Your right. I forgot they don't have to line up exactly with the edge. I'll make sure to do that in my next rebuild. Thanksyngndrw wrote: ↑Mon Nov 25, 2024 12:31 pmI think you can get another two inserters out of that, by shifting the cargo bay over one step to the right.zero0000000 wrote: ↑Sun Nov 24, 2024 11:26 pm This is just my 2 cents, but who the hell cares if you can teleport items with the cargo bays? Your production limit will always be your bottleneck, not the inability to move items to the turrets/factories, so who cares that you can teleport items? Also belts are cheaper and smaller than cargo bays. I really cannot see an advantage to "abusing" moving items faster than you could with a green belt with stack inserters....
The fact is, there are simply not enough slots around the main hub to pull and push all the items I want to. And since you cannot use chests on the space platform, I have no choice but to use the main hub, if i want any buffer that is larger than the belts themselves.
I really hope they change this, because I'm already limited as is.
Posibility to take and and add items to the Cargo Bay
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Re: Posibility to take and and add items to the Cargo Bay
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Re: Posibility to take and and add items to the Cargo Bay
Building a ship that can produce as much as its using right off the bat is almost impossible. I have 26+ electric smelters, with speed 3 modules in them, and I'm still not making iron plates fast enough to keep up with my ammo usage. If I didn't have a buffer to help me test my actual production/usage, then I would not have made it home.CyberCider wrote: ↑Mon Nov 25, 2024 12:24 pmThat’s a hint that you’re not supposed to use any bufferszero0000000 wrote: ↑Sun Nov 24, 2024 11:26 pm And since you cannot use chests on the space platform, I have no choice but to use the main hub, if i want any buffer that is larger than the belts themselves.
I really hope they change this, because I'm already limited as is.
I'm not saying you NEED a buffer, but I don't think I would go without one.
Also, different planets have different ratios of asteroids. So it would be pretty hard to balance your crusher recipes well enough to produce the right amount of resources all the time. The asteroids that spawn are also susceptible to RNG, meaning, without a buffer, you could go without a specific resource for a significant amount of time.
Last edited by zero0000000 on Mon Nov 25, 2024 9:01 pm, edited 1 time in total.
Re: Posibility to take and and add items to the Cargo Bay
I'm not sure what you mean by this. Cargo bays on the surface and on the platform behave exactly the same. They have to be connected to the landing pad or platform hub, either directly or through other cargo bays, and you can't insert or remove items from them.zero0000000 wrote: ↑Mon Nov 25, 2024 8:50 pm the cargo bays on surfaces can only be placed on landing pads. meaning no items can be inserted into them, only pulled out.
With regards to your ship...I think you have solutions available. In a lot of cases you're using multiple edge tiles for the same item type, and you don't seem to be using any sushi at all. And I doubt all of those need to go into the hub, either.
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Re: Posibility to take and and add items to the Cargo Bay
I thought you were implying that teleporting items could be exploited more on the planets, than on the platforms. But you cant insert into landing pads, so you could only teleport imported items, which doesn't seem nearly as abusable.Tinyboss wrote: ↑Mon Nov 25, 2024 9:00 pmI'm not sure what you mean by this. Cargo bays on the surface and on the platform behave exactly the same. They have to be connected to the landing pad or platform hub, either directly or through other cargo bays, and you can't insert or remove items from them.zero0000000 wrote: ↑Mon Nov 25, 2024 8:50 pm the cargo bays on surfaces can only be placed on landing pads. meaning no items can be inserted into them, only pulled out.
With regards to your ship...I think you have solutions available. In a lot of cases you're using multiple edge tiles for the same item type, and you don't seem to be using any sushi at all. And I doubt all of those need to go into the hub, either.
Your right though, most of them dont NEED to go to the hub, but i like having a buffer of every item, since asteroids ratios change a lot from planet to planet.
I am using a sushi line for the incoming ore, but it doesnt feed back into itself. And 1 green inserter is not enough to grab the iron ore as fast as I can crush it. In fact I need 3+ inserters to grab the iron.
But after having made it past the edge of the solar system, I still wouldnt want to remove any of the buffers (except the promethium chunks, because their stack size is 1. I instead used a long, snaking conveyor belt to store promethium for the journey home)
Re: Posibility to take and and add items to the Cargo Bay
I was implying that, because I didn't know you couldn't insert into landing pads. TIL, thanks!zero0000000 wrote: ↑Mon Nov 25, 2024 9:08 pm I thought you were implying that teleporting items could be exploited more on the planets, than on the platforms. But you cant insert into landing pads, so you could only teleport imported items, which doesn't seem nearly as abusable.
