#Factorio
1 messages ยท Page 16 of 1
i have wrote more code for it than might be sane... and I'm refactoring some of it to deal with some of the more advanced stuff
hmhm figuring out the circuit logic for my oil cracking
thinking of using a selector combinator to select which oil is the largest amount
so if heavy oil is too big, crack it to light, and if petrol is too big, stop cracking light oil to petrol
and petrol cracking will be active while petrol is not the most
and what to do if petrol is full...
well, petrol should always be used for circuits and plastic and all that, so it shouldnt be full
light oil is used pretty often so heavy oil is likely to be in excess mostly
i think this system should work
I've usually only done a version either just being the simple: if heavy over x then crack to light, if light over x then crack to petroleum
yea i was thinking of that but im not sure how big my buffer will be
There's also the possibility to have it such that each check on value adds 1 to the value of a "checking" signal, and then "opening" the valves when a given signal strength is achieved
Make petrol into fuel blocks
that would be the least ideal way to use petrol
im going to pretend that petrol will be naturally used and won't be the bottleneck of the system
You use the amount of fluid in a specific tank, it'll be the same as the level in all the other tanks, regardless of how many there are
So you go for a percentage of filled, really
Pass it around some burner inverters...
again that would be wasting oil
id rather not
yea thats a good idea khaylain but i think ill trial using a selector
That oil you can make infinite with coal xD
id still rather use it for something useful
Isn't oil just inifinite to begin with?
You can get oil in space I think, but I forget how
Oh, it's on Vulcanus?
yea im doing a big coal liquefaction plant
Just prod it
thanks for your input duffelfish i have infact already done that
Can you barrel oil and send it to Vulcanus? XD
Prod it harder..
good idea
ill need to set up a safe word for it though
that sounds quite complicated to do with circuits
I just wonder how much oil you need that you're low on coal, on vulcanus
Sounds like you should be playing PYs
PyBlock
ive tried py actually it was pretty fun
i stopped just after getting a forestry i think
We still haven't got Seablock in 2.0 yet
Seablock in 1.1.110 will do fine [/Qui-Gon Jinn]
ehh fluids arent thaat much of an issue
like, pre 2.0
but theyre definitely much nicer now
They really are, unless you're super anal about construction order
I had three machines on one fluid producer, one machine got 90% of the product, another at 10%, and the third got nothing
And BA has a lot more fluids, and that's before you solely use washing for ores ala Seablock
surely they'd just buffer up right
Each one should get 33% of the product, but that isn't how it works in 1.0
Also, that infinite throughput with 2.0
sure, but you can fix throughput issues with pumps
and while they should get 33%, they'll buffer up and work just the same shouldnt they
didnt quite anticipate my oil build taking up so much of the space
i was planning to have something above it
but itll have to go below lol
wonder why they didnt let roboports' areas scale with quality
You just need Bob's roboports
if i werent playing vanilla that would be nice
I'm not sure which modpack has the roboports
But there is a nuclear powered robot too, that never need to recharge
essentially T5 Bob's is fusion/nuclear
there IS a standalone mod for Nuclear/Fusion bots as well
Then there is also the option with bobs to forego roboports, and instead play with extenders, recharge pads, and boxes
seems the fusion one with bobs is T4
unless there is an addon that goes above T4 for fusion
I thought it was T5, it's the same as T4, but doesn't need to recharge
Yeah, that's what i seem to remember as well
hmm, bob's has been updated to 2.0, soooo Seablock 2 soon? ๐
Soon (tm)
โข
BA has been 2.0 for a month or so
hope the seablock person is still seablocking
or someone else can make a fork for 2.0
Though I have a feeling we won't be seeing Bob's planets
Though tbh, you could try seablock with 2.0 BA
osha inspector has arrived o.o
Not Angels, AFAIK
Nice field, bro
Pretty sure Angels had been signed off on 2.0 too
Bit awkward to check on my phone, and the fact it's not under Kiwihawk's name
really need angels as well really
Well I thought they were done
Not according to his updates
Emphasis on the 'I thought' xD
I wouldn't have thought the artisan reskins would care what version factorio is, so long as the object, function, and class names match
so update on how the selector combinating is going
its jammed :DDDDD
this is probably because i havent set up anything to use my prodigious amounts of oil for
seem i need to up my steel prod again ๐ one day i will have enough of everything...
ugghhh whyy
im just realising how pointless this giant oil plant is
because gleba already makes free plastic which is like most of the oil demand
what am i even still doing here on vulcanus
I thought it was because you liked Vulcanus
actually it was worth it this looks so cool
whistles innocently
You have a big train gridlock up north.... Unless that's a queue system?
i did find that lol
just missed a signal
the whole rail network is still in progress as is evident
ive seen people make these swirlies for storing gigantic trains but i cant figure it out
i wanna use it for buffers for my giant coal trains
I have just had a sudden urge to play Seablock again, but on 1.1
do it
Do it
But forza horizon 3
But SeaBlock!
But seablock 2.0
Though does a 1.1 separate install still take from the same mod folder?
But then Bob's got updated
oh you know what else is good regarding Bobs and 2.0
you can request specific bots to specific roboports, so you can take them out and upgrade them
If you use a separate install like the zip files from factorio.com it'll be a totally independent mod folder
hmm, installing mods sounds complicated
It's only complicated if you want to use the same factorio.exe to start all the differently modded saves, IMO
I'm just used to the ingame menu doing it all for me
It'll work fine that way on an independent install too
You'll have to log in with the account you have at factorio.com /mods.factorio.com to get them directly through the ingame menu
I do need to get my head around having a 'mod' folder instead of merging the files manually
I don't understand what you mean. What have you been doing manually?
the oldschool method of modding is replacing and merging files
rather than a folder that over-rides the original files with the new modded files
but doesn't actually change the original file
Well, Factorio always did the override, and I reckon it's the superior way to do it
even before the ingame mod manager thingy?
