#Industrial Revolution 3

1 messages · Page 1 of 1 (latest)

hexed turret
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IR3 thread

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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?

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I'm referring to the buildings that materialize the resources.

willow bronze
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new player entered the chat

willow bronze
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just started today playing. 🤯 lots oh h went into this to understand the overhaul

sturdy flicker
willow bronze
sturdy flicker
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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.

sturdy flicker
willow bronze
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well, I confirm they nixitubes working in IR3. bot havent unlock it yet in my play

sturdy flicker
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Okay, I have them working now too. A bit unintuitive to get working first but now its good.

willow bronze
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thats what I've said: use the water symbol

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or whatever this is

sturdy flicker
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ohhh, I had the completely wrong idea then ^^ thx anyway

willow bronze
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also read the tips & tricks there is some entrys

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today I will conquer the bronze age I guess

sturdy flicker
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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

willow bronze
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show some screenshots what you have archieved so far

willow bronze
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this looks so wrong, but i'm a Engi with a degree. green cube production, here I come

sturdy flicker
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no_spaghett.gif

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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.

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Not bothering with military sci past what I need for other non-military stuff.

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And here's what I meant about the compressed air cryo-seperation and picking just single gases.

willow bronze
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this looks like 100h ahead of my play

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the pollution is weird

sturdy flicker
willow bronze
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thats what I have archieved so far

sturdy flicker
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solid hahayes keep on keeping on

willow bronze
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whats with the diamoinds 💎 what are they for

sturdy flicker
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Oh, I'd really recommend getting FNEI, saved my ass trying to figure out what comes from/is used in what

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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 space_science

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Rubies are similar but used in other things. Rubies -> Ruby-Rods -> Pulse Lasers -> Laser Assemblers
Rubies -> Ruby Dust -> More Rubies.

willow bronze
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but they are rare, right? I found only one so far.

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eh its factorio. there must be more on a infinite map

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also this

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oof

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thats more h then I have in Factorio

sturdy flicker
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A cubic press can be made without them once you have brass, the cubic press, and ore washing unlocked

willow bronze
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I guess, thats a thing for another time

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just finished my 🟩 logistic_science production for today

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research going Brrr, but slow

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its so tiring without a MAL or logistic bots - hahayes

willow bronze
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I like the Idea of having a Tree farm

sturdy flicker
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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.

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Furthermore, the ethanol can be made into more rubber 😄 But you'll probably want to balance demand for ethanol between rubber and plastic.

willow bronze
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coincidently I'm doing rubber right now. and sigh I have to filter and get rid of the wood..sigh

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are there logistic bots somewhere

sturdy flicker
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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.

sturdy flicker
# willow bronze are there logistic bots somewhere

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.

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--
Work just like regular bots, but are slow, so build stuff in a maximum range of like, 10x10.
Good for complex stuff, not sprawls.

willow bronze
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I got the copper bots. I mean the base logistic bots

sturdy flicker
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Oh, if you're on green, you're...kinda almost there.

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I actually still use these almost exclusively. They're 2x2 and fit everywhere nicely

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What will really hurt, is getting these:

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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

willow bronze
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(╯°□°)╯︵ ┻━┻

sturdy flicker
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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

  1. Put created stuff into chest_iron chest_steel chest_passive_provider boxes within construction radius.
  2. Filter chest_storage with a resource and restrict slots to about 2-3 within orange logistic radius.
  3. Manually Mark boxes with main stuff for deconstruction.
  4. 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 chest_iron chest_steel chest_passive_provider 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 chest_storage on your map, or bots will just travel to those and dump the stuff there.

willow bronze
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sigh

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boy

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I'm happy playing with infinite inventory, otherwise my pockets would burst

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I guess I make a assembly line for every building then.

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sips whisky from a barrel

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the solar + tree combo is interesting

sturdy flicker
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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.

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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.

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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.

willow bronze
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oh how inovativ

sturdy flicker
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It lets you make use of the steam generators too as you move away from coal-fired boilers.

willow bronze
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ah well, at least it expands the playtime. cant complain about ir3

narrow cliff
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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

willow bronze
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I'm going to Hell with my builds, curse this steam inserters

willow bronze
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I think I get it now how IR3 works

narrow cliff
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embrace the steam spaghetti

narrow cliff
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Is there no way around venting CO2 before late game?

sturdy flicker
sturdy flicker
willow bronze
hexed turret
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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.

narrow cliff
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(spoilers if you want to work out the oil processing ratios yourself)
Did I do this remotely right?

willow bronze
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a lot of paperwork, it seems. looking forward - not far away from blue science and liquid handling

sturdy flicker
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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

willow bronze
willow bronze
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now, I'm running out of coal...and the only source so far is...

