#Industrial Revolution 3
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Anyone played deep space mining? https://mods.factorio.com/mod/IndustrialRevolution3SpaceMining
If I add multiple receivers, do the resources get split between them evenly, or do I get more resources per second compared to using just one?
I'm referring to the buildings that materialize the resources.
new player entered the chat
just started today playing. 🤯 lots oh h went into this to understand the overhaul
Just got them up and running myself. I assume it splits them evenly, or that'd be pretty silly to deal with and balance.
Fun fact, the receivers are 4x4, meaning they work well with the IR3 (un)-loaders to fill a smeltery feeder busbelt.
I'll give that a go with the colors, but from what I've seen around, using a color isn't necessary by default, it just displays the value of a / the first signal.
Yeah, by far the best addition has been the little 1x1 mini assemblers for producing low-level intermediaries like gears and sticks and plates.
well, I confirm they nixitubes working in IR3. bot havent unlock it yet in my play
Okay, I have them working now too. A bit unintuitive to get working first but now its good.
ohhh, I had the completely wrong idea then ^^ thx anyway
also read the tips & tricks there is some entrys
today I will conquer the bronze age I guess
This is already way up the chain from you, but Cryogenics allows you to produce not only the three different liquefied gases but also the individual liquefied gases by themselves from Compressed Air.
This whole time I was trying to figure out how to massively increase my forestry to produce the meagre oxygen it was making, (as well as the whole recursive chain of ingredients) not realizing I could make as much oxygen as I wanted, faster, and simpler, with the cryo's
show some screenshots what you have archieved so far
this looks so wrong, but i'm a Engi with a degree. green cube production, here I come
no_spaghett.gif
Assortment of images of my entire IR3 city-block sprawl, entirely solar powered.
on peaceful mode, with pollution given 0 ability to spread, so you get interesting little contained squares of pollution.
Not bothering with military sci past what I need for other non-military stuff.
And here's what I meant about the compressed air cryo-seperation and picking just single gases.
give or take 500~ but yeah xD
thats what I have archieved so far
solid
keep on keeping on
oof
whats with the diamoinds 💎 what are they for
Oh, I'd really recommend getting FNEI, saved my ass trying to figure out what comes from/is used in what
Diamonds specifically are used in making the late-intermediary ingredient Diamond Cutters, which are used in Advanced mining drills, advanced crushers, advanced mixers
The diamonds themselves are crushed to make powder, mixed with graphite to grow more diamonds, or the diamond powder itself is also used in Polished Mirrors -> Satellite for Cosmic Analysis Packs 
Rubies are similar but used in other things. Rubies -> Ruby-Rods -> Pulse Lasers -> Laser Assemblers
Rubies -> Ruby Dust -> More Rubies.
but they are rare, right? I found only one so far.
eh its factorio. there must be more on a infinite map
also this
oof
thats more h then I have in Factorio
You find them in sparkling rocks on coal and copper deposits.
They're...rare-ish, but ideally should be immediately put towards making your first Advanced Crusher to make powders.
A cubic press can be made without them once you have brass, the cubic press, and ore washing unlocked
I guess, thats a thing for another time
just finished my 🟩
production for today
research going Brrr, but slow
its so tiring without a MAL or logistic bots - 
I like the Idea of having a Tree farm
Yeah tree farms are nice.
You're going to need a lot of rubber post copper-buildings once you no longer need wooden beams, so it makes sense to move to rubber trees when possible.
Liquids are notoriously difficult to sink automatically, so the wood can be ground into chips and made into ethanol to burn as fuel in fuel-based electricity generators if you need a sulfur -> sulfuric-acid sink.
Furthermore, the ethanol can be made into more rubber 😄 But you'll probably want to balance demand for ethanol between rubber and plastic.
coincidently I'm doing rubber right now. and sigh I have to filter and get rid of the wood..sigh
are there logistic bots somewhere
This is what I both love and hate about IR3, there are so many nice concurrent or adjacent production chains, but inevitably, when something isn't being produced, you climb and climb and climb down the ladder to find out where the blockage is.
No Rocket control units?
Aha, no blue chips, why?
Aha, no field-effect-nano-mesh, why?
Aha, no sulfuric acid...WHY?
Aha, no sulfur, and why no sulfur?
Because I forgot I hadn't finished routing excess water to a steamer to then vent.
Sure, you actually can get a few small clockwork bots to start with.
Get the little steam tank and steam capsules with the steam-interface. Use them as "fuel" in your inventory with the fuel-manager.
--
Work just like regular bots, but are slow, so build stuff in a maximum range of like, 10x10.
Good for complex stuff, not sprawls.
I got the copper bots. I mean the base logistic bots
Oh, if you're on green, you're...kinda almost there.
I actually still use these almost exclusively. They're 2x2 and fit everywhere nicely
What will really hurt, is getting these:
Not only is it behind two extra sciences.
But the boxes themselves need blue circuits, which are a whole other deal, requiring laser assemblers, gases, cubic-press made electrum, the list goes on
(╯°□°)╯︵ ┻━┻
I nearly cried man, but theres a neat trick you can kinda do in vanilla to pseudo-logistically distribute stuff.
Requires a bit of manual work, but its good for rushing something if you don't want to build spaghetti
A. Have a loooot of construction bots, like thousands
- Put created stuff into
boxes within construction radius. - Filter
with a resource and restrict slots to about 2-3 within orange logistic radius. - Manually Mark boxes with main stuff for deconstruction.
- Watch as construction bots travel from storage box to storage box and "distribute" the items per filter.
or B. Have a lot of logistic bots
Do steps 1+2 as above.
3. Configure Personal Logistics/Trash to auto-dump intermediaries from your inventory
4. Go to the
boxes of intermediares and Manually ctrl-click grab everything.
5. Stand in an orange logistic radius and watch as logistic bots clear your inventory and "distribute" stuff per filter.
Whats important is having no unfiltered
on your map, or bots will just travel to those and dump the stuff there.
sigh
boy
I'm happy playing with infinite inventory, otherwise my pockets would burst
I guess I make a assembly line for every building then.
sips whisky from a barrel
the solar + tree combo is interesting
Yeah good luck with that.
Also, before I had proper accumulators, I had a lot of fun designing a kind of steam-battery accumulator setup that had SR-Latch behaviour.
Trick was to make sure the generated power via solar went to the factory or steam-generation during the day.
But that steam was only used during the night, and not for...generating more steam due to a net loss.
This was the daytime detector. The little thing on the belt would only make it to the top left area if the inserters have no power, thus triggering detector.
oh how inovativ
It lets you make use of the steam generators too as you move away from coal-fired boilers.
ah well, at least it expands the playtime. cant complain about ir3
yeah i just didn’t touch rubber at all until i got electric inverters
I’m going back and forth on whether i want to go for steel amidst my very spaghettified “starter” base or just go straight for some rail setups to untangle everything
I think I get it now how IR3 works
embrace the steam spaghetti
Is there no way around venting CO2 before late game?
Make charcoal and burn as less polluting fuel in smelters/boilers.
Nope, not really.
I mean, its used in late-game Forestries and can otherwise be liquefied or vented. Thats it.
I haven't done much military science, so no idea if it's used there.
this setup looks actually tidy, maybe I can learn something from it 
I ended up needing to vent CO2 and sour gas because I played with peaceful biters and didn't need to build forestries or much military. Tried to save it up. You could save yourself the effort and vent it early on.
(spoilers if you want to work out the oil processing ratios yourself)
Did I do this remotely right?
a lot of paperwork, it seems. looking forward - not far away from blue science and liquid handling
Points for effort, but the planning/implementation loop of the job can be done ingame with a mod tool like "max calc"
Basically, you first build a bunch of things, ie refineries because, I dunno, it just fits in a certain spot, then you use the tool and click-drag over them all.
It automatically calculates how much of each thing it will require/produce with any given modules per minute (or how many inserters you need to supply, etc)
And thus you can base something ratio-perfect or near enough from it
I love it when a fresh design comes to life and all the steam engines starts slowly to hiss
now, I'm running out of coal...and the only source so far is...
protected by a middle sized nest.
I guarantee you I can also stamp down a blueprint of a fully moduled and beaconed IR3 base that is fully expandable up to 1M SPM with zero performance issues, built-in upgradeability from steam to elec to better elec, and perfect ratios for everything.
I don’t play this game to use other people’s work. Thanks for the suggestion tho.
Wasn't suggesting that at all. The Max-Rate calc is built to keep the number-planning work ingame, and take care of the heavy-lifting part that takes you away from the game
Put simply, Max Rate gives you the opportunity to play to plan while excel forces you to plan to play
you all playing without enemys right?
