Search found 23 matches
- Mon Mar 31, 2025 2:54 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Shattered Planet Ship - Executor
- Replies: 11
- Views: 20404
Re: Shattered Planet Ship - Executor
Lasers are really not a good choice. Look at the resists.
The resistance isn't necessarily the end of the story. Shooting small asteroids with lasers works fine. Sure, it takes some laser tech to one-shot a small asteroid, but for a project like this it's reasonable to assume a fairly advanced ...
- Mon Feb 24, 2025 6:37 pm
- Forum: Show your Creations
- Topic: Space Platforms
- Replies: 134
- Views: 39313
Re: Space Platforms
I've ironed out the last few hiccups and my first large Space Age base is running stably at its designed level. It's 3600 per minute (60 Hz) of each of 12 science
My "Voyager" platform. This is the big extrasolar ship for promethium science.
02-24-2025, 10-34-00.png
It hauls about 60K ...
- Mon Feb 24, 2025 6:08 pm
- Forum: Show your Creations
- Topic: Space Platforms
- Replies: 134
- Views: 39313
Re: Space Platforms
I've ironed out the last few hiccups and my first large Space Age base is running stably at its designed level. It's 3600 per minute (60 Hz) of each of 12 science
Most of my current craft are variants of the "2B" platform (It looks a bit like a B2 bomber but backwards. OK, I'm bad at naming ...
- Mon Feb 24, 2025 6:02 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Space Age MEGA Bases
- Replies: 17
- Views: 6740
Re: Space Age MEGA Bases
I've ironed out the last few hiccups and my first large Space Age base is running stably at its designed level. It's 3600 per minute (60 Hz) of each of 12 science
Aquilo. Exports 60 Hz Cryogenic science + Quantum Processors, lithium plates, fusion fuel, barrelled fluoroketone, fusion reactors ...
- Mon Feb 24, 2025 5:55 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Space Age MEGA Bases
- Replies: 17
- Views: 6740
Re: Space Age MEGA Bases
I've ironed out the last few hiccups and my first large Space Age base is running stably at its designed level. It's 3600 per minute (60 Hz) of each of 12 science
Gleba. Exports ~100 Hz Agricultural science, carbon fiber.
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Like many players (I think), It took me ...
- Mon Feb 24, 2025 5:51 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Space Age MEGA Bases
- Replies: 17
- Views: 6740
Re: Space Age MEGA Bases
I've ironed out the last few hiccups and my first large Space Age base is running stably at its designed level. It's 3600 per minute (60 Hz) of each of 12 science
Vulcanus. Exports 60 Hz Metallurgic science, tungsten, turbo belts, Speed 3 modules, foundries.
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The core ...
- Mon Feb 24, 2025 5:47 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Space Age MEGA Bases
- Replies: 17
- Views: 6740
Re: Space Age MEGA Bases
I've ironed out the last few hiccups and my first large Space Age base is running stably at its designed level. It's 3600 per minute (60 Hz) of each of 12 science
Nauvis first, of course.
02-24-2025, 09-42-50.png
The first 6 sciences and biolabs live in the northernmost rail block. It takes ...
- Mon Feb 24, 2025 5:36 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Space Age MEGA Bases
- Replies: 17
- Views: 6740
Re: Space Age MEGA Bases
I've ironed out the last few hiccups and my first large Space Age base is running stably at its designed level. It's 3600 per minute (60 Hz) of each of 12 science packs, plus some partially spoiled Agricultural.
Here's 50 hours. That's not hands-off since that would be too boring. But over that ...
Here's 50 hours. That's not hands-off since that would be too boring. But over that ...
- Thu Feb 20, 2025 3:12 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Space Age MEGA Bases
- Replies: 17
- Views: 6740
Re: Space Age MEGA Bases
Nice. I'd say you've done quite well on Fulgora and 1K EM SPM is rather overkill for now. But then, one of the great things about Factorio is how different players can dig down into different overlapping challenges.
- Thu Feb 20, 2025 3:03 pm
- Forum: General discussion
- Topic: Late game: Where does your engineer live?
- Replies: 9
- Views: 1281
Re: Late game: Where does your engineer live?
I live wherever I last wanted to relocate a huge pile of stored items. Even compared with lots of bots and spidertrons, one mech-suited engineer provides considerable throughput.
- Thu Feb 20, 2025 2:11 pm
- Forum: Railway Setups
- Topic: 8-way intersection, fully grade-separated
- Replies: 3
- Views: 1129
Re: 8-way intersection, fully grade-separated
Very cool. It's even not super huge. Now I just have to make up some reason to use it in my game.
