Blog that I wanted to make to encourage other people to share cool stuff they made in factorio, as well as just sharing my own stuff and maybe other related nonsense.
What the fuck do you mean you improved Mining Drill performance by 50% when the scale we are talking about is 0.000001 to 0.004 seconds?
"Oh yeah we improved Mining Drill performance, instead of taking 0.0034 seconds to update it now takes 0.0014 seconds to update" what do you meannnnnnnnn
"So fluids were set to process at a speed of 100 per tick, or 6,000 per second. For the vast amount of players, this is perfectly fine and causes no issues. But for the tiny percentage of lategame legendary megafactory engineers, 6,000 fluid processes per second was simply not enough. The solution came to me in a dream, so in 2.1 the max flow will derive from the fluid buffer and crafting machines will properly scale fluid output value based on speed and productivity"
Like Im sorry what? 0.1% of players have an issue of not being able to transfer more than 6,000 units of fluids between two or three machines in a single second? The solution came to that specific dev in a dream? "It just works™" (actual quote)??
how to maximize pollution from coal power in factorio. straight burning coal or liquifying it to solid fuel to burn? we've been arguing and crunching numbers for a while
This thing reads out the amount of science I have in logistic storage, in the form of this neat bar graph. I love having this sorta thing on my base, makes it so much easier to tell when stuff's going weird. Also, it's very fun to look at.
At a certain point in a Factorio Space Age playthrough, you sorta stop playing as a human person and start playing as an interplanetary bot hivemind.
A number of times, I found myself straight up forgetting where "my body" was located, cuz its just not that important. At some point I'd become one with the factory.
At a certain point in a Factorio Space Age playthrough, you sorta stop playing as a human person and start playing as an interplanetary bot hivemind.
A number of times, I found myself straight up forgetting where "my body" was located, cuz its just not that important. At some point I'd become one with the factory.
I feel I should preface this by saying that I love Gleba. I find it to be the most challenging planet in the expansion, and the second-most challenging aspect. I only find Space Platforms harder, and with that it's specifically going to the shattered planet, and that's probably because my platform is too small.
Starting with my first Gleba I landed on, we'll go over how I tamed the fungal ball we call this planet. This is technically what I call my "second" base on Gleba, but the first base was built in the same place, with the same towers and such. It was basically just replaced with the new base, which then had 2-3 revisions done as well.
Starting with my farms, you can see I've put some significant investment into their defenses. On this Gleba, which was my first Gleba, I put a lot of focus in trying to squeeze as much production out of a single tower as possible. The tower itself is circuit controlled, using a connection between the outgoing belt, the incoming inserter and the tower itself. The tower turns off if it has no seeds, the inserter only puts seeds in if the quantity of fruit on the outgoing belt drops below 300 or so. This is the same for both the Yumako and Jellynut production lines. This helps stop overproduction of each fruit, and tries to keep the fruit roughly as fresh as possible, without causing the main base to stall at all.
So here is the initial lazy river of a base. The outer white belt is a nutrient belt, traveling around the entire place. This aspect has had the least revisions made to it. Top to bottom, left to right, each "loop" contains one set of biochambers, generally to make multiple items out of different qualities, starting with Jellynut processing. Next is bioflux to nutrients, iron bacteria, copper bacteria, sulfur, carbon, and then legendary carbon. Along the bottom is Yumako processing, Bioflux, Plastic, Carbon Fiber, Rocket Fuel, Eggs, and Lime Science.
The recyclers are to produce higher quality bioflux for science production (The base uses rare quality eggs/science), and my spoilage upcycling area. I'm planning on massively scaling up the spoilage upcycling at some point, but I lack the biochambers right now.
