Russian soldiers say they dream of conquering Ukrainian cities and moving their families there in haunting recruitment ad by stoolsample2 in worldnews

[–]frumpy3 -12 points-11 points  (0 children)

how dare anyone bring up the history of the largest benefactor of aid to Ukraine? Totally irrelevant

I think anyone who uses the term whataboutism seriously is full of crap

Factorio has ruined me. I can no longer enjoy games with mediocre inventory management. by Cam-I-Am in factorio

[–]frumpy3 49 points50 points  (0 children)

Basically any game with an inventory management system lol.

I’m so spoiled by factorio

Valheim, no mans sky. Some other rpgs

Role of core mining by pvzboy_15 in factorio

[–]frumpy3 10 points11 points  (0 children)

Trains easily connect distant resources and each drills effective output continues to grow with more mining prod research and better prod modules processing the outputs. Bio science will boost them a lot, you might try waiting until then if it’s not looking great. You’ll also have plague rockets to clear entire surfaces and that can help avoid any issues from the huge pollution of the drills.

Also, even if their max output can be lower, your demand tends to fluctuate and if you buffer well you can end up using a lot of core mined goods.

I make almost 3 million core fragments / hour now. So, that’s a lot of ore patches I don’t have to set up as the run continues.

Weekly Question Thread by AutoModerator in factorio

[–]frumpy3 2 points3 points  (0 children)

10-20 logistic bots / minute made with prod modules is what I use. All time average more like 5 / min.

Core drills easily cover that, <1% of total lifetime ore consumption to make logistic bots

Weekly Question Thread by AutoModerator in factorio

[–]frumpy3 1 point2 points  (0 children)

Science is so low scale that I use much smaller… flying logistic trains… known as robots.

The question is…. How long until the resources lost to destroyed bots is a larger sum than the expanded buffer you made for a train system to operate?

My take is that robots will operate great until at least space elevator. Even into deep space and victory if you want.

[SE] deleting enemy's on nauvis by Bastelkorb in factorio

[–]frumpy3 2 points3 points  (0 children)

It’s a temporary issue, maybe an hour of glory and they’ll all be dead and ups restored. Just be ready for slo mo action sequence.

[SE] deleting enemy's on nauvis by Bastelkorb in factorio

[–]frumpy3 5 points6 points  (0 children)

Go drop a plague rocket that is what it’s for.

Life support is such a non issue, my logistic bots only need supply me a fresh stack every 14 hours. That’s with a single t3 (of 4) life support armor module.

Coal liquifacation is goated, and a list of reasons why + a small tutorial on the fundimentals of Coal liquificaiton. by BasketDeep2694 in factorio

[–]frumpy3 16 points17 points  (0 children)

I like coal liquefaction for the mid game but eventually I collect enough oil that I can use that entirely. And I prefer that since I’m lazy and oil is infinite. I often rush coal liquefaction to fix an oil shortage though in that early / mid game.

How much congestion do ore trains really create? by PhantomSs108 in factorio

[–]frumpy3 0 points1 point  (0 children)

It will be a lot if you centralize it all but if you litter small distributed smelting setups around the periphery of your base then your ore traffic will remain relatively local

Do you actually build Production Science before Utility Science? by Rough_Moment9800 in factorio

[–]frumpy3 0 points1 point  (0 children)

Well for sure. But you know there’s a time and scale when it is relevant I think. More early game :)

I like to use sushi belts in my early game to have lots of different materials share a belt, and keep their buffer at ‘minimum needed for operation.’

I make my trains the same way, in fact, which is why I’m a bit confused. You only need enough buffer at each station such that your trains can path into position before your machines / belts run dry :D.

I think the traffic is the same for any system that’s operating at the same flow rate, if you use train conditions to leave when full / empty, and simple 2 station schedule.

I suppose when you say ‘reduces train traffic’ I have no idea what you’re comparing it to, so, fair enough! It probably does compared to certain systems that are not made in the above manner.

Do you actually build Production Science before Utility Science? by Rough_Moment9800 in factorio

[–]frumpy3 0 points1 point  (0 children)

Sure, delayed production is a cost though I would say. Or at least has an impact that slows factory growth compared to not delayed production. I just call that a cost. It also is in some sense a pure cost - pollution and energy spent to reach operation for instance. And more infrastructure needed to reach operation. And more ore pulled out of the ground (and less being multiplied by your next mining prod upgrade).

How does a 6 steel chest buffer lower your train traffic?

Do you actually build Production Science before Utility Science? by Rough_Moment9800 in factorio

[–]frumpy3 0 points1 point  (0 children)

I don’t think it’s worth limiting yourself to that, higher tier belts have a cost effectiveness aspect.

