Missing tech discussion

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J-H
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Missing tech discussion

Post by J-H »

1. Someone pointed out a while back that it would make sense to get a cryogenics tech from Aquilo to create chests that would slow spoilage.

2. An overall series of researches to slow spoilage slightly might do well as well.

3. How about mating railguns with artillery to create a very long-ranged artillery? Downsides: Low rate of fire, limited traverse, very high power draw.

What other interplanetary tech combos seem reasonable?
Muche
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Re: Missing tech discussion

Post by Muche »

Higher quality increases spoilage timer, so effectively slows spoiling.
coffee-factorio
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Re: Missing tech discussion

Post by coffee-factorio »

I have to say it, not so the developers can do it. But I have to get it off my chest so the guy doing True Nukes might pull it off:

Duct taping 20 stack of carbon together. Gently pushing it in a very specific direction in a gravity well.

Quick edit: There's a launcher and that suggests the tech dependency: A slightly modified stack inserter from Gleba.
GrumpyJoe
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Re: Missing tech discussion

Post by GrumpyJoe »

Navigate the stars

Increases your navigation skills through asteroid belts around/between planets, lowering asteroid spawn rate.

For when you don't want to combat rocks for safe interplanetary logistics

Asteroids get downscaled til they are mini, for fuel and other purposes
jaylawl
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Re: Missing tech discussion

Post by jaylawl »

J-H wrote: Sun Dec 22, 2024 1:42 pm 1. Someone pointed out a while back that it would make sense to get a cryogenics tech from Aquilo to create chests that would slow spoilage.

2. An overall series of researches to slow spoilage slightly might do well as well.
A couple of days ago i had my mouse hovering over the "install now" button for a refridgerator mod that would slow down spoilage. All that i wanted this for was agricultural science. Ultimately i decided against it, because slowing down spoilage just delays the problem.

Spoilage forces us to continually make shipments of goods. If something spoils, it either means that the shipments weren't consumed quickly enough or that the shipments were too slow. So it's either too much too fast, or too slow. The key lies within producing/shipping just enough in just the right time, which will remain exactly the same if the spoilage timers were to be extended.

The only thing that i think is at least worth discussing is the spoilage timer for biter eggs, because those are really tight for a ship to reach the space route to the shattered planet. But that on the other hand incentivises faster ships and better logistics.
h.q.droid
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Re: Missing tech discussion

Post by h.q.droid »

Technically we do have spoilage prevention for bioflux, just make capture capsules and recycle them when you need to feed your biters and shipment didn't arrive.
coffee-factorio
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Re: Missing tech discussion

Post by coffee-factorio »

GrumpyJoe wrote: Mon Dec 23, 2024 1:58 pm Navigate the stars

Increases your navigation skills through asteroid belts around/between planets, lowering asteroid spawn rate.

For when you don't want to combat rocks for safe interplanetary logistics

Asteroids get downscaled til they are mini, for fuel and other purposes
It's tricky. What you might want is to add a separate route instead, available through research. Instead of working math then you work with a fixed instance of a path from A to B with none of the "big" asteroids. But a space pirate would ply the easy route for a steady stream of small rocks, which might end up being an anti-pattern if they harvest the easy stuff at the slow rates that easy implies. It's not impossible, but taking that challenge is going to be a rough choice.
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Re: Missing tech discussion

Post by J-H »

A good high-end endgame technology would be a Stargate or Teleportation portal. To keep it balanced, it would be extremely resource intensive, and would probably require 500MW or 1 GW of power at each end to operate, with substantial cooldown.
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Re: Missing tech discussion

Post by waterBear »

jaylawl wrote: Mon Dec 23, 2024 7:04 pm
J-H wrote: Sun Dec 22, 2024 1:42 pm 1. Someone pointed out a while back that it would make sense to get a cryogenics tech from Aquilo to create chests that would slow spoilage.

2. An overall series of researches to slow spoilage slightly might do well as well.
A couple of days ago i had my mouse hovering over the "install now" button for a refridgerator mod that would slow down spoilage. All that i wanted this for was agricultural science. Ultimately i decided against it, because slowing down spoilage just delays the problem.

Spoilage forces us to continually make shipments of goods. If something spoils, it either means that the shipments weren't consumed quickly enough or that the shipments were too slow. So it's either too much too fast, or too slow. The key lies within producing/shipping just enough in just the right time, which will remain exactly the same if the spoilage timers were to be extended.

The only thing that i think is at least worth discussing is the spoilage timer for biter eggs, because those are really tight for a ship to reach the space route to the shattered planet. But that on the other hand incentivises faster ships and better logistics.
I think most folks bring the promethium asteroid chunks back and then launch the biter eggs up to the platform to make science. Some people have posted "storage belt" designs (or whatever you want to call them) which are braided belt configurations designed to hold as many items as possible.

Now, what you say is true, biter eggs stack whereas promethium chunks don't, so in theory you could cram a lot of them into a platform's storage. But, also as you say, carrying a few thousand biter eggs way off past Aquilo is begging to have a platform full of biters.
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Khazul
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Re: Missing tech discussion

Post by Khazul »

waterBear wrote: Mon Dec 30, 2024 12:19 am Now, what you say is true, biter eggs stack whereas promethium chunks don't, so in theory you could cram a lot of them into a platform's storage. But, also as you say, carrying a few thousand biter eggs way off past Aquilo is begging to have a platform full of biters.
A hour of spoilage time give you a lot of time to collect and process promethium + eggs into science. Maybe not if you have a very slow ship. Mine does about 12k biter eggs in around a 45 mins round trip and plenty of room to make that quicker.
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