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protected by a middle sized nest.

narrow cliff
sturdy flicker
hexed turret
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Play to plan... 🤔

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Also I definitely plan to play Factorio later this year.

willow bronze
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you all playing without enemys right?

narrow cliff
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No…

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I’m about to have some really bad problems because iron bullets and bronze shotgun cartridges do pretty much nothing against medium biters

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So now I kinda gotta rush both steel and explosive science to get flamethrowers and hope IR doesn’t nerf them too much

willow bronze
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same here. I fight at least with the assault riffle, but it is so inefficient engithink

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the shotgun copper bots die like a 1 day fly, but at least deal with the spitter tower

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and oh boy, of course I had to automate the production. compared to Vanilla it just takes to long to craft 1 bot trianglepupper

willow bronze
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ist this considered as green energy?

willow bronze
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yes, yes I know. its not a good design

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man, I wish I had Solar panels ..

sturdy flicker
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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.

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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.

narrow cliff
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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

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Is wood ever strictly required for a science in the first place?

willow bronze
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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 😦

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I was just after some coal.

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its funny how slim my power demand is in the midgame

willow bronze
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and Boom its 4 AM. FFF uck Factorio - damn time machine

hazy zodiac
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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

willow bronze
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you guys are all ahead.

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meanwhile I'm like

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hmm how to Oil cracking

sturdy flicker
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800~ Space Miner Launches to go

sturdy flicker
sturdy flicker
willow bronze
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so much colors

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this is for advanced people

hazy zodiac
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This is how i made my oils stuff. Its not that hard or even annoying really, thanks to gas vents.

willow bronze
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this is what I have so far

hazy zodiac
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Already forgot how sexy my mall was lol

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or third of it, it doesn't fit in one screen

willow bronze
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how many h into this game playthrough ?

hazy zodiac
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155h

willow bronze
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@azure ferry

sturdy flicker
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Meanwhile i'm here with a super boring n-n bot-supply mall.

hazy zodiac
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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

willow bronze
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indeed

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solving the riddle of my pipe spagetti is challening

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but, hey we always have different goals in the game

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bots Homes are now 2x2 tiles?

hazy zodiac
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If i remember right, there is 2 different roboports. The smaller 2x2 and reguler 4x4 which unlocks slightly later

willow bronze
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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.

azure ferry
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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

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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?

hazy zodiac
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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.

azure ferry
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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

hazy zodiac
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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.

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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?

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and for bronze for the science, but thats pretty much it if i remember right

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So the only solution i can recommend is to "just build more" science.

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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

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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

sturdy flicker
# azure ferry sidenote to this, i keep seeing "acid washing" mentioned in regards to IR3 and t...

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.
...

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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.

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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.

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But yeah, sometimes I even fall victim to needing a bit of Bottomless Pitting.

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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.

sturdy flicker
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This abomination trianglepupper

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405 Miner launches and counting...

willow bronze
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is that a spoiler

sturdy flicker
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A spoiler of?

willow bronze
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whats the todays agenda?

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is the factory growing?

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status report everyone

hexed turret
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Tarmac is useless, right? I don't see any recipe which uses it, and it doesn't appear to be a tile.

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Therefore, bitumen has only 2 uses: graphitic coke, and turning it back into more oil

willow bronze
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its a tile

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I pave my roads with that

hexed turret
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does it grant any movement speed bonus>?

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and how much if so

willow bronze
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140%

azure ferry
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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)

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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"

sturdy flicker
# azure ferry that'll only get one belt of ingots compared to the 2 with minerals but its more...

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.

willow bronze
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AAI mini loaders are standart in IR right?

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it just took days to realize, I could do this

sturdy flicker
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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.

willow bronze
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OOoh

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also nice

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Krastorio did it nice, to let me choose which side

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Airships
got this finally, and of course its expensive to craft

willow bronze
sturdy flicker
sturdy flicker
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woooh, we up to 604 miner launches

willow bronze
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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

willow bronze
sturdy flicker
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nope, then its time to completely rebuild my smeltery and use Receiver pads instead of dedicated mines.

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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.

willow bronze
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I bet your Blueprint books is already bursting

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I had no problems with locals untill now

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and I'm with 400% enemy

sturdy flicker
# willow bronze I bet your Blueprint books is already bursting

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

willow bronze
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I do seperated books for overhaul's

sturdy flicker
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Fair

willow bronze
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but, this is interesting and fun. defenetly gonna play another round someday

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especially the Oil stuff took a while

meager burrowBOT
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Allows you to start a new game plus once you launch a rocket (or run a command). Generate a new world, but carry over an inventory full of items and your research.

