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Yeah, and just at a glance it looks like each pair of yellow science packs consumes something like 230 copper
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# ? Apr 30, 2017 21:59 |
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# ? May 10, 2024 01:50 |
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Alkydere posted:Yeah, Purple (Production) Science takes a pumpjack (5 steel), an electric furnace (10 steel) and an electric engine (another steel) so each purple beaker takes 16 steel to make. Not to mention a whole lotta other stuffs. Each craft produces 2 purple science packs, fortunately, so half of that. 52 furnaces smelting steel is still a lot, especially at 10 iron/steel on expensive. E: FWIW, my solution to purple science was to alternate researching things that require purple packs with things that don't so that the packs could buffer. Then settle for having half-ish the purple production that I do of everything else. This let me get away with having a mere 2 steel furnace columns, fed by 4 iron furnace columns, for my entire factory. Cheap! E2: Also, note that military and hi-tech science packs are also 2/craft, which I completely failed to notice for military so I'm massively overproducing them. Oh well... Xerophyte fucked around with this message at 22:38 on Apr 30, 2017 |
# ? Apr 30, 2017 22:00 |
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Inserters will only load assemblers if they're nearly empty. They'll stop once there's enough stuff for about 2 items worth of production.
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# ? Apr 30, 2017 22:01 |
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Evilreaver posted:Alright, I've been looking around and I haven't been able to find a working calculator that suits my needs, nor can I work out the math myself due to basic stupidity, so I'll ask here to hope someone has a good calc/brain: I don't know how the rocket animation interplay fucks with it if you need more than one silo or not but on a theoretical case for one rocket silo full of prod3s, I came up with the silo itself needs 7 beacons with Speed3s for rocket part processing to hit rocket per minute. To satisfy that silo, you need 93 each of the rocket part buildings with prods. There's rounding errors in my algebra approach because of the way production bonuses shake out so maybe call it an even 100 for spergging's sake. Raw materials I didn't grab speeds for so fuel and structure I'll leave out, but to supply the RCUs its 34 each blue circuit and speed module assemblers. Which is like 21 green circuit assemblers and 90 red circuit assemblers. I assume the rest shakes out from there? Never said how deep you were looking for but specifying it down to basic inputs probably takes longer than it takes to vomit blueprinted modular bits of a base out and see what fills up and what has slack.
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# ? Apr 30, 2017 22:04 |
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Zaodai posted:The Assemblers are already making things successfully, I had just been feeding them by hand like a bum. The inserters were set up in the correct direction, and if I removed the assembler, they'd happily put stuff on the ground in the slot the Assembler previously occupied. I'll double check my recipes, I might have been putting raw materials in where a constructed component need to be, I don't fully remember. Assemblers can take from another assembler Also, if those aren't what is causing the issue, then it may very well be the fact that assemblers can only hold a certain number of items before they stop producing. If you're automating yellow belts, as soon as the assembler has 4 yellow belts made in it's inventory, it pauses. So make sure you've got inserters dumping whatever it makes into a chest. I'm pretty sure that's what is causing your problem. You're feeding them by hand like a bum, so they've probably got enough resources to make 100's of items, but nowhere to store them. I hope that's the case. 6 hours later and I still haven't migrated my factory Only thing stopping me is the lack of a personal roboport. I can't bear the thought of setting everything up by hand. I wish the game had an option to at least start you off with one roboport and 20 construction bots!
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# ? Apr 30, 2017 22:10 |
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Loopoo posted:6 hours later and I still haven't migrated my factory Only thing stopping me is the lack of a personal roboport. I can't bear the thought of setting everything up by hand. I wish the game had an option to at least start you off with one roboport and 20 construction bots! The personal roboport mk1 is pretty early now, I ran around with modular armor and a solar powered one for a long while before I got production and hi-tech science sorted. Using solar power and batteries to power it was surprisingly OK; sure, it ran out of power if I did any major projects but for those I could usually just plunk down a roboport and a storage chest on demand. It also let me make use of the new night vision goggles, which are pretty nice. The only real annoying part was laying rails which I had to do manually since having robots lay down a long line would drain my batteries. At least I could blueprint down the signals, lights and power poles afterwards, and putting down track isn't that bad since 0.14.
