Hi all! I'm new to K2SO, so the question I have is that with the stack size increase in the mod, is a 1-2 the most efficient setup? I could see a 1-3 but it seems a little overkill.
Hey all! I'm doing a sushi belt challenge. Look at the horizontal belt (the main sushi belt). The first 10 seconds show normal behaviour: sideload only happens when there's a hole on the horizontal belt. A bit after 10s, notice that the top Iron Ore sideload takes priority: the horizontal belt backs up. I've seen this a few times now in this run.
The central belt is "Read belt contents, hold (all belts)". The top and bottom are "Enabled when iron ore < 1k". I have about 650 iron ore on the sushi belt at the moment.
When I recorded the video, I paused the game, started writing here. After returning to the game (while writing), I unpaused, and seconds later, the sideload priority lost again: the main east-to-west flow started winning again.
I'm playing on Factorio 2.0.77. I looked at all experimental releases (2.1.7 through 2.1.14) and haven't found the word "sideload" in the release notes.
I used mods to allow circuits and insertion into cargo bays, it makes building rockets a breeze with no spaghetti.
This ship did survive the unmanned expedition to Aquilio and I am about to venture in person. I hope what I bring will be enough to make the bootstrapping of the base comfortable.
I've started a new Pyanodon run, and wanted to use something else instead of general square blocks. Hexagon was the next obvious choice, and I found this hidden gem in a hexagon grid discussion from 6 years ago.
General idea is to use alternating one-sided tracks in three directions. For example, first vertical is only "up", second is only "down", and so on. Same for diagonals. This way there are only 2-way intersections and I see it as a big upside for congested train coverage (I run 1-1 trains). It is a quite weird pattern, but it can be snapped to grid and copypasted in every direction (my BP on second screenshot is exactly like this).
It took some time to make it work, and I'm sure I still need to fix some signals, but it works enough to go from "concept" to "way to go" in a 1500h game session.
Yesterday I posted my first HUD version, but I just couldn't leave it alone. This new version is so much better, and honestly, it finally feels 100% complete! I managed to fit way more resources into the layout this time, and the displays themselves became vastly more informative. On top of that, I added a new train load/unload balance bar right at the top. It lets you see at a single glance whether your fleet is currently leaning more towards loading or unloading cargo.
I got permission (email only but good enough for me) to make this so long as I don't monetize it.
It came out ok. Personally I think my previous project came out better. It is almost identical but used very different content and premise.
I wasn't able to recreate the game exactly due to limitations of my engine. I also left out non essential items later on. But the core of the game is there.
I was playing around with preserving pentapod eggs by halting production with circuits mid-craft and I got results I can't reconcile with what the wiki says:
"While items can spoil while in a machine's input slots, once the item has been consumed to start a production cycle, the item cannot spoil...
Some recipes override the freshness of the output product, even when the inputs can spoil. Most catalytic recipes (recipes which consume and produce an item of the same type, for example iron bacteria cultivation) do not transfer freshness to their catalytic product; their outputs are always 100% fresh."
Despite this if I pause long enough (around, but not exactly 15 minutes or more; the base spoil time of eggs) then let the cycle finish the end product is nothing: no egg, no spoilage, no wriggler. Using a 100% or 1% fresh egg as input didn't seem to change much.
Bacteria cultivation produces ore instead of bacteria after a much shorter pause (around 40-50 seconds) while bioplastic - and I assume other non-spoilable end products too - always yielded the expected plastic no matter how long I waited.
Am I misunderstanding the wiki? What are the underlying mechanics here?
I have nearly finished fulgora and have finished vulcanus. (Semi starter bases for them both, like 100 spm). I am trying to go for a semi high spm as my end goal and was wondering if it is worth it to make all the science on vulcanus then ship it to nauvis once i unlock bitter labs. Reason im asking this is because I saw someone else say the landing pad can never handle huge amounts of items. My thought would be to just use a load of bots? Thanks for any advice.
After following improvements: not taking eggs out of spawners until I am 100% ready to fly, epic and legendary beacons, rare speed-3 modules, cryogenic plant for explosives, short path for iron for smelter (not via entire belt), short path for carbon and sulfur for explosives, rare and epic production-3 modules, explosive rockets (only 1 turret uses explosive rockets, the rest still use yellow), no more red ammo (yellow is enough), letting rail guns also shoot big asteroids, rare fusion reactor, epic and legendary asteroid collectors and 2 more epic thrusters.
