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1.35k S/M bases should be more popular
Posted: Mon Nov 02, 2020 8:13 am
by NotRexButCaesar
1.35, or 1/2 blue belt, bases are just slightly more than 1k SPM and nearly the same effort, but have much nicer lab inputs and fit exactly on a half belt for each science pack. For the sake of OCD everywhere, build more 1.35k S/m bases!
Re: 1.35k S/M bases should be more popular
Posted: Mon Nov 02, 2020 8:26 am
by Koub
Sounds like metric vs imperial to me
Re: 1.35k S/M bases should be more popular
Posted: Mon Nov 02, 2020 11:24 am
by coppercoil
Sounds like metric vs factorional
In my factory, I count everyting in blue belts
I only need an 8th science pack for my pretty belts.
Re: 1.35k S/M bases should be more popular
Posted: Mon Nov 02, 2020 3:33 pm
by Gamatron332
... no because 5 is a uneven number. I can’t. I’m sorry
Re: 1.35k S/M bases should be more popular
Posted: Mon Nov 02, 2020 3:49 pm
by valneq
Gamatron332 wrote: ↑Mon Nov 02, 2020 3:33 pm
... no because 5 is a uneven number. I can’t. I’m sorry
But 1350 is an even number.
In any case, 1350 science/minute is not a number anyways. It's a rate. You can always change the time scale to make it even:
1.35 k/min = 1.944 M/day
Re: 1.35k S/M bases should be more popular
Posted: Mon Nov 02, 2020 4:36 pm
by Squelch
I thought we were talking about a very expensive fetish parlour by the title.
Re: 1.35k S/M bases should be more popular
Posted: Mon Nov 02, 2020 6:02 pm
by NotRexButCaesar
coppercoil wrote: ↑Mon Nov 02, 2020 11:24 am
Sounds like metric vs factorional
In my factory, I count everyting in blue belts
I only need an 8th science pack for my pretty belts.
I’m a big fan of rational numbers. It’s more of a “fractionorial” system
Or you could swap out military/whatever pack isn’t used with circuits. (unless you want to research follower count forever)
Re: 1.35k S/M bases should be more popular
Posted: Mon Nov 02, 2020 7:08 pm
by coppercoil
AmericanPatriot wrote: ↑Mon Nov 02, 2020 6:02 pm
I’m a big fan of rational numbers. It’s more of a “fractionorial” system
Or you could swap out military/whatever pack isn’t used with circuits. (unless you want to research follower count forever)
I think "SPM" tag implies
all kinds of science packs, regardles of the way how they are consumed. I also think that good XXXX SPM factory should handle any research, so every pack should travel along the labs. And if you don't do sushi belts, the number 7 is not nice at all.
Re: 1.35k S/M bases should be more popular
Posted: Mon Nov 02, 2020 7:56 pm
by NotRexButCaesar
coppercoil wrote: ↑Mon Nov 02, 2020 7:08 pm
AmericanPatriot wrote: ↑Mon Nov 02, 2020 6:02 pm
I’m a big fan of rational numbers. It’s more of a “fractionorial” system
Or you could swap out military/whatever pack isn’t used with circuits. (unless you want to research follower count forever)
I think "SPM" tag implies
all kinds of science packs, regardles of the way how they are consumed. I also think that good XXXX SPM factory should handle any research, so every pack should travel along the labs. And if you don't do sushi belts, the number 7 is not nice at all.
Sometimes (maybe even often) military science is excluded. if you really want follower robot count, you can have backup labs that only activate when the others back up. The backup only needs half as many labs too.
Re: 1.35k S/M bases should be more popular
Posted: Mon Nov 02, 2020 8:23 pm
by coppercoil
AmericanPatriot wrote: ↑Mon Nov 02, 2020 7:56 pm
Sometimes (maybe even often) military science is excluded. if you really want follower robot count, you can have backup labs that only activate when the others back up. The backup only needs half as many labs too.
I do not want follower robot count. I research whatever I want, keeping producing all kinds of bottles (for the record). This is how I play.
And I would like the 8th flavour for smoother play
Re: 1.35k S/M bases should be more popular
Posted: Mon Nov 02, 2020 9:31 pm
by valneq
Bob's Mods add an 8th science pack.
They rename the "logistic science pack" to "transport science pack" squeeze in another "Logistic science pack" (pink) after chemical science.
Re: 1.35k S/M bases should be more popular
Posted: Mon Nov 02, 2020 10:51 pm
by NotRexButCaesar
coppercoil wrote: ↑Mon Nov 02, 2020 8:23 pm
I do not want follower robot count. I research whatever I want, keeping producing all kinds of bottles (for the record). This is how I play.
how do you consume military science packs if they are not required for research?
