1.35k S/M bases should be more popular
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1.35k S/M bases should be more popular
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!
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Re: 1.35k S/M bases should be more popular
Sounds like metric vs imperial to me
Koub - Please consider English is not my native language.
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Re: 1.35k S/M bases should be more popular
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.
In my factory, I count everyting in blue belts
I only need an 8th science pack for my pretty belts.
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Re: 1.35k S/M bases should be more popular
... no because 5 is a uneven number. I can’t. I’m sorry
Re: 1.35k S/M bases should be more popular
But 1350 is an even number.Gamatron332 wrote: ↑Mon Nov 02, 2020 3:33 pm... no because 5 is a uneven number. I can’t. I’m sorry
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
I thought we were talking about a very expensive fetish parlour by the title.
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Re: 1.35k S/M bases should be more popular
I’m a big fan of rational numbers. It’s more of a “fractionorial” systemcoppercoil wrote: ↑Mon Nov 02, 2020 11:24 amSounds like metric vs factorional
In my factory, I count everyting in blue belts
I only need an 8th science pack for my pretty belts.
Or you could swap out military/whatever pack isn’t used with circuits. (unless you want to research follower count forever)
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Re: 1.35k S/M bases should be more popular
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.AmericanPatriot wrote: ↑Mon Nov 02, 2020 6:02 pmI’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)
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Re: 1.35k S/M bases should be more popular
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.coppercoil wrote: ↑Mon Nov 02, 2020 7:08 pmI 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.AmericanPatriot wrote: ↑Mon Nov 02, 2020 6:02 pmI’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)
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Re: 1.35k S/M bases should be more popular
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.AmericanPatriot wrote: ↑Mon Nov 02, 2020 7:56 pmSometimes (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.
And I would like the 8th flavour for smoother play
Re: 1.35k S/M bases should be more popular
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.
They rename the "logistic science pack" to "transport science pack" squeeze in another "Logistic science pack" (pink) after chemical science.
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Re: 1.35k S/M bases should be more popular
how do you consume military science packs if they are not required for research?coppercoil wrote: ↑Mon Nov 02, 2020 8:23 pmI 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.
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Re: 1.35k S/M bases should be more popular
I just stockpile unused packs. This may sound like wasting resources, but there are no compromises for that achievementAmericanPatriot wrote: ↑Mon Nov 02, 2020 10:51 pmhow do you consume military science packs if they are not required for research?
Actually, there are two stages: factory growth + mining boost, and then proving capabilities for X hours.
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Re: 1.35k S/M bases should be more popular
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.
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.
Factorio Towns... https://youtube.com/playlist?list=PLf5d ... -ps9WNZOCe
Re: 1.35k S/M bases should be more popular
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.AmericanPatriot wrote: ↑Mon Nov 02, 2020 10:51 pmhow do you consume military science packs if they are not required for research?
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Re: 1.35k S/M bases should be more popular
I thought most people researched mining productivity and bot speedHannu wrote: ↑Tue Nov 03, 2020 7:48 amI 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.
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Re: 1.35k S/M bases should be more popular
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.AmericanPatriot wrote: ↑Tue Nov 03, 2020 2:20 pmI thought most people researched mining productivity and bot speedHannu wrote: ↑Tue Nov 03, 2020 7:48 amI 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.
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Re: 1.35k S/M bases should be more popular
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.AmericanPatriot wrote: ↑Tue Nov 03, 2020 2:20 pmI thought most people researched mining productivity and bot speed
Re: 1.35k S/M bases should be more popular
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!AmericanPatriot wrote: ↑Tue Nov 03, 2020 2:20 pmI thought most people researched mining productivity and bot speedHannu wrote: ↑Tue Nov 03, 2020 7:48 amI 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
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.AmericanPatriot wrote: ↑Tue Nov 03, 2020 2:20 pmI thought most people researched mining productivity and bot speed
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.