No…
I’m about to have some really bad problems because iron bullets and bronze shotgun cartridges do pretty much nothing against medium biters
So now I kinda gotta rush both steel and explosive science to get flamethrowers and hope IR doesn’t nerf them too much
same here. I fight at least with the assault riffle, but it is so inefficient 
the shotgun copper bots die like a 1 day fly, but at least deal with the spitter tower
and oh boy, of course I had to automate the production. compared to Vanilla it just takes to long to craft 1 bot 
Yeah, be aware that producing pollution in a greenhouse chunk can work counter to the ability of the trees to stay on top of it.
Basically, a chunk with many trees can deal with a bit of pollution, but the greenhouse is what's keeping them at 100%, proportional to the number of trees.
More pollution = Eventually less trees
less trees = less efficient greenhouse
less efficient greenhouse = fewer new trees
= even less pollution can be absorbed before it kills another tree.
fwiw you might as well be getting rubber while you do this afaik
Tho tbh I don’t really see the point in limiting pollution when I presume you can always just set up forestries really far away if it ever becomes a problem
Is wood ever strictly required for a science in the first place?
ah well polution. I actually set the polution higher in the starting settings, so I can anger even more Bugs. I love it when the map is all red and the water is green. It angers all the natives. but here in IR3 it does a good job in deleting it 😦
I was just after some coal.
its funny how slim my power demand is in the midgame
and Boom its 4 AM.
uck Factorio - damn time machine
Just loaded my old IR3 file and there seems to be recipe change with graphite coke. Its gonna be fun to find and fix those lol
800~ Space Miner Launches to go
Yeah, your Forestries/Greenhouses are also going to need replacing
Shit's (not) fun, no matter the mod.
I have phased out of those already, so luckily i don't have to worry about those
This is how i made my oils stuff. Its not that hard or even annoying really, thanks to gas vents.
Already forgot how sexy my mall was lol
or third of it, it doesn't fit in one screen
how many h into this game playthrough ?
155h
@azure ferry
Its fun to play without main bus or city/rail blocks and without bots for other than personal use. I too used to build a lot of block bases, but in my opinion it gets boring fast. After designing a block then its only copy pasting until PC explodes
indeed
solving the riddle of my pipe spagetti is challening
but, hey we always have different goals in the game
bots Homes are now 2x2 tiles?
If i remember right, there is 2 different roboports. The smaller 2x2 and reguler 4x4 which unlocks slightly later
Changelog
Version: 3.1.21
Date: 22.3.2024
Changes:
- Added a steam derrick to the "Copper"-level starting technology kit.
- Added a "None" option (no items, no research) to the starting technology level option.
Fixes:
- Very small correction to pipe sprite shifts (#405).
Compatibility:
- Factorio stable version 1.1.104 or above is required.
will ask this here now that i know there's a thread; any idea on how to deal with excess primary mineral output blocking secondary mineral output when it comes to ore washing?
i've tried googling around about this but basically every solution i've seen is "if there's too much byproduct you can just send the crushed ore through another set of furnaces instead", which works for the main mineral (i.e copper, where the byproduct of washing would be nickel), but i'm having the opposite problem here: i'm out of lead because i'm not using a lot of tin right now, and i don't really know what to do about that? the immediate solution is just buffer the hell out of it, but that's gonna fill up pretty fast and it's still just a temporary solution
at least with oil processing pretty much everything produced by that can be reduced down to a gas that can be vented off, but i'm not sure what to do about solids here
sidenote to this, i keep seeing "acid washing" mentioned in regards to IR3 and this very problem, but I can't find anything about that in the game, am I just looking in the wrong places or something?
I answered this in the main chat, but it probably got buried quickly. Anyway, you can enable Bottomless pit from the IR3 mod settings. That will work as voiding just like the gas vent for liquids.
yeah i'd seen the bottomless pits mentioned too, but considering they're off by default i feel like there must be some way people deal with excess like this, right? at least the vents produce pollution as a negative, the pits would solve my problem but i just can't seem to accept that there's absolutely no way to deal with this otherwise that's not just endlessly adding more buffer chests
It will eventually balance out once you start making bigger factory and you might actually get even stuck for having too much of those secondary resources (which is why i had to switch to cold water washing because hot water gave too much). Until then, make sure you prioritize using the resources from those washing plants.
Tin is bit problematic at first since it isn't actually used that much. I think the only sink for it is glass at that point of the game?
and for bronze for the science, but thats pretty much it if i remember right
So the only solution i can recommend is to "just build more" science.
But either way, the mod creator gave option to use bottomless pit because he knew there are issues with this kind of ore processing system
And i actually think those pits should be enabled by default. because the productivity research is increased MASSIVELY in cost so the resource loss for voiding is big enough penalty
Acid-Washing....they might be referring to making Chrome and Gold-Plating solution.
The Chrome-Plating solution is an issue trying to make because you need the iron and copper washed-product to make nickel and and chromium.
This in turn requires you to have good resource sinks for iron and copper.
Having a good gold sink, especially when it comes to making gold-mirrors and gold-plated wire frees up platinum, and the platinum can be sunk to to make pellets which is used to sink some chemicals to produce needed gases, like hydrogen from natural gas or coke.
Platinum is also needed to make Electrum, which you need for a whole host of late game stuff, especially the Field Effect-Nanomesh that goes into Blue circuits.
...
contd:
You're going to need an f-tonne of steel late game for gyroscopes and advanced motors, so you have your iron sink, copper sink and gold sink -> copper wire + gold-plated wire taken care of.
Tin is barely touched, except for Tinned Wire in green circuits, and to make Bronze for Green Science. This provides just enough room to produce the lead you need for other stuff.
I have this area hot-washing my ores, and ironically, sometimes even the Secondary product prevents the main product from being made.
I put priority on producing the secondary product, so, except in the case of gold, crushed (unwashed) ore is allowed on the output belt once the secondary product output is full.
But yeah, sometimes I even fall victim to needing a bit of Bottomless Pitting.
That specific signal only allows Bottomless Pitting if there isn't enough Nickel on the belt going to the train, meaning not enough copper is being consumed, so I just dump it.
is that a spoiler
A spoiler of?
Tarmac is useless, right? I don't see any recipe which uses it, and it doesn't appear to be a tile.
Therefore, bitumen has only 2 uses: graphitic coke, and turning it back into more oil
140%
small update to the ore washing situation, it looks like the main mineral will indeed eventually get flushed out if the rare metal line is backed up, which means i don't have to build another array of furnaces - so i made a little loop and connected a circuit to let crushed ore go through if there's less than half a belt of normal mineral coming through (this setup should produce a full belt, so any less than half a belt should indicate things have become bottlenecked)
that'll only get one belt of ingots compared to the 2 with minerals but its more than 0
as for excess normal mineral handling, my only real solution right now is just building a bunch of automation sinks for that material - in this case, i built a big red science center to shove funnel some tin into
i will eventually probably have to resort to just using the bottomless pits, though i really wish i didn't have to, it would at least be nice if there was some sort of balance or consequence like maybe they use a lot of power or something, i don't like having to use what feels like an optional cheat when for most of IR3, when things produce byproducts or introduce new design challenges, there always seems to be ways to handle them (like again with oil processing, an excess of any fluid can through some means and a long enough chain of building eventually be turned into a gas to vent out if needed), but for this there really doesn't seem to be any "real" solution other than "always constantly use enough metal to keep the lines clear" or "turn on the pits"
This is the way
But like I said before, the game balancing is actually done really well, so an emergent gameplay goal isn't just upping one's SPM, but also balancing every consumer and producer with each other.
I'm sure the mod owner has pored over the numbers a million times, and has a solved balance that everything should be at, ie. there are no intentional or accidental imbalances that would require b.less pitting.
AAI mini loaders are standart in IR right?
it just took days to realize, I could do this
There's a dedicated IR3 sanctioned loader mod, but yeah, I use them too. Thats pretty neat. For cheap, infrequent use I just do this.
OOoh
also nice
Krastorio did it nice, to let me choose which side
Airships
got this finally, and of course its expensive to craft

They're a little unintuitive to set up but you might have better luck than me.
woooh, we up to 604 miner launches
the pollution control works fine with green modules and Tree-sponges. but I get asked now by the locals, something about dead Tuna and mutated kids. I guess its time for the great wall of china
if you reach 999, its time for a restart
nope, then its time to completely rebuild my smeltery and use Receiver pads instead of dedicated mines.
But yeah, a restart might be nice, there's really nothing to research or do.
Maybe I'll do military next run without peaceful biters.
I bet your Blueprint books is already bursting
I had no problems with locals untill now
and I'm with 400% enemy
Nah, not really. I try not to keep too many BP's from run to run, because if they are overhaul mod specific, I'd need to sort them, can't use them elsewhere, yadda yadda, not worth.