Re: 1.35k S/M bases should be more popular
Posted: Mon Nov 02, 2020 11:08 pm
by coppercoil
AmericanPatriot wrote: ↑Mon Nov 02, 2020 10:51 pm
how do you consume military science packs if they are not required for research?
I just stockpile unused packs. This may sound like wasting resources, but there are no compromises for that achievement
Actually, there are two stages: factory growth + mining boost, and then proving capabilities for X hours.
Re: 1.35k S/M bases should be more popular
Posted: Mon Nov 02, 2020 11:44 pm
by MassiveDynamic
For those of you who suffer with OCD, may I suggest my personal favorite seventh science solution...
One requester chest. No fourth half empty belt.
Also may I add that flavors are more interesting than colors, so let’s go with strawberry, lime, diet cola, raspberry (because as we all know they are blue), lemon, grape, and milk.
Re: 1.35k S/M bases should be more popular
Posted: Tue Nov 03, 2020 7:48 am
by Hannu
AmericanPatriot wrote: ↑Mon Nov 02, 2020 10:51 pm
how do you consume military science packs if they are not required for research?
I research up to mining productivity 10 (So I get double output), enough weapon upgrades (1 or 2 infinite for bullets makes walls with gun turrets impenetrable and I think I have about 4 for explosions to make clearing by spidertron faster). After that I research follower counts as dummy research because it consumes all science packs.
Re: 1.35k S/M bases should be more popular
Posted: Tue Nov 03, 2020 2:20 pm
by NotRexButCaesar
Hannu wrote: ↑Tue Nov 03, 2020 7:48 am
I research up to mining productivity 10 (So I get double output), enough weapon upgrades (1 or 2 infinite for bullets makes walls with gun turrets impenetrable and I think I have about 4 for explosions to make clearing by spidertron faster). After that I research follower counts as dummy research because it consumes all science packs.
I thought most people researched mining productivity and bot speed
Re: 1.35k S/M bases should be more popular
Posted: Tue Nov 03, 2020 4:24 pm
by conn11
AmericanPatriot wrote: ↑Tue Nov 03, 2020 2:20 pm
Hannu wrote: ↑Tue Nov 03, 2020 7:48 am
I research up to mining productivity 10 (So I get double output), enough weapon upgrades (1 or 2 infinite for bullets makes walls with gun turrets impenetrable and I think I have about 4 for explosions to make clearing by spidertron faster). After that I research follower counts as dummy research because it consumes all science packs.
I thought most people researched mining productivity and bot speed
An argument for follower robot count is, that with sufficiently high mining productivity or worker robot speed (a cargo wagon can only that much ore from a miner), you've got a research that doesn't effect your factory and uses -like mentioned before- all the science packs, unlike the rest.
Re: 1.35k S/M bases should be more popular
Posted: Tue Nov 03, 2020 6:09 pm
by coppercoil
AmericanPatriot wrote: ↑Tue Nov 03, 2020 2:20 pm
I thought most people researched mining productivity and bot speed
Sounds reasonable, I believe most players research useful things. I research mining productivity too, until I am ready for The Final Run. And then I switch to all bottles. Some players don't switch.
Re: 1.35k S/M bases should be more popular
Posted: Wed Nov 04, 2020 5:14 pm
by Premu
AmericanPatriot wrote: ↑Tue Nov 03, 2020 2:20 pm
Hannu wrote: ↑Tue Nov 03, 2020 7:48 am
I research up to mining productivity 10 (So I get double output), enough weapon upgrades (1 or 2 infinite for bullets makes walls with gun turrets impenetrable and I think I have about 4 for explosions to make clearing by spidertron faster). After that I research follower counts as dummy research because it consumes all science packs.
I thought most people researched mining productivity and bot speed
On the other hand increasing bullet damage to 1000 and beyond for green ammo is also nice. One-shoting behemoth spitters has a nice feeling!
Re: 1.35k S/M bases should be more popular
Posted: Thu Nov 05, 2020 8:42 am
by Hannu
AmericanPatriot wrote: ↑Tue Nov 03, 2020 2:20 pm
I thought most people researched mining productivity and bot speed
I think so too. But in my opinion resource gathering is essential part of logistic game and high mining productivity makes minefields practically infinite. That may be different with those who use beacons to increase throughput to several kSPM level but I can not consume huge amounts of ore without beacons. My current base produces 550 SPM.
I also do not use bots except minor material handling, like fuel for locos or stuff for entity manufacturing. I do not get any benefit from huge speed. I would like to have possibility of reduce energy consumption so that I could boost personal robots, which in my opinion are not in line with endgame needs because energy limitation. I usually mod power of portable fusion reactors to 10 x normal level to make it possible to build in reasonable time. And also I want to produce all sciences. Vanilla Factorio is so boringly simple and straightforward that I use all possibilities to make logistics more interesting.