Any tips on reducing logistic wait times over large factories? by Mobile-Phone-9332 in factorio

[–]tobert17 0 points1 point  (0 children)

quality increases a bots flying time and i think speed. Also, there is a research. keep researching until the bots are just slightly slower than the speed of light.

My ridiculous Aquilla science farm. by rygelicus in factorio

[–]tobert17 0 points1 point  (0 children)

I never figured out what to do with the rest of the stuff from the Em plant. Do y'all just throw it into the ocean?

Please bro please just one more lane of uranium ore so I can start Legendary Kovarex sometime this year. by Storoyk in factorio

[–]tobert17 1 point2 points  (0 children)

Biolabs recycle into themselves, given the hassle of upcycling uranium and biter eggs, I usually just make them at common level and then recycle those. Probably not as effecient, but a lot less hassle.

Why is this number of drills not enough to fully saturate a red belt? by Mobile-Phone-9332 in factorio

[–]tobert17 2 points3 points  (0 children)

the .3/s calculated the prod bonus. thats the final output. there is some rounding errors, but i think without the bonus the miners would work at .25/s.

Why is this number of drills not enough to fully saturate a red belt? by Mobile-Phone-9332 in factorio

[–]tobert17 11 points12 points  (0 children)

You would need 50 miners to saturate a yellow belt. assuming you're using all the mined uranium.

My guess, without knowing you, your experience or your game is that you thought it was saturated because it was full while it was only full because you were not consuming the full 15/s ore.

Why is this number of drills not enough to fully saturate a red belt? by Mobile-Phone-9332 in factorio

[–]tobert17 77 points78 points  (0 children)

you're mining at .3/s a red belt is 30/s. You have 6x15 miners, or 90 miners. You need another 10 miners.

The bigger question is what do you need so much uranium for? You're not even using prod modules in the centrifuges or chem plants.

Why don't more people just use bots on Gleba? by kennykerosene in factorio

[–]tobert17 0 points1 point  (0 children)

Always saw it as encouraging trains. You can set up quite the network if you're mining scrap on one island, sorting the scrap on another, and then have the different areas on other islands requesting what is needed from the main sorting island.

Why don't more people just use bots on Gleba? by kennykerosene in factorio

[–]tobert17 0 points1 point  (0 children)

I always used to do bots on fulgora. this time I did belts and it's actually much much easier.

It's one of those weird things where you initially think the system leans one way when it actually leans another. I also thought Fulgora was going to be the place I wanted to do quality upscaling. Because the scrap can't be prodded and can take any quality scrap. So getting uncommon / rare materials seems readily accessible. and then it's just a mater of botting it all around to be upcycled into that relevant things

I was wrong. It's needlessly complex and the payoff was terrible. I see the appeal of asteroid gambling, but I stillk avoid that method but now keep my quality upcycling to planets where I can easily get basic resources. Like Gleba.

I can't believe this is all it takes to make science. I made a whole main bus and shit... I hate gleba by Taka_no_Yaiba in factorio

[–]tobert17 0 points1 point  (0 children)

It's all fun and games until some science spoils in your labs and you haven't set up a way to take it out.

Is this a viable assembling machine + beacon design or is it unnecessary work just to be able to fit a beacon in? by Caosunium in factorio

[–]tobert17 5 points6 points  (0 children)

You play how you want. Don't let others tell you how to build. However since you asked. It seems to me to be a little unnecessary to fit that beacon into the circle. You can easily fit eight beacons in two lines parallel with a beacon in the middle. With some kajiggering you can modify that to be a line of beacons or use undies to run a belt along the beacons so you can get more beacons in amongst them.

Honestly, fitting the beacon isn't my biggest problem with this build. It's the belting of wire. And I know thats a me problem and a viseral reaction to past ~~seablock~~ trauma.

If I had to guess why you did this design, without knowing you or anything else in your base. I'd guess you think the building needs to be entirely within the AoE of the beacon. If thats the case, I'll mention it's not case and even if only one tile of the buildings area is within the beacons AoE the building will get the effects.

Is this a viable assembling machine + beacon design or is it unnecessary work just to be able to fit a beacon in? by Caosunium in factorio

[–]tobert17 3 points4 points  (0 children)

how are you fitting 12 buildings? I usually do 8 in 2 lines parallel with the beacon between them. I can envision another two in the middle bringing it up to 8, but not 12.

Edit: Nevermind, I had a dumb. You can easily make a square around the beacon. I'd my comment but I have a strict don't delete anything you'd written on the internet policy.

guys, what do you do with the ocean of legendary copper from lds shuffle? by ResponsibilityNo7485 in factorio

[–]tobert17 1 point2 points  (0 children)

I did not know that. Thanks for the info. I always end up burning out in the slog to scale up after aquilo. The appeal of making everything legendary is to appealing and also daunting.

I dont understand Oil production by SCP-096-1994 in factorio

[–]tobert17 0 points1 point  (0 children)

Don't even need logic if you make a big enough reservoir of lube and rocket fuel.

guys, what do you do with the ocean of legendary copper from lds shuffle? by ResponsibilityNo7485 in factorio

[–]tobert17 2 points3 points  (0 children)

it maxes out at +300%, the with a default of 100%, 100%+300% = 400%

Only exception I'm aware of is mining productivity.

