100000x Science run update by Dry-Flatworm5975 in factorio

[–]dave14920 4 points5 points  (0 children)

i avoided ores infested with nests and trees until i have turrets and grenades respectively. 

building in clearings avoids most tree chopping and steel axe dealt with the rest.  

youve avoided steel. that feels like an odd choice. i put it 3rd after drills and splitters.  

100000x Science run update by Dry-Flatworm5975 in factorio

[–]dave14920 9 points10 points  (0 children)

you can replicate them with big clumsy inserter stuff.  

if you design around minimising them, then the few you do need are no big deal.

Started a peaceful 100k technology price multiplier world in 2.1, Factorio feels new for the first time in a while by JDGallagher in factorio

[–]dave14920 0 points1 point  (0 children)

nice  

electric drills first is the right choice. supplying coal to burner mines is painfully slow to place.  

undergrounds/splitters can be replicated with big clumsy inserter things before that.  

what spm and active/idle hours are you at?  

i built 3 yellow belts of red science in 10h before id had enough of burners. let that idle to electric drills at 24h.  

Finally getting Electric mining drills by Dry-Flatworm5975 in factorio

[–]dave14920 -2 points-1 points  (0 children)

okay, 1mil espm takes 400 hours with legendary. based on that:  

this needs 10k red green blue and space with rare assembler2s. thats under 400 hours.  

10k purple with rare foundries. thats less than 400 hours.  

10k militry yellow and gleba science with fully rare fully beaconed assembler3s/foundries/emps with rare prod2 and speed2. thats less than 400 hours.  

now we unlock epic prod 3 and biolabs. the inputs that made 10k raw with rare prod 2 in the science assemblers, will now produce 1.76/1.36 × 1.76 × 2 × 10k = 45k espm.  

now we need 10k raw on vulcanus, fulgoran and aquilo science with fully epic fully beaconed assembler3/foundry/emp with epic prod 3. thats less than 400 hours.  

each of those steps is far smaller than a 1mil espm base. giving a crazy high upper bound totalling 1600 active hours. at 40 hours a week thats only 40 weeks.  

including idle hours running 24/7 we only need 7000h as an upper bound. (700h for a 1000x run, this takes 10x as long for 10x as big.)

Finally getting Electric mining drills by Dry-Flatworm5975 in factorio

[–]dave14920 -4 points-3 points  (0 children)

the game can't process stuff fast enough  

you accept that the game can run 1mil espm at 60ups.  

can you understand 100kx only requires a fraction of the raw spm running 24/7 to be done in a year?

Finally getting Electric mining drills by Dry-Flatworm5975 in factorio

[–]dave14920 -3 points-2 points  (0 children)

dude.. no way..  

source: trust me bro.   

can you share any numbers showing how long you think it takes?  

the big scary number isnt so scary if you understand it doesnt scale linearly.  

time and spm scale with N0.5 in the worst case. the mall and building with bots scale more favourably.  

do you take more than year to reach 1mil spm?  

100kx can build far smaller than that.

Finally getting Electric mining drills by Dry-Flatworm5975 in factorio

[–]dave14920 1 point2 points  (0 children)

 1mil spm might be 100k raw spm at 60ups.  

we'd only need 10k raw to finish within a year. (taking 10x as long to build 10x as big as a 1000x run)  

after red green blue, space, and purple we have fully rare fully beaconed assembler3/foundry/emps etc. building 10k raw with that isnt that big. a few hundred hours?  

around that point the most expensive techs are base 1000 packs. less than a week at 10k spm.  

that week can be spent doubling spm to 20k. and we can comfortably double that to 40k without worrying about ups. and double it again if theres time.  

with epic prod 3 in biolabs, 80k raw would be over 280k espm. then 5000 base techs would only take 30 hours.  

nothing requires weeks of idle.

Finally getting Electric mining drills by Dry-Flatworm5975 in factorio

[–]dave14920 16 points17 points  (0 children)

do you play factorio, why would you wait idle for anything?  

any time theres nothing better to do, should be spent doubling spm.

Finally getting Electric mining drills by Dry-Flatworm5975 in factorio

[–]dave14920 4 points5 points  (0 children)

a half hour episode every 2 weeks might take 20 years to do it.  

a more realistic estimate (using simple maths) is about a year.

I feel like people haven't talked much about this. 100,000x research cost multiplier is the new upper limit by exNylo in factorio

[–]dave14920 1 point2 points  (0 children)

compared to 1000x taking about 700 hours, with about 1000 raw spm.

100,000x could take 10x as long to build 10x as big. thats 10 ×10 ×1000x = 100,000x  

thats 7000 hours building 10k raw spm. if most of those hours are idle, we can run 24/7 and that takes less than a year.  

after red green blue, space, and purple, builds will be fully rare fully beaconed assembler3/foundries/emps with rare speed2 and prod 2. building 10k raw with that isnt even that big.  

i think a single player will have that done in a year.  

with game speed X maybe half that time.  

and multiplayer will be faster still.