I think so, but I can't really remember a time when it didn't have the in-game mod manager
something something 0.16 bobs mods
It's really only when a game hasn't made efforts to be moddable that one has to replace/edit files, IMO
you can always write a tool to do it, like with the STALKER games
But it's still replacing/editing the files, yes?
the JSGME tool does it how factorio does, you tell it which mods in the mods folder to activate
for stalker you only have to merge and edit files if you want to use more than one mod at the same time (if they both edit the same file like)
but its a still a bit of a murky concept to me
I didn't think factorio had a steam beta for that, like Rimworld has/had
Though it would be better to have a separate version not tied to steam
would i be able to do that if i only have factorio from steam and not from factorio's website
ah nevermind they already covered that in the faq
i'm certain i've mentioned doing this multiple times xD
why my hours on steam has not increased beyond ~2600h,
even though i'm at this point is somewhere between 4000h and 5000h
๐
are those separate installs for all of those???
yup
wowie
i approve of your organization
its nice that factorio is a small enough game where doing that isnt the death of your drive's space
i think each install of base factorio is only about 2gb
hm maybe closer to 5
still takes forever to copy though, SO MANY SMALL FILES
heh yeah id imagine
i definitely wish it was easier to organize saves in factorio normally
i know you can make folders and stuff but steam's cloud saving stuff is kinda messy and when i move stuff into a folder, i think steam backs up the saves i intentionally deleted so i have copies of them everywhere
anything that wasnt already in a folder just lives wherever it was
Yeah, to actually delete saves you have to do it inside the game,
that way it will sync with steam cloud
Or, the other way is to organize and delete saves while the game is running through steam
as the sync happens after you then close the game
do note, standalone instances is not affected by steam cloud, as they store mods and saves in their local folder.
do standalones still auto update and everything?
yes and no.
you can turn the update off in game, but normally they will ask you if you want to update when you lanuch the game
and you can still click a "not now" button
mod uptades are in game anyways, so they work the same
thats perfect
there is a caveat though, to update/install mods, you need a user account on factorio.com
but as discussed in here earlier making one is free, and then you link it to steam to verify ownership of game/dlc.
ah you can login into factorio.com with steam
but I still need an account to login to get mods
only if you don't wanna download/update them all manually, i believe ๐
and who would want to do that
... I do sometimes ๐
you actually need a valid account to log into the mod portal as well,
BUT you do not need a valid license to the game linked to manually download mods iirc
ingame however you do need one, same if you are going to play multiplayer, for the most part
if private server you play on does not have the "verify account" ticked, then you can play unlicensed
You do need a valid license to the game to download from the mod portal. Some mods have links to their GitHub repository, though
You do not need a valid license for Space Age to download Space Age specific mods, though. Which I find somewhat weird.
its not like you can use SA specific mods on the original version anyway
kinda why I think SE and Pys and Seablock will stay on 2.0, and not get an SA version
No, but if someone got SA through extracurricular activities then they could download and use those mods if they only had the base
we're talking Wube here, not any of the AAA studios xD
Earendel (developer of SE) has explicitly stated they won't be compatible with nor require SA, AFAIK
more people can use a 2.0 mod than a SA mod
KiwiHawk has also explicitly stated Seablock won't require SA or any of the official mods, although it will probably get compatibility with quality and elevated rails (without any balancing for those)
AFAIK Py developers have stated they want to make an SA version, but always keep a version that doesn't require it
I think Bob's or Angels quality would be a mod in of itself
Pys is getting Stellar Expedition iirc
unknown if it'll use the SA gubbins
(though you need to own SA if you want elevated rails or quality)
wouldnt quality just replace the existing system where they just have a bunch of upgrade tiers of buildings, so instead of all that you just have quality be your upgrades
You don't want a rare T1 ore sorting machine?
the different tiers really just let you do more complex things
like a T1 ore sorter only lets you do the basic sorting for copper and iron, you need a T4 if you want to be able to sort platinum
its more than just does thing faster
(and they need more advanced materials)
so its not the same sideways progression, I'd say it was more vertical(?)
hm yeah maybe i missed a bit
i was thinking of how theres just direct upgrades of stuff like steam boilers, which could be replaced with quality
Nope, AFAIK Bobs and Angels is going to keep their Tiering and not care about quality (beyond making it compatible)
yeah that makes sense i was just imagining that they could, theoretically if they wanted, use quality for that instead
But yeah, the different actual things they can do also is a thing
the upper tiers are full upgrades, as I say upwards progression rather than sideways
They possibly could have used quality for that too, come to think of it. Depends on how the quality mechanic actually is set up, but I've seen that the grabby arms for space get more arms with higher quality
thats like an odd case, but the number of arms is a stat
ultimately an epic quality and a common quality use the same materials
just fluids 1.1 things
Doind a Factorio 2.0 Bob's Mods run duff?
Seablock 1.1
pretty sure they crystalliser is an Angels building
not 2.0, hence the comment about 1.1 fluids xD
0.1 of a fluid has absconded
12hrs in and I've almost got proper iron smelting
awesome
ohhh I got second science automated before 18hrs
paging tin
all this just to make my undergrounds a useful length
I'm kinda amazed I fit it all in that gap perfectly
also my word, filter inserters from the start with 2.0, no need to set up advanced circuits with solder and stuff
hmmm, Bob's mods is not only compatible with 2.0, but also with SA.
wonder what they will do with the other planets
and ofc, i can't do a Bob's mods (or Bob's angels for that matter) run without Factorissimo and Warehousing xD
Probably no interaction with the other planets
Though you know angels has the new ore types
But then you do need tin AND lead to make bobs t2 circuits
bob's has new ore types
Tin, Lead and all those are ores from bob's
However, when you combine with Angels you get "Bobmonium" and so on
downside with just bobs, you get LOADS of different ore patches
I mean VBZ has new smeltable ores too
Might be why angels stuck to sorting just the 6 ores
that is, IF you include the "Bob's Ores" part of the mods
I think they are typically designed to be used together
While VBZ is iirc a complete pack
Bob's are designed to be used together, but some of them are optional,
so you can have the full Bob's mods experience but with just Vanilla ores
if you REALLY want to cheese it, you can skip Bob's Enemies, but have Bob's Equipment/Vehicle Equipment xD
halp
how does one import a blueprint string?
Should be a button for it next to the toolbar.
Seems like that button is disabled because you've not researched robots yet.