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# ? Apr 30, 2017 22:15 |
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Re: red chip assembly. Two changes were made for them: the time to build is now 6 seconds instead of 10(?), and the petroleum cost of making plastic is now 20 instead of 30, so although it still takes 2 bars to make a red chip it takes less raw materials to get there. Petroleum production is so much less of a mid game hassle now that you don't need loving batteries for blue tech and oil fields are more rich than before.
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# ? Apr 30, 2017 22:21 |
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Someone made an automated shuttle train:
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# ? Apr 30, 2017 22:37 |
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Xerophyte posted:Each craft produces 2 purple science packs, fortunately, so half of that. 52 furnaces smelting steel is still a lot, especially at 10 iron/steel on expensive. How are you getting 52 furnaces? When I figured out I'd need 105 furnaces making steel, I already factored in that it's a 2x science pack recipe and was calculating for steel/electric furnaces. I just wanna know cause I'm usually pretty bad at doing the math for this kinda stuff and I'd love to find out that I calculated wrong RyokoTK posted:Re: red chip assembly. Two changes were made for them: the time to build is now 6 seconds instead of 10(?), and the petroleum cost of making plastic is now 20 instead of 30, so although it still takes 2 bars to make a red chip it takes less raw materials to get there. Also processing units are 10 seconds now, I think they used to be 15, right?
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# ? Apr 30, 2017 22:38 |
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Xerophyte posted:Someone made an automated shuttle train: That's incredible, and the fact it's a blueprint string makes it even better. I wish he explained the logic behind it though. How difficult would it be to get this to act as a shuttle both to and from outposts?
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# ? Apr 30, 2017 22:41 |
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super fart shooter posted:How are you getting 52 furnaces? When I figured out I'd need 105 furnaces making steel, I already factored in that it's a 2x science pack recipe and was calculating for steel/electric furnaces. I just wanna know cause I'm usually pretty bad at doing the math for this kinda stuff and I'd love to find out that I calculated wrong. It's 16 steel per craft of 2 packs. You want 0.75 packs per second. You need to produce 16 / 2 * 0.75 = 6 steel/second. It's 17.5 / 2 seconds per steel smelt in an steel/electric furnace. 6 * 17.5 / 2 gives 52.5 smelters to satisfy. I think that's correct, anyhow. I could be totally off with the time to smelt. E: Okay, I was slightly off with the time to smelt. Not sure where I got 8.77s from. Xerophyte fucked around with this message at 22:53 on Apr 30, 2017 |
# ? Apr 30, 2017 22:50 |
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My Nuclear reactor puts out way way way more power than I need so I have built a field of steam storage tanks to try to capture some of the excess and give me some backup power since my supply of nuclear fuel cells is very thin and sporadic. Since the reactor burns constantly, it seems like you could potentially save fuel by not automatically feeding it up to capacity. Maybe more like feeding it a cell only once my steam reserves dip below 50%? I don't get how circuits work at all in this game, is there a simple way to set up a circuit that can send me an alarm when a steam storage tank goes below half capacity? Maybe there's a smarter way to conserve fuel cells?
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# ? Apr 30, 2017 23:16 |
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Scoss posted:I don't get how circuits work at all in this game, is there a simple way to set up a circuit that can send me an alarm when a steam storage tank goes below half capacity? Bhodi fucked around with this message at 23:22 on Apr 30, 2017 |
# ? Apr 30, 2017 23:17 |
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Scoss posted:My Nuclear reactor puts out way way way more power than I need so I have built a field of steam storage tanks to try to capture some of the excess and give me some backup power since my supply of nuclear fuel cells is very thin and sporadic. The way I found is that since the heat exchanges and reactors won't connect to the circuit network, you have to connect it to the storage tank, which only outputs contents. So you'll be working with a signal of 25000 "water" in a good situation. I have a sound emitter set to do a global alert with an annoying sound (complete with map icon) if the water signal drops below 23k. I feel like there has to be a better way to do that, since if you are losing steam, then the reactor has cooled to below 500c and it's going to take a while to heat back up to above that (since heat pipe transmission takes time) and waste whatever fuel re-heating the reactor.
