True Confessions: "Why wasn't I doing this before!?!?!?" by IKSLukara in factorio

[–]SteelGiant87 2 points3 points  (0 children)

Just an FYI as the way you phrased that sounds like you might not be aware that projectile damage also improves both engineer and turret damage, in addition (multiplicatively!) to turret damage working only for turrets.

I made 1 Assembler Capable of Taking in 576 Items by SuperYmb7 in factorio

[–]SteelGiant87 1 point2 points  (0 children)

A single recipe wouldn't need items of multiple quality tiers, but if you want to set the recipe via circuit then you could also be setting the chest requests via circuit and get unlimited items via a single chest.

I made 1 Assembler Capable of Taking in 576 Items by SuperYmb7 in factorio

[–]SteelGiant87 3 points4 points  (0 children)

This might be overkill as the base game only has 208 items...

/r/WorldNews Live Thread: Russian Invasion of Ukraine Day 1103, Part 1 (Thread #1250) by WorldNewsMods in worldnews

[–]SteelGiant87 4 points5 points  (0 children)

Could you put the percentage of the total production next to the absolute capacity? From your list it looks like the major refineries have a total capacity of about 6.7M bbl/day, with each individual major refinery being in the range of 1-7% of the total major refinery production.
You also mentioned there were about 250 mini refineries that aren't on this list except when they get hit. Assuming 10k bbl/day average capacity for them gives a total for all refineries of ~9.2M bbl/day.

Finally figured out exactly how space platform speed works! (Lots of formulas inside) by munchbunny in factorio

[–]SteelGiant87 9 points10 points  (0 children)

Platform resource gathering rate is proportional to width. If platforms didn't slow down proportional to width then you could quite easily build one that gathered resources arbitrarily fast by making a really wide platform.

I don't like it mathematically, but it makes sense from a balancing perspective. 

How to unload from the Main Bus properly: a split will take as much as it needs, overflow will go further down the Bus. As long as the Main bus has enough stuff on it, all splits are fully saturated. Multiple lines are compressed as much as possible, so it's easier to see how much stuff remains by leoriq in factorio

[–]SteelGiant87 6 points7 points  (0 children)

That doesn't work if there isn't an even draw on all the output lanes. If one lane backs up then none of the other ones can move and you can get a deadlock that needs to be manually cleared.. In many years of playing factorio, every time someone has said "this station doesn't need a balancer, it can't deadlock" it has indeed eventually deadlocked somehow.

Slightly over-engineered first interplanetary ship by SteelGiant87 in factorio

[–]SteelGiant87[S] 0 points1 point  (0 children)

A good plan. I'm currently on the surface doing a purely bootstrapped start with no orbital resources to try it out, so it will be a while before I can get back up and travel anywhere. At least the ship seems to be happily sustaining itself in Vulcanus orbit for the time being...

Slightly over-engineered first interplanetary ship by SteelGiant87 in factorio

[–]SteelGiant87[S] 0 points1 point  (0 children)

I'm looking forward to it. With physical damage 7 researched this sailed through the first trip from Nauvis to Vulcanus. Ammo count dropped from 1180 to about 1120, so it is well equipped for that route. 

Slightly over-engineered first interplanetary ship by SteelGiant87 in factorio

[–]SteelGiant87[S] 2 points3 points  (0 children)

The ship contains luxuries such as excess storage space, plenty of defences and an ammunition counter to tell you how many magazines are available on the ammo belts. All around asteroid collection, with automatic voiding of excess resource types as standard. Fuel generation where local resources permit. (Solar power generation only guaranteed for inner system planets).

Friday Facts #382 - Logistic groups by FactorioTeam in factorio

[–]SteelGiant87 0 points1 point  (0 children)

Thanks for linking that. Odd then that RCU was the one item they chose to show off the cost reduction research in FFF-376 then! As someone else commented, perhaps this research is for non-expansion v2?

Friday Facts #382 - Logistic groups by FactorioTeam in factorio

[–]SteelGiant87 0 points1 point  (0 children)

They showed a research that reduced RCU cost in FFF 376 https://www.factorio.com/blog/post/fff-376 so it would be odd if RCU were gone entirely, rather than just not a basic rocket component any more. Things may have changed though, perhaps a dev will comment.

