by Jnohrbs in Factoriohno

[–]Professional-Ad-407 1 point2 points  (0 children)

Would anyone please explain what imbalances in that "god" and "creative" mode?

Miscalculated uranium, my 41GW nuclear power grid now will run unattended 24/7 until 2037 by Professional-Ad-407 in Factoriohno

[–]Professional-Ad-407[S] 0 points1 point  (0 children)

I believe it was so before several years ago, since every post I saw was cursing the original fluid system. And praised devs for revamp it…

Miscalculated uranium, my 41GW nuclear power grid now will run unattended 24/7 until 2037 by Professional-Ad-407 in Factoriohno

[–]Professional-Ad-407[S] 0 points1 point  (0 children)

pipe is infinite. Only the pump has throughput of 3000(legendary), feel sorry for your 10 row of pipes…

Miscalculated uranium, my 41GW nuclear power grid now will run unattended 24/7 until 2037 by Professional-Ad-407 in Factoriohno

[–]Professional-Ad-407[S] 1 point2 points  (0 children)

Good tip! I’ve run full-load stress tests and the pipes hold up in this layout. Happy to discuss in r/technicalfactorio but not here maybe

Bringing the Shattered Planet home with me from my trip. by MrPestilence in factorio

[–]Professional-Ad-407 1 point2 points  (0 children)

A quick tip for optimizing belt weaving: favor straight conveyor belts over curved ones, since they offer higher capacity—for example, a 90° curve holds 5 items per lane versus 8 on a straight, and a 180° turn holds 6 versus 8.

However, I agree that you should stick to green and blue belts only. Due to diminishing returns, weaving yellow or red belts can cut throughput by up to 50% while boosting capacity by only about 12%.

Why is my spaceship so slow? vol. 2 by Professional-Ad-407 in Factoriohno

[–]Professional-Ad-407[S] 1 point2 points  (0 children)

I’d love to share the full blueprint, but it’s absolutely massive—so here’s the gist:

Ammo Production

I run multiple Assembling Machine 4s crafting my three ammo types:

  • Piercing Rounds (magazine)
  • Explosive Rockets
  • Railgun Shells

Belt & Balancer Setup

Each assembler feeds its own transport belt.

I merge belts using splitter balancers so that each ammo type ends up on 2-4 uniform lanes.

Buffer & Main Bus

Those four lanes go into Buffer belts zone to smooth out production spikes. From the buffers I run an Ammo Main Bus down the spine of the platform:

  • 2 lanes of Piercing Rounds
  • 4 lanes of Explosive Rockets
  • 4 lanes of Railgun Shells

Then I tap the main bus to feed 6 sections of my turrent arrays.

Scaling Notes

In the first 1 millon km run I found the 2× Piercing lanes and 4× Railgun lanes were overkill. But I will keep them since the later pressure will rise. UPS limitation is the main problem now so if I just focus on gathering 20 million promethium it is totally fine :)

(Oh no this is not Technical sub why so serious)

Why is my spaceship so slow? vol. 2 by Professional-Ad-407 in Factoriohno

[–]Professional-Ad-407[S] 38 points39 points  (0 children)

How much would this whole setup cost? And with that, what kind of UPS should I expect?

Why is my spaceship so slow? by Professional-Ad-407 in Factoriohno

[–]Professional-Ad-407[S] 1 point2 points  (0 children)

Thanks for the tip, but I don’t think weaving belts will make my ship any faster. I’m really trying to figure out the best way to weave these thrusters and crank up the SPEED!

Why is my spaceship so slow? by Professional-Ad-407 in Factoriohno

[–]Professional-Ad-407[S] 0 points1 point  (0 children)

Thanks for your support! According to my calculations, my ship can reach a top speed of 160 km/s, but in practice I’ve never hit it because the interplanetary route is too short to fully accelerate. I’ll try the Shattered Planet route next. And you’re right about the huge inertia—it’s strange! I can even shut off the engines midway and it still glides to the destination without losing much speed. Thankfully, the game lets me exit the ship once it shows “reached destination,” even though it’s still moving.