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# ? Apr 30, 2017 23:19 |
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Xerophyte posted:Someone made an automated shuttle train: Couldn't you make this work in both directions with only a little more effort? Give each station a unique name, and every time you build a shuttle station tack it on to the shuttle train's route. That should allow you to get in the train at the main base and command the train to go to a specific shuttle outpost.
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# ? Apr 30, 2017 23:21 |
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Bhodi posted:I built on your design; I have no idea if it's the most efficient but it provides way more power than i can use at present. The green circuit activates the long inserters on <2k, and I was worried about not having enough fuel but a tiny patch of uranium seems to produce enough fuel for me at present. I think buffering the steam is absolutely the way to go for nuclear. Here's my final production design active in my real save: Includes a control circuit (bottom right) with with indicator lights that show the current status: green is >30% steam, yellow is between 30 and 20%, and red is < 20%. Once it hits red, the arms insert 1 fuel cell apiece - which, if everything is operating correctly, will flick it back to yellow in a second or two as steam builds back up. Includes enough extra room to add belts for supply if logistics aren't available yet. Doesn't have a full complement of turbines yet, you can just add them as your needs grow since the steam will buffer and no fuel gets wasted. Blueprint string is here if anyone wants a self-regulating 2x2 without the hassle of setup: https://pastebin.com/YNN0S4DX metasynthetic fucked around with this message at 23:32 on Apr 30, 2017 |
# ? Apr 30, 2017 23:26 |
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DelphiAegis posted:I feel like there has to be a better way to do that, since if you are losing steam, then the reactor has cooled to below 500c and it's going to take a while to heat back up to above that (since heat pipe transmission takes time) and waste whatever fuel re-heating the reactor. This is not correct. Reactors are perfectly happy to idle at a steady 500 C, as long as: 1) you do not add or remove heat pipes 2) you do not add or remove heat exchangers As long as you don't do either of these, only the initial warm up wastes fuel. They seem to equalize heat until all connected heat pipes and water (in exchangers) is up to 500C. Above that, water boils, at or below that, it's static.
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# ? Apr 30, 2017 23:29 |
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Fair enough. My small two reactors are powering 64 steam turbines at 2 turbines/exchanger. It has been complete and utter overkill through purple science. They idle at 900c since I guess I have never put the system under heavy strain I guess. gently caress the 5k packs of everything to get the enrichment process...
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# ? Apr 30, 2017 23:37 |
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I'm assuming the heat pipe bug stuff has been posted to the official forums? They'd probably have it fixed and released within a day lol
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# ? Apr 30, 2017 23:45 |
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I've really cocked up my save. Trying to migrate so early to a brand new megafactory screwed up so many things. I was building with the mind of "this is only temporary" so everything is a janky mess. I built my oil outpost next to no water, so I had to shuttle water in, which isn't too bad. But then I realized I need iron / copper plates to make sulfuric acid / batteries. I was gonna ship sulfuric acid into my base but drat my starter base can't handle that cause it doesn't have the space for a train stop. I saved and quit and will tackle this when I have more time, cause my base doesn't have the space to ship iron / copper plates out either. I JUST WANT A PERSONAL ROBOPORT SO I CAN REALLY START WORK ON THE FUN STUFF. Also, to everyone who is confused by logistic circuits and all that stuff, the basic stuff is really simple to set up. You only ever need combinators and the smart poo poo if you're trying to get something really accurate done, like "I want my steam engines to cut off when accumulators have enough energy stored to power the entire factory". I'm absolutely rubbish with combinators / etc, but I still use logic circuits everywhere else for simple stuff. For example, my straight pipes / underground pipes assembly, I used basic logic to pretty much force my underground pipe assembler to prioritize filling it's chest first before the straight pipe chest fills it's chest, so my inserters weren't fighting each other trying to fill up the underground pipe assembler. Select the conveyor belt just after where my underground pipe (UP) inserter picks up straight pipe (SP). Wire up the belt to the UP chest, and set the condition so the belt only runs when there's more than 100 UP in the chest at any one time. It'll hold all the SP I make right where the inserter can pick it up. I also use logic to prevent my belts being chock full of items when the chest reaches it's limit, so as to save resources. I just wire the chest to the inserter feeding the assembler, and tell the inserters to stop working when the chest reaches near to the chest limit. That way, they stop sucking up resources and my chests get filled perfectly with minimal amount of backlog stuffing up the belts. I've also been using it to shoot all my throughput via splitter to gear assembly lines, it works great. Qubee fucked around with this message at 00:03 on May 1, 2017 |
