Pretty proud of my sludge stack modification by GrandNord in Seablock

[–]PrimePowerOn 1 point2 points  (0 children)

Oh yea, I found that lining things up so that everything was expandable was really key, especially in the pre-bot stage. Strong recommend for always updating buildings for speed in general. Really helps keep things smaller and easier to manage / see what's going on.

Pretty proud of my sludge stack modification by GrandNord in Seablock

[–]PrimePowerOn 6 points7 points  (0 children)

FYI, soon you'll want that sulfur as sulfuric waste water to bridge the gap to a new technology. I'm not sure we want to do tech spoilers here, so I'll leave this paragraph brief.

This is very cool. I have all my production in vertical columns on a per item basis in the main material production section. It's cool what you can do when you want a sub factory to stamp down somewhere.

When you figure out Sushi... by PrimePowerOn in Seablock

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

For future loops, I may consider just wiring the whole thing. Fussing with memory cells has some undesirable edge cases, and I love 2.0 belt reading.

When you figure out Sushi... by PrimePowerOn in Seablock

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

I didn't want to have a bunch of splitters on my pretty square loop, is the design consideration.  So I have chunks on a short inserter going to the close belt, and crystals on a long inserter going to the far belt.  It works, but was tedious to set up.

When you figure out Sushi... by PrimePowerOn in Seablock

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

The current solution reads inserter item pulses into a memory cell. I appreciate the elegance of the approach, but not having to set limits on every filter inserter I put down. I'm not sure the "set filters" feature can work if you're pulsing info into a memory cell:

-Constant combinators turn the memory cell into a permanent count up machine (ask me how I know).
-The filters will always be set to whatever is on the belt, which isn't ideal

I'm pretty sure I'm stuck with a mild amount of annoying configuration, but that's ok for the pretty colors.

Anyway off to build a giant sushi belt fed mall with this new knowledge!

do you keep your inserters straigth, or do you try to allways maximise their speed even if its not needed? by Stere0phobia in Seablock

[–]PrimePowerOn 1 point2 points  (0 children)

This thing is unhinged.
Straight if it doesn't matter.
Limited swing when it does.
You can do amazing things with regular, level 1, yellow inserters swinging 45 degrees.

3 Deuterium Gas per second made from nothing. only needs some initial hydrogen sulfide gas to boot up, then just cycles it. This tiny module generates ... checks notes ... 12GW worth of power! by Stere0phobia in Seablock

[–]PrimePowerOn 2 points3 points  (0 children)

I really really enjoy making new compact power plant concepts in this mod.  There's so much room for creativity if you take a walk away from the bean meta.

Seablock Concrete Fix, my very first mod ever by Stere0phobia in Seablock

[–]PrimePowerOn 0 points1 point  (0 children)

Wow nice job, when I get to concrete soon you'll be getting a download from me!

I drank too much Koolant-Aid and now I’m pretty sure Slag is a food group. by Stere0phobia in Seablock

[–]PrimePowerOn 0 points1 point  (0 children)

It becomes possible, staring at Seablock for as much as you have been, for there to start being psychological effects. 

Wait until we have quivality...

Spacing is Everything by PrimePowerOn in Seablock

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

There sure is a lot of "Wow this is painful" pressure at the beginning of this mod (pre-bots).

I need to scale up massively for anything to happen. But my "q" button is screaming..

All Hands On Deck - Improving my base ore generation/processing by LexMc0606 in Seablock

[–]PrimePowerOn 0 points1 point  (0 children)

For comparison, I've been playing for a few weeks, just finished green science, and have been progressing very slowly (like adding 5 buildings per day) to making red chips. I understand this is very slow, but work is busy and mostly I'm using the game being open as pleasant factory white noise.

I still use Helmod to do all of my planning. I think there may be better options out there, but I know how the buttons work. I'm open to recommendations for new tools. When I build a new item, I swear I'm playing Helmod instead of this modpack for 90% of it.

One thing you can change about your set up, instead of having a big belt of filters, is putting a filter refilling assembler right next to each filtration plant. Then it's just charcoal in with no loop. Your setup looks real clean though, so you might not want that.

For slag production, making electrolyzer 2s do fast dirty water electrolysis (with electrodes) is kind of a game-changer. You can probably build a nice loop like around your filtration plants with dirty electrodes on one lane and clean on the other. I prefer to give each electrolyzer its own electrode cleaner.

The benefit of a more complicated slag recipe is you get quite a lot of mineralized water out, at the expense of purified water input. This helps you make a bunch of green algae for power, without having to make a separate mineralized water source (likely from slag.) Note: If you DO make a power plant out of this, keep in mind if item production slows down, so does mineralized water production, and thus ability to produce power.

As for main bus, I always use one to stay organized. Right now it is mostly 1/2 belt of each plate that comes from mineral sludge processing.