Plus, by depriving myself of BP's I come up with new ways to make something, every time. It keeps things fresh.
The only BP's i'm particularly proud of are my circuitry and Rail BP's
Those I always use run to run
I do seperated books for overhaul's
Fair
but, this is interesting and fun. defenetly gonna play another round someday
especially the Oil stuff took a while
i did end up giving in to the bottomless pits in the end 😔
Voiding crushed copper?
i'm sure if i was a lot smarter i could figure out how to perfectly balance all of my resources and keep everything moving constantly, but i just do not have the mental energy to take every one of my machines into account at this scale
the circuits are set up so that if there's no copper mineral going through, the crushed ore goes through - or, if there's no nickel coming through, start voiding mineral (or ore if its still on the belt)
its stopped right now, just happened to be on there before
same for every other ore washing combo
I'd understand needing to void the washed mineral, but I would consider voiding unwashed minerals to be a waste
most of the time it should just be voiding the washed mineral if necessary, i think i just already had the copper stuff backed up with ore when i put the circuits on at the time
I found having chest buffer of the rare-er mineral would be enough to balance out if you changed the water tempurature you pumped into the washing plants, depending on the quantity of the rare-er mineral
Huh, never thought of changing the washing temperature to "slow down" the rare-mineral production.
You'd just need a dedicated setup for it because the water temp can't really be changed via circuits.
Or...actually...
You can mix water temperatures, and if it doesn't reach the needed threshold, a fluid is treated as the lower temp., so you could actually introduce colder water into the system should you have too much of the rarer mineral.
yes you can, indirect through pumps, two inputs - one for low temp one for high
New player joins in
This is how i manage the production of the secondary ores with washing plant.
Low temperature water in front, high temp behind, i smelt both ores, and when the secondary ore start lacking, it activate the inserters from the hot water washing plant who balance things.
The only thing is, this design need to be able to produce enough primary mineral with low temp so you don't depend on the high temp who will clog things up with the secondary ore
Now that is smart.
I see you're using arc-smelteries, how is the fluid-metal distribution working for you? Do you use a lot of direct component casting instead of belting ingots?
Or do you directly cast ingots and distribute those?
I'm casting them, stack them, shipp them, unstack them
Obviously I'm not using the full potential of the stack thingies, but its works soo
¯_(ツ)_/¯
When you say "stack and ship" do you mean just on belts or also on trains? Because I was excited by stacking at first, but then saw it reduces down the stack size by an equivalent amount, so you aren't gaining any storage density or benefit to training them as stacks.
the only benefit you gain is loading your trains way faster, that it
And yes, i put stacked ingot in trains
Huh, never thought of that. It is faster to load 800 things instead of 4000....
groans in 'going-to-have-fix-everything-.....-again'
Stacking before loading onto trains makes them load/unload 4x as quick
Yep
Also, I'd love to train around molten metals in trains, but there isn't any gain in transport density either. :/
sadge
This is my base btw 
no alien biomes? boo
you guys have all the super, duper big train station. meanwhile me with my slim design
this is my current map, the gold deposit to the north is the only one i could find for the longest time 'til that one to the east near that copper deposit showed up on the radar, i'll probably make a gold ore station of that soon
(tags turned off because there's tons)
the four red stations are my attempt at a refueling station setup (before i would always use one of those automatic refueling station mods, but i'm running purely IR3 mods here - except Helmod which became necessary for me partway through the steel age - so i had to figure something out), and with 50+ trains running now the traffic here gets. pretty bad! planning on moving this to somewhere less crowded and maybe starting to use multiple lanes on rail lines
I also tried the vanilla refilling station. its just to much traffic 🚄 . Then I had a Idea. why not make a Train, which drives around and delivers to the train station which needs fuel. that worked better
but this time, I'm going for Train_control_signal which marks a station as a refill station. that works so far best.
I honestly just used steam-filled canisters, then batteries as a train fuel for the longest time.
I never liked distributing fuel via dedicated means (using a seperate train or belt)
So I always try to refuel at the station, per station.
And IR3 came through for me, being able to use chargeable battery-adjacents was wonderful and fun.
I personally relished this emergent gameplay, trying to find a layout that would distribute fuel to trains while bringing it back to a station-group-recharger.
Here's a recreated look how I used to/currently do it:
well, about 100+ hours into having steel, I think it's about time to get cracking on purple science
Trilinear filtering
go to the modsettings and change it to more
minor visual improvement on higher zoom level
I like this. spend resources for your water. buuuuuuut....it not like we are surrounded by big water puddles 
But you get polluted water, right? Needs to be cleaned or something?
Ah, traversable Muddy Water
I somehow mandela'd that to = polluted water that needs to be cleaned
I see where it comes from, there is also polluted water... which I have to deal currently
what the hell am I looking at
Ok, I tried full Pyanodon and I can officially say that IR3 has the most complex recipe for basic mining drills and furnaces out of any major overhaul mod. And actually for bottom-tier assemblers, too.
Even if I count IR3's mining drill as 3 drills because it's fast and wide-covering.
I didn't play any major overhaul mods, but those are definitely quite expensive
cryo air seperation.
You'll need compressed air from a compressor + filters to use.
yeeeh boi, 169 to go
My steel and iron production is running full pelt
Literally the current bottle neck
the bus is becoming. Unruly
current plan/hope is to gun towards requester chests, invest a fuckton in logistics robots, and for the most part abandon the bus
this is the way
I never had the discipline in making a Bus based base
i was excited for them already but god if doing this IR3 save doesn't make me rabid for that new rail system in 2.0
elevated rails would be a godsend here
not to mention the added flexibility in s-bends n shit
@quasi temple
a bus is really the only way i've known to play factorio for some years now tbh
obv when i first started it was pure spaghetti but once i learned about the idea of a main bus i've never done save without it, the game doesn't make sense to me otherwise lmao
wow
that's a nice thread
did ya know that if you have Transport Drones and Cargo ships installed at once you can run ships on the roads?
that's the backbone of my IR3 playthrough
roboport automation set up, that's one step closer
it's gonna be a while til i get to yellow science, and then advanced logistics (i.e requester chests, because you already get passive+storage chests before that), but i can at the very least have personal logistics to not have to run around my bus so often
and i can go ahead and plan out 'port locations in the meantime
I feel that my approach of extreme compartmentalization makes for much simpler playthrough
cuz it seems that you're making everything on site
depends what you mean by compartmentalization in this case i suppose, i'm doing everything like this because its really the only way i know how
do you mean like setting up malls & train stations for specific items? i do have that for some things: red circuits, silicon, red science (and eventually the others), but for the most part i'm just picking off the bus
if i need something that's not on the bus i'll deliver it by train, although that will be replaced by bots once i get requesters
I've done so that EVERY thing that has more than one use gets its own dedicated compartment
and some of the single use things get their own space too
i'm well aware that bus-less play styles can be a lot more efficient and productive to be clear but i primarily use the bus because it's just convenient - although as you can see that convenience is starting to weaken as i get further along the technology chain and more and more is being required, hence why i mentioned effectively replacing the bus with robot-supported (and/or train-supported if its faster) malls once i'm able
i'll boot up my game and post what i mean
when i'm playing base game factorio i use the bus all the way 'til the end because that's all i tend to need, i'm normally just playing til a rocket launch and i consider it done, where IR3 is making me have to engage a lot deeper with every mechanic and really spend some time thinking everything through, and i'm kinda liking it
this is a relic of ancient era
and this is one of most recent cells to be renovated
each cell has depots that request materials and supply products
and this is one of berths that supply the island with raw materials
For me its the same, but with train-transported city-blocks. The ability to just unload/load stuff from/into a corner, and have it "appear" and magically distribute where needed is a godsend.
I couldn't go back to using a bus if I tried.
\o/ 82 launches to go
what you gonna do if you reach your goal
I'm thinking i'll make a completely revamped Beacon-Sandwiched base
nnnf, thats good
Did some testing. a full belt of mineral is comfortably used up by 22 arc-furnaces
Arc furnace is 5 tile width, right? So if use 1 tile gap between there could be a possibility to have same beacon coverage for all of them
maybe there will be 20 furnaces with same speed overall
Yeah, its not perfect, some furnaces only get 3+3 beacons, rather than 4+4, but theres no real wa to extend the arc furnace width repeatedly to 6 tiles, or punt two of them together to 12.
1 tile gap between furnaces is not working?
There's no point, you lose more in furnace density than gain in speed.
22x5 = 110, so 110 vertical tiles with 22 furnaces.
Giving each a height of 6 means you only fit 18, thus I'd have to make it longer to account for the overall loss in speed.
