Space Age MEGA Bases
Posted: Tue Jan 28, 2025 4:19 pm
Alright addicts, lets see what y'all are cooking up for idiotic and completely unreasonable SPM numbers to test the limits of the sim now.
Here's my Fulgora - 3600 EM science per minute.
Thanks, I'm currently testing this setup, it's supposed to be standalone and copied to multiple islands, so far I have 10 of them. They produce around 130EM science each from one turbo belt of recycled stuff.
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 you have access to Foundation, otherwise it's a pain to make roboport coverage work. Not strictly required but very handy. I expect like me, your main challenge is efficiently recycling the extra junk and I see you're using some of the same tricks I stumbled on. If you have access to biter eggs, I think you'll find level 3 productivity modules valuable. Speed 3 less so, but they're easier to make.
I don't! I haven't even gone to Gleba yet and the roboports are local to that island only. Each of those island processing units is completely independent with its own silo, power, vault ruin mining site, and bot network.
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.
solublefish wrote: Mon Feb 24, 2025 5:36 pm 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
solublefish wrote: Mon Feb 24, 2025 5:36 pm 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
solublefish wrote: Mon Feb 24, 2025 5:36 pm 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 and turbines, railguns for building Voyagers. I'm least happy with my Aquilo base. It gets the job done with 2 cryogenic science strips, plus one for quantum processors. The main challenge was of course designing for the heat pipes. In the end that mostly came down to embracing tons of underground belts. I use bots for handling imported materials, but it doesn't take many so the penalty is manageable. One oddity is I'm making and burning a huge excess of fuel just to use up the ammonia that comes with the ice. I don't see a good way around that.solublefish wrote: Mon Feb 24, 2025 5:36 pm 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