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Olesh posted:Technically a sufficient quantity of landmines will prevent damage to the walls, but then your robots need to replace those. Defenses are inherently ablative, but once you're at the point where you have artillery you don't really need to wall off an area anymore. It takes some effort to get a base defense supply train setup going, including designing your military outpost blueprint, but once you've got that it's an extremely efficient way to deny whole chunks of the map to biters. Want to expand a bit more to the south? Run a rail that direction (covered by your existing artillery defenses), plant the outpost blueprint, and then the military supply train will show up and get the party started. Yeah, I thought I had a cool defense outpost base system doing just that.. until several expansion groups wandered into the un-walled area and started munching on power poles, rails, and robo-ports... Since they hadn't stopped to create a new base, the artillery didn't target them, and therefore they were not provoked to attack the defensive outposts, and instead just munched their way across the map until they got to their new expansion point. I honestly had no idea that expansion groups would destroy everything they encountered like that, but it happened multiple times which is when I built the current walls and tore down the artillery outposts.
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# ? Jan 25, 2023 23:26 |
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# ? Jun 11, 2024 09:25 |
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Freaksaus posted:I wouldn't recommend using roundabouts unless you're doing something like Py. The throughput is terrible, but for this type of base where the total production is pretty low but there's just an insane amount of products it works fine and is much easier to build with than a normal T junction. I saw a design on Reddit that uses offset rectangles with T junctions, which looks really cool. I'm using TSM, I like its approach better than LTN.
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# ? Jan 25, 2023 23:30 |
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Solumin posted:I'm using TSM, I like its approach better than LTN. Same. If I use a mod at all for my trains it's TSM. The time between a request generation and the train pulling into the station is much shorter which means you need fewer trains allowed in order to keep high volume stations full with an unloading train.
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# ? Jan 25, 2023 23:36 |
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Has anyone tried Cybersyn? Someone on reddit was touting it as a "modern LTN". It has native support for Space Exploration space elevators, but what really caught my eye was being able to set per-item thresholds. With LTN I usually end up just building separate stations for stuff I want 20k of and stuff I want 100 of.
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# ? Jan 25, 2023 23:43 |
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The Locator posted:That's cool. Also.. I'm not sure if you are really persistent/stubborn or just crazy. Lol... Py broke me pretty early and I noped out. A bit of both honestly. I got pretty deep into Py before when Alien Life was the hot new thing, had to stop because of stuff going on in my life and never really got back to it until I heard about the new Alternative Energy mod. I started this run a little bit after AE got out into public beta and while there's certainly a ton of frustrating moments I am still really, really into it. One way I keep myself going is by streaming almost all of it on a set schedule, this way I always get some form of progress each week. Although some days all I'm doing is putting out fires, and there's a looooot of fires in a Py base let me tell you. I specifically wanted to avoid TSM and LTN because I hadn't really tried out the train limiting system just yet and wanted to find out how well it would hold up in a base like this. The biggest problem (which I eventually ended up installing a mod for) was the refueling. I used to have a refuel stop added in each train schedule as I didn't want to add a station with fuel to each of my rail blocks. I made these massive refueling places, but that just meant that every single train (and there's about 200 in my current save) would go there after a single roundtrip. Meaning I would need more trains, more fuel stations and still end up with massive throughput issues around the refueling areas themselves. Now I just use a mod that makes a train go to the mod specific stations once it's fuel gets below a configurable value. Very easy and now there's basically no traffic going to the refuel stops at all.
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# ? Jan 25, 2023 23:46 |
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Freaksaus posted:A bit of both honestly. I got pretty deep into Py before when Alien Life was the hot new thing, had to stop because of stuff going on in my life and never really got back to it until I heard about the new Alternative Energy mod. Just FYI, if you have TSM installed, and create an appropriately named refueling station, the trains will automatically refuel at that station even if you don't set up anything else at all to use TSM. And like the mod you are using, the fuel threshold can be defined, but I've never messed with the default as it seems to work fine.
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# ? Jan 25, 2023 23:49 |
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Vizuyos posted:Ultimately, sushi belts with more than two item types are a very niche solution with a lot of problems. There are a couple fallacies here and sushi belts aren't quite as bad as all that. First, there actually is a pretty easy way to see & configure how many items are on a sushi belt, at least for practical purposes: Wire a sequence of adjacent belt tiles together with read contents & hold. Then wire directly to the inserters that feed the belt. Activate if (Count of item) < (Desired count of item per # of wired belts), making sure to adjust inserter stack size reasonably. So for like 6 items on the sushi belt you measure six tiles and add if the count is less than 8 total. Where they shine is if you have a wide variety of individually low throughput intermediates, like angelbobs pure sortation or something.
