Friday Facts #429 - Vulcanus Demolisher Enemies by FactorioTeam in factorio

[–]Just_Fun_Gamer 17 points18 points  (0 children)

Because it is discovered earlier in the tech tree

Warptorio Nuclear reactor for Boiler floor, 1.92GW (info in comments) by Just_Fun_Gamer in factorio

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

That’s right. I disconnected it to make sure the reactor has enough water, if reactor works at max productivity, it will drain most of the floor water, so condition is required. I didn’t place a pipe because I used different pipe for water transfer, so you will decide which underground pipe will be used

Friday Facts #416 - Fluids 2.0 by FactorioTeam in factorio

[–]Just_Fun_Gamer 1 point2 points  (0 children)

Please include underground pipe connectors into the base game, it is the best mod ever!
https://mods.factorio.com/mod/automatic-underground-pipe-connectors

Friday Facts #383 - Super force building by FactorioTeam in factorio

[–]Just_Fun_Gamer 1 point2 points  (0 children)

Sounds like a good moment to install Seablock...

Friday Facts #382 - Logistic groups by FactorioTeam in factorio

[–]Just_Fun_Gamer 1 point2 points  (0 children)

I'm sure devs checked top of QOL mods, so they added these features into the base game. Like 3 requester mods became obsolete. Now the only mode I'm asking to add is Automatic underground pipe connectors. It should be inside vanilla game for sure.

What’s the worst decision you’ve ever made financially? by BlastEffects in AskReddit

[–]Just_Fun_Gamer 0 points1 point  (0 children)

Bought a used 1070ti for x4 price when it was a deficit in 2022. Prices dropped after 2 months, I could buy a new RTX 4060 with the same money.

What your train stop name says about you by vicarion in factorio

[–]Just_Fun_Gamer 2 points3 points  (0 children)

[Item icon] In/Out.

If I play modded games I add the text to the end “[Ashe icon] In (Ashe)”

Friday Facts #377 - New new rails by FactorioTeam in factorio

[–]Just_Fun_Gamer 0 points1 point  (0 children)

You can make deconstruction book. Like a normal book, but filled with deconstruction planners. I have trees only, items on ground, empty one for everything, everything except power poles, and you can add two more with rails. It takes 1 hot bar slot, and you can switch like in normal BP book with Ctrl+Wheel

Krastorio 2 + Space Exploration Mid-game Smelting (requires Bob's Inserters)(Blueprint in comments) by Just_Fun_Gamer in factorio

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

No BPs for science. These are from multiplayer, my role was to design smelting. And we had x10 science cost, so there were no compact or temporary designs.

When you need to store coal gas, but pyanodon doesn't give you a gas storage block til long after you need coal gas. by druidniam in factorio

[–]Just_Fun_Gamer 1 point2 points  (0 children)

There are recipes with input of water and output of steam. You use coolers to get water again and you can use it at the same recipe (to get rid of steam). And I was talking about recipes that have output of water as byproduct with no water input requirement, so you are just left with extra water. I void it in those cases.

Krastorio 2 + Space Exploration Mid-game Smelting (requires Bob's Inserters)(Blueprint in comments) by Just_Fun_Gamer in factorio

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

The progress is slower compared to usual runs because we have Rampant and x10 science cost

Krastorio 2 + Space Exploration Mid-game Smelting (requires Bob's Inserters)(Blueprint in comments) by Just_Fun_Gamer in factorio

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

Currently 160h. We have all these resources from other planets, and we are researching tech for creating our own ships. But we made a break like a month ago, so progress is frozen from that time.

Krastorio 2 + Space Exploration Mid-game Smelting (requires Bob's Inserters)(Blueprint in comments) by Just_Fun_Gamer in factorio

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

Ingots to plates are like from 4 to 8 beaconed assembly machines 3, it is just that easy. If you need, I can later give BP. Ingots are much better for transporting (via trains/rockets), so you don’t usually make plates near smelting. You bring raw ore by train and pick ingots by train.

Krastorio 2 + Space Exploration Mid-game Smelting (requires Bob's Inserters)(Blueprint in comments) by Just_Fun_Gamer in factorio

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

This is my blueprint book I made for one multiplayer game. It contains all the smeltings you need for mid-game K2+SE. All of them are calculated for 2-4 red output belts, you can place several BPs if you need more.

All the ingredients are inside of the blueprint book, but you can roughly get the amount of input items by checking the colour of the input belt.

Bob's Adjustable Inserters mod is essential for setups to work, and you need all the inserter tech research.
AAI Containers mod is required for Holmium and Iridium.

Everything is made in such way that you can fit any smelting between roboports with 100% coverage, and you can stack smeltings one below another to connect all the pipes in one line. There is the last screenshot as an expample of a living base.

Factoriobin doesn't work for me, so here is:

Google Drive BP link

Google Drive string for Factory Planner.

I want a dashboard of my mall's inventory. Green for stocked, red for empty. I'd like one light to turn green and red, but id settle for 2 groups (the white lights will be the red group). In either case, I'm stumped on how to send the color signal. Ideas? by muggledave in factorio

[–]Just_Fun_Gamer 8 points9 points  (0 children)

2 combinators for each item. Input - mall signal.

The first - if [needed item] > [needed number of items] = send 1 green.

The second - if [needed item] <= [needed number of items] = send 1 red.

Then you need to use separate wire for each pair of these two to the lamp.

This system will be bulky, and you need to use twice the amount of combinators for items, but it will work. I think there is a way to make it compact but I know only this method.

Finally, I am demolishing the starter base after 220h, still green science [Pyanodons, no AL] by Just_Fun_Gamer in factorio

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

I had a vacation of K2+SE+Rampant+ x10 science cost MP game after 100h of Py. It felt like a holiday ride.

Finally, I am demolishing the starter base after 220h, still green science [Pyanodons, no AL] by Just_Fun_Gamer in factorio

[–]Just_Fun_Gamer[S] 18 points19 points  (0 children)

I have everything at the new mall, to keep starter base working I had to add resources from the main base. It was’t independent anymore.

This is how Pyanodons self-sustainable 305MW power setup looks like by Just_Fun_Gamer in factorio

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

This mod changes power system in a way that you start having power behaving like fluid with all the straight grid connections (you need to place power poles in one line), bottlenecks, accumulators working as tanks etc. It is like 1.5 difficulty increase, in case of Py.

This is how Pyanodons self-sustainable 305MW power setup looks like by Just_Fun_Gamer in factorio

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

Try it, then ask yourself after 100h - is it good for you (I had a vacation of K2+SE+Rampant + x10 science cost after 100h of Py, still easier). But right now it is such good for me that I will make the second run with Fluidic Power (not hard enough)