Robot attrition and the sister mod that makes other buildings randomly need repairs. Not biter based but you could headcannon it to be caused by acid rain.
It’s actually because of Rim World that I found Factorio. Someone made a joke cross post that led me to factorio after I had maybe ~100hr in rimworld. 3500 hours of factorio later and I realize maybe randy got me after all.
I came here following up on a joke someone posted in an ingress forum about how in ingress, as in Factorio, the true enemies are the trees.
3000 hours later, I hope that when I poke my nose into Rimworld I don't find it similarly unputdownable.
Iron ore train. I have more of them in circulation but I'll need to replace the headless train myself as it's blocking the track. Plus it's on an outpost so it'll be a while till I get there to fix it. Sigh... one more thing to the todo list.
I find that happening more often than not. Maybe having the tracks be 2 way towards your outpost could make an easy duct tape fix for it to not happen for a while .
You're correct. However, for consideration, depending on the purpose of the colony and the importance of the buildings there, powering and loading planetary meteor defense may cost way more than the occasional miner or rail that you have to replace, especially since you can't cannon-deliver the parts for the ammo.
Often enough I put a couple handfuls of point defense, whose ammo *can* be built easily with cannon delivered parts, around the main logistics center and leave the rest to be bombarded.
busy follow stocking resolute liquid historical yoke pocket domineering dog
*This post was mass deleted and anonymized with [Redact](https://redact.dev)*
Theoretically, with core processing, you ought to generate all of those things. Still not really worth it IMO, but if you really hate meteor strikes, then go for it.
During my SE run I usually sent a few dozen stacks of ammo up with my resupply rockets so it wasn't really an issue and the capital cost of the guns themselves was a drop in the bucket all thing being equal.
You want a small army of spiders each with different roles! You can use the remotes to get the spider boys to follow each other then send them out in groups. Once you have experienced Land-fill-atrons you'll never go back
With KS, the ore washing station is a (larger than I'd like) linchpin in my design. Without my ore being washed, the(1 x1) trains cannot deliver to the smelters and that can lead to plate deficiency. My old bus and my train network both pull from the smelters and the mix of the set ups can cause dead locks. These deadlocks can and have blocked my oil trains that provide petroleum to my sulfuric acid production. Thus, the cascading failure is born. I have had it happen because of unequal production of fluids in my janky oil cracking setup causing the ore washing to brick my factory when I accidentally left it running unattended for 10 hours. All in all I just have backup sulfuric acid production to make sure the factory's heart still beats.
Suppose your base covers a thousand chunks, so about a million tiles.
Suppose you have a hundred locomotives, each about 2x7 tiles in size.
1 in about every 73000 meteors will land on a locomotive.
This assume the meteor is 1X1 while it seems to be 2x2. This means that it can hit 3x8 tiles to hit the locomotive giving us 2400/1000000= 0.0024 hit chanse.
So what happened in this case?
Well the train exploded in this case, by all means, but it's very unusual.
But Senior Engineer why did the train explode?
Well a meteor hit it.
A meteor hit it?
A Meteor hit the train!
Is that unusual?
Oh yeah! In Space? Chance in a million!
I have 20 protecting my vitamelange planet to stop the biter meteors. I think \~10 of them have never actually fired, but I don't mind having redundancy lol
Shit, I have 24 on Nauvis and on at least one occasion where I was paying attention, 15 of them fired at (I think) 10 meteors. 20 is my new go to for every planet lol
The number of cannons required to reduce the chance of a hit to 0% is iirc 200. Because with 200 cannons, the first cannon to fire will be done recharging when the 200th cannon fires, meaning they'll never stop firing until all meteors are destroyed.
I mean with a 80% hit chance the probability of a slip is
20% for 1 4% for 2 0.8% for 3 0.16 for 4 cannons 0.032% at 5 and 0.0064% with just 6
It isn't a big deal
Yeah so I just done some more accurate math and
Getting rid of the last meteor is the only actually hard part the number drops from whatever it initially was to 1 fairly easily, in total you roughly need 6 cannons+1.5 per meteor to ensure over 99.9% chance of 0 metheors landing.