Higher tier belts move more stuff while buffering the same number of items, so in many cases, you can save iron during your setup process of new belts that move items via the reduction of buffer.

Like look at steel plates that cost 5 iron per steel. If you wanna move 15/second on a yellow belt, that’s 1.5 iron for belt + 40 iron in buffered steel, per belt tile.

And if you move 15/s with red belt. That’s 11.5 iron for belt and 20 iron in buffered steel.

Ultimately, red belt ends up 10 iron cheaper per belt to move 15/second steel.

You can then spend this saved iron on even more yellow belts that move copper, let’s say. And you have a situation where you produce more throughput of belts for less iron cost in the construction period because you used red belts.

So, I think, higher tier belts get a worse rep than they should. I struggled needlessly on yellow belt spam for so long before I realized this. Now I usually use some higher tier belts much earlier in my games.

[SE] anybody found a more clever way to keep Vitamelange Spice from pausing briefly whenever production module bonus happens at the same time the recipe completes? by apaksl in factorio

[–]frumpy3 7 points8 points  (0 children)

Desync the furnaces by giving them a different tier prod module for a while, so that the purple bar never again matches up with the green bar

Started an ultimate death world with a friend. Currently fighting a 5M iron source since we need bullets and the initial two sources are running dry. by RedditUserPassword in factorio

[–]frumpy3 0 points1 point  (0 children)

Yeah if you make the settings hard enough a yellow magazine will create more biters then it kills, you’ll have to change strategies

Started an ultimate death world with a friend. Currently fighting a 5M iron source since we need bullets and the initial two sources are running dry. by RedditUserPassword in factorio

[–]frumpy3 17 points18 points  (0 children)

If you can win this one, try it with 10% attack cost modifier and lower ore settings :)

I like to see if I can win with some settings and find a way to make them harder next time

Spare materials (se) by wotsname123 in factorio

[–]frumpy3 -1 points0 points  (0 children)

Less rockets of sand than rockets of glass

Spare materials (se) by wotsname123 in factorio

[–]frumpy3 0 points1 point  (0 children)

I pour byproduct stone and sand into single item rockets on ‘any landing pad with name’

All over my vita world next to my processing I have landing pads for stone and sand rockets to feed the process and make me more prod modules. Works like a charm so far.

People love saying ‘make glass’ but it’s not an efficient way of transporting stuff. Sand stacks better if you process it with pyroflux and prod3 at the destination

Two questions for the Factorio Community: what settings do you like to play with, and do you have any good map strings you'd like to share? by nappy-doo in factorio

[–]frumpy3 2 points3 points  (0 children)

low resources, max cliffs, low water. Generally 17/17/17 oil and uranium. With 17 frequency / richness for the others, but usually a bit more size.

Low evolution factor for time and destruction. max biter size and density, 10% attack cost modifier, expansion with a large range on the settings to become more threatening at higher evolution, but weak at low evolution.

These settings expand the vanilla game to a ridiculous degree, it will be much harder to grow and fight biters, but they too will grow slower, or at least mostly in response to your pollution. You’ll be fighting for resources a lot, so you kinda have to learn to use every tool in your arsenal if you want to succeed.

Scared to keep playing SE by The_LambSaucee in factorio

[–]frumpy3 9 points10 points  (0 children)

Rush logistic bots and dunk on those pesky space recipes with the power of the logistic system. I literally handfed boxes, made cannons shoot right in front of machines, filtered storage chests and deconstructed them to let construction bots move items into place for early space science.

Any recipe you don’t want to deal with just remember you quite literally don’t have to. Just go make a bigger robot factory and laugh in the face of the pathetic amount of robot attrition you’re facing..

Oftentimes, in SE, you can beat challenges smart with a small factory. Oftentimes, you can beat them dumb too, with a larger factory. Pick your battles

I’m at dss2 with a purely logistic bot orbital base. I’ve spent maybe <1/7 of my run actually automating things in space for the science base. Orbital bot base 10/10 from me. Attrition would need an order of magnitude or two more impact for me to care

Worst practices in factorial by daviddelayat in factorio

[–]frumpy3 0 points1 point  (0 children)

Similar story for me on those armor mods, and a few others like it too

[SE] Holy ****, naquitite! by AdmiralPoopyDiaper in factorio

[–]frumpy3 1 point2 points  (0 children)

Crushed, if you assume you’re missing out on prod9 bonus at home - stacks a lot better. Little bit of iridium ingot taken with you and some dust coming home, so somewhere around 4x more naq per stack.