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Just set a requester chest for power armor? Edit: no I’m assuming a massive bot network. Probably don’t have that sorry
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# ? May 1, 2022 03:48 |
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# ? Jun 11, 2024 09:02 |
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Make a deconstruction planner for power armor and drape it over the entire base, with the above poster's requester chest that ought to cover things.
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# ? May 1, 2022 15:05 |
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Duodecimal posted:Make a deconstruction planner for power armor and drape it over the entire base, with the above poster's requester chest that ought to cover things. Doesn't this only work if it's sitting on the ground somewhere? If it's in offline, non-logistic storage (chest, railcar, or an inserter's hand, etc) will this still tag it?
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# ? May 1, 2022 19:03 |
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There's actually 2 mods you can use to find things across your base: There's BeastFinder, which will search for items and put an icon on your map for you where it found the item. I used this a lot in my Py base. There's another mod that I've been wanting to try out, haven't actually used it: FactorySearch. Same thing as BeastFinder, though I think it uses a different algorithm and might be less of a lagmonster as BeastFinder can get pretty resource intensive on big bases.
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# ? May 1, 2022 19:09 |
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You can also set a deconstruction planner to pick up any dropped ground items.
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# ? May 1, 2022 19:20 |
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After 61 hours, I completed Krastorio 2. Here's a little piece of my spaghetti base:
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# ? May 2, 2022 05:11 |
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Teledahn posted:Doesn't this only work if it's sitting on the ground somewhere? That's exactly what it's suggested for, being in a chest somewhere would be easy by comparison.
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# ? May 2, 2022 17:59 |
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Guys, just make a new armor.
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# ? May 2, 2022 18:11 |
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*taps chin while surveying massive factory churning out every conceivable resource nonstop* "Now where did I put my armor??"
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# ? May 2, 2022 18:14 |
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I just end up making armor in my mall and forgetting to set a limit so I go and look for my power armor and I have 1000 of them
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# ? May 2, 2022 20:20 |
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Azhais posted:I just end up making armor in my mall and forgetting to set a limit so I go and look for my power armor and I have 1000 of them
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# ? May 2, 2022 22:03 |
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Azhais posted:I just end up making armor in my mall and forgetting to set a limit so I go and look for my power armor and I have 1000 of them I'm currently sad because I made the mistake of building my refinery and liquid bus on the wrong side of my main bus (I left the left side of the bus open to add more columns of belts, but put the liquid stuff to the right on the far side of a bunch of infrastructure), so I can't expand my mall any more or I end up in the other bus. I guess it's just time to swap entirely to a robot mall & bus using provider chests!
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# ? May 2, 2022 22:14 |
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Or you add some very interesting and fun and spaghetti to swap the buses around
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# ? May 3, 2022 00:04 |
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Got my yearly itch to play factorio again and figured I would try out the Py mod this time since I did Bob+Angels my last time and it wasn't toooooo bad. First try lasted about 20 minutes when I realized it was going to be HOURS to even get red science up and gently caress fighting biters with just a handgun, so those guys went on passive for my next run. I've just got to the point where I have red science fully automated and flowing pretty well, and about to give myself an aneurysm by looking at what I need for logistics science
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# ? May 3, 2022 02:56 |
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Just wait until you figure out you need poop to automate circuits.
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# ? May 3, 2022 05:49 |
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I looked it up and I played Py for nearly 100 hours and I still couldn't automate belts. Are you sure you want to do that to yourself?
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# ? May 3, 2022 05:53 |
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What do you mean, red science is very straightforward
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# ? May 3, 2022 10:47 |
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Yeah even Bobs keeps red+green reasonably simple.
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# ? May 3, 2022 13:14 |
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all that work to make a combination of cellulose and bacterial culture when you could simply buy a sandwich from subway
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# ? May 3, 2022 13:32 |
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Azhais posted:What do you mean, red science is very straightforward Haha cool, no thanks.