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Re: Posibility to take and and add items to the Cargo Bay
haha np. "The more you know!"Tinyboss wrote: ↑Mon Nov 25, 2024 9:53 pmI was implying that, because I didn't know you couldn't insert into landing pads. TIL, thanks!zero0000000 wrote: ↑Mon Nov 25, 2024 9:08 pm I thought you were implying that teleporting items could be exploited more on the planets, than on the platforms. But you cant insert into landing pads, so you could only teleport imported items, which doesn't seem nearly as abusable.
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Re: Posibility to take and and add items to the Cargo Bay
Judging by that screenshot, you appear to be pretty much at the end of the game. At this point, why aren’t you using foundries instead? They put calcite in space for a reason. And one or two beacons can make a huge difference at the cost of only a little space, they’re much more effective than just modules in machines. You have fusion power, it’s not like you can’t power them.zero0000000 wrote: ↑Mon Nov 25, 2024 8:55 pm Building a ship that can produce as much as its using right off the bat is almost impossible. I have 26+ electric smelters, with speed 3 modules in them, and I'm still not making iron plates fast enough to keep up with my ammo usage. If I didn't have a buffer to help me test my actual production/usage, then I would not have made it home.
I'm not saying you NEED a buffer, but I don't think I would go without one.
Re: Posibility to take and and add items to the Cargo Bay
I was just about to mention foundries. They have the added benefit of allowing you to store molten iron and copper in tanks if required.CyberCider wrote: ↑Tue Nov 26, 2024 6:35 amJudging by that screenshot, you appear to be pretty much at the end of the game. At this point, why aren’t you using foundries instead? They put calcite in space for a reason. And one or two beacons can make a huge difference at the cost of only a little space, they’re much more effective than just modules in machines. You have fusion power, it’s not like you can’t power them.zero0000000 wrote: ↑Mon Nov 25, 2024 8:55 pm Building a ship that can produce as much as its using right off the bat is almost impossible. I have 26+ electric smelters, with speed 3 modules in them, and I'm still not making iron plates fast enough to keep up with my ammo usage. If I didn't have a buffer to help me test my actual production/usage, then I would not have made it home.
I'm not saying you NEED a buffer, but I don't think I would go without one.
In my latest Promethium ship, I use: (Some are slightly higher quality, to reduce power usage for the same speed - Power is my biggest issue, my 1x standard quality fusion reactor setup is not big enough!)
- 1x foundry making molten iron
- 2x foundries making iron plates
- 4x assemblers making regular rockets
- 2x assemblers making yellow ammo (Taking iron plates after the rocket production)
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Re: Posibility to take and and add items to the Cargo Bay
yngndrw wrote: ↑Tue Nov 26, 2024 11:14 amI was just about to mention foundries. They have the added benefit of allowing you to store molten iron and copper in tanks if required.CyberCider wrote: ↑Tue Nov 26, 2024 6:35 amJudging by that screenshot, you appear to be pretty much at the end of the game. At this point, why aren’t you using foundries instead? They put calcite in space for a reason. And one or two beacons can make a huge difference at the cost of only a little space, they’re much more effective than just modules in machines. You have fusion power, it’s not like you can’t power them.zero0000000 wrote: ↑Mon Nov 25, 2024 8:55 pm Building a ship that can produce as much as its using right off the bat is almost impossible. I have 26+ electric smelters, with speed 3 modules in them, and I'm still not making iron plates fast enough to keep up with my ammo usage. If I didn't have a buffer to help me test my actual production/usage, then I would not have made it home.
I'm not saying you NEED a buffer, but I don't think I would go without one.
In my latest Promethium ship, I use: (Some are slightly higher quality, to reduce power usage for the same speed - Power is my biggest issue, my 1x standard quality fusion reactor setup is not big enough!)I also store 8k ammo and 4k rockets, but with the right balance of quality and modules, this is enough to push deep (100km) into the shattered planet. If I were doing it again, I'd probably double the production and do away with the stored ammo/rockets as I think that would be enough. It's certainly a lot smaller than 26 electric smelters would be so I'd recommend switching to foundries. Don't forget that uncommon or rare can make a huge difference especially when you only have a couple of them, but are still easy to get in small quantities.
- 1x foundry making molten iron
- 2x foundries making iron plates
- 4x assemblers making regular rockets
- 2x assemblers making yellow ammo (Taking iron plates after the rocket production)
I didnt think to try foundries, thanks. I rebuilt my ship again, this time with 48 electric smelters, all with speed 3 modules (so 96 electric smelters worth), sadly iron plates are still my bottleneck. Foundries have that innate 50% production though, so that would really help. I will definitely try this next time. I still want to keep the buffer though, since asteroid density increases up until 400km to the shattered planet. I was however able to make it to 100km today with this setup. I have also decided to try using laser turrets to offset my ammo usage, but I may have to readd a 2nd reactor though.
I didnt consider higher quality smelters and assemblers though (i had them made, just forgot to add them lol). I will upgrade those now as well. thanks!
at 100km i was using over 1000 yellow ammo per minute though (and only producing about 700). So Im not sure our ships are the same width/setup.