Here's a closer look at Science production. Since this was originally built for rare-quality science, it's had to have epic & legendary retrofitted into it. I do think if I had to do it all over again, I'd probably not set science up as rare... but I'm still looking into actually setting up an upcycler for high quality lime science, since it's actually pretty easy. The biochambers are set up to only allow eggs to be added if we already have bioflux in the chambers, this prevents eggs from staying in any chamber other than the egg reproduction lines. Note the absence of turrets in this area. While I've had accidents previously (note that this area currently ISN'T running, as the eggs hatched and I haven't replaced them yet), the only problems with destruction I've had inside the base, was when some stompers tried to build a new egg raft by the power plant...
Here's the production lines for LDS & Processing units, including an upcycler, and a Legendary LDS crafter (Sending to Nauvis for high quality space parts). The ammo production lines are also here.
Finally the power plant and mall. The mall does include a biochamber crafter, a lube biochamber & soil assemblers. The heating towers have circuit control to only add fuel if a tower drops below a certain temperature, and another one to trigger an emergency fuel supply of rocket fuel (because I had a brownout issue with the prior base). Last time the system went down was because I accidentally disconnected one of the seed lines, and burned all of my Yumako seeds, and I didn't notice until an emergency alarm went off to let me know the power was critical.
Overall, this base served me well enough to complete the game, but has shown its cracks in how it worked, and what its capable of. With what I learned from making it, I designed a much better successor to it, and I'm going to show that off next.
So starting at my farms, I decided to try and maximize the soil usage, rather than the towers. So I build multiple towers with no overlapping coverage, and making sure the towers were built with access on non-farmable (without overgrowth) soil. I'm still on the fence if I want to go overgrowth, but I think I'm just going to build more farms instead, since that seems to work as well, and is much easier. The Jellynut looks very similar, just flipped vertically. Going with a rail network was done to decouple the dependence on the base the old design had. Now I can instead connect up the fruit train with a base needing fruit, and the resupply train with a resupply base. I'm planning on later using this to build several independent bases that specialize in one or more products, and just shipping more stable ingredients around.
The railyard is an absolute nightmare, that I'm GOING to fix, but I was trying to clear that stone patch first, and also I did underestimate the space I needed. Still it proves that an unoptimized solution still works for Gleba because this? Is awful. I genuinely forgot about it until I looked at it... Also now's a great time to mention that the trains are all circuit controlled. So a station sets a request for fruit to send a train out, and the trains go to the farms based off which farm was least recently visited. It's all done through some fun circuitry that wasn't that complex. (Agricultural towers get told to harvest when a train is inbound & station priority is set by how many minutes its been since a train departed the station. So they prefer to visit farms that haven't been visited recently... i.e. ones that should have fully grown trees.)
So I used a similar ordering for the production lines, however, instead of using a flow-through design, I swapped to a dead-end line for everything but bioflux & lime (agricultural) science. I also stopped using quality along the production. Part of it was to simplify the build in the rush to agricultural science (I was playing an MP game, and trying to beat my friend to producing our respective planetary sciences. I was on Gleba, they were on Fulgora. I beat them for science, but lost in exporting... mostly because my first batch went bad before I had a rocket load.) I use similar techniques for handling eggs, and the belt going around the whole base is instead a spoilage belt, both for dumping spoilage onto to remove it from dead ends, and to stockpile for the bootstrapping assemblers to restart the base if something goes horribly wrong (which they have run, but I haven't noticed the base shut down, so they're clearly doing their job right).
So like before, here's the power plant, and it relies on the same system as before, only major change is that I'm using indicator lights to indicate the status of each heating tower. It's cool, and lets me see the system's status at a glance. Likewise, you can see biolubricant and the two soils got moved into the main production line area. I didn't feel like saving that 20 or so jelly at the end of the belt, so it just rots into spoilage (which is primary what the power plant burns. Spoilage, eggs, & rocket fuel).
Lastly the mall is to the north, crafting all the oddities I need, and there's a small processing units & LDS setup built to supply the trains & rockets with whatever they need to keep them going.
A major change I did with this base compared to the prior is utilizing a singular piece of tech I figured out while setting up some stuff on my previous save's Gleba for exporting Bioflux.
