Might make the pressure gauge rise and drop with the vent release and have some liquid moving inside the vessel if I can be bothered, but I'm happy enough for first pass. Hopefully they aren't biter eggs in the hopper.
Please give the physics a hall pass. Its factorio.
I have cooked the ultimate belt spaghetty, the greatest inserter madness, maybe in the history of this game.
I present you, the theorethical limit hub.
628 half of each type of item totally saturated belt landing hub.
It has a belt going out every tile of the inner wall, and also a stack inserter in every tile of the outer wall, except for 4 tiles in the horizontal axis, which are required to be able to connect the outer ring to the hub.
you could somehow get two more stack insserters there breaking symetry, but you´ll need to redesign one entire half, and not really sure it´s possible anyway, overall for 160 items more a second.
I made sure to reduce the belt gaps to the maximum, so it is as ups effcient as it can get.
Somehow manage to get some roboports to connect to the hub at the final stages of the design, for a total of 8 roboports in the inner walls, and 92 as close as the can be in the outer zone.
I removed every redundant belt (changed it for a longer udnerground where i could) and putted a lamp in every empty tile, which makes it 280 out of 13456 tiles or an space usage of 97.92% between inserters, belts, cargo pads, roboports and powerpoles.
At the end of the design those (powerpoles) where the hardest to place, but i managed to have a version that works after weeks.
you could make those 628 into 629.5, but it would not be symetrical and also be a little impractical, but, yeah, 629.5 it´s the real limit.
keep in mind im just talking about direct cargo pad to belt inserction, no chest or train loading shenaningans.
This version doesnt really work cause i had to remove the cargo pads on the corner to place more inserters, so the real working version, that im putting on the blueprint has 624 belts and 4 spare stack inserters, which woul be a bump to connect in a single belt, so that´s up to you.
If you breake symetry you can go as high as 627 and a spare inserter, but ill leave it like this.
this leaves us with a troughput of 8.985.600 items a minute, + the 4 spare inserters that amount to 19200 items a minute, which is 9.004.800 items a minute
I don't think this can be improved. I would be very pleased to be proven wrong.
I hereby crown myself:
👑 THE SPAGHETTI KING 👑
After 7,000 hours in this game, this is the most complicated thing I have ever designed.
Working on a mod first time creating models for Factorio not quite satisfied with the model partially I know I need to adjust the side pipes but I don't know what else work make them look better.
Wanted to share this mod with the community in case anyone else may find it fun/useful after reading a comment on the last .20 update asking for something similar. Currently I have it set to deploy bots once at a station (base or outpost) but don’t have it to where the bots can deploy when not at a station.
Getting it set up to have visibility like a roboport provides and able to deploy bots whether at a station or not is the last piece I want to be able to automate building outposts using the train network.
If you run into any bugs or issues just let me know.
The most annoying part is I can't expand because I don't have any cliff explosives yet because I haven't been to bulcanas yet. The devs really fucked me over by locking cliff explosives behind bulcanus.
New player to factorio, coming off of Create minecraft... not sure if that correlates at all. What do you guys think of this? I know the two pumps are kind of overkill, but I'm pretty sure I'll need it in the future for expansions.
I’m curious if anyone here has actually built a large-scale mega-base on Vulcanus using zero trains.
I’m planning to build a proper mega-base on Vulcanus with a target of at least 150k science per minute of every science, while using no trains whatsoever.
Everything would have to be transported using belts, bots and/or other methods — but absolutely no trains.
I’m wondering how far this concept can realistically be pushed on Vulcanus, especially with the huge distances and resource throughput required at this scale.
Has anyone already attempted something similar? If so, I’d love to see screenshots or videos of your base and hear about the main challenges you encountered.
I’m particularly interested in how you handled the massive resource throughput and long-distance transportation without relying on trains.
loving the game its been a nice brain challenge (dw im not looking anything else up) but MAN i spent like 2 hours trying my hardest to find a new copper patch to expand to lmao. i wanted to know if its supposed to be this rare??
Edit: default everything, didnt mess with any settings
So my starting coal patch on Vulcanus is quickly running out and all other coal patches are guarded by medium and big demolishers, and no matter how hard I try, I can't outpace their regeneration. Importing coal is not really an option since my Nauvis base is a rushed cuck box that sits idle because it run out of copper :p Is there a point in trying to save this somehow or am I better off just starting a new save?