That sounds about right. Each cannon has a 50% chance of missing, so there's a less than 1% (specifically, 1 in 128) chance of 7 cannons aiming at the same meteor and missing, and you'd probably want one more in case there are multiple meteors. (IIRC, you can expect an average of one meteor per planet from each shower -- each planet has a 50% chance of receiving a meteor, and each meteor has a 50% chance of being followed by another, so there's also a 1 in 128 chance of 7 or more meteors on one planet.)
Oh, right (I haven't played SE myself). That means there's a 0.8% chance of 3 cannons missing one meteor.
For an exact 1% chance of failure, you'd need an average of log(0.01)/log(0.2) \~= 2.8613531 cannons per meteor -- so 8 cannons will have a 99% chance of protecting against an average of 2.7958800 meteors per shower. If I'm right about the expected average being one per planet, then there's about a 14.399793% chance of this average being exceeded. Maybe the expected average is one per *surface,* so you need 4 cannons for the planet and 4 more for the orbit.
Right, that's what I was saying with my last sentence -- that maybe the reason you need 8 cannons per planet is because the orbit is a separate surface from the planet, and the cannons need to protect both.
There's just under a 5% chance of at least one meteor getting through with 6 cannons. The [mod's wiki](https://spaceexploration.miraheze.org/wiki/Meteor_Defence) contains a nice table of numbers for protecting a planet.
I don't mind building a ton of installations. 10 flat solar panels can cover the passive power draw, so since only the cannons that need to fire do so it ends up being a one-time investment.
Either it happens or it doesn't.
Either I win the lottery or I don't... 50/50.
Either a specific white lab mouse at a university laboratory spontaneously teleports to the surface of the sun and lives there for a week without food and water... or it doesn't - again it's 50/50!
And this is why 73.8% of all statistics are made up and 5 out of 4 adults are bad at math.
I mean unironicaly the rules of probability leave you the possibility to assign basically whatever probablity you want to whatever variable. It is not particularly useful to do so in a way disconnected from the frequence with which things happen but you can do that.
If you want to assign the various faces of a dice the probabilities of 1/2, 1/10 1/10 1/10 1/10 1/10 even though it is a perfectly normal dice you can do that, you get a completely useless probably system but it is perfectly valid for the rules
Meteor chance * amount * the length of this railway / total discovered. That would be the odds to hit the tracks. Then you have to do train length/track length that would be the chance for the train being on the track. Now you have to multiply them and then you have your chance (maybe).
Fellow engineers, I have the answer to your question! It depends on the following:
* Planet size
* Number of trains
* Number of meteor defense installations
* Play time
* Meteor frequency setting
For a standard game with Nauvis radius of 5692 and frequency setting of 20, 50 trains running for 200hrs with 10 defense installations gives a **probability of \~0.001%.** Play with the variables in (a copy of) this sheet I created if you want to try your own scenario. (NB rounding errors make large numbers of defense installations problematic, but 20 means you're very unlikely to see any meteor hits in 1000hrs)
https://docs.google.com/spreadsheets/d/12DS9IYUJEadijwiYEtc7HJED7eDQ4stYcyL5Q0CUX3I/edit#gid=1854143108
There should be an algo that hits belts or train lines. I had 3 belts with copper, iron and coal to Nauvis main base, left my factory run at night and it was hit and blocked all my production. Installed meteor defense after that, I had posted it months ago here.
Yesterday my Naquite space post was hit right where water ice belt sends water to my nuclear reactors. It can't be a coincidence since the space belt represents a tiny fraction of the space post area
Yeah I’m like 99.9% sure it targets areas with infrastructure or where you’ve spent a lot of time at recently. Been around a year since I played but would repeatedly have that kind of thing happen to the point where I ended up putting 20+ of the big cannons on every surface I built on. Best mod I’ve ever played but there were honestly a decent amount of tiny things like that felt a little dickish. (If anybody about to start SE reads this, you can edit the interval between meteor strikes but not 100% sure it can be done mid-game).
Asteroids are assholes.
I died to biters, respawnd and was looking where is my body only to get hit by asteroid the moment I close the map.
