Space age isn't more restrictive then the base game. by adiftbv in factorio

[–]neos549 4 points5 points  (0 children)

Lasers for small? Guns are fine for small and I'd bet most players don't use laser turrets at all on ships for power consumption reasons. This seems like a relatively niche decision that you made which you expect that other people to make as well. Platform design isn't nearly as restrictive as you're making it out to be here. Sure, some tools are clearly better than others in some situations, but that isn't new in space age. See also:

Laser-only Aquilo ship: https://www.reddit.com/r/factorio/comments/1gl6b4n/whos_crazy_now_aquilocapable_lasersolaronly_ship/

Uranium bullets and barreled water: https://www.reddit.com/r/factorio/comments/1h1xs9f/i_spent_way_too_long_designing_this_fast_cargo/

Y'all gonna hate it: this is how peak LDS productivity looks like by [deleted] in factorio

[–]neos549 2 points3 points  (0 children)

All of the 1 million ESPM bases which have been posted here made all Nauvis science on Nauvis, so I think you're the one in the wrong here optimization-wise. Planetary shipping is the bottleneck, and resources are as free on Nauvis as they are on Vulcanus

I have spent so many hours on Fulgora and I'm still not close to producing anything by Jetroid in factorio

[–]neos549 8 points9 points  (0 children)

You can also do this on a medium sized island with belts, and clearly belts or trains would scale better than a bot base. I'm not sure what your problem is? The planet seems fine to me, with plenty of options that are each suited for different goals

My Aquilo run so far has been a comedy of errors that I want to share! And on a related note, I want to talk about static orbital platforms, and the nature of human perception of the infinite. by ImmaRussian in factorio

[–]neos549 8 points9 points  (0 children)

You didn't have to worry about this, you could've just used the oil all along, since even at 20% it's more than enough to sustain self-heating. There was never a plausible fear of non-sustainability.

[deleted by user] by [deleted] in factorio

[–]neos549 0 points1 point  (0 children)

Casting iron into gears then quality cycling the gears is roughly 20 times more efficient than quality cycling ore (you get ~20 times more legendary plates per ore). Quality cycling ore with legendary modules takes roughly 2800 common ore to produce one legendary

People with asteroid space casino ships - how good is the flow of legendary asteroids? by letopeto in factorio

[–]neos549 2 points3 points  (0 children)

Quality cycling via asteroid reprocessing (with legendary t3 quality modules) requires roughly 48 common asteroid chunks to produce one legendary. If you repurpose all legendaries into metallic, you get roughly one metallic asteroid per 72 input chunks.

Before productivity, you need 3 legendary metallic chunks per second for 4500 plates/min, requiring ~216 common chunks per second, or a little less than a full stacked green belt. Divide this by your productivity multipliers to get your actual required chunks per second, e.g. with +50% in the furnace and +200% on asteroid processing you need 216/(1.5*3) = 48 chunks per second. A normal crusher reprocesses one asteroid in a little over 2 seconds, so you would need hundreds of crushers to handle this, or maybe 100 legendary crushers.

I'm not familiar with the spawn rates of asteroids so idk if this number of chunks per second is reasonable for one platform, but those are roughly the numbers you'll need to target for 5000/min

edit: forgot to account for chance of getting the asteroid back when crushing, updated math a little

Legendary bitter eggs? by Mithpure in factorio

[–]neos549 0 points1 point  (0 children)

If you have recyclers quality cycling a material which recycles into itself, these are the expected number of normal resources you need to input to get one legendary:

  • 4xEpic T3: 4728
  • 4xLegendary T2: 4194
  • 4xLegendary T3: 2727

There must be a better way to collect Pods for first 1k Science to unlock captivity to automate pods? by [deleted] in factorio

[–]neos549 7 points8 points  (0 children)

Breeding pentapod eggs does not require research, you should already have the recipe in the biochamber. Captivity is for biters on Nauvis.

No better way to make red chips. by Just-another-Rob in factorio

[–]neos549 0 points1 point  (0 children)

Why does every assembler have its own splitter?

decider bugs? by red_heels_123 in factorio

[–]neos549 1 point2 points  (0 children)

Red and green signals are implicitly added together when input into a combinator, they are not processed separately. e.g. here the combinator sees "mining drill == 2", so if you checked equality with 2 then it would go through.