Owner

Bilka

Downloads

10068

azure ferry
proven fractal
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Voiding crushed copper?

azure ferry
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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

azure ferry
# proven fractal Voiding crushed copper?

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

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same for every other ore washing combo

proven fractal
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I'd understand needing to void the washed mineral, but I would consider voiding unwashed minerals to be a waste

azure ferry
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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

proven fractal
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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

sturdy flicker
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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.

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Or...actually...

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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.

willow bronze
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a Historical moment

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I guess this is where my Power demand explodes

maiden moth
gray escarp
# sturdy flicker Huh, never thought of changing the washing temperature to "slow down" the rare-m...

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

sturdy flicker
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Now that is smart.

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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?

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Or do you directly cast ingots and distribute those?

gray escarp
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Obviously I'm not using the full potential of the stack thingies, but its works soo

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¯_(ツ)_/¯

sturdy flicker
gray escarp
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And yes, i put stacked ingot in trains

sturdy flicker
proven fractal
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Stacking before loading onto trains makes them load/unload 4x as quick

gray escarp
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Yep

sturdy flicker
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Also, I'd love to train around molten metals in trains, but there isn't any gain in transport density either. :/
sadge

gray escarp
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This is my base btw shoob

willow bronze
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no alien biomes? boo

willow bronze
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you guys have all the super, duper big train station. meanwhile me with my slim design

azure ferry
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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

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(tags turned off because there's tons)

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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

willow bronze
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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

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but this time, I'm going for Train_control_signal which marks a station as a refill station. that works so far best.

sturdy flicker
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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.

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Here's a recreated look how I used to/currently do it:

azure ferry
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well, about 100+ hours into having steel, I think it's about time to get cracking on purple science

willow bronze
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Trilinear filtering

go to the modsettings and change it to more
minor visual improvement on higher zoom level

willow bronze
sturdy flicker
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But you get polluted water, right? Needs to be cleaned or something?

willow bronze
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there is no polluted water tile

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sadly its shallow water. so no fort building

sturdy flicker
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Ah, traversable Muddy Water

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I somehow mandela'd that to = polluted water that needs to be cleaned

willow bronze
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I see where it comes from, there is also polluted water... which I have to deal currently

willow bronze
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what the hell am I looking at

hexed turret
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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.

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Even if I count IR3's mining drill as 3 drills because it's fast and wide-covering.

gray escarp
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I didn't play any major overhaul mods, but those are definitely quite expensive

sturdy flicker
sturdy flicker
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yeeeh boi, 169 to go

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My steel and iron production is running full pelt

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Literally the current bottle neck

azure ferry
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the bus is becoming. Unruly

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current plan/hope is to gun towards requester chests, invest a fuckton in logistics robots, and for the most part abandon the bus

willow bronze
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oh... old habit

willow bronze
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I never had the discipline in making a Bus based base

azure ferry
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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

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elevated rails would be a godsend here

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not to mention the added flexibility in s-bends n shit

willow bronze
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@quasi temple

azure ferry
quasi temple
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wow

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that's a nice thread

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did ya know that if you have Transport Drones and Cargo ships installed at once you can run ships on the roads?

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that's the backbone of my IR3 playthrough

azure ferry
#

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

quasi temple
#

I feel that my approach of extreme compartmentalization makes for much simpler playthrough

#

cuz it seems that you're making everything on site

azure ferry
#

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

quasi temple
#

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

azure ferry
#

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

quasi temple
#

i'll boot up my game and post what i mean

azure ferry
#

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

quasi temple
#

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

sturdy flicker
#

I couldn't go back to using a bus if I tried.

sturdy flicker
#

When enough, just isn't enough

#

A beautiful dance of activity

sturdy flicker
#

\o/ 82 launches to go

willow bronze
#

what you gonna do if you reach your goal

sturdy flicker
sturdy flicker
#

nnnf, thats good

willow bronze
#

I dont know what I see, so I say: congratilationo?!

#

or happy easter

sturdy flicker
#

Did some testing. a full belt of mineral is comfortably used up by 22 arc-furnaces

maiden moth
#

maybe there will be 20 furnaces with same speed overall

sturdy flicker
#

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.

maiden moth
#

1 tile gap between furnaces is not working?

sturdy flicker
# maiden moth 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.

proven fractal
#

Depends what your goals are then, density or UPS efficiency

sturdy flicker
#

Time to go hard, or go home.