If you want to "bypass" the research requirement, create a [whatever Factorio's term for creative mode] save, import it there to your library, not the game's library... And you should be able to fetch it in your actual save.
yeah I don't remember the construction robots being a hard condition
The game tells you otherwise. ๐
or maybe they fixed that in 2.0
Probably.
hmmmmm
huh never had that
is it just, you need to unlock robots once in any save and then you can use it forever?
someone said that in another discord, which makes sense for my virgin 1.1.1.1.0 install
as for the error I guess exporting them without the mods active is going to mess them up
maybe just make a vanilla save in that install and get bots
or even a sandbox save
that might be the fastest way
just create a new factory, that isn't seablock wooo
or just copy the file with the blueprints in across
well if you do sandbox and research everything that should do the trigger
and then you can just go back and have blueprints in your normal save
you can alt + B just fine, make blueprints, make blueprint books, place blueprints, edit blueprints
just not import string
well, try doing the sandbox thing and maybe you'll be able to import
Or do this
did it work?
well its just overwriting a file
it was mostly just to see how I had done concrete and what techs i need to unlock
did it work?
yes, there is no reason why it shouldn't xD
the problem is now I'm going to use them, I just wanted to look at one
ok well let me know when you try it
but that is probably why the restriction, they want you to try things out first
๐
yes, blueprints mase with mods, mainly that includes modded parts, even if only icons,
will fail to import into a game without said mods installed.
but what if you export them without the mods active..
doesn't matter if they were created using modded items
I'd have thought it would import fine, just wouldn't show the modded items?
like I say, copying the entire blueprint file worked
yes, copying thr actual file includes the data from the mods, even if they are not active,
export/import using string is different
This is video is a tour of my factorio space age quality science megabase, producing 60k spm (1.3m espm) with mostly quality science.
Save link (mods are all optional) https://drive.google.com/file/d/1P4T1fjt2vWsg5Zak049c_ELKlF-GHIdf/view?usp=sharing
Timestamps
0:00 Intro
7:58 Space Casino
22:43 Vulcanus
47:12 Gleba
58:56 Fulgora
1:15:26 Hauler...
well then....
I suppose you can't actually do quality promethium science
also, still haven't got that steel setup in seablock
emagerd finally
it's a steal!
only takes 55hrs!
But why is the copper gone
well, bob's done, angels next, Seablock for 2.0 in 6 months then? xD
I've heard that kiwihawk is making Angels work with SA
Bobs is only 2.0 though?
it doesn't need SA
though neither does Angels, but I think the latter has more precedent to be split in 4
it doesn't need SA, but at the same time it works with SA
ooo bob's inserter configuration might end up with some neat builds with space age stuff
what I mean with Angels in SA, is actually making use of SA, not just spawning it all on Nauvis
though on bob's ores there is this
I mean you can run bobs with SA, but I wouldn't advise it
though stuff like bobs inserters is fine
also this exists, if you can make any sense of it
https://github.com/Arch666Angel/mods/commits/dev2.0/
riddle me this, I make 300 hydrogen in 2s, but I need 350 hydrogen in 3s
you would think I have a surplus of 100, yet I do not have enough
because you make 400 in 4 seconds, not 3 xD
unless you build up a buffer first
also, 1.1 pipe mechanics...
Given the numbers duff wrote wouldn't it be making 600 hydrogen in 4 seconds?
300 / 2 = 150, 150 * 3 = 450, 450 > 350
But if it's the first startup then if only one cycle of making hydrogen happens then it would get starved, yes. Usually that's not the big problem, IIRC.
just gotta buffer it out
hopefully when seablock 2.0 is out that wont be a problem
i wonder if theres a mod to change the fluid system for older versions
yes, but 9am no sleep +adhd brain xD
Fair enough XD
you're doing great zang
yes 1.1 fluid mechanics are rubbish xD
and I had been running many cycles before i gave up, tore it down and went back to drip feeding charcoal pellets
I might just have to reduce the amount of boilers being fed so that they always run, and make another charcoal pellet production
I think honestly I tripped up on the better boilers, again
the beans are calling...
but I can't do beans cus I need the friggin plant DNA stuff to unlock the ability to grow them
I really hate the angels tech tree for this kinda stuff - you unlock the end product before the intermediary products
and I can't do oil cus you need sulphuric waste water, and that is again a later tech
More liquorice sticks it is then
ok i thought i was starting to understand train interrupts but I've got a train sitting in station with the full cargo wait condition that is flickering green rapidly.
any ideas?
Ah..... well.... I did say I was starting to understand... hey any other new players helpful tip when you are using circuit conditions for interrupts. Make sure that a station reading cargo isn't the same circuit info as your interrupt without first deselecting send to train.... loading two types of cargo that are both circuit conditions causes the above video issue lol
You could try latching the signal for more than one tick using an LR latch ๐
why is the iron plates alwes gone!
For science purposes.... how many levels of bot speed would you need to research to not see them move at 60fps? Idk why my brain is the way that it is but I need to know
i don't know the actual threshold, i used mods in a test game to juust massively boost the tech level xD
so i had speed at 1400+ when i stopped
and yeah, instant teleport, you only see them when they stop at a chest/building/charge/charge queue
Well I was just sitting here with higher quality legs and normal bots that couldn't keep up and I went I need to research bot speed... I wonder lol
Instant Research + Auto Research = Tech Levels go BRRRRRR!
"Spaced out" is also what I call my upload schedule... haHA
Join my Discord! - (https://discord.gg/rJZkF8s3eY)
Check out Krastorio 2 Spaced Out - (https://mods.factorio.com/mod/Krastorio2-spaced-out)
And the OG Krastorio 2 - (https://mods.factorio.com/mod/Krastorio2)
0:00 Start
6:07 Why not have a second Starterbaseโข
18:02 OBJECTIVELY BALAN...
In this video, I warp, I drive, and I machine.
Consider supporting what I do: www.patreon.com/Zyllius
Music used:
Factorio OST
Alexander Brandon - Crypt
Sandman - Nightvision
D-Beat - Acrid Reality
Necros / LD, FM - Gateway
ASGORE - Undertale
Descent II - Cold Reality
Descent II - Are you Descent?
Crusader: No Regret - Main Theme
Nighthawk - A...
ohh yess my favourite time of the month, dosh time
I see a distinct lack of factory growth, seem i have been failing to grow ๐
thats alright happens to the best of us
my factory must be rusted by now ive been away so long
Prepping for aquilo not sure what to bring so building a ship to bring it all and then supply carbon from orbit to keep the furnaces running
Only for a little while, check out the Solid Fuel from the "water" on Aquilo,
which you can easily then turn to rocket fuel, UNLIMITED POWER!
example
This creates it's own power+, and solid fuel for heating.
One day Aavak will get there
ofc, this is from my end game base, so almost everything is Legendaey xD
The way you have the heat pipes makes me curious to get to aquilo and test it out myself
ALL machines and most items will freeze unless they have a heat pipe next to them,
Read that in the tips tab when researched. Just curious about distances and how many points of contact
So belts, inserters will stop working and such, but it depends, some only need to be touched by one, others may needs multiple.
also the Burners themselves gives a larger radius of two tiles, while heat pipes gives one.