Depends what your goals are then, density or UPS efficiency
--
How is everyone's day going?
when I think, that i have to make the chrome stuff for the purple research,
I'm like
fuck this shit I'm out
Yeah, you'll need to use the secondary ores later on, which can be overwhelming at first.
The only advise i got for ya, make a washing plant with hot water, and a classic one with with crusher/furnace. Make a priority spliter so the washed ore are a priority to avoid to clog up with the second ore. The second crusher/furnace will come handy to stabilize your primary ore output
You have to deal with dirty water tho with the washing plant
And since washed ores have a better output than smelting crushed one, don't let your brain trick you into thinking "yooo gotta use only this one !!" This is false !
I've listened to my intrusive thought, and i've struggled quite a long time cause the transition to crushed > washed ores can be difficult
Oh wow I had no idea there were threads here
That's great, just what I was looking for
It's so painful to try to do research about mods when there isn't documentation 😭😭😭
My only source so far have been youtube playthroughs, but one launched a rocket and declared completion before researching a significant amount of stuff, and two others are still ongoing, barely dipping into the air separation gameplay. All others have been deemed unusable
But now I have this place, this is great, I can pester you people and get what I want directly
So, my first question: What are chromed frames used for? I know small ones are used for revolutionary computers, and large ones for beacons, but what other things use them?
Also before anyone tells me to "just install the mod and use fnei on it"
I'm not actually planning to play the mod 😅
I have an ongoing playthrough at the moment, and I don't feel like going through the trouble of installing a mod for the first time just to check out a few tidbits. Why would I minorly inconvenience myself, when I can inconvenience other people instead?
took from the moment i started this main bus 'til now to get to the next assembler type, been a long damn journey lmao
had a few days off of factorio because i got, i believe the scientific name for it is "Wicked Violent Food Poisoning", but now we're back on the grind
(spoilered just in case anyone doesnt want the answers ig? might as well)
IR3 is for masochists
You wouldn't believe how much info one can find in just one sleepless night
Turns out one series of stream VODs actually had some cool stuff in it, despite the... heavily contaminated modlist...
Bob's inserters... warehouses... nuclear bots... 🤢
And an uncrafter mod for some reason even though ir3 has a fleshed out scrapping mechanic that you're meant to engage with but this guy just didn't feel like it I guess
Anyway, the amount of questions I was going to ask has been reduced by an order of magnitude, now I only have a few:
What are the recipes of T2 solar panels, the satellite, and the space mining probe?
Does liquid CO2 have any use besides transport? And are there any ways to dispose of CO2 besides forestries and venting?
What does the arc furnace infinite research do?
(it's been a while, so I might have forgotten some things or things might have changed)
I forget the recipes for the probes/satellites, but iirc the T2 solar is 4 normal panels and a junction box, I think 1 other thing as well.
Liquid CO2 is only for transport, there is no other ways of getting rid of it other than forestry's and venting
The arc furnace doesn't have an infinite research, the space science research unlocks steel production in arc furnaces
Ah, so that's what the changelog was referring to
I was really curious what that space science could be for
gunna post mine soon

ehh, i thought i had more going than i actually got
basically it hits peak every time i open up new smelter
do I spot discord tiles ™️
??
yeah I've watched this one, was also puzzled by the inclusion of Reverse Factory.
ever since I added a small contributory update for the Nuclear Robots mod, I swear by them in late game. Just one less thing to think about, when bots fly around without needing to stop and recharge.
It would be cool to see CO2 be used further in an energy intensive splitting recipe that produces oxygen, useful for the rocket, and i dunno, charcoal which could go towards air-filters. Maybe one has solar power en masse but wants to reduce pollution further.
At the moment you really only can vent it.
At 15 co2 gas a pop, per, like 15 second T3 greenhouse cycle? Its too slow to bother with.
Irl turning CO2 into anything useful is super unviable from an energy/financial perspective because it either involves splitting it into elements or somehow reverse-burning it so obviously no profit can be made
But this isn't real life, it's factorio, let me do my clickbait science that turns CO2 into diamonds or something 😭😭😭
Yeah, that would be pretty awesome. A nice energy-expensive chain that provides a semi-feasible sink that doesn't break the sus-of-disbelief
Also this reminded me of something really funny about space mining
Unless I misunderstood the mod page/manifesto, you can get all the metals from it, but not stone
nor uranium, or oil.
But you get ice from it! Which is actually pretty awesome for producing crazy amounts of ethanol.
It just perfectly encapsulates the way ir3 executes its "new replaces old" philosophy
Because there's always this tiny little thing that actually isn't replaced and you still have to keep some old infrastructure around
Like construction bots still using iron rotor units, and advanced computers using basic circuits, and other little miscellaneous things
The space stone thing is so funny to me, it's like a perfectly crafted caricature
Also, it represents a kind of "solar panel" philosophy, where eventually the pollution and resource cost of a panel is paid off in free electricity.
Here, the miners produce free resources, forever, without any pollution cost, aside from the investment in the mining-probe.
I'm honestly still a little weirded out by the hard cap on mining probes, what was the reasoning behind it? Some strange code limitation somewhere?
Oil is infinite and uranium is close enough to infinite, it's fine without those
Oh wait, you can get sand and gravel from polluted water, can't you? 😳
So technically those are infinite too, even before mining probes 😭😭😭
gotta pollute it first tho ^^
Polluted steam fissures give you some for free
fuuuck, of course, and you condense it down using those condensy thingies.
Also, free sulfur as well.
yeah and IR3 is actually very realistic in that you end up venting most of your CO2, compared to AngelBob, Nullius and pY, where you also need it and at least in some of them (in ANgelBob for sure) you have to actually create it because you need it.
lovely
Idea: The ability to reverse the direction of an offshore pump.
Hear me out, you can dump polluting fluids, obviously this will pollute like crazy.
But also lets you just...dump water.
Mass waste dumping is a very important step of the real life industrial revolution
But tbh yeah the ability to void water would simplify some base design
About a week old, but codegreen released Squeak Through 2, notably compatible with IR3
I have seen him writing, I make a Squeak Through 2 -the sqequal but why
whats better/different
been thinking about the airship - its so complicated or I just don't wanna learn new mechanics. begone thmod
Did someone ping me
christ, finally, i've been going a little insane between all the pipes
ok but clockwork construction bots surrounding you with steam pipes is part of the fun :p
#1217770763701190749 message check the map - I have 2 patches in sight, but gold seems to be rare
Been working on a little POC, and...yeah, surprise surprise, you can, with electricity and polluted steam, produce silica, crushed stone, sulfur and water/steam
absolutely criminal when some designs just....don't work sometimes
everything would connect except for the belts
clench
Space Age's green belt would work for this
a Server hosted game popped up today #looking-to-play message
seems like a fresh start
It’s still up ig?
I'm in the game as well
we grow
At electricity yet?
I’m up to blue science in my playthrough so I might join if it’s not there yet
I will continue the game tomorrow, will announce it when i host again in #looking-to-play
going big now eh
I’ve been not sure what to do with my base
It’s fun to figure out for myself what rates i need for different things
Like what proportions to build my factory in
This mod would be good for spaghetti bases
With all the different pipes and stuff
So basically, the idea is to have these as my main ore delivery to the washer-smelters, but obv once the chests are emptied, I gotta wait for the next day's cycle.
However...
I do have these handy-dandy map-visible displays....
So I'm gonna progress-bar the shit outta these...
**anti pollution wall 🚬 **
on a different server I was going for another defense strategy.
instead going the standard China-wall, I made a simple Tree farm. perfect tileable for the grid.
win win here: no Pollution, no Biters but Wood
and Charcoal for the Boliers .
#bot-stuff message tree farm
I've tried tree walls in the past. I'd have considered it here too, except if too many trees in a section die off from absorbing pollution, its like a very big hole in a sponge
Eyy, geil wir können auch über bier reden und so 😄
leider nein, ich trinke keins
Placing forestries is pretty rough because if they're too far from the base they don't absorb any pollution but if they're absorbing pollution then it can't be too much otherwise they'll die out, but the pollution emitted increases as the base grows, and you can't even move tree bases... Kinda brutal tbh
What are the big item tile things it never made sense to me
a very quick way transfair items to the character
without the bots, its the best way
works both ways. to the player or the chest
Make wood into ethanol, then ethanol into plastic 😳
Or you could just burn the ethanol for power I guess but I don't actually know how that compares to charcoal
wait those things have Shift-E modes you can cycle through?
I would be surprised if they didn't
How many probes is that 😳
LETS GOOOO
THE L/N E
Gotta recycle those pistons. That's several patches worth of resources
bro is prepared for steam age
I thought it was complicated with the Ore washing. but its not clogging up with a simple bypass. 
