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Wrr posted:The motors need radio control units so they can radio your driving habits and personal data to FICSIT. Something needs to actuate the motor, and I'm not touching physical controls like some kind of primitive.
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# ? Mar 3, 2020 15:45 |
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# ? Jun 8, 2024 06:51 |
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Wrr posted:The motors need radio control units so they can radio your driving habits and personal data to FICSIT. Screws generally get consumed as fast as you make them until later, so there's not really a need to stockpile. Just slap a constructor in front of the assembler that needs 'em, and move iron rods to them (or iron ingots, if you have the super-cool alternate recipe!) My last factory had several industrial storage full of the things, and there really wasn't a point because apparently I had other screw producers down in the part of the factory where We Don't Go No Mores and it was handling my current needs already.
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# ? Mar 3, 2020 16:33 |
Literally Kermit posted:Screws generally get consumed as fast as you make them until later, so there's not really a need to stockpile. Just slap a constructor in front of the assembler that needs 'em, and move iron rods to them (or iron ingots, if you have the super-cool alternate recipe!) Also, screws are hilariously inefficient to move via belt. They stack in 500s, I think the recipe what requires the least still needs like 12, and 1 screw takes up as much belt space as anything else. So you end up needing to use your highest speed belts in the manufacturing process when every other intermediate finished good only needs a level 1 or a 2.
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# ? Mar 3, 2020 16:42 |
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Hmm, I guess I was conceptualizing movement speed of belts incorrectly then? It isn't 60/m a minute or whatever, its 60 stacks (be the stack 1 item or 500). That makes sense!
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# ? Mar 3, 2020 17:07 |
Yeah the issue with screws is that they consume way too much belt capacity to be efficient to move anything more than between adjacent machines. Even with Mk4 belts you cannot move one full stack of screws per minute. Mk4 belts into a train station will still be limited to 960 screws/min per platform/car. The other day I set up a heavy frames factory that uses around 3000 screws/min, and its production isn't even that great. Move the ingots (or iron rods, if you haven't unlocked any alt recipes for screws yet) and produce them on site to save yourself the headaches. It's a factor 5 or more improvement in belt capacity efficiency. And no, belts move single items, never stacks. Every case of screws you see on a belt is one item, you need 500 of those cases to pass by to have a single stack.It takes more than 8 minutes for a Mk1 belt to move one stack of screws.
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# ? Mar 3, 2020 17:12 |
Wrr posted:Hmm, I guess I was conceptualizing movement speed of belts incorrectly then? It isn't 60/m a minute or whatever, its 60 stacks (be the stack 1 item or 500). That makes sense! No, you had it right- it's 60 *items* a minute. The reason screws are terrible on belts is you often had a recipe that needs (I'm making this up for an example) 120 screws a minute and 10 iron plates a minute. Even though screws stack up to 500 a slot and iron plates only stack up to 100 a slot, a single screw and a single iron plate take up the same space on a belt. So you'd need a mark 2 belt for your screws, but only a mark 1 belt for the plates (and you'd only be using 1/6th of the mark 1 belt). Ultimately, because you have infinite resources, this doesn't matter unless you are requiring an input of screws faster than a single belt of the max level available can accommodate. But it's just much easier to make exactly (or very close to) however many screws you need next to where they will be used as opposed to building a huge screw distribution network. Edit: so yeah, basically what the post above me said
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# ? Mar 3, 2020 17:43 |
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If they are going to make the model for plates be a stack of a few metal plates, and the model for screws be a giant bucket full of screws, they should really rethink the numbers needed for making things.
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# ? Mar 3, 2020 17:53 |
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A car has 8 engines and you can't convince me otherwise.
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# ? Mar 3, 2020 18:05 |
All I know is it's not worth it to dump screws in my auto sorting system, just add them directly to the bin. Or the mulcher. Speaking of the mulcher, I haven't really found a way to do this, but I'm also stupid- is there a way to design a system that will, regardless of the input and output belt speed, fill a container with an item and then send any overflow to the mulcher? GruntyThrst fucked around with this message at 18:41 on Mar 3, 2020 |
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# ? Mar 3, 2020 18:38 |
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GruntyThrst posted:All I know is it's not worth it to dump screws in my auto sorting system, just add them directly to the bin. Or the mulcher. No. The only solution is to have a smart or programmable splitter that outputs to both directions. Which means you have to mulch half the parts you make. Even then, you have to keep your eye on it because sometimes the splitters break and will only output in one of the directions. I think the options for "any part" and "any unfiltered part" are all we're going to get from the devs and it took forever to even get that.