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Re: Posibility to take and and add items to the Cargo Bay
This is my setup for now. I have a few free slots, but I still dont like the idea of being limited. This ship really has 1 purpose, to get promethium. Where as my workhorse ship could have used more slots to help stockpile basic items for colonizing new planets. I was making pipes, conveyors, splitters, and more, all one my one ship. This made starting out on a new planet easier, and way cheaper. Since sending rockets full of conveyors and pipes to space is pretty wasteful earlier on.
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Re: Posibility to take and and add items to the Cargo Bay
I forgot about beacons. I never really used them before. Ill try them out. thanks. And yeah I didnt see you can melt down iron ore in foundries. I will have to try this. Thanks!CyberCider wrote: ↑Tue Nov 26, 2024 6:35 amJudging by that screenshot, you appear to be pretty much at the end of the game. At this point, why aren’t you using foundries instead? They put calcite in space for a reason. And one or two beacons can make a huge difference at the cost of only a little space, they’re much more effective than just modules in machines. You have fusion power, it’s not like you can’t power them.zero0000000 wrote: ↑Mon Nov 25, 2024 8:55 pm Building a ship that can produce as much as its using right off the bat is almost impossible. I have 26+ electric smelters, with speed 3 modules in them, and I'm still not making iron plates fast enough to keep up with my ammo usage. If I didn't have a buffer to help me test my actual production/usage, then I would not have made it home.
I'm not saying you NEED a buffer, but I don't think I would go without one.
Re: Posibility to take and and add items to the Cargo Bay
Ah, your ammo requirements are indeed about double what I'm producing. This is a summary of what I currently have:zero0000000 wrote: ↑Tue Nov 26, 2024 10:13 pmyngndrw wrote: ↑Tue Nov 26, 2024 11:14 amI was just about to mention foundries. They have the added benefit of allowing you to store molten iron and copper in tanks if required.CyberCider wrote: ↑Tue Nov 26, 2024 6:35 amJudging by that screenshot, you appear to be pretty much at the end of the game. At this point, why aren’t you using foundries instead? They put calcite in space for a reason. And one or two beacons can make a huge difference at the cost of only a little space, they’re much more effective than just modules in machines. You have fusion power, it’s not like you can’t power them.zero0000000 wrote: ↑Mon Nov 25, 2024 8:55 pm Building a ship that can produce as much as its using right off the bat is almost impossible. I have 26+ electric smelters, with speed 3 modules in them, and I'm still not making iron plates fast enough to keep up with my ammo usage. If I didn't have a buffer to help me test my actual production/usage, then I would not have made it home.
I'm not saying you NEED a buffer, but I don't think I would go without one.
In my latest Promethium ship, I use: (Some are slightly higher quality, to reduce power usage for the same speed - Power is my biggest issue, my 1x standard quality fusion reactor setup is not big enough!)I also store 8k ammo and 4k rockets, but with the right balance of quality and modules, this is enough to push deep (100km) into the shattered planet. If I were doing it again, I'd probably double the production and do away with the stored ammo/rockets as I think that would be enough. It's certainly a lot smaller than 26 electric smelters would be so I'd recommend switching to foundries. Don't forget that uncommon or rare can make a huge difference especially when you only have a couple of them, but are still easy to get in small quantities.
- 1x foundry making molten iron
- 2x foundries making iron plates
- 4x assemblers making regular rockets
- 2x assemblers making yellow ammo (Taking iron plates after the rocket production)
I didnt think to try foundries, thanks. I rebuilt my ship again, this time with 48 electric smelters, all with speed 3 modules (so 96 electric smelters worth), sadly iron plates are still my bottleneck. Foundries have that innate 50% production though, so that would really help. I will definitely try this next time. I still want to keep the buffer though, since asteroid density increases up until 400km to the shattered planet. I was however able to make it to 100km today with this setup. I have also decided to try using laser turrets to offset my ammo usage, but I may have to readd a 2nd reactor though.
I didnt consider higher quality smelters and assemblers though (i had them made, just forgot to add them lol). I will upgrade those now as well. thanks!
at 100km i was using over 1000 yellow ammo per minute though (and only producing about 700). So Im not sure our ships are the same width/setup.
https://factoriolab.github.io/spa/list? ... y42Vs&v=11
My biggest issue was power with that design, and I messed up some of the ratios early on. (For example, I have a lot of excess water as I started off with Nuclear power.)
My next plan is for something like this, which I think will allow me to get away with only buffering railgun ammo: (Note the huge power requirement increase)
https://factoriolab.github.io/spa/list? ... 572D1&v=11
Speaking of buffering, you can get more out of your hub by combining the inputs using circuits. You can have a single shared input via a belt, and then use circuits to put the required items onto that shared belt. You could also use circuits to directly set the filters on the inserters in both the input direction and the output direction and get away with a single input and a single output inserter. It could be an option to combine the less critical items.