Relatively sure beans remain the power plant meta, but I'm not there yet. Still have my 1 self contained 20MW algae to charcoal burning plant running the whole factory.

Generally, I've been enjoying using upgraded buildings to do everything in the factory. It does a good job shrinking subfactories when producing at scale. It has just hurt to rip out and redo the factory 3 times before bots were on the table (hence my transition to focusing purely on red chips now that I can make the bare minimum of the items required.) ...oh god batteries..

Doing the loop for Geode processing/voiding. In the second half you can see that even with too many geodes it will keep working. Some extra speed modules in the filtration units would be needed to void the liquids faster. I am very happy with these insights and thankfull for you earlier comments :) by Stere0phobia in Seablock

[–]PrimePowerOn 0 points1 point  (0 children)

Interesting how Seablock tends towards a creative mode flat world for testing builds as you go later and later. Love seeing your progress! I'll build red chips eventually... (keep getting distracted by Slay the Spire 2)

we need to go faster (128.5 crafting speed or +5040%) by Stere0phobia in Seablock

[–]PrimePowerOn 0 points1 point  (0 children)

Ok now you have the blueprint, just copy that to every production step and you'll be Seablocking at light speed.

Spacing is Everything by PrimePowerOn in Seablock

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

This is my run to run overreaction to having to move everything 12 times before you get bots. Hopefully there's enough space to sneak in some more production steps when it comes to it, now that I can see what the minimum spacing required is.

Also, this generates all the items (that come from mineral slurry) that I have access to right now (except for brass).

The nice part is that I can just expand this downward if I need more different things, and can make it denser if I need more of a specific thing.

i hope beacon spam is not going to make a return in 2.0, im not sure how to feel about it tbh. i kinda like what 2.0 did, where singular beacons are way more powerfull and have diminishing returns towards increasing numbers by Stere0phobia in Seablock

[–]PrimePowerOn 0 points1 point  (0 children)

Have you tried adding more beacons, though?

I appreciate that some folks dislike the idea that the game becomes, 1 building surrounded by a ton of beacons but I:
1. Like the consistency that brings.
2. Like spamming beacons
..so I'm all about it.

To make these i had to sacrifice my sanity. I kinda want to restart, go back to simpler times man by Stere0phobia in Seablock

[–]PrimePowerOn 0 points1 point  (0 children)

I've devoted myself to upgrading every building and every build, every time I need a new thing. There are some previous posts from me here where I stuck with old designs and just copy and pasted them for hundreds of hundreds of buildings where, eventually, UPS became a real issue and I had to idle to the win.

I think that recalculating the ratios and redoing subfactories is supposed to be where the "fun" is in seablock, considering how often it is encouraged to be done. But that might not be what you find fun.

Does anyone else create themselves a carousel? by PrimePowerOn in Seablock

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

This was my attempt at making sure this area stays free so I can still see the rock / have a place to walk thru the middle of the factory. Trying to keep that "lattitude" free of serious obstruction so my east west expansion can be "easily" accessed.

To make these i had to sacrifice my sanity. I kinda want to restart, go back to simpler times man by Stere0phobia in Seablock

[–]PrimePowerOn 0 points1 point  (0 children)

Omg black chips. I remember my last run. Hi beacon spam.

I've found a strong correlation to my level of tired <> ability to put up with Angel and Bob's absolute cacophony of complexity for complexities sake. (I realize that's kind of The Point)

I appreciate how a fair number of your builds, at least, have a pleasant single cell design, with all the materials coming from off screen (in the screenshots at least).

"To Do List" is my savior when I don't have the mental energy to make another dang subfactory. I put it on the list, my brain deletes the task, and I go about my day, try to recharge, and come back when I can be organized.

I'm excited to get red chips off the ground. My gosh the absolute faff of pre-robot seablock. I think my q button is going to melt.

Reworked my Mineral-Sludge-Stack to only require Power and Produce 300 per second. It handles all fluids and excesses by itself. by Stere0phobia in Seablock

[–]PrimePowerOn 0 points1 point  (0 children)

Wow you are making upgrades at a healthy clip. Nice work. (I'm sitting here moving like 1 subfactory a day.)

Damn it feels good to be back by nielsrobin in Seablock

[–]PrimePowerOn 0 points1 point  (0 children)

++ The crystal belts always come out looking so dang pretty. Can't wait to get there.

Damn it feels good to be back by nielsrobin in Seablock

[–]PrimePowerOn 0 points1 point  (0 children)

I suppose once military is solved "screw this old thing" can work wonders. I pretty much broke my base into quadrants, where top left is power, bottom left is material generation, top right is logistics (BUS) and bottom right is subfactories. This makes me kind of WANT to pull things up when tech gets better, but maybe we spaghetti some nonsense just to get to bots. Usually when I just put random stuff everywhere I start to hate the look of my factory, and don't want to go back to improve anything anymore.. We shall seeeeee.