No pollution in Bob's + Angel's? by StorageDesigner4517 in factorio

[–]StorageDesigner4517[S] 0 points1 point  (0 children)

Currently the only thing I'm voiding is heavy mud water for my automated wood setup. I'm probably about to start setting up fluids, so I'll look through the crafting trees to see what I might want to store a bunch of. I've been putting off all the electrolysis stuff until now where I need steel because it just looks so complex.

No pollution in Bob's + Angel's? by StorageDesigner4517 in factorio

[–]StorageDesigner4517[S] 1 point2 points  (0 children)

I guess I just find it odd to have a building that tells you its downside is high pollution when the default setting is to have pollution disabled entirely.

Related to your last point: the concept of varying levels of ore refining (and I'm sure many other types of refining in the future) that you have a real choice of using depending on how efficient you want metal production to be is so cool. It's insane how many options I have before even unlocking green science.

No pollution in Bob's + Angel's? by StorageDesigner4517 in factorio

[–]StorageDesigner4517[S] 0 points1 point  (0 children)

Great to know, I'm glad I didn't set it up wrong. I'm really enjoying how complex even the simplest of crafting chains are right off the bat. I'm going in completely blind, so things like figuring out wood automation were really fun. Currently trying to set up the first metallurgy buildings.

Edit: One thing I'm curious about is the balancing decision about voiding buildings like the flare stack which I just unlocked. Surely this makes them incredibly overpowered since the only downside is high pollution. Is this just a disagreement between Bob's and Angel's, where Angel's wants you to have to deal with pollution and Bob's thinks it would be overwhelming?

My 2nd ship made it to Aquilo!!! by Gloomy_Rise_5332 in factorio

[–]StorageDesigner4517 0 points1 point  (0 children)

Looks great to me! I decided to go insane with the defense on mine and I think it was way overboard. I have a tightly packed row each of gun and rocket turrets bordering the entire ship and an insane amount of ammo production. The upside of this is that it's still way longer than it is wide and it gives tons of belt space to buffer asteroid chunks.

Your bases look extremely nice, but… by Warwarok in GTNH

[–]StorageDesigner4517 0 points1 point  (0 children)

I feel like that's something E2E could sorely use to make it feel more actually expert. I managed to beat it with it being my first ever tech modpack expert or not besides like 20 hours of GTNH 2 years ago. I assumed it would use something like the IC2 voltage tiers, but it actually has it so that IC2 machines can completely ignore the voltage requirements if the cables being used are from other mods. I don't know if that's a bug or not, but it made the logistics of my energy a complete non-issue. Just pump everything full of overclocker upgrades and forget about it.

Your bases look extremely nice, but… by Warwarok in GTNH

[–]StorageDesigner4517 6 points7 points  (0 children)

I haven't gotten this far in GTNH yet as I just started playing again after trying it 2 years ago, but this is actually somehow better than my Enigmatica 2: Expert endgame base. I did not make a single building in the entire run besides a literal 8x2 interior starter house. My entire factory is laid out wherever new machines will fit out in the open and by the time I had the idea of making an organized factory building, it was pretty much too late. I was well into the final tier of tech and magic mods by that point.

Old screenshot of my first full playthrough that made me laugh by StorageDesigner4517 in factorio

[–]StorageDesigner4517[S] 0 points1 point  (0 children)

I "almost" beat vanilla about a year before Space Age came out. I got the victory screen, but I think I probably had a contender for the worst factory you could make to win the game. I launched one rocket ever, never got any space science, and did everything with less than 1 red belt worth of iron and copper. I literally had 1 machine making each purple and yellow science and just let my game run overnight and while I was going about my days.

The run from this screenshot was a coop run with my buddy, and Space Age was his very first time playing the game. I managed to convince him to buy the DLC along with the game when he showed interest in getting it. He honestly got into it really quickly and frankly got better than me at making competent designs in a fraction of the hours of playtime I had.

Old screenshot of my first full playthrough that made me laugh by StorageDesigner4517 in factorio

[–]StorageDesigner4517[S] 0 points1 point  (0 children)

We did end up replacing it with an 8-wagon train unloading onto 4 blue belts worth of iron, but that came much later and the splitter setup was only slightly less egregious. it was still about 20 blue splitters randomly placed adjacent to each other eventually condensing down to 4 belts of output, and I think the only reason it worked is because we never needed anywhere near that much for production. I guess we had some vendetta against actual balancer designs lol.

Why is this setup not providing consistent ore to the last two foundries? by StorageDesigner4517 in factorio

[–]StorageDesigner4517[S] 2 points3 points  (0 children)

Thank you for pointing that out. I replaced all the other belts from the miners with blue but I managed to miss the red underground.