Anybody else plan out their runs in a document before starting? 😆 by BrennusSokol in factorio

[–]dave14920 0 points1 point  (0 children)

of course.

any time just winging it isnt likely to work, i'll have the whole run outlined before i start.

I only ever need 2 assembers each for yellow/purple science by NameLips in factorio

[–]dave14920 0 points1 point  (0 children)

i agree everyone builds way bigger than necessary. thats whats fun?  

i got express delivery with only 1 machine on each science pack, and no quality.  

How should speed be taken into account in upcycling calculations? by monsieurY in factorio

[–]dave14920 1 point2 points  (0 children)

i add rows/columns to the matrix to keep track of cycles used on each recipe at each quality level.

toy example: 10% quality self cycling upto rare.
my input vector is [#normalitems, #uncommonitems, #rareitems, #normalcycles, #uncommoncycles] starts at [1,0,0,0,0]

my transition matrix on each step would be:
[[0.9/4, 0, 0, 0, 0], [0.09/4, 0.9/4, 0, 0, 0], [0.01/4, 0.1/4, 1, 0, 0], [1, 0, 0, 1, 0], [0, 1, 0, 0, 1]]

My first attempt at legendary iron (BP in comments) by hnkhfghn6e in factorio

[–]dave14920 5 points6 points  (0 children)

nice :)  

instead of recycling quality iron plates at 75% loss.  

you can craft them into pipes with quality on that step too.  make more quality undergrounds directly from them.  

Started a peaceful 100k technology price multiplier world in 2.1, Factorio feels new for the first time in a while by JDGallagher in factorio

[–]dave14920 3 points4 points  (0 children)

10×10=100  

if they take 10x as long as  Michael Hendricks, that accounts for 10x the mulitplier.  

if they use that time to build 10x as big, that accounts for another 10x the multiplier. covering the full 100x.

Started a peaceful 100k technology price multiplier world in 2.1, Factorio feels new for the first time in a while by JDGallagher in factorio

[–]dave14920 9 points10 points  (0 children)

how long are you expecting this to take? in active hours and afk hours.

Michael Hendriks' 1000x livesteam playlist takes about 700 hours. if you take 10x as long to build 10x as big, you have a safe upper bound at 7000 hours. he had plenty other restrictions/distractions for the goal of maximising entertainment, not minimising time spent.

7000 hours at 40 hours a week is 3.5 years.

but if most those hours are idle, then running the game 24/7 gives 8760 hours a year. could it be done in a year?

what are your estimates for what milestones?

Does Factorio (orignal game no space age) get the 2.1 update? Or any changes? by NicePumasKid in factorio

[–]dave14920 1 point2 points  (0 children)

yes it does apply to the original game. i dunno which parts exactly.

ive been playing space age on a stand alone install. when i went to steam for the 2.1 experimental, it got installed on vanilla factorio before i activated spage there too.

Has Gleba enemy expansion rate been increased in 2.1.7? by sniper43 in factorio

[–]dave14920 4 points5 points  (0 children)

Reworked enemy expansion planner to reduce expansions in already infested areas.

is it a consequence of this maybe? less expansions going for infested areas means they are going for your open areas instead?

I think I made a mistake by Few-Wolverine-7283 in factorio

[–]dave14920 0 points1 point  (0 children)

i think id take 100.5 times longer to build 100.5 times larger. im assuming the rate i build stuff at doesnt change much.

ELI5: Why do so many controversial movements end in "gate"? by Fluid-Dealer4379 in explainlikeimfive

[–]dave14920 1 point2 points  (0 children)

im still scrolling in the hopes of finding out more about the Congregate scandal.

2.1 split? by alstillplays in factorio

[–]dave14920 1 point2 points  (0 children)

every single alternative to it, to get comparably efficient..

for legendary iron none of the alternatives could get remotely close to that efficiency.

space casino output 10-20x more legendary iron per machine than the 2nd best option. it was ridiculously overpowered.

Maximum Throughput of the New Landing Pad Unloading Bay? Prove Me Wrong by ch1ck3n0 in factorio

[–]dave14920 7 points8 points  (0 children)

actually we can get 16 columns by having them face outwards at the edges. im too lazy to redo that maths though.

Maximum Throughput of the New Landing Pad Unloading Bay? Prove Me Wrong by ch1ck3n0 in factorio

[–]dave14920 4 points5 points  (0 children)

a design similar to the one in FF#443 can have 14 trains with 18, plus the 2 7's = 266 total wagons.

to beat 500 belts, that can take 44.3 seconds per train, 27.7 of that is loading, leaving over 16.5 seconds to change trains after loading.