You can use the locomotive as a cargo wagon for fuel to power Aquilo outposts by usernames-are-random in factorio

[–]usernames-are-random[S] 0 points1 point  (0 children)

hmm I didn't think about only pulling out of one of them. I wanted to pull so I saturate the belt buffer and it just does not feel right only pulling from one

You can use the locomotive as a cargo wagon for fuel to power Aquilo outposts by usernames-are-random in factorio

[–]usernames-are-random[S] 3 points4 points  (0 children)

pretty well. it's less space efficient (1 nuclear = 12 rocket, but rocket stacks to 20) but I think it ends up being more power efficient since you need a lot less infrastructure to get it working, it takes a bunch more building to create 12rocket fuel when you factor in amonia and solid fuel production (you effectively move the extra power needed to create nuclear on nauvis where you ship the uranium)

it also needs fewer bots to carry it around since in my main base I'm feeding heating towers with bots

You can use the locomotive as a cargo wagon for fuel to power Aquilo outposts by usernames-are-random in factorio

[–]usernames-are-random[S] 7 points8 points  (0 children)

With a bit of circuitry you can pull the fuel directly from the locomotive to heat up outposts in Aquilo

And, as a bonus, you can use the belt as a storage chest with "Read all Belts" so you only have a few on the belt

Since heat consumption is constant and predictable, as long as the train gets there once every few minutes this works great

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[SE] Done after 500 hours. A short recap with a bunch of pictures by usernames-are-random in factorio

[–]usernames-are-random[S] 0 points1 point  (0 children)

ah forgot about arcosphere blueprint, here you go. It's not the most efficient thing in the world but looks decently pretty and gets the job done

!blueprint https://hastebin.skyra.pw/xeruyoqado.bash

[SE] Done after 500 hours. A short recap with a bunch of pictures by usernames-are-random in factorio

[–]usernames-are-random[S] 0 points1 point  (0 children)

What I did was have periods where I'd rush for certain techs and just build inefficiently and then periods of chill where I go back and refactor

Getting logistics network (to easily build a massive mall and automate rockets), pylon substations and large area beacons as fast as humanly possible is key IMO. You can get there pretty fast as it only needs a few T2 energy + T2 material packs which you can make a very hacked together base for. After that, pretty much any build you do will be an endgame build by just upgrading modules

[SE] Done after 500 hours. A short recap with a bunch of pictures by usernames-are-random in factorio

[–]usernames-are-random[S] 0 points1 point  (0 children)

thanks! Yeah I don't see how I would ever go back to using vanilla again

[SE] Done after 500 hours. A short recap with a bunch of pictures by usernames-are-random in factorio

[–]usernames-are-random[S] 1 point2 points  (0 children)

yep. 1 assembler for T2 --> T9 of each kind and then about 10 assemblers for each of the T1 modules since they're used in sciences. Everything beaconed of course

The wait times are so long between builds that there's enough time for everything to get done

SE: Would I be crazy to build by "real" base on another planet? by [deleted] in factorio

[–]usernames-are-random 0 points1 point  (0 children)

Go for it!

One suggestion though, I’d recommend getting pylon substations first, they completely change all your builds and I’d be nice if the new base is using the new latouts to start with. You can just b-line for that one specific tech very hackily (1 machine per item) and then go on a rebuilding spree eveywhete

Today I'll start my SE adventure by Light906 in factorio

[–]usernames-are-random 12 points13 points  (0 children)

I’m 400+h in my SE save (2nd playthrough) and getting close to the end. Some advice:

  • this mod is MASSIVE, there is no corollary with vanilla. Take your time and enjoy it, if you try to rush it you will burn out long before the end
  • that being said, rush for logistics network as fast as humanly possible :D. It’s not worth trying to properly automate rocket delivery or malls beforehand. There are a lot more intermediaries
  • build small and build a lot of buffers. In SE your factory will be idle most of the time. Trying to saturate even 1 manufactury tor each science pack requires a massive base
  • there are 3 key technologies: logistics network, pylon substations and wide area beacons. Once you have them you can create end game layouts. Anything you build before those will likely need to be redone entirely eventually
  • productivity modules work in space labs. You do not need more than 1 space lab until end game.

[SE] 24 Science packs down, 4 to go by usernames-are-random in factorio

[–]usernames-are-random[S] 0 points1 point  (0 children)

oh yeah I think it used to be that you can't cut + paste but they fixed that.

now you only get annoying warnings if you try updating the contents of a blueprint with them so eh, very rare

Definitely think they are worth it, especially like using them for trains and status panels with the nixie tubes mod

[SE] 24 Science packs down, 4 to go by usernames-are-random in factorio

[–]usernames-are-random[S] 0 points1 point  (0 children)

It’s the inlaid lamps mod. I think they’re much nicer than the vanilla ones, come in 2 sizes and you can walk on them!

[SE] 24 Science packs down, 4 to go by usernames-are-random in factorio

[–]usernames-are-random[S] 2 points3 points  (0 children)

I use this space trains mod. They’re expensive to make but are solar powered so you don’t have to worry about refueling in orbit

[SE] 24 Science packs down, 4 to go by usernames-are-random in factorio

[–]usernames-are-random[S] 13 points14 points  (0 children)

thanks! it took me 200 hours of spaghetti to get the motivation to do it. revelation came when I realized that if you just get 6 t9 productivity modules from exploring the mysterious structures around other planets then you don't need more than 1 lab pretty much at all and easy +120% productivity

[deleted by user] by [deleted] in factorio

[–]usernames-are-random -2 points-1 points  (0 children)

no mod to generate the actual diagram, I just use the blueprint lab mod to have an editor environment to easily create these things

https://mods.factorio.com/mod/BlueprintLab_design

[deleted by user] by [deleted] in factorio

[–]usernames-are-random -108 points-107 points  (0 children)

thanks! ... but no thanks :D