# ? May 1, 2017 00:00 |
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You don't really need a personal roboport for laying tracks, besides using construction bots to clear forest. The new rail-laying modes are very powerful. Remember, there's 3 of them: - Ghost tracks: Shift-click on the end of a placed track to design a rail of (infinite?) length. This is the one you need robots for. - Short tracks: Regular click on the end of a placed track, very similar to ghost tracks but is limited to ~12 tiles in length. - One-piece-at-a-time: Regular click on the arrow of a placed piece of rail in the middle of the track. Will place a piece of track in the direction of the arrow. As far as I know, is not limited in length, meaning you can click here and lay track over there. To clarify the last one: code:
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# ? May 1, 2017 00:49 |
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I don't want the PR for rails, I've got FARL for that. It's for all the modulated parts I wanna build in my new base, it'd be an absolute bitch to lay it all out by hand. I wanted to plan it all with ghost beforehand, and then once I've made sure it all meshes nicely and will still allow space for expansion, I'd just waltz in with my PR and lay it all down way quicker than I ever could by hand. I wanna plop stuff down as ghosts and let the robots handle it. It's an absolute pain in the rear end building belt-balancers, smelting areas and assembly lines by hand.
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# ? May 1, 2017 01:00 |
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You really don't need construction bots for deforestation, everyone should be automating grenades now and they demolish trees super fast.
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# ? May 1, 2017 01:02 |
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Loopoo posted:I don't want the PR for rails, I've got FARL for that. It's for all the modulated parts I wanna build in my new base, it'd be an absolute bitch to lay it all out by hand. I wanted to plan it all with ghost beforehand, and then once I've made sure it all meshes nicely and will still allow space for expansion, I'd just waltz in with my PR and lay it all down way quicker than I ever could by hand. Yeah, my post wasn't really aimed at you I actually just abandoned a save that was in basically the same position you are. Well, except I had put off developing oil refining at all, because I still think of that as "late game" when it's now much earlier. Fluid Handling is a red science! So weird. My new save is going much better except there's no oil nearby. I've found a couple promising patches, now I have to decide how to get the oil back to base. (Fluid wagon? Fluid wagon.)
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# ? May 1, 2017 01:08 |
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zedprime posted:Running with .14 numbers, I think .15 messed with red circuits? I forget but these are just going to be neighborhood ratios anyway. RyokoTK posted:Re: red chip assembly. Two changes were made for them: the time to build is now 6 seconds instead of 10(?), and the petroleum cost of making plastic is now 20 instead of 30, so although it still takes 2 bars to make a red chip it takes less raw materials to get there. super fart shooter posted:Also processing units are 10 seconds now, I think they used to be 15, right? While we're talking about home made spread sheets, I originally got my recipes from some git dump from an associated git script that makes the game. If any of you lua wizards know how to make a call to text dump the recipes, I would owe you. IIRC the original source and set up of the call gave something where every entry was a line, it was in the form of an entry per line, an entry was in the form of "[input quant] [input name] [output quant] [output name]" delimited by spaces, and outputs with multiple inputs gave multiple entries. But I could work with anything that has something resembling a data structure but isn't a raw database.
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# ? May 1, 2017 01:08 |
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RyokoTK posted:You really don't need construction bots for deforestation, everyone should be automating grenades now and they demolish trees super fast. The correct answer is fire.
