#design-and-architecture
42 messages Β· Page 32 of 1
let me check
30d 9.5 hr on EA, 33d 14.25 hr on Exp. + ~96hr on the beta "weekend", so.... ~1600hrs? Maybe 5-15% of that is "idle time" though, for what it's worth
Not sure which builds, but I did do a couple couple of pretty huge builds, and this is the third version of this turbofuel plant build, I posted the first two on the subreddit
How my factories start, signs with the numbers appear, then I see how to fit the building in to the chosen spot.
Thanks. I will check reddit if I remember the original version
this was the last version
first one. 1st one was 25GW, 2nd one was 50 GW
this was my megabuild that Update 1 came out during the middle of. Belt lifts made the vertical logistics much easier...
lol before windows existed
Anyway, sorry for spamming the channel with my old builds π
Nah they look cool
Don't be sorry, keep right on posting, I love seeing different designs, even if they are old builds, always something to get inspiration from π
I need to put overflow sinks in my aluminium refinery, it turns out the whole place reacts really poorly to downstream lockups.
Haha, sometimes I miss those days with all the belt tower designs trying to go vertical in a pleasant way. Unfortunately, no one seems to be willing to adapt old concepts to current wider building techniques
Yeah, belt lifts are just so much more efficient in so many ways that it seems silly to do belt spirals anymore
back when oil came in barrels
The floor holes for the lifts also made for much tidier & compact lift bundles.
still waiting for those ceiling conveyor poles and βwall holesβ
You can put wall power connectors on the ceiling?
Yeah, I've also put them on the floor.
That doesn't work, does it?
I delete the pillar afterwards to leave the power socket on the floor, I only found a handful of applications where it's useful though.
yeah
if I ever need to transmit power vertically through a floor I usually do a power pole with a wall outlet exactly opposite and then you can't see the power line
[jk] power sockets are completely useless because i can neither paint them, nor use E on them to see power network statistics and thus have to build real power poles somewhere anyway
I overbuilt power hard enough to never need to bother looking at the stats, If I manage to crash the grid then I have a huge backup ready to go.
I do wish that we could click wall outlets to see stats
It would be a useful Qol change.
This took me 6.5 hours. In one sitting. Good night guys!
I found a use for part of the aluminium refineries basement, emergency overflow sinks to prevent the whole thing locking up again in the event I say shut down the production plant or at least try to reroute any alclads & casings.
pretty unnecessary but I saved 3 mergers doing this. Lmk if there's a more efficient way to merge a line of outputs
I stick the wall plugs between wall panels to go vertical so its all hidden..
That's a good way to do it. I usually end up wiring vertical runs on the opposite side of the wall from wherever I have floor boundaries
just started this build and am actually so excited
Its facing the waterfall so I'm trying to make it grand, only going to be producing ingots here.
anyone else like to support their pipes? looking for ideas that might not suck as much as this
I think why it looks a little off is because you have a very girthy beam supporting just a single pipe
I tried some skinnier designs but nothing ive found yet looks good with the stackable pipeline
Hmm
Perhaps the pillar could go overtop the pipe
So that it surrounds the default support
Like just extending it upwards a bit
that actually doesnt look bad
yeah, have the pipe go through a wall type pillar might look good
yeah, that looks good
Reminds me of the monoliths from No Manβs Sky haha
also, it seems that the pipe is not perfectly straight, that might help as well
facts
oh yeah, i gave up as the starting height for the extractor and the building it goes to are real close in height, but i just figured out how to do it and forgot to fix it :<
LOL, yeah, just make that straight and continue the stone going up past the pipe and I think that looks sick
also toyed around with running the power in there without the metal pillar
mmmm pipe bus
love pipe and conveyor bus
is there anyway to be more percise with walls and corners and stuff like this, it just wont go in that corner like I want it
i swear beams might just be the best tool for building
amount of snaps it creates is incredible
Based
does it look better with a wall hole?
Something to break up the dark pipe and pillar is needed yeah
You could do it by changing the pipe colour?
Currently I color the pipes according to what is in them
the wall holes are a pain in the ass to line up though
idk
ok it's a lot easier with a single junction cross to stick out both sides
unfortunately even with everything snapped to a foundation it still clips through the pillar on 1 side randomly
I suppose you don't use mods?
not yet, no. definitely need a mainly vanilla experience the first go around
If you do, MicroManage can scoot it over a touch
If not, you could put a beam parallel to the pillar and very incrementally slide a pipe connection exactly where you need it
does that adjust more finely than currently possible?