Look up. You dont need that many chemical plants because you arent actually using all of the output.
Rate calculator tells you the theoretical maximum input and output, it doesnt know what you are trying to do. Factory planner does know what you are trying to do, so it only tells how much you need to achieve that goal.
plus the goal is different, one is making 514/min other is making 525/min
yo make a announcement, when you ganna play. lol timezones are real <t:1712919600:R>
soon after fff
im going to sleep soon
i built a better hub that takes ratios into account
it can process 4 belts of iron ingots already
into buildings
green research is also done
aw man, the main train loader/unloader that i use requires longer undergrounds than yellow
what dose it look like?
maybe my throughput is to small, my trains are only 1-2
Wagons are larger in IR3, you dont need trains as long for same throughput
exactly
they dont hurt though
you don't use the mini trains mod?
i find it really fun
no, not going to
hosting the game now
server name: Industrial Revolution 3 silliness
password: shelf
s w a r m
I have em, but they are slow. but thats not the problem. because of the size difference, you have to make new unloader/loader prints. its annoying if you have to upgrade to the big brother
@willow bronze eNrtV99v0zoU/l/y3FRt2rGpb2vZlRBD2u0uvCBUOfZJa9XxCcfOoJr6v3PsOJAJOoGENLia2ofu/D7f99lZ7jP43CD5TY3Kgc8W91kpHGSLbDrmz2SejTKn6x2YBihZX7DtHey0NHBrRdNZL8ZnbF6C90CXBshfEuEnF52T8YR9UpNstc+VdhKtBcndsknoMj2bsX9lQFhQK7SSwEPKDAOs0CCtUIG6MYIzqS9bsPMlCGVQ7pdGyP26LUugJRjvBvnqYEWtZU5Yos8/ttDCsALcgQ1TedJl6zXa5JuGqeGzB8udcwVOkm6Cv0suxlP2V0aX3R7zuOV2h87nElvrE2Bd3Cur2tBBmDXcoYl9Zpea3E43/TCn4xxz46YJ/4vHw4qevMfDZgM2Hwmbp7DJqbBrFIoZufUMv7bbIXY/jL9thIQ32n6LDRy8plY72LxG6wnN5m2jhAfVCyQUa/ATUL4lrRjduhyMtYYaPbBuKr1tSXxlsIiSdF51FE3H8wjd0rTQkLb+P0TTQT+LYK12wm7hlXWsXqCXhM01C3Iw5Kolh3RlOU5CDTaKrEhTyAMrzx1sKnhyf/Zzu3EROt5ouedOaIyGXlSBjzUvvxJGtkZ4pJhRRCWvQeoGloj7aDwbn7PxSmmOugpCdUmdRYqvhGTXoemOTcLs/CLCwnxFJLVNTVgLEYe3xuuaJ1iDA0Fy9284MD2vRXbsy8aZ399n0ggXmv7TNeMKfNxiAv/kUnxwhOG/X0xGWdmDzwn3XMkycyE3EEyoWukf1rzpjJ3bY7ifUnG5Az7TwuROamA+ctbVPvDAk2/DGItMe6jD8RdebPyhgWRy3Z3WGF3poDFPLfAoCirN98+mDKmiDieYAwk+tprYnCyL2fn47PiBF8NmUxkMyA0giIZRZvhOMdliyr+45sOVrtkSCwcqNz+71nCJLvXEGglGFkIf3llCT4VBz5UwDkYZs6XvoMvjNCDJihZbtkwnzFQt5C5MOtjuTTJ9Twb7oS55122e8vLiIReSROXDmX+4Soo+sUuFPNTG6Fr7fk5+TrUGNulZ9XWyaL2FwFgXEfV15Bos8XBUg8aOo59lwXkAk5cg6mfonwR6Ynz8/wj73NXCmL+JAX5meHhm4CnPAKpn/J8Qfx4a//w7CAy/SRG/3TC6eMirlqyIHQccRFfgYPZL+Cfk5xdPSQUa/o+/asH8PUz8kANX81vpr3Pwu4H/cOTvF1WaYlo=
FBgrbUIEbnthdu35gH/bIil0Fc=mngpPpbBleAmgIl?&8
it was a factory planer string
BhJ8>vMnPL8GFf
rejuvenate
groovy playlist, interesting you have the video recorder set up to take in all played sounds, not just the ones from the game.
Shadowplay AltF10
I did not know when the reset will happen, so its not stagged
my first solution to ore washing: bottom row is cold washing, top is warm washing. For bottom row, bonus ore is considered a byproduct, for top row, main ore is considered a byproduct. Byproducts are used before main products (with priority splitters) and have a buffer because im going to use trains so it doesnt clog when a byproduct isnt used for a long time
this would benefit greatly from https://imgur.com/AcuDyMv if you don't have that done already 😉
steam miner preferable to burner ones?
Yes, much easier to fuel them
No, that wont help. There is no benefit from balancing there.
i guess it does save a lot of inserters and makes placement faster
Burner items in IR3 are pretty much the same as in vanilla, they’re really not used for long
In vanilla you quickly switch to electricity, in IR3 to steam
is steam more pollution friendly ?
in IR3 most things dont produce pollution (the answer is yes)
It’s also just much more practical
I mean belts and pipes cost about the same
not sure why its more practical to bring steam rather than coal to ore
Steam machines have pass-through steam inputs
So if you have a row of steam assemblers, you can just line them up, plug one end into the steam, and they will all run
Also no inserters required, and steam balances itself throughout your whole factory
i think steam does have throughput issues, and getting it to far away places can be difficult
By the point you get throughput issues you wont use steam you will use electricity
@willow bronze did "some" tidying up
effort? No, they helped the base get where it is. Builds? yes
well im doing 100x science run
i got to electricity already but i def had throughput issues before
heck, I just route the clean water from the cleaners either to water heaters or directly back in, whether I have at less than or more than a wanted amount of, say, nickel.
It gets fun with iron and gold.
Iron -> Iron Ingots, Chromium Ingots, Chromium Mineral
Gold -> Gold Ingots, Platinum Ingots, Gold Mineral.
So I just set the routing pumps to pump water based on which has more need.
Still, interesting approach
Chrome: Steel chroming
Lead: Brass, high capacity batteries, radiation shielding
Plastinum: Plastic 2, electrum
Nickel: Ethanol 2, electroplating solution(s?)
Is this every use of the secondary metals? Did I miss anything?
is it visable to use forestries->wood to power by base instead of mining coal?
Technically possible, not viable
hell yeah letsss gooo
Previous setup is functioning beautifully.
54k 
12k 
1.9k 
etc...
-
Electric Forestries = 1 wood / 9,2 seconds.
-
Charcoal Kiln = 25 wood -> 25 charcoal / 80 seconds
-
80 / 9,2 = 8,69 Wood produced per Charcoal Cycle.
-
So how many Forestries per kiln?
-
25 / 8,69 = 2,87 Forestries, round to 3.
-
Route wood to central kiln, arranged so:
-
[forest]->[forest+kiln]<-[forest] -
25 charcoal á 4MJ per = 100MJ/80s
-
100MJ/80s = 1,25MW per 3 chunks.
-
1,25MW / 3 = 416 kW per chunk.
-
Consumable with a single Boiler and 2x Generators
-
Total 1/s (kiln) + 10/s (boiler) = 11/s pollution.
Compared to solar however:
- Best case placement inkl. poles = 100 panels per chunk
- 100 panels x 52,5kw avg per day = 5250kW = 5,25 MW per chunk
- 5,25 * 9 = 47,25 MW
Is it possible to squeeze out more power by turning the wood into ethanol instead of charcoal?
There's no gain over charcoal, if that's what you mean, either in pollution or energy density.
1 wood = 2MJ, which becomes 4MJ of charcoal
1 wood becomes 2 chips
2 chips = 2MJ
20 chips = 20MJ, which becomes 100 ethanol
1 ethanol = 400kJ
100 ethanol = 40MJ
so basically
1 wood -> 4MJ of ethanol.
Are you using steam pipes? and from the sides?
yeah
it just doesnt seem to cling
hmm the chest does let something out
but it doesnt let anything in
That loaders the wrong way around.
Just like normal loaders, first face the belt-end to the belt,
then once its placed, edit the arrow direction with R
see the diff?
rotate belt-end before placing
rotate belt-direction after placing
Nice. 12GW, lets gooo
should have made a video of that. man I shut up for a day and this thread booms
A little QoL detail everyone might have missed.
IR3 does not let you build Nuclear Bomb rockets
Only Nuclear bomb Artillery Shells
Which is directly opposite to vanilla, and solves two problems:
- You actually want to kill many bugs from afar, all at once.
Manually clicking each nest is asinine. - You don't want to accidentally hit space-bar and destroy your base because you have it equipped.
