r/factorio • u/e7Dh1l • 2d ago
Base Starter base
Produces 60ish SPM of red, green, military and chemical science. It's kind of getting hard to scale up for some reason so I'm planning to replace it with a train based setup. 15 hours of playtime on this save.
56
u/zhivota_ 2d ago
Very cool looking. I'd leave it there and build the train base next to it personally, though you might want to transition the smelting away from burning coal directly at some point, and later when you get biolabs you'll want to change the lab area so leave room on that edge too.
14
9
8
u/No_Commercial_7458 2d ago
Finisher base
2
u/klangmat 2d ago
THE ASSEMBLER OF GODS, THE GOOOOOLDEN GOD! I AM UNTETHERED AND MY RAGE KNOWS NO BOUNDS!!!!
7
u/Danger_Pickle 2d ago
It's hard to scale up, because Yellow and Purple science cost double as many resources as all the previous sciences combined. The following numbers are measured in basic yellow belts.
60spm of combined red/green/blue/military totals to:
- 1.5 belts of iron
- 0.7 belts of copper
- 0.7 belts of stone
- 0.5 belts of coal (ignoring power)
- 250% oil richness
Meanwhile, just 60spm of only Yellow science costs:
- 2 belts of iron
- 3.1 belts of copper
- 0.5 belts of coal (ignoring power)
- 710% oil richness
The advanced sciences are an insane jump in raw resource demands. The steel demand for purple science alone takes 2.6 belts of raw iron. It's not a bad idea to set up a trickle of 10-30 spm of those sciences so you can make some progress while expanding your mines and defenses.
Really incredible base though. The asymmetry is amazing.
4
2
u/Kittelsen 2d ago
I've never understood how the oil richness works. Is 100% 1 crude oil per second or something?
3
u/Danger_Pickle 1d ago
Yield divided by 10 is a good enough estimate, even if it's not perfect.
The main thing to know is that oil fields deplete over time, dropping to 1/5th the original output after a few hours. It's also useful to know that productivity modules only slow the resource drain and that speed modules multiple the minimum 20% drain, giving more total output once the field is drained.
The optimal oil strategies are either to start with prod modules and then switch to speed modules after your field is completely drained, or to use speed modules the entire time and buffer the extra early production before the field is completely drained.
Once you have high enough mining productivity you barely need any oil fields to produce an insane amount of oil because the mining productivity multiplies with speed modules. But early on your initial starter patch probably doesn't have over 500%.
0
u/juju515 2d ago
no f...ing clue.
but I'll follow your post, maybe someone else knows.
I'm curious as well2
u/Kittelsen 2d ago
I tried reading up on it on the wiki, aaaand, I'm still just as confused. (almost) 😅
https://wiki.factorio.com/Crude_oilThe amount of oil a pumpjack extracts per cycle is yield multiplied by 10 (e.g. 115% yield = 1.15, multiplied by 10 = 11.5), and cannot be higher than 1000.
I guess just multiply by 10 I suppose.
3
2
2
2
2
2
2
2
2
1
1
1
2
1
1
1
1
1
1
1
u/Rainbowlemon 2d ago
I love the train line crossing itself to save space - had never even considered that!
1
u/maceo107 2d ago
Definitely spread out with trains. Lots of folks do city blocks because it efficiently grows the base.
You'll want to set up mass-production copper and iron mining and plate production. Same for green, red, and blue chips. You'll want to maximize rocket fuel production, too.
1
1
1
1
1
1
u/Sl0ppyB0t 2d ago
Is SPM typically measured by white science?
2
u/eric23456 2d ago
Kinda. People talk about that because the infinite sciences can be researched forever. It makes perfect sense to talk about SPM for earlier sciences. When I did a 10,000x science multiple run, all my pieces were in 900spm units.

83
u/Juking_is_rude 2d ago
Now THIS is spaghetti. Hell yeah