#

(25 columns each block)

sturdy flicker
#

--
How is everyone's day going?

willow bronze
#

when I think, that i have to make the chrome stuff for the purple research,

#

I'm like

#

fuck this shit I'm out

gray escarp
#

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

worldly portal
#

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?

azure ferry
#

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

azure ferry
willow bronze
#

IR3 is for masochists

worldly portal
#

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

worldly portal
#

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?

proven fractal
#

(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

worldly portal
#

Ah, so that's what the changelog was referring to

#

I was really curious what that space science could be for

quasi temple
willow bronze
sturdy flicker
#

Kovarex trianglepupper

#

A little cleaner.

quasi temple
#

basically it hits peak every time i open up new smelter

willow bronze
#

do I spot discord tiles ™️

quasi temple
#

??

hexed turret
sturdy flicker
# worldly portal Bob's inserters... warehouses... nuclear bots... 🤢 And an uncrafter mod for som...

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.

worldly portal
#

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 😭😭😭

sturdy flicker
#

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

worldly portal
#

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

sturdy flicker
worldly portal
#

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

sturdy flicker
#

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.

worldly portal
#

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?

worldly portal
#

Oh wait, you can get sand and gravel from polluted water, can't you? 😳
So technically those are infinite too, even before mining probes 😭😭😭

worldly portal
#

Polluted steam fissures give you some for free

sturdy flicker
#

fuuuck, of course, and you condense it down using those condensy thingies.

Also, free sulfur as well.

hexed turret
willow bronze
#

¯_(ツ)_/¯

raw bobcat
#

lovely

sturdy flicker
#

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.

hexed turret
#

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

sturdy flicker
willow bronze
#

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

spiral creek
#

Did someone ping me

azure ferry
spiral creek
#

How far do I have to go for gold

#

I feel like I’ve traveled the whole planet

narrow cliff
willow bronze
sturdy flicker
sturdy flicker
#

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

willow bronze
#

seems like a fresh start

spiral creek
#

It’s still up ig?

willow bronze
#

7 player

#

including me,

#

what a number ^^

loud smelt
#

I'm in the game as well

willow bronze
#

we grow

spiral creek
#

At electricity yet?

#

I’m up to blue science in my playthrough so I might join if it’s not there yet

tacit glacier
#

I will continue the game tomorrow, will announce it when i host again in #looking-to-play

sturdy flicker
willow bronze
#

going big now eh

spiral creek
#

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

sturdy flicker
spiral creek
#

Like what proportions to build my factory in

#

This mod would be good for spaghetti bases

#

With all the different pipes and stuff

sturdy flicker
#

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...

willow bronze
#

**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 wood and Charcoal for the Boliers .

sturdy flicker
sturdy flicker
#

Eyy, geil wir können auch über bier reden und so 😄

willow bronze
#

leider nein, ich trinke keins

hexed turret
#

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

willow bronze
#

Combinator + Light Solution Blueprint™️

spiral creek
#

What are the big item tile things it never made sense to me

willow bronze
#

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

worldly portal
#

Or you could just burn the ethanol for power I guess but I don't actually know how that compares to charcoal

sturdy flicker
worldly portal
#

I would be surprised if they didn't

sturdy flicker
#

managed to launch a thousand

worldly portal
#

Oh wow

#

THE number

sturdy flicker
#

LETS GOOOO

sturdy flicker
#

so i..umm...may have let something run a bit too long.

#

who wants a piston?

sturdy flicker
#

THE L/N E

hexed turret
#

Gotta recycle those pistons. That's several patches worth of resources

willow bronze
willow bronze
#

I have mastered finally the Factory Planer

#

but there is one thing boskid_think

willow bronze
tacit glacier
willow bronze
#

I guess because of the rounding

tacit glacier
#

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

willow bronze
#

yo make a announcement, when you ganna play. lol timezones are real <t:1712919600:R>

tacit glacier
#

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

willow bronze
#

what dose it look like?

tacit glacier
#

bp book

willow bronze
#

yeah, no, screenshot

tacit glacier
willow bronze
#

maybe my throughput is to small, my trains are only 1-2

tacit glacier
#

Wagons are larger in IR3, you dont need trains as long for same throughput

willow bronze
#

exactly

tacit glacier
#

they dont hurt though

loud smelt
#

i find it really fun

tacit glacier
#

hosting the game now
server name: Industrial Revolution 3 silliness
password: shelf

sturdy flicker
#

s w a r m

willow bronze
#

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

sturdy flicker
#

what are all those entities?