Only Nuclear bomb Artillery Shells
& it is a pollution maker
yes!
I still find it really funny how we can't just distill/electrolyse water to get Hydrogen. (and oxygen for that matter)
noooo, we gotta chemically extract it from fossil fuels ^^
dafür ist ja ethanol da
What
well, no:
You gotta use natural gas or coke to make hydrogen. LIterally the only two sources.
It's not a terrible decision, irl almost all hydrogen is made this way, and it's not super interesting to just spam a bunch of electrolysers.
do you use steam tanks for anything early game? doing 100x sciecne run
the mini? 2,5k?
not really, but I have been used them to buffer some steam for my trains -> outpost
only 150spm
goes pretty fast actually even at 100x science so i guess that will do for now
my 16 item mall bus
looks good, now do the same with iron
Yes! They're great for shunting anything that can ge piped along a pipe, since pumping from a larger buffer, ie. the 2.5k mini-fluidtanks is better than, just a pipe.
In early game its steam, late game is, well, everything.
I advise to use those small assemblers instead of putting intermediates on belts
I decided to just make things simple on myself.
Its important to always have the [L] stations filled with whatever they need, so I'm now just always hot ore-washing 24/7
Throwing away whatever is blocking the other from being produced, and if both input minerals are backed up at the smelters, I stop both from being thrown out until there is demand for either again.
I'm producing 12.7GW in nuclear and 5.8GW in Solar, and ore is now infinite since it comes from space.
I really don't have to feel bad about throwing it out
yep

but ...
we do not waste. some poor Engi could need that
me for example, I need Gold
Terrible advice. Making intermediates on the spot saves you 1 belt. That is it, that is the end of all benefits. Transporting around intermediates is significantly simpler and cheaper than making it everywhere you need it, and takes up less space.
It depends on the intermediaries you're talking about
pistons? bolted plates? nah, belt em. Regular plates and rods? much easier to just make where you need.
Having had ingots, plates, rods, rivets, gears, and pistons on my main bus for each of copper, tin, bronze, and iron on my bus before giving up and just using more on-site assemblers, I respectfully disagree; I never had enough belts for anything and it took 5 years to get from anywhere to anywhere with how spread out my base was and the millions of stone I needed to pave over the Alien Biomes terrain.
Yea no. Like @narrow cliff mentions, you have intermediates and pseudomediates of many kinds all playing a part as ingredients for tech of a certain level.
If you think making dedicated supply belts for all 200+ ingredients is a good idea, you're going to have a bad time.
Typically I'll kust supply a mall the basest ingriends in ingot form,.and use the little 1x1 manu facturers fir plates/gears/etc. on side.
Saves on an ingredient I dont need to worry about any more since everything is brought in as as ingots instead.
Up until just before oil processing (at which point I got fed up with biters and moved to seablock which I’m currently doing) I got pretty far with just spaghetti mall. One thing I like about IR is fewer telescoping recipes so having a bunch of smaller malls as you unlock new stuff is actually feasible.
So like ime by the time you’re making things out of steel you hardly need any tin intermediates
Same here. It felt genuinely good to use the scrapper/crusher to recycle all my tin/copper/bronze age things, and really take a look at which exact copper/tin things are needed in late game.
Except for R/G science, the only copper you need late game are copper rods in 1 recipes, and otherwise a looot of copper wire, but no gears or rivets of copper/tin/bronze. It incentivizes you to use the mini-assemblers on-site and simplify what you transport around by train to something that can just be made into those other things.
Edit: by my mixed vote, I run a huge cityblock base, so I ship around ingots where ingots are concerned as well as non-mini-assembler intermediaries like glass-vacuum tubes or plating fluid.
If it can be made in a small assembler I don't belt it
Otherwise I'm likely to belt it, with a few exceptions. It's been a while but I think copper heatsinks are one of them.
At least in a mall scenario
Later this evening I'll open up an old save and send a screenshot
Once I got a bot mall going it was cookies all the way down, and simply brought in the raw materials by train. Mall just trickle-builds every entity and recursively needed ingredients within the mall itself, using an ungodly spread of requests, to grab from every chest.
It works though.
Science I do make externally, as well as things that are best scaled up elsewhere.
Technically, there might exist a situation where transporting intermediates takes less space than on-site - although belts take up a lot of space! Try counting it - it's so much! But I find it cleaner to transport the ingots...
Or maybe I'm just making up excuses because I don't want to try the other thing
It's my 2nd playthrough so I might as well try.
it's... quite large
Started to just use robots once I unlocked them
I think this was my 3rd or 4th IR3 save, so it took a while to fall into this pattern
it looks clean, its a lasagna
"just transport in the intermediates" 
fuck, wish I still had screenshots of my pre-bot mall. that was absolute shitshow.
This at least tries to get stuff in order.
The second and fourth column of belts carry the intermediaries, made at the bottom. Left is iron, right is the later added steel intermediaries.
I think I had a seperate section for my initial chrome items, taking from production science
why did you put intermediates on the main bus... they arent used anywhere but where you made them - in your mall
Because unlike all of you all I actually like designing my own builds and ir3 was my first overhaul
Nope, its not easier. By directly inserting you are making using more belts on the side significantly harder.
"If you think making dedicated supply belts for all 200+ ingredients is a good idea, you're going to have a bad time."
I dont think you understand what im talking about. You can transport things around as ingots, then make them into intermediates, then put them on a belt, because belts are much more flexible and cheaper than using more small assembling machines, and you can reuse the belt for things where throughput isnt important.
Belts take up way less space if you plan ahead.
who's "all of you" ? i just used the recipe book to look ahead where what recipe is used.
Then I'll have to point you to my hub where it is actually quite convenient.
^
Of course, but that doesn't change the final math imo. The main bus tends to go to hundreds of tiles distance.
which proves everything i said. 1 less belt and significantly more expensive than making intermediates and putting them on belts, and you potentially have less throughput because you are using 1 less belt
What?
You have way more small assembling machines than you need or can use due to belt throughput limits. You are locking yourself out of using more belts for more throughput because you already have small assembling machines there.
In most cases it's using less than optimal small assemblers for throughput, because it's a hub. And I don't care that much about throughput... It's a hub.
Clean, convenient, and it works
Things are significantly more expensive in ir3, you should care about throughput and cost.
this one's even in the right ratio of assemblers
Ngl I wouldn't do it like this, it seems like a waste. Why not just have a standard three ingredient setup (two ingredients on one belt, and long inserters pulling off a second belt for the rest), with small assemblers just at the start to fill it up. Less space, less inserters, and less machines
That makes sense because you want to always make belts.
Small assemblers aren't that expensive. It's not really less inserters or less space because you loose out on direct insertion. The belt routing is way simpler.
Well, the only thing that's really important is that it works
Also I like the way it looks 
Also I don't really care about it being a little more expensive because it's convenient, so I set automation up forever ago and have a bunch ready to go whenever I need.
Huh, I forgot I set these up
One thing I think would be really funny is if small assemblers had output vectors so you could just pile them up around the sides of a large assembler
Like one extra large irregularily shaped compound assembler
It is less space because you can re-use the small assemblers with belts. Belt routing is already very simple with repetitive patterns. You can feed 4 belts from one side easily with 0 spacing between assembling machines
Ugly 🤮
Well that's just subjective
Setting recipes with circuits for small assemblers will be pretty cool
Yes, I thought I made that clear by now, but I'm still being lectured. I like building it this way.
Clearly
Damn it's been so long since I did this though
fun just walking through and seeing it all
Actually if it was a perfect 1:1 ratio between large and small assemblers I honestly don't think I could resist it myself
Utilising the small assemblers this way is something unique to IR3 as well, so I find it really fun to cram them around assemblers like this
im talking about malls specifically, this is more than fine
Though, IR3 does eventually reach its own version of the "module ratio problem", except it's not because of productivity modules but instead because of the different amount of module slots between small and large assemblers
Yeah, I mostly ignored modules as you can see
But at least in this case the numbers are nice, +50% or +100% instead of that dreadful 40
If I went megabase I would have to do it differently, I'm not sure I'd even use small assemblers at all
IR3's beef with productivity modules is kind of a double edged sword to me
Because on one hand things are way neater and prettier, but on the other hand if they were uglier I would have to make more interesting designs
This way modules are just a shortcut for a) Building less buildings or b) Building less power
Yeah, it meant I just didn't bother with beacons. Except for my haphazard rocket silo hahaha
Yeah this is bad
I think I just wanted to beat the game at this point
The one single gas furnace in the middle of everything 
In ir3, the vast majority of your base is refining, which can use productivity
and i mean UPS usage
It's there only for the platinum pelets... 