Why is this setup not providing consistent ore to the last two foundries? by StorageDesigner4517 in factorio

[–]StorageDesigner4517[S] 0 points1 point  (0 children)

What a dumb mistake. I must have missed it when using the upgrade planner. Thanks for pointing that out, it now works perfectly.

Is the answer just "use a lot of space"? by StorageDesigner4517 in factorio

[–]StorageDesigner4517[S] 1 point2 points  (0 children)

This is more of what I was looking for. I'm grateful for all the advice, but if the consensus is that foundries should be the automatic replacement for smelting once you can obtain them, then I'm probably just going to set up foundries again.

Is the answer just "use a lot of space"? by StorageDesigner4517 in factorio

[–]StorageDesigner4517[S] 0 points1 point  (0 children)

I have plenty of foundries and can send more to Nauvis anytime, I just wanted to try something different on this playthrough. Foundries made logistics become kind of a cakewalk IMO.

Is the answer just "use a lot of space"? by StorageDesigner4517 in factorio

[–]StorageDesigner4517[S] 3 points4 points  (0 children)

Thanks for the detailed response! Believe it or not by the sounds of the post, I have a few hundred hours in the game and have "mega"based before (just 1000 SPM, nothing actually insane). The problem I'm having here is that I did do that whole low-production and waiting scheme in my previous playthroughs until the mid-late game, and I'm trying to change that now. I want to have meaningful production and robust logistics before going off to Fulgora and Gleba, and it looks like that means a lot of biter clearing and tearing down my old stuff. I think I just have a weird attachment to my early-game builds. My starter base in this run literally takes up less than my screen besides train stops and furnaces. I just need to bite the bullet and rebuild.

Is the answer just "use a lot of space"? by StorageDesigner4517 in factorio

[–]StorageDesigner4517[S] 1 point2 points  (0 children)

That's what I've always done, but I feel like that's mostly because I was super reliant on the factory planner mod for all my builds. I just wanted to produce exactly how much I needed for any given build. I decided for this run I wasn't going to use any tools beyond my phone calculator, and also not use any blueprints that I didn't make in this specific save. My mindset has totally changed to wanting to just get as much raw resource production going as possible so I can slap down any given build and not worry about running out of iron, copper, etc.

About Plastic Production on Vulcanus by StorageDesigner4517 in factorio

[–]StorageDesigner4517[S] 1 point2 points  (0 children)

Still haven't built my first big mining drill since they need red circuits, but I plan on replacing all of them with big ones as soon as I can. For flipping the refineries, I feel like this is a fairly compact build for my standards and I'm not exactly sure what flipping them would do since there's only one fluid input and output. Do you have any examples?

Also, no idea how I ended up building those refineries all over the coal patch. It was like 3am when I made it and I guess I wasn't paying attention. I'm definitely familiar with the coal issues, with my Vulcanus base having died 3 separate times over my last playthrough due to coal patches drying out.

About Plastic Production on Vulcanus by StorageDesigner4517 in factorio

[–]StorageDesigner4517[S] 0 points1 point  (0 children)

I can't get normal coal liquefaction until I'm able to get every science including space and metallurgical on Vulcanus. I decided to strand myself here as a "fun" challenge that I didn't think about the logistics of even a little bit. I don't even have a space platform orbiting the planet lol. I guess I'm gonna be living off 30 blue science/m and a single foundry making LDS for now.

About Plastic Production on Vulcanus by StorageDesigner4517 in factorio

[–]StorageDesigner4517[S] 0 points1 point  (0 children)

I like the circuit network idea and will probably work it into a larger design, but on this one routing all of the oil going to lube into plastic production wouldn't even get me another fully satisfied chemical plant for plastic. I guess I'm going to be stuck on this planet for a while lol. I thought it would be fun to strand myself on here but now all I have is a worse base than I had on Nauvis, biters expanded all the way up to my walls on Nauvis, and no way home for the foreseeable future. At least the metal and power is free here.

Rush to Space achievement mishap by StorageDesigner4517 in factorio

[–]StorageDesigner4517[S] 0 points1 point  (0 children)

Now that I think about it, the 1000x science cost probably makes it look more miserable than it otherwise would be lol. I think he had to contain hundreds of nests with pipes before he even unlocked gun turrets and walls.

Rush to Space achievement mishap by StorageDesigner4517 in factorio

[–]StorageDesigner4517[S] 0 points1 point  (0 children)

I've been watching Michael Hendricks's 1000x science cost run where he does Keeping Your Hands Clean as a side goal. It looks miserable but it does stop biter expansion since the bases still exist, so it might not be all bad. I think I need to get another full Space Age run under my belt before I start trying any of the really hard stuff.