So all incoming science gets loaded into this passive provider. It holds roughly 1k science, which is one rocket load. Once it has more than 1k science, the inserter behind it turns on and pulls out the most spoiled science packs. Since they go into a steel chest, they are no longer available to the logistics network, and will never be loaded into a rocket. Likewise, I could change this to stockpile more science before throwing it out for rot, but our base isn't ready to receive that much science just yet. I think if anyone takes anything from this post, they should take this system, as it *will* make sure you have only your freshest science, eggs, or bioflux available for rockets. If you have a freshness problem after setting it up, you don't have a freshness problem, you have a production problem, and need to scale up, which is fairly easy to do, because bioflux, lime science, and eggs are all high-throughput recipes.
Having covered my Glebas, I am considering showing my sushi Aquilo (Fulgora is also a sushi system, but I think it's far less interesting than Aquilo)
with a whopping 16 engines (some of which are epic/rare), it is capable of a tremendous 2,5GN of thrust, pushing this hefty 1 947 ton beast to a reliable 273,05km/s
each wing producing 1800/s of each thruster fuel type, it should be capable of sustaining full thrust for an indefinite period (as long as it is kept fully supplied with water/iron ore/carbon)[and you use 16 normal-quality thrusters lmao]
the main cargo hold also has a capacity of 899 item slots, which can be further increased with quality cargo bays
the main asteroid processing center, not much to say about it. just dont use the advanced processing recipes too much since they're actually less efficient for producing water/carbon/iron ore (i didnt check that beforehand?? fortunately it wasnt hard to revert some crushers back to the original recipes)[i had to due to a lack of water production and excessive calcite production]
the thick boy, the nuclear reactor placed scarily close to the front, the ore smelter and ammo/rocket production center.
9 piercing ammo assemblers and 6 rocket assemblers should be enough right???!! so far i havent had any problems yet :DD
it might be massively overbuilt, and i will probably never use the 900 slot capacity of this beast
the Kapřík will initially be used for personal transport to Aquilo, but will later serve as a universal hauler of all planetary exports to make quantum processors on Aquilo (considering they need one final product from each planet)
fun facts:
the kapřík takes its name from the czech word for carp :)
my original inspiration for the build was the imperial cutter from elite dangerous, however the initial finished build just looked like a massive penis so i had to flatten it
the new hammerhead shape also probably helps with faster asteroid acquisition, and makes sure the south wings dont get any head on collisions with asteroids
finally, after ??? hours of experimenting and trying again and again, i have made a self-sustainable and self-managing base on gleba that will not stop working as long as enough jellynuts/yumako fruits are provided
the main bioflux processor
the self-starting iron/copper bacteria center that makes roughly 60ore/sec each
my rocket launch center that makes roughly 2/sec of each rocket ingredient
and the most important part, the agricultural science pack center with only one! breach so far
gleba is definitely the hardest planet so far and a really fun challenge, i can tell why many people complain about it but also skill issue lmao
personally, my favourite planet so far
ALSO all farming is handled by logistic bots cuz im too lazy to belt them, the train is purely for vibes
so i ate mold and now my stomach hurts so to cope I'm playing a frankly unhealthy amount of factorio yippeeee
disclaimer: those first two points may or may not be related
anyway!
have you ever needed to take three inputs and split them into two belts, half and half? have you ever also needed it to be tilable and output to the left?
don't worry, i can save you multiple hours of messing around!
have you ever also needed the input that goes on both belts to be specifically input on the left? don't worry, i got you there too!
unfortunately, i will not be providing blueprints, because that would imply these designs are Optimal, or even Good.
(yes, i did actually use one of these)
tada, yellow science! hey, i thought it turned out pretty good.
my science designs are made for a rate of 90 science per minute and to also be tileable! (in case i ever have the resources for that. or the power.) hopefully i can reuse these designs for future runs or something.