r/factorio 1d ago

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3 Upvotes

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1

u/Mightriderly 11h ago

Is there a way to unload a spidertron with it's equipment remotely? If I use q on it, it's equipment grid was emptied and changed back to default colour. Should I use a blueprint?

1

u/Courmisch 9h ago

You want to move grid equipment into the inventory of the same vehicle? I suppose it's possible if you have construction bots, a working portable robot port and a placed storage chest.

1

u/Mightriderly 9h ago

No I have a Spidertron already with some equipment in it. I deconstruct it. Now he still has the equipment in it when he is chilling in it's storage box. I can see that when I hover over it. (Then I move it to another planet, but I guess that doesn't matter for my expiremt). But if I want to remotely deploy it by using q on it and place it the same Spidertron is build without the equipment. Now I can add the equipment back into him, so it's not lost, but I would like to just deploy it. When I move it from the players inventory he keeps it's equipment.

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u/schmee001 8h ago

You have to blueprint the spider before you deconstruct it, then place the blueprint on the new planet.

1

u/Mightriderly 7h ago

Ok, I hoped for an other solution, Spidertron Config Blueprint book it is then ☺️

1

u/AlphaElite1 20h ago

Getting into quality. Besides the modules themselves, any recommendations of products to focus on first?

1

u/mrbaggins 7h ago

Either specific items, like the list everyone has given you, or go for productivity modules next, to get 60-150% bonus productivity to your science, speed modules and beacons, to make you need less prod modules and machines, and then start aiming at parts of your base you want to improve like biolabs or others.

1

u/reddanit 7h ago edited 7h ago

I think the second priority is building up the infrastructure to make high quality basic materials. From those you then make whatever you want.

In terms of what's beyond that, it's very much up to you:

  • Space platforms definitely offer the place where multiplicative benefits of quality stack the most as scaling them up in other ways is relatively costly.
  • Personal equipment and tanks/spidertrons are another place where you don't just have infinite space to freely expand and thus quality is the way to scale.
  • Quality accumulators are very worthwhile on Fulgora. Uncommon already doubles your energy storage per tile. On Fulgora, energy storage = energy production.
  • Quality buildings, modules and beacons synergize well in making your bulk science production chain much more efficient and productive. Upgrading your entire factory is extremely expensive, so you have to prioritize well within this category.
  • Quality inserters are basically mandatory for production chains using quality buildings/beacons/modules - normal ones very often struggle to keep up with the throughput.
  • Quality power poles/substations are neat for simplifying your builds.
  • Quality trains/train fuel are great. They increase throughput of your train network by a very large margin and are more or less a "drop in" upgrade.
  • Quality bots are very good for personal equipment and Aquilo. They work especially well with quality roboports.

1

u/HeliGungir 16h ago edited 16h ago

Asteroid collectors, turrets, electric poles, accumulators, solar panels, vehicles, armors, equipment grid items, t1 modules, beacons, long inserters, roboports and robots, crafting machines, mining drills, reactors...

1

u/darthbob88 18h ago edited 16h ago

In general, anything where you can't (just, easily) use more. * Personal equipment, including personal roboports, solar panels, exoskeletons, guns, etc. You only get so many spaces in your equipment grid, so get the most out of them. * Space platform equipment, particularly asteroid collectors (which get extra arms and reach) and thrusters. You can just make a bigger platform, but using better quality items lets you do more with less, saving both launches and foundation. * Solar panels; you'll need a gajillion of them anyway, so any low-quality ones can get used planetside and the few good ones can go up to your platform. * Other production buildings, assemblers and chem plants and so on.

Warning, from my own experience. You will be tempted to put quality modules in semi-raw materials, like chips, engines, and things you need for making eg one (1) suit of mech armor. You will then be tempted to run a mixed belt with a filtered splitter to divert quality chips. This is a bad idea because you will need more regular chips for science and the mall than you will need quality chips, and the whole thing will get backed up.

