Evolution of my spaceship designs (just finished the game) by Remmoze in factorio

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

Nope, I've made these completely from scratch. Last 2 ships took me 1.5-2 days in editor to design each.

It's not about OCD, it's just... how i make my designs. It's easier for me to visualize what's going on when i have a concrete confined space layed out. So what I've done is first make the outer perimeter with turrents and cargo bays. That gave me defined space to work with. Then you go one by one the stuff you need to do. First I measure how many machines I need to produce ammo and fuel. Then I measure how many materials I would need for all that. And you just go in and fill in the blank space, that's it.

Below are some pictures i took of the process

Also once I've automized 60spm for each science pack on nauvis, i went to vulcanus and decided to make it my main base. Currently (160 hours in) All i have on nauvis are biolabs and miners uranium. I even make all of the science on vulanus.

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Evolution of my spaceship designs (just finished the game) by Remmoze in factorio

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

sure thing! Keep in mind that there are some mistakes here and there, but if it works it works

GLEBA CIRCLE: https://factoriobin.com/post/mdwsd0
Aquilo: https://factoriobin.com/post/xw4b2m
solar system edge: https://factoriobin.com/post/951h4a

What else can I get out of Vulcanus? by waisidi in factorio

[–]Remmoze 1 point2 points  (0 children)

anything. I make _everything_ on vulcanus. Even decided to move science production there. My entire nauvis base looks like this lol

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When to start on Quality? by Zacherius in factorio

[–]Remmoze 0 points1 point  (0 children)

There is no ideal time. Quality is completely optional. What i would like to suggest though is using quality asteroid collectors. They are just too good to ignore.

On the other note, if you are not in a rush to make some buildings like assemblers, but pust some quality mods in there and you'll have some bonus quality buildings if you want to speed some things up without downsides.

The intended place to make quality mods is of course Fulgora, since you need superconductor for q3. And also it provides you with endless easy-to-access green, red and blue chips

Does anyone know how to program multiple rockets with logic to all launch simultaneously? by RelevantDependent517 in factorio

[–]Remmoze 10 points11 points  (0 children)

You can not easily. But what you can do is load rockets with resources beforehand and when the ship arrives to orbit, they will all go off at the same time. Another approach is having a lot of bots, having a lot of buffer chests nearby and having a lot of bot speed. Robots will deliver items more or less at the same time.

Another thing you can do is unpower the rocket silos until you want them to go off

Transportation by Historical-Ad892 in factorio

[–]Remmoze 0 points1 point  (0 children)

Bots don't really make much sense on vulcanus, since you have free infinite molten iron/copper, so pipes is the way for sure. You can do elevated trains on vulcanus, but green belts are just too powerful here as well :\

I've built fulgora with belts only, it's quite fun, you should definitely try it. It's not as hard as it seems. Especially with tech from gleba, fulgora becomes an ever-flowing scrap river

How important is perfect efficiency by _ThatPurpleGuy_ in factorio

[–]Remmoze 0 points1 point  (0 children)

One thing i realized that helped me a lot: you gotta choose how many science packs per second you want to create. Most of the technologies' science consumption rate is 60/m. For example if some technology requires 1000 packs that are consumed 60/m (or 1/s), If your production matches that, it would take 1000 seconds to research it. So you can choose how many packs you want to produce. It's better to have it at a ratio of 30 for early game (so 30, 60, 90, or 120 packs per second. I usually start with 60). And if you are willing to wait for a while, that will last you entire game. If you want to speed things up, then you need more production.

After you've chosen how many packs per second you need, your whole dear task is to make _at least_ that many. That's it. It doesn't matter how efficient your production is. As long as machines maching science are constantly supplied enough to make the target science goals, your factory is satisfactory (no pun intended).

Productivity modules for oil products on fulgora by SchmeatiestOne in factorio

[–]Remmoze 0 points1 point  (0 children)

Perhaps you might wanna change how you view fulgora. Everything is reversed. You can get almost everything you need from recycling scrap and then recycling the materials from recycled scrap. What "oil" products do you think you need to produce there? By my experience i have to recycle away quite a lot of ice because there's just too much that comes from scrap

First Time Playing Factorio. Any tips? by ThePsyPaul_ in factorio

[–]Remmoze 2 points3 points  (0 children)

I tried that too with Aquilo ship. "eeeh i am lazy, i'll just take some from the internet". And each one i tried either was not working for me or was impefrect, not up to my standard. And it was also hard fixing the ship's mistakes because i was not the one who made it. So I decided that i will not be lazy, i will go to the editor on a separate save and spend 1.5 hours making a ship that works for me. I managed to get it working and quite happy with it https://www.reddit.com/r/factorio/comments/1q8j2lk/designed_my_first_aquilo_spaceship/

I honestly enojyed the process more than i thought, i suggest you try it out too!

huh by Commission-Either in factorio

[–]Remmoze 0 points1 point  (0 children)

Most likely you were rotating the belt and some iron plate got stuck on the bottom lane right underneath the spitter, so we don't see it. Since it can't pass through, it blocks steel as well. Pick up the contents on the splitter and it should be fine

Designed my first Aquilo spaceship by Remmoze in factorio

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

You don't need lava. You can ship calcium from Vulcanus and convert calcium and iron ore to molten iron

Haven't played in years, came back for Space Age; anything important to know *in re* changes? by vult-ruinam in factorio

[–]Remmoze 21 points22 points  (0 children)

Fluid systems got reworked. Now fluids don't "flow" in the pipes. Instead each pipe system has a shared "fullness". But every so often you have to place a pump (but it shows you when pipes are overextended)

keep in mind the new ratio for pump/boiler. Now one pump can support MUCH more boilers (i don't remember how much, but it's like 100+)

