|
Communist Zombie posted:
You can filter train car slots, correct? Why not use them instead? Fill the first using whatever shenanigans and then use stack inserters to transfer cargo down the lab line.
|
# ? Mar 24, 2020 07:01 |
|
|
# ? May 10, 2024 10:23 |
|
Ambaire posted:You can filter train car slots, correct? Why not use them instead? Fill the first using whatever shenanigans and then use stack inserters to transfer cargo down the lab line. Trains are like a dozen science packs in, plus I wanted to see if I could do it using only belts.
|
# ? Mar 24, 2020 11:04 |
|
Carecat posted:Any good mods to go alongside k2? It touches quite a lot of tech so I doubt it would be very compatible. Far reach, squeak through, vehicle snap, honk and other mandatory QoL mods all work fine.
|
# ? Mar 24, 2020 11:20 |
|
Communist Zombie posted:Trains are like a dozen science packs in, plus I wanted to see if I could do it using only belts. I imagine a sushi-belt would be able to do it (I can't post a pic right now) - you probably need green/red circuit wire though.
|
# ? Mar 24, 2020 12:42 |
|
Collateral Damage posted:Construction Drones are nearly a must if only for the amount of wood you need early on. I just started K2, but it looks like you can research a greenhouse using the starter tech cards, and it just takes up to glass for materials, so that should hopefully supply your wood needs. But I haven’t been able to carve out enough time to get that far to see what the production rate of the greenhouses actually are.
|
# ? Mar 24, 2020 13:13 |
|
Orvin posted:I just started K2, but it looks like you can research a greenhouse using the starter tech cards, and it just takes up to glass for materials, so that should hopefully supply your wood needs. But I haven’t been able to carve out enough time to get that far to see what the production rate of the greenhouses actually are. 40 every 60 seconds from the greenhouse. I plopped down 4 as soon as I could and that was more than enough for me to automate further and then building more as needed wasn't a problem.
|
# ? Mar 24, 2020 14:47 |
|
necrotic posted:40 every 60 seconds from the greenhouse. I plopped down 4 as soon as I could and that was more than enough for me to automate further and then building more as needed wasn't a problem. Yes, greenhouses have served my needs fine for coke and basic cards. Trying to sort out oil is a much bigger pain in the rear end. Can't even drive around because the car wants fuel.
|
# ? Mar 24, 2020 16:02 |
|
FnF posted:I imagine a sushi-belt would be able to do it (I can't post a pic right now) - you probably need green/red circuit wire though. I did think of that, but Ive never used circuit logic and figuring out a sushi belt was too big a jump for me. Can you do multi lane sushi belts? Because i think thatd be the best way to get high throughput with a lot of labs.
|
# ? Mar 24, 2020 18:32 |
|
Communist Zombie posted:Can you do multi lane sushi belts? Because i think thatd be the best way to get high throughput with a lot of labs. (I assume you mean multi-belt) Don't see why not. As long as you mix the belts once per loop, it seems doable to me. My basic ones are set up in these steps : - Use circuit wire on a good stretch of your loop, reading what's on the belt (read-hold, not read-pulse) - For each separate science-belt in, use circuit wire on one piece of belt (connected to the read-circuit you just made) and set it to Enabled only if the loop reports less of <whatever> science than your threshold is. If you're new to this, set your threshold to one - it's easier to watch & understand this way, and isn't likely to jam - Make sure that whatever's already on your loop has priority over anything entering it (if you don't do this it'll jam) - Add a splitter to mix your belts if necessary - That should be it! You can get much fancier with it, obviously, but that basic setup works for me.
|
# ? Mar 24, 2020 19:01 |
|
I'm actually just (ab)using the fact that science labs pass through, so I've got a chain of labs set up to aggregate the packs. This probably won't scale up but by then I'll mostly be running bot-based.
|
# ? Mar 24, 2020 20:05 |
|
So in K2, is there a reason not to run your early steam power and fueled smelting entirely off of greenhouse-sourced wood? As near as I can tell, as long as I'm willing to wait for X arbitrary number of greenhouses to finish building, and then complete their lengthy cycle times, I can renewably convert a moderate amount of electricity and water into large amounts of wood. Boilers chew through the poo poo like candy, but as always meeting this need of the factory can be solved by expanding the factory.
|
# ? Mar 26, 2020 19:48 |
|
LonsomeSon posted:So in K2, is there a reason not to run your early steam power and fueled smelting entirely off of greenhouse-sourced wood? Using coal or turning it into coke is far better use of your power, the greenhouses are kind of power hungry and you'd need fewer to make enough coke for power than you would just feeding wood to the boilers. Coal will also be significantly cheaper on your power.
