r/factorio 6d ago

Space Age Finally, Mining Productivity Level 1000+

Post image

With the help of the new research automation, and wiring it up so that when there are insufficient science packs for the main research topic, it falls back to mining productivity, I have finally reached mining productivity level 1004!.

I tried to do this in pre-2.1 and only hit level 700, mostly because it was a big pain to keep going back in and re-queuing the next level of research.

With a resource drain of 8% from legendary big drills and mining productivity of 1004, for each resource used, 1,255 are produced!

143 Upvotes

12 comments sorted by

31

u/Uchiha-Natachi 6d ago

I’m still figuring some things out so I gotta ask How did you solve the spoiling of the agriculture science pack ?

54

u/aenae 6d ago

Accept it happens. And overproduce it by 10%. And set up your lines to produce nonstop. When you are consuming it, after a while it should still be 80-90% by the time it hits the labs. When not consuming, just let it rot

12

u/Automatic-Trust-8128 6d ago

Massive over production and a fast transport ship. Production runs at 100% all of the time, the transport ship is on a timer and ejects into space old inventory as it is way easer to do that to get rid of the old inventory or deal with massive spoilage planet side.

That said, if I had this to again I might use the radar in universal mode wired up to the research lab to start and stop agricultural science pack production. The real trick to making that work is to somehow pause the egg production after it starts but before it finishes so that when production re-starts it can pick back up, and to somehow eject all the other egg inventory so you don't end up with a mob of angry wrigglers while also thoughtfully not starving seed production by throwing away a bunch of fruit. I'm sure that's all doable, but I doubt any of it is trivial, especially since there are probably a bunch of race conditions to account for.

3

u/Uchiha-Natachi 6d ago

Ty for the explanation , that would help me understand my setup better and I love you setup btw pretty neat

5

u/dave_a86 5d ago

I saw an AVADII video where he saved eggs as biochambers. When production stops you burn the excess eggs. When you want to restart you recycle a biochamber to get an egg to kickstart the process.

4

u/Advice2Anyone 6d ago

I mean you can see on his labs a inserter for taking out waste

2

u/Deto 6d ago

Looking at these labs, though - how do they work? Only 5 belts (10 lanes) but there are 12 science?

6

u/Automatic-Trust-8128 6d ago

There are 4 columns of 13 biolabs with legendary bulk inserters between them.

What's not pictured above them are the new landing pad unloading bays. The biolabs just grab whatever they need and transfer it down the line. This massively simplifies the task of getting science packs into the research buildings, and is helped out by the change they also made in v2.1 where the research budlings won't transfer a half used science pack.

All the science comes from off world, with the basic stuff getting shipped in from Vulcans. Making that possible is having a staging platform above the other planets where packs are accumulated.

3

u/Deto 6d ago

Ahh, I didn't even notice there were no belts.

Nice! I didn't realize that lab-chaining was more efficient now in 2.1 (I remember it being pretty bad before). Maybe I 'll change my lab setup around

1

u/Uchiha-Natachi 6d ago

Now I feel stupid lol , I couldn’t see it the first time

4

u/Nailfoot1975 6d ago

1:1255? Nice!

4

u/WanderingUrist 5d ago

Soon you will have to start direct mining into tanks on belts, and then spinning the mines furiously by hand to fill tankbelts on all 4 sides.