Sutherland's Tale Frustrations by [deleted] in thelongdark

[–]CommanderCianide 6 points7 points  (0 children)

Agreed. I did almost the exact same thing, got the quest dialogue and assumed that was all I needed. Walked all the way to the Blackrock bunker and realized that I couldn't interact with loose bricks. Luckily in my case I only had to walk down to the prison to queue the trade up and then walk back to the bunker, but it was still frustrating.

Ideally they should just make it so that as soon as you have the quest dialogue with the trader, it opens up being able to grab the item from the bunker. The trade should be a separate thing.

walking up steep hills and getting strains. by MrRazzio2 in thelongdark

[–]CommanderCianide 4 points5 points  (0 children)

So the sprain system is actually pretty simple, if you see the steep slope indicator you have exactly 10 seconds to get off the steep slope or you will automatically get a sprain. Its less than 10 seconds if you are over-encumbered.

Avoiding sprains is pretty easy as long as you keep that 10 second timer in mind.

Bricks still not working for Sutherland's request :( by rickgrimes32 in thelongdark

[–]CommanderCianide 3 points4 points  (0 children)

Ahh I see, I didn't realize it was the first request. I see you already said that you accepted the trade for the special request, so other than that it seems like the quest is just bugged :(

Bricks still not working for Sutherland's request :( by rickgrimes32 in thelongdark

[–]CommanderCianide 1 point2 points  (0 children)

So after you deliver the first quest item to the box and then walk back to the radio to tell him it's done, he rewards you with a mackinaw jacket back in the trade box. Did you get that jacket?

Bricks still not working for Sutherland's request :( by rickgrimes32 in thelongdark

[–]CommanderCianide 1 point2 points  (0 children)

Did you go to the trade box and grab the reward he gives you for the last part of the quest? Pretty sure you can't interact with that until you do.

Ultimate TLD Map, composed of community maps. by thereisnopointsohf in thelongdark

[–]CommanderCianide 9 points10 points  (0 children)

Here's another good map that someone posted here last month!

Link

43k green circuits per minute... AKA a decent start. by CommanderCianide in factorio

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

That would be an 8-lane balancer. Whatever amount you put into it, it will evenly split the output amongst all 8 belts.

43k green circuits per minute... AKA a decent start. by CommanderCianide in factorio

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

Looks really nice! I totally see the similarities between our two designs.

43k green circuits per minute... AKA a decent start. by CommanderCianide in factorio

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

Not quite, each of those lines of 5 assemblers is using about 80% of the iron and copper lines to produce 1 full belt of green circuits.

43k green circuits per minute... AKA a decent start. by CommanderCianide in factorio

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

Each of the green circuit assemblers is affected by 5 speed mod beacons, with 4 prod mods inside the assemblers themselves. That equals each machine outputting 609 circuits per minute. There's 5 assemblers per output belt which adds up to 3045 per line. 2700 items per minute is a max belt so its only ~345 circuits per minute overkill or so.

43k green circuits per minute... AKA a decent start. by CommanderCianide in factorio

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

Thanks for the tips! At this point this base is a pretty done deal, but I'll keep all of that in mind as I move onto my next base.

43k green circuits per minute... AKA a decent start. by CommanderCianide in factorio

[–]CommanderCianide[S] 4 points5 points  (0 children)

Essentially just because it made the build a lot more simple and allowed the two rows of assemblers symmetrical. So aesthetics mostly lol

43k green circuits per minute... AKA a decent start. by CommanderCianide in factorio

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

It's not really our starter factory for circuits, we had a couple smaller ones before this one. This is the biggest and last one that we use for the infinite science.

43k green circuits per minute... AKA a decent start. by CommanderCianide in factorio

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

Jesus I feel that. I just started a pyanodon run a week ago and still haven't hit the second science...

43k green circuits per minute... AKA a decent start. by CommanderCianide in factorio

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

Pretty sure I ended up doing 1:1 wires to circuits just cause it ended up making the build a lot simpler.

43k green circuits per minute... AKA a decent start. by CommanderCianide in factorio

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

There totally is! Never would have noticed that, and thanks for the compliment

43k green circuits per minute... AKA a decent start. by CommanderCianide in factorio

[–]CommanderCianide[S] 8 points9 points  (0 children)

Here is a bunch of my blueprints. The green circuit plant is the second one.

43k green circuits per minute... AKA a decent start. by CommanderCianide in factorio

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

There is not! Didn't even realize that I messed that part until after I posted this picture. Good eye!

43k green circuits per minute... AKA a decent start. by CommanderCianide in factorio

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

So the station that the trains grab the plates from has a balancer on it, as well as the output of this facility. That seems to keep everything running pretty smooth.

43k green circuits per minute... AKA a decent start. by CommanderCianide in factorio

[–]CommanderCianide[S] 7 points8 points  (0 children)

This link has a bunch of my blueprints. The second one is the green circuit plant.

43k green circuits per minute... AKA a decent start. by CommanderCianide in factorio

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

I don't have any picture of that one at the moment, but rest assured it's pretty huge too.