|
# ? Mar 26, 2020 21:21 |
|
Yeah I don't know how efficient that would really be, although later on you could convert that setup to making biomethanol for gas power plants, and biofuel to feed your existing boilers, which seems like a very efficient, low pollution option
|
# ? Mar 26, 2020 22:44 |
|
necrotic posted:Using coal or turning it into coke is far better use of your power, the greenhouses are kind of power hungry and you'd need fewer to make enough coke for power than you would just feeding wood to the boilers. Coal will also be significantly cheaper on your power. Sure, the numbers work out as less efficient, but wood requiring only water and electricity generated by itself means I'm only digging up enough coal for ammunition, coke, and here in a bit plastic, instead of plowing through it and burning it. I'm handling the wood feed with prioritized-input splitters patched into the existing coal fuel line, as a backup, it just seems like this is going to be enough to hold me over at least until I have scalable oil, and I can already see that there's a petro-power plant. And, I guess, that seeming feels off to me? Regardless, definitely enjoying feeling my way through new Factorio. I liked IR a little more, but that might be bias from my having like 300hrs into a save before the author announced it probably wasn't going to continue updating. e: super fart shooter posted:Yeah I don't know how efficient that would really be, although later on you could convert that setup to making biomethanol for gas power plants, and biofuel to feed your existing boilers, which seems like a very efficient, low pollution option I already have let's say quite a few greenhouses down and producing, so it's good to know I'll be able to just leave it in place with some chemistry nearby and get largely the same effect from the next tier of power generator. LonsomeSon fucked around with this message at 23:18 on Mar 26, 2020 |
# ? Mar 26, 2020 23:16 |
|
I'm going to try and get fusion power going soon. I don't need anywhere near that much power yet, but it looks like an interesting chain to setup.
|
# ? Mar 26, 2020 23:23 |
|
I got fusion setup, now I have more power than I'll need for a long time. Of course, today a K2 patch was released, and: code:
|
# ? Mar 27, 2020 23:52 |
|
Can someone post their K2 first and second science malls? I've got one working, but it's ugly as gently caress and not at all scale-able. Just knowing how to deal with creating sub components on the fly would help.
|
# ? Mar 30, 2020 00:45 |
|
Canuckistan posted:Can someone post their K2 first and second science malls? I've got one working, but it's ugly as gently caress and not at all scale-able. Just knowing how to deal with creating sub components on the fly would help. Disclaimer: I am a dumb Factory maker. These were just based on feeling out the requirements, so I haven't even thought about optimization yet.
|
# ? Mar 30, 2020 05:25 |
|
Canuckistan posted:Can someone post their K2 first and second science malls? I've got one working, but it's ugly as gently caress and not at all scale-able. Just knowing how to deal with creating sub components on the fly would help. Here's my science for everything up to yellow cards (plus the labs and computers for the high-tier cards). There used to be a line of regular/advanced labs across the top, but I ripped them out after finishing all the tech that needs them. I found that it made more sense to manufacture most of the inputs elsewhere and belt them in. You really need to scale up some of the inputs (I'm mostly thinking of circuits, rocket fuel, and low density structures, although I think they retuned some of the recipes to reduce the amount of rocket fuel required) a lot, and it's easier when they have their own production lines. I don't have a very principled layout for my base overall, though, a lot of stuff I just plopped down in a convenient spot instead of trying to keep e.g. a clean bus layout.
|
# ? Mar 30, 2020 09:42 |
|
Foehammer posted:Disclaimer: I am a dumb Factory maker. These were just based on feeling out the requirements, so I haven't even thought about optimization yet. This is where I am as well. Sup dumb factory buddy! I can string together a factory line, but making it elegant and optimized is beyond me. I think I need to play with a notepad and actually write poo poo down so I can get ratios right.. greatZebu posted:
I just noticed that my initial bus base will probably fail. There's a great freaking lake just out of radar range where my bus will be. Perhaps it's a sign that I need to sprawl and get poo poo done, then move on to a bigger base later.
|
# ? Mar 30, 2020 11:51 |
|
Canuckistan posted:I just noticed that my initial bus base will probably fail. There's a great freaking lake just out of radar range where my bus will be. Perhaps it's a sign that I need to sprawl and get poo poo done, then move on to a bigger base later. Fill the lake. Pave the world.
|
# ? Mar 30, 2020 23:41 |
|
I had that problem and just made a regular ol' gigantic 90 degree turn in my factory. You can make it into a cosy little nook for your science area!
