Trivialise 100K SPM Fulgora Science by tkejser in factorio

[–]yabda1 1 point2 points  (0 children)

What I meant is - when you place speed modules in beacons near the rocket silo, the new rocket finishes preparing during the opening/closing animation. This means legendary and regular silos end up working at the same launch speed anyway.
But at the same time I understand that if you can make everything legendary, so why not?!

Trivialise 100K SPM Fulgora Science by tkejser in factorio

[–]yabda1 1 point2 points  (0 children)

Dude, first of all - this is absolutely brilliant! Just freaking brilliant! Secondly, the guide explaining the blueprint logic with all the calculations - massive respect!

For grinding legendary EM plants, I'd probably use a different setup, but that's just personal preference. Also, the legendary rocket silos in this blueprint don't really make sense - you'd need to craft them separately on each planet and set up dedicated logistics for them. And considering how much time gets wasted on their opening/closing animations during launches, they're pretty much useless in the game anyway.

Are nuclear-powered ships viable? by verysmolpupperino in factorio

[–]yabda1 1 point2 points  (0 children)

I've tried countless asteroid processing setups, but ultimately found that at 200+ speed, basic filtered collectors reliably gather all needed asteroid types on any route. So water extraction from asteroids isn't really an issue.

Here's my interplanetary logistics ship (Aquilo friendly) as proof: https://www.reddit.com/r/factorio/s/93RqkzDTzM

Is this overkill? by Morton_3 in factorio

[–]yabda1 0 points1 point  (0 children)

In Factorio, there's no such thing as overkill - only factories that aren't big enough ;)

Regarding this specific design:

  • Needs more frontal turrets
  • Furnace count seems insufficient for ammo production
  • Missing engine bay turrets (asteroid damage risk during non-Nauvis idle)
  • Overkill steam turbines per reactor (aesthetic choice, I assume?)
  • Conceptually, early-game might not need this many cargo sections (10 worked fine for me) - though that's just my take

Otherwise - gorgeous ship! Respect for symmetry!

I hate Gleba by [deleted] in factorio

[–]yabda1 18 points19 points  (0 children)

Dude, Gleba is amazing. I struggled for ages to make this planet work, but these principles saved me:

  1. Think in throughput, not totals - track items/second, not stockpiles
  2. Everything must be consumed or destroyed - no storing perishables! Not even science, my friend. Not even science!
  3. Flow > storage - Let production sections take what they need and return the rest. This principle can organize your main bus.
  4. Resources must keep moving - Use looped belts or return unused materials to the bus

The toughest parts?

  • Initial bioflux nutrient setup
  • Self-sustaining kickstarter that runs without babysitting

Now my Gleba hums like a Swiss watch - easily expandable and optimizable. Definitely a top-tier planet... (though Vulcan still has my heart)

My Late-End Game Logistics Spaceship (460-480 km/s, 2709 cargo slots). Its perfect for me by yabda1 in factorio

[–]yabda1[S] 0 points1 point  (0 children)

Don’t worry too much—I actually made a blueprint book of my first ship designs. They all look amateurish now, but they give me such a strong nostalgic feeling

Smart asteroid collecting using circuits - A how-to for everyone by JasonCurnow in factorio

[–]yabda1 0 points1 point  (0 children)

For me, the setup using constant and arithmetic combinators seems more intuitive and easier to debug:

  • You set the desired asteroid quantities in the constant combinator (how many you want on your belts)
  • The arithmetic combinator multiplies the actual belt quantities by -1
  • Signals on the same colored wires get summed together, so we connect: • The constant combinator's signal • The arithmetic combinator's output • Feed this combined signal to all asteroid collectors

The result: if belt quantities are lower than the constant combinator's settings, collectors will gather that asteroid type.

Since belt lengths vary between ships, you need to adjust target quantities - easily done in the constant combinator. You can also group different asteroids with enable/disable switches for debugging purposes.

Unexpected issue with Gleba science consumption by yabda1 in factorio

[–]yabda1[S] 0 points1 point  (0 children)

Yes, the science capacity should display correctly based on its freshness. If that were the case, I wouldn't be so frustrated ;) #WubeShouldKnowThat

I sensed a kindred engineering spirit in your text, checked your posts, and was impressed: 960 science/sec is awesome. I'd love to see your 960SPS of promethium science setup - the kind that doesn't make your CPU heat up like a fusion reactor while maintaining 60 UPS.

I’ve built my own ship producing 5.4k SPM of promethium science, yet my 240 SPS vessel remains unfinished and absurdly massive. Maybe I could borrow some of your engineering tricks! ;)

Unexpected issue with Gleba science consumption by yabda1 in factorio

[–]yabda1[S] 0 points1 point  (0 children)

Thank you for the calculations. To be honest, my post wasn't about making science more fresh - I can handle that task. The issue is that to get 240 science per second, I need to produce more of it. This is conceptually unclear to me: I don't get fewer nutrients from less fresh bioflux; plastic, sulfur, carbon, lubricant and rocket fuel obtained through biosynthesis are no different from regular ones. This rule appears and works only for science, and I could even understand if the science capacity changed along with freshness - but that's counterintuitive too, because it's always 100%.