The phrasing here makes me want to ship bio science here to stockpile in cold storage lol
and even pipes containing 1000 C steam will freeze unless next to a heat pipe, which is kinda dumb, but i assuem they just generalized
Yes my super hot got cold and can no longer flow but is still super hot
yup xD
Feel like they may change that in a future patch someday. Or the moding community will have already done it lol
but setting all pipes to freeze regardless, made for them to skip having to monitor what were in the pipes,
which i assume would cost more UPS and could cause lag
Oh most definitely and stops the logical steam cooled down and thus should be water again
I don't think items or boxes freeze, but naturally the inserters and belts will
Yeah, all movable "parts" freeze, solar panels won't
that 10% efficiency though

Well if my kids let me tend to the factory I should hopefully find out by Christmas lol
Aavak can play any time he wants, he told us so xD
I just need him to keep posting the vods so I can watch them on my lunch breaks lol
He finally made it to fulgora and it's great
I think Roadtrain was saying they're catching up
Yeah I haven't seen him stream anything new in a while so there is like 5 or less streams left to post
I think Fulgora was 3 streams, then about another 3 on nauvis, and last one ended on Vulcanus
last 3-4 would only be 6hr post-op streams
Yeah chat did him dirty going to gleba first lol the rest of the planets are going to feel supper quick
idk, I'll bet he only spends all of one stream on Vulcanus
I daresay besides the worms, Vulcanus is boringly easy
mind you I did it without purple or yellow science
you go in with Uranium rounds and its no challenge
Yeah just come in with the glowing power of the sun and the worms disappear lol
to think you can charge up a nuclear reactor with a heating tower
why do i feel like my 600 hour base comes under this banner too ๐
I asked my discord to design the best Nauvis sciences and this is what happened...
This week we start with Automation Science
Links
Blueprints - https://github.com/abucnasty/factorio-benchmarks/blob/master/docs/blueprints/README.md
Discord - https://discord.gg/cffHFas55p
Results - https://github.com/abucnasty/factorio-benchmarks/tree/master/co...
very very interesting little design "competition" here for the most ups efficient red science build
i like how it's structured to give you time to consider yourself why something might be better
though personally im pretty clueless this is much more advanced than ive ever thought
What are we doing now
stuff?
And things
just making an OP Armor using the MK3+ Armor mod, it's MK4 has a bigger grid than Bob's MK6
also it includes a crazy expensive (and OP) power gen called "Shielded Singularity Generator" xD
No, that's because of the Utility belts xD
bunch of Legendary ones
this is on SA
Armor + the SA equipment = +200 inventory slots
I still don't see the point of the utility belt item xD
It doesn't shoot, doesn't make me run faster, doesn't generate power...
but fills the bottom when grid is 25x25 ๐
oh, and there is only 4 sets of legs installed, for a total of +900% movement speed xD
No bobs legs in vehicles though, they have their own equipment
ahhh good time that is ๐ then you just need some bots and you can have a war train protection facility on a death world ๐
@rigid brambleeach utility belt gives +25 inventory
also, each generator gives 25 MW xD
But why though
perfect room at the bottom, as nothing else fits except the "belt immunity" which takes 1x1, but that's already in there
also, Bob's mods, you NEED all the inventory slots you can get xD
at least i do
That's what logistics robots are for
also, i have 5 shield modules which in total gives me 15k shield
๐
some roboports and batteries, everything else is MK6 lasers
My goal with this run was to get some of the achievements I missed my first time through. Pretty happy with it. Working within tight space constraints on Nauvis without killing any biter nests was interesting.
oooh this is inspiring
maybe ill finally tackle the monster that is my base
so scary...
tell me about it... its rought looking at a pile of blocks and not knowing what to do with them all ๐
Is there a way to check event logs? I've been running my game over night to let science run and this is the second time my gleba platform has been gone in the morning and only my gleba one. The other planets are fine. They are all copies of each other too
huhh
Yeah weird. Save 10h ago platform running fine. Auto save 2h ago gone
Running uranium amo plus a return to navis under amo count
yeah that seems like it should run perfectly fine
maybe theres a ghost in the machine...
turning all your turrets off mysteriously
That's why I'm curious if there is an events log I can check to see what happened
add a cond to tell it to move when the ship has zero ammo that way it will trigger the interrupt properly
may I ask why uranium ammo? sees like it would take a lot of rockets dedicated to uranium ammo to keep multiple ships flying between planets, not to mention the load on uranium processing and availability
Yeah yellow ammo is plenty for space rocks, imo
red gives some additional security, but using uranium ammo anywhere except nauvis seems too much of a hassle
if one uranium made more than one green ammo magazine, I'd say there's an argument to be made, but it would have to be at least 10 per uranium
then you could ship up uranium instead, and have a healthy buffer
One case I've found for exporting ammo is uranium tank shells for use against small and medium worms on Vulcanus, but not for the platforms themselves.
coughRailguncough xD
in late game sure, but you need to kill at least a few worms to get there.
Wall of turrets for your first few to get titanium
Combat scaling is rather awkward imo
Since everything is effective on biters
Only rockets and tank shells really work on pentapods
And demos it's only DU shells and railgun
Non-explosive for the latter two also
Oh but nukes work on everything, even your own stuff
yeah, resources on vucanus are so abundant, I only had to really deal with 3 or 4 small demos to get to end-game
New to the game so put resources high and enemy expansion low. Hence why I can run over night. Working on making my 2.0 platforms to be self sustained
Hardly XD
Well, at least one to get access to a tungsten deposit. Mass Turrets do work, but Uranium Tank Shells are a viable alternative if you have them available, and one of the few cases where I'd consider shipping ammo.
It's just a bit silly though as Aavak found out
Speaking of... when are you going to explore Vulcanus some more Aavak? xD
why not use uranium on ships ๐ theres enough for all of the space rocks
i did make a glorious cruiser powered by 2 reactors, it works very well
im not sure how much real power you can get out of them before ice from asteroids isnt enough, but it worked well for under 20mw
just because my ship never used that much
i have been redoing my ships for 20+ hours i just keep doing other stuff instead ๐
its time to untangle the spaghetti
๐คค
i have been waiting on foundation before i get to sorting out the other planets ๐
i just gotta get it up and running at all, last i was on i built too big too fast and got overwhelmed before setting any of the important exports up
something tells me i might have and obsession with rail blocks...
it brings a tear to my eye
its a bearly running base ๐
but one day it will be thriving and rife with delicious train traffic
it been in that state longer than Aavaks gleb visit...
