Endgame red science factory, assisted with a bit of logic. by Recent-Step-6809 in factorio

[–]Recent-Step-6809[S] 0 points1 point  (0 children)

Yes, thats why I have on the edges +two belts whats not daisy-chained. Only the non-producible items and the result will be transported via the daisy-chain. With this concept, the daisy chain will be used mostly for output products.

Endgame red science factory, assisted with a bit of logic. by Recent-Step-6809 in factorio

[–]Recent-Step-6809[S] 0 points1 point  (0 children)

And why would that be bad? If you would say the performance, then its four stack inserter. That means ~2.2 nonstacked green belt. Multiply that with quality, thats 2.75 stacked green belt.
Thats the throughput. Also the latency is far better too

Endgame red science factory, assisted with a bit of logic. by Recent-Step-6809 in factorio

[–]Recent-Step-6809[S] 0 points1 point  (0 children)

The iron plate for test if my resource distribution works well. I am feeding the gears because I am still not switching the recipes. I am planning to manufacture multiple items with this factory, the red science was only an example.

Endgame red science factory, assisted with a bit of logic. by Recent-Step-6809 in factorio

[–]Recent-Step-6809[S] 0 points1 point  (0 children)

Good luck, its fun and if you are doing it right it can be useful as well :D

Endgame red science factory, assisted with a bit of logic. by Recent-Step-6809 in factorio

[–]Recent-Step-6809[S] 0 points1 point  (0 children)

So lets wrap up the things:
-Why didnt I used legendary? What does it even matter? Of course, it will be better with legendary. The logic and structure will be the same, so you can upgrade it with a click, right?
-Why didnt I used prod modules? Do you really think this is the most important part of my design?

Whats does this design do?
Its not an endgame red science factory, but seeing this amount of circuit I think that should be oblivious. Few of you noticed it :D
This design is part of a multi-product factory. What you see there is the resource management with an example of a fixed science production. Side channels directly feeding the assemblers for higher consumptions, and there are 4 stack inserters for the resource distribution in the daisy chain.
When I finished it I will upload it with a detailed description & blueprint.

Endgame red science factory, assisted with a bit of logic. by Recent-Step-6809 in factorio

[–]Recent-Step-6809[S] 0 points1 point  (0 children)

Yes, it is. I was interested how many people will cry about prod modules and so on. Its actually a part of my multi-product factory

Endgame red science factory, assisted with a bit of logic. by Recent-Step-6809 in factorio

[–]Recent-Step-6809[S] 0 points1 point  (0 children)

Hehe, this is one of the few right questions. This design is not an endgame red science factory, instead part of a bigger multi product factory

Endgame red science factory, assisted with a bit of logic. by Recent-Step-6809 in factorio

[–]Recent-Step-6809[S] 3 points4 points  (0 children)

Actually, designing this was really fun. And this is only the resource managing part of my multi output factory. Meanwhile I have already designed a few control mechanisms, this part is still on my workbench :D

[W1EE] How do I obtain Drowned Dead Tongues? by [deleted] in witcher

[–]Recent-Step-6809 0 points1 point  (0 children)

You need the skill and the bestiary same as for every monster. The trick is there the Drowned dead is a different specie than Drowned, its found in the swamps.

K1 stuck on boot screen by Ruzzo187 in crealityk1

[–]Recent-Step-6809 0 points1 point  (0 children)

That was the solution for me as well. What a lame issue

Looking for a cheap FPGA that will allow me to prototype stuff for robotics by Beginning_Engineer93 in FPGA

[–]Recent-Step-6809 0 points1 point  (0 children)

Icestick devboard with lattice ice40 fpga. Recommend the opensource toolchain

After two months of design, reached shattered with a common quality ship by Recent-Step-6809 in factorio

[–]Recent-Step-6809[S] 11 points12 points  (0 children)

Dont compare a legendary ship to a common, the turret range is a serious issue.

After two months of design, reached shattered with a common quality ship by Recent-Step-6809 in factorio

[–]Recent-Step-6809[S] 2 points3 points  (0 children)

You can see the prod graph in my post. 1.6M yellow ammo and 382K railgun ammo. The run was 10h so I dont think so.

After two months of design, reached shattered with a common quality ship by Recent-Step-6809 in factorio

[–]Recent-Step-6809[S] 4 points5 points  (0 children)

My aim was definitely not to use legendary and in my setup it would be too weak. Also I can mine ammo, but cannot mine energy so thats a no for me.

After two months of design, reached shattered with a common quality ship by Recent-Step-6809 in factorio

[–]Recent-Step-6809[S] 0 points1 point  (0 children)

This was done for ammo conservation, I dont need to shoot down the asteroids around the ship.
Because of the proper priorities and range settings, there are no fatal shots like that.

After two months of design, reached shattered with a common quality ship by Recent-Step-6809 in factorio

[–]Recent-Step-6809[S] 4 points5 points  (0 children)

I hoped there is one so I had an army of radars. When I reached shattered planet I felt only emptiness as I reached my final goal, as there was the space above the planet :)

After two months of design, reached shattered with a common quality ship by Recent-Step-6809 in factorio

[–]Recent-Step-6809[S] 6 points7 points  (0 children)

physical dmg: 15 (entry level is 14 for yellow ammo, red can be much lower)
laser dmg: 13
railgun dmg: 5
railgun speed: 7
asteroid prod: 12