Generally when you use a beam or barrier to change position there's zero clicking to spot so you can get VERY fine placement
since the original snapping didnt put it exactly in place i just free handed it with super low sensitivity, and it felt like there might not be enough space inside the pillar to fit both sides
unless this method can bump THAT small of a gap
if so im very intrigued, know of any vids that display the method?
I was trying to find one
ugh can't find any. But give it a go with beams and barriers. You sohuld be able to slide objects along them with no 'steps'
is that not the same way placing a cross on a straight pipe works? it slides smooth and doesnt snap into place
Possibly!
Hmm might want to try the pipe way, was tryign to recreate it just now and it's not happening. Don't know if something changed or if there was a trick to get it to slide.
doesn't seem like the mod changes the distance you can move things, but i could slightly shrink them and make them fit that way π
definitely seems very nice for my ocd ass
added some beams, and lights to the vertices π
Those ballon plants are tedious
Yeah I hope we get to destroy them just for that one that's clipping my build lol
Nice π
I use something like this, since the stackable pipe supports refuse to take colour properly I just stacked wall holes on them, and pierce the thing with power poles to carry electricity (also makes them look supported)
Should I make them parallel?
I like that look tbh
Thanks
Funny how roofs don't carry the symmetry expectation. It looks good tbh.
what do you guys put underneath your train tracks to help blend them into the environment? I've got a train going through the forest for bauxite, but it's a bit of a hecticrollercoaster...
asymetry is good
pillars
hmm...i tried that, but it still became a bumpy mess π¦ how do you make sure they don't do that little 'dip' thing at the end?
you have to essentially do your entire path in foundations first and get an idea of the main elevations you work with. I try to pick 2 to 3 heights at most the tracks will be for as few elevation changes as possible
Pre planning your path in foundations gives you the added benefit of giving you an idea of what it'll look like and a chance to edit the course
Basically you don't start your pillars from the ground up on each location because that'll change the height of each one, you build them top down from your traced path
ohhh okay
another good thing the pre planned paths are good for
AND the pre planned paths help you put very tidy rail down
going up to the bauxite in the forest is a mission though...is there another vehicle i should be using to get that? hah
Pre planning paths is something truck stations teach you if people would stop skipping them...
ew trucks
Depends on the set up you want tbh, as you can tell that train line in the pictures is a red forest one
mine kept falling off cliffs lol
Spoken like someone who doesn't understand them. π
Drive better.
This isn't U2. This is U5/6.
They follow what you drive.
If you bring all the bauxite to a middle cliff then you can bring the top bauxite to the edge and bring that down to meet the bauxite on the lower elevation
Terrain is almost entirely fixed so they don't fall through the map either.
well, this is going back a couple of years, so maybe the pathfinding has improved since i had my coal trucks set up? but yeah they'd get snagged and run out of fuel and were just a mess for me π
when the new patch comes out i'll retire my factory and give them another shot π₯°
Not like Early Access games improve things over the years...
psssst... I still dislike trucks even after the updates
You're a hater but I accept you.
Because you admitted you don't have any practical reason to dislike then.
It's just personal.
They're just unwieldy. I haven't come across a situation where a train wasn't a better choice
They aren't unwieldly...
he's really gonna die on that truck hill isn't he? π
The follow what you drive.
If you drive like shit, so do they.
Every time I go 'sure I'll try a truck' the elevation is awkward, turning space is cramped. They never fit in the locations I need them to.
My logistic paths tend to be either very short or very long.
Entire aspect of the game that works great and has a solid place in logistics, sometimes being BETTER than trains, but people skip it either based on U2-3 experiences that no longer apply or because they are Fucktorio train fetishists..
Yes, hill worth dying on.
anyhoo better get some sleep. I'll try your 'build down' method for the train track pillars to even out my rollercoaster!
Never played factorio. Never grabbed me
Even the medium-ish distance stuff that needs to get moved just gets bused under a train line or something
less than 1km still
And I plan for rail line to pass through the area for those cases
That is an issue I recognise in my own save, I've only just started to use trains an had the weirdest bug last night that eventually caused a train crash on a line with just one train π
That one happened to me once after many many hours of things running in the background.