#

mini trains?

tacit glacier
#

@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=

spiral creek
#

FBgrbUIEbnthdu35gH/bIil0Fc=mngpPpbBleAmgIl?&8

willow bronze
#

it was a factory planer string

spiral creek
#

BhJ8>vMnPL8GFf

willow bronze
sturdy flicker
# willow bronze rejuvenate

groovy playlist, interesting you have the video recorder set up to take in all played sounds, not just the ones from the game.

willow bronze
#

Shadowplay AltF10

willow bronze
#

I did not know when the reset will happen, so its not stagged

tacit glacier
#

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

raw bobcat
small crag
#

steam miner preferable to burner ones?

worldly portal
#

Yes, much easier to fuel them

tacit glacier
small crag
#

i guess it does save a lot of inserters and makes placement faster

worldly portal
#

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

small crag
#

is steam more pollution friendly ?

tacit glacier
worldly portal
#

It’s also just much more practical

small crag
#

I mean belts and pipes cost about the same

#

not sure why its more practical to bring steam rather than coal to ore

worldly portal
#

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

small crag
#

i think steam does have throughput issues, and getting it to far away places can be difficult

tacit glacier
tacit glacier
#

@willow bronze did "some" tidying up

willow bronze
#

all the effort the players did

tacit glacier
#

effort? No, they helped the base get where it is. Builds? yes

small crag
#

i got to electricity already but i def had throughput issues before

sturdy flicker
sturdy flicker
worldly portal
#

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?

small crag
#

is it visable to use forestries->wood to power by base instead of mining coal?

tacit glacier
sturdy flicker
#

hell yeah letsss gooo

#

Previous setup is functioning beautifully.

#

54k express_transport_belt
12k express_underground_belt
1.9k electricfurnace
etc...

sturdy flicker
# small crag is it visable to use forestries->wood to power by base instead of mining coal?
  • 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
worldly portal
#

Is it possible to squeeze out more power by turning the wood into ethanol instead of charcoal?

sturdy flicker
#

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.

sturdy flicker
#

oh this is fun

#

like watching a fuse

small crag
#

i cant seem to get the steam ir3 loaders to work

#

they just dont attach

sturdy flicker
#

Are you using steam pipes? and from the sides?

small crag
#

yeah

#

it just doesnt seem to cling

#

hmm the chest does let something out

#

but it doesnt let anything in

sturdy flicker
#

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?

small crag
#

yeah but how do i get the right one

#

oh, it worked now. thanks

sturdy flicker
#

rotate belt-end before placing
rotate belt-direction after placing

small crag
#

so confusing

#

k2 loaders are simpler

sturdy flicker
#

Nice. 12GW, lets gooo

willow bronze
sturdy flicker
#

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.
willow bronze
#

Only Nuclear bomb Artillery Shells
& it is a pollution maker

sturdy flicker
#

yes!

sturdy flicker
#

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 ^^

willow bronze
#

dafür ist ja ethanol da

spiral creek
#

What

sturdy flicker
#

well, no:
You gotta use natural gas or coke to make hydrogen. LIterally the only two sources.

proven fractal
#

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.

small crag
#

do you use steam tanks for anything early game? doing 100x sciecne run

willow bronze
#

the mini? 2,5k?

#

not really, but I have been used them to buffer some steam for my trains -> outpost

small crag
#

only 150spm

small crag
#

goes pretty fast actually even at 100x science so i guess that will do for now

small crag
#

my 16 item mall bus

willow bronze
#

looks good, now do the same with iron

sturdy flicker
#

In early game its steam, late game is, well, everything.

spiral creek
sturdy flicker
#

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

worldly portal
#

"throwing out"?

#

Did you enable bottomless pits?

sturdy flicker
#

yep

willow bronze
#

but ...

#

we do not waste. some poor Engi could need that

#

me for example, I need Gold

tacit glacier
spiral creek
#

Thanks for being polite

#

Christ

proven fractal
#

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.

narrow cliff
# tacit glacier Terrible advice. Making intermediates on the spot saves you 1 belt. That is it, ...

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.

sturdy flicker
# tacit glacier Terrible advice. Making intermediates on the spot saves you 1 belt. That is it, ...

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.

narrow cliff
#

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

willow bronze
sturdy flicker
# narrow cliff So like ime by the time you’re making things out of steel you hardly need any ti...

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.

proven fractal
#

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

sturdy flicker
#

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.

hexed turret
#

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.

proven fractal
#

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

willow bronze
#

it looks clean, its a lasagna

sturdy flicker
# proven fractal

"just transport in the intermediates" trianglepupper
fuck, wish I still had screenshots of my pre-bot mall. that was absolute shitshow.