I don't have plat ingots on the bus, just the pure mineral
so beacons for everything else isnt as important, direct insertion is much more important, so more often than not you will need to use small assemblers
By the way, what's even the point of gas furnaces? They're non-electric, meaning they don't accept prod modules, and they have the same speed and pollution as electric furnaces. So, why not just burn the gas for power and use that to run your objectively better electric furnaces? And iirc aren't gas furnaces much more expensive to make too?
They're cool 😎
Objectively that is true 
They used to accept modules actually, but that was pretty silly
Those are not supposed to have like double speed crafting ?
I think they were also green, not blue
No, they have the same crafting speed, they just use gas instead of electricity
I think you might mean blast furnaces
oh yeah
Which also have the same problem by the way
Productivity is just too good, I can never not use it when I have the choice
Thankfully arc furnaces are both cool and interesting and accept modules, so in the end all is well
It feels like they should either embrace productivity or remove it entirely and balance accordingly
It's definitely in a strange limbo state
What even accepts them? I know smelting and mining do, what else? Crushing? Washing? Oil refineries?
All of those
All of electric refining accepts productivity
And chem plants
Really? All, chem plant recipes, or just the cracking/liquefaction ones?
i consider it refining
all
Oh wow, that's bonkers
Theoretically it's all of these recipes, minus the specialties like trees, charcoal and cryogenics, plus science packs, rocket and arc furnace
Cubic press doesn't accept productivity, last I checked
idk if it's changed though
plating solutions dont accept productivity so no
Yeah I count that as a 'speciaty'
Right, that was kind of in the back of my mind
so they don't. it used to be more consistent
yeah I mentioned them
science packs, rocket silo and arc furnace
So, petrol>gas>ethanol>plastic is actually a crazy productivity multiplier chain. I remember gas to ethanol is 1:1, but how does the rest of the chain compare to petrol>plastic?
labs too, not a recipe though
Not bad I suppose
so using ~40% less petroleum and also getting coke as a byproduct
But you need to add in catalysts
Coke is used for silicon, right?
yes
Kinda, it can be
very little
like a checkmark similar to steel. Have coke? = have steel/silicon
i make tarmac coz i like how it looks
I like how it looks, I hate that it is worse than refined concrete
Also personally I find it quite jarring when machines are on top of it
also with the dark belts as well
And i realized that im not going to notice the difference between the speeds
coal liquefaction feels better than oil refining before getting lots of beacons around oil patches
but then i look at the numbers anr realise that im not running out of oil anytime soon
by running out of oil i mean enough oil % to keep up with the base
Can we talk about how sick the graphics are, too ? IR3 is beautiful
There is certainly a style to it
Looks smooth, sometimes too smooth
Like things that shouldnt be smooth are smooth
it change from the* dirty industrial* vanilla
but its a refreshing change for me
that and the animation too, i can feel the love in those sprites 
Sounds can be glitchy though, much more than vanilla
IR3 has graphics I immediately fell in love with, its completely seamless towards vanilla buildings, and if you put them side by side many people wouldn't bat an eyelid.
Same, in my opinion it definitely takes the cake for prettiest overhaul mod (it politely shares the cake with Space Exploration)
And I seriously appreciate that it goes back and changes a lot of the vanilla stuff to fit its style, this is something I really think more mods should do
Because the style clash between vanilla content and mod content can sometimes be quite jarring, IR3 was very smart to avoid that
It really makes it feel like a whole new experience instead of just "factorio but"
@tacit glacier I am curious however how your implementation of using no (or nearly no) mini assemblers for a mall would look like. Do you have any screenshots of your base where you have done this? Might make for a cleaner mall in all honesty.
I never said anything about not using mini assemblers
Right, you use them to fill the belts
Just putting them in a different spot, I know
I'm interested specifically in the routing issue for groups of similarly ingrediented products.
This is the primary issue I faced with IR3, because very few things share common ingredients across the board, requiring unique resource belting configs for every product.
It isnt like in Vanilla, where like 20 things can be built with just

That belting issue is simple, and wouldn't benefit from mini assemblers even if they existed.
Screenshots would be golden if you have some.
Mfw red circuits are made with copper, tin, gold, silicon and plastic 
And all of its intermediates that combine multiple of these aren't even used anywhere else until later
Since i know that i have only 1 large iron frame assembler running all the time, there is no need to make more than 1 assembling machine making final machines work at a time, yet any single one of them CAN work at full speed, with exception of alloy furnace. You need to find groups that do share ingredients.
Anything made in a 3x3 machine goes on a belt but not usually on the bus
Just a spaghetti belt to where it’s needed
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you'll love it, might be difficult if your still new to the game
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Yep, incentivizes you to handcraft as little as possible, with the end goal of not at all.
Decon planner is classic
And can be picked with Alt-D
They meant that people often set the filter to deconstruction planners
As a vanilla version of this
or pistols
Currently streaming IR3 if anyone's interested
Edit: Stream ended, thanks to everyone who showed up 
in coming...
any tips for marathon settings?
Dealing with biters that is in the early game
I had one run more or less lost due to medium biters showing up before i had iron researched
was a desert run so hard to control pollution
bigger starting radius
oh i thought it should be doable with the preconfigured settings
seeing as how the mod creator created preset settings you would think they would be winnable
i did that
problem is, i have to also get new resource patches
and they expand
and i couldnt really kill biters next to new resource patches with bronze tech against medium biters
guess i just have to plan ahead
and secure those resource patches before 25% evolution
no that is iron tech
well, thats a bad situation
its a general problem while playing on marathon. I remember my marathon run in vanilla... got overrun in the midgame because it took me to long
yeah. guess just play better 🙂
i did overbuild
10x science does not require a huge spm
like 120spm will get you to iron pretty fast
i think i built like 400
@small crag place greenhouses everywhere you can, crush your coal, build thick walls, play slowly so pollution never reaches biters you cant beat. Earliest way to beat big biters is mines/flamethrowers, Everything else before that tickles them. Shotgun turrets are better than gun turrets for everything but big spitters, because shotguns cant reach them at all.
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Get a slow science going and work on iron mining while it’s researching
I’m talking 2 or 3 assemblers for science
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You use it for the vehicles. You should also get bronze production started cause it’s important for iron machines
Prep for the Iron Age takes a seriously long time
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have wood, make the plant able trees. place some starter trees inside the chunk, about 10. wait. thats it
only one building per chunk. it will gro up to 50 Trees
I have posted already some examples #1217770763701190749 message
I don’t remember a way to plant trees
Gotta make them first out of stone bricks and wood/rubber wood. Its a recipe you can set in an assembler, but there is research attached to it.
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Its chance based, based on how many trees are in the block.
The cycle takes a while, but you're shooting yourself in the foot by making 10 chunks of greenhouses with 2 trees, than 1 chunk with 20 trees.
Unfortunately the law-of-large-numbers doesn't really even out here, so best to fill one green-house chunk completely with trees to being its cycle-chance to 100% and then build the next.
Whoever directed me here, thank you :o
@small crag so how is your marathon going?
I have loaded my 4x vanilla marathon game with expensive receipt. with all the mods and experience I have, I could defend myself and my pathetic poorly build base, but still I cant imagine to go for 100x. the biters coming from everywhere. and with all the running machinery I produce so much pollution. it is so stressful.
btw IR3 has a special feature for this
so you definitely don't need a mod
wow
pretty good. ive stabilized and am about to finish researching iron
Lots of work to dismantle my steam base
but im just doing 10x with biters on ir3
and i turned down evoluition
so still fighting small biters
59.9 FPS unplayable 😛
yeah i did uninstall
cool little thingy
here's the minimal footprint possible design for green circuits, scaleable too
sadly it's bottlenecked by the bandwidth of that single belt of copper+glass, but in lategame you might wanna use laser assemblers anyway
Neat!
idk why but it made me want to make a UPS efficient nanoglass build
itsa bit difficult to see, but technically you could use a few extra outloaders and tunnels to sideload onto the main output tunnel.
Both outloaders would sidoad onto a belt that, itself, sideloads into the "open spot" on the tunnels.
This has more active transport lines
Hmm. Alternatively:
actually, no, you just dont need 2 unloaders for each assembler
first half gets then on one side, the other on other
first move this up there
and then...
and it is better for the belt to start on the unloader, because each unloader has its own transport lines
this
is better than this
here you would pick either green or red based on which side you need filled.
bottom half is how it is no the bottom half, top half is how it is on the top half
all unloaders using left lane only (good)
final build?
hold on, plastic is high throughput, probably should use loaders for that
preety
Do i need to put helium into 2-4 trains? No. Am i going to? Absolutely.
it is going to take me more than 2 hours to fill a single train
What the heck are those
Oh I’m in the ir3 chat
I haven’t seen these machines
gas vents venting oxygen and nitrogen
why are you venting those things
dont you need them?
oxygen especially, cannot ever seem to have enough of it for rockets
i have a circuit that tells me when there is a gas that is blocking the production of other gasses
it is this thing on the left
You dont have to pick the Tri-gas splitting.
