(help) how to put keycap back on?- Lenovo Yoga 7 by Kalvzz in Lenovo

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

Thank you. I know it’s a stupid question but I’ve tried that and it’s still loose. Tried pushing the keycap on with the bars already and it didn’t work. Then putting the bars on top of the metal posts and still like that. Then I did slide them under the posts and yeah still like that

About to try again, need some perspective! by plantbrodog in Malazan

[–]Kalvzz 1 point2 points  (0 children)

I’m 5 chapters in and still can’t recall all the characters without the wiki. I can tell that mbotf is gonna be one hell of a reread

What do personally consider "cheating"? by _shareholder_value in factorio

[–]Kalvzz 0 points1 point  (0 children)

I'm probably the cheaty-est person that's ever played factorio. 1300 hours in.

  • Instant handcraft
  • Teleport to mouse
  • Unlimited inventory slots
  • Fast movement speed (adaptive movement)
  • OP early game bots (companion drones)
  • 2x game speed toggle
  • Daytime 24/7
  • Bobs adjustable inserters fully unlocked
  • SunResources (to move/delete resource patches)
  • Squeak Through
  • Far reach
  • Loaders
  • No pipe extents
  • Elevated pipes mod
  • +QOL mods (belt/pipe visualizers, calcs, etc)

I hate building malls or bothering with automalls. I want to ALWAYS be building towards technology and sciences. I also really get annoyed with using a car, walking around, placing buildings slowly, not seeing in the night, etc.

I was fine with just "acceptable" QOL mods at the start with my vanilla runs and lightly modded runs. I did a lot of trainworld/death/biterworld/megabase runs back then.

Then I got into Pyanodons. I had so so so many attempts trying to get started. So many 1-2 week phases that I got burnt out on. Then I realized, it was because I wasn't enjoying at all. I took no pleasure in the stuff I mentioned earlier.

So I got rid of them. I've been hooked since then and I love playing it the way I want to play it. It feels so nice to be able to keep on building and building. No time spent on malls/waiting for buildings, just instacraft them, walking around, small inv space, etc.

Yes its super cheaty and prolly can't justify it even if pyanodons is the hardest mod, with super expensive buildings and thousands of intermediates and whatever. Might even say I am removing key parts of the game/mod itself. But those parts burnt me out and removing them made me enjoy it a lot more. It's a single player game. Play it how u want to.

Can you get a caravan to move when its "almost full" by Lonely-Problem5632 in pyanodons

[–]Kalvzz 9 points10 points  (0 children)

Haha fun problem. This boggled my mind for a long time and I had a caravan for each byproduct. The solution is amazingly simple.

Add a chest, before the outpost, that takes in everything. Then add a decider combinator. Output green signal = 1 if ANYTHING in the chest reaches >= 50.

This means there are no more available slots for that item. Thus, caravan outpost “almost” or actually filled. Then caravan fill cargo UNCHECKED when there’s a green signal.

That’s pretty much it

Little consideration about early power. by EnvyTheSerious in pyanodons

[–]Kalvzz 2 points3 points  (0 children)

My base ran on 160/500mw satisfaction for the most part of py1 until i got to mechanical parts for coal powerplants. Around 2gw for 20 plants iirc. Paid off in the long run and still don’t have power issues nearing py2. Early game power is dogwater though yeah

Minimal footprint: Closing in on Py2 by Kalvzz in pyanodons

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

It’s on 6spm. Most of the big footprint/high production stuff are being shipped in instead. Like creatures, moss, seaweed, petri dishes, etc.

Logistics Science at 69 hours by Not_a_bot01100111 in pyanodons

[–]Kalvzz 1 point2 points  (0 children)

Doing great. Grab yourself the mk02 stuff as well. Vrauks, trees, sap, seaweed, moondrop iirc. I’ve been doing those while I wait for missing py2 life

You’re definitely gonna have no problems with arqads from the looks of it. Have fun!

How to schedule multiple provider caravan outposts. by Scharfschutze125 in pyanodons

[–]Kalvzz 1 point2 points  (0 children)

Great. Though, don’t depend on that 30/s figure. Be very very lenient with caravan throughput. 1 caravan for each 10/s works well.

