Being unlucky is a possibility, but the usual suspect is speed beacons affecting the recycler. What does the recyclers tooltip say about quality? It should state sometime like "Quality: 24.8%" assuming 4 legendary quality 3 modules.
Simple Questions and Short Answers
Re: Simple Questions and Short Answers
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Re: Simple Questions and Short Answers
+24.8% quality, -20% speed.Nidan wrote: Thu Jan 30, 2025 11:08 amBeing unlucky is a possibility, but the usual suspect is speed beacons affecting the recycler. What does the recyclers tooltip say about quality? It should state sometime like "Quality: 24.8%" assuming 4 legendary quality 3 modules.
Re: Simple Questions and Short Answers
Looks good.
Have you researched any qualities above rare? Since you are obviously on or past Gleba, at least the epic research should be available.
Re: Simple Questions and Short Answers
That seem necessary to have the legendary quality module in the first place.Nidan wrote: Thu Jan 30, 2025 5:31 pmLooks good.
Have you researched any qualities above rare? Since you are obviously on or past Gleba, at least the epic research should be available.
What OP describe has around 1 chance out of 40 of happening or around 2.5%. Considering on 50 labs on average "12.5" will be recovered ( 25%). And out out those "around 12.5" the likelyhood for them to all fail at quality upgrade can be obtained from any coin flip simulator considering you want ALL failure. 12.5 times in a row, when probability of success is 24.8%. That makes it easy to understand hopefully
Re: Simple Questions and Short Answers
I'm new to Space Age and am loving it! So for rocket logistics, if a stack of a resource is requested, how does the fulfillment work?
I.E., if a stack of 100 belts was already requested/delivered and a singe 1 is placed on the platform, does it waste a launch delivering another singe belt or it does it request another stack when the quantity reaches 0? It seems like the latter would be the most efficient.
I.E., if a stack of 100 belts was already requested/delivered and a singe 1 is placed on the platform, does it waste a launch delivering another singe belt or it does it request another stack when the quantity reaches 0? It seems like the latter would be the most efficient.
Re: Simple Questions and Short Answers
By default, only full rockets are delivered (see rocket capacity of an item, 100 for yellow belt). Can be overriden in the request's Custom minimum payload.
If you request 100 belts and one is built, the amount is now 99 and a new rocket is requested & delivered, so 100 new belts.
What you can do is request like 10 belts. 100 get delivered. But a new rocket is requested only with <10 remaining.
If you request 100 belts and one is built, the amount is now 99 and a new rocket is requested & delivered, so 100 new belts.
What you can do is request like 10 belts. 100 get delivered. But a new rocket is requested only with <10 remaining.
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Re: Simple Questions and Short Answers
So, is there an easy targetting mechanism for shooting demolishers with artillery? I just barely beat a medium boy, but I doubt I was hitting the targetting button fast enouhg for my 20 artillery to keep up
Edit: Also, does anyone know the discharge rate on personal batteries?, if any? It doesn't seem to be infinite since I swear my shields recharge slower with full batteries than with a personal fission reactor. But maybe I'm just mistaking things.
Edit: Also, does anyone know the discharge rate on personal batteries?, if any? It doesn't seem to be infinite since I swear my shields recharge slower with full batteries than with a personal fission reactor. But maybe I'm just mistaking things.
Re: Simple Questions and Short Answers
Do i have to modify any default map settings if i want to go for 1mil megabase? do biters attacks affect ups much? will default resource patches deplete too fast?
Last edited by DaiBi on Sun Feb 02, 2025 7:58 pm, edited 1 time in total.
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Re: Simple Questions and Short Answers
Sounds like you're new, I would just enjoy factorio on any setting, you can easily leave megabasing for a second playthrough. Even still, the factory size you can make on default settings is ridiculously huge. Resources are infinite, biters have only a small effect on performance especially if you kill all nests in your pollution cloud. Starting resource patch is the only one to dry up quickly, so don't base anything on that.
Re: Simple Questions and Short Answers
the reason i ask, is that i looked at stevetrovs megabase save, and apart from ridiculous resource patches with hundreds of millions of resources, his base had 16 stacked turbobelts of stone consumed constantly. i understand that productivity bonuses and legendary equipment can prolong the life of the patches, but still... 16 turbobelts is a lot, right? my current map has patches with about 5-10 millions of stone max, and they are already far away. So i don't really want to start big project only to find out later that i don't have enough resources and/or ability to move them fast enough to keep 1 mil spm.
