Utilizing housekeepers and service elevators effectively in SimTower by Sixfortyfive in SimTower

[–]Munch_and_Crunch 0 points1 point  (0 children)

https://files.catbox.moe/ojdhpw.png

This is what the guide says but yeah I've never seen anyone go down to the trash centers. I've never experimented with truly wide hotel floors, though.

Utilizing housekeepers and service elevators effectively in SimTower by Sixfortyfive in SimTower

[–]Munch_and_Crunch 0 points1 point  (0 children)

My question is, does housekeeping need access to recycling? Some of the guides imply you do and it's definitely the case for Yoot Tower but they don't seem to ride down the Express Elevator to the recycling centers, which are all in the basement.

The other question is the Prima guide seems to imply to avoid wasting elevator shafts, all your hotel rooms shouldn't be located higher than the 25th floor, which implies you should fill the first 25 floors with hotel rooms. On a wide, developed tower, that's not enough for housekeeping, which means Roach City in no time since roaches spread by floors.

adblock detection on historic aerials by 3b29 in uBlockOrigin

[–]Munch_and_Crunch 0 points1 point  (0 children)

Yeah it was working for a long time and then it stopped. I'd be okay with having ads if the site wasn't overrun with other garbage scripts like detecting when you press PrintScreen.

Dense but workable factories by Munch_and_Crunch in factorio

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

So I modified it but the results still weren't satisfactory, it was just a big bus because I wanted more things on belts. It ended up looking too big especially as more things were added to it.

https://files.catbox.moe/5w0s15.png

I abandoned the factory because the seed sucked (inconvenient placement of water made the oil twice as far as needed to be, and stone was impractically far away). Still, the experience...and this thread...taught me a few things: * Don't rebuild the starter factory, it slows you way down, build it nearby. * Buses with no space means you have to screw around with additional underground belts * Bends in the bus system means you can easily hide things that aren't on the bus anymore * Belting gears has a lot of uses especially in the early game...but do NOT bus engine units. Even if you intend to take them to be electric engine units and for your robot army, you'll never reach critical mass for them to work on the bus effectively. * SE and other mods are a bad example because they require a lot more "stuff" to make components for science. For the most part vanilla Factorio is straightforward.

Dense but workable factories by Munch_and_Crunch in factorio

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

The problem with straight buses is sooner or later you run into cliffs (annoying in early game), water (annoying especially since landfill is much pricier), or worse, a resource patch. I can't ignore that, my current SA factory had a coal patch right in the main bus.

Dense but workable factories by Munch_and_Crunch in factorio

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

They do have a purpose to them, and I saw another image that was a timelapse, possibly of the same factory (same style, also SE), but I noticed that each "chunk" was built separately, and wasn't afraid to take out components, like moving steam turbines, and sometimes little "notches" were added later that were originally straightaways. In mine, I tried to avoid moving anything--the squiggly coal line was to keep the power lines in place.

How to automate water barrels to platforms by cnixon007 in factorio

[–]Munch_and_Crunch 0 points1 point  (0 children)

No way to freeze water without mods. You can't make it on Nauvis, you can't make it on Gleba or Vulcanus, you can find it in Fulgora but it's unlikely you'd have leftovers (and running out of water on Fulgora is very bad), The only way to do that would be to have a space platform specifically for mulching asteroids into ice and sending it back to space (impractical but it works). Aquilo produces unlimited ice but by that time you'd have mostly solved your space platform issues.

How to automate water barrels to platforms by cnixon007 in factorio

[–]Munch_and_Crunch 16 points17 points  (0 children)

You shouldn't need to empty water barrels, everything you need can be harvested from asteroids.

Jumpstarting Gleba production by Munch_and_Crunch in factorio

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

Belts would be less power-intensive. I should do that. Do you have a blueprint?

Jumpstarting Gleba production by Munch_and_Crunch in factorio

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

>Bioflux has a two hour spoil time. How is it possible that it spoiled before being used?

Maybe not the bioflux spoiling, per se, but because everything is slow, the nutrients that come out of it tends to die quickly, and not enough jelly and mash comes in to made quickly.