that said it need to take over my iron production soon or I'm goosed
closer to unspaghettified every day
If it works, it works
Aavak only spent that long on Gleba cus he wanted it to be self sufficient for all the parts
looking good ๐
wew
thats alot ๐ฎ
my base is overrun
bots for years
big old block of stuff finished
produces buckets of circuits and rocket parts
now for the tungsten stuff
terrifying thought that i need more power
ohno
Rip
the all mighy blackout has struck once more
Doing Roboport sized blocks myself. Found the tight clusters of machines in my upcycling builds to be a bit difficult to read so I put each set on it's own raised concrete platform.
ooo that looks nice
also that fluid bus looks super cool with the visualization
im not really doing blocks im just slapping stuff together
i aspire to be like dosh where he can just fit things in spaces rather than have big samey blocks
not saying there isnt art to it though i do love how they look
big fan of your concrete levels
yeah, I've done both ways.
also wow that is a huuuge coal patch
did you travel super far out before making your base
This is my starting zone on Vulcanus. I started with Railworld default settings, then bumped up the size and made them even further apart, but turned enemy expansion back on.
oh wow so that sjust how big it is with vulcanus' already massive coal patches
thats so cool
It was 10Mish to start with and I've already eaten through ~20% of it. Gonna have to go wurm hunting eventually.
You can add a 3rd layer with stone bricks, too. I ought to play with this a bit more, but I really like the natural terrain too.
it definitely adds a lot more life to your factory than just a flat concrete layer over everything
also super nice how you got your reactor to fit so well into your block
oo speaking of reactors since 2.0 you can make them so so fuel efficient reading temperature and how much fuel they have in them and stuff
big fan of that
I used to manage fuel with a big steam buffer, glad I don't have to do that anymore. Unfortunately the last row of turbines stick past the top of the block if I build to ratio. I could just lose them, but my efficiency!
As to fitting things in wherever you can, that's what space platforms excel at.
Nav lights!
I was a sailor at one point after all.
Naval and aviation lights vary though. For one, you should have a blinky red one centrally. ๐
Bonus points if it only blinks when the engines are (about to) run(ning).
I assume a Star Trek style Starfleet, with Naval ranks and customs.
that is a good ship!
Fair enough.
if you seen my ships they would make your cry, they are all bad real bad
i think i might need a reactor upgrade ๐
oh i love putting little nav lights on my ships too
aaaahhh
more powahh
recipe view
i think all this makes about 5 of each rocket part a second
as well as plenty of circuits
this base is churning out a tier 3 speed module every second!
now for the tungsten industry i was putting off
im using 2MW of power for lamps lmao
even though those valleys mean catastrophic failure, i think they look cool
i wonder why it still uses up the chests at the sides first even with that giant balancer slapped onto it
guess ill get a bigger balancer
nice
trains need snacks to!
It took awhile to set up and work out all the logic, but I think it might be time to turn on Gleba.... (flag signal by my hub will turn on the ag towers, and heart activates my artillery.
why did i try to do dynamic train limits ๐ฅฒ i feel as if i might have jumped in the deep end again
@reef trench https://mods.factorio.com/user/pyanodon all the mods here
There's even https://mods.factorio.com/mod/PyBlock
Oh my fucking God
That's quite the response
reasonable
i wonder if anyone has even completed pyblock, theres few enough who have beat any variation of py
ive had a couple stabs at full py but maybe i should just do smaller amounts of py to have a more realistic chance of doing it
at least it's updated to 2.0 with all inserters having filters
though i think py might have done that itself as well
Filtering out your ash? Nahh
Factorio is a game with limitless potential... or is it? Will it be possible to ride in a train around the entire world?
Join me on this crazy ride where I push the limits of Factorio, my coding skills, and my poor computer!
Saves:
Default (2,000,000 x 2,000,000): https://www.dropbox.com/scl/fi/fsny7odrey0zv5nx21v3b/Around-The-World-Default.zi...
xD
Gleba tech unlocks upgrades to my ship design, allowing Aquilo travel with improved speed and cargo capacity. Can run at up to 400 km/s, though I limit to 300 outside the inner planets for safety.
OH NO, SE just got it 0.7 update (2.0 compatibility) it seem i should say good bye to even more sleep
wow
oh. dear. god.
Wanna join a MP server? You too can loss all of your sleep! ๐
Thanks, but I'll pass
Probably better for you sanity...
I'd be interested in playing on a server but I'm doing good just trying to understand space age and barley have time to play so have to spend a lot of the time I do get remembering what I'm doing and how I managed to make it work in the first place lol
Yeah, Space Age is Space Exploration Lite xD
For stuff like that I would recommend A mod called todo List I find it handy when in away form bases for ages ๐
to be honest i probably would only be a weekend server i might wait for 0,8 as its due to change quite abit
I just had to add the appropriate decorative element to my biter egg upcycling farm:
Nice
I don't think the kids yearned for the farms this much... ๐
Churns through 2400 normal quality eggs per minute to produce 2 legendary. Hardly efficient, but cheap, and I can always scale it up if needed.
still a good block
next thing I'm gonna do when i play next will be to redo my recycling blocks wanna get a good flow of iron,copper and steel coming from vulcanus, it will be a pure monster once its done ๐
And there's the inevitable hiccup in Bioflux delivery... At least my contingency plans were sufficient to handle the incident until I fixed the issue.
good times
that flow chart makes it look easy
it really does
Just the 100hrs until you get splitters xD
actually with short py theres no changes to circuits so you can get miners and logistics and those nice things quickly
Isn't 100hrs in Py proper quick?
Oh shit you can apparently hook splitters up to circuits now?
i have need this for so long ๐ฎ
no i mean i just played a little bit of it and they are unchanged from vanilla. i played for maybe 2 hours and had the ability to automate the first science
it does feel kinda weird though, i have more stuff than i expect to have
Is that in short py or long py?
short py
i feel like circuits could be done in a somewhat decent amount of time in long py now i've played it a few times
100hrs in long py is short xD
Of your 1000 total hours
Is someone down to multiplayer of Pyanodons Industry?
I'd be game for a bit of it ๐ what could go wrong ๐
Think, if we get enough people, we might get somewhere
Last time I played, I stopped after getting circuite automated
If it's 1000 hrs for one person, then ten people should only take 100hrs xD
Though I think the slowdown would be the fact you can only research one thing at a time
My slowdown is production and not research
I wonder if there is a mod to assign research per lab
https://mods.factorio.com/mod/simultaneous-research
Not exaclly what you want
Research ALL the tech all at once!