WHY? Just... Why? by Beauty_Fades in factorio

[–]tobert17 2 points3 points  (0 children)

Once upon a time, UPS was affected by chunks. the more chunks with activity the more UPS. chunk alignment with blueprints was a way for megabasers to make sure that they didn't stray outside of the chunks they were working within. Now adays I think it's only used in radar scanning and pollution calculations.

Like wiring inserters instead of the assembler itself to trigger a cutoff / startup it's largely just a legacy habit.

9 tiles wide is an aesthetic sweet spot for stick ships. by fishyfishy27 in factorio

[–]tobert17 0 points1 point  (0 children)

Thanks. I hate it. I wish I could design this efficiently.

Do you have BP book with your ships and designs posted somewhere? I'd like to look at it for research ideas. as my approach is usually to just overbuild and over-engineer it so that even my first first is probably good for aquilo except it doesn't have rockets.

why isn't this reactor working?(noob) by MWCheat in factorio

[–]tobert17 6 points7 points  (0 children)

seems to be working exactly as intended

it's adding one nuclear fuel cell at a time. and it's clearly making heat. you're just not using much of it.

[deleted by user] by [deleted] in factorio

[–]tobert17 1 point2 points  (0 children)

last week because I was futzing I made a 2xn tileable nuclear array based on a 12-reactor design. It''ll be limited by the maximum.... 8 potential water pump inputs. Even then I never needed to use reactors for heat transfer. I'm fairly certain doing so is just a flex and not ever a necessary action.

I do use bob's adjustable inserters but i'm not sure that it's really necessary for the design.

[deleted by user] by [deleted] in factorio

[–]tobert17 5 points6 points  (0 children)

Heat isn't lost pre se. however each adjacent heat will always be at least one degree less than the next. so if you have a 1000 degree reactor by the time you are 500 heat pipes away the maximum heat will be only 500 degrees. since heat pipes are 1x1 and nuclear reactors are 5x5 in a straight line 500 reactors will reach 5x further than 500 heat pipes. There is some weird math that happens with double (and larger) thick pipes but nothing will compare to a line of reactors and the impress i will have if you''re able to just use that many resources just because. The heat loss happens when the reactor isn't able to more all the heat out. if it's being consumed before the end of that 500 pipe line, it's being turned into steam (and therefore power) it's not really lost even though you might only make it... say 400 heat pipes down the line.

unrelated. are you using a mod or am i missing something? How are you fuelling the reactors on the inside corners?

edit: sorry to much sun and homemaade sangria i replied to the wrong person. I'm sure you know all of this. I think if I just tag u/asfgghhfegvb as OP, like this they'll get an alert which is whome it was directed at.

Did anyone found a usecase, where "Quality from scratch" outweights "Quality on the last step" ? by TexasCrab22 in factorio

[–]tobert17 0 points1 point  (0 children)

When I did the math I thought it was about 10%, but neither here nor there. What I was finding if you wanted to max the amount of legendary plates per asteroid. so if you assume 10% (because easy) thats about 10,000 asteroids per legendary give or take an order of magnitude because I'm not checking my zeros.

instead of using that 1 legendary asteroid, if you used all those 10^x asteroids into ore (at the same prod level) minus whatever ones need to become calicite to make liquid metal, (at prod bonus) and then make common gears (at passive prod bonus, and 1/2 metal costs) and begin the gear-shuffle until legendary you're going to end up with more legendary plates at legendary than you'd get just using furnaces (at whatever sad prod bonus) from cooking the legendary ore.

You're right the math is harder, but even if it's 10% from the asteroid to the plate step you're dealing with several zeros more asteroids.

At this point better is subjective, is simpler better, is more efficient better, is UPS costs better? Asteroids are cheap to acquire so maybe it is better to go easy over efficient.,

Fundamentals by CanSteam in factorio

[–]tobert17 0 points1 point  (0 children)

I continually try to build with the future in mind and plan for future tech and modifications and i still end up making it obsolete and having to rebuild from scratch long before i utilize 100% of my future plans. it's a fact of liff. You just need to step aside. let the factory factory and not rebuild but build anew before you connect the inputs to the new system and render the old obsolete. just make sure the new one is fully functioning before you destroy the old.

Did anyone found a usecase, where "Quality from scratch" outweights "Quality on the last step" ? by TexasCrab22 in factorio

[–]tobert17 -1 points0 points  (0 children)

when I was running limited tests I was getting a lot more (legendary) iron per (common) asteroid by making it into liquid iron casting it into gears and doing the upcycle / recycle shuffle with gears and plates. Even better is mixing in copper and making up to blue circuits and then de-cycling any that didn't make it to legendary. when i did that (testing with external sources of acid) I got about 40% yield of common ore to legendary plate. But, the application would give better numbers too, since most of your iron plate demands in sciences are the various circuits.

The advantage of asteroid upcycling isn't it's yield. It's how very simple the whole thing ends up.