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# ? May 1, 2017 01:26 |
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Recipes are in Lua files in <Game Folder>/data/base/prototypes/recipe and look like this which should be easily parseable:Lua code:
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# ? May 1, 2017 01:25 |
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Kinetica posted:What are people's solar farm blueprint builds? I have one that's great, and allows me plop them down from the map, but doesn't allow me to clear the full area remotely. I need something a bit smaller that I can stagger without having to go down there myself and clear the area. Mine isn't perfect either since I need to manually clear where the concrete is placed if I want to move through there, but I just love the look and simplicity of placing it that I don't care. It could use some minor redesigning since .15 changed the substation range, but with nuclear being a thing I haven't felt the need to. It uses a 25:21 solar:accumulator ratio to place 100 solar panels and 84 accumulators on the individual setup along with roboports to facilitate building, then scales that up to 400 solar and 336 accumulators, halves the roboports and adds some space to move through. If you want radar coverage, one will cover a little more than a 2x2 block of the 400 solar blueprint. 100 Solar 400 Solar (Also, just in case you're not aware, shift+click will let you place blueprints down and will queue trees and rocks for removal.) Onean fucked around with this message at 01:59 on May 1, 2017 |
# ? May 1, 2017 01:38 |
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there's a symmetrical accumulator / solar panel array that has perfect ratio balance and it looks even cleaner than what you've come up with. The gaps are a bit ehhh it'd be nice if devs added an option to permanently delete ore patches. I hate building a base and then having a big copper ore patch under everything, especially when it's only got 300k units or something and isn't worth the time or effort mining it all out. Patches that are bigger I typically invest effort into turning into an outpost and mining away, cause they'll last ages and also output enough ore to overstock my smelters. Qubee fucked around with this message at 01:43 on May 1, 2017 |
# ? May 1, 2017 01:40 |
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...do you have a link to that setup? Come on, don't just drop that and leave.
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# ? May 1, 2017 01:58 |
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Loopoo posted:there's a symmetrical accumulator / solar panel array that has perfect ratio balance and it looks even cleaner than what you've come up with. The gaps are a bit ehhh I'm guessing it's probably MadZuri's you're thinking of: Sadly I don't have the blueprint string for it, 'cause I never use solar.
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# ? May 1, 2017 01:59 |
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Nah, not MadZuri's, I use: It's my fav. I don't have a blueprint string for it I'm afraid. I build it by eye, but I haven't build it in my new save yet. I never use the Roboport in the middle, so I usually replace it with something else that fits the slot, either accu's or solar panels, I can't remember which. I might stick a radar in as well, if the array is far enough away that I need to get a view of the surrounding area. Was browsing FactorioPrints and came across this beauty of a blueprint: https://factorioprints.com/view/-KYpWpPzU2MW56wDabTt Award for laziest motherfucker goes to this guy, that's hilarious. A pocket of 27 oil wells? No worries, stamp down this blueprint of ~500 pumpjacks. Qubee fucked around with this message at 02:41 on May 1, 2017 |
# ? May 1, 2017 02:30 |
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I guess none of these are optimal any more, though, since substations were buffed from 14x14/range 6 to 18x18/range 8.
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# ? May 1, 2017 02:48 |
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Combine that square of pumpjacks with a square of pipes so you don't have to waste time linking 'em up either.
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# ? May 1, 2017 02:48 |
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Onean posted:Mine isn't perfect either since I need to manually clear where the concrete is placed if I want to move through there, but I just love the look and simplicity of placing it that I don't care. It could use some minor redesigning since .15 changed the substation range, but with nuclear being a thing I haven't felt the need to. Much appreciated. My problem was mostly with the range of the existing roboport. Does the shift click also start laying the new stuff while simultaneously so I can benefit from the new roboport range?
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# ? May 1, 2017 03:35 |
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It won't immediately place the roboports, but as long as your new roboport is in construction range of another your robots will keep building.
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# ? May 1, 2017 03:54 |
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I'm having trouble wrapping my head around boilers in 0.15. How many steam engines can a single boiler support? Does connecting another boiler to the liquid side of the first boiler gently caress with how much steam is made?
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# ? May 1, 2017 03:56 |
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One boiler can support two steam engines. They are made to be daisy-chained lengthwise like that. One pump will supply ten boilers enough water to operate at full capacity. e: They are meant to be daisy-chained but you will be better off spacing them out with one tile of pipe connecting them so you have a gap between rows of steam engines to put power poles.
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# ? May 1, 2017 03:57 |
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RyokoTK posted:One pump will supply ten boilers enough water to operate at full capacity. Double that. One offshore pump can keep 20 boilers satisfied.
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# ? May 1, 2017 04:18 |
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# ? May 10, 2024 01:50 |
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MadZuri made a new solar blueprint for 0.15: http://imgur.com/vv9lxQL blueprint string included.
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# ? May 1, 2017 04:36 |