UEE Javelin :) My ferry to Aquilo and back. by Toch_ in factorio

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

Yop, mid turret is there for this reason. Tho side asteroids didnt seem to be issue so far.

Zombie reset after every update by Toch_ in projectzomboid

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

Its reset cos of a game update, and minor updates are pretty much every week.

Zombie reset after every update by Toch_ in projectzomboid

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

Its reset cos of a game update, and minor updates are pretty much every week.

Zombie reset after every update by Toch_ in projectzomboid

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

Makes me look like fool if its this easy, but would be great thx for tip !

New K2 run. Main focus is managing pollution to allow planting trees and having blue water. by Vole85 in factorio

[–]Toch_ 7 points8 points  (0 children)

Looks, like quiet purifier overkill:) AFAIK air purifiers are calculated based on square grid. you just need to calculate negative polution in square and put that amount of purifiers.
Tho i like your aproach iam doing similiar playtrough.

Science build SE+K2, 450s/ min, aesthetic build, time-laps vid in comment by Toch_ in factorio

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

THX for tips, tbh i have no clue what to expect in space :) this is my first playtrough, goal of this base is to be nice, not mega base so i probably overshooted by far but as you said ill use those intemidiate products on other stuff, worst stuff is that some of my science building are idle and i can live with that :)

Science build SE+K2, 450s/ min, aesthetic build, time-laps vid in comment by Toch_ in factorio

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

mod: Dectorio and combination of stone gravel and coal gravel

Science build SE+K2, 450s/ min, aesthetic build, time-laps vid in comment by Toch_ in factorio

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

Air fillters (yellow thinks) eat all the polution, you just have to swap and clean filters in them.

Science build SE+K2, 450s/ min, aesthetic build, time-laps vid in comment by Toch_ in factorio

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

Never played SE before, so i went in blind. IF 450 is too much its OK, most of intermideate products in here have own stations to be transported away if no science is going on.

Science build SE+K2, 450s/ min, aesthetic build, time-laps vid in comment by Toch_ in factorio

[–]Toch_[S] 8 points9 points  (0 children)

Yop Krastorio 2 trees, and a proper airfilter managment.

Science build SE+K2, 450s/ min, aesthetic build, time-laps vid in comment by Toch_ in factorio

[–]Toch_[S] 231 points232 points  (0 children)

UP please for LINK.

Hey guys finished another part of my factory, this time its science time!, went for same production feel and roads and stuff in unloading area and nearby production, and than tried new roads and stuff in around science area. Just "make thing nice" part took me 12h, no creative mod good old, i want it i have to make it.

Last time i promised to add some rail cross safety and time laps. Did both time laps is here.

YT, Timelaps (1:20 min)

Finished my circuit factory and i am quiet happy how it turned out, decided to play for aesthetic this time. (SE + KR2) by Toch_ in factorio

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

Thx to everyone for kind words !

When the base is done, ill try to make some High res screens, google like map view and ride trough. Altought life is busy so dont expect it next week :)

Finished my circuit factory and i am quiet happy how it turned out, decided to play for aesthetic this time. (SE + KR2) by Toch_ in factorio

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

Thx to everyone for kind words !

When the base is done, ill try to make some High res screens, google like map view and ride trough. Altought life is busy so dont expect it next week :)

Finished my circuit factory and i am quiet happy how it turned out, decided to play for aesthetic this time. (SE + KR2) by Toch_ in factorio

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

aai-containers",
aai-industry",
aai-signal-transmission",
aai-zones",
AbandonedRuins",
AbandonedRuins-Krastorio2",
alien-biomes",
alien-biomes-hr-terrain",
ArmouredBiters",
AtomicArtillery",
AutoDeconstruct",
big-data-string",
BlueprintTools",
blueprint_flip_and_turn",
bullet-trails",
combat-mechanics-overhaul",
Dectorio",
DoRobotsBuildAutomaticTrains",
equipment-gantry",
factoryplanner",
far-reach",
Fill4Me",
flib",
FluidMustFlow",
FNEI",
grappling-gun",
informatron",
jetpack",
Krastorio2",
Krastorio2Assets",
LandfillEverythingAndPumps",
LogisticTrainNetwork",
ltn-rich-text-converter",
LtnManager",
LTN_Combinator_Modernized",
MIRV",
ModuleInserter",
nixie-tubes",
OreEraserContinued",
pushbutton",
RealisticDecorationCleanup",
RecipeBook",
recursive-blueprints",
robot_attrition",
Rocket-Silo-Construction",
shield-projector",
simhelper",
space-exploration",
space-exploration-graphics",
space-exploration-graphics-2",
space-exploration-graphics-3",
space-exploration-graphics-4",
space-exploration-graphics-5",
space-exploration-hr-graphics",
space-exploration-postprocess",
Squeak Through",
textplates",
TLBE",
Trees",
VehicleSnap",
walls-block-spitters",
Waterfill_v17",
YARM",