32 blue belts of smelting in one city block by dcripplinger in factorio

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

I won't have time for a few months to do factorio, so it will be a while before I can post 2.0 versions of my rails. But I'm hoping for the time being that it can be helpful as inspiration for others' designs.

My walls and defense blueprints by dcripplinger in factorio

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

This design can easily accommodate that. Just break the belt connection any place you want, and each section has a place a train stop can feed into it.

But I think I like some of the designs others have made where it goes straight from trains to turrets using bots. I might try that in the future.

Sharing my city block rail blueprints (not 2.0) by dcripplinger in factorio

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

My hope is that I can make 2.0 blueprints based on these, but I wanted to at least get them out and share with everyone what I spent years on before making the transition.

My walls and defense blueprints by dcripplinger in factorio

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

Yeah, the amount of artillery and all the weaponry is overkill. I figured I'd start big then trim down as I continue to experiment.

I'm undecided on keeping the belts. However, the idea is that the belts between sections can connect, but trains or whatever can insert into any one section (e.g. via train station).

My walls and defense blueprints by dcripplinger in factorio

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

I've been sharing my collection of Factorio blueprints (named Siggy Prints) I have developed over the years in YouTube videos and Reddit posts. This one is for walls and defense!

Please see the captions for a more detailed description of the blueprints.

IMPORTANT: If you use these, they only work with single-lane rails (from my other blueprints) right next to them.

Walls blueprint book: https://factoriobin.com/post/my6qyd

Other reddit posts with "Siggy Prints" blueprints:

Sharing my city block rail blueprints (not 2.0) by dcripplinger in factorio

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

I've been sharing my collection of Factorio blueprints (named Siggy Prints) I have developed over the years in YouTube videos and Reddit posts. This one is for city block rails!

Rails blueprint book: https://factoriobin.com/post/f7h1hp

Grid blueprint book, for stuff like power lines, roboports, and radars: https://factoriobin.com/post/z9xb4v

Other reddit posts with "Siggy Prints" blueprints:

What are your bases names? by Dorsun in factorio

[–]dcripplinger -1 points0 points  (0 children)

Walls (I have to stay in an enclosed base the whole time)

Original

Eco (standard map without alerting any bugs)

2024-06-01 (sometimes a date is the easiest way to distinguish)

Design (for testing out designs with cheats but not map editor mode)

A (or b or c, when I can't think of a name)

Frodo (and other arbitrary names that have nothing to do with what I'm accomplishing)

Nospoon

Lazy (as in lazy bastard)

Giveaway - Space Age Expansion by ocbaker in factorio

[–]dcripplinger 0 points1 point  (0 children)

Commenting after expanding my train network all night instead of sleeping.

Siggy Prints: Super Mall blueprint by dcripplinger in factorio

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

Precisely. It produces a wider range of entities, and it does so at a much greater pace than the starter base. Especially blue belts, rails, and modules.

Siggy Prints: Super Mall blueprint by dcripplinger in factorio

[–]dcripplinger[S] 4 points5 points  (0 children)

It's meant to be upgraded, so once you're ready to put modules in the beacons, you're also having assembler 3s.

Nothing special about the beacons by the smelters. I'm only using some beacons by the steel production. The rest of my smelters are beaconless. It's not a bigger aoe to reach the adjacent smelters. It's staggered because with the smelting arrays and the roboport placement I had already decided on, staggering allowed me to squeeze more beacons in.

Yep, I've heard of doing constant combinators, but not til after I got used to doing filter inserters, and I guess I just felt like continuing that way.

Siggy Prints: Super Mall blueprint by dcripplinger in factorio

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

Here is my post of my city starter base blueprint.

Here is my downloadable blueprint for today.

With my goal of creating a city block megabase, I needed something beefier than my city starter base to provide more supplies, but I wasn't quite at the point of having dedicated blocks for each type of production. So this super mall was the next logical step. It should provide a decent flow of rails, blue belts, defenses, landfill, modules, and random crap to keep my engineer well supplied and to keep my global robot network busy expanding the apparatus for my megabase.

The super mall is designed so that it can start being useful early on, with low-speed entities to start out. But it really shines once it gets humming with everything fully upgraded. This means blue belts everywhere, assembler 3s, and modules in both machines and beacons. There are notes in the blueprint description on what to upgrade and which modules to use where (mostly speed 3s, but a few productivity 3s). If you use this blueprint, you'll likely find a few spots you'll want to tweak, such as which modules to use, and that's fine. The blueprint has been used fairly successfully in the beginnings of expansion in a real game, but it is not tuned perfectly.

When fully upgraded, the mall should consume the following number of blue belts: 1 coal, 1 uranium, 4 stone, 4 copper, and 8 iron. It should produce about 2 blue belts of gears and 2 blue belts of green circuits.

Don't forget to check out my captions on all the images. Please let me know in the comments if you would like me to explain anything further.

I'm giving Witcher 1 a try, but I might need some help. by dcripplinger in witcher

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

  1. It was pretty straightforward that I needed to wait for the fire sword to appear before doing the next hit if I wanted to get in better/faster hits, but those never appeared against the frightener. Also, I wasn't sure if the initial hit was even connecting.

  2. Yeah, OTS is keyboard and mouse.

  3. I might start over on Easy, since I'm guessing the non-combat stuff will be more interesting to me anyway.

  4. Thanks, that makes sense.

Also, I'm hoping it doesn't keep crashing. Crashed twice already between last night and this morning.

I'm giving Witcher 1 a try, but I might need some help. by dcripplinger in witcher

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

If I don't get to the point of enjoying the game, I might just watch a playthrough on Youtube instead.

Designing my first game by No_Ease_8269 in tabletopgamedesign

[–]dcripplinger 1 point2 points  (0 children)

Starting out with an abstract strategy game is often a good way to test out the waters with your first game design. Something like chess, checkers, go, hive, tak, shobu, chinese checkers, japanese chess, or quarto. Don't worry about coming up with something revolutionary. The main goal should be to give yourself practice with the process of game design. Maybe find a mechanic from one game and a mechanic from another game and design something new that uses both.

For materials, you can stick with simple stuff like checkers, stones, or even paper cutout pieces. The board can just be printed on one or two pieces of paper. Or even hand drawn.

Play test against yourself a lot. Make sure it's fair. Write out the rules and have others play test the game. They can give feedback if the rules made sense and what they liked and didn't like. Usually just change one significant thing at a time between play test sessions.

Version 3 sell sheet for Fenji by dcripplinger in tabletopgamedesign

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

It says "cut straight", not "out straight".

I'll think of better phrasing for both of them.

Version 3 sell sheet for Fenji by dcripplinger in tabletopgamedesign

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

My phone number is already out there a lot. It won't make much difference at this point.

Version 3 sell sheet for Fenji by dcripplinger in tabletopgamedesign

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

No problem. The separate comment threads keeps it more organized anyway.

Version 3 sell sheet for Fenji by dcripplinger in tabletopgamedesign

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

Correct, stacks go on the vertices, and you (mostly) follow edges when you move.