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# ? Mar 3, 2020 18:48 |
Simplest way to conceptualize the problem with transporting screws: 1 iron rod = 6 screws. Would you rather have 6 screws strung out along your belt or a single iron rod? If you've got alternate recipes the difference is even bigger. You always want to transport stuff when it's the least number of things. 3 ore becomes one ingot? Smelt your ore at your mine before transport.
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# ? Mar 3, 2020 18:52 |
Cojawfee posted:No. The only solution is to have a smart or programmable splitter that outputs to both directions. Which means you have to mulch half the parts you make. Even then, you have to keep your eye on it because sometimes the splitters break and will only output in one of the directions. I think the options for "any part" and "any unfiltered part" are all we're going to get from the devs and it took forever to even get that. That's what I figured. On the one hand I see the authorial intent on really pushing the very streamlined, sync up your input and output style clean factory. On the other, that means you don't have a resource stockpile for buildings. Not an easy issue to solve without brute forcing some storage.
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# ? Mar 3, 2020 19:03 |
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GruntyThrst posted:All I know is it's not worth it to dump screws in my auto sorting system, just add them directly to the bin. Or the mulcher. I copied this setup from way earlier in the thread, it's not perfect and it's bulky but it works well enough for me. Dr. Stab posted:I did a similar thing, but put lifts on both sides. 2^7 = 128, but 3^7 = 2187.
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# ? Mar 3, 2020 19:10 |
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The reason screws exist is to make you realize that alternate recipes are valuable even if they aren't considerably cheaper or faster. What the inputs are, and how easy they are to make and transport is a big factor. With alternate recipes you can remove screws from your factory completely, or perhaps just simply remove them from the parts of your factory where they cause trouble.
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# ? Mar 3, 2020 19:13 |
There is supposedly a perfect overflow-only splitter construction, which depends on a belt of an alternate material spinning around forever, and that allows the smart splitter to work different somehow. I haven't tried it yet.
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# ? Mar 3, 2020 20:06 |
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The crazy solution to perfect overflow is to use trucks/trains. First station pickup, second station unload to storage, third station unload to overflow.
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# ? Mar 3, 2020 20:09 |
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VegasGoat posted:The crazy solution to perfect overflow is to use trucks/trains. First station pickup, second station unload to storage, third station unload to overflow. I guess if you're willing to build a freight terminal for every part
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# ? Mar 3, 2020 20:15 |
Okay yes, I just built and tested this. The important point is that the cycle item is a different item that will never run through the system. For my test I used color cartridges. It has one input and two outputs. One output is the regular output for non-overflow, and the other output is the overflow when the regular output backs up. Start it up by feeding enough cycle items through to fill the entire cycle belt, then delete all non-cycle belts that contain the cycle item, to make room for the regular items. After that, begin sending your regular items through, and rebuild the belts you deleted. Maybe delete and rebuild some of the intermediate belts again if it doesn't start immediately.
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# ? Mar 3, 2020 20:21 |
Cojawfee posted:I guess if you're willing to build a freight terminal for every part So trains/trucks are a beautiful solution there, actually. If you take rubber/plastic back in a train and send it to an overflow dump after it unloads, then you'll never have to worry about a full plastic store preventing heavy oil rates so you can actually reliably calculate the rate of fuel or whatever else you can produce. I'm seriously considering getting trucks to start transporting my petroleum coke and other poo poo around my refinery area 'cause that actually sounds like a really foolproof way to deal with overflow.
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# ? Mar 3, 2020 21:14 |
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I befriended a dog for the first time. It follows me around and is very cute. Unfortunately, it also found a barrel of nuclear waste and irradiates me if it gets too close, so I have to be constantly on guard for the pursuit of the little bastard.
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# ? Mar 3, 2020 21:52 |
Wrr posted:I befriended a dog for the first time. It follows me around and is very cute. Unfortunately, it also found a barrel of nuclear waste and irradiates me if it gets too close, so I have to be constantly on guard for the pursuit of the little bastard. Just take it off him and dump it on a conveyor that stretches waaaaay out into the ocean, I'm sure it'll be fine.
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# ? Mar 3, 2020 22:11 |
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Hey, uh.... don't forget that you can feed high-tier products into the mulcher to get tickets to buy way, way more high tier products... i've been just feeding junk, occasional mid-tier excess produce and fuel byproducts into the machine to get a ticket every half hour or so, and instead of loving around waiting for more supercomputers to meet the last few caterium tree costs, i made a couple on the bench, fed them into the machine and then bought a couple of stacks of supercomputers with those tickets, and then fed them in, and now i have probably more tickets than i've ever earned up until now, twice over. my current ticket goal is something around 5 million points per coupon so the returns are going to fall off steeply soon, but goddamn, i should have done that sooner
Wallrod fucked around with this message at 10:35 on Mar 4, 2020 |
# ? Mar 4, 2020 10:23 |
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A stack of Turbomotors still returns like 11 tickets for me right now. I'm sitting on like 300 tickets because of it, since my factory is largely offline while I'm refactoring it because I am a genius. So I'll be like 'oh, I need more heavy frames' and go buy the frames and a tack of motors to mulch and get back most of the cost.