This at least tries to get stuff in order.

proven fractal
#

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

tacit glacier
narrow cliff
#

Because unlike all of you all I actually like designing my own builds and ir3 was my first overhaul

tacit glacier
tacit glacier
# sturdy flicker Yea no. Like <@353712355026141206> mentions, you have intermediates and pseudome...

"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.

tacit glacier
tacit glacier
proven fractal
proven fractal
hexed turret
tacit glacier
proven fractal
#

What?

tacit glacier
# proven fractal 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.

proven fractal
#

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

tacit glacier
proven fractal
#

this one's even in the right ratio of assemblers

worldly portal
# proven fractal

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

tacit glacier
proven fractal
#

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.

worldly portal
#

Well, the only thing that's really important is that it works

proven fractal
#

Also I like the way it looks shrug

#

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

worldly portal
#

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

tacit glacier
proven fractal
#

Ugly 🤮

worldly portal
#

Well that's just subjective

tacit glacier
proven fractal
#

Clearly

#

Damn it's been so long since I did this though

#

fun just walking through and seeing it all

worldly portal
#

Actually if it was a perfect 1:1 ratio between large and small assemblers I honestly don't think I could resist it myself

proven fractal
#

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

tacit glacier
worldly portal
#

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

proven fractal
#

Yeah, I mostly ignored modules as you can see

worldly portal
#

But at least in this case the numbers are nice, +50% or +100% instead of that dreadful 40

proven fractal
#

If I went megabase I would have to do it differently, I'm not sure I'd even use small assemblers at all

worldly portal
#

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

proven fractal
#

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

worldly portal
#

The one single gas furnace in the middle of everything dead

tacit glacier
#

In ir3, the vast majority of your base is refining, which can use productivity

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and i mean UPS usage

proven fractal
#

I don't have plat ingots on the bus, just the pure mineral

tacit glacier
#

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

worldly portal
#

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?

proven fractal
#

They're cool 😎

worldly portal
#

Objectively that is true garlicdoggo

proven fractal
#

They used to accept modules actually, but that was pretty silly

gray escarp
proven fractal
#

I think they were also green, not blue

#

No, they have the same crafting speed, they just use gas instead of electricity

worldly portal
gray escarp
worldly portal
#

Which also have the same problem by the way

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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

proven fractal
#

It feels like they should either embrace productivity or remove it entirely and balance accordingly

#

It's definitely in a strange limbo state

worldly portal
#

What even accepts them? I know smelting and mining do, what else? Crushing? Washing? Oil refineries?

tacit glacier
#

All of electric refining accepts productivity

proven fractal
#

And chem plants

worldly portal
#

Really? All, chem plant recipes, or just the cracking/liquefaction ones?

tacit glacier
worldly portal
#

Oh wow, that's bonkers

tacit glacier
#

nope, not all

#

my mistake, and i dont see a pattern

proven fractal
#

Theoretically it's all of these recipes, minus the specialties like trees, charcoal and cryogenics, plus science packs, rocket and arc furnace

worldly portal
#

Cubic press doesn't accept productivity, last I checked

proven fractal
#

idk if it's changed though

tacit glacier
#

plating solutions dont accept productivity so no

proven fractal
tacit glacier
#

oh, also science packs accept productivity

#

that is an important one

worldly portal
#

Right, that was kind of in the back of my mind

proven fractal
#

yeah I mentioned them

#

science packs, rocket silo and arc furnace

worldly portal
#

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?

tacit glacier
#

labs too, not a recipe though

proven fractal
#

Not bad I suppose

#

so using ~40% less petroleum and also getting coke as a byproduct

#

But you need to add in catalysts

worldly portal
#

Coke is used for silicon, right?

tacit glacier
proven fractal
#

Kinda, it can be

tacit glacier
#

very little

proven fractal
tacit glacier
#

like a checkmark similar to steel. Have coke? = have steel/silicon

proven fractal
#

Woah! This is new

#

Would have been very convenient ChibiCry

tacit glacier
proven fractal
#

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

tacit glacier
#

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

gray escarp
#

Can we talk about how sick the graphics are, too ? IR3 is beautiful

tacit glacier
#

Looks smooth, sometimes too smooth

#

Like things that shouldnt be smooth are smooth

gray escarp
#

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 hahayes

tacit glacier
gray escarp
#

yeah some of them being weird when we have a lot of them

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at the same place

sturdy flicker
#

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.

worldly portal
#

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"

sturdy flicker
#

@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.

tacit glacier
worldly portal
#

Right, you use them to fill the belts

sturdy flicker
#

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 iron_plate electronic_circuit iron_gear_wheel
That belting issue is simple, and wouldn't benefit from mini assemblers even if they existed.

