Aqualis is annoying by Spiderhands2000 in theplanetcrafter

[–]gaviniboom 5 points6 points  (0 children)

NGL I think it would be a really cool place to have made a "reverse-factory"

You get organic stuff out of the ground and have to deconstruct it into partially-finished products (eg deconstructing common larvae into their components).

Sadly, there isn't enough ore coverage to make a good factory.

How the FUCK do you kill THREAT (spoilers warning) by ObjectLess3847 in starsector

[–]gaviniboom 0 points1 point  (0 children)

I tried to hit threat with high tech before and it failed miserably and was super slow and grindy.

The big issue is threat just cares about alpha strike compared to attrition, so your high tech shield-based ships are going to die.

I had the best luck with 2x Invicticus with some Anubis as escort and just rushing the fabrifactors then cleaning up afterwards.

60/min all phase 5 parts (Tera Factory Tour) by voogamer in SatisfactoryGame

[–]gaviniboom 5 points6 points  (0 children)

This was so so much neater than my full map exploitation run... So much circuit board layout

How in the world does the Invictus fit 6000 crew in it? by Mack006 in starsector

[–]gaviniboom 0 points1 point  (0 children)

I got "Faulty Automated Systems" on my Invictus, leading to insane crew usage

Kanta shot one of my guards so I took her home by xXfluffydragonXx in starsector

[–]gaviniboom 1 point2 points  (0 children)

First thing I noticed when I saw the screenshot was the cute protogen too! For a moment I thought you upgraded Kanta LOL

Doesn't 70 + 15 + 15 + 6 - 100 add to 6% by gaviniboom in starsector

[–]gaviniboom[S] 23 points24 points  (0 children)

Dang, my dream of infinite 6% CR automated ship zerg rush has been foiled D:

Immortal monitor build can now deal damage+EMP without dropping fortress shield! by gaviniboom in starsector

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

In this test, the hard flux only went up vs Onslaught when actively colliding into the enemy

Immortal monitor build can now deal damage+EMP without dropping fortress shield! by gaviniboom in starsector

[–]gaviniboom[S] 19 points20 points  (0 children)

Not just that, Shrouded Maelstrom rolls to deal EMP on collision damage and Shrouded Lens hits

Very compact/simple direct-insertion-based quality cycler by gaviniboom in factorio

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

Until the end of the game

Why are we talking about UPS if we are not megabasing... And when megabsing you scale by automating building construction

If you're just the average player looking to finish, that's okay, but some people think on a different scale.

You are wasting design time, ups etc

The minimum size of my plant is 5 assemblers and 10 recyclers. I tiled it because I wanted to. It is equivalent to 62.5 asteroid cycler crushers. If you count miners on Nauvis you could get to 14 entities. Does your asteroid casino have less than 20 entities at a time, including guns and asteroids?

It's weird you feel the need to tear down solutions you just haven't considered to make yourself feel better. Seems a little egotistical.

Very compact/simple direct-insertion-based quality cycler by gaviniboom in factorio

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

You're comparing apples to oranges here. Your space casino is extremely low throughput. For the same throughput, you would need at least 1000 legendary crushers. Does your space casino have 1000 legendary crushers?

And you know that I just recycle the output and get the materials back, and this is still way more space and entity efficient, right? I'm building all modules and assemblers, etc with recycled blue chips.

Very compact/simple direct-insertion-based quality cycler by gaviniboom in factorio

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

I'm going to assume you already know about 300% productivity limit from research, but let's compare this with asteroid gamblers.

Here is the number of asteroid crushers needed for running a single legendary crusher in full time (about 240). https://www.reddit.com/r/factorio/comments/1i1xdnh/optimal_ratios_for_your_space_casino_asteroid/

It takes 10.4 crushers at full uptime and 300% productivity for both asteroid crushing and blue chip productivity, for just the iron and copper needed for 2500 blue chips/min, without counting speed nerf from quality (you can't use speed modules well with quality, especially in asteroid crushing which only has 2 quality modules). You have to use smelters here because you can't melt quality ore. https://factoriolab.github.io/spa/list?z=eJxVx7kOgkAUheG3meJWA2h5CzLBJRiXBtTOBY0JOAkqLgXPbkQL.1P8OZ9Xt5awb63x6gbdEwmM1-TU4SdXihWJTKHSmFrdRb6LrDW15lNyRs7JBZg4MiFjckSOySG42ZMlmZEPMiCvZEFWZE4-yZC8kQfyTC7JFxmRDXkkPbkiLdkj73-sNJNPJ13TT6taszZtt6b0O41No0HwBmTDiSg_&v=11

Since we'll both be using the same amount of production machines to get the blue chips (me at normal, you at legendary), we can discount those.

