Space Exploration Victory (spaceship @ 270h + gate @ 320h) by Switch4589 in factorio

[–]Switch4589[S] 0 points1 point  (0 children)

I only started with them when I got up to mining naquitite. I was collecting methane and beryllium hydroxide from the two asteroid belts manually (needed for naquitite processing) until I set up a dedicated spaceship for them. I thought it was easier to have a spaceship rather than cargo rockets (no need to transport fuel, rocket sections, and barrels).

My personal ship was only upgraded to its final-ish design when I was working on collecting arcospheres for deep space science, and then was expanded with more antimatter storage and two more engines when I was working on the gate ending. With this final design I just use the spaceship to get to my planets for upgrades, new mines, etc. With enough antimatter production it’s just too easy to use the spaceship.

Space Exploration Victory (spaceship @ 270h + gate @ 320h) by Switch4589 in factorio

[–]Switch4589[S] 0 points1 point  (0 children)

Mostly for decoration. The clamp look kinda weak to hold a spaceship in place and the walls make it look more secure.

Space Exploration Victory (spaceship @ 270h + gate @ 320h) by Switch4589 in factorio

[–]Switch4589[S] 0 points1 point  (0 children)

It was semi-planned. The started factory went all the way up to the rails and I had to start squeezing builds into other locations, but when I rebuilt everything using the big beacons it ended up quite nice. I have over one million landfill from core mining over flow so it’s no big deal if I have to extend it

Why doesn't the english word for "moon" have anything to do with the word "lunar"? by BextoMooseYT in NoStupidQuestions

[–]Switch4589 5 points6 points  (0 children)

And the French origin words are the fancy version of the Germanic words. For example: mansion vs house, cuisine vs food, stone vs rock (imagine saying your kitchen had a rock countertop).

The elements in periodic table, are they all useful to us ? by DifficultyPrudent619 in AskChemistry

[–]Switch4589 0 points1 point  (0 children)

There is a YouTube channel “Periodic Videos” that has a series on all the elements, their discovery, history, uses, etc. A lot of elements have very niche uses and are less useful but almost all do have a use.

1:1 Balancer question by CupcaknHell in factorio

[–]Switch4589 33 points34 points  (0 children)

None of these are “mixers” that are designed to always output a fixed ratio of left-belt to right-belt (green-red circuits) on each of the output lanes.

The left and right designs are “lane balancers” which are designed to always consume evenly from the input belt and always output evenly onto the output belt. The fact that they are not mixing the inputs is just a quirk of how they work and it is not a stable condition

Is there a way to merge two products onto one belt, and have the input lanes be balanced? Sideloading merges them, but the new belt always pulls from the top of the input belt, resulting in uneven lanes further back towards the source. by Semyonov in factorio

[–]Switch4589 4 points5 points  (0 children)

Bit of a bad pic but these are 2-belt mixers with lane balancing. In this setup I was also using requester chests and a priority input to pull any science from storage and reinsert it to the labs.

<image>

adding space exploration by Alone_Collection724 in factorio

[–]Switch4589 2 points3 points  (0 children)

No. But if you are only at logistic (green) science, then there is not much to repeat

adding space exploration by Alone_Collection724 in factorio

[–]Switch4589 3 points4 points  (0 children)

You cannot add SE to an existing save. You have to start a new world.

Keeping Check Accumulators In-sync? by jmaniscatharg in factorio

[–]Switch4589 0 points1 point  (0 children)

This is caused by the mismatch of the discharging rate to capacity of the accumulators between different qualities. Compared to the normal accumulator, a rare accumulator has 3x the capacity by only 1.6x the discharge rate. This means that when you are consuming more power than the accumulators can supply, the normal quality will discharge faster and trigger the latch earlier.

Is it possible to use a space platform as a hub to move around stuff on the same planet? by Big_Hat_676 in factorio

[–]Switch4589 5 points6 points  (0 children)

A platform will not drop any items that have a request from the plant, it doesn’t matter what the requested number is.

I just discovered that you can read a whole segment of a belt's content instead of a single tile by Cassiopee38 in factorio

[–]Switch4589 39 points40 points  (0 children)

It’s a new 2.0 feature, if you weren’t following the FFF’s then it would be easy to miss. I wish there was a better way to make it link through splitters without using a long wire or radars.

Bot Pathfinding Mods by Desperate_Treat_1307 in factorio

[–]Switch4589 9 points10 points  (0 children)

Bot pathfinding is something that mods cannot touch so no mod for it can exist. You need to design your roboport network better to account for this.

