Today after some optimization, I managed to get most my agricultural science packs on Nauvis to 95% freshness!
https://i.ibb.co/W4YfF947/a.png
Here is a breakdown of my setup, starting from the production side:
https://i.ibb.co/MkSvxw4k/a4.png
Basically it's a huge bot base. All fruits are ...
Search found 176 matches
- Tue Sep 23, 2025 3:37 pm
- Forum: Show your Creations
- Topic: Ticketing system for 95% fresh agricultural science
- Replies: 0
- Views: 140
- Sat Sep 20, 2025 12:54 pm
- Forum: Show your Creations
- Topic: Fast Promethium ship at 760km/s and 27k spm
- Replies: 0
- Views: 193
Fast Promethium ship at 760km/s and 27k spm
This is an end-game promethium ship optimized for speed / size. The core motivation is, based on the official formula, weight is much more important than width when optimizing for speed at the scale of large Promethium ships.
So I took this to the extreme and made this hollowed-out ship, tested in ...
So I took this to the extreme and made this hollowed-out ship, tested in ...
- Wed Sep 10, 2025 2:33 am
- Forum: Ideas and Suggestions
- Topic: Move space platform request to the schedule part
- Replies: 2
- Views: 260
Re: Move space platform request to the schedule part
What would the request clause do (other than requesting) if the wait for satisfaction checkbox was unticked?
It should use the current behavior: the planet prepares the requested things to its best effort, e.g. bot-move stuff to rocket silos. But the platform doesn't wait for it and could leave ...
- Tue Sep 09, 2025 8:45 am
- Forum: Ideas and Suggestions
- Topic: Move space platform request to the schedule part
- Replies: 2
- Views: 260
Move space platform request to the schedule part
I just thought of a good solution to the inflexibility of space platform requests: instead of a centralized section like in a requester chest, make requests a schedule clause. An example way to do so is to rewrite the current "Request satisfied for XXX" as "Request XXX * NNN" with a "wait for ...
- Sun Sep 07, 2025 3:06 am
- Forum: General discussion
- Topic: Rank Planets for Quality, and say why you need the worst one
- Replies: 1
- Views: 540
Re: Rank Planets for Quality, and say why you need the worst one
My take:
A: Space, Fulgora. They have the best recipes in the form of asteroid reprocessing and EM plant, in terms of yield / throughput. Fulgora is also good in the max-rare stage where you can wash for uncommon scrap and rare recycling results.
B: Vulcanus. It has the second-best recipes: lava ...
A: Space, Fulgora. They have the best recipes in the form of asteroid reprocessing and EM plant, in terms of yield / throughput. Fulgora is also good in the max-rare stage where you can wash for uncommon scrap and rare recycling results.
B: Vulcanus. It has the second-best recipes: lava ...
- Fri Sep 05, 2025 4:05 pm
- Forum: Balancing
- Topic: Demolisher sizes as weapon tech gates
- Replies: 13
- Views: 1251
Re: Demolisher sizes as weapon tech gates
My suggestion aims to add more challenge to Vulcanus, not more reward. Because it has plenty enough reward but virtually no challenge, and the better planets have both. The only way to really bring Vulcanus up to standard would be to give the planet a rework, complete with a brand new mechanic ...
- Fri Sep 05, 2025 3:56 pm
- Forum: Balancing
- Topic: Demolisher sizes as weapon tech gates
- Replies: 13
- Views: 1251
Re: Demolisher sizes as weapon tech gates
How would an ordinary average player know about this? If you killed a demolisher with turrets and made that your go-to method, how would you ever know that a different method could yield different rewards?
I didn't know either. But turrets won't kill bigs or even mediums (unless you have really ...
- Fri Sep 05, 2025 5:11 am
- Forum: Ideas and Suggestions
- Topic: Spoiled-ness priority for logistics requests and belts
- Replies: 1
- Views: 349
Spoiled-ness priority for logistics requests and belts
Inserters have spoiled-ness priority but they currently do not apply to belts or logistics requests. It would be helpful to add the support. For example, one may want to feed rotten bioflux to biters and make science with the good batches, but this is nearly impossible right now without each ...
- Fri Sep 05, 2025 3:43 am
- Forum: Balancing
- Topic: Demolisher sizes as weapon tech gates
- Replies: 13
- Views: 1251
Re: Demolisher sizes as weapon tech gates
I'd say anything that restricts play styles is bad. But big / medium demolishers do offer too little challenge / reward right now.
I'm more inclined for giving different rewards for killing them with different ways. For example, if you shoot a demolisher with turrets, you damage its skin and ...
I'm more inclined for giving different rewards for killing them with different ways. For example, if you shoot a demolisher with turrets, you damage its skin and ...