Auto Research fixes that
Robot follower count 100, let's go
What I'm doing now is rushing electronics stage 1
to unlock the machines to make basic automation
Mmm, the quest for splitters
not even for that
just to have access to use all the liquids
or most of them
For steel production
I need to use the tar and coal gas
coal gas can be used to mine
Tar for electronics
for the circuit board
the tar is kind of a must
Because all the complexity
though getting more people on it
may make it simpler
you can destroy all biters with pickaxe, as long as you have 500 people xD
wave after wave after wave of people....
Red army style
sure let me know when its happening and ill get on when i get the chance
Depends on who wants
I don't have anything plan in stone yet
im fairly limited weekdays, like 9pm gmt is when i get back from work so some time after that is when im available
weekends are pretty fine though subject to irl plans
๐
Weekends for you are
Saturdays and Sundays?
ye
๐
well as chronic over scaler, I will make far to much of everything, you have been warned
weekends are best for me too and I'm on utc+1 for now.
my timezone is utc+2
I'm from middle east, then my ping to Europe is about 70 (Germany specifically)
who will host?
Also
Fresh start
or want to continue my current run (7 hours in, got minimum steel, aluminium and tin)?
https://cdn.discordapp.com/attachments/1215073493142474833/1423802757374021653/1759531352.png?ex=68e1a326&is=68e051a6&hm=33d120846bdfbd0ad1b196dc8b4a796b45eedded26292b2f3c0fc1a87c03d226& Last achivement of this save, and I did it properly only ones left are keeping your hands clean and the speedrunning ones.
i think id like to start fresh
Over do it?
i saw how little they produced and thought "fah, what am i a waiter?? a waiting person who waits all the time??" i should have been
are those numbers per minute
thats not bad
I added another step, to create the CO2
it cost 3.4 wood
then in the end you get
16.6 wood a second
you do need to use the by products
yea i found that difficult to wrap my head around
like i wanted to figure out the actual return on wood per thing but i had no clue how to figure that out
Coal gas (yellow) I use for mining aluminuim
Tar (green) as liquid fuel
is that helmod you're using? it looks very nice
better ui than factory planner was i thikn
very nice
ooo and on the left you can put your different recipe chains?
oh matrix solvers are good for things that use output for input right
ohh right the bits at the top are the factories
thats nice you can change that
i feel like py might be a good one to view using items per minute since things are so much more complicated and scarce
Like this PCB part?
gah
I'm working now on the mushrooms for the CH4
The problem is you need a lot of reseach before doing anything
yeah and getting to even be able to automate the first research requires a lot of research
you better hope you spawned near a lot of trees
I made some basic assemblers to do part of the carting and throw to a lab
semi auto
better then pocket craft
yea
it is funny seeing how much stuff pops up when you craft a science pack though
are you using all the py mods or just a few?
oh ya if you just use alternative energy that sets all the others as requirements
ez then
@winter yacht @topaz tide do any of you two want to host the server?
Does the host need to open ports ?
I have two gateways
I don't mind, if you start without me and I will join later
let look that up as i have only done dedacated server before, but i dont think my lil 8700k will manage a py run ๐
seem if you hosting it via the normal client no ports need opened,
also what are the mods we want for the run
also since i run Linux i can use the non blocking save feature which is nice to have.
Non blocking ?
means when the game saves we don't need to stop playing ๐ so we can have more regular saves
i have the pymod pack, add all the py stuff
i was gonna add:
elevated rails
helmod
tasklist
Oh ya I got elev rails and helmod
I will add tasklist
task list is handy to keep track of what we are doing week to week.
i have not preference of world settings.
I'm going to walk the dog, let me know the server info and if it's up ill hope on once i get back.
@dapper monolith @topaz tide I'm home
can start the server and see
I too have returned home ๐
mod list:
all py mods
Helmod
quality
elevated rails
Task list
litraly just walked in and finished feeding the dog ๐
mods look fine ๐ i am ready for losing my mind to some 3.14s
up
no password ๐ฑ
also seems i can not join "Could not establish network communication with server"
name: DapperPy
pass: DapperPy
now try
I did on pause
then may not allow because of that
pause should not matter ๐ seems there's still an issue reaching the "server"
Probably A port forwarding thing, be I'm ok to try joining via steam.
Ya, may be
Make sure you configure your router's port forwarding correctly for port 34197.
do you know how to do that, if not ill host.
As of version 0.13, players no longer necessarily have to port-forward to play with others. Players may join each other through Steam, or by just the port-forwarded host.
as I said I'm ok with joining via steam ๐
I can't port forward sadly, problem with logging in to one of my gateways
ok give me a bit ill go do the networking bits to run a game ๐
๐
Seems to be up on the server browser
Tiny'sDapperPy
14573xi13
lets see if it works
forgot i still had water fill on ops ๐ฅฒ just A mod for doing land fill i can remove it is you want and pymodpack it just a easy way to get all the py mods
Py has landfill
ill restart and remove ๐
๐
removed water fill and restarted
keeping pymodpack to keep it simple to get all the mods ๐
uhhh why you do this game
did the game text show of allow match connection?
i know my port fowerding is live ๐ , it said it cant confirm my IP but when i look on other tools it knows my IP ๐
wait a sec the 3ed part tool says the port has changed maybe the wiki is out of date
3ed party tool says port 28743 ๐
yep ๐
might have messed up the nat hmmm
setting this up impromptu was not the right choice ๐
ya
Can try mine again?
I openned the ports
the only other thing we can try, if it doesn't work
is via steam
Sure ji got a ping this time ๐
ill need to close them ports ๐
so was i my hops pc said the port where open my router said they where open but factorio said nope ๐
ยฏ_(ใ)_/ยฏ
right im in ๐
One of my gateways is asus gaming router thingy
It got a port forwarding NAT feature for game servers
fancy
I'm looking for my chat keybind
asus gaming router that hurts ๐ its shift+`
I didn't choose the name
I moved from tp link to it
After tp link cyber attack problem in US
the Asus routers have a lot of there own issues sadly
I plan to get pfsense firewall in the future
pfsense is a steep learing curve ๐
I'm on linux also
and finding it easier then windows
there is also open wrt
planning to get prebuild firewall
thats the way to do it ๐
it working?
ya
oki ill join
thanke
all good?
syncing the mods it takes awhile :p
๐
๐
any will do for me, ill work around the constants ๐
I request like to the ore eraser mod so we don't have to worry about building over ore piles.
small list of mine
text plates
early bots mod (nanobots/blueprint shotgun/anything else)
squeak through
calculator ui
helmod has a calculator, then why the calculator UI?
its a lotta clicks to get to
๐
oh tiny says theres a shortcut nevermind lol
They should do like Satisfactory and let you do maths in search bars
i think there is give me a sec ๐
he also objects to early bots mods so im fine not having that
And ah, you got turds already xD
we made good time today
i seem to have been wrong about the calculator short cut
we need to plan about the new iron deposit
Satisfactory let's you do maths in any input box
we're gonna need some loooong coal belts
Though imo, you may wanna stick the server chat in a thread or something
another option is to make a wood farm next to it and use extra coke as fuel
we have a better mine desen that deals with offloading ash now, so its just a matter of running the belts ๐
if we make a wood farm next to it the ash can go in there
let deal with that next time we play, ๐ when you next up for hosting the server, ill work on getting a dedicated one up as well make to make it less dependent on us being in game.