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# ? Jan 25, 2023 23:50 |
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Step one towards actual mega-base construction complete. Let there be modules! Keeps over 500 logistics bots running full time. There is a small dedicated oil-facility just to the right providing 900'ish petro per second to fuel the plastic and sulphuric acid (only need about 700).
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# ? Jan 27, 2023 01:09 |
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80 hours into Industrial Revolution 3. I designed a new chunk-aligned rail grid system with 2-lane and 4-lane variants. Power lines follow chunk lines, and there is room for paved walking/driving roads between train tracks. (This is similar to published grid blueprints, except that it avoids power lines in roads.) Most mass production is done in 3x3 city blocks. The wide variety of intermediate products is difficult to transport by train. I mostly ship ingots and make things like gears at each site. Most construction material is still produced at the starter base, which requires manual delivery of some higher-tech materials. For example, the advanced assemblers made here require blue inserters from a city block. The red belt production here should continue as long as rubber production doesn't stop due to too little ethanol consumption due to too much demand for sulfuric acid: My main power plant is set to prioritize solar > accumulators > geothermal steam > natural gas, but maybe I should have a separate bank of petrochemical generators just for burning excess ethanol. It's confusing to mix power switching logic based on amount of fluid storage with logic based on accumulator level. I try to avoid venting any gasses, or producing any unnecessary pollution, but I really need to unlock nanoglass to build advanced forestries so that I can convert carbon dioxide into oxygen.
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# ? Jan 28, 2023 22:26 |
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I have a signal transmitter sending requested materials from my space base back down to a reciever on Nauvis. The reciever is hooked up to a requester chest and sets the requests from the circuit signals. My issue is that if I request say 5k copper the chest only requests 1 at a time until I get to 5k loaded into the cargo rocket, since it requests 1 at a time only 1 logi bot slowly fills the chest/rocket. Is there a way to wire it up to request the full amount (minus whatever is in the rocket already)?
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# ? Jan 30, 2023 00:16 |
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I haven’t faced that but I was told and believe you should always send a negative signal then invert it to prevent power loss related over-requests. Could you share an image of the circuit network set up on both ends?
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# ? Jan 30, 2023 01:51 |
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Suran37 posted:I have a signal transmitter sending requested materials from my space base back down to a reciever on Nauvis. The reciever is hooked up to a requester chest and sets the requests from the circuit signals. My issue is that if I request say 5k copper the chest only requests 1 at a time until I get to 5k loaded into the cargo rocket, since it requests 1 at a time only 1 logi bot slowly fills the chest/rocket. Is there a way to wire it up to request the full amount (minus whatever is in the rocket already)? That sounds like you have a decider combinator somewhere in the system that is set to output a fixed signal of 1 instead of a signal equal to the input.
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# ? Jan 30, 2023 04:50 |
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Darox posted:That sounds like you have a decider combinator somewhere in the system that is set to output a fixed signal of 1 instead of a signal equal to the input. Ahh, thanks that was the issue!