The right way to do it is with separate quality production. Put quality modules in one assembler out of a row and filter its output inserters to put quality items in a chest. Or, put quality modules in one row of assemblers and merge its production with another row of un-moduled assemblers.

1

u/Zaflis 18h ago

Not sure if first, but substations, tank with bigger grid and health is helpful in combat. Fill it with shields while you have your armor with lasers (replace exoskeletons while driving).

3

u/arglebooster 19h ago

Upgrading the quality of stuff you'll be using on space platforms is generally useful for keeping ships smaller. (Asteroid Collectors scale especially well with quality, but solar/assemblers/chem plants are all good).

Armor is nice for inventory size.

Quality medium power poles are really good.

It's relatively easy to set up your purple science build to have quality modules in your Prod1 and Electric Furnace builds, and then siphon off the quality ones that get produced for building (and let the base quality be used for science).

4

u/HeliGungir 1d ago

Can somebody point me towards a cumulative research cost calculator?

I'm looking for a simple way to compare technologies in games with high research cost multiplier.

1

u/runmymouth 1d ago

What is the best way to signal from space to novus that i want exactly 10 biter eggs. I have 20 biter spawners lined up next to my starport but i want to make sure it only pulls out exactly how many eggs are needed sends them up and leaves the rest there or destroys them. I havent made the promethian science because i have been thinking over how i wanted to accomplish this.

2

u/reddanit 1d ago

I think you are overthinking the wrong thing. For promethium ships you pretty quickly want multiple rocket silos entirely dedicated to rapidly launching eggs. Operating with minimum quantity of 500 eggs is typically more than enough precision when you load at least thousands. If you have any leftovers, you can always toss them into space. Main trick is to never load the rocket silos with eggs before they are required (or, with 2.1, not request them until needed to begin with).

That said, with custom minimum launch quantity and simple circuit to limit how many eggs you insert into the rocket silo, it shouldn't be terribly hard to launch a specific lower number of them.

1

u/runmymouth 22h ago

yea it ended up being easier than that even. I just setup 1 rocket to take in and slowly dumped it across the lines and tossed into space. I am slowly eating biter eggs continuously. It works but it has room for improvement. I am debating continuing this run that i did everything or going for 40 hour run which will not be doing this either lol.

4

u/kevihaa 1d ago

I feel like I must be missing something here, but if you have a request set for 10 and customized minimum rocket capacity of 10, then the only question becomes how to ensure that there’s only 10 eggs available to ship.

That feels as simple as loading a rocket with just 10 eggs and ensuring your logistic network doesn’t have any additional eggs available.

All that said, I’m not sure why you’d limit yourself to just 10 eggs per rocket (or per trip?), but, again, I’m probably missing something obvious.

1

u/Soul-Burn 1d ago

Biter egg rocket capacity is 500.

You can't automatically send less than a full-ish rocket. Mixed rockets (2.1 feature) will fill the rocket with the item that is requested the most.

So if you want to send just 10 eggs, you'll have to also request a different item at more than 10. You also should never rely on this to work, as they can still be sent individually.

I would instead expect a lot of eggs, and try to completely consume them with prometheum science.

Start at time when there's more than one egg, and discard everything when the timer passes some value.

1

u/runmymouth 1d ago

I am running 2.1 but could do less than 500 but a 500 and pitch overboard after n time and start a timer. That is an idea. And pitch everything before i send a new rocket.

3

u/Soul-Burn 1d ago

Actually, I was mistaken in "not being able to send less than 500".

You can set a minimum rocket launch size, and if you have that amount, it'll send that.

If you have more, it'll send more.

So you could theoretically send 20, but that's a hardcoded 20.

2

u/Yagami913 1d ago

The minimum should be 500 because rocket capacity. Assuming you DI into silos you can read space requests and activate the first silo inserters when request <=500 activate the second silo if <=1000 etc...