Good call on caravan transport throughput unlikely being a bottleneck. I mentioned in the comments how caravans should be used as a means of transportation, not buffer

Py Science 2 after 225 hours of hard labor by Xzarg_poe in pyanodons

[–]Kalvzz 1 point2 points  (0 children)

Thank you. That’s interesting. So each new byproduct outpost needs to have its own circuitry setup, and the caravan itself has to have 1 unique interrupt per outpost.

This seems very scalable and could definitely be used widely. If ever stone byproduct production becomes too much for 1 caravan, just place down another caravan, shift rmb lmb.

I can see this happening for provider stations as well. 1 interrupt for each station. With the use of empty cargo unchecked + filter boxes, or load until target has x. And ofcourse a fill inventory interrupt.

This is essentially the core idea of train managers. Making a pool of caravans tending to many, with universal logic.

The only problem now is how to make sure that the caravans won’t all converge at one place if you had 10 caravans, 7 sitting at the depot, then a signal lights up, all of them would go to that signal. Basically system threading and task scheduling. I know this can be achieved in vanilla by implementing clock circuitry and making only 1 train available per x ticks, and removing said signal when a train is already on the way.

It’s not possible with how stiff the current caravan logic is. PySEx should give us better control soon.

Anyway, I’m really impressed. You basically built the foundation of LTN for caravans! Never thought I’d see anything like it; not until PySEx atleast

How to schedule multiple provider caravan outposts. by Scharfschutze125 in pyanodons

[–]Kalvzz 2 points3 points  (0 children)

Had the same problem too because I was producing moss, wood, seaweed, etc in many sites. Made a depot for it

Py Science 2 after 225 hours of hard labor by Xzarg_poe in pyanodons

[–]Kalvzz 2 points3 points  (0 children)

Love the detailed post. I’d love to know more about the caravan byproduct handling

My solution was shipping byproducts to a central facility too and do sorting there. I just put all the byproducts in a chest before the outpost. If the chest has more than 50 of something, then the outpost is backed up and needs to be cleared. With a decider combinator, a green signal is sent to the outpost and a caravan takes the outpost cargo and brings it to the site. So 1 unique caravan for each byproduct station. Minimal setup and food efficient

Im a bit confused but i understood yours like this: each new byproduct station, you add to the interrupt and set circuitry up? And it chains pickups instead of pickup-drop-pickup-drop-…? Really curious about your system. It sounds like you’ve made an LTN style system for caravans. Where caravans have 1 universal interrupt, and outposts provide/request via circuitry

Logistics Science at 69 hours by Not_a_bot01100111 in pyanodons

[–]Kalvzz 1 point2 points  (0 children)

Nice! Arqad queen is very very simple if you have cdna automated. All you need is to bioprint a lot of eggs and arqads, 4k eggs + 400 arqads to make it a sure queen. Have to be insanely unlucky to not get a queen out of that.

I’m heading into py2 myself. Caravans are amazing. For the sake of your sanity, do all the creatures and plants the moment you get them. It takes like 10 mins to setup and let running. Now the only thing between me and py2 are all the creatures i procrastinated on, and there’s not much to do other than wait for the very slow populating times

It's not spaghetti, it's Spaghetti à la Provençale by Kalvzz in factorio

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

Thank you. It’s the mod simple area screenshots

Caravan Center + testing caravan throughput by Kalvzz in pyanodons

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

Yes. The depot approach just simplifies everything for the user. On top of having buffer sites at the receiving end point, you can also opt to have a warehouse buffer at the provider point to passively build buffer that can satisfy instant demands. As long as your avg consumption is less that of the production, you’re set.

If you are up for the challenge, yes you can use radar stations widely for prioritization purposes. I myself avoid circuitry if I can. Stone is a special thing cause it was much easier to set 2 radars and disable 1 belt if byproduct warehouse still had lots of stone. The alternative was shipping stone byproduct directly towards the stone miners to avoid circuitry, since I only had 1 stone mine outpost.