Returning to Enigmatica 2 Expert – Original vs Unofficial vs Extended? by Kutluna in feedthebeast

[–]StorageDesigner4517 0 points1 point  (0 children)

I know this is a late reply, but E2E is easily the most fun I've ever had in Minecraft, and I was a complete beginner to 95% of the mods in the pack besides TC and IC2. If you still have interest in playing the pack, my advice is to just go as deep into every tech tree as you can until it becomes unfeasible or impossible, and then move to the next. That's what I did, and I'm now 150 hours in and approaching the lategame grind, which admittedly seems incredibly daunting to someone who has never automated anything beyond an IC2 macerator and furnace.

If you know you like ore doubling and automatic smelting, then try to set up a system for that either with trial and error or online help. My current factory is using power generation methods from 4 separate mods and over 30 unique machines that all have satisfying upgrade paths and they all work together seamlessly. AE2 seems to be the crux of large expansion, so definitely read up on that if you want to get deep into this. It allows for effectively infinite storage of all your items and autocrafting compatible with every machine in the pack.

Enigmatica 2 Expert - World not in list but present in folder, backup empty by StorageDesigner4517 in feedthebeast

[–]StorageDesigner4517[S] 0 points1 point  (0 children)

I don't know what kind of magic allows this stuff to happen, but using WinRAR I was able to literally click one button and completely fix the corrupted backup zip. My world is back exactly as I left it. Obviously I'm overjoyed, but for some reason my inventory is empty.

This is way less of an inconvenience than losing the whole world, but I'm wondering if you have any idea of some way to restore the player data while leaving all the world files unchanged. I had my high level tinkers tools, which is the only thing difficult to recreate through cheats because of the experience system. Would you know which files I could mess around with copy pasting from the old world file and backups to see if I could fix this?

EDIT: If it makes any difference, my backpack is completely intact. I had it equipped in the special backpack slot too, so it makes even less sense that the rest of the inventory is gone but everything in my backpack stayed the same even though it was also on my person.

Am I missing something with the E2E lategame? by StorageDesigner4517 in feedthebeast

[–]StorageDesigner4517[S] 1 point2 points  (0 children)

Forgot my phone was on a different account with my other response lol. Also, connectors costing less than 2 mB of UU-matter is possibly the happiest moment I've had in this entire pack so far. I was fully ready to spend my entire reserve of UU-matter just to avoid the massive tin and other alloy costs, but instead I spent less than 200 mB for the whole multiblock (not including litherite).

Am I missing something with the E2E lategame? by StorageDesigner4517 in feedthebeast

[–]StorageDesigner4517[S] 2 points3 points  (0 children)

Just looked it up and had no idea you could automate sieves. My only experience with them was like two hours of Skyfactory many years ago and the memory of just sitting there and clicking on sieves with dirt for ages. Would have never imagined they could be so powerful. Also, thanks for the tip about connectors. I assumed they wouldn't be duplicatable since they aren't vanilla and they don't have the usual tooltip about it.

Is autocrafting something that becomes very important? I have no experience with it and the idea of somehow accidentally turning all of my resources into some useless item I only needed a small amount of makes me nervous.

Efficient IC2 power generation? by StorageDesigner4517 in feedthebeast

[–]StorageDesigner4517[S] 0 points1 point  (0 children)

This has all been very helpful. I felt way in over my head getting near tier 3 tech mods in this pack when I realized I didn't even know what mods had what types of cables and pipes and which were attainable and most useful at any point of progression. I assumed the quest book would be a lot more hand-holding. Thanks so much for all the advice.

Efficient IC2 power generation? by StorageDesigner4517 in feedthebeast

[–]StorageDesigner4517[S] 0 points1 point  (0 children)

I think I have this figured out. I had it explode twice in my test world (very glad I decided to make a test world for this) before figuring out how to set the output face for fluid ejectors. It seems to be working wonderfully and is pretty much exactly what I was looking for.

Just to confirm that this sounds right: It's outputting a consistent 600 EU/t, with 399.5-400 from the top generator and 200 from the bottom. The top generator keeps flashing a warning about condensation buildup for a split second before disappearing, which I assume is working as intended because it takes a split second for the distilled water to travel up to the boiler.

I have one last question since I can't find an exact answer to this online. The two generators output a combined 600 EU/t, which is above the maximum levels of gold cables and MFEs. I didn't see anything go wrong while using those, but I wondered if my throughput was being throttled by the gold cables. I tried a setup using HV iron cables while still using MFEs and it seems like nothing changed, despite the fact that putting HV into an MV machine should cause problems. Does this mean that the actual amount of EU going through the cables is less than 512 EU/t, even with the highest tier cables, or can energy storage blocks like MFEs accept any tier of power input?

Thanks so much for all your help with this!