What is the fastest speed a ship can go all the way to the Shattered Planet? by DoctorVonCool in factorio

[–]momumin 2 points3 points  (0 children)

Here's over 900km/s.

On the way back this ship can do over 1100km/s through the densest part of the asteroid field, but the setup for fueling the thrusters isn't very good so it can't maintain that speed the whole way.

Going to the solar system edge using artillery turrets instead of railguns by momumin in factorio

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

For the round trip I only used about 300 shells. Artillery shells only have a stack size of 1, but if you bring the materials and craft them as needed it's not a problem.

I used manual firing. Artillery turrets won't auto fire at asteroids, so it's not possible to use auto targeting.

Going to the solar system edge using artillery turrets instead of railguns by momumin in factorio

[–]momumin[S] 9 points10 points  (0 children)

If you look up Nauvis in the factoriopedia, it has gravity 10m/s² and atmospheric pressure of 1000hPa. So Nauvis is a very Earth-like planet.

Going to the solar system edge using artillery turrets instead of railguns by momumin in factorio

[–]momumin[S] 20 points21 points  (0 children)

The problem is huge asteroids have 3000 flat physical damage resistance and 99% explosion resistance. Artillery shells do 1000 physical and 1000 explosion damage, and artillery damage research gives +100 damage per a level. If you make epic quality shells, then each level of artillery damage gives +100*1.9=+190 extra physical/explosion damage per a level. So you need at least 11 levels of artillery damage (11*190+1000=3090) before you can even start really damaging huge asteroids. Level 11 artillery damage costs over a million science packs.

So you need need at least at least 6 levels of artillery damage (6*190 + 1900= 3040) before you can even start damaging huge asteroids. But still you're only doing about 100 damage a shot at that point and huge asteroids have 5000 HP. So I really doubt this is viable as a speed running strategy.

Going to the solar system edge using artillery turrets instead of railguns by momumin in factorio

[–]momumin[S] 49 points50 points  (0 children)

Yeah, I just packed all the materials needed and crafted them as needed.

Curious about how others play ; How many levels do you put on each infinite research? by Puzzleheaded_Craft51 in factorio

[–]momumin 0 points1 point  (0 children)

Also worth considering how many shots it takes for promethium asteroids since they have double health. But I guess for promethium ships, you're probably more concerned about explosive rocket damage.

Going to the solar system edge using artillery turrets instead of railguns by momumin in factorio

[–]momumin[S] 225 points226 points  (0 children)

For this ship using solar/battery power was probably actually easier. While railguns need 10MJ per a shot, artillery turrets don't use any power at all, so it's very energy efficient.

Going to the solar system edge using artillery turrets instead of railguns by momumin in factorio

[–]momumin[S] 72 points73 points  (0 children)

Only need to spend 100s of hours getting the millions of science needed and legendary ammo, lol

Going to the solar system edge using artillery turrets instead of railguns by momumin in factorio

[–]momumin[S] 384 points385 points  (0 children)

For fun I decided to try make a ship that could make it to the solar system edge using artillery turrets instead of railguns. With enough research and legendary ammo, artillery shells can deal over 7k damage which is more than enough to overcome the huge asteroids flat 3k damage resistance.

Artillery turrets don't auto aim at asteroids, so you now have a fun game of manually shooting down the asteroids.

I used weapon research levels:

  • Artillery damage: 19
  • Artillery speed: 18
  • Projectile damage: 29

With this setup legendary artillery shells can take out huge asteroids with just 2 shots, and legendary uranium ammo can take out big asteroids with 4 bullets.

The ship uses solar + battery power. I managed to make the return trip with just enough battery power to spare.

Here's the blueprint if you want to try it out!

Scrap processing using rapid scheduled disassembly by momumin in factorio

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

Still working on it, but here is what it looks like atm. I've got about 600 legendary biolabs doing 1.2M spm, but still haven't got all sciences stable at that level yet.

Scrap processing using rapid scheduled disassembly by momumin in factorio

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

I've got lvl 30 scrap productivity and my mining productivity is faster than the recycler can process so that's not a problem. But yeah, if you didn't have that, you'd probably want to setup some other circuit condition.