- Wed Feb 19, 2025 6:19 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Space Age MEGA Bases
- Replies: 17
- Views: 6740
Re: Space Age MEGA Bases
Thanks, I'm currently testing this setup,
Nice! I like the idea of using the same build on many islands. Especially the distributed rocket silo. And the rare quality buildings is a nice sweet spot. My hunch is you could fit 2 of these on most islands, depending on your map settings. I assume ...
- Tue Feb 18, 2025 10:17 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Space Age MEGA Bases
- Replies: 17
- Views: 6740
Re: Space Age MEGA Bases
I'm interested in seeing a multi-k spm fulgora setup.
Here's my Fulgora - 3600 EM science per minute.
It's neither pretty nor optimized, but it works.
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Almost everything I've done on Fulgora is to save space ...
- Mon Feb 17, 2025 6:19 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Space Age MEGA Bases
- Replies: 17
- Views: 6740
Re: Space Age MEGA Bases
Yeah I played ~500 hours of 1x but never really tried to participate in the online community. After a couple hundred hours in Space Age, and having had a good experience in the train intersection thread on this forum, I figured I'd look for the megabase group. But I guess it doesn't really exist ...
- Fri Feb 14, 2025 7:06 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Space Age MEGA Bases
- Replies: 17
- Views: 6740
Re: Space Age MEGA Bases
Yeah these are some of my questions.
Certainly I do "look at the ingame production statistics, filter for science pack, then look at the numbers shown". Of course there are multiple numbers and we want some kind of aggregate or summary. Yes, I'm doing about 3000 each and I think my build should ...
Certainly I do "look at the ingame production statistics, filter for science pack, then look at the numbers shown". Of course there are multiple numbers and we want some kind of aggregate or summary. Yes, I'm doing about 3000 each and I think my build should ...
- Thu Feb 13, 2025 9:24 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Shattered Planet Ship - Executor
- Replies: 11
- Views: 20404
Re: Shattered Planet Ship - Executor
Very nice.
I wouldn't describe the startup limitations as "flaws" or "partially broken". Anyone working outside the solar system will be familiar with bootstrapping ships from construction to their intended routes. If it has to import some resources or use a design modification to get going, that's ...
I wouldn't describe the startup limitations as "flaws" or "partially broken". Anyone working outside the solar system will be familiar with bootstrapping ships from construction to their intended routes. If it has to import some resources or use a design modification to get going, that's ...
- Thu Feb 13, 2025 6:07 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Space Age MEGA Bases
- Replies: 17
- Views: 6740
Re: Space Age MEGA Bases
Are these hiding someplace else? I'm polishing up my first large Space Age project and wonder where that community is and what people are interested in seeing shared. Also I don't know what metrics people are using, really.
I've designed for all 12 sciences, targeting one per tick of each for now ...
I've designed for all 12 sciences, targeting one per tick of each for now ...
- Thu Feb 13, 2025 5:01 am
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 487
- Views: 297282
Re: 3 and 4 way intersections
Unknown key: "shortcut.testbenchcontrols-name"
How do I get this mod working? Any help much appreciated. Screenshots attached.
I'm not that experienced but I suspect the problem is that you need to start the game from the special Testbenchcontrols Mod Scenario. You can't use the tool in a ...
- Wed Jan 22, 2025 3:37 pm
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 487
- Views: 297282
Re: 3 and 4 way intersections
After much fiddling, I fit my Celtic Turbine hybrid into 128x128 (4 chunks square). It tests around 200 TPM with 2-4 trains.
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0eNqlnUtvXElyhf+KwJUNiIObmZGv3noxs/BqPIAXxmBASeVuwmpKoKiG24P+7yabN2+xWZFV37lcDaYhnsqbGa+MOBnxz6sPn78fvt7f3j1c/fDPq293N1+vH75c/3h/++np///v1Q8hlvdXv ...
01-22-2025, 05-37-08.png
0eNqlnUtvXElyhf+KwJUNiIObmZGv3noxs/BqPIAXxmBASeVuwmpKoKiG24P+7yabN2+xWZFV37lcDaYhnsqbGa+MOBnxz6sPn78fvt7f3j1c/fDPq293N1+vH75c/3h/++np///v1Q8hlvdXv ...
- Thu Jan 16, 2025 9:03 am
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 487
- Views: 297282
Re: 3 and 4 way intersections
the spacing between signals does seem inconsistent at times.
For sure mine are! I would love some pointers about signal spacing. My only strategy is to first make it safe with the basic chain-in and rail-out rule, then try improving things by adding and removing signals semi-randomly until I get ...
For sure mine are! I would love some pointers about signal spacing. My only strategy is to first make it safe with the basic chain-in and rail-out rule, then try improving things by adding and removing signals semi-randomly until I get ...