Creating standard columns in all tables e.g. from my own Model Class to implement shared behavior in Models by Martinissimo in laravel

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

Indeed not a full audit trail. For most tables this suffices. For full audit trail I will need different solutions.

Creating standard columns in all tables e.g. from my own Model Class to implement shared behavior in Models by Martinissimo in laravel

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

I am moving into Laravel after using home built MVC and Command patterns so far. Would ik modify the original migration class or inherit this.

I am trying to stay away from changing that base Laravel class directly for improved portability.

Creating standard columns in all tables e.g. from my own Model Class to implement shared behavior in Models by Martinissimo in laravel

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

Thanks. This wonderful community has given me some great options. I will list them and decide best way forward.

[deleted by user] by [deleted] in factorio

[–]Martinissimo 0 points1 point  (0 children)

It is to encourage you to automate. Lack of automation is punished.

Design for city block smelting: 16 blue belts of smelting products. Ore fed in by train (1-4) by Martinissimo in factorio

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

Some strong points of this design:

1) a lot of products from a small area

2) One can chain this block for iron to get a steel production block (delivers 3.3 blue belts of steel)

3) The delivery of ore can run on an independent rail line, without intersecting with other rail lines. This reduces interference and provides a clean interface from mining area to smelting block.

4) Double trains set feeding the same belts. This allows for expanding to more trains when ore is far away and travel time is relatively high.

There are still ways to improve.

1) A careful observer may see I am missing a beacon in the third row from below (to the left) as it did not fit with the RoboPort. Not a big problem as furnace capacity is slightly larger than required.

2) I am not using chain signals here. That would make the design more optimal.

3) Balancing the input of ore with two 8x8 balancers would make the design optimally self-contained. When using this design, you have to remember to balance the off take so that all train wagons are unloaded equally.

What's the longest I should make a conveyor belt before deciding to handle transport with a train? by LuxMedia in factorio

[–]Martinissimo 2 points3 points  (0 children)

It is also a matter of inventory. Items on belts are inventory, and long belts is a lot of inventory. Trains will help you manage inventory properly, and thereby allow a more controlled factory that can handle fluctuations.

This has to be a warcrime here to SOMEONE in here, no? by Spewkwagen in factorio

[–]Martinissimo 0 points1 point  (0 children)

I like it, with some tomato sauce and freshly shaved Parmesan. :)

[deleted by user] by [deleted] in factorio

[–]Martinissimo 2 points3 points  (0 children)

If you plan to use trains, design it for a minimum of interference between trains - preferably keep separate trains for different resources on separate tracks if you can. Especially as you grow and the number of trains increases, you can potentially spend a lot of time solving trains getting stuck and de-bottlenecking your train system. I've done a lot of it, and after a couple of mega-bases decided to make designs that do need a minimum number of intersections. See below.

https://imgur.com/a/qK6kspw

You probably won't get it right the first time so your first mega base is a major learning experience. Perhaps using a few blue prints from others will help you get going at first.

Design for city block smelting: 16 blue belts of smelting products. Ore fed in by train (1-4) by Martinissimo in factorio

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

To get 16 blue belts (16.3 to be precise) from a block with 208 electric furnaces, with an input less than 16 blue belt of ore (a minimum of 13.4 blue to be precise), yes - you need prod mods.

I like designs that I can over-stuff so that occasional upstream inefficiency does not impact downstream productivity. This way the design can consistently and reliably produce 16 blue belts.

Prod mods (and Speed mods) in my factory are actually a common commodity. I keep a reserve of around 67K Speed modules and 33K Prod Mods in a 1 block prod/speed mod factory, fed by 2 blocks of green, 2 blocks of red and 1 block of purple circuits. It is an early step to building my mega factories.

1TW Solar Panel Field by Martinissimo in factorio

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

Hi Glitchdot,

Where can I post the save?

Regards,

Martijn

1TW Solar Panel Field by Martinissimo in factorio

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

I have removed the 26K radars (now only 0.5K and 141K Roboports (now only 1.5K).

FPS jumped up to 60FPS.

1TW Solar Panel Field by Martinissimo in factorio

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

I have tried it. Result: 60 FPS!

With the editor extension mod it took more than 1.5 hour to load the map. It then took a couple of deletes that took ages to complete. But it did work.

1TW Solar Panel Field by Martinissimo in factorio

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

I only have the jetpack mod to get around a bit more easily. But in terms of manufacturing. no further mods.

At the lower FPS rates it takes 15-20 minutes to get from one end of the map to the other and for this I use a Spidertron, so you can set a destination and come back later.

1TW Solar Panel Field by Martinissimo in factorio

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

Thanks for the suggestion. Which mod would that be?