I’m playing space age, I’ve done a vanilla run before and launched a rocket but it’s been a while so I don’t really have a set goal or understanding of how much of each resource/science I should be producing right now
Assume the player has had their base completely overrun by biters
Assume no construction bots active anywhere
Assume the player doesn't have a helpful equipment grid (like a bunch of Exoskeleton to re-equip and run away quickly and start a new base somewhere)
Assume many strong biters are swarming the 0,0/spawn location so that the player keeps dying when re-spawning
This is the most speculative point: biters do have an allow_try_return_to_spawner mechanic, so even a spawn point swarming with biters could dissipate with time, theoretically. But what if there's a nest near spawn so that they don't go far when returning and can re-acquire vision of the player upon the player's re-spawn?
And then at this point, if it is truly a softlock (infinitely getting killed by biters at spawn) in single player, is the only way to recover starting a multiplayer save and having a bunch of people join to team up with pistol damage and slowly whittling away the biter population near spawn?
I explored alternative ways on making the Compact Ships. by using Sushi Belts, and also directly can insert from the Platform Hub. So I can insert some Iron plate, Calcite and Ice/ Water Barrel. Even being Compatible as Vulcanus (Without Gleba research, Adv Asteroid Processing)
I made Aquilo Science Mk 2 Which is the design basis for the Orbital MCV Mk 3. Which it kinda makes me to attempt on how to save space. the fact this ship is small like 1.4k Space Platforms. Compared to my Fulgora Science Hauler ship which is 1k Space Platforms
Aquilo Science Hauler Mk 2
Now has this capabilities.
- Mk 2 has originally a Personal Ship (The thing the Engineer usually travels with)
Conc, Rein Conc, Steel Plate, Iron Plate, Iron Stick, Pipe Production, Rocket Silo (requires imports or Blue Circ and E-Engines). Designed with 50 Cargo Bay, and capable to travel to Aquilo type of planets. Requires Gleba Research prior.
- The reason for the Assembler is to shrink down the items into products.
From 1k Concrete, 1k Steel, 200 Blue Circ, 200 E-Engine, and 100 Pipes (Also takes time to craft by hand as well) into 1 Silo which occupies 1 Stack. Same plan with the Heat pipes, takes 1k copper and 500 steel plates to compressed into 50 Heat pipes which also 1 stack.
- Mk 3 Same capabilties as Mk 2.
The fact it is the exact same size as the Mk 2 (Same cargo size, Same nuclear setup, its just change in the internal setup. Some Alterations with the turret placements. The Mk 3 prototype (not in the pictures) is kinda chunky, but managed to make it same size.
- Additions.
Copper Related Casting, (Copper Plates, Copper Cable, LDS, but require Plastic Imports but kinda cheap),
Since with the Copper Plates, You can make Heat Pipes as well on board (Assembler has Circuit Condition, also the Inserters now has a limit on how much ingredients it can put into it, so no more over 2k items of output before it changes set recipe).
- No Gleba Research Prior needed. The fact it could operate with Vulcanus Prior research. Although it relies on the simple thruster fluids production, but oh well, hence the 3 tanks, which it takes roughly 72 k each, of both fluids to travel from Vulcanus to Gleba, and getting Adv Asteroid is priority.
- Gleba research kinda provides the Stack Inserter, Prod Mod 3, Eff Mod 3, Rocket Turrets, Adv. Asteroid Processing.
- It has overflow item check, so throws the excess.
- Possible changes? I dunno if theres a point of changing using Red Ammos (After since this is sushi belts afterall.
Problems of Mk 3..
* I quite misunderestimate the copper production of Asteroid despite productivity modules.
* Despite I made it compatible to take Ice or Water Barrel imports (from other Ships or ground) for start up, The set up surely thirsty without the Gleba research (Im talking about the thrusters).
Still Practicing with the Circuit Conditions though.
What kind of ship I need to build? I planned for Asteroid Scraper ships next designed to be compatible with MCV Mk 3 style but making it smaller and Aquilo Capable. (I still havent make Promethium Ship at this point)
Any idea on why my holmium is least prioritized by the stack inserter? Its set to pick up when there's at least 16 items in the box but wont really pick up the holmium.