As far as I can tell it collided with itself
Mine was a little weirder, the train actually vanished thought never to return, half hour later I rebuild it, half hour after that it reappeared and caused the pictured accident.
After the new train had done four deliveries π€·ββοΈ
XD i'd expect that on a dedicated server maybe
Likewise but I'm not using a dedicated server π
Let there be no doubt what that factory produces in huge amounts!
How bizzare XD
Several thousand?
Yeah, 3600.
I'm currently belting up the copper refineries to feed this bastard tower. ~11,000 qw pm
Extreme overclocking
Each floor will make up to 2400pm
Not sure I'd want 11,000 QW coming from one site, the beltwork would be a swine.
The layout is fairly tidy actually.
the top 2 floors have 4 belts each heading into the picture to the tower behind it
the bottom 3 floors will have 11 belts goign to the right tower for the ur cells
Logistic core down the centre down with qw and the ingots will come in the 'front' close in to the pov of hte picture up the structure
I spend more time plotting logistics than actually building them xD
I know what you mean there, my factory rebuild is being a huge logistical challenge, building the factories is easy, routing everything, that's taking some thought.
yup XD
I'm pretty sure I've just stared at my factory for 3 hours with intermittent fiddling today.
Oops, had to clean up a huge typo, nothing like two metre high letters on one of the building corners reading QUICWKIRE.
Here's how my factories begin, I just make things up as I go along from that point onwards trying to get the numbers to fit the location.
It's thankfully right next to the quicwkire plant (typo intended)
As long as you plan out enough space for the layout π
Takes it time to evolve from signs and a machine used as reference to a factory, if there isn't enough space I just add floors.
The aluminium processing factory pictured here was originally going to be a one floor thing, then the alclad section was added, yeah I soon divided that up.
I did reuse the wasted space under the train station for 16 copper smelters.
yeah it's too convenient to centralise bauxite production
I still had to add a parity belt to enforce 780 inputs at the bauxite processing, and because I built that refinery in a stupid place, it now has a train station on its roof moving ingots to the above factory to make 1920 casings and 1440 alclad sheets.
not bad for a first base
It's good to see the dunes gradually repopulating after I got dynamite happy on the old base.
As much as I tried, retrofitting the old base just wasn't having it, not enough internal space, lights wouldn't go, some lines needed to be removed like the entire ironworks, there were three separate QW factories, two AI limiter factories, it was a mess.
Doing Outpost Zero for my U6 run this weekend.
NF build I haven't done before. Will take many pictures.
Cool, I look forward to seeing them π , might be ideas I could grab π
Only 1 set of machines doesn't have shards in it π
This run is all about overclocking for compactness (and machine ratios where applicable).
I almost made a giant QW bungle, for some reason I forgot I had the output of each of it's belts at 450, and started planning around 600s, it would have been a yellow light nightmare.
Twould!
I need to move pipes and belts from the bottom of the picture behind the elevator and up. But theres the rail there that makes it not be able to do it directly behind it and fairly awks. Need an elegant solution
trying to avoid making the train loop go the other way. Looks much tidier this way
You might need to start the pipes going up 8 metres closer to the station, to about 8-12 metres up then shunt over to behind the faΓ§ade you're wanting the pipes behind, you can build the lower part like kind of a train gate that the pipes/belts are inside.
like that?
Sorry about my paint skills.
For the angle you show here you could have belts and pipes duck under the rail then go upwards, just build a structure around it that looks like it's intended to hold it all so it doesn't look janky.
The elevator location is a bit non negotiable. It's part of a vein on the outside of the tower go0ing allllll the way up
That's why the routing at the bottom needs addressing even if it does mean bending it around the track loop like an industrial gateway.
Industrial gateway?
One moment, I'll use the ammunition construction site to build what I'm trying to get across.
XD doing steps with lifts is just annoying because I can't keep the belts 1m dif in height since lifts heads are tall.
And the actual foot print of the space is quite narrow
w/o changing the loop I think I have run it to the left here step above the rail loop and THEN into the logistic core?
Like this was what I had to do to solve the compact space issue with lifts in this core. I think I'll be able to make it pretty once I encase it. But it's not as elegant as I'd like
Kind of like this sort of routing.
yeah the pipes no issue, but like in the pics above... bloody chonky lifts
and the more 'joints' with lifts the chonkier it gets
Use floor holes to cull joints at least in the vertical.