There's also Compressed-Air -> Single Gas recipes
bottom left should be anything, not each, made a mistake
No i am not shitting you if thats what you're about to say xD
I know. It takes up less space if i do everything
including all the extra ups usage from redundant piping when gases need to be vented? 
You'll most never need to produce extra Neon once the laser assemblers needing it are seeded, since it is 1:1 cyclical for many recipes, and same for Nitrogen, but it does need to be re-cooled.
Pipes have been optimised so much that they are comparable to belts. I also have a ton of circuits for fast fluid balancing
The combinators themselves probably use as much UPS as those pipes
Pew pew lasers
Eventually. Im playing very slowly, just finished purple research
I did look at the recipes, so i kind of know what i need to do
yo
I set up a fresh
Server with IR3. if you are curious or interested, go here: #multiplayer-servers-archive message for more information
Any chance of ChunkyChunks or SqueakThrough2?
SqueakThrough2 is already ✅ , Combat overhaul has also some SQ property somehow
is there a detailed tutorial on airships? I tried writing instructions for mine and it doesn't unload
it arrives as red, then does nothing and departs again
I was expecting it to unload its contents to chests...
they seem quite powerful btw, seem to be instantly loading and unloading 20 stacks with the character walking speed on grass - with low tier fuel
at a very low fuel cost!
ok this is really weird! it works if I set a chest filter on one of the chests - but not the other!!!
top left chest:
top mid chest:
when it has 20 stacks of coke, it unloads all of them in the top mid chest... wtf
ok now it used different chests
so sometimes it unloads and sometimes it doesn't
is the following possible to do with airships:
I have N different item types; I want to fill the ship with a specific number of stacks for each item type. For example, 2 stacks of copper bars, 3 stacks of tin gears, etc, every time
what if N is 20? i.e. if I want to use stacks of 20 different items
I gave up the Airships. to complicated for me
ohh lmao, I think it's unloading and then immediately loading exactly the same items... 🙄
I really wish it had separate chests for loading and for unloading
ok ok I figured it out
looks like:
- the only reliable way to put something in an airship is to set an inventory filter inside the airship for that item
- the only reliable way to remove something from an airship is to set an inventory filter inside a chest for that item
- the only way not to immediately pick it up again after removing at the previous step it is to use an item filter in the unloading instruction
the docs can use some work tbh
also this implies that I'd have to use two separate ships, one from A to B, one from B to A, where each ship is empty on the way back, due to the above constraints. kinda lame, but fuel is almost free anyway
edit: actually I can use one station for loading and a separate one for unloading if I want to do this!
still a really neat way to set up a mall :=}
but how can I set up 50 different mall items at point A, originating from point B ... 
I had much the same experience with airships. Even a simple back and forth, load here, unload there was a headache. But I suppose its like learning trains for the first time.
The UI seems to try and introduce the equivalent of what 2.0/SA promises to introduce for trains with conditional station-skipping. But its unintuitive as hell
The docks are glorified filter-pads, those funny red/blue/grey checkered pads you run across to trigger filters in your inventory to take/pull from nearby chests.
So it stands to reason you need to treat the connected boxes and the airships themselves as like another player entity running over its own dedicated filter-pad
it sucks that I'll end up with 3 stacks of everything! my previous mall had just 1 stack of everything
but now it's going to be:
- the stack at the final location, where the player character picks it up from (same as before)
- the stack at the airship station next to 1 - it's looking like this can't be the same as 1! that's because I'll need to set an inventory filter in the chest, and that makes transfer plates not work (for some bizarre reason, if both the player and the chest have an inventory filter for an item, then the transfer plate prioritizes the chest! I don't understand why this behaviour was chosen)
- the stack at the mall, where it's built, in the chest for the mall airship station
and even circuitry can't save me, because circuits can't take into account items in transit (in airship) so I'll end up overproducing :(
if both the player and the chest have an inventory filter for an item, then the transfer plate prioritizes the chest
come to think of it, it would be super nice if this wasn't the current transfer plate behaviour even if airships aren't involved, because then we won't need a separate chest for each item type
new plan: use just 1 airship, just A->B, let B become the mall.
the only downside is that I have to walk to B to get my items, which isn't far at all.
man playing other mods feels so weird because of the lack of small assemblers lol
Yeah, it feels really natural to have them after a while. Though it squarely lies in the "nice to have" end of the "do I need it" spectrum
@willow bronze This thing is amazing, I love it
you have quite the knack for these intricate pseudo-spaghetti designs but it really does work well
yo, took a while to build. and I made it before I had factory planer. so it was only RateCalc. the goal was actually to use the stacked ingot, but I dropped this idea.
🟢 go, befor server is full 😛
Is there a discord for IR3?
lol
have played a lot of Se/K2SE/and most recently K2SEVeryBZ x10 and looking for next thing. The "community" is a part of what makes it fun.. usually
Any recommended mods with IR3? Ok to play full normal biters? I turned them off for K2SEBZx10 due to scale of starter base needed and having to make up everything as i went along and learned
Also... is 1x science rate recommended or is it "ez mode" like it is in SE
aaand... are there beacons in IR3? don't see beacons in the screenshots there.. is that because they are deeper or because they don't exist
there are beacons, they are just.... expensive
vanilla style? or Se style?
never played SE
only one beacon allowed to affect an assembler but you can put more modules in it (8)
then its vanilla
T1 beacon is same range as vanilla... but then you get wide area beacons with larger range and more slots
if its your first time, you might want to play without biters
or at least peaceful
How often do people have trouble with excess lead?
Because I've been thinking, and to me it seems to be by far the least consumed secondary metal
Chrome gets used a lot for chroming solution, nickel does too but it's also in the ethanol 2 recipe, platinum goes into electrum and plastic 2 (and I think at least one more chemistry recipe)...
But all lead has are high capacity batteries, brass and radiation shielding, and only one of those is used in science
Are blue belts and advanced machines really a big enough brass sink to be able to keep up? But even then you're bound to eventually hit storage capacity
Or am I underestimating the amount that goes into yellow science?
There is also most likely some required to make a satellite, but I don't know the exact amount
how do you wash your ore?
I don't
I've never played this mod 
That's why I'm always lurking around in this thread and asking weird questions
I'm trying to fill in the gaps, because my only source of information on it is youtube let's plays
You can easily balance the outpout of byproduct ores by using warm washing until you hit a threshold of byproduct ore and then use cold washing
You can do that by just pumping water from different sources
I've heard people say they end up with too much secondary material even when using cold washing, and it's a very common tactic to just route in crushed ore when there's a backup
Does that only happen to bad players or what
Because 10% doesn't sound like a lot but maybe it is when you're comparing it to your entire copper production
eh
I'm honestly just hoping that ore washing backups can be avoided with good planning, and the issue is not as common as internet discussions have led me to believe
Because it would really suck if I had to resort to an inferior method to keep things running
you can make a big ol buffer
True, that is the universal solution to any balancing issue ever
you will eventually need it
Oh, if we're talking in terms of progression, then absolutely
I mean just look at oxygen
But I was thinking more in terms of a post game base where everything is researched, and it's all a thing of supply/demand
at that point you can still balance it according to factoriolab
so it is a skill issue
Yeah ok I feel much more at ease now, it seems it's not as widespread a problem and can be avoided
Because imagine having to deal with that when trying to use arc furnaces 😭😭😭
I always absolutely loathe "really cool way to do something but it's impractical compared to the boring way" game design, whenever I see it
it is still a little bit random so you need the buffer to be safe
laughs in seablock optimal CO2 chain
I actually couldn't understand why it had to snake around xD
ja ka
...again
any general tips for oil line?
i keep getting annoyed trying to manage all the oil products
make a huge bus of pipes and connect everything up
then use small tanks and pumps to regulate what needs what when
@sturdy flicker I stop the server and read some logs
noe, but it spams alot in the logfiles, like aloooot
are there any mods that can cut handcrafting time
ik it's kind of cheaty but i'd rather not spend a bunch of time just staring at my crafting progress early game
looks like there's an instant one but i don't feel like going that far
i'm running qol research on my server. you can reseachr handcrafting speed and there is tons of other like that
You just gotta have those small assemblers putting stuff in chests
Anyone use IR3 + Autodrive + multiplayer? I got a crash when my son stamped down the first vehicle of the game... error referred to colour
Got any other mods?
no its true, It crashes. I have reportet it to the author