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# ? May 3, 2022 14:23 |
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KillHour posted:I looked it up and I played Py for nearly 100 hours and I still couldn't automate belts. Are you sure you want to do that to yourself? Honestly the only really awful part so far was the fact that red science requires a ton of wood and you can't automate wood until several techs deep. Way too much manual chopping involved. Automated belts was pretty simple, inserters require chips though....... and thats my next next project because I finally looked at the requirements for logistics packs and LOL who the gently caress designed this mod
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# ? May 3, 2022 15:46 |
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Firebatgyro posted:Honestly the only really awful part so far was the fact that red science requires a ton of wood and you can't automate wood until several techs deep. Way too much manual chopping involved. Right, it was inserters... Good luck!
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# ? May 3, 2022 15:55 |
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Azhais posted:
Shalebridge Cradle posted:Haha cool, no thanks.
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# ? May 3, 2022 16:23 |
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KillHour posted:Just wait until you figure out you need poop to automate circuits. Hey you can do it with blood, too! KillHour posted:Right, it was inserters... Good luck! I absolutely suggest miniloader or whatever mod adds the chutes that are passive no-power loaders that run at 3.75 items/s at the cost of like 5 iron each.
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# ? May 3, 2022 18:31 |
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Azhais posted:
So what kind of stuff is locked behind red science? Because I keep seeing mods that do poo poo like automating basic inserter and conveyer poo poo at the twenty hour mark, and then I hope the gently caress out and decide that if I want a Factorio-but-not-base-game experience I go and play DSP instead.
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# ? May 3, 2022 23:03 |
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Breetai posted:So what kind of stuff is locked behind red science? there are Factorio+ mods out there that give a change to the base gameplay with a reasonable new challenge. I can't get past just how drat good base factorio is. The fundamental design is so fine tuned that it's hard to transition to other factory builder games.
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# ? May 3, 2022 23:23 |
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DSP is really good. It's worth a shot. Also, what I want out of a modded factorio isn't a slower early game. I want blueprints and construction bots 5 minutes into the game, and then bring on the super complicated stuff. To me, factorio is a game about design, and what I want from a modded tech tree is different and/or more complicated design challenges than the base game. It's not really a game about clicking on rocks.
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# ? May 3, 2022 23:41 |
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Dr. Stab posted:DSP is really good. It's worth a shot. that sounds like a job for more mods because you can totally do that
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# ? May 4, 2022 01:39 |
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I like the early game in Nullius. You get a bevy of machines to start with so from the very beginning you're laying down processes rather than hand mining or feeding burners, and your production tools are just different enough (2x2 assemblers, longer undergrounds, no long inserters) that your vanilla design patterns need to be rethought. Also a personal roboport. That always helps.
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# ? May 4, 2022 02:02 |
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Dr. Stab posted:DSP is really good. It's worth a shot. Has anyone played around with the DSP multiplayer mod? Is it as buggy as I assume it is?
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# ? May 4, 2022 02:39 |
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Seablock update: Here's the base. I'm up to blue circuits, pink, and purple science. Power and legacy power southwest. Legacy slag-based sludge south, geode based sludge southeast. Going up the west side is landfill, legacy science & labs, starter mall, resin, plastic, blue beakers, red circuits, boards, blue circuits, bots & batteries, pink & purple beakers. Center to east is crushed ore to chunks to crystals, then northwards is sorting, processing, smelting, then casting. More advanced metals moving eastwards. Up top is my bot based make everything which I really need to optimize its layout and get the flight distances down but . Latest project was garden duplication as I eventually will need lots of plant science for biter techs for modules. The chain in helmod was pretty long and intimidating but I am very happy with how it turned out. Lots of reprocessing of outputs with topups and it's nice to be able to make co2 and sulphuric wastewater without imports now. In fact the only import is a bit of nutrient pulp. I'd say planning and building this was the perfect level of factorio challenge for me right now without descending in to masochism or crazy tedium. Next is getting titanium and the other hybrid-catalyst-tier metals from direct sorting then going back to modules once I have a big surplus of plant science. Then it will be the cupric and ferrous chains for platinum and chrome and a push to gold science. Then I dunno big train based scaling maybe? launching some rockets?
