Challenge: maximize research density
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Re: Challenge: maximize research density
Artillery shell range! How can it get any more useful than that?
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Re: Challenge: maximize research density
BTW artillery shell range research gives no more advandage when it reaches unexplored areas. Artilerry cannot destroy nests in chunks that are not generatedblazespinnaker wrote: ↑Wed Sep 23, 2020 9:36 pmArtillery shell range! How can it get any more useful than that?
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Re: Challenge: maximize research density
Ah, because the artillery shoots into the black/unexplored areas with my current range, I assumed that wasn't the case. I guess there is some boundary though where they stop pushing into the black?
For my gameplay though, artillery range is still very useful as it reduces the amount of guns I have to deploy as I explore outwards. I have no other military weaponry than artillery guns on landfill islands. It also keeps the spawners from sneaking new biter nests closer to my bases.
To be fair though I am mostly just researching miner productivity these days, and likely asymptotically close to 100% of all research soon will be miner research given the exponential costs of the other ones. Perhaps it's not really an issue of what is useful, but rather just simple math.
For my gameplay though, artillery range is still very useful as it reduces the amount of guns I have to deploy as I explore outwards. I have no other military weaponry than artillery guns on landfill islands. It also keeps the spawners from sneaking new biter nests closer to my bases.
To be fair though I am mostly just researching miner productivity these days, and likely asymptotically close to 100% of all research soon will be miner research given the exponential costs of the other ones. Perhaps it's not really an issue of what is useful, but rather just simple math.
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Re: Challenge: maximize research density
There are 3 states a chunk can have, explored, generated, and not generated yet. Black on the map could be either of the last 2.blazespinnaker wrote: ↑Thu Sep 24, 2020 12:09 amAh, because the artillery shoots into the black/unexplored areas with my current range, I assumed that wasn't the case. I guess there is some boundary though where they stop pushing into the black?
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Re: Challenge: maximize research density
Question, has anyone done an SPM / time usage challenge?
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Re: Challenge: maximize research density
That is the winning strategy for a 100% speedrun. See https://www.speedrun.com/factorio#100 and change version to 0.18 (no one has done a 1.0 run yet).blazespinnaker wrote: ↑Thu Sep 24, 2020 12:55 amQuestion, has anyone done an SPM / time usage challenge?
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Re: Challenge: maximize research density
https://docs.google.com/spreadsheets/d/ ... xkETfEO4Y/
Here's a log of high science density bases. Most of them include military.
Here's a log of high science density bases. Most of them include military.
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Re: Challenge: maximize research density
Sorry, should have been more clear. My head was in debug mode. I meant SPM / (60-UPS). It'd be interesting to see how to produce the most science with the least game update time.DaveMcW wrote: ↑Thu Sep 24, 2020 2:05 amThat is the winning strategy for a 100% speedrun. See https://www.speedrun.com/factorio#100 and change version to 0.18 (no one has done a 1.0 run yet).blazespinnaker wrote: ↑Thu Sep 24, 2020 12:55 amQuestion, has anyone done an SPM / time usage challenge?
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Re: Challenge: maximize research density
hey! can we get a blueprint?pichutarius wrote: ↑Wed Apr 29, 2020 6:04 amafter a week of melting my brain, i finally come out with higher research density.
i thank quyxkh for his suggestion for 4-tile wide lane, and speed module on furnace. (i lost one week of my free time over this )
this factory has 462 spm and area = 162 * 132 = 21384 m^2
so the research density is 462 * 60 / 21384 = 1.296 sph / m^2
which is 20.64% denser than the last factory.
here it is:
screen shot.png
1hr.png
layout.png
at least 4000 bots, bot-speed +500% is needed to run the factory.
462spm come from science 5:6:12:7:7 all prod3 and fully beacon-ed. hence the bottleneck is science. labs has capacity of 462.35 spm so it comes second on the list.
every assembly is exactly the number needed, hence it takes forever to converge to 462 spm. After 2 hours it still fluctuates around 458 spm.
the solution is to pause the research, let the chest refilled and bots finish their job, then resume the research.
from the 10-hour graph, it shows before pausing, the spm is unstable, after resuming it can run 462 spm for more than 7 hours.
10hr.png
i'm pretty satisfied with the result, just plonk down and plug in the resources and electricity.
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Re: Challenge: maximize research density
1. biter's evolution has a hard cap, finite upgrade is sufficient.
2. mining bonus almost always a better choice, as it delays depletion and the hassle to replace it with a new mining site.
3. bot speed significantly reduce the number of bots needed. i recommend at least 8 level of upgrades.
im first? yay!PLLovervoltage wrote: ↑Thu Sep 24, 2020 2:24 amhttps://docs.google.com/spreadsheets/d/ ... xkETfEO4Y/
Here's a log of high science density bases. Most of them include military.
thats the save file, put it inside this folder or something similar:
"C:\Users\<username>\AppData\Roaming\Factorio\saves\"
mod i use: creative mod, bottleneck
you can blueprint the whole thing, everything that is not vanilla is resources/electricity, and it gets removed if creative mod is disabled.
just a reminder that it converges very slowly. you need to pause research for awhile and resume.
you can see the difference is obvious in this 10 hours production data.
also i wouldn't recommend anyone to use it on normal game play. it makes the game very boring for me, thats why i was away from game a few months and didnt notice your reply.
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High density base v2.0 (462 spm)
old version: viewtopic.php?p=517650#p517650
6 science: 462spm ÷ (162m × 132m) = 21.60kspm/km^2 (same as previous)
7 science: 462spm ÷ (162m × 140m) = 20.37kspm/km^2 (military removable)
Blueprint too big:
Major change from previous version:
1. include military science.
military science at the bottom row.
can be easily removed if not needed.
2. optimize layout for bots.
most notably, direct insertion for wire -> green chip -> blue chip.
in old version, new base does not stablize to max output. i need to pause research, wait requester chest are filled, then resume the research.
now it will stablize in under 30 mins.
3. include chest requesting material to build a new base.
right bottom corner, cut-paste it to your mall.
military is seperated, remove that chest if not needed.
4. tilable.
sort of... only in x or y direction, but not both.
however it doesnt stablize to max output. pause research to solve this problem.
unless ore patch is big enough, tilling is not recommended.
6 science: 462spm ÷ (162m × 132m) = 21.60kspm/km^2 (same as previous)
7 science: 462spm ÷ (162m × 140m) = 20.37kspm/km^2 (military removable)
Blueprint too big:
Major change from previous version:
1. include military science.
military science at the bottom row.
can be easily removed if not needed.
2. optimize layout for bots.
most notably, direct insertion for wire -> green chip -> blue chip.
in old version, new base does not stablize to max output. i need to pause research, wait requester chest are filled, then resume the research.
now it will stablize in under 30 mins.
3. include chest requesting material to build a new base.
right bottom corner, cut-paste it to your mall.
military is seperated, remove that chest if not needed.
4. tilable.
sort of... only in x or y direction, but not both.
however it doesnt stablize to max output. pause research to solve this problem.
unless ore patch is big enough, tilling is not recommended.