|
# ? Mar 31, 2020 03:31 |
|
Wallrod posted:I had that problem and just made a regular ol' gigantic 90 degree turn in my factory. You can make it into a cosy little nook for your science area! Like this!
|
# ? Mar 31, 2020 06:31 |
|
Christ I wish I was that organized.
|
# ? Mar 31, 2020 16:35 |
|
The Locator posted:Like this! It's always interesting how factories inevitably end up looking like computer chips. Though chips can abuse far more Z levels.
|
# ? Mar 31, 2020 19:25 |
|
Oh god now I'm imagining factorio with multiple z-levels and my palms are sweaty
|
# ? Mar 31, 2020 19:48 |
|
The Shortest Path posted:Oh god now I'm imagining factorio with multiple z-levels and my palms are sweaty I don't think it'd be that hard to mod in, unless you want to see the z-level below your current one...
|
# ? Mar 31, 2020 19:49 |
You can fake multiple Z levels with factorisimo right now. Once inside things stack recursively too. Modding in multiple actual Z levels would be pretty easy and I think there are mods that do that already.
|
|
# ? Mar 31, 2020 20:00 |
|
Yeah, things exist to fake it by teleporting you/items to a different map instance. You can't have actual z-levels on a single map, though.
|
# ? Mar 31, 2020 20:06 |
Thats essentially how the logic of stuff like Dwarf Fortress works as well. In fact thats essentially how the logic of actual PCBs work. Yes you can't display it all on one screen at once but having worked with 12 and 14 layer PCBs you don't want to display more than 2 layers at once anyway.
|
|
# ? Mar 31, 2020 20:15 |
|
The Shortest Path posted:Oh god now I'm imagining factorio with multiple z-levels and my palms are sweaty *shakes you by shoulders* My man have you heard of satisfactory????
|
# ? Mar 31, 2020 20:39 |
Factorio is a hardcore logistics game Satisfactory is more of a exploration & adventure with some minecraft level logistics. Very different gameplay experiences.
|
|
# ? Mar 31, 2020 20:43 |
|
Drone_Fragger posted:*shakes you by shoulders* My man have you heard of satisfactory???? Is that finally playable outside of the epic store?
|
# ? Mar 31, 2020 20:43 |
|
The Shortest Path posted:Is that finally playable outside of the epic store? theyre aiming for may release on other stores
|
# ? Mar 31, 2020 21:05 |
|
neat.
|
# ? Mar 31, 2020 21:13 |
|
Early warning to anyone else going through Krastorio for the first time, they rebalanced nuclear fuel, now it's two 235 for one fuel cell, which is drastically less than the one 235 per 10x fuel cells in vanilla. It looks like they rebalanced the fuel value and the reactor consumption to be higher as well, but I think it still works out so that your 235 goes a lot less far than it normally does. I didn't notice any of this until I suddenly realized I was running low on fuel and I had to take 3 of my 4 reactors off line until I can stockpile some 235 and get kovarex running.
|
# ? Mar 31, 2020 22:05 |
|
That's kinda disappointing. I thought the vanilla balance of not needing kovarex for power but it becoming critical when you wanted to do other things with your uranium was pretty good.
|
# ? Apr 1, 2020 02:45 |
|
It might be fine actually if I just had more uranium mining and processing. It's just that I jumped to 4 reactors from the get go, assuming it was the same as vanilla, but I can definitely support at least 1 or 2 reactors without kovarex. Also, I've never bothered to regulate nuclear fuel consumption based on power needs, the way some people do, I've always just filled the reactors all the way, since it's so cheap in vanilla, so that's another inefficiency there on my part
|
# ? Apr 1, 2020 03:15 |
|
super fart shooter posted:Early warning to anyone else going through Krastorio for the first time, they rebalanced nuclear fuel, now it's two 235 for one fuel cell, which is drastically less than the one 235 per 10x fuel cells in vanilla. It looks like they rebalanced the fuel value and the reactor consumption to be higher as well, but I think it still works out so that your 235 goes a lot less far than it normally does. I didn't notice any of this until I suddenly realized I was running low on fuel and I had to take 3 of my 4 reactors off line until I can stockpile some 235 and get kovarex running. In the original Krastorio it was something like 10x more ore processed to get a U-235. Maybe they decided to balance that difficulty via the fuel cells and usage now instead of just making you set up 50 centrifuges?
|
# ? Apr 1, 2020 07:16 |
|
|
# ? May 10, 2024 10:23 |
|
Uranium in K2, and any of it's products, also hurt a lot early on. My first three deaths came from mishandling that stuff before I had sufficient armor.
|
# ? Apr 1, 2020 17:19 |