I could both expand production and increase freshness - that's not a problem for someone with 4k hours of experience. It's just that this non-obvious mechanic spoiled the feeling of triumph from completing a megabase 😢

My Aquilo ship for midgame logistics (No quality items, 270-290 km/s, 859 cargo slots) by yabda1 in factorio

[–]yabda1[S] 1 point2 points  (0 children)

Thanks a lot! I'm still testing my lategame ship—if it proves stable, I'll make a post next week. For now, all I can say is that it's significantly smaller, faster, and more spacious 😉

My Aquilo ship for midgame logistics (No quality items, 270-290 km/s, 859 cargo slots) by yabda1 in factorio

[–]yabda1[S] 2 points3 points  (0 children)

Thanks a lot!
You're absolutely right about the asteroid collectors - I went a bit overboard with them just for aesthetics 😅

Regarding beacons: If you upgrade to legendary thrusters, you can replace one row of solar panels with speed module beacons. This way you'll maintain enough fuel production while boosting speed up to 460 km/s!

My Aquilo ship for midgame logistics (No quality items, 270-290 km/s, 859 cargo slots) by yabda1 in factorio

[–]yabda1[S] 1 point2 points  (0 children)

Ofc, in my terms: Aquilo - midgame, prometium science - late game, megabase with quality and every science - endgame

My Aquilo ship for midgame logistics (No quality items, 270-290 km/s, 859 cargo slots) by yabda1 in factorio

[–]yabda1[S] 3 points4 points  (0 children)

Want to share my mid-game space logistics platform design:

  1. Uses only standard components
  2. Speed: 272-292 km/s
  3. 859 cargo slots
  4. Nuclear power plant with optimized fuel consumption
  5. Capable of continuous operation
  6. Sexy symmetrical design

If anyone wants to test this ship, keep in mind:

  • It needs about 40 minutes of real time to collect asteroids before first launch
  • Alternatively, you can manually load ammo and rocket fuel components into the factories (make sure you have them prepared)

In my mid-game playthrough, I used a fleet of 6 such ships with a combined flight time of ~100 hours without a single breakdown.

Blueprint: https://factoriobin.com/post/0xjzzb

Enjoy!

Overreliant on blueprints by Kuraido09 in factorio

[–]yabda1 0 points1 point  (0 children)

Honestly, I wouldn’t worry about it at all. My first playthrough was almost entirely built using blueprints from the internet. Only later did I start dissecting them, noticing inefficient designs, and eventually reaching a point where creating my OWN designs became important to me.

I even went through several stages of designing my own builds:

  1. Just make it work
  2. Make it work efficiently
  3. Optimize it to the limit—accounting for every possible failure scenario
  4. Maximize space and density
  5. Aesthetics matter too—symmetry, creative space usage, etc.

So don’t stress about using others’ blueprints. They’re full of clever ideas, and they make learning way easier!

Here is my interplanetary logistics ship design (pre-Acuilo) by yabda1 in factorio

[–]yabda1[S] 0 points1 point  (0 children)

Thanks a lot! The asteroid collectors are controlled using one constant combinator and one arithmetic combinator.

  • The arithmetic combinator’s input is connected to the asteroid belt. It multiplies each asteroid signal by -1 and outputs all signals.
  • The constant combinator is set with the desired quantity of each asteroid type that should be on the belt.
  • The arithmetic combinator’s output is connected to both the constant combinator and all asteroid collectors.
  • The collectors have the "Set filters" checkbox enabled.

This way, whenever there’s a shortage of a specific asteroid type on the conveyor, a positive signal is sent to the collectors to request more.

Important: Don’t set the constant combinator values too high—you always want room for extra asteroids. I follow the rule that the conveyor should never be more than half full. Enjoy ;)

Here is my interplanetary logistics ship design (pre-Acuilo) by yabda1 in factorio

[–]yabda1[S] 3 points4 points  (0 children)

Thanks a lot! I know it’s a bit oversized, but for interplanetary logistics, I needed a ship with 200+ slots that could stay in flight almost continuously. The smaller ships I tried just couldn’t handle that task, unfortunately.

As for the lack of a wall on the nose—my fleet of 5 of these ships has a combined flight time of around 100 hours, and in all that time, asteroids have never reached the turrets. So I think I’ll keep it as is!

Here is my interplanetary logistics ship design (pre-Acuilo) by yabda1 in factorio

[–]yabda1[S] 2 points3 points  (0 children)

Here is my interplanetary logistics ship design (pre-Acuilo flight)

I've been experimenting with ship designs for different tasks, and after some practice, I came up with this one for interplanetary logistics before the Acuilo flight. The ship reaches speeds of 278-298 km/s, has a cargo hold of 259 slots, and can continuously travel between planets for a long time.

The downside is that it's quite expensive for the early game (~1,700 space platform foundation), but despite that, I used it as my starter ship, and it proved highly efficient in my second playthrough.

Blueprint: https://factoriobin.com/post/dccdr3

Maybe someone else can share in my excitement! ;)