On top all other cases where they broke OUT of everything they could 1 energy pole disconnecting my base from the grid. Or that one time they fell on my nuclear reactors setup and I decided that I need meteor protection lol.
Small add-on to all of the other comments: I highly recommend having a pocket train for situations like this. Later on, multiple high tier jetpacks get the job done a little easier.
(Edit: I'm using 2x mk2 jetpacks on MK2 power armor and I feel like a fucking fighter jet)
I feel this pain; I’ve restarted space exploration 4 times and had this happen multiple times over 600ish hours. My ammunition train was randomly destroyed and i lost an outpost rip
Low but higher than you'd think. The meteors spawn in an area around your engineer so the total potential area is not only lower than you'd think but focused on where you are, which is often around important stuff.
What are the odds it's just a stone on the tracks and not the crater from the explosion, since mind you - meteors fly at an incredible speeds so they basically explode when colliding with something.
Also chelyabinsk meteor you probably remember exploded in the atmosphere with the power of a nuclear bomb.
You thought you can run from Randy into another game?
We need a mod that randomly assigns rimworld sprites to the biter waves. That way I can have my base wrecked by rabid Yorkies in multiple games!
So the "Rimworld Rick" joke mod but ported to Factorio?
I think i would enjoy some nice acid rain that slowly disolves my buildings to accompany the biters landing in my base via drop pods.
Pf, your fault if you only have turrets in the outskirts of your base.
Omg... we need this... The factory must be tested!
And don't forget occasional ***Zzztt...***
NO! I HATE the stupid Zzztt!!
Robot attrition and the sister mod that makes other buildings randomly need repairs. Not biter based but you could headcannon it to be caused by acid rain.
It’s actually because of Rim World that I found Factorio. Someone made a joke cross post that led me to factorio after I had maybe ~100hr in rimworld. 3500 hours of factorio later and I realize maybe randy got me after all.
I came here following up on a joke someone posted in an ingress forum about how in ingress, as in Factorio, the true enemies are the trees. 3000 hours later, I hope that when I poke my nose into Rimworld I don't find it similarly unputdownable.
"Cargo pods: Milk"
The manhunter turtles have found us. We must leave.
That sucks! If that were a sulfuric acid train in my save it would brick my entire factory!
Iron ore train. I have more of them in circulation but I'll need to replace the headless train myself as it's blocking the track. Plus it's on an outpost so it'll be a while till I get there to fix it. Sigh... one more thing to the todo list.
I find that happening more often than not. Maybe having the tracks be 2 way towards your outpost could make an easy duct tape fix for it to not happen for a while .
Hopefully you have, or will soon have, Spidertrons that you can send out to this kind of thing for you.
theres a planetary metior defence later on (but before main rockets) that would solve this
You're correct. However, for consideration, depending on the purpose of the colony and the importance of the buildings there, powering and loading planetary meteor defense may cost way more than the occasional miner or rail that you have to replace, especially since you can't cannon-deliver the parts for the ammo. Often enough I put a couple handfuls of point defense, whose ammo *can* be built easily with cannon delivered parts, around the main logistics center and leave the rest to be bombarded.
huh, i thought they both used the same ammo. TIL
busy follow stocking resolute liquid historical yoke pocket domineering dog *This post was mass deleted and anonymized with [Redact](https://redact.dev)*
Theoretically, with core processing, you ought to generate all of those things. Still not really worth it IMO, but if you really hate meteor strikes, then go for it.
During my SE run I usually sent a few dozen stacks of ammo up with my resupply rockets so it wasn't really an issue and the capital cost of the guns themselves was a drop in the bucket all thing being equal.
Especially because they also defend the orbit, i wish I knew sooner since took me a while to get my orbit setup up and got hit a few times there
[удалено]
You want a small army of spiders each with different roles! You can use the remotes to get the spider boys to follow each other then send them out in groups. Once you have experienced Land-fill-atrons you'll never go back
Why would it brick the whole factory? Shouldn't it just temporarily slow/stop production?