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# ? Mar 4, 2020 13:27 |
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Vasudus posted:A stack of Turbomotors still returns like 11 tickets for me right now. I'm sitting on like 300 tickets because of it, since my factory is largely offline while I'm refactoring it because I am a genius. So I'll be like 'oh, I need more heavy frames' and go buy the frames and a tack of motors to mulch and get back most of the cost. yeah i see that getting nerfed pretty quick.
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# ? Mar 4, 2020 13:35 |
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Literally Kermit posted:yeah i see that getting nerfed pretty quick. While the costs of materials definitely need adjustment, this only works a few times before it becomes unsustainable since ticket prices increase for every one you get
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# ? Mar 4, 2020 16:02 |
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I could imagine a system where the game tracks how many items you've bought through the store and not give you any tickets for that kind of item until you've fed that many back into the muncher. So it's sort of like you're loaning the items for your tickets.
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# ? Mar 4, 2020 16:04 |
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Literally Kermit posted:yeah i see that getting nerfed pretty quick. They just nerfed it with a patch.
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# ? Mar 4, 2020 18:34 |
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Ah, the new patch puts the recipe list as the default Codex page rather than the messages. For the longest time I didn't realise that recipe list was even there; I was building an unconnected assembler/etc to see what the recipes for things were and thought the codex was just a message log.
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# ? Mar 4, 2020 18:39 |
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Can you not overclock nuclear reactors at all? They require 300 fluids, 600 with max overclocking, but pipes can only carry 300? I had all my reactors overclocked before I downloaded the experimental branch, and now I cannot keep them overclocked with the new water requirements at all.
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# ? Mar 4, 2020 19:03 |
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Tenebrais posted:Ah, the new patch puts the recipe list as the default Codex page rather than the messages. For the longest time I didn't realise that recipe list was even there; I was building an unconnected assembler/etc to see what the recipes for things were and thought the codex was just a message log. There's a recipe list?!
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# ? Mar 4, 2020 19:04 |
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Tenebrais posted:Ah, the new patch puts the recipe list as the default Codex page rather than the messages. For the longest time I didn't realise that recipe list was even there; I was building an unconnected assembler/etc to see what the recipes for things were and thought the codex was just a message log. I've been doing this the whole time too
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# ? Mar 4, 2020 19:12 |
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Ixjuvin posted:There's a recipe list?! Press x to open your emails, and there's another tab for recipes.
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# ? Mar 4, 2020 19:49 |
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chairface posted:I've been doing this the whole time too lmao same I could have saved myself entire minutes of work.
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# ? Mar 4, 2020 19:50 |
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deadly_pudding posted:lmao same look at this chucklelunk, with inefficient gamings per minute Also Just now realized you have to research slugs in order to make things go faster
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# ? Mar 4, 2020 19:53 |
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kloa posted:Can you not overclock nuclear reactors at all? I noticed this, but here's two potential mitigating factors: 1) It only uses 300 m^3/min at full capacity. If it's running slower because you have excess electrical power, it will have a matching slower water consumption. I have three nuclear plants hooked up to one pipe right now, and they're all running fine. 2) We only have 300 m^3/min max capacity pipes right now. The next tier of products could unlock faster pipes.
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# ? Mar 4, 2020 20:04 |
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Bobulus posted:I noticed this, but here's two potential mitigating factors: There definitely should be a higher tier of pipes before researching the quantum technobabble tier. I haven't unlocked nuclear plants yet but if they really use 300 m^3/min at 100% efficiency, then yeah you can literally never overclock them.
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# ? Mar 4, 2020 20:10 |
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Put in Thermal Dynamics' Tesseracts imo. Also hire KingLemming, he knows what he's doing in regards to 3d automation games.
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# ? Mar 4, 2020 20:16 |
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Also add the ability to lay pavement like we can conveyor belts, so we can make cool sweet curved tracks for our mini-car or not-telsa cybertruck
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# ? Mar 4, 2020 20:20 |
While we're asking for stuff- foundation auto-fill if you build a perimeter frame, please.
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# ? Mar 4, 2020 20:30 |
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# ? Jun 8, 2024 06:51 |
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A button to hide your current tool! And editable signs for walls and street corners! And OFFICE FURNITURE!
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# ? Mar 4, 2020 21:44 |