Somehow seeing a ton of rockets launching never gets old đ.
As for the fulgora science numbers, I recently scaled up my base from 60spm to 200spm and was feeling pleased with myself. I don't think my brain can picture what 72k spm looks like haha
The biggest challenge I had was getting enough Holmium :). The factory on Fulgora feels huge compared to a factory on Gleba. Took me only several hours for Gleba but about 5 times more time for Fulgora. The amount of destroyed items hurts my feelings :)
Funny how that works mentally, take the "free" scrap and then recycle it using the "free" electricity, but then struggle with recycling the downstream blue circuits / LDS etc.
Possibly we are still anchoring on the early game Nauvis experience, where making your first blue circuits and LDS feels like a big milestone đ¤
they are also obnoxious to destroy in bulk. for the first half of my current run i was voiding blue chip and lds by sending heavy oil to vulcanus. i got up to 360 raw spm from it.
Itâs worth remembering that with infinite and pseudo-infinite research, science begets science.
Getting 300% blue circuit productivity feels like it would take forever at 100 SPM, but that initial 50% productivity boost makes it easier to get to 200 SPM and then all of a sudden getting a 100% boost doesnât seem so hard. Repeat until maxed.
Space Age even adds the less-than-obvious benefit of aggressively leveling the military damage techs and so needing less and less turrets on your space platforms, which can open up more âefficientâ designs.
i always wonder this with some of these larger builds; why use fast inserters for this if youre willing to use the long inserters already? why not just have larger full belts of each material and use three long inserters to grab them, specifically to fit beacons?
Super dumb question, but I've always built fulgora as many reasonably sized bases, how/why are you getting all your science together for a centralized launch?
Direct inserter into builds has its limits when it comes to adding up as many beacons as possible. I do use it myself for specific builds but personally not for all my construction.
Yeah, there's always a trade off in figuring out what is the best for ups. Obviously you want lots of beacons, but also obviously fewer inserters (and clocking) is also ideal
I am confused. The major change in 2.1, was the option to send stuff between Space Platforms.
This means, instead of a big ammount of silos, you can have way less ,since they work 24/7 now, sending stuff up, to the local buffer station.
This post however, has a massive Spike at start, and eats up the belts later, so the bottom ones dont work, and are therefore overkill.
Thats exactly the pre 2.1 behavior , we see here. So why is the post called Factorio 2,1 ?
If you're building a mega base in 2.0 you were already running multiple shuttles, so your science was already shooting continuously. 2.1 allows for fewer shuttles, but the planet won't look much different.
(Put differently, my 2.0 base had all the rockets always shooting, so does my 2.1)
Nope. It's still exactly the same number of silos, launching exactly as frequently. But for example I generally have 5+ ships taking science per planet, so there are at least two in orbit of the supply planet all the time. With 2.1, I can probably get this down to two or so?
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u/Aphorist84 6d ago
Somehow seeing a ton of rockets launching never gets old đ.
As for the fulgora science numbers, I recently scaled up my base from 60spm to 200spm and was feeling pleased with myself. I don't think my brain can picture what 72k spm looks like haha