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# ? Jan 30, 2023 07:10 |
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Phssthpok posted:I try to avoid venting any gasses, or producing any unnecessary pollution, but I really need to unlock nanoglass to build advanced forestries so that I can convert carbon dioxide into oxygen. just ended my run with this, spent too much time with it i ended up venting a poo poo ton of co2 because of sulfuric acid requirements before advanced forestries could even be researched let alone made. tried storing in tanks but then later realized hydrogen (and fertilizer) requirements would have given me yet even more co2 and the tank bandaid wasn't going to cut it. didn't like how fluids were handled in this. there's a number of things that feel like weird busy work for byproducts that are just requirements for things way later down the line or just useless, and not really engaging. looking at you, helium and nitrogen. ore washing was fine but the alt recipes with acid wash seemed absolutely useless except for a bit of lead from tin I had rigged up to run if my tin wasn't being used up. almost everything was limited by sulfuric acid and that was even with 3 sour vents I managed to find within reasonable distance some things felt like weak additions like the cubic press, ruby being used to make one thing and being tied to iron washing was weird the tech additions and toys unique to the mod felt annoying to make and took the subcomponent setups too far it's a decent mod but I just felt way more pressure to do ratio balancing to keep things running at all, but for little reward for the effort. I get why he made the bottomless pit as an option for the mod lol edit: oh but i did love the small assemblers those ruled Voxx fucked around with this message at 08:29 on Jan 31, 2023 |
# ? Jan 31, 2023 08:13 |
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Voxx posted:i ended up venting a poo poo ton of co2 because of sulfuric acid requirements before advanced forestries could even be researched let alone made. tried storing in tanks but then later realized hydrogen (and fertilizer) requirements would have given me yet even more co2 and the tank bandaid wasn't going to cut it. yeah, automating fertilizer wiped out my interest in actually using it. i ended up placing gas vents directly on anything that produces carbon dioxide or nitrogen gas. Voxx posted:edit: oh but i did love the small assemblers those ruled this combined with the large number of intermediate parts meant a lot of instances of (ship ingots in) -> (pattern of 3 small assemblers + 1 full-size assembler) -> (part you actually need), but i never bothered to blueprint any of these patterns
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# ? Jan 31, 2023 17:07 |
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I'm doing a Bob's/angels run right now and it seems like I'm barely making any dent into progressing. I just started producing logistic science packs and I'm still fighting to keep stocks of iron and steel plates up. I was using silicon to bulk out the recipes but the ended up running out of that. So then had to start using catalysts to create extra but the that eats into other chains. It feeling like I'm spinning plates and trying to keep any from dropping. The amount of side products is just crazy. From my krastorio runs, I'm used to having a surplus of basic mats, but that doesn't seem to be the case with bobs/angels. Kind of glad I didn't try and do a py/bobs/angel run this time.
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# ? Feb 1, 2023 04:40 |
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Later in the game how do you deal with walking all the time? I'm about to restart in sandbox just for the rts view because walking back and forth to do things on a large base is getting annoying.
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# ? Feb 3, 2023 18:02 |
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Sylink posted:Later in the game how do you deal with walking all the time? I'm about to restart in sandbox just for the rts view because walking back and forth to do things on a large base is getting annoying. Cars and riding trains around.
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# ? Feb 3, 2023 18:02 |
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Sylink posted:Later in the game how do you deal with walking all the time? I'm about to restart in sandbox just for the rts view because walking back and forth to do things on a large base is getting annoying. Always have a locomotive on you and go to a station or set a temporary one.
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# ? Feb 3, 2023 18:04 |
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I usually build shuttle stops all over the place and have a personal train
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# ? Feb 3, 2023 18:38 |
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Sylink posted:Later in the game how do you deal with walking all the time? I'm about to restart in sandbox just for the rts view because walking back and forth to do things on a large base is getting annoying. Lots of exoskeletons for running around relatively short distances. Train or car to go further.
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# ? Feb 3, 2023 19:01 |
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Souderton, baby
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# ? Feb 3, 2023 19:11 |
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And don't forget a handful of concrete plants and a few hundred bots doing nothing but laying concrete.
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# ? Feb 3, 2023 19:25 |
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You can fit 5 or 6 exoskeletons and a fusion reactor into the highest tier chassis
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# ? Feb 3, 2023 19:26 |
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Sylink posted:Later in the game how do you deal with walking all the time? I'm about to restart in sandbox just for the rts view because walking back and forth to do things on a large base is getting annoying. I keep a dedicated train for my personal use, loaded with extra supplies and a modded wagon that can hold a vehicle, and ride it around to unused stops. Particularly dense areas get carpeted with concrete, and I use Factorissimo factories for much of my production so I can biuld the assembly lines in my main production area and then carry them to their final destinations. Place well-supplied roboports and radars near areas you expect to be doing a lot of building in. You can build ghosts remotely via the map as long as a radar or something is providing vision there, and the construction bots can do the rest. And of course, identify whatever's making you run back and forth, and automate it more so you have to run back and forth less.
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# ? Feb 3, 2023 20:36 |
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Jetpack or train. Tbf my things are usually so separated that if I'm doing something I'm staying in that general area because I'm there to build a black box of something and once I'm done I don't need to go back until something fails.
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# ? Feb 3, 2023 20:39 |
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https://mods.factorio.com/mod/Factorissimo2 Is great too, lets you put entire factory chunks into smaller buildings so you can condense your base far more and spend less time traveling between sections.