๐
thanks mai ๐
The factory, it whispers in my ear, saying: Grow, I must grow.
You know you dun goffed, when you misspell your own user name... ๐
ya
I'm ok, if Raven and you continue even when I'm not around
I was just being a bit snarky along side my crippling factorio addiction, please don't take that comment seriously ๐ i instaed went and wasted 3 hours refactoring me SE rail system for about 1/3 of a planet done...
Oh ya something I forgot to add to our list
make more turbines, they are shitty, but still worth it for free energy
ehh we're not exactly rich lol
Ya
it also require fish
For us later
we need it for circuits
That's a chain to get done should be fun. ๐ I need/want to scale ash management A bit more and move it but I'd like to have spliters first
i dont think we should need much more ash sorters because we can route some ash to the forestries to boost them
I just want the capacity for a max of 4 belts so any excess can go there as a low priority, mostly to clear the back log.
I see we're a helmod enjoyer xD
helmod best mod ๐
I have a feeling @dapper monolith won't be joining ECO anytime soon๐
I much prefer Factory Planner
I have been busy IRL, I got to bed at 5AM this morning and still had to get up at 8AM, I also suffer from a crippling cracktorio addiction and doing it in MP has been new.
good luck ๐ซก
I don't want luck i want sleep at this time ๐
getting knocked out is not sleep ๐
looks the same to me
it not getting knocked out come with many down sides.
If someone else want to join us, I'm ok with it
possible
it will get us 50% more wood
@dapper monolith If you have time
We can retry to open ports on your side,
if you want to
I don't mind been the host
I did some math
we can do that the wood thingy almost generates all the power it needs by it's own
missing 100kW
and do need to insert 1.3 ash per second
this still generate possitive networth of wood and 1 iron per 10 seconds
I'll keep working at it after work been setting up a dedicated server for hosting anyway.
will do but i has a case of the brain pain (migraine) so I probably wont be getting far tonight ๐
Tomorrow continuing the run?
sure still not set up the server so you will be hosting again I think.
meanwhile...
They said I was mad for doing a 72 wide belted lab... I think i might have something wrong with my brain. ๐
Looks oddly like a CPU or something.. ๐ Really awesome!
i have only just fixed it, that took way longer than i will ever admit ๐ though the next upgrade might just have a chart in it to tell me the levels of each beaker ๐
servers up mostly running just need to add mods ๐
i love big commands and i can not lie
scp pyalienlifegraphics_3.0.10.zip pyalienlifegraphics2_3.0.2.zip pyalienlifegraphics3_3.0.4.zip pyalternativeenergy_3.1.35.zip pyalternativeenergygraphics_3.0.5.zip pycoalprocessing_3.0.43.zip pycoalprocessinggraphics_3.0.9.zip pyfusionenergy_3.0.16.zip pyfusionenergygraphics_3.0.4.zip pyhightech_3.0.17.zip pyhightechgraphics_3.0.2.zip pyindustry_3.0.19.zip pyindustrygraphics_3.0.2.zip pypetroleumhandling_3.0.21.zip pypetroleumhandlinggraphics_3.0.5.zip pypostprocessing_3.0.39.zip pyrawores_3.0.24.zip pyraworesgraphics_3.0.4.zip tinyadmin@ipaddr/dir/stuff
Ping me when you want me to open the server
its not ssh it was scp to transfer the mods over from my pc to the host ๐
@dapper monolith @topaz tide Playing today right?
yeah, I'll play today probably wont get the server finished it time got chores to do sadly ๐
scp uses ssh protocol but for doing the odd transfer doing i find manual way more convenient and even more so that setting up FTP ๐
part of my issues is 100% the over engineered network I have...
home lab?
rSyinc is ok for back ups but all, I wanted was send files to that dir ๐
filezila ?
lab might be an understatement ๐
filezila is ftp/sftp.
ya
scp uses sftp
scp uses the SFTP protocol over a ssh(1) connection for data transfer,
and uses the same authentication and provides the same security as a loโ
gin session
If a home lab involves a 42u rack then its probably a home lab... not quite full yet though
nice
don't say that once you look at the power bills ๐ they sting a lot if its been a high usage month.
scp is also great for moving / copying files between remote hosts.

I live in middle east,
then can use solar panels to help with the bill
I did look into starting up a server\data center
there is a need for a local one in my country
cost too much for me
They do help, but its still A lot of draw and the UK has some insane pricing for power.
I estimated starting cost of about 100k$
depends on your goals for such a thing, like a home lab can do a lot of storage for small customers.
Storage, AI computation, general computation
you can start way smaller you, don't need all the hardware in one go. but you need to know alot of stuff for A one person "data center/oversized lab"
Do you have a small home lab? as you could do what I do and rent out some of the storage as an cheep off site back up.
Not yet
student money lvl
where do you even post rending storage?
also, aren't we going off topic, as it's not factorio related
we are way way off topic, but just I talk to ppl it's the base for most stuff ๐
I don't, I have just talked to ppl, and offered them it. as there are a lot of creatives looking for other options due to the whole AI training data stuff.
oh ๐
surprised someone didn't start a company
that is the middle man between people
that does the DNS related things and connect consumer and provider
gonna walk the dog be back in a bit
dog has been walked back to fixing the network
Mip
just port fowerding to sort out and it will be golden, my poor i7 8700k cry with us playing though pys ๐
lol
It should be the easy bit! ๐
should
i know, right. unless my isp is blocking it im not sure whats going on
tell me when to test, will open factorio then
i can test, so no need to worry about it ๐
๐
off to walk the dog again ๐ once i get this working ill need the saves and mapconfig files ๐
๐
i can connect via IP but not the server browser from out side my network ๐ค seems i have messed something up ๐
strange
very, when i use nmap form out side the network the post says in closed as well so im sure i have done something wrong when doing that part
@winter yacht
If I'm hosting today, just need the save.
