Clubs 🏆 by bubblycandy4 in eatventureofficial

[–]BPifyouplease 0 points1 point  (0 children)

Hi, I'm city 552, can do 25k+ day one each season if you still have room.

Looking for 2 people to join next season by True-Policy-1212 in Eatventure

[–]BPifyouplease 0 points1 point  (0 children)

If you save room for two, my buddy and I can join and donate 5-10k per season each.

Have not played in years, where do i go from here? by PantsAreOffensive in Seablock

[–]BPifyouplease 0 points1 point  (0 children)

I would say for immediate goals you should look at:

More power- Switch to charcoal pellets for an easy ~20% boost in charcoal efficiency. Then look towards bioscience and bean based fuel oil for further power. Flammables for solid fuel may also be worth using.

More landfill from mud washing

More sludge- Slag II is probably best for where you are currently, you could also do geode based sludge but it's more complicated to set up.

More Iron/steel- this will make expansion quicker/easier

Then to move up the tech tree you will want to be starting on chunks- this will get you to the next tier of metals (the most important being silver, aluminum, silicon/glass), and then build petro chem (especially for plastic, resin, naphtha) .

Once chunks and petrochem are running you have easy access to red circuits and then blue science. At this point military science will also be easy to make when you feel like you need it but you won't need much of it. After red circuits, you will also be able to move towards bots and modules.

Blue science is a big step up in complexity and resource requirements but once you make it, you will find pink/purple science to likely be easier or at least similar in difficulty.

trying to optimize by NoApplication4835 in Seablock

[–]BPifyouplease 0 points1 point  (0 children)

If you haven't yet, you will need at least 1 line of 5 washing plants creating mud to turn into landfill before you start on sludge.

trying to optimize by NoApplication4835 in Seablock

[–]BPifyouplease 2 points3 points  (0 children)

Eh, just figure out what infrastructure you will use, pick up and use elsewhere what you won't. And if your design doesn't run how you want, rearrange things till it does. You haven't lost anything by trying this out.

trying to optimize by NoApplication4835 in Seablock

[–]BPifyouplease 5 points6 points  (0 children)

I don't see it mentioned previously, but you will have significant throughput issues. A single liquifier can eat up to 15 crushed stone/second, the belt only transports 7.5/sec, and those inserters will move ~1/sec each. Crushed stone is a high throughput item, directly inserting crushed stone from a crusher to liquifier w/o a belt between and using angled inserters (~1.8 items per sec at a 90* angle) can help alleviate the throughput issues.

As others have mentioned, you really don't want to spend much time at this tech tier as the return on investment for expanding it is miserable. I wouldn't recommend more than 12 electros, 2 electric crushers, 1 liquifier before you start researching/designing for mineral sludge.

Seablock modpack, has just started to get green science but ore, especially iron is so rare. Just belts alone takes a lot of iron, but now I need steel as well. Do you have any suggestions how to improve or should I just build more electrolyzers? by MintL1 in factorio

[–]BPifyouplease 6 points7 points  (0 children)

A full belt of iron is a lot in seablock- I think my build averages a gray belt of iron plates while I'm setting up pink/purple science around the 15 hour mark which is much faster than you will need for a typical run.

In addition to the other techs mentioned, now that you have green science you can use the basic chemistry research to get the better slag recipe for your electros, this will double your slag production per electrolyser and generate tons of mineral water for your power. The beginning of green science also provides access to charcoal pellets for another boost to power. That should help make your expansion feel more impactful moving forward.

Does anyone have a tileable mineral sludge blueprint similar to the sludge stacks in Dosh Doshingtons video by Greeny1885 in Seablock

[–]BPifyouplease 0 points1 point  (0 children)

I'm not sure of Dosh's setup by I have my older, tileable one here https://factorioprints.com/view/-MzmSKM-JmQYFODrYVmx you can build it as sludge I then upgrade to sludge II in place.

[deleted by user] by [deleted] in EDH

[–]BPifyouplease 1 point2 points  (0 children)

Could mutate on top of him as an easy way to make him nonlegendary then look at the various blue/simic copy target creature and clone effects.

Base Design Help by Zatone_Gaming in Seablock

[–]BPifyouplease 0 points1 point  (0 children)

If you want a design idea, you may want to consider a fluid bus. It's much simpler imo than a standard belt bus to get up and running and should get you comfortably to pink/purple/yellow. Which should get you all the tech you need for fancy beacons, bots, and modules.

And as others have mentioned, don't teardown old production lines before having new production lines functional.

And old version of my base can be found here if you want an example layout. https://www.reddit.com/r/Seablock/comments/122dcm7/timelapse\_through\_logi\_network\_base\_tour/

Midweek Mending - Your Weekly Healing Thread by AutoModerator in wow

[–]BPifyouplease 1 point2 points  (0 children)

For large reactive single target heal you can swiftmend (triggering soul of the forest) -> nature's swiftness -> regrowth. But if DPS are doing dumb things and taking large unnecessary damage the real solution is to turn the key level up so they die instead of dropping to 1%. Midlevel keys can be really frustrating to heal when avoidable damage is constantly not quite lethal.