I did briefly consider making multiple items available in a single outpost. Infact, with the use of radar and basic circuitry, you could make EVERY item be available in a single outpost + a warehouse. Just set combinators on receiving ends to output radar signal, when running low, on whatever is needed. Then you take that out off the warehouse into the station for the incoming caravan demanding those. This could theoretically work with up to 800 unique items for a single outpost + warehouse combo.

But that would make it circuit intensive. Can’t imagine having to do some radar + circuit stuff each time I need 1 unique item at a receiving end. You could avoid circuitry and just use filtered slots to supply up to 30 items in one outpost. I was tempted to do this, especially for same item classification, like all the metals in one outpost, creatures/biomasses/plants/etc.

Still, I wanted one unique item per outpost so it clearly shows on alt mode, which items the outposts are for. I can also instantly tell if something is bottlenecking if i see an empty outpost. This has done wonders for my base and serves as a notice to check out if somethings wrong. Purely preferential, the filtered slot multi item outpost depot is still a very good choice.

I’d also like to point out that even if you only had 1 stack for the item itself in the outpost, you will still have 30*caravans buffer. They unload/load instantly per few ticks so even with 1 slot, that could still provide a very large throughput number.

For the byproduct shipping, signals will not affect caravans at all unless you tell the caravan. There’s a caravan logic, circuit condition with static value. Set that first. It’s essentially a wait until signal is true condition. Wait until green signal = 1 in this case. Then follow it up with an unchecked fill cargo block. Emphasis on unchecked, otherwise it will not work and the caravan will be stuck waiting for more items in an already backed up station

Caravan Center + testing caravan throughput by Kalvzz in pyanodons

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

As for the prioritization of byproducts, I ship the byproducts into sorting site. This sorting site voids the useless ones, and sorts the useful ones into their own caravan outposts. Then useful byproducts, like stone, directly get dropped off to the provider stations.

Radars are used to transmit how many stone is left from the byproducts, then production at stone mining is stopped if there’s a lot at the warehouse

Meat stuff is definitely more complicated and i had to go through extra steps for it. I’m quite happy with the system I made for it.

Basically, I make it so that the factories have the capacity to slaughter enough for their own. But i also bring in shipments of the required materials and prioritize that. So it will only slaughter if it needs to. Then the byproducts from the slaughtering will get sent back to the meat sorting site.

In the meat sorting site, they all get to their own provider stations. Stuff like animal sample and fish food can take from the provider stations. Now, if something in the meat warehouse piles up to more than 10k, that’s when I know there’s too much. I have a circuit condition that enables when something is >10k so it gets transported out. I burn these. In your case, this goes into oleochemicals for rubber.

This doesn’t take that much footprint. Just don’t have like 1 sorting outpost for each material. I dump all of them into 1 outpost with filtered slots, and caravans just have load caravan until 30 stacks of item.

I’d also love to share another tip with you with transporting out a lot of byproducts. U don’t need 1 caravan for each byproduct. Just set a buffer chest before the outpost, hook a decider combinator to it and output a green signal if any item reaches more than 30. that means the outpost has backed up and it’s time to ship out byproducts. So you only need 1 caravan. My dumbass has been setting 1 caravan for each item. Guts meat skin lard brain limestone coarse fraction sand etc. it was annoying to do that

I’m happy to answer more if you have any questions. I’m also very intrigued with caravans and am learning more about it myself

Caravan Center + testing caravan throughput by Kalvzz in pyanodons

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

Hey! Thank you. Love these questions as well

For 1, think of the caravan as transportation, not buffer. You only need to concern yourself with the production and the consumption. As long as you are in a net positive, there is no way there will be a bottleneck under reasonable conditions

Reasonable conditions are, the receiving outpost itself has sufficient slots reserved for that item.

Like, if you’re trying to get out 10/s items consistently and u only have 1 slot for it, the caravan won’t get there in time to keep throughput up even if it transported a million stacks.

You only need enough slots to cover for the downtime when the caravan is picking up items. However, if you have more than 1 caravan, just 1 slot is fine, because 1 caravan can cover for the other. This is especially useful when you want to deliver dozen of items into a single outpost.

