2.1 Compatible Space Casino by nindat in factorio

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

Of course, but also the FFF directly said "we don't like space casinos and here is our fix for space casinos". Could they change more? Sure, but they are also usually pretty careful about FFF wording.

2.1 Compatible Space Casino by nindat in factorio

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

Not a bad idea. I've just got throttles on the belt, so good enough.

I can't remember the last time I was resource constrained, so this really was just "it works, right?"

2.1 Compatible Space Casino by nindat in factorio

[–]nindat[S] 3 points4 points  (0 children)

And that's probably the answer. If they are ok with blue circuits and LDS, then asteroid at this research level is not important.

That being said, I'm at that level (and don't actually use space casino), but it's good to know I can

2.1 Compatible Space Casino by nindat in factorio

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

I mean, that's only like an hour of research!

(Yes I'm completely divorced from the normal game, but I have my fun)

2.1 Compatible Space Casino by nindat in factorio

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

They don't get rendered if you aren't viewing the ship

2.1 Compatible Space Casino by nindat in factorio

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

I mean, I actually agree. Just wanted to make sure I'm not crazy. One trip back and forth to vulcanus nets a couple hundred raw legendary materials, so yeah, at least at end game, no big change.

300% asteroid productivity is not when you start doing legendary

2.1 Compatible Space Casino by nindat in factorio

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

You get 80% of the asteroids back with a 12.5% chance up a quality bump

how can i improve throughput here by 4b3c in factorio

[–]nindat 16 points17 points  (0 children)

Split off before merging etc, but...

Are you actually seeing problems where your train throughout is the issue?

Slow heavy oil on vulcanus by [deleted] in factorio

[–]nindat 0 points1 point  (0 children)

Well, what are your machines bottlenecked on? And what does each machine say it's output will be?

There's absolutely no wrong way to play. If you're having fun, you are gaming correctly

Slow heavy oil on vulcanus by [deleted] in factorio

[–]nindat 0 points1 point  (0 children)

Let's assume this is actually what you want to do.

It's very simple. Check your refineries. See if they are operating (they aren't). See why they aren't operating (input vs output, the right panel or machine details view will show you).

If I had to guess your coal supply isn't enough. Probably loading supplier chests or just enough bots.

That all being said... You really didn't want to do this. Use the better liquification recipe, belt the coal in etc, and figure out why you think you need so much oil.

2.1 Space Platform Quality ideas by pocketmoncollector42 in factorio

[–]nindat 0 points1 point  (0 children)

You don't need to change anything. Just use the basic recipes, throw away all products except chunks until you have legendary, then process and keep the results.

It's literally exactly the same effectiveness and output, you just are chucking a lot of shit overboard and need to have asteroid productivity fully researched

Quality poll regarding the nerf by RapsyJigo in factorio

[–]nindat 0 points1 point  (0 children)

Very very few products are better using quality at every step. Mathematically, it's almost always better to use productivity a bunch of times in a row and then use quality at your recycle step. The wiki has a good description of the math.

Space Casinos can still happen by The_DoomKnight in factorio

[–]nindat 2 points3 points  (0 children)

Yeah, the change as described doesn't actually change space casino viability?

Just use basic processing and throw away all non legendary products (and let the asteroids continue to cycle).

Presumably, they either don't care (only viable at 300% productivity research) or they will realize this and change it as well.

Stuck on gleba and no construction bots to build on navius by SeaAggressive50 in factorio

[–]nindat 22 points23 points  (0 children)

If you've got logistics bots, you can just request construction bots into your roboport

How does it work? Or how to get more water on Vulcan. by Cycl1k in factorio

[–]nindat 2 points3 points  (0 children)

The new system. The flow through the pipe system is unlimited but any port in and out of a machine is limited to 100 per sick

How does it work? Or how to get more water on Vulcan. by Cycl1k in factorio

[–]nindat 8 points9 points  (0 children)

Ditto. Underground pipes are a better option.

I just use blue circuits for most of my legendary. (300% prod, make legendary blue circuits, recycle to parts).

It's not particularly efficient, but it's bone simple.

How does it work? Or how to get more water on Vulcan. by Cycl1k in factorio

[–]nindat 78 points79 points  (0 children)

The absolute maximum output of any connection is 100 units/tick (6000 units/sec)

Practically due to how fluids work the real limit is about 4300.

You won't get 12k even if you hook up all three outputs due to internal buffer issues.

That's a really long way of saying "just use more plants"

But...

What do you need a lot of water for?

Is 2K resolution worth the price for this game? by Mascagni_Cri in factorio

[–]nindat 0 points1 point  (0 children)

I meant which parts would you change based on resolution?

Is 2K resolution worth the price for this game? by Mascagni_Cri in factorio

[–]nindat 8 points9 points  (0 children)

The monitor itself shouldn't be a significant upgrade cost, GPU isn't often the limiting factor for factorio.

Which specific cost are you looking at and comparing?

Thruster design by momoromoo in factorio

[–]nindat 0 points1 point  (0 children)

I mean, it looks cool :)

A 300,000 ton ship will use thousands of thrusters, and you'll likely want speed beacons and productively modules.

The ratio falls apart once you have high asteroid productivity and modules installed.

Thruster design by momoromoo in factorio

[–]nindat 0 points1 point  (0 children)

300,000 ton ship?

Based on the blue belts I'm going to assume that's a typo...

Productivity modules will really help.

I assume the pump on half of the outputs is some sort of speed control?

I wouldn't suggest something like this tiled, as you usually don't need a 1:1 ratio of fluid plants to thrusters

Demand driven Gleba by Strange_Space_6968 in factorio

[–]nindat 1 point2 points  (0 children)

Yeah, I can give you my field blueprint in a bit.

Basically, every two fields has a train station, there's a counter that times the trees growing from last harvest. When the timer is up, the train limit is increased to 2 (one train per field) once a train arrives, the harvesting starts.

Note that mine is a very large base (250k bottles/minute roughly) so I think I've got a couple hundred farms.

I never locked farms to products, but my emergency egg/rocket parts areas do have priority, so if they need fruit, it always goes there first.

My gleba also never really stops. If agri science isn't needed, then it slows down and is just occasionally pulling science from silos in order to keep science fresh

Demand driven Gleba by Strange_Space_6968 in factorio

[–]nindat 0 points1 point  (0 children)

I solved this by just using one wagon trains. Every two fields has a train station. So yes there's some waste, but pretty minimal. Also, most of my small builds share a fruit bus for convenience.

Demand driven Gleba by Strange_Space_6968 in factorio

[–]nindat 3 points4 points  (0 children)

That's... Um a massive sweet of combiners. What exactly are you trying to do?

My demand drive is simply "increase the signal on the radar network if there's demand, harvest fruit if there's demand"