Re: Simple Questions and Short Answers
Illegal pro-tip : rebind the artillery remote to the scroll wheel button x)fencingsquirrel wrote: Sun Feb 02, 2025 2:13 am So, is there an easy targetting mechanism for shooting demolishers with artillery? I just barely beat a medium boy, but I doubt I was hitting the targetting button fast enouhg for my 20 artillery to keep up
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Re: Simple Questions and Short Answers
Well again, if it's your first time playing factorio, trust me I wouldn't bother building a megabase anyways. BUT, if you insist, there's also no reason not to just set all resources to max and play peaceful. Because even though as I said these aren't a big issue, they will slow you down slightly for not much gain since a megabase is usually built after you care about such things.DaiBi wrote: Mon Feb 03, 2025 3:44 pm the reason i ask, is that i looked at stevetrovs megabase save, and apart from ridiculous resource patches with hundreds of millions of resources, his base had 16 stacked turbobelts of stone consumed constantly. i understand that productivity bonuses and legendary equipment can prolong the life of the patches, but still... 16 turbobelts is a lot, right? my current map has patches with about 5-10 millions of stone max, and they are already far away. So i don't really want to start big project only to find out later that i don't have enough resources and/or ability to move them fast enough to keep 1 mil spm.
But to give you an idea of how huge resources get on default, mining legendary big miners only drain 8% resources, so multiple your patches by 12.5. Then multiply that by mining producitvity + prod mods,which caps at 400%. So that 4 mil patch is actually more like 200 mil. Oh and the resources after that get even bigger, so they get to be effectively a billion after modifications.
LMAO that's geniusmmmPI wrote: Mon Feb 03, 2025 4:59 pmIllegal pro-tip : rebind the artillery remote to the scroll wheel button x)fencingsquirrel wrote: Sun Feb 02, 2025 2:13 am So, is there an easy targetting mechanism for shooting demolishers with artillery? I just barely beat a medium boy, but I doubt I was hitting the targetting button fast enouhg for my 20 artillery to keep up
Re: Simple Questions and Short Answers
There is no cap on mining productivity.fencingsquirrel wrote: Mon Feb 03, 2025 6:34 pm multiply that by mining producitvity + prod mods,which caps at 400%.
Re: Simple Questions and Short Answers
Yeah thats exactly what i asked for. Thx.fencingsquirrel wrote: Mon Feb 03, 2025 6:34 pm But to give you an idea of how huge resources get on default, mining legendary big miners only drain 8% resources, so multiple your patches by 12.5. Then multiply that by mining producitvity + prod mods,which caps at 400%. So that 4 mil patch is actually more like 200 mil. Oh and the resources after that get even bigger, so they get to be effectively a billion after modifications.
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Re: Simple Questions and Short Answers
Heating Tower:
When setting up on Aquilo I noticed sometime when the Heating Tower has fuel (rocket fuel in this instance) the temperature drops rapidly and nothing that I have found can recover it making it increase in temperature except removing the Heating Tower and putting it back on the location.
When I do this it starts from a very low point often over a hundred degrees lower.
This doesn't happen on Gleba, it seems to only happen on Aquilo.
Maybe there is something simple I am overlooking.
When setting up on Aquilo I noticed sometime when the Heating Tower has fuel (rocket fuel in this instance) the temperature drops rapidly and nothing that I have found can recover it making it increase in temperature except removing the Heating Tower and putting it back on the location.
When I do this it starts from a very low point often over a hundred degrees lower.
This doesn't happen on Gleba, it seems to only happen on Aquilo.
Maybe there is something simple I am overlooking.
Re: Simple Questions and Short Answers
On Aquilo most entities require heat to not freeze. When frozen they are not working.
See Heating mechanics Tip & Trick, or wiki.factorio.com/Aquilo.
On Gleba they don't need heat and only Heat exchangers use heat from Heat pipes to generate steam.
See Heating mechanics Tip & Trick, or wiki.factorio.com/Aquilo.
On Gleba they don't need heat and only Heat exchangers use heat from Heat pipes to generate steam.
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Re: Simple Questions and Short Answers
Thank you for the reply.
I am not talking about the Heat issue on Aquilo. I am talking about the Heating Tower, explicitly.
Some times it loses temperature rapidly even while it has fuel, rocket fuel in this instance.
I am not talking about the Heat issue on Aquilo. I am talking about the Heating Tower, explicitly.
Some times it loses temperature rapidly even while it has fuel, rocket fuel in this instance.
Re: Simple Questions and Short Answers
Something is drawing the heat away.
For example, a freshly built heating tower has temperature of 15 C. Building one next to a 1000 C one will result in both of them having slightly above 500 C, very rapidly.
Otherwise, posting a savefile when it's happening could help pinpoint the issue.
For example, a freshly built heating tower has temperature of 15 C. Building one next to a 1000 C one will result in both of them having slightly above 500 C, very rapidly.
Otherwise, posting a savefile when it's happening could help pinpoint the issue.
Re: Simple Questions and Short Answers
I found that expanding my base on Aquilo took a lot of heat. Expand too much too quickly and the heating towers couldn't keep up, ending with a new power death spiral as the chem plant and inserters providing water for my heat exchangers froze. I found if I limited my expansion to 20 heat pipes at a time, there was no noticeable drop in temperature at the heating towers. Try to do 50 or 100 with associated entities to be heated and watch the freeze set in. Now I only had a couple of heating towers for my teeny base but even so I froze out twice before I learned to expand slowly.
My own personal Factorio super-power - running out of power.