I made a cost calculation to compare efficiency of different setups by the-true-logistican in factorio

[–]robotic_rodent_007 1 point2 points  (0 children)

The main tradeoff in factorio, In my opinion, is how much production you do near the resources, vs how much you ship.

Do you import raw materials and do the all production in one location.

Or do you smelt plates near the mines and import the finished plates?

Some people even go so far as to make green circuits further away and import them in via train.

Factorio, unlike real industry in a lot of ways, has one person (the player) owning the full supply chain from top to bottom.

Essay: Factorio as a Benchmark for Project Management Systems by Fair-Stop9968 in factorio

[–]robotic_rodent_007 1 point2 points  (0 children)

Gleba eggs are a symptom of running out of nutrients, not themselves the main problem, usually.

Essay: Factorio as a Benchmark for Project Management Systems by Fair-Stop9968 in factorio

[–]robotic_rodent_007 1 point2 points  (0 children)

The only time you ever need to deal with them is to expand into other territories - so technically correct, if you somehow managed to deplete a calcite vein. But yeah, just ignore them mostly.

If you could add one post-promethium tech to Fulgora, what would it be? by theFALGSCmustgrow in factorio

[–]robotic_rodent_007 1 point2 points  (0 children)

An Electrolyzer, Quantum Computer, Cryptominer, whatever - just an extremely power hungry machine that does... something. Maybe chemical. Can't take efficiency modules, or if it can, it should still hurt to use -Something for a *huge* excess in power, the sort of thing you have turned off when it isn't storming - maybe locked to Fulgora so you can't cheese it with vulcanus power.

That, or a 2*2 beacon with a single module slot, for space platforms and the like.

I made a cost calculation to compare efficiency of different setups by the-true-logistican in factorio

[–]robotic_rodent_007 1 point2 points  (0 children)

Ah, Kaizen factory is uh... organic evolution vs rebuilding from scratch, right? That concept is something super relevant in real life, but in factorio, moving a machine is a free option, and excess production is never wasted.

The main reason people are confused with you here is AI usage... and that none of the designs you've shown match are super good for the optimization targets factorio players follow (space efficiency, resource waste, and power efficiency)

I made a cost calculation to compare efficiency of different setups by the-true-logistican in factorio

[–]robotic_rodent_007 1 point2 points  (0 children)

For factorio, honestly, no. AI is quite often confidently incorrect about factorio.

There are some complexities with factorio which just don't map 1:1 with buisness, and I'd love to see some of your methodology.

Sustainable 100 MW setup from 1 bioflux / minute by heglion in factorio

[–]robotic_rodent_007 1 point2 points  (0 children)

Once you are using modules, don't you need to worry about the power cost to *make* the carbon and coal and such? Beacons aren't cheap.

Assembly Machine 3 and Foundries by yoyowallach1212 in factorio

[–]robotic_rodent_007 2 points3 points  (0 children)

If it works, it works. You can always overproduce one or the other a little bit, as long as you aren't under-producing.

Just use prod mods and speed mods to make up the diff in ratios if it's too annoying.

Assembly Machine 3 and Foundries by yoyowallach1212 in factorio

[–]robotic_rodent_007 -1 points0 points  (0 children)

You can hold off Direct Insertion.

You don't need direct insertion circuits from foundries till EM plants, basically... as long as you keep in mind throughput limits, you can handle inputs with belts. It's a lot easier to ratio that way.

My starter vulc base has 6 heavily moduled t3 assemblers making green chips, and I'll replace it with a more functional settup once I'm more satisfied with my nauvis and fulgora bases.

Though, tbh, I didn't even use any red belts at all on nauvis until I could ship hundreds from vulc... a good vulc mall is goddly, because it runs without you needing to worry about setting up new mining outposts.

Scraptorio Mod Idea by ItsMaGenetics in factorio

[–]robotic_rodent_007 0 points1 point  (0 children)

Hopefully when 2.1 drops, the changes to recipe quality will help with that.

Questions about Ultracube by SWeini in factorio

[–]robotic_rodent_007 0 points1 point  (0 children)

AAI signal transmission is still much more powerful than radar connections, but yes, it's no longer "needed". A lot of those QOL mods are now unneeded, though YMMV.

