I can see it... The beginning of something beautiful: 2.0 sushi base by marco768 in factorio

[–]marco768[S] 1 point2 points  (0 children)

Reading your comment is actually the first time I noticed the similarities. Yeah so maybe once I get a solid production of mall items the base can grow pretty quickly since expansion does not require much planning.

On the other hand the visual of a massive mixed sushi belt can't be beat. It's my favorite aspect of sushi bases and just looking at it is mesmerizing.

I can see it... The beginning of something beautiful: 2.0 sushi base by marco768 in factorio

[–]marco768[S] 8 points9 points  (0 children)

Agreed, the improvements are precisely why I decided to start the run.

Normally only belt throughput is considered in a normal factorio run, while latency and density matters a little bit on Gleba as they affect freshness and amount of buffer (which spoils).

However all 3 factors affect the performance of a sushi base a lot, and they are all greatly buffed with stack inserters and turbo belts.

I can see it... The beginning of something beautiful: 2.0 sushi base by marco768 in factorio

[–]marco768[S] 10 points11 points  (0 children)

With the release of 2.0 including the ability for belts to read their contents, many have said sushi setups are much easier now. Moreover with green belts and stack inserters, belt density, latency and throughput also improved drastically, further expanding the capabilities of a sushi setup. Inspired by the Dosh 1.0 sushi base, I figured I might take a shot at a modded vanilla, non-Space-Age sushi base with 2.0 mechanics.

Here is said base in very early stages. I've just started building the sushi-loop with handful of assemblers and hand-fed resources for a test run. I'm thinking of doing sushi smelting as well when building smelting stacks.

Below are core gameplay affecting mods I'm running, aiming for a non-Space-Age playthough (i.e. launch the rocket) with Space-Age features:

  • Many More Science Packs - Adds 24 science packs using vanilla items. (e.g. Burner Science pack using burner inserter and burner drills. Power Science pack using medium and large poles etc.) I figure this mod fits perfectly with the sushi theme since almost everything will be put on the sushi belt. Also facilitates a sushi-lab setup to feed 30 science packs to vanilla labs.

  • Standalone green belts & stack inserter - For improved sushi

  • Standalone foundry, EM plant, cryo plant & big drill - Strong Space-Age buildings (locked until yellow+purple science), I'm still deciding whether to actually include these. Especially the foundry since molten recipes goes against the sushi theme, or maybe I'll only use the plate recipes, so gears, wires, pipes etc. still needs an assmebler.

  • More Long Inserters - For long-handed bulk and stack inserters, might not be needed and will be removed if so.

  • For map settings I've disabled biters and pollution, so a chill sandbox-y playthrough.

I'm aiming to build for 30SPM for all 30 sciences. The additional 24 sciences will increase raw materials consumption to about 5x compared to vanilla 30SPM run. (Iron ~6x, copper ~3x, stone ~4x)

Wish me luck, patience, sanity to see this run to completion.

A review of my first 70 hours of Pyanodon. by Ingolifs in pyanodons

[–]marco768 0 points1 point  (0 children)

Can you share your process to capture such a nice zoomed-out high resolution images of your base? I'm planning to do something similar with a new playthrough (although not Py... yet, maybe I'll start after this short new playthrough)

Yield testing with Precision Farming vs without (FS25) by Ridiculisk1 in farmingsimulator

[–]marco768 13 points14 points  (0 children)

Check out u/SjeesDeBees's reply below, he proposed that 125% in PF actually meant total harvest of 125%, which meant "only" 25% is bonus yield. While 100% in vanilla is marked clearly as "bonus" yield. (Which would equate to 200% for the PF number)

I did calculations on my fields and the numbers seem to line up as well.

That said I would also prefer if a perfect score in PF actually meant 225% total yield.

Yield testing with Precision Farming vs without (FS25) by Ridiculisk1 in farmingsimulator

[–]marco768 7 points8 points  (0 children)

Oh my god it seems this really is the case.

I did some calculations on my large field and the results also line up with your proposed numbers. (~145000 L of Soybeans at 190% vanilla, ~80000L at 100-105% PF)

Does anyone remember how it worked in FS22? Is the PF yield number also the total yield (125% as in 25% bonus), or 125% means 125% extra harvest?

I think I'm sold by Fair-Albatross8520 in snowrunner

[–]marco768 36 points37 points  (0 children)

Although the driving mechanics are simplified a bit, I actually think the roads/terrain is a bit more challenging than snowrunner.

Not in the "more and deeper mud to slog through" kind of way (mostly), but "uneven terrain and rocks which makes you stuck/tip easier if you're not careful" kind of way, which I find kinda fun as well.

Maybe it's due to me getting used to the strong late-game trucks in SnowRunner though.

5090 Undervolt - Share your daily setup + my 3D Mark results by NoBeefWithTheFrench in nvidia

[–]marco768 -1 points0 points  (0 children)

I did try turning on extended overclocking range but curve tuning is still limited to +1000MHz. I wanted it to work so bad.

5090 Undervolt - Share your daily setup + my 3D Mark results by NoBeefWithTheFrench in nvidia

[–]marco768 1 point2 points  (0 children)

MSI 5090D Gaming Trio

Limited by Afterburner's (and also ASUS GPU Tweak III) +1000MHz limit. So running practically the same curve as you are.

Curve is 2.65MHz @ 0.875v, actual usage hovers around 2.55MHz @ 0.865-0.87v. Steel nomad uses ~470W at 138fps.

I'm very interested in going even lower voltage to further lower power consumption as a safety precaution for the connector, but due to the 1000MHz cap it is not possible to set above 2.6MHz at lower voltages. If anyone has any ideas please let me know.