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# ? Feb 3, 2023 20:41 |
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I have mixed feelings about Factorissimo. Hiding away so many of the moving parts of your base inside a building makes your base much less interesting to look at, there's just not that satisfaction of zooming out and seeing all the assemblers and furnaces churning along producing everything your base needs. That is a big draw with playing the game. On the flip side, I love how painless it makes expanding your production and smelting since all you need to do is find enough space for a small storage building, slam down a blueprint inside and hook up the building with input and output belts. I also really enjoy the puzzle of trying to make use of as much of the space inside the small factory as possible, redesigning and rearranging everything until I have a compact and (hopefully) nice looking mini-factory that can be easily duplicated even in cramped base conditions. Then again, something is lost when the factory isn't sprawling everywhere as far as the eye can see. Factorissimo is definitely one of those mods where either you love it and can't imagine playing without it, or you hate it because it's anathema to covering as much of the planet in factory as possible. Then again I'm a little in both camps. *Edit* Gah, I just noticed those unused underground pipes in the coal liquification plant. Now my evening is ruined. AG3 fucked around with this message at 23:56 on Feb 3, 2023 |
# ? Feb 3, 2023 23:52 |
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Sylink posted:Later in the game how do you deal with walking all the time? I'm about to restart in sandbox just for the rts view because walking back and forth to do things on a large base is getting annoying. I use primarily a personal train combined with lots of exoskeletons in Power Armor 3 (it's a mod that adds more tiers of power armor so you can cram more exoskeletons in to go zoom-zoom faster).
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# ? Feb 4, 2023 04:30 |
Sylink posted:Later in the game how do you deal with walking all the time? I'm about to restart in sandbox just for the rts view because walking back and forth to do things on a large base is getting annoying. The Helicopter mod. Plus it's fun to strafe attacking aliens with my Hind gunship.
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# ? Feb 4, 2023 06:18 |
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I grabbed a mod that supercharged the dumb bots so they could just fly straight across the base outline and honestly couldn't imagine building a megabase without that.
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# ? Feb 4, 2023 13:10 |
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Four or five years ago, I accidentally let off a nuclear rocket in the middle of the base in a goon multiplayer game, destroying the entire nested-Factorissimo robot production capacity without any blueprints having been saved anywhere. I was and am still so psychically scarred by that shame that not only will I not use Factorissimo, I've also never again done multiplayer Factorio.
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# ? Feb 4, 2023 21:25 |
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LonsomeSon posted:Four or five years ago, I accidentally let off a nuclear rocket in the middle of the base in a goon multiplayer game, destroying the entire nested-Factorissimo robot production capacity without any blueprints having been saved anywhere. I was and am still so psychically scarred by that shame that not only will I not use Factorissimo, I've also never again done multiplayer Factorio. Sic semper Factorissimo factories.
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# ? Feb 4, 2023 22:50 |
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LonsomeSon posted:Four or five years ago, I accidentally let off a nuclear rocket in the middle of the base in a goon multiplayer game, destroying the entire nested-Factorissimo robot production capacity without any blueprints having been saved anywhere. I was and am still so psychically scarred by that shame that not only will I not use Factorissimo, I've also never again done multiplayer Factorio.
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# ? Feb 4, 2023 23:10 |
I enjoyed factorisimo until it slowed building everything down due to needing to place and run over to build every time. Without factorisimo you can just do things from the global radar.
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# ? Feb 5, 2023 00:31 |
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I've heard about this game for years but never tried it out. Anyone have a spare steam key ?
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# ? Feb 5, 2023 04:55 |
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I built a big coal liquefaction plant in Industrial Revolution 3. Now I should finally have enough sulfuric acid (as long as I can sink the Natural Gas). I just researched Power Armor 2 for my first yellow-tier science, and I'm weighing the options for the next one:
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# ? Feb 5, 2023 05:11 |
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goodness posted:I've heard about this game for years but never tried it out. Anyone have a spare steam key ? There's a demo
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# ? Feb 5, 2023 15:59 |
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LtSmash posted:There's a demo Did not know that, thanks! e: Made my first setups for red and green research things. I did red and thought, "That was simple", then I saw green had 2 intermediate parts goodness fucked around with this message at 00:32 on Feb 6, 2023 |
# ? Feb 5, 2023 16:20 |
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# ? Jun 11, 2024 09:25 |
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I messed up and accidentally deleted all my blueprints when I was trying to copy over to my new computer. They might still be on a third computer, I just haven't been bothered to pull it out and check. Also I love seeing new players' builds. I've played maybe 20 games, launched thousands of rockets, and I'll never get back that experience of playing for the first time, not knowing what's going on, and just sort of fumbling through it, building yourself into corners, and building yourself out, learning everything as you go.
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# ? Feb 6, 2023 04:40 |