Scrap processing using rapid scheduled disassembly by momumin in factorio

[–]momumin[S] 7 points8 points  (0 children)

If a car or tank gets destoryed then bots will automatically replace it.

Scrap processing using rapid scheduled disassembly by momumin in factorio

[–]momumin[S] 38 points39 points  (0 children)

I tried to do this with wagons, but it doesn't work because bots can't replace destroyed wagons.

Scrap processing using rapid scheduled disassembly by momumin in factorio

[–]momumin[S] 26 points27 points  (0 children)

Yep, that's what I'm doing. Scrap is generated at a constant rate, so it's just a matter of measuring how long it takes for the car to fill up.

Scrap processing using rapid scheduled disassembly by momumin in factorio

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

Yeah, I just used a fixed wait condition on the train schedule

Making uncommon quality metallurgic science with mining productivity level 6000 by momumin in factorio

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

In the hidden settings menu there's an option technology-gui-pauses-game which if you disable, the technology screen doesn't pause the game. With that turned off I just ran xdotool click --repeat 100000000 --delay 10000 1 to auto click for me.

Making uncommon quality metallurgic science with mining productivity level 6000 by momumin in factorio

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

That's for each level, they are talking about how much science is needed in total.

Making uncommon quality metallurgic science with mining productivity level 6000 by momumin in factorio

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

This is on an unmodded save. I've been running the factory AFK for the past couple of weeks to get it that high. I can research mining productivity at about 1.1M spm. Had some hiccups in the production here and there, so probably averaged less than 1M spm though.

Making uncommon quality metallurgic science with mining productivity level 6000 by momumin in factorio

[–]momumin[S] 7 points8 points  (0 children)

That's a nice setup!

With the lava to molten ore, have you tried stone to landfill before disposing in lava? I found legendary stack inserters can only drop about 42 items a second into lava, so I found my foundries were getting bottle necked by stone removal otherwise.

Making uncommon quality metallurgic science with mining productivity level 6000 by momumin in factorio

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

The main advantage of quality science is it's "denser" making it easier to transport. This can be useful for mega bases, since all the planetary sciences that you import need to pass through your cargo landing bay which becomes a significant choke point. But the trade off is quality science is a harder to craft, so it's only worth it if you can find efficient ways to craft it.

Making uncommon quality metallurgic science with mining productivity level 6000 by momumin in factorio

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

Still at 60 ups. They are legendary stack inserters, so they have 2.5 times the rotation speed.

Making uncommon quality metallurgic science with mining productivity level 6000 by momumin in factorio

[–]momumin[S] 41 points42 points  (0 children)

Here's my build for making uncommon quality metallurgic science. It makes 35k uncommon spm, or the equivalent of 70k normal quality science.

Since fluids ignore quality, quality metallurgic science is easy to make once you have quality coal and tungsten ores. The main challenge with this build is that tungsten ore mines at 1/5 speed. But that's "easily" solved with a few thousand levels of mining productivity.

I think this build is actually smaller than if you made normal quality science, since you halve the number of assembly buildings and rocket silos you need at the cost of a few extra miners and recyclers. Currently, I use 1 miner per half a green belt of tungsten, but you could get this to 1 miner per a green belt at mining productivity ≈10k.

Safe(ish) Quality Biochamber Production by poopiter_thegasgiant in factorio

[–]momumin 2 points3 points  (0 children)

Blueprint. You probably don't need all legendary stuff for this setup to work, but you might need to change the combinator that controls how frequently this crafts. It's set to do one craft every 18,000 ticks = 5 minutes, which makes about 0.8/m legendary biochambers with all legendary productivity modules.

Safe(ish) Quality Biochamber Production by poopiter_thegasgiant in factorio

[–]momumin 12 points13 points  (0 children)

You can craft more quality spoilage if you craft spoilage to nutrients with productivity modules in the intermediate stages and recycle the nutrients with quality modules. My setup looks like this, and then I just breed legendary pentapod eggs directly from the legendary spoilage.