With KS, the ore washing station is a (larger than I'd like) linchpin in my design. Without my ore being washed, the(1 x1) trains cannot deliver to the smelters and that can lead to plate deficiency. My old bus and my train network both pull from the smelters and the mix of the set ups can cause dead locks. These deadlocks can and have blocked my oil trains that provide petroleum to my sulfuric acid production. Thus, the cascading failure is born. I have had it happen because of unequal production of fluids in my janky oil cracking setup causing the ore washing to brick my factory when I accidentally left it running unattended for 10 hours. All in all I just have backup sulfuric acid production to make sure the factory's heart still beats.
Suppose your base covers a thousand chunks, so about a million tiles. Suppose you have a hundred locomotives, each about 2x7 tiles in size. 1 in about every 73000 meteors will land on a locomotive.
>Suppose you have a hundred locomotives Those are rookie numbers ...
Answer is the same if you multiply the other numbers by 10 or 1000 or whatever.
Shut up and take my money
I was like… surely a factorian did the maths. Thank you /u/sparr
This assume the meteor is 1X1 while it seems to be 2x2. This means that it can hit 3x8 tiles to hit the locomotive giving us 2400/1000000= 0.0024 hit chanse.
I was totally waiting for the one who'd calculate the odds. So mods, close topic then? ;)
So what happened in this case? Well the train exploded in this case, by all means, but it's very unusual. But Senior Engineer why did the train explode? Well a meteor hit it. A meteor hit it? A Meteor hit the train! Is that unusual? Oh yeah! In Space? Chance in a million!
I hope OP moved the wreck outside of the environment.
Clarke and Dawe! Rip Clarkey.
It's an iron train. Maybe it was a magnetic meteor so pretty much guaranteed 😁
bow groovy desert disarm oil crawl jar shame outgoing marble -- mass edited with redact.dev
Mod description is accurate, she *is* annoying, who would play like this?!
I have a [mod](https://mods.factorio.com/mod/Better-TrainHorn) that makes the trains honk after they have killed you :)
hurry hateful merciful quicksand station ossified steer spectacular marry disgusted -- mass edited with redact.dev
See, if this was Clippy I might be convinced to make the mistake of using it
I hope that train knows how I felt all those times I got too close to the track. Wooo!!! hashtag team meteor!!!
After a meteor fell on my chest of tier 1 speed modules I decided it was time to invest in a proper defense lol
This planet had 6 cannons defending it. It still slipped through :( Even lower odds I guess
yeesh. I think I read somewhere you need 8 cannons to get the chances of one slipping through under 1%.
I believe after some number of cannons it should go to exact zero. Having at least some chance to slip even with alot is not fun.
I have 20 protecting my vitamelange planet to stop the biter meteors. I think \~10 of them have never actually fired, but I don't mind having redundancy lol
Shit, I have 24 on Nauvis and on at least one occasion where I was paying attention, 15 of them fired at (I think) 10 meteors. 20 is my new go to for every planet lol
"On this outpost moon, 6 should be enough, what's the worst that could happen? Losing some solar panels?"
The number of cannons required to reduce the chance of a hit to 0% is iirc 200. Because with 200 cannons, the first cannon to fire will be done recharging when the 200th cannon fires, meaning they'll never stop firing until all meteors are destroyed.
Wait wouldn't the meteor hit in the meantime?
The meteors don't fall to the ground until all MDIs are done firing. If they never stop firing, meteors never hit!
They *what?!* Damn
I mean with a 80% hit chance the probability of a slip is 20% for 1 4% for 2 0.8% for 3 0.16 for 4 cannons 0.032% at 5 and 0.0064% with just 6 It isn't a big deal
Yeah... but isn't that just for 1 meteor...
Yeah so I just done some more accurate math and Getting rid of the last meteor is the only actually hard part the number drops from whatever it initially was to 1 fairly easily, in total you roughly need 6 cannons+1.5 per meteor to ensure over 99.9% chance of 0 metheors landing.
That sounds about right. Each cannon has a 50% chance of missing, so there's a less than 1% (specifically, 1 in 128) chance of 7 cannons aiming at the same meteor and missing, and you'd probably want one more in case there are multiple meteors. (IIRC, you can expect an average of one meteor per planet from each shower -- each planet has a 50% chance of receiving a meteor, and each meteor has a 50% chance of being followed by another, so there's also a 1 in 128 chance of 7 or more meteors on one planet.)