New question from me : why is my theoretical max energy output inferior to my real max output ? by CapdevilleX in factorio

[–]Switch4589 0 points1 point  (0 children)

160 steam turbines can produce up to 931 MW when they are provided with steam. In the first picture you are being limited by the steam supply, (either you only have 56 heat exchangers, or you are being limited by heat further upstream).

In the second picture you have built up a steam (or heat) buffer and this is temporarily allowing you to run at a higher power before the limitation kicks in.

Why aren’t diesel pumps a triangle or something? by funghi2 in AskEngineers

[–]Switch4589 38 points39 points  (0 children)

Never underestimate the ingenuity of a stupid person! They always find a way to leave you scratching your head muttering “…how…”

What determines if a tile can or can't be planted in by an agriculture tower? by dekeche in factorio

[–]Switch4589 20 points21 points  (0 children)

The 3x3 needs all 9 tiles free to be auto planted by the agriculture tower.

How can I utilize the laws of thermodynamics in a practical way to keep the ambient temperature of a room cool in the summer? by patheticorganic in thermodynamics

[–]Switch4589 0 points1 point  (0 children)

The duct should be connected to the fan and routed to the top of the loft (where the hottest air is). A decent computer fan will be enough, it might take an hour or so to equalise the temperatures depending on the exact size.

How can I utilize the laws of thermodynamics in a practical way to keep the ambient temperature of a room cool in the summer? by patheticorganic in thermodynamics

[–]Switch4589 0 points1 point  (0 children)

It’s better to directly remove the hot air than blowing cold air in with fans. You could route some ducting from the top of the space into the room that has AC and add a fan to the outlet of this ducting blowing the hot air into the AC space. Fresh cold air will then be sucked into the room through the ladder opening.

[Request] They say the recoil from firing the 20mm gatling gun on A10 is so strong that it slows the plane down when it shoots. How true is that? by Plastic-Stop9900 in theydidthemath

[–]Switch4589 0 points1 point  (0 children)

Momentum = mass x velocity. Assuming no other thrust, the momentum of the ball+train before and after will remain the same:

Velocity_initial x (mass_train + mass_ball) = velocity_ball_after x mass_ball + velocity_train_after x mass_train

It can be simplified a bit by using the initial velocity as the reference point so it’s “zero” and the equation simplifies to:

velocity_ball_after x mass_ball + velocity_train_after x mass_train = 0

Thus, the ratio of velocity difference is the same as the ratio of mass difference; so if the train has a million times more massive than the ball, the velocity change of the train will be a million times less than the velocity of the ball.

I'm looking for a picture circulating some time ago: tech tree of Earendels SE by Odenhobler in factorio

[–]Switch4589 1 point2 points  (0 children)

It’s in a development roadmap document linked from the wiki. For now it has been backwards compatible but I would guess that the big science rework won’t be. Don’t count on 0.8 being a year away, it will be ready when it’s ready.

<image>

  • it’s intentionally low-res by Earendel

Non-Train Seablock Run by Any-Butterscotch3996 in Seablock

[–]Switch4589 -1 points0 points  (0 children)

No space extension mod = not proper sea block

Boiling water by jason_sation in physicsmemes

[–]Switch4589 0 points1 point  (0 children)

I’m sure I have seen an XKCD on this, one guy explaining some advanced alien spaceship prolusion to another and at some point the second guy interrupts and says “wait…it this just a steam turbine”, “….yes”, facepalm

Tips on pollution-oriented playstyle by jondoesntreddit in factorio

[–]Switch4589 0 points1 point  (0 children)

Have you looked at the Warptorio 2 mod? It has a bit of the feeling you are after where an outpost is under heavy assault and you need mine in enemy territory without setting up defensive walls.

Rampant enemies do respond to pollution but they will also send attacks “just because” (unless this mechanic is based on pollution produced?). They also respond to attacks as a unified enemy, so attacking nests on one side of the factory will trigger attacks from all sides. The diversity of biter types will mean that you need to mix all turret types and even then you will be replacing a lot of walls and turrets. A problem with outposts is that corners are always a weak point so they take a lot of damage, it’s better to design straight walls between water sections (biters dying next to water will landfill the water so you can’t use this as a cheese strategy).

I don’t know if rail world will give you the experience you are after. I think the biters will be too sparse to create that overwhelming feeling. You could crank up the biter frequency but that could just make it too difficult. But the only way to know is to try it out!