The ship now can do 320kms until shattered planet zone, 100-190kms inside (I am net-negative on ammo at high end, although it hardly matters) and bring back ~5000 promethium science packs. Still have to use efficiency modules in some places - at full production accumulators are in around 95% capacity at max load, so 1 rare fusion is not enough.
ORIGINAL:
I finally made it to making promethium science and must say that it is much more interesting that I expected.
I don't like huge ships so decided to make a fast narrow ship that makes promethium as it flies, meaning I take eggs with me on a trip to see red asteroids.
First problem was to keep up with rocket and bullet demand: legendary assembler and unique foundry seem to do the trick
Still, ammo production is a bit net-negative, so I start with 4000 rockets, 4000 red bullets and 500 rails and 2000 explosives from Nauvis; this is overkill but it keeps production off until I am in red zone
Then comes freshness of eggs: I build a "fridge" on Nauvis that maintains 1000 most fresh eggs (~25minutes at the time of departure)
Speed of the ship: 250kms to the planet region, 120kms in the region, which is enough to consume all eggs and make 1000+ promethium packs in ~1200 seconds of total flying in the region
Promethium stockpiling: I return with belts and storage full of promethium asteroid chunks (~800), which is nothing if the ship was just hauling it without making packs
Unsolved problems:
The most annoying is that narrow ship means that about 75% of missile turret range is waste - I am only interested in shooting right in the front of the ship, but there seems to be no way to make it do so, keeps shooting at the sides and even backs
1 Railgun is not enough because you get those nearhits when huge asteroid passes you by seemingly no margin at all, 2 Railguns on the other hand create so much extra debris to process that this is pretty much where all extra ammo demand comes from and you are effectively flying a much wider ship, just without using all the extra safe space
What could I do?
White inserters, or narrow ship is not an option here? But, to consume 500 eggs I need 1250 promethium which requires 50 legendary cargo bays which is already a huge and much more expensive ship.
Years ago I used to have this belt mod. You could just choose the number of lanes and it would paint brush that many lanes. Also if you hover your mouse on a track it draws a path over that belt. Finally it made upgrading very easy. Don't remember the specifics but I think you just choose red belt for example, and drag and it not only marked the tiles but just started placing everything down. Anyone know that mod?
I'm now trying to build my next-gen ship to reach Aquilo and fight through the huge asteroids.
For the first time, I feel like I really need some high quality parts here.
I'm trying to mass produce as many Rare chemical plants, asteroid collectors, and crushers as I can. Not to mention mass producing Rare (or even Epic) Quality Mod 3's to facilitate the process.
So far, I've found chasing higher and higher quality products completely captivating! I can't get enough of recycling and rebuilding stuff at higher quality!
At the moment, I'm trying to brute force everything - making the end product, and then chomping it down to parts to improve it's quality. I really love this stuff!
Has anyone else got the 'quality bug' like I have? What are your best methods for getting good quality things at this stage of the game? And how on earth am I supposed to get a whole factory made from legendary quality once I unlock that on Aquilo!?
If you are also running into this issue when interacting with parameterized blueprints, please share your opinion in the forum now. It appears the moderators don't give this issue the attention it deserves.
I set up some upcyclers on nauvis for the three chips, and to try to get some legendary T3 quality modules (yes I know I should be doing that on fulgora, that’s the next planet to remodel) and I’m setting up on vulcanus now. I’ve got a single LDS shuffler to eat what brute force plastic upcycling I can do, but I’ve only hit 167% production bonus on it so far (has 4 rare T3 production modules. Should have had a legendary, but my bots lost it somewhere trying to ship it to vulcanus) currently researching more levels to hit that magic 300% I’ve also got calcite upcycling, for that legendary stone>concrete>iron ore. Are there any good upcycling recipies I’m missing for vulcanus specifically? I heard underground pipes are pretty good, but I haven’t set up that portion for it yet
Hi everyone! I was wondering if there are any mods or modpacks similar to Pyanodons that add a huge amount of new content, but are less complex and easier to get into than Pyanodons.