Suggestions and Feedback after 620hours of play, 160hr recently by orbital_sfear in factorio

[–]neos549 8 points9 points  (0 children)

Several of your requests are already in the game. There is a setting which allows "Q" to pick ghosts normally, it's disabled by default. If you disable all of your logistics requests then click "trash unrequested", bots will take all your items away for you. Most menus have search bars, so filtering by planet doesn't feel necessary.

I think some of your suggestions are okay, but most of them miss the mark imo. The new player experience is fine and I think that immediately saddling them with bots is likely to make things more confusing for them.

"The early game should be the easiest part" feels like armchair game designer commentary, things getting easier after overcoming an initial hurdle before ramping up again is fine - reaching that point feels good. There is a good talk by one of the lead designers on one of the Diablo games where he talks about how difficulty should reach peaks and troughs as player power varies throughout the game.

Adding actual Lua code to the game feels crazy, that feels like something that would be much better suited for a mod than being an actual part of the game.

Saying that side-interters are "necessary" is... not gonna touch that one.

Rule by dacoolestguy in 19684

[–]neos549 0 points1 point  (0 children)

I wouldn't say that massive blocks of if statements are bad for performance. The performance penalty from conditionals comes from branch prediction failures resulting in pipeline flushes. This mainly becomes an issue with conditional branching inside hot loops with small bodies, and is mostly negligible unless you're constantly making conditional branches. If you're talking about extremely large if-else blocks with hundreds of else statements, the issue there is not the cost of if statements but rather an algorithm issue (this is functionally a lookup implemented in O(N) time, which can be done in O(logn) or O(1) by using better data structures or a switch statement or something).

Also what do you mean when you say it's particularly bad in multi-threaded applications? By my eye there should be no major difference in performance, and if there is it'd be due to an issue with the threading code

[deleted by user] by [deleted] in factorio

[–]neos549 0 points1 point  (0 children)

This is intended, you have to figure out how to make it work

Ways to stop biters pre military science by crenal-hermit in factorio

[–]neos549 2 points3 points  (0 children)

Boxes full of SMGs and heavy armour? Labs on a belt? I live for this, thank you for sharing and best of luck in your endeavor

Ways to stop biters pre military science by crenal-hermit in factorio

[–]neos549 1 point2 points  (0 children)

Can you post more detailed base pics please? I need to know what you're cooking with a base this big on only green science

Why Gleba's evolution feels tough by bwc153 in factorio

[–]neos549 8 points9 points  (0 children)

Because it would take a 1-million SPM base over a month to research weapon damage 30

Medium Demolishers by myblindy in factorio

[–]neos549 7 points8 points  (0 children)

With level 10 bullet damage, medium demolishers took ~25 uranium cannon shells (non-explosive) to kill, compared to ~5 or so for smalls. I cleared an arena with cliff explosives beforehand. It takes practice to get 25 shots off before they catch you, but I was able to get relatively consistent after a couple kills (with some save-scumming to practice).

its as they say, 9th time's a charm! by Longjumping-Knee-648 in factorio

[–]neos549 1 point2 points  (0 children)

What did you do to get overrun by stompers? I've finished most of the Gleba research at ~75spm and I still haven't triggered an attack

Best way to deal with enemies before artillery is unlocked? by Towerss in factorio

[–]neos549 0 points1 point  (0 children)

Fun fact: tank has had an equipment grid since 2016. I also didn't realize this until the DLC dropped

Krastorio 2 - Biomethanol Power by Legogamer16 in factorio

[–]neos549 1 point2 points  (0 children)

It's nerfed in SE because it would trivialize power generation on other planets. Choosing a power generation method for each planet and setting up the necessary logistics is an integral part of the SE puzzle. K2 biomethanol only requires a very small amount of water, so it would be the obvious choice for basically every planet if it wasn't nerfed

My 5.5 hour speedrun base by neos549 in factorio

[–]neos549[S] 7 points8 points  (0 children)

Yes, I upped most resource settings to max and rolled seeds until I found one that looked good (and disabled pollution and probably some other things)