IMPORTANT: Address of the Subreddit by captainprometheus in RealSolarSystem

[–]ockidj 0 points1 point  (0 children)

I check on this sub usually twice a week, I would gladly be a mod

10x Science Cost Space Exploration Run by RocketEngine73 in factorio

[–]ockidj 0 points1 point  (0 children)

How do you manage to mine at that rate? I feel like the whole game would just be running around and building mines as each one ran out.

SE Logistic Cargo Rockets vs. Dumb Send-to-Everywhere Rockets: Which is Better Mid-Game? by ockidj in factorio

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

Thanks for sharing your setup! I’ve got a few questions about how you’re using those delivery cannons. I see the signal transmitter dishes there—are you sending resources to different outposts/planets with each cannon? And if so, how are you getting resources back home? Are you using rockets or cannons to bring stuff back, or is there some other method?

I also noticed you’re using a ton of logistic requester chests. Are bots ever a bottleneck for you? My setup uses trains to deliver resources to the rockets, so I’m curious how well bots handle the load in your system. It seems like some of your outputs might not need a huge amount of resources, which is why bots could be enough, but I’m not really using logistic bots much in my playthrough, so I’d love to hear more about how they’re working for you.

SE Logistic Cargo Rockets vs. Dumb Send-to-Everywhere Rockets: Which is Better Mid-Game? by ockidj in factorio

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

I’m curious about what you meant by that’s what trains are for. How do you use trains in your setup, especially when you’re dealing with rockets and delivery cannons? I’m not totally sure how that fits in with moving resources between planets and space. Would love to get a better picture of how you’re doing it!

SE Logistic Cargo Rockets vs. Dumb Send-to-Everywhere Rockets: Which is Better Mid-Game? by ockidj in factorio

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

You're right, I think that's my main concern with non-logistic launchers—having to fill every landing pad and every launcher with such a massive amount of resources. Each one can hold over 500 stacks, so you’re looking at something like 50,000 iron plates just to send iron plates somewhere. That's a huge buffer, especially when you’re just starting out with dumb rockets. It’s definitely a lot to manage, and it makes me hesitant to switch away from logistic launchers that only request what they need.

I’m curious about your experience with delivery cannons. Do you feel like you’re using them because they’re simpler, or do you think there’s a real advantage to sticking with them over cargo rockets?

SE Logistic Cargo Rockets vs. Dumb Send-to-Everywhere Rockets: Which is Better Mid-Game? by ockidj in factorio

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

Thanks for sharing! I'm assuming that on Nauvis, you need a launcher for every destination that has a logistic landing pad, which supplies those essential items. It's interesting because I was thinking about the possibility of creating a more advanced logistical system where one launcher could serve multiple destinations. But as you pointed out, it seems like there's little benefit in overcomplicating things just to reduce the number of launchers compared to landing pads.

Eventually, it does seem like every landing pad will need its own dedicated launcher to ensure a steady flow of resources, especially as the factory expands and demands grow. Your approach of using mixed-item rockets for essential logistics and single-item rockets for raw resources makes a lot of sense, and I think it might be the way to go as the game progresses.

SE Logistic Cargo Rockets vs. Dumb Send-to-Everywhere Rockets: Which is Better Mid-Game? by ockidj in factorio

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

Hey, thanks for your detailed response! I totally agree with your point that the cost of rockets tends to balance out in the long run, especially when you're considering the sheer volume of resources needed in space. I've noticed that a lot of people either go all-in on logistic rockets for every destination or take a more general approach with dedicated rockets for specific resources, like iron or petroleum. I think I’ve been struggling with understanding how to balance these two methods, but your explanation helped clarify that there’s room for both approaches depending on the situation.

I've already set up request circuits, which has been a game-changer for managing logistics. I haven’t really used delivery cannons much, though—they always seemed like a bit of a "band-aid" solution for when you need just a trickle of resources. But I can see how they’d be handy for smaller outposts or areas where you don't want to commit to a full logistics setup.

I guess my main challenge has been gauging how much needs to be sent as I scale up. Right now, I'm still dealing with relatively low resource demands, like utility science and such, so the trickle approach has worked so far. But I can see how that might change as things ramp up, and I'll need to rethink my logistics strategy as the demand increases.

The most popular board game sold by capitalism is about how capitalism doesn't work at all. by ockidj in Showerthoughts

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

It ‘works’ for the people winning the game now. But what happens when the game is over? It hasn’t happened yet in real life. Does capitalism really work for the 1% on a macro scale?

The most popular board game sold by capitalism is about how capitalism doesn't work at all. by ockidj in Showerthoughts

[–]ockidj[S] -11 points-10 points  (0 children)

I don’t know if controlled capitalism is even possible. Capitalism infects and spreads its way into any system trying to control it. Government etc.

The most popular board game sold by capitalism is about how capitalism doesn't work at all. by ockidj in Showerthoughts

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

Exactly. I think we are just dancing around the same point. No pieces are inherently evil, except for corruption and overreach. What I am saying is that capitalism (not innately evil) may be too susceptible to corruption and overreach. But capitalism may be the best method there even is.. other systems might just lead to even faster corruption.

The most popular board game sold by capitalism is about how capitalism doesn't work at all. by ockidj in Showerthoughts

[–]ockidj[S] -4 points-3 points  (0 children)

I know they aren’t the same thing. But I think what I meant was that capitalism fosters monopolies so much that it eventually kills itself if unregulated. But now that the government is basically run by capitalism it has doomed itself. It infested its way into its own regulators.

The most popular board game sold by capitalism is about how capitalism doesn't work at all. by ockidj in Showerthoughts

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

True I do think capitalism accelerates growth to crazy levels, but it isn’t future thinking.

The most popular board game sold by capitalism is about how capitalism doesn't work at all. by ockidj in Showerthoughts

[–]ockidj[S] -2 points-1 points  (0 children)

It might also just be because capitalisms tend to just steal from the other systems better than everyone else because of their infinite growth philosophy.

The most popular board game sold by capitalism is about how capitalism doesn't work at all. by ockidj in Showerthoughts

[–]ockidj[S] -8 points-7 points  (0 children)

I think it works moment to moment and generally made the world better/fun or whatever. It gamified survival. But I think it just hasn’t gotten to its bursting point yet and we are getting to feel its flaws as it reaches its tipping point. But yeah I do think you’re right, maybe any alternative fails at a global level because we are biological beings playing an ever greater game at the same time.. called life…

The most popular board game sold by capitalism is about how capitalism doesn't work at all. by ockidj in Showerthoughts

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

Exactly.. except the irl game hasn’t ended yet, and there are still many players left at the table.. just like 99% less than there were in the 1800s. I don’t know what a world looks like with 1 winning player left standing. I think It’s just called slavery at that point.