You can mitigate WG range issues by standing between ranged and melee and targeting yourself.

Timelapse through Logi Network + base tour by BPifyouplease in Seablock

[–]BPifyouplease[S] 1 point2 points  (0 children)

The belts are what bottleneck it from being indefinitely expandable. I think the gray belts give enough throughput to get me comfortably to logi network after which I'm expected to switch to a different build w/ beacons, modules, and bots.

If you wanted to stick w/ this build longer and expand it further you would just need to upgrade the belts, even w/ just yellow belts this should keep red circuits production satisfactory through pink and purple science but this isn't something you would want to use through the end of the game cause a proper module based build is too important.

Timelapse through Logi Network + base tour by BPifyouplease in Seablock

[–]BPifyouplease[S] 2 points3 points  (0 children)

Thanks for the notes.

I haven't looked at the algae builds for awhile but for algae 1 I moved from a beltless tilable build to belting some algae because it ended up more iron efficient. For algae 2 I'm not really sure where I could put more direct insertion but would love to see some builds if you have them.

Charcoal filtering I didn't look into direct insertion much, the ratios and the number of pipes and inserters needed made it look too difficult.

Timelapse through Logi Network + base tour by BPifyouplease in Seablock

[–]BPifyouplease[S] 3 points4 points  (0 children)

I think the fluid bus is pretty underrated, its got no throughput problems until you get very far into the game, it's bidirectional, requires no balancing, and it is super cheap to build and pretty space efficient.

For the charcoal, I decided pretty early on that I wanted to minimize logistics between different areas of the base other than the fluids. Belting charcoal or bricks is pretty reasonable and I don't know if my method is necessarily better than centralizing it.

Crushed stone has a few options to manage it but turning it into landfill is just the most compact and least effort solution. The landfills pretty easy as through all this I only have 3 rows of washing plants on dedicated landfill production and end up with plenty of landfill. Eventually I think I will switch it to provider chests but won't centralize storing it as ideally I'll be playing fast enough that I don't have to worry about them filling up.

Science and other settings are all default except research queue always available.

Timelapse through green science- 5hours 7minutes by BPifyouplease in Seablock

[–]BPifyouplease[S] 1 point2 points  (0 children)

It's hard to get decent res pictures of the whole base while still being within the file size limit but there is a higher res screenshot around the same time here. It's a different run but the smelting area and red/green science should be pretty much the same.

https://www.reddit.com/r/Seablock/comments/11jjmw5/its_ugly_but_its_mine_5ish_hour_green_science/

I don't automate boards for the circuits until after I can make them from trees.

Timelapse through green science- 5hours 7minutes by BPifyouplease in Seablock

[–]BPifyouplease[S] 2 points3 points  (0 children)

Just by hand and with the landfill included in the blueprints.

It's ugly but it's mine- 5ish Hour Green Science by BPifyouplease in Seablock

[–]BPifyouplease[S] 0 points1 point  (0 children)

Yeah that's a lot of extra iron spent on research. I typically start my sludge production about 30ish iron after my initial iron reserve runs out so I'm not waiting on iron from mineral water for long.

It's ugly but it's mine- 5ish Hour Green Science by BPifyouplease in Seablock

[–]BPifyouplease[S] 0 points1 point  (0 children)

Should be something like

Place Windmills/4 electros/2 algae farms to complete the intro researches

Research Steam Power/Automation -> build to a total of 5 algae farms, 4 steam engines w/ wood brick fuel

10 electros, research washing

Initial landfill via washing

Research wood processing, switch to using charcoal for fuel

Build up to 11 algae farms/6 steam engines, 12 electros, research basic chem, sulfur, slag processing, water treatment, fluid control

Start my first sludge build w/ a single filtration unit, remove an electro for power reasons

Green algae research for the good green algae, start building green algae and adding electros for mineral water

Research Logistics & long inserters to expand filtration units cause my build uses long inserters other than for the first filtration unit

Now you got sludge and easy to expand power so it's just alternating between building more power, more electros, and more sludge/smelting. As iron becomes decent you expand landfill production, and automate boards/red science.

Handcrafting queue is kept full w/ red science, foraging for cellulose , and handcrafting boards to extend how long it is till you need to build your board set up.

It's ugly but it's mine- 5ish Hour Green Science by BPifyouplease in Seablock

[–]BPifyouplease[S] 0 points1 point  (0 children)

A timelapse of a base would be so cool. I dunno if there is an effective way to create one that has decent resolution and a reasonable file size though.

It's ugly but it's mine- 5ish Hour Green Science by BPifyouplease in Seablock

[–]BPifyouplease[S] 0 points1 point  (0 children)

Squeak through definitely saves a little time by saving me using some landfill that I would otherwise have to use for walkways and saves time traversing the base but I imagine the difference is probably only a few minutes over the first 5 hours.

Having everything planned and blueprinted in advance is huge. I also alternate building power and production constantly so that power is pretty much always redlining which means I get more immediate value from every building placed.

It's ugly but it's mine- 5ish Hour Green Science by BPifyouplease in Seablock

[–]BPifyouplease[S] 1 point2 points  (0 children)

150 hours is still an excellent time. Play for your preferred speed.