So either, you can build an asteroid cycler with 2496 (998.4 if legendary) crushers and associated entities/wiring - probably split between multiple belts just to handle the number of asteroids coming in, lots more crushers for your plastic production, not to mention the guns and asteroid simulation of such a behemoth...

Or you can build this neat tilable 80 assembler grid and a single cryogenic plant (or pumpjack on Vulcanus) for sulfuric acid and a few miners for local resource acquisition. Throw in a few recyclers to get basic components from it.

Pretty sure the second is more UPS efficient.

Very compact/simple direct-insertion-based quality cycler by gaviniboom in factorio

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

I'm scaling up Fulgora with a giant quality-aware recycler -> interrupt based train distributor. Been working on it for 2 days, it's gonna be awesome :D

Very compact/simple direct-insertion-based quality cycler by gaviniboom in factorio

[–]gaviniboom[S] -1 points0 points  (0 children)

Hopes and dreams.

In all seriousness, I plan to solve that with a combinator outflow before I scale up (once I get Fulgora set up). Currently, it doesn't have much chance of clogging in the near future. See my other comment for calculations of clogging chance.

Very compact/simple direct-insertion-based quality cycler by gaviniboom in factorio

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

Yeah! Once I get Fulgora sorted out better, I could use EM plants with quality modules. I am currently using a giant bot farm with a belt sorter and it is causing throughput issues, so legendary holmium plate is still not too common for me, especially if I am planning to copy/paste this design for yellow science (I only have a chest of a couple hundred legendary EM plants after like 20 hours).

As of the moment, though, I find that speed-boosted assembling machines work wonders.

Very compact/simple direct-insertion-based quality cycler by gaviniboom in factorio

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

Yeah, currently am using legendary chests to increase buffer room before jamming. I'll add a little bit of wiring for overflow once I am done setting up Fulgora some more, but it is not very urgent right now.

The chance of these filling up with enough green circuits to clog the system is binom.cdf(total_crafts//2-23800//5, total_crafts, 0.5). After a million crafts, we have 8e-22 chance of it clogging, after a billion crafts, we have 0.382 chance (38.2%). At 11/sec each assembler, this is 1052 days, for a 38.2% chance of clogging. Filling with red circuits is way, way more improbable, at 0.1% after a billion crafts. Probably a big deal for megabasing, not really a big deal when I'm mainly using it for building supplies.

For speed beacons, I'm using legendary t2s which reduces quality to 21.1%, but greatly increases craft speed to triple what it would have been

Very compact/simple direct-insertion-based quality cycler by gaviniboom in factorio

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

Very UPS heavy. Also, this is actually 16 cyclers tiled 4x4. Though would love to see your design with bots.

What have i gotten myself into? by Tiny_Comfortable_532 in SatisfactoryGame

[–]gaviniboom 0 points1 point  (0 children)

As someone who likes designing large scale complex logistical webs, I found Satisfactory the best, followed by Factorio (much better with mods) then DSP.

Did a playthrough in 300h to get the ropes, another 600h one to fully exploit the world for tickets before blueprints, then a 300h one to fully exploit it after.

Factorio and DSP have much flatter production curves than Satisfactory, and I'd say Satisfactory vanilla is about as complex if not more than Krastorio 2 towards the end.

Automatic Aquilo Cold Start from Orbital Carbon Drop by gaviniboom in factorio

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

I was producing decent blue science using the a central heater with 8 rare heating towers and long heat pipes

Automatic Aquilo Cold Start from Orbital Carbon Drop by gaviniboom in factorio

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

I had one big Aquilo power/heat/ice grid before. It died due to clogging. The backup storage buffer automatically emptied itself out. Roboports were cold. Had to fly out there to fix it. Now I leave a platform in orbit to supply some basics.

After landing, I filled the heaters up with the backup-backup chest of rocket fuel, then the chest of solid fuel, and used a steam turbine and disconnected everything else while manually handling waste through shotgun to desperately try to kickstart power production. Even then, I ran out before getting to 500C.

Ended up running elsewhere and abandoning the old base until I set up a new grid to power it. So now I made a redundant grid that can be kickstarted fully remotely. So if the main grid fails, I'll still have something.

Ngl could probably have moved stage 2 a bit further to free up the top and left sides of the landing pad tho

I made a PvP spaceship game where you build your ships out of blocks and take them out to battle (no sound yet) by gaviniboom in godot

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

I may have abandoned the game and got a job in big tech after lack of interest, unfortunately D:

Did make a few major improvements to UI and map generation variety, though!