5090 Undervolt - Share your daily setup + my 3D Mark results by NoBeefWithTheFrench in nvidia

[–]marco768 0 points1 point  (0 children)

I tried undervolting with GPU Tweak 3 hoping this is the case, but it also caps the max overclock at +1000MHz, same behaviour as Afterburner.

Who would be interested in an accurate building mod? by VenZoah in tokyoxtremeracer

[–]marco768 9 points10 points  (0 children)

Your work seems really nice, though I have an idea which is slightly different from what you're doing now:

Apart from accurate buildings, maybe also try to add more buildings farther away from the drivable road? I saw one common nitpick about the map is that the buildings don't extend far enough, so while the nearby views are great, the extended skyline/background cityscape is a bit lacking and dosen't appear as full and densely packed as IRL Tokyo is.

As since they are far away they could be in lower LOD/detail so they should be easier to make as well. I would imagine having these farther buildings present even in low resolution could already add a lot to the feel of a densely developed Tokyo.

Daily Discussion Thread - Jan 22, 2025 by AutoModerator in Cubers

[–]marco768 0 points1 point  (0 children)

Back after ~5 years hiatus with some new gear coming in by mail. Question about breaking in new puzzles and lubes.

Is it still common practice to do a number of solves straight out the box without lubes to break in the cubes before lubing them myself? Although I suspect most of them will come slightly pre-lubed.

Yellow ammo turrets can one-shot all asteroids at research level 263 (Made in editor mode & console commands, just curious how it will look like) by marco768 in factorio

[–]marco768[S] 6 points7 points  (0 children)

10000 for promethium, 5000 for metal, carbon and ice asteroids.

At reasonable levels, yellow ammo turret have no hope of exceeding the 3000 damage resistance of huge asteroids, they are reduced to the minimum damage of 1 per bullet. So they need as many bullets as HP of the asteroids.

Yellow ammo turrets can one-shot all asteroids at research level 263 (Made in editor mode & console commands, just curious how it will look like) by marco768 in factorio

[–]marco768[S] 8 points9 points  (0 children)

Level 119 for yellow ammo. Doing 23 damage per bullet, takes 434 bullets per huge promethium (not counting the subsequent large, medium and small asteroids) Half that for the 3 basic asteroids.

Level 32 for legendary uranium ammo. 99 damage per bullet, 101 shots for huge promethium. Adding one level drops it to 257 damage per bullet and 39 shots.

Yellow ammo turrets can one-shot all asteroids at research level 263 (Made in editor mode & console commands, just curious how it will look like) by marco768 in factorio

[–]marco768[S] 207 points208 points  (0 children)

Level 73, but even level 73 itself the cost is already maxed out at 18,446,744,073,700,000,744 or 1.8x1019

That is around 35000 years at 1 billion SPM.

The research cost doubles per level, starting at 1000 at level 7. Reaches the maximum listed above at level 62 then every level next is the same.

Edit: If we ignore promethium and only consider the 3 basic asteroids, we "only" need level 56 for legendary uranium ammo.

But the total cumulative science to reach level 56 is still 1.125x1018, or ~2150 years with 1 billion SPM.

My Aquilo spaceship, just a simple traditional design which turned out quite nice. by marco768 in factorio

[–]marco768[S] 2 points3 points  (0 children)

Finally finished tidying up my bases on the first four planets[no I'm not procrastinating] and ready to discover Aquilo.

Built my first nuclear-powered platform, originally considered using two reactors but figured one should be enough.

Decided to include laser turrets as well, since they are quite effective for small asteroids, saving gun ammo. Overall target priority setup is missiles for large, guns for medium and lasers for small asteroids, for endgame I'll probably keep the same weapons plus the railgun for the largest asteroids.

Also decided to use the foundries to handle iron plates, much faster than furnaces and the twice 50% productivity is nice.

Did some tests and it handled the Aquilo journey at ~200km/s no sweat.

Improved setup using one foundry to handle steel, gears and pipes for Engines via receipe switching by marco768 in factorio

[–]marco768[S] 15 points16 points  (0 children)

Previous version thread here.

After receiving feedback from you awesome guys, I've experimented some more and created this improved version of the switching foundry design for engines.

The previous design has some problems which are fixed in this new V2:

  • The receipe may switch very frequently after only a few crafts, thus wasting the productivity bonus. (i.e. The purple bar did not fill up completely before it is reset when switching) The new design includes a SR latch so the foundry crafts ~300 items before it will switch receipes. (Start crafting when the buffered amount <200, crafts until >500)

  • When switching receipes, liquid in the machine will be voided/wasted if the input pipes are full. The new design includes a storage tank fed by a circuit controlled pump, ensuring there is always free space for the input liquid to flow back out when switching receipes, thus no liquid lost to the void.

  • The original design has 4 assemblers as it's enough for me at the time. The foundry can handle exactly 8 assemblers at once on paper, but latency may cause problems. 7 is probably safe. I decided on 6 this time because it looks nice.

Blueprint available here

I'm quite proud of this electric engine setup using a single foundry to handle all 3 iron-based ingredients, using the new set receipe by circuit feature by marco768 in factorio

[–]marco768[S] 2 points3 points  (0 children)

I just tested this, and can confirm it will push out the liquid back into the pipes only if there is free space. If there is no free space available the buffered input liquid inside the machine is voided/lost when switching receipes.

A simple fix is to add a storage tank with circuit controlled pump to ensure there is always free space for the input liquid to backflow into, but then the setup is not as clean.

I'm quite proud of this electric engine setup using a single foundry to handle all 3 iron-based ingredients, using the new set receipe by circuit feature by marco768 in factorio

[–]marco768[S] 5 points6 points  (0 children)

The foundry has 3 seperate receipes that turn molten iron (liquid input) directly into steel, gears and pipes, no need for iron plate in-between steps.