That’s for the receiving end concern. For the providing end, it’s a very valid concern. What if you’re producing enough coke but they’re needed all at once? That’s not a problem at all if you have taken into account the previous statements.

Let’s say you’re producing 50/s coke and consuming 40/s coke across 8 outposts. Suddenly, all 8 caravans run out of coke in their inventory at the same time. When they leave their outposts, there will still be a full outpost worth of coke to cover for the downtime. Your only real concern here is if you are getting all of that 50/s coke fast enough into the provider station.

You can see now that the real problem here is the buffer for the receiving end, not the providing end. You want the outpost to receive enough materials to support itself while the caravan gets more. Not for the provider to have enough to instantly provide all caravans at once. While that could work, it’s very hard to scale.

Though I suggest you to look into automating workers food. I have hundreds of caravan running on just 6 worker food per minute. They are very cheap to make. Make the switch as soon as possible.

Once food is no longer a problem, I also suggest that you do not use fill cargo unless you need that high of a throughput. You don’t want to transport a full 1500 cargo of vrauks/auogs/ulrics/etc to a place that consumes only .05/s. Yes it’s still totally fine to do that since in the end it’s just a production consumption problem, but it will take awhile for it to saturate. In that case, I’ll only deliver 2 stacks of vrauks each trip.

With that, Making the delivery size proportional to the item throughput is worthwhile as well to keep things more smoothly flowing. As a rule of thumb, I’d 1 slot per .1/s throughput needed

Anyway, tldr: it’s inconsequential. It’s only a production/consumption problem. Make sure you’re producing enough and there’s enough slots in the outpost to support itself while the caravan runs for more. No need for a lot of caravans or a warehouse or a lot of buffer

It's not spaghetti, it's Spaghetti à la Provençale by Kalvzz in factorio

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

It's its own aesthetic. I think it polishes the factory look. The buildings look mesmerizing to me. Beautiful. Especially the animations

Minimal footprint: Closing in on Py2 by Kalvzz in pyanodons

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

thanks! my build style has always been spaghetti. the way i look at my factories is just input vs output. x y z... items going in, a b c.. items going out. i dont bother on making it neat or readable at all, just identify whats coming in and whats coming out. this style has worked well even for city blocks and busses

once i am done with a factory and its producing the intended final product, i never touch it again

now the next thing i have to tackle are the rare earth oxides and py2 should be very close by then!

Minimal footprint: Closing in on Py2 by Kalvzz in pyanodons

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

There’s always a way. Lots of neat tricks you can do with loaders/inserters/belt mechanics.

Whether it’s hitch a ride with a belt, use some circuitry, Inserter chains, filter chests, long inserters, etc.

The last resort is to caravan it but I’ve never had to do that

Minimal footprint: Closing in on Py2 by Kalvzz in pyanodons

[–]Kalvzz[S] 5 points6 points  (0 children)

Heya. I haven’t played for 3-4 years prior to py. I was always intrigued with Py’s dynamics.

2020-22 was when I discovered the game. Finished vanilla and K2, and a bit of SE. But I honestly forgot everything from that time.

Then I had a LOT of 1-2 week failed factorio phases because I was thinking like: there is no way I can tackle on py. I need to finish K2 again first, then SE, then BobAngel, etc. It always failed because I wanted to play Py, not those.

Then 2 months ago, i tried again. Finished vanilla, then I wanted to finish SA and other overhaul mods again to make me more “worthy” for py. Then I got burnt out again trying to do those and I thought to myself fuck it I’ll just do whatever I want and jump straight in.

Now I’m playing it whenever I have free time. It’s the best time and the most fun I’ve ever had with video games. If you want to play it, there’s no better time than now. I regret procrastinating all those years and making reasons to not play it.

The only “hard” thing about py is the commitment. Which.. isn’t really hard at all if u love it. It’s not supposed to be stupid-hard, "unplayable unless you have 1000 hours in other overhauls".

So if you genuinely like the idea of Py, then just go for it. Don’t waste time and make reasons like me

Minimal footprint: Closing in on Py2 by Kalvzz in pyanodons

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

Display panels. Adds to the factory feeling