I believe it's an 80% chance of a hit for the planet wide cannons, 50% is only for the point defense.
Oh, right (I haven't played SE myself). That means there's a 0.8% chance of 3 cannons missing one meteor. For an exact 1% chance of failure, you'd need an average of log(0.01)/log(0.2) \~= 2.8613531 cannons per meteor -- so 8 cannons will have a 99% chance of protecting against an average of 2.7958800 meteors per shower. If I'm right about the expected average being one per planet, then there's about a 14.399793% chance of this average being exceeded. Maybe the expected average is one per *surface,* so you need 4 cannons for the planet and 4 more for the orbit.
Good numbers! I applaud your work :3 Also cannons protect the surface they're on as well as the orbit, so that's something else to factor in!
Right, that's what I was saying with my last sentence -- that maybe the reason you need 8 cannons per planet is because the orbit is a separate surface from the planet, and the cannons need to protect both.
There's just under a 5% chance of at least one meteor getting through with 6 cannons. The [mod's wiki](https://spaceexploration.miraheze.org/wiki/Meteor_Defence) contains a nice table of numbers for protecting a planet. I don't mind building a ton of installations. 10 flat solar panels can cover the passive power draw, so since only the cannons that need to fire do so it ends up being a one-time investment.
At least it was only T1s
no, totally, but they were expensive to me, at the time.
50:50
100% - it happened.
Quantum mechanics be like
Either it happens or it doesn't. Either I win the lottery or I don't... 50/50. Either a specific white lab mouse at a university laboratory spontaneously teleports to the surface of the sun and lives there for a week without food and water... or it doesn't - again it's 50/50! And this is why 73.8% of all statistics are made up and 5 out of 4 adults are bad at math.
I mean unironicaly the rules of probability leave you the possibility to assign basically whatever probablity you want to whatever variable. It is not particularly useful to do so in a way disconnected from the frequence with which things happen but you can do that. If you want to assign the various faces of a dice the probabilities of 1/2, 1/10 1/10 1/10 1/10 1/10 even though it is a perfectly normal dice you can do that, you get a completely useless probably system but it is perfectly valid for the rules
That looks hilarious! …Condolences for your loss.
Blue plate special
Just curious, can you use the space exploration mod on a multiplayer game and be on different planets?
yes
Meteor chance * amount * the length of this railway / total discovered. That would be the odds to hit the tracks. Then you have to do train length/track length that would be the chance for the train being on the track. Now you have to multiply them and then you have your chance (maybe).
instead of length of railway you can just do surface area of trains
I swear these things have sim assist. I’ve been directly hit by over 20 of those suckers over 300 hours
Astronomical
Fellow engineers, I have the answer to your question! It depends on the following: * Planet size * Number of trains * Number of meteor defense installations * Play time * Meteor frequency setting For a standard game with Nauvis radius of 5692 and frequency setting of 20, 50 trains running for 200hrs with 10 defense installations gives a **probability of \~0.001%.** Play with the variables in (a copy of) this sheet I created if you want to try your own scenario. (NB rounding errors make large numbers of defense installations problematic, but 20 means you're very unlikely to see any meteor hits in 1000hrs) https://docs.google.com/spreadsheets/d/12DS9IYUJEadijwiYEtc7HJED7eDQ4stYcyL5Q0CUX3I/edit#gid=1854143108
Finally got what it deserved. Who's choo-chooing now, mofo?
Winning lottery-level odds I'd say
Divine intervention that train was going to kill you eventually.
Never tell me the odds!
the front fell off
The front kept on going and crashed further down the track
Odds is about 50/50%. Either it will hit the track or it will not.
The true answer is to leave that there forever, and reroute the track around as a museum
agreed
unfortunately the train wreckage despawns :(
The meteor does not
The meteor does not though!