#

Screenshots would be golden if you have some.

worldly portal
#

Mfw red circuits are made with copper, tin, gold, silicon and plastic dead

#

And all of its intermediates that combine multiple of these aren't even used anywhere else until later

tacit glacier
spiral creek
#

Anything made in a 3x3 machine goes on a belt but not usually on the bus

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Just a spaghetti belt to where it’s needed

silk pivot
#

One message removed from a suspended account.

gray escarp
willow bronze
silk pivot
#

One message removed from a suspended account.

sturdy flicker
#

Yep, incentivizes you to handcraft as little as possible, with the end goal of not at all.

bitter mortar
#

And can be picked with Alt-D

willow bronze
#

hä what?

#

absolutely not related to what I have posted

worldly portal
#

They meant that people often set the filter to deconstruction planners

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As a vanilla version of this

spiral creek
#

I often use shotgun shells cause I never craft them

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Or poison capsules

sturdy flicker
#

or pistols

sturdy flicker
#

Currently streaming IR3 if anyone's interested

Edit: Stream ended, thanks to everyone who showed up hahayes

small crag
#

any tips for marathon settings?

#

Dealing with biters that is in the early game

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I had one run more or less lost due to medium biters showing up before i had iron researched

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was a desert run so hard to control pollution

willow bronze
#

bigger starting radius

small crag
#

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

willow bronze
#

oh i forgot its ir3.. ehhh tree farms

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should be doable with tin and copper

small crag
#

i did that

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problem is, i have to also get new resource patches

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and they expand

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and i couldnt really kill biters next to new resource patches with bronze tech against medium biters

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guess i just have to plan ahead

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and secure those resource patches before 25% evolution

willow bronze
#

did you also used the PewPew bots?

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the MK2 not the shotgun ones

small crag
#

no that is iron tech

willow bronze
#

well, thats a bad situation

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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

small crag
#

yeah. guess just play better 🙂

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i did overbuild

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10x science does not require a huge spm

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like 120spm will get you to iron pretty fast

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i think i built like 400

tacit glacier
#

@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.

silk pivot
#

One message removed from a suspended account.

#

One message removed from a suspended account.

spiral creek
#

Get a slow science going and work on iron mining while it’s researching

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I’m talking 2 or 3 assemblers for science

silk pivot
#

One message removed from a suspended account.

spiral creek
#

Prep for the Iron Age takes a seriously long time

silk pivot
#

One message removed from a suspended account.

willow bronze
#

have wood, make the plant able trees. place some starter trees inside the chunk, about 10. wait. thats it

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only one building per chunk. it will gro up to 50 Trees

spiral creek
#

I don’t remember a way to plant trees

sturdy flicker
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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.

silk pivot
#

One message removed from a suspended account.

silk pivot
sturdy flicker
#

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.

sturdy flicker
willow bronze
maiden ferry
#

Whoever directed me here, thank you :o

willow bronze
#

@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.

hexed turret
#

so you definitely don't need a mod

bitter mortar
#

wow

small crag
#

Lots of work to dismantle my steam base

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but im just doing 10x with biters on ir3

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and i turned down evoluition

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so still fighting small biters

willow bronze
#

59.9 FPS unplayable 😛

small crag
#

yeah i did uninstall

tacit glacier
#

cool little thingy

hexed turret
#

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

sturdy flicker
#

I did the thing with the alternated inserters and loaders

#

works a treat

hexed turret
#

Neat!

tacit glacier
sturdy flicker
#

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.

tacit glacier
sturdy flicker
#

Hmm. Alternatively:

tacit glacier
#

actually, no, you just dont need 2 unloaders for each assembler

#

first half gets then on one side, the other on other

sturdy flicker
#

first move this up there

#

and then...

tacit glacier
#

and it is better for the belt to start on the unloader, because each unloader has its own transport lines

#

is better than this

sturdy flicker
#

here you would pick either green or red based on which side you need filled.

tacit glacier
#

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

tacit glacier
#

preety

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Do i need to put helium into 2-4 trains? No. Am i going to? Absolutely.

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it is going to take me more than 2 hours to fill a single train

spiral creek
#

Oh I’m in the ir3 chat

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I haven’t seen these machines

tacit glacier
spiral creek
#

Oh

#

You’re getting carbon out the air

sturdy flicker
#

dont you need them?

