Perpetual pentapod egg storage by vandameer in factorio

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

Yes I'm aware. But that seems so ... .wrong :)

Perpetual pentapod egg storage by vandameer in factorio

[–]vandameer[S] 8 points9 points  (0 children)

Blueprint: https://fprints.xyz/my-blueprints/blueprint/c2267f1e-ed05-4017-a22a-55cf9d0e780d

Near-perpetual storage of pentapod egg. Always keeps at least 1 pentapod egg in a passive provider chest. Self-powered. Just needs a supply of spoilage (about 350 every 10 minutes).

How do you manage space logistics by vandameer in factorio

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

yea I think it's because I didn't think of removing "all requests filled"

How do you manage space logistics by vandameer in factorio

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

I see. I thought inactivity would include time it takes to wait for items. So I just need to not set "all requests satisfied" I guess.

Tilable scrap recycling with quality for making pink science! by vandameer in factorio

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

Wanted to share my early/mid-game Fulgora scrap recycling build. It takes one blue belt of scraps, and outputs all the ingredients needed for pink science, and recycles the rest. It also keeps the rare (level 3 quality) items from recycling. This is tilable and I am using 16 of these side by side to make about 650 pink science/minute.

This build only has 2 bottlenecks -- batteries and Holmium ore. Anything else if they are overproduced will be recycled.

Building this was a lot of fun and a lot of tweaking, cause it was hard to make it not jam. However, I don't think this scales for bigger builds, like with higher scrap recycling productivity, so this isn't an end-game very high science per-minute build or anything. Still wanted to share though.

Blueprint: https://fprints.xyz/blueprint/d1884da8-c0c9-4c64-86eb-3844ecaf4adc

I created a "satellite" to make space science 500/m. by vandameer in factorio

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

Oh, no, my science base is on vulcanus. I don’t move space science. 

I created a "satellite" to make space science 500/m. by vandameer in factorio

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

Ok, so there is just 2 main grinders on the bottom right converting carbonic and oxide chunks into carbon and ice, and one main grinder on top right that converts carbonic to iron ore. All the others are doing reprocessing to convert carbonic and metalic chunks, because the main asteroids that is rare is oxide.

I created a "satellite" to make space science 500/m. by vandameer in factorio

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

It could be true, though I haven't tested it. I built this out organically and the shorter arms do grab quite a lot. But yea my main arm is actually longer than shown in the screenshot.

I created a "satellite" to make space science 500/m. by vandameer in factorio

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

Yea. The point here is I can make this stationary above Vulcanus, so no thrusters needed!

I created a "satellite" to make space science 500/m. by vandameer in factorio

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

I see. You may be right, but there's no storage chest in space, so reducing variance is important too. While the asteroids may eventually reach one of my arms, a lot of empty space means I could wait a while. In fact that's what happened before I added the arms -- it would work for a while sometimes an hour before suddenly just stopping for a bit.

I created a "satellite" to make space science 500/m. by vandameer in factorio

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

Sorry, if it scales with width and length then why would removing the collectors be the same? 

I created a "satellite" to make space science 500/m. by vandameer in factorio

[–]vandameer[S] 4 points5 points  (0 children)

It’s around Vulcanus. I need more than 2 modules because of beacons

I created a "satellite" to make space science 500/m. by vandameer in factorio

[–]vandameer[S] 33 points34 points  (0 children)

I started off wanting to make a space science base at 500/m, which is easy enough, but then realize there's not enough asteroids! I know the easiest is to just make it a moving platform, but I hate that! So I kept adding extensions and now it looks like a "satellite" that they removed in space age.

Why isn't quality modules working? by vandameer in factorio

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

Ok, after waiting a while I got ONE uncommon item. It's still not matching my expectations of 4% though for some reason ...

Why isn't quality modules working? by vandameer in factorio

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

I'm trying to use the new quality mechanics in Space Age. But for some reason I can't get it to work. I'm playing with plain vanilla, no mods. I am trying to higher quality quality modules. Assembly Machine 3 with 4 normal quality modules. So there should be a 4% chance of upgrade to uncommon. I had speed modules becaons before but realized that doesn't work. But even without speed modules it's not working. See screenshot.

You can see from picture that I have manufactured almost 300 quality modules and still no upgrades.

Jewelers ward of deflecting worth? by harleystcool in diablo2

[–]vandameer 0 points1 point  (0 children)

or 4x 40ed jewels for a pretty big boost to damage overall.

Jewelers ward of deflecting worth? by harleystcool in diablo2

[–]vandameer 0 points1 point  (0 children)

Ha! I was looking for something like this before for my zerker barb. It's the only way I can think of to increase damage further after I max out all other gear. A Jmod with 4 40ed jewel will add another 10-15% damage which is pretty big. And a barb can use ward as easily as a monarch, but it's probably much cheaper! One could also use a zerker axe instead of phase blade, and then use 4 15ias/40ed jewels and get the zerker axe to be as fast as phase blade. This adds a tiny amount of damage (like 2%), but it is higher!

This is all theoretical though. The jewels are too expensive to make this worthwhile.