@winter yacht @topaz tide we booting the game up tonight?
im not feeling like py right now
no worries thought you be a bit deep in that other space game anyway.
yea
i just want the save so i can test the dedicated server, after all i have spent some time fighting with the network
Python
Is there a "max" range for heat pipes like fluid pipes have in space age?
I believe the heat does have a maximum range
Is it a set number or how would I find that range?
I want to say it's a certain radius,
I think it should be in the wiki, might be somewhere around nuclear reactors, cus iirc they haven't changed the code
this is the chart I've seen
but at the same time elsewhere in the wiki it states that each building has a different heat requirement
at least on aquillo you will notice easily where it runs out of heat
ah, the Aquilo page has the heat amount for each entity
The temp goes down 1 degree per heat pipe tile. I don't think that's changed in SA either.
So for example if you have a source that gives 800 degrees and a sink that needs 700 degrees anything beyond 100 tiles can't transfer enough energy to the end to run the sink.
So I could put one tower and run max temp for 499 tiles worth of heat exchangers?
If it doesn't warm up any other entities
Though remember you need at least 30c
IIRC heat exchangers take away some of the energy, so you probably can't support more than x amount of heat exchangers per heating tower at all, and the distance between them further limits your max, AFAIK.
Just for example if a heating tower makes 8 MJ of energy as heat and each heat exchanger "uses up" 1 MJ of heat energy to make steam then you could support a max of 8 heat exchangers "close" to the heating tower. If the tower makes a max of 800 C energy and the heat exchangers needed 300 then I would expect that the heat pipe in front of the last heat exchanger would get to about 301 C (if each of the heat exchangers were constantly running at max) and the heating tower would get to about 350 C if all the heat exchangers were within 50 tiles.
But I don't fully know this well enough to be certain of this, but it's how I've understood it.
Yeah I guess that was the part I wasn't seeing. The tower has a max output and the heat exchangers have a max input
The #1426575835237974088 Factorio server will be up in the next hour or so for anyone that wants to join. ๐
a reaction to far, its only 64 reactors... yes only.
what are you doing with that many?
powering a massive lab... i think my bases power usage is aroung 9GW ๐
my last megabase used 30-40 GW or something xD
just insane
but that were before 2.0
I'm hoping it will do the island of labs no more ores left on navus, it's great drop in beakers and leave let trains do the rest
A game similar to factorio
thought some people would be interested
Take a look at the Substructure announcement trailer for this upcoming factory and automation game from the creator of UltraCube (a Factorio mod). Substructure will be available in PC Early Access.
When a mysterious interstellar body appears at the edge of the solar system, it causes equal parts fear and curiosity โ could this rogue planet th...
Imo it's a tad too close to be just 'similar'
Though I am sure there is a story behind it, otherwise I'd imagine Wube would be running for the cease and desist order
looks distinct enough to me, at least from that trailer. sure, it has a lot of elements that could be taken straight from factorio, but wube isn't like nintendo, trying to copyright/trademark fundamental, genra defining game elements to make sure no one else can make a similar game to them
was wondering if 'not like nintendo' could have been not clear enough and open to nit-picks
Patenting game mechanics to "own" them is horrible imo
It's less elements and more reskinned assets, imo
since 'not like nintendo', at least in my mind, includes not being nintendo (nothing is more like nintendo than nintendo)
what 'assets' are there to 'reskin' in factorio? it's not like factorio has 3d models or anything
Feels more like a factorio mod than a whole new game
Might even be that Wube licensed their engine, and announcement trailer is proof of concept while they work on new assets
Because textures are not assets, right? xD
Also pretty sure 3D models are at least involved in part
from what I remember of FFFs, only in the making. 3d models to get the perspectives, and then pre-rendered high-res bitmaps for the different orientations
there's not actual 3d models in the game being rendered real-time
so making new art for the entities would basically require making them from scratch
not really what I think of as 'reskinning assets'
I just said that's what it looks like to me
I'm not talking stuff like "it has belts"
More "those belts look exactly the same as in factorio just with a bit stuck on"
Either way it boils down to this;
Do I want to buy factorio again, but with 1 different element?
Hey this place still lives... right?
I have devious plan, what if I could turn off parts of my factory at night
does factorio have a way to tell if its day or night?
can use solar panels for it?
depends what output I would be looking for
solar panels and power switch would do it quite easily.
nope
then add a battery
add a battery to what?
use a accumulator/battery to see if your charging or not
like I'm trying to work out a way where you don't need accumulators, or a minimal amount
you should have lead with that :p
problem with batteries, you need to empty it somehow
depends how smart you need it to be
if the accumulators are full, you won't need to charge them
you don't want to shut the factory down completely at night
just if you can shut down certain parts you can reduce the need for as many accumulators
That where split grids come in.
was hoping I could do something early, but looks like I need to get batteries set up
you could do it on a clock with combonators but that a bit more compex
and assumes I know how long a night is
if its not modded it can easly be looked up.
The hardish issue is setting the timer in line with the day/night cycle
that doesn't sound very automated xD
so the next thing to work out is how to then have an accumulator be charging all day
would take a specific setup from the start, but you could have a small number of accumulators, make like one main power bus connected to the accumulators and solar panels, run red or green wires along all of that, and segment the factory so that there's only one connection to the main power bus to each of those segment through a power switch. then each power switch can be set to only activate when the accumulators are above a certain charge. if each is set to a different number, you essentially have a hierarchy of priorities for where power should go in case of brown-outs
can set up a "clock" and "memory"
Given the clock clicked X times, Y times passed
clock with inserters or belt
memory with chests and inserters
Ah, I've been playing too much Seablock, where there is water everywhere, and if there isn't you can just make a hole
also what is an acceptable number of laser turrets a minute, 4?
as many as you need is the right amount.
and what is the usual rate of attrition due to biter attacks xD
As many as you loss to bitter attacks i would gusses.
which isn't a number I personally have
which is why I'm asking what anyone else thinks
4 sounds like plenty, if you lose more than one turret every 15 seconds, you need to either push the biters back, or use a better turret setup
you do, it will be in the production menu ๐
should be hear, if your lossing them.
doesn't tell me how many I need, just how fast I'm making them
it will tell you how many are getting killed/destroyed...
which isn't actually 4 a minute, cus I only built one factory, hmm
Just to be pedantic and wind-up a tad, I loaded my base game save to show you where it will be once you loss a few.
P.S it's mostly being pedantic as the other once did not show it and was weak proof of it where it should be.
You should have lead with the kills tab
It's highlighted so I felt that part was self explanatory.
maybe I just needed to be made aware that it exists
duff needs to be spoonfed the details xD