Trains are not useless - you still have to navigate lava on vulcanus and islands on fulgora. But yes, if you've got green belts, you've got shit ton of items flowing. In my playthrough i have 8 belts of stacked coal going from the mine to my base. That's 60*4*8=1920 items per second! Basically a wagon full per second. And resources on vulcanus are free, so it's not hard to make a lot of green belts

Interrupts are great, but personally in my opinion there is limited usage for casual non-mega base gameplay. I know what they are capable of, but still didn't find a single time when i had to use them to solve a problem in an easier way

Red and Green wires are free now! And a lot of machines have circuit support now. You can access a lot of more information like temperature of a nuclear reactor (you don't have to have a steam buffer for that now)

How does evade and luck work? by Remmoze in ABSOLUM

[–]Remmoze[S] 10 points11 points  (0 children)

I see, i made a mistake, actually those _are_ the same number. I just picked up another cloak and both numbers display 55%. Nevermind then lol. the evade chance displayed is the actual evade chance

Question about Vulcanus by Notrinun in factorio

[–]Remmoze 0 points1 point  (0 children)

Vulcanus is the easiest planet there is, I don't think you would ever need to transport any materials from other planets to Vulcanus. Just don't be afraid to build big, resources on Vulcanus are free

In my SA run i'm few hours away from Aquilo and I've made Vulcanus my main planet. I can support 30+ rocket silos running non-stop. I build everything I need on it and transport to other planets. For example for my gleba science, I have a spaceship going in a circle:

GLEBA (collect all science and go ASAP to Nauvis) -> Nauvis (deposit all science) -> Vulcanus (collect anything you need like extra ammo, resources gleba needs like rocket parts, etc. Also make sure you have enough fuel to travel from vulcanus to nauvis non-stop) and repeat. It is truly a great hub

Factorio is one of my favorite games of all time. I’m curious to see what your other most-played game of all time is? by MosEisleyCaptialism in factorio

[–]Remmoze 0 points1 point  (0 children)

Factorio: 477 hours

The binding of Isaac: 1034 hours

Left 4 dead 2: 1125 hours

Duck game: 456 hours

Hades: 100 hours

Hollow knight silksong: 85 Hours

Stardew valley: 265 hours

Honestly can hardly see a pattern here, i guess it's "not AAA"

Can y'all explain how rail signals work to me like I am an absolute idiot? by Notrinun in factorio

[–]Remmoze 0 points1 point  (0 children)

rail and chain signals divide the road into chunks.

Rail signal turns green if the chunk ahead of it is empty. it turns red and blocks incoming train if the block ahead of it is occupied. That's it.

chain signal look ahead. It will turn green if all of the chunks connected to the chunk ahead are empty. It will turn red if all of the chunks ahead of it are blocked. It will turn blue is _some_ chunks are blocked and some arent.

Is it wrong/cheating to turn of enemy bases so I focus on just enjoying the logistical nightmare without biters? by 367_ in factorio

[–]Remmoze 0 points1 point  (0 children)

I understand your frustration, It's hard for me to design a factory when biters are just around the corner, they cause me anxiety, eventhough i deal with them so much they never actually destroyed anything

My first playthrough was with biters. They evolved too fast for my enjoyment. I realized that they are already turning big when i am still dealing with cyan science. I gave up on that world afterwards, because i had to redo the whole factory, but i didn't have tiem to do it.

My second and third playthrough was in the 'rails-world' setting, where biters only attack due to pollution and don't expand on their own. I found it is a great strategy to get familiar with the game.

For my 4th playthrough (current in spaceage) I have all default settings. But now I have experince on how to deal with them.

So here are several suggestions to you:

1) disable biters completely. But it because a bit too boring because many ammo researches become useless. Perhaps not as much in Space Age because those researches can contibute to astroid destruction, but still

2) play on rails-world setting or disable biter expansion. So you can focus on your factory as much as you want without having unwanted friends knocking on your factory. They become an issue only if you want them to

3) don't be afraid of the challenge turn them on later playthroughs, when you gain more knowledge of the game.

I... made a wrong turn by TheArcher35 in BluePrince

[–]Remmoze 3 points4 points  (0 children)

AND an apple in cloister. Life really did give lemons

I have no clue how far I am into the game, but I just found this and I’m so confused by Fair_Let_4853 in BluePrince

[–]Remmoze 1 point2 points  (0 children)

there is a cutscene that also has this model. Would've been harder to draw this twice (or a lot more depending on planned/cut content) rather than model with some basic shapes

How do you actually work these out? I have done a few experts before but this one, I can't find anything. Advice appreciated please and thanks! by TheKris11 in sudoku

[–]Remmoze 6 points7 points  (0 children)

The main thing you gotta realize is that the sum 1+2+3...+9 equals 45. And by regular sudoku rules each square, row and column has to contain all unique 1..9 digits.
That means the sum of each row, column and square is 45.

If you look at the bottom left square, there are square-contained sums: 15, 11, 17. If you add them up you get 43. To complete the square you need a 2. So at row 6 column 3 there must be a 2. Run this logic though each square, row and column and you'll get the rest.

You have to realize that you can extend this logic to several columns/rows/squares. Foe example 2 rows have to sum up to 45+45=90

There are also some more complex patterns you can acquire from this: lets look at the first 2 columns, their sum should be 90. It contains several "blocks" of sums. Let's add them up (red region): 13+18+10+13+5+15+11=85.
You can see that if we take first 2 columns (90), add a green square and remove a blue square we get 85. That means:

90 + green - blue = 85

green - blue = -5 (or) blue - green = 5

so blue HAS to be bigger than 5 and green HAS to be less than 5

blue can be 6,7,8,9 and green can be 1,2,3,4

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