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# ? May 10, 2022 20:25 |
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By comparison here's a highly optimized base that a speedrunner made in 16 hours of playtime that just unlocked logistic system which is just nuts. I believe this is from premaking the entire base, breaking it up in to BPs, then in-game stamping and building the BPs as fast as possible. Judging by power consumption his base is putting out 1.7x the throughput as mine too, sustained. Lol.
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# ? May 10, 2022 20:44 |
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Speaking of mods for masochists, how is Firebatgyro doing? Do we need to send someone to check up on them?
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# ? May 10, 2022 20:55 |
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KillHour posted:Speaking of mods for masochists, how is Firebatgyro doing? Do we need to send someone to check up on them? Been getting sidetracked refactoring a bunch of stuff to be more efficient and fixed my power situation. Here is some nice spaghetti I set up last night getting this animal life chain going so I can get the materials I need for automating chips.
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# ? May 10, 2022 22:22 |
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Firebatgyro posted:getting this animal life chain going so I can get the materials I need for automating chips. Oh dear
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# ? May 10, 2022 22:57 |
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I managed to get a nuclear plant going. It required some fiddling but it seems to work now. I realized I can save the extra heat as steam in tanks. So the system works like this: a hand removes a spent fuel cell, when steam is below 5k. When a hand removes a spent cell, anothe hand loads an unspent fuel cell. This repeats. The two reactors seem to be mostly offline with current power consumption. I got fed up with spaghetti and removed it all. Just deleted 3/4 of my base, RIP. Made a giant rear end main bus and replaced most stoves with electric models. I need to get science, robots and many other stuff back to production. Now I theoretically have a more expandable system so I think it was worth it to just delete it all. I wasn't making any science anyways because I hadn't gotten yellow potion production online yet.
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# ? May 11, 2022 12:56 |
Awww yeah, look at that main bus. I love it. I generally leave 3 tiles between the bus lines, but for no specific reason I can recall yet. I also waffle between bussing green chips and making them in-chain. Eventually the demand becomes such that my bus just never keeps up with it.
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# ? May 11, 2022 16:24 |
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Once I start needing purple chips, it feels like it's impossible to have too many green chips so I fire up an up-gradable production facility Somewhere Else and haul them in with trains, dumping them onto a bus. It's the only way I've found to keep up. Doing it in chain feels like the layout problem gets way more annoying because now you have to get iron and copper in there too instead of just more greens.
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# ? May 11, 2022 16:28 |
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Ihmemies posted:I managed to get a nuclear plant going. It required some fiddling but it seems to work now. I realized I can save the extra heat as steam in tanks. So the system works like this: a hand removes a spent fuel cell, when steam is below 5k. When a hand removes a spent cell, anothe hand loads an unspent fuel cell. This repeats. The two reactors seem to be mostly offline with current power consumption. It's cool seeing how new people set stuff up like this, but I have one hopefully constructive comment: I may be blind, but I don't see any way for the top two reactors to even get fuel cells. They may be offline simply because they can't get fuel, or have spent fuel removed. The picture is too low res to zoom in further to try to see. Also, just an opinion thing, while I admire the people who rig up circuit stuff to control the flow of fuel into nuclear setups, once you get Kovarex up and running it becomes pretty much impossible to run out of fuel ever, so I never even bother with circuits and my nuclear plants just run full speed at all times with no circuits.
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# ? May 11, 2022 17:07 |
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# ? Jun 11, 2024 09:02 |
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Arrath posted:Awww yeah, look at that main bus. I love it. I generally leave 3 tiles between the bus lines, but for no specific reason I can recall yet. I'm a 3-tile separation guy also, because I've found that as I add/upgrade/change things, it's much easier to deal with belt conflicts crossing the bus with 3 open tiles as side-stepping is much easier and neater. It can certainly still be done with 2 tiles, but I just like 3.
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# ? May 11, 2022 17:10 |