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But there is no productivity bonus with assembler.
And toolbelts can not be produced with productivity modules.
you still get a free upgrade chance without losing 75% of the ingredients compare to brute force recycling. and toolbelt's crafting and recycling time is quite short. also has legendary red circuits as a byproduct.
Counter-intuitively, the best way to do it is to put productivity in the EM plants producing quantum processors and to put quality in the recyclers.
(If you want to be really exact - it's to put in 4 legendary productivity modules, and 1 legendary quality module. https://wiki.factorio.com/Quality#Optimal_module_usage )
This nets you legendary tungsten carbide, legendary superconductors, and legendary lithium plate as well. (Though honestly - lithium plate is already a joke to produce at legendary quality; since it's just legendary lithium; which is just legendary holmium plate and fluids.)
Just don't like wasting thing if it is not infinite in theory.
You're going to get tired of playing with the infinite tech upgrades, long, long before you effectively run out of what's available.
Those 'limited' resources are limited in the same sense as the particles of matter that make up the universe being a finite countable number.
But the point is that I hate finding new resource.
it is not fun to me.
You can even make (you might need the help of the editor to create these blueprints for your library) blueprints so that you can build the outpost with a single blueprint. (miners that don't have any coverage will be auto-deleted when you place the blueprint).
And by having train stations share names, you don't even have to configure a new train to carry the resources back.
So, you can actually set up your infrastructure so that the only thing you need to do to set up a new outpost is run the rails there and place two blueprints.
This is what I hate to do.
The best scenario to me is making resource supply chain and do not move it in the following thousand hours.
I appreciate space age allowing me to play by this way.
It is not a big deal to most guys.
But It is not fun to me.
You can configure the infinity chest so that it always has, say, 100 iron ore. So whenever you remove iron ore from it, it still has 100 iron ore.
You can also place a "loader" item with the editor as well, which can be used like a super-inserter that removes a full belt's worth of items from a chest.
In this way, you can set up infinite resource nodes you can build out from as you like.
I unlocked all achievements by editing the .lua files.
Wube allow you to do what you want in this game.
Suddenly, there is no more challenge. not fun.
So I reset all achievements, no mods, no hacking, just default setting from Wube.
Well, yeah... NOT playing the game is rarely as satisfying as playing the game.
When I got to rare power armor on navi, off the starter area resources.
I packed up and ran north for 10 minutes, and set base there.
Where the ore patchs are around 50 million ore..
I've gone far enough from the start point in previous play thru's to reach 500 mill ore..
also had mining productivity around lvl 300 so its kinda infinite or gets to the point where factorio will be x decades old
I did all that without a mech suit that flys over water. I can only imagin how easy it would be now to fly away from spawn to ore patchs in the billions.
the new research bio lab makes things take half as much and lets your add 2 more producivity modules... so thats quite the multiplier
So I'm so happy that I can ship cultivated ores to Nauvis or get it from asteroids.
How many ores should I make is 100% under control. Never running out. No need to explore the map to find new miners again and again.
Just focus on how to produce more, deliver faster, deal with the bottleneck, organized it and make good views.
I have 10 legendary biolabs (research speed 401.28 and productivity +100% for each)
I'm trying to grow it to 10x.
It could be not possible.
The maximum output lanes from landing pad is 63.
When all 63 belts are full loading, it is the end of the factory puzzle game.
Limited resource is another thing to be questioned.
But I will enjoy the process.
Yup-- and that's exactly why only a single landing pad is allowed on each surface. At maximum, you are limited to 30 inserters connecting to the landing pad - leaving a space 2 wide to connect up an array of cargo hubs instead.
That means 15 belts of something, maximum.
Not counting that you will want to push anything that shouldn't be belted, out into active provider chests for bots to push into storage chests -- and ensure your landing pad remains empty enough to serve as a big buffer chest for everything that should be belted.
Orbital dropping ore is not sustainable on throughput.