- Fri Sep 05, 2025 3:33 am
- Forum: Balancing
- Topic: Quality artillery is broken
- Replies: 14
- Views: 4368
Re: Quality artillery is broken
After building a larger base, now I'm the opinion that legendary artillery is too good early on but too weak later. The starting range is too high for its cost but it has logarithmic growth so eventually a megabase's pollution cloud would still out-range it. Especially on Gleba where there is no way ...
- Thu Sep 04, 2025 2:58 am
- Forum: Balancing
- Topic: Ban quality modules from asteroid crushers
- Replies: 285
- Views: 33144
Re: Ban quality modules from asteroid crushers
I don’t know, I just see no point to the quality mechanic existing if getting the items isn’t “hard”. Designing recycler lines that are thoroughly clog-proof, scaling up the base to provide the common items (which with itself brings the requirement of designing scalable designs), scaling the base ...
- Thu Sep 04, 2025 2:31 am
- Forum: Balancing
- Topic: Ban quality modules from asteroid crushers
- Replies: 285
- Views: 33144
Re: Ban quality modules from asteroid crushers
For ore, you need different designs as productivity goes up. You need two speed-moduled recyclers pointing at each other to destroy normal ores instead of upcycling them, then uncommon, then rare.
At 1k+ you need to destroy whatever container you mine into every 1-2 seconds since inserters can no ...
At 1k+ you need to destroy whatever container you mine into every 1-2 seconds since inserters can no ...
- Thu Sep 04, 2025 2:26 am
- Forum: Balancing
- Topic: Ban quality modules from asteroid crushers
- Replies: 285
- Views: 33144
Re: Ban quality modules from asteroid crushers
I understand why at some high level the basic crushing can be used to upcycle stuff, you put iron chunk you get ore + chunk, so chunk=> chunk , fine. ( that's my plan on the ship i'm working on) but i don't understand why you say it outweight the productivity loss compared to reprocessing, to me ...
- Wed Sep 03, 2025 2:39 am
- Forum: Balancing
- Topic: Ban quality modules from asteroid crushers
- Replies: 285
- Views: 33144
Re: Ban quality modules from asteroid crushers
I meant destroying them for nothing :lol: It's like a ~4% yield difference and not worth the logistics hassle or the UPS. I tried throwing them into lava too but that was actually slower than recyclers. To think I mourned every rotten fruit at the start...
I don't understand how you calculate ...
- Wed Sep 03, 2025 2:22 am
- Forum: Gameplay Help
- Topic: What am I doing wrong? Biochambers and Legendary nutrients
- Replies: 8
- Views: 1902
Re: What am I doing wrong? Biochambers and Legendary nutrients
Some kind soul taught me this when I asked the same question, I'm merely passing on the wisdom.
- Tue Sep 02, 2025 5:15 pm
- Forum: General discussion
- Topic: If you could land on the Shattered Planet, what would it be like?
- Replies: 10
- Views: 1070
Re: If you could land on the Shattered Planet, what would it be like?
Considering how ships usually crash-land there, I'd imagine a world filled with rogue turrets, biters, maybe a few spidertrons and tanks, all shooting at each other and the player. There will be scraps recycling to legendary buildings while spawning tough living enemies when recycled.
With the ...
With the ...
- Tue Sep 02, 2025 4:55 pm
- Forum: Balancing
- Topic: Ban quality modules from asteroid crushers
- Replies: 285
- Views: 33144
Re: Ban quality modules from asteroid crushers
My legendary science base used to look like this: https://factorio.com/galaxy/Iron%20I:%20Beta7-2.G4X3/planets .
This base doesn't appear to have created a legendary item at all
Exactly, that's about the state at which I unlocked legendary. My point is, grinding for enough infrastructure ...
- Tue Sep 02, 2025 3:37 pm
- Forum: Balancing
- Topic: Ban quality modules from asteroid crushers
- Replies: 285
- Views: 33144
Re: Ban quality modules from asteroid crushers
I admire and respect the amount of effort and thought you’ve put into your run, I really do. But surely you understand that the vast majority of “space casino” users never use it at this scale or make these kinds of optimizations. They build a simple, unoptimized ship and use it at low asteroid ...
- Tue Sep 02, 2025 10:25 am
- Forum: General discussion
- Topic: New ideas after asteroid shooting UPS buff
- Replies: 9
- Views: 921
Re: New ideas after asteroid shooting UPS buff
A better explanation of what "buffed" means would be helpful to the discussion. Personally, I have no idea what a "buff" is.
I mean asteroid shooting getting much faster.
What does that have to do with UPS?
Faster asteroid shooting gives you higher UPS (Updates Per Second) for moving ...
- Tue Sep 02, 2025 9:14 am
- Forum: General discussion
- Topic: New ideas after asteroid shooting UPS buff
- Replies: 9
- Views: 921
Re: New ideas after asteroid shooting UPS buff
I mean asteroid shooting getting much faster.NineNine wrote: Tue Sep 02, 2025 8:13 am A better explanation of what "buffed" means would be helpful to the discussion. Personally, I have no idea what a "buff" is.