#

oxygen especially, cannot ever seem to have enough of it for rockets

tacit glacier
#

it is this thing on the left

sturdy flicker
tacit glacier
#

bottom left should be anything, not each, made a mistake

sturdy flicker
#

No i am not shitting you if thats what you're about to say xD

tacit glacier
sturdy flicker
#

including all the extra ups usage from redundant piping when gases need to be vented? trianglepupper

spiral creek
#

Probably not too bad

#

The l and n in your name show up so small

#

meddıema•

sturdy flicker
#

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.

tacit glacier
#

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

sturdy flicker
#

oh, yeah, i guess those too

#

Are you going for the mining-satellites?

tacit glacier
#

I did look at the recipes, so i kind of know what i need to do

willow bronze
#

yo

sturdy flicker
#

Any chance of ChunkyChunks or SqueakThrough2?

willow bronze
#

SqueakThrough2 is already ✅ , Combat overhaul has also some SQ property somehow

sturdy flicker
#

fuck it, I'm bored, lets give the server a whirl

#

dare ye enter my realm

hexed turret
#

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!

hexed turret
#

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:

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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

willow bronze
#

I gave up the Airships. to complicated for me

hexed turret
#

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 ... engithink

sturdy flicker
#

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

hexed turret
#

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:

  1. the stack at the final location, where the player character picks it up from (same as before)
  2. 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)
  3. 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.

merry valve
#

man playing other mods feels so weird because of the lack of small assemblers lol

sturdy flicker
#

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

sturdy flicker
#

@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

willow bronze
#

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.

willow bronze
#

🟢 go, befor server is full 😛

patent depot
#

Is there a discord for IR3?

willow bronze
#

well yes, but actually no

#

deadlock got annoyed and deletet it

spiral creek
#

Deadlock

#

Classic

patent depot
#

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

willow bronze
#

there are beacons, they are just.... expensive

patent depot
#

vanilla style? or Se style?

willow bronze
#

never played SE

patent depot
#

only one beacon allowed to affect an assembler but you can put more modules in it (8)

willow bronze
#

then its vanilla

patent depot
#

T1 beacon is same range as vanilla... but then you get wide area beacons with larger range and more slots

willow bronze
#

if its your first time, you might want to play without biters

#

or at least peaceful

worldly portal
#

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

tacit glacier
worldly portal
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I don't

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I've never played this mod garlicdoggo

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That's why I'm always lurking around in this thread and asking weird questions

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I'm trying to fill in the gaps, because my only source of information on it is youtube let's plays

tacit glacier
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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

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You can do that by just pumping water from different sources

worldly portal
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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

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Does that only happen to bad players or what

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Because 10% doesn't sound like a lot but maybe it is when you're comparing it to your entire copper production

worldly portal
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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

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Because it would really suck if I had to resort to an inferior method to keep things running

tacit glacier
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you can make a big ol buffer

worldly portal
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True, that is the universal solution to any balancing issue ever

tacit glacier
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you will eventually need it

worldly portal
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Oh, if we're talking in terms of progression, then absolutely

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I mean just look at oxygen

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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

tacit glacier
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so it is a skill issue

worldly portal
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Yeah ok I feel much more at ease now, it seems it's not as widespread a problem and can be avoided

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Because imagine having to deal with that when trying to use arc furnaces 😭😭😭

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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

tacit glacier
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it is still a little bit random so you need the buffer to be safe

narrow cliff
willow bronze
sturdy flicker
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I actually couldn't understand why it had to snake around xD

sturdy flicker
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server died

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@willow bronze

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Ah there we go

willow bronze
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ja ka

sturdy flicker
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...again

merry valve
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any general tips for oil line?
i keep getting annoyed trying to manage all the oil products

sturdy flicker
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make a huge bus of pipes and connect everything up

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then use small tanks and pumps to regulate what needs what when

willow bronze
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@sturdy flicker I stop the server and read some logs

sturdy flicker
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kk

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chorelic cars was the culprit?

willow bronze
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noe, but it spams alot in the logfiles, like aloooot

merry valve
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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

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looks like there's an instant one but i don't feel like going that far

willow bronze
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i'm running qol research on my server. you can reseachr handcrafting speed and there is tons of other like that

spiral creek
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You just gotta have those small assemblers putting stuff in chests

sturdy flicker
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A momentus occasion

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2 days, 2 hours and 21 minutes in, people

sturdy flicker
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unf

spiral creek
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In Dust real

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Red pollution

patent depot
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Anyone use IR3 + Autodrive + multiplayer? I got a crash when my son stamped down the first vehicle of the game... error referred to colour

spiral creek
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Got any other mods?

willow bronze
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no its true, It crashes. I have reportet it to the author