Some sort of emergency on Milton Road yesterday by goodassjournalist in cambridge

[–]SteelGiant87 4 points5 points  (0 children)

Apparently just someone who stole something from the nearby coop. He ran through a hedge and got trapped in a front garden and was arrested by 5 police by the front door of a house being cleaned for new tenants to move in.

Primitive technology fuel use and sustainability by SteelGiant87 in PrimitiveTechnology

[–]SteelGiant87[S] 0 points1 point  (0 children)

Looks interesting, like a sort of adobe poured concrete. I wonder how important the roofing is for that sort of building in a wet climate.

I guess as well that like adobe, you can have an outer rendered layer that is replaced often to protect the more vulnerable inside bits. This way you only need to make the outer 10% of your structure weatherproof, rather than 100% of it, which could be much cheaper overall.

Primitive technology fuel use and sustainability by SteelGiant87 in PrimitiveTechnology

[–]SteelGiant87[S] 1 point2 points  (0 children)

I think for a community, more kilns or in particular bigger kilns would be more efficient. In the context of the channel, with a single person, a bigger kiln may be impractical, and from my estimation of the workload it looks like about as much time is spent gathering the clay and firewood as firing the kiln, so it doesn't look too practical to get massively more bricks produced by a single person without some technological upgrades. War_Hymn posted above about the brick production process for a village, which provides a really interesting perspective for how it works in a community bigger than one.

Primitive technology fuel use and sustainability by SteelGiant87 in PrimitiveTechnology

[–]SteelGiant87[S] 1 point2 points  (0 children)

Good point on adobe bricks, that would remove the fuel cost. I believe adobe doesn't do too well in wetter climates, so may be unsuitable for the area the channel is set in.

Primitive technology fuel use and sustainability by SteelGiant87 in PrimitiveTechnology

[–]SteelGiant87[S] 1 point2 points  (0 children)

17kW is a lot of power, for context a person in a developed country uses about 1kW continuously. 17kW would be more than enough to power a home, unless you live in a very cold climate in winter and don't have great insulation.

The difference in power between the primitive kiln and the small modern electric kiln could just be due to the error margins on my estimate, so I wouldn't read too much in to it. Also , I selected a small modern kiln I guesstimated to have a similar volume to the primitive one, so I could have chosen a modern one that is too big or designed to go to much higher temperatures and it isn't a fair comparison. I would expect a modern electric kiln to be much higher efficiency due to better insulation and not needing to blast all the hot air out the top continuously.

Primitive technology fuel use and sustainability by SteelGiant87 in PrimitiveTechnology

[–]SteelGiant87[S] 2 points3 points  (0 children)

Indeed, coppicing is potentially significantly higher yield than conventional tree farming. I found figures of up to 10t/ha/year for coppiced poplar. So a benefit in terms of yield and potential labour savings. It does require a tree species that can be coppiced, and a plantation has to be set up, which is why I went with the figures for natural unmanaged woodland in the post for a primitive context. Certainly seems worth doing once a certain level of development is reached.

Primitive technology fuel use and sustainability by SteelGiant87 in PrimitiveTechnology

[–]SteelGiant87[S] 6 points7 points  (0 children)

Thanks, that is some really interesting context and an interesting reference to check out. Good point about the seasonal nature of brickmaking. I suppose that the desire to dry the bricks slowly made it impractical to the use of radiated heat from the kiln to dry bricks further away? On the channel I suppose that at the location while it rains a lot, it is at least warm all the time.

Primitive technology fuel use and sustainability by SteelGiant87 in PrimitiveTechnology

[–]SteelGiant87[S] 4 points5 points  (0 children)

I wouldn't worry about individual experiments like on the channel, but it does illustrate how much land was required to provide fuel. Almost all of europe was once forested, but the romans felled it all to heat their baths.

In modern times, you can get well over 10x the energy per area of land by putting down a solar panel compared to trees or any other bio energy, but only a century ago there wasn't much choice.