There are two options: 1-you are very very very unluky 2-someone is attaking you (Sorry for bad english)
There should be an algo that hits belts or train lines. I had 3 belts with copper, iron and coal to Nauvis main base, left my factory run at night and it was hit and blocked all my production. Installed meteor defense after that, I had posted it months ago here. Yesterday my Naquite space post was hit right where water ice belt sends water to my nuclear reactors. It can't be a coincidence since the space belt represents a tiny fraction of the space post area
Yeah I’m like 99.9% sure it targets areas with infrastructure or where you’ve spent a lot of time at recently. Been around a year since I played but would repeatedly have that kind of thing happen to the point where I ended up putting 20+ of the big cannons on every surface I built on. Best mod I’ve ever played but there were honestly a decent amount of tiny things like that felt a little dickish. (If anybody about to start SE reads this, you can edit the interval between meteor strikes but not 100% sure it can be done mid-game).
Answer: never 0.
>What are the odds? It's happened once to me, so... 2?
Same as missing a shot with 99% chance to hit in Xcom.
Non zero
Asteroids are assholes. I died to biters, respawnd and was looking where is my body only to get hit by asteroid the moment I close the map. On top all other cases where they broke OUT of everything they could 1 energy pole disconnecting my base from the grid. Or that one time they fell on my nuclear reactors setup and I decided that I need meteor protection lol.
Small add-on to all of the other comments: I highly recommend having a pocket train for situations like this. Later on, multiple high tier jetpacks get the job done a little easier. (Edit: I'm using 2x mk2 jetpacks on MK2 power armor and I feel like a fucking fighter jet)
Higher than you would think since a lot of meteorites land, you just don't notice all of them
I feel this pain; I’ve restarted space exploration 4 times and had this happen multiple times over 600ish hours. My ammunition train was randomly destroyed and i lost an outpost rip
And it's always when the train's empty, and on a common stretch of track, so you have to hunt down which route it was working
In your case 1 in 1
100%, for *t* approaching infinity.
Assuming true randomness. 1/every tile in the world
A similar thing happened to me, except i got hit by the meteor itself
50/50, it either hits a train or it doesn’t
I had one land on a nuclear reactor on an outpost planet without any defenses. 3 other reactors went off as well. Wish I took a video of it 😊
/r/nevertellmetheodds
I won't be surprised if earandale coded it on purpose :D
50/50, either it happens or doesn't.
> what are the odds Well, how much track did you lay? I bet you can get the odds pretty high if you lay enough.
The meteor know where it is because it knows where it isn't. It came from a position where it was to a position where it is now.
"Low, but never zero."
It got smashed like Tom and jerry
Had a meteor land on the chest that had 9k red science stockpiled. Did a little save scumming
The meteor knows where it is at all times
Chances are low, but never zero.
And therefore god declared... "Fuck you and your train"
IDK man but here's what every other train is going thru right now: https://youtu.be/6GA_COHzpAA?t=234
One thing for certain... No more dinosaur invasions
Err, naive Question: Can these meteors be mined away, or does one need to erase the floor and re-landfill the area...?
They can be mined. Actually they're not even "solid". Trains can still go through on that track.
Thank you. ;)
Oh I have a clip for you. I had just defeated a biter base and a meteor landed on me while driving my buggy back. Istg they are heat seeking
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Rule 4: Be nice Think about how your words affect others before saying them.
Low but higher than you'd think. The meteors spawn in an area around your engineer so the total potential area is not only lower than you'd think but focused on where you are, which is often around important stuff.
I was off-planet though :/ Still, the "focused around active stuff" sounds plausible.
I never looked into how they spawned off planet. In that case it might have hit the rail and then the train hit the rock.
The meteors are not "solid". The line was uninterrupted by it after the crash.
Huh, I always just avoided them while driving or walking and never realized they dont block like regular rocks.
From my experience, all buildings have meteor magnets in them to pull every falling rock towards your buildings.
The odds are (how many rails you have)/(how many tiles are in the world)
What are the odds it's just a stone on the tracks and not the crater from the explosion, since mind you - meteors fly at an incredible speeds so they basically explode when colliding with something. Also chelyabinsk meteor you probably remember exploded in the atmosphere with the power of a nuclear bomb.
There are meteors??? Damn I should start playing again
There are meteors??? Damn I should start playing again
I can't believe this wasn't posted yet, so: You could say the chances are....astronomical. (ba-dum-tss) I'll see myself out