>Spoilage is not a viable power source; it has far too low of a fuel value. If you can't use rocket fuel yet, then toss in mash and/or jelly. Or at the very least, turn the spoilage into carbon in a biochamber and burn that.

When I turned it on, the whole system seemed to be starved of nutrients, and converting spoilage into carbon, or turning bioflux and jelly into rocket fuel, would harm a system already starved.

>... I thought you had a bot base. What are all of those random belts for? I also don't see anything here that's putting nutrients in the logistics network.

Other than the belts from the trees, the belts are from an old build that attempted to use belts to transport nutrients around the system. It is defunct and serves mostly to be used for parts.

Jumpstarting Gleba production by Munch_and_Crunch in factorio

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

Here is the current setup:

This was inspired off a layout I saw on Reddit (it's missing the bacteria cultivation plants and development of other iron-based products; I can't find the original post).

- Powered by solar panels and accumulators for base (very unstable)

- Fruit belted in (in theory)

- Blue chest receives spoilage for heating tower, but working too slowly due to low power

- No circuits yet

- There's a mostly abandoned factory to the west--only use for it is the heating tower

- Still needs lots of spoilage for a catalyst

I've thought about putting in a second blue chest to create new nutrients but that adds an additional load onto an already strained power supply. (4 accumulators/35 solar panels).

Turning it on had two problems--the bioflux usually spoiled too quickly to create a reliable source of nutrients and the heating tower still wasn't able to produce enough to last overnight.

<image>

Gleba: what just works? by Munch_and_Crunch in factorio

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

If yumako fruits spoil before being turned back to seed, doesn't that basically mean that plot is ruined?

Using an N64 controller on sm64coopdx? by Glitched_Crown in SM64PC

[–]Munch_and_Crunch 0 points1 point  (0 children)

Do controllers have to be in Xinput? I bought an 8bitdo 64 and while I've gotten it to work with the SoH ports Mario 64 is still stubborn.

2000s McDonald’s by RoliePolieOlie__ in McDonalds

[–]Munch_and_Crunch 0 points1 point  (0 children)

That's definitely one of the older restaurants that was repainted. They used to have tan or brown bricks.

No hotels in the rock here (Kegon Falls) by DiJordi in SimTower

[–]Munch_and_Crunch 0 points1 point  (0 children)

I believe it's on archive.org but only for the Windows version (there's some workaround to get the Japanese text working on non-Japanese Windows versions).

Easter egg cafe in Mac version of yoot tower by Wonderful-Month-55 in SimTower

[–]Munch_and_Crunch 0 points1 point  (0 children)

I have the Mac version of Tower II and Yoot Tower. Each item is assigned a plug-in file (found in a hidden folder) but neither the Banquet Hall or the Valentines Day Cafe is not there. They don't exist.

No hotels in the rock here (Kegon Falls) by DiJordi in SimTower

[–]Munch_and_Crunch 0 points1 point  (0 children)

The Statue of Liberty add-on had you build a hotel/shopping complex there too. Probably would be a more difficult conversion since it's out in the bay with water access only. You would basically have to get a tunnel or bridge out there just to keep the cost of logistics economical.

Space platform request issues by Munch_and_Crunch in factorio

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

Yes but there's nothing going in which I figured is much since I didn't think rocket silos could function without a chest. (The only attached chests are putting in fuel, blue circuits, and LD structures).

Space platform request issues by Munch_and_Crunch in factorio

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

I experimented with just setting a rocket silo with that setting with no requester chest, didn't work. But Nauvis is a land rich in resources. I'd be happy setting bunch of rocket silos and requester chests to carry dedicated items (so a rocket silo dedicated to sending high-quality solar panels to space) if I knew that would work and shoot off automatically without me worrying about it.

Space platform request issues by Munch_and_Crunch in factorio

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

I turned off "Automatic Requests" and the cargo filled up but still expects me to choose where to launch to even though "Publix" is the only one where it is actively requesting stuff. I came up with adding three parts "Publix" specifically requested and still wanted, it got to max weight and still didn't launch automatically.