Spidertron walking tour / Ore prevalence

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bll
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Spidertron walking tour / Ore prevalence

Post by bll »

So I took a walking tour with my spidertron and on the new areas of the map I uncovered I found:

Copper Ore: 936k, 18m, 28m, 17m
Total: 64m
Iron Ore: 5.5m, 14m, 27m, 13m, 10m, 14m, 19m, 27m, 5.7m
Total: 135.2m
Stone: 9.5m, 4m, 3.7m, 5.3m, 8.2m, 5.6m
Total: 36.3
Coal: 14m, 25m, 26m, 18m, 30m
Total: 113m
Uranium Ore: 4.5m, 8.8m, 15m, 4.6m
Total: 32.9m
Oil: 4936%, 5270%, 417%, 2797%, 6677%, 5188%

I think because I have already have more copper mines than iron mines, it feels like there is less copper available.

Not including the above, I currently have 6 patches of copper on my map I am not (yet) exploiting:
4.8m, 3.8m, 5.0m, 9.2m, 5.4m, 7.8m.

At some point I'm going to be making some very long railways.

I'd really like a scout plane, or as someone suggested a scout helicopter.
Or is there some sort of chemical spray to make me smell like an alien so they don't bother me?

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FuryoftheStars
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Re: Spidertron walking tour / Ore prevalence

Post by FuryoftheStars »

Aircraft
Helicopter

Note: You can still be attacked and damaged by even melee biters due to game limitations and how everything works/interacts.
My Mods: Classic Factorio Basic Oil Processing | Sulfur Production from Oils | Wood to Oil Processing | Infinite Resources - Normal Yield | Tree Saplings (Redux) | Alien Biomes Tweaked | Restrictions on Artificial Tiles

Koub
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Re: Spidertron walking tour / Ore prevalence

Post by Koub »

bll wrote:
Thu Dec 09, 2021 10:26 pm
it feels like there is less copper available.
Science (including space science) will require almost as much iron as copper (when not using prod modules). When using prod 3 modules, the balance is heavily shifted towards more iron than copper.
Warfare, uses mostly iron (for the ammunitions).
So all in all, chances are you'll need more iron than copper.

IIRC, with the map gen rework that came with 0.17 (early 2019), average proportions of iron and copper have been tweaked to reflect typical-ish use (knowing there is a wide variety of gameplay styles, so one might play in a way explicitly designed to make this prediction false).
Koub - Please consider English is not my native language.

JimBarracus
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Re: Spidertron walking tour / Ore prevalence

Post by JimBarracus »

its a little costly, but I use artillery to uncover large parts of the map.

bll
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Re: Spidertron walking tour / Ore prevalence

Post by bll »

Koub wrote:
Fri Dec 10, 2021 7:16 am
Science (including space science) will require almost as much iron as copper (when not using prod modules). When using prod 3 modules, the balance is heavily shifted towards more iron than copper.
Warfare, uses mostly iron (for the ammunitions).
So all in all, chances are you'll need more iron than copper.

IIRC, with the map gen rework that came with 0.17 (early 2019), average proportions of iron and copper have been tweaked to reflect typical-ish use (knowing there is a wide variety of gameplay styles, so one might play in a way explicitly designed to make this prediction false).
That's very interesting. I do not find that to be the case.
I am producing 13k/m copper ore (16k/m copper coil; 13k/m copper plate) and 8.3k/m iron ore (8.3k/m iron plate).
Science is running around 77/m.
I don't use productivity modules.
I guess I'm not typical : ) .

bll
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Re: Spidertron walking tour / Ore prevalence

Post by bll »

JimBarracus wrote:
Fri Dec 10, 2021 9:00 am
its a little costly, but I use artillery to uncover large parts of the map.
I've decided to stop using artillery. It's a bit harsh on the aliens.
I still find the spidertron the best way to uncover the map at this point.
It can be dangerous though.

azesmbog
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Re: Spidertron walking tour / Ore prevalence

Post by azesmbog »

I have the most standard vanilla map with default settings with biters and spitters.
So, if you ever get to the edge of the map, then suddenly you can find mineral deposits with an average size of 5G-8G, but now I looked specifically, I found 10G iron. I don't remember exactly, but it seems like I came across resources for 12G. Perhaps these are two resources together :) Here the developers will say more precisely. And this is with standard settings, not maximum. So any resource, even on one map, will be enough for all those who play (and not yet play) this game.

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Re: Spidertron walking tour / Ore prevalence

Post by Koub »

bll wrote:
Fri Dec 10, 2021 2:57 pm

I am producing 13k/m copper ore (16k/m copper coil; 13k/m copper plate) and 8.3k/m iron ore (8.3k/m iron plate).
Science is running around 77/m.
I don't use productivity modules.
Does this include the ~5.5-6k iron needed for the steel ?
Koub - Please consider English is not my native language.

bll
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Re: Spidertron walking tour / Ore prevalence

Post by bll »

Koub wrote:
Fri Dec 10, 2021 9:46 pm
bll wrote:
Fri Dec 10, 2021 2:57 pm

I am producing 13k/m copper ore (16k/m copper coil; 13k/m copper plate) and 8.3k/m iron ore (8.3k/m iron plate).
Science is running around 77/m.
I don't use productivity modules.
Does this include the ~5.5-6k iron needed for the steel ?
Yes, it does.
I'm not booted into windows right now, can't look up the steel numbers.
Note that I'm in very late game stage, and all the infinite researches are generally military, and don't use the purple science.

astroshak
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Re: Spidertron walking tour / Ore prevalence

Post by astroshak »

If mods are ok (you’re not against them for some reason) you might look into VisionRadar. It gives you an active scan radar that does not have the slower, one-chunk-at-a-time reveal around it. More importantly, it can be set to anything up to 1000 chunks in diameter.

This takes a LONG time to reveal the map, especially when that large a radius, but it can show you what’s out there a long ways away.

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