I'm actually tempted to make this a push pull train and cut the loop entirely. I can make the bottom floor of rail a foot path maybe
Until you change direction, floor holes as joints eliminates the big chungus allowing you to route lifts in similar vertical densities to pipes.
I've been doing that in my access shafts, looks so much cleaner than the huge dog leg joints.
As for the trains, personally I prefer the push/pull shuttle style simply because it's more compact, not good for rail networks but for single point to point I prefer it.
This is the steps I'm talking about
I can keep the bottom layers of belts compact but as soon as I do a step in the bus it can get wonky w/o clever maneuvers and hiding things. Sadly I'm not going to be able to hide things as well on that logistic core
Ahh yeah that's rough, I'd have to keep the horizontal belts level so they don't step in to each other, but meh, yeah I don't like those, got a junction just like it at my bauxite refinery for coal, no matter what I did, it was a pita.
Yeah I did find a solution which kinda works as put above but with multiple steps in a small area it'll be wonky I think
I'd entomb the steps in a steel framework and a glass exterior.
Yeah it'll either be that or push pull train and just avoid the steps entirely
It's an aesthetic train anyway XD
I've got to move an access shaft, my primary oil refinery was much larger than I had planned for, and the second smaller oil pipeline going to the future ammo tower comes up almost under it π¦
I hate moving over/underground shafts, such a pita!.
Even worse when you can't move the surounds :\
Ah bugger. I can't make it push pull, I made a cool loop at the other end XD
This is the shaft I have to move, 16 metres to the east.
a small but v annoying shift I take it? XD
Yeah, it carries 450 oil, mains power and hyper access to what will be the ammunition tower & armoury.
Why do you need it shifted all along the way? Can't do a turn at the top?
Problem is there is another passage further to the east carrying sulphur, I'll need to move it.
Turning it at the top means I still end up with it encroaching on the oil refinery that's doing recycled rubber & plastic.
I think that's all I'm capable of
oof
That's what everyone's first base looks like π
Solution, increase rail loop size and make a 'tunnel' into the cliff and just clip the bastard
D'oh π¦
When in doubt? Clip!
Shame the loop can't go the other way,
.... it COULD but it would be untidy
You haven't seen my rotor factory yet...
where as this can be completely encased in a structure
xD you'll get there. Early spaghet is normal
This is the shaft the ammunition shaft pops up too close to. 8 oil pipes rising from the tunnel network in to the refinery , taken from the whole spire coast pipeway.
WTF...
I build tunnels, deal with it π
Good luck!
You can clip under the terrain π
It's the whole reason I got known as the tunnel rat.
I can't even remember who called me that but hell I just own it and added it as a title to my name.
does anyone know what a good coal miner to generator ratio is, about to get my first coal generators up
Stop doing things in ratios. Use exact numbers.
Coal gens take 15/min.
Look at how much each miner is giving you, decide how much you want going to power.
Coal to Power/15 = number of gens
@waxen crow this is how much I hate clipping, I will not be doing this setup:
oh, i didnt know the numbers yet cause i havent built the generators or miners yet, collecting everything atm
This your first run?
yes
May I give you my new player advice?
sure
Drop this Discord, entirely (for now).
Play the game by yourself without any guides, hints, wikis, or help all the way to T7.
Experience the game for yourself, meet the challenges and solve the problems yourself so you learn how to think about the game.
Get your own perspective on how things work. Once you're at T7 then come back and you'll be in a much better spot to compare your experience with others instead of just having information handed to you.
You lose so much of the journey if you are just gifted answers.
@waxen crow Aaaaand the ammunition factory shaft is moved, I changed the pipeline location as well to make it more multi-level hyper tube friendly while I was at it.
I PINGED HIM FIRST!
π Tryna steal my replies out here...
Was an ongoing discussion, soo π€·ββοΈ
The product of what was a LGIO level spaghetti factory because I wanted the space elevator thing to gtfo, I was glad to demolish the mess π
Running low on shards. Time to... make some more π
I just chuck the slugs in to the bio shaker facility induction can and leave that to produce shards so I don't have to.
I'm trying to keep some as slugs for a later project.
But I am using hundreds of shards this run, lol.
Decoration project?
Ish
I still need to get one unit of plutonium waste to go in a display case at the nuclear facility.
Finally sorted my tubes so I don't get launched when I go downstairs!
There there, You can both have my attentions
as an additional tip - bookmark the satisfactory wiki and look up the numbers you can play with.