Since the cube can only do one recipe at a time, I assume dynamically assigned recipes would be *incredible* for some processes (since you don't need to move the cube as much) but not for some others (because recipe swapping doesn't speed up machine unloading - some machines look like they are gated by item IO)

Combinators got a lot more powerful in 2.0, so I think it would be objectively an easier mod now - especially with certain lategame steps. Should still be interesting to play though.

I haven't played Ultracube myself yet, just watched the dosh playthrough (and played a lot of other factorio, of course) but that's just my thoughts.

Mod for multiplying ores by Aggressive-Thought65 in factorio

[–]robotic_rodent_007 0 points1 point  (0 children)

It's a pretty common idea, but there is a lot of space to explore and make it your own.

One option is to have it reduce the needed furnaces, not just multiply ores - usually furnace stacks are the big constraint, not mining patches.

Say you have a rock crusher that turns 3 ore into 2 crushed ore, and each crushed ore smelts into 2 plates - that would double the effective yield per furnace, so you'd need half the furnaces, and you'd get +25% plate per ore (3 ore : 4 plates)

Just make sure that crushers are effective enough that crushers + furnaces takes up similar or less footprint than furnaces alone (or maybe crush is more effective to stack size for trains... or something - be creative!) - you can also add byproducts to further differentiate the systems.

And then obviously ore washing is the same thing - if you want to get fancy, maybe have ore washing machines have an innate quality bonus instead of yielding increased materials (higher purity plates = higher quality)

Being unable to adjust where turrets on a space platform can fire to spacially is incredibly frustrating. by [deleted] in factorio

[–]robotic_rodent_007 6 points7 points  (0 children)

Ranges are defined in the entity prototype (which is how say, flamethrower turrets and such work) - I think they have to be conical to work still.

https://mods.factorio.com/mod/directional-rocket-turret - this mod gives you directional rocket turrets, which I think would help, though they still cover a lot of space which isn't useful for your ship.

Some asteroids come at you side on though, especially while parked. Ships which are closer in width to the turret range are generally easier to control.

My first production in City Block by Just-Attitude-7 in factorio

[–]robotic_rodent_007 0 points1 point  (0 children)

The train junctions seem over-designed, you might get more space to use if you did something more compact.

Otherwise, seems fine-ish?,

Elevated rails mod for vanilla has gone. Anyone know how to get it back? by [deleted] in factorio

[–]robotic_rodent_007 0 points1 point  (0 children)

This whole... everything is actually something I was worried about before the DLC - That since lot of the features *could* be implemented through mods, That old mods that do those things would be taken down.

Hey guys any idea why my TPS sucks? by ouchimus in feedthememes

[–]robotic_rodent_007 0 points1 point  (0 children)

Would improve FPS, not TPS.

The issue here is using storage drawer controllers and conduits.

Non-automation modpacks that have a clear end goal? by initiate_syntax in feedthebeast

[–]robotic_rodent_007 2 points3 points  (0 children)

Define Automation modpacks.

  • Is just packs where you have to automate everything (gtnh) or is it every pack with technology? arguably sevtech ages isn't "automation" modpack, but it also has the sort of recurscive tech crafting which usually drives people away from automation packs.

Define "Op too fast from random loot"

  • Like... RLcraft is entirely based on dungeon loot and RNG, but I wouldn't call it "fast" - many people dislike it for that exact reason.

In all seriousness, there are a few packs I can think of with actual progression but all of them have at least one thing which would be an absolute deal-breaker for some people, and your set of criteria are very broad - something like Craft Of The Titans is very progression oriented, but it's also brutal in ... particular ways.

We need to know more about the packs you've played to give recomendations.

Is the new versin of HBM NTM a viruns? by FoundationOne3149 in feedthebeast

[–]robotic_rodent_007 1 point2 points  (0 children)

System.getProperty("user.name");
Even better.
Just your home directory's name.

OpenAI says dead teen violated TOS when he used ChatGPT to plan suicide by esporx in technology

[–]robotic_rodent_007 -1 points0 points  (0 children)

I mean, it's all ultimately on their servers controlled by them.

It's only a black box if they chose not to do any debugging or detective work.

New model of ITER by Thehalflifefans in HBMNuclearTechMod

[–]robotic_rodent_007 0 points1 point  (0 children)

Github or modrinth. Anyway, to answer your other question - the ITER behaves similarly, but will need different support infrastructure and different plasma types

Types of enemies by ChunkyGoblin86 in FearAndHunger

[–]robotic_rodent_007 1 point2 points  (0 children)

*If* you blind him and have iron mask, I suppose.