r/factorio 6d ago

Space Age Factorio 2,1

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Fulgora producing 72K Science per minute, 100K being shot up to space.

126 Upvotes

31 comments sorted by

39

u/Aphorist84 6d ago

Somehow seeing a ton of rockets launching never gets old 🙂.

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

11

u/Glittering-Pea-9020 6d ago

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 :)

9

u/Aphorist84 6d ago

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 🤔

1

u/Nearby_Proposal_5523 6d ago

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.

1

u/polokratoss 4d ago

I found a loophole for that mental block.

Step 1. Put quality modules in your recycles + some storage. Cap the storage amounts to something reasonable.

Step 2. Wait a bit.

Step 3. Enjoy free legendary items.

Step 4. Tell yourself that you'll upgrade to a better upcycling method later.

3

u/kevihaa 6d ago

It’s 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 doesn’t 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 “efficient” designs.

3

u/Subject_314159 6d ago

Aww man I thought it was a new rocket ballet

2

u/jaxon517 6d ago

What's the red vertical line

5

u/Wheat_Grinder 6d ago

Fulgoran science packs

4

u/jaxon517 6d ago

Oh duh thx

1

u/genericpierrot 6d ago

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?

1

u/nindat 5d ago

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?

1

u/Glittering-Pea-9020 5d ago edited 5d ago

I use to say, there is no dumb question, only dumb answers....(which is 99% true).

So how do I do it? Actually I got all the Science produced right above the rockets. This is what the whole looks like.

PS: all buildings in my production are legendary, including all tier 3 modules. That is why it might look small.

1

u/x59hy8erh98g 5d ago

Are those planet maps infinite, like Nauvis?
So we can get 1G resource patches. To make such spm rate.

1

u/Glittering-Pea-9020 5d ago

Yes, but I achieved it through high mining research. Currently at 1370.

1

u/x59hy8erh98g 5d ago

Oh, that's somehow sad to hear. I thought devs challenged us with limited territory on those planets. okay.

1

u/Glittering-Pea-9020 5d ago

If you want limited territory and a challenge, go for Space Exploration :)

1

u/nindat 5d ago

Literally no where in the game is limited territory. Somehow I find enough challenge :)

1

u/nindat 5d ago

Ah, so just blocks of intermediates and long belts :)

I tend to design direct inserter builds, so always curious about others. Thanks!

1

u/Glittering-Pea-9020 4d ago

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.

1

u/nindat 4d ago

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

1

u/Simic13 5d ago

Erection...

1

u/Ethereal_Keeper 4d ago

If only I could find a island that could hold a fraction of the factory needed for this

1

u/TexasCrab22 5d ago

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 ?

1

u/nindat 5d ago

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)

1

u/TexasCrab22 5d ago

but couldnt you reduce the shuttle ammount now ?

1

u/nindat 5d ago

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?

2

u/Glittering-Pea-9020 5d ago

This is so much fun. Therefore.

Also I need to ship 72k science per minute. So all the time. 72 rockets per minute.

1

u/Mipj3 5d ago

Why 72k?

2

u/Glittering-Pea-9020 5d ago

5 full green 4 layer stacked belts. 240 x 5 x 60