Ratios don't really work since each node produces different parts per minute, and changes with different mk miners, and new belts.
Just gotta do the maths π
Looks good!
well i got 4 coal generators up and running with room for more when needed
This is maths and logistics the game π It's useful to keep notes of your math for reference as you build and later too
avoiding discord until later is also not a terrible idea. Dig your teeth into the game and get a basic handle on things. Don't worry too much about being super tidy early on. And have fun!
right, cause i should be able to build 16 coal generators total with what i have, but thats a bit overkill atm
But you didn't respond to what I sent.
Proving we can both have it. π
It absolutely is not π 60 coal gens is very reasonable
a react is a reply π
That's not to disparage your 16 generators. You'll just discover that you need a LOT of power soon
dedicated 4 coal nodes and making power out of them, and enlarging your power station as you get new tech is a pretty solid move
You expect me to scroll all the way back up?
gotta work for it
Should I keep it or nah? Like only beams for where storage containers are, not the entire wall
Going to be an internal wall? I think you could make the aesthetic work. You don't sound too happy with it though
It uses sooo much steel
Make some more steel π
And I thought I'll only use it for making the containers blend in better but Idk if it still looks good if not every wall is covered
Break it up with some concrete pillars otherwise it'll be a bit much I think
The small ones? On the corners and in between?
small I think yeah. Maybe not between every storage container. Maybe have pillars on either side of every set of 2 containers?
Like this?
I like it π though I think maybe decide if you want beams in the middle. You seem to have one embeded on the right pillar but not the left?
That's because there is no crossbeam on theleft
I have a crossbeams over the machinery so I can do this:
You'd have to pick which support. OR use the concrete pillars more sparingly around the factory
I can leave the concrete pillar on corners only
right side isn't a corner, left side is
Sure
Does anyone know what # color concrete is ?
i want to paint the conveyor wall to look like concrete wall since there is no concrete conveyor wall
it'sa texture, not a single colour
i just want the color so they "match" with that atleast
#5D5D5D
try using a colour picker tool in a program like GIMP
using a screenshot
its color of foundaments
that hex code is like a fairly dark grey, i don't think that's concrete texture at all π
0, 0, 0.5?
satisfactory π
This image is satisfactory
Does anyone know if theyβll add light fixtures for when itβs night and harder to see your factory?
So you donβt have to have the flashlight on always
Lights are already in the game
Oh when do I unlock them
Find and research quartz
Ah thanks
I'm getting to the point where I'm trying to limit my spaghetti, but I always run into issue when I need to move lots of base ingredients long distances. Does anyone have a good example of how they routed their resources to the building(s) for something a bit more obnoxious to set up, like sulfuric acid production or even setting up turbo fuel?
They switched it to Caterium.
plz help my bridge skipped leg day
Add a layer of foundations around the bottom, thickening about 10% from the ground. The rest of it is fine being thin since the bridge itselft isn't that wide.
ill give it a go thanks
(disregard)
Maybe give the roof some attention?
In my humble opinion I would keep the roof simple
That's the roof
Trying to decide what to do with turbofuel buffers... was thinking maybe hanging them off the side, or on the roof, but I'm not sure...
I was thinking maybe beams or pillars, to give it some 3D structure, going top corner to bottom corner along each of the 6 edges. But I dunno, that might be a little too much.
You can definitely overdo it with stuff like that. Tends to be one of my problems. Sometimes less is more.
About the thin windows, should I make them the same as the lower row or leave them open?
Encase them in concrete? vanilla buffers are kinda ugly unless you're making a specific type of industrial look
I really like this view
this is beautiful
I have problem
make big
The extent of my logistic design crimes cannot be encompassed in a single pov
This will all get embedded with concrete to hide the sin
@cloud atlas how many trucks do you have
nah, I screenshooted it from utube.
Ok
So many wires. Main switching room for my turbofuel plant. 17 switches. 5 generating floors, 5 production floors, independent circuits for each resource, plus main production, main generator, and main switches
someone after my own step by step power plant start sequence heart
I never tried to have all the switches in one room, except for the off button for all the uranium mines.
Why do you you that button
Should I need to shut down my nukes, slamming the anchors on all four mines is the start of that, no uranium in lets most of the dangerous crap work its way out.
So you disable nukes for maintenance or something
More to remodel or if coffee stain change something that breaks the whole thing.
Got it

