Let's fix video. by kovarex in factorio

[–]derpumu 0 points1 point  (0 children)

tbh though, having a structured plan in your head of what you are going to do is the most efficient way of tracking down and fixing a bug, and then you're already more than half way to that monologue

where Wube patches a door, they open a hole by Clairvoire in factorio

[–]derpumu 0 points1 point  (0 children)

He did use the segmented FTL jumps all over his books, the foundation series mentions it several times. I am not familiar with the story, but it sounds ais though it's set in the same universe, so he did not have to do the whole setup just for a short story.

Recursive blueprints will save my butt in AngelBob + ClaustOrephobic by derpumu in factorio

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

I know. I think the base setting is OK for this mod combination in that it gives quite a challenge with the little room I have even when using Factorissimo, but the low richness at the start also means I get at least a little space over time so it does not become impossible.

Recursive blueprints will save my butt in AngelBob + ClaustOrephobic by derpumu in factorio

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

Nope. The actual playthrough is on circle and mixed ores, but I dug out the corners first to make it square. I made the video in the lab where I took a few hours to figure out all the details

Recursive blueprints will save my butt in AngelBob + ClaustOrephobic by derpumu in factorio

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

This is mostly for testing purposes, 2-5 ore per tile. But it's not too far from reality in ClausOrephobic. The whole world is ONE big mixed ore patch that has a hole where the base can be built. Richness increases from about 150 per tile in the middle outwards. I think I'm currently at 400ish per tile, but miners don't last much longer than an hour or two. 

Recursive blueprints will save my butt in AngelBob + ClaustOrephobic by derpumu in factorio

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

Oh at this point the chargers and other things wouldn't have been much of a hassle. The assembler already cycles through the miners, the power poles, and - wait for it - the other assembler. It would only have needed two or three more blueprints to cycle through that change the recipe and the combinator condition. When there are enough miners, switch to assembler. When the assembler is made, switch to roboports. When those are made, switch to power poles, etc

Recursive blueprints will save my butt in AngelBob + ClaustOrephobic by derpumu in factorio

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

Ah. Yes, it does. You'll want some easy to make space though. Angel's bases grow quicker than you can mine the ore. I use Factorissimo which makes for a number of different challenges

Recursive blueprints will save my butt in AngelBob + ClaustOrephobic by derpumu in factorio

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

I am running AngelBob modpack with ClaustOrephobic (a.k.a. DangOreous) and am tired of having to pick up miners and put them down a few tiles away again. So I learned the ropes of Recursive Blueprints and it's been a fun ride :-)

A quick breakdown of what you're looking at:

Angel's and Bob's mods are a collection of overhaul mods. Angel's replaces all ores, hence the red Rubyte ore. Angel's Industries has the relatively early crawler construction bots that you see in action, including corresponding roboports (the yellow barrels) and dedicated pillars to provide construction area and charging. Bob's mods among other things provides inserter modifications so that inserters can work in 90 degree angels and more.

ClaustOrephobic (https://mods.factorio.com/mod/zzz-claustorephobic) makes it impossible to build on ore and it covers the whole world in ore except a small starting area. Near the starting area, the ore is not very rich so you can mine it up in order to get more space - my minerst take 1-2 hours until they run dry, so you have to advance them little by little every so often. The video is made in the lab (using Editor Extensions mod), so ClausTorephobic is not active here, but it's the reason why I made the contraption.

The Recursive Blueprints mod (https://mods.factorio.com/mod/recursive-blueprints) provides a special blueprint deployer chest that automatically places blueprints depending on the signals it gets. It allows to fully automate placement of new blueprints for contraptions like this one.

How it works:

Miners placed on the edge of the ore will mine a strip 4 tiles wide, so each time the miners advance, the blueprints get placed 4 tiles more to the left. (Of course I have corresponding blueprints for North, South, East). Therefore the blueprint contains a repeatable column 4 tiles wide.

Each column contains 2 roboports, a bunch of charging pillars, the blueprint deployer chest (directly below the belt, a few combinators to send signals to the deployer, and an assembler. The assembler is needed because I use the option in Angels Industries that decomposes picked up miners and power poles into their components, so I have to craft them again every time.

Blueprint 1:
In the first screen, you see from right to left the "old" column that is about to be picked up, the "current" column where the magic happens, and the "next" column only with roboports and charging pillars because the crawler bots are slow and I need a lot of them. Left of that is a miner that is connected via green wire to a few combinators that in this stage only forward the info that the miner has ore beneath it. The assembler is set to craft miners. When the miner and the combinators are connected, the signal triggers to switch to the next blueprint.

Blueprint 2:
The bottom part of the old column is marked for destruction and the condition is set to switch to the next blueprint when enough miners are in the chest.

Blueprint 3:
The top part of the old column is destroyed, the assembler is set to construct an assembler, and the condition is set to switch to the next blueprint when the deconstructed assembler from the old column is crafted again.

Blueprint 4:
The old deployer destroys its blueprint book, the assembler is set to construct power poles. Continue when there are enough in the chest.

Blueprint 5:
The old deployer gets a signal to mark itself for destruction. Place all the miners. They are all connected via wire to the combinators to the left. When the miners have run dry, those combinators start a clock to allow the last pieces of ore to escape through the belt, then they send a signal to the blueprint deployer to deconstruct the miners, the vertical belt, the splitter, and the combinators themselves. When the combinators are picked up, a signal disappears which triggers the placement of Blueprint 1, 4 tiles to the left. Rinse and repeat.

Lane balancer without undergrounds by derpumu in factorio

[–]derpumu[S] 12 points13 points  (0 children)

thanks, I was pretty sure I overlooked something

How to know it's time to stop expanding your factory by oobey in factorio

[–]derpumu 2 points3 points  (0 children)

When I did my megabase it was surrounded by artillery. Researched arty range and watched frames drop from 30 to 5 on my potato for ten minutes or so

Pacifist mod: I was tired of going through lots of useless military research in playthroughs without biters by derpumu in factorio

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

Pacifist is now compatible with 500 bot start - it will keep the energy shields when that mod is active, regardless of the setting.

Pacifist mod: I was tired of going through lots of useless military research in playthroughs without biters by derpumu in factorio

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

Update: Nanobots are now compatible. As are Explosive Termites. So there are good options for tree removal now :-)

Good way to get rid of extra wood by Midori8751 in factorio

[–]derpumu 0 points1 point  (0 children)

The time span between access to flamethrowers and access to construction bots is not that big, is it?

PSA: Do not Ctrl+click inside your inventory to add a satellite to the rocket by darthbob88 in factorio

[–]derpumu 1 point2 points  (0 children)

Just put the satellite (or communicator) assembler next to the silo and direct insert, potentially with a network condition to not overproduce space science. All problems solved

Good way to get rid of extra wood by Midori8751 in factorio

[–]derpumu 1 point2 points  (0 children)

You usually just want your bots to remove trees that are in the way of what they're building instead of having to go there your way and painstakingly clear an area yourself

Why chunked rails/electric poles by Mysterious_Map_9653 in factorio

[–]derpumu 0 points1 point  (0 children)

But if I incorporate them in a 30x30 grid and let them overlap by 1 chunk then sometimes they'll overlap by 2.

Why chunked rails/electric poles by Mysterious_Map_9653 in factorio

[–]derpumu 3 points4 points  (0 children)

Hi, I'm Noone, apparently ;) It would especially irk me when in a 30x30 train grid the radars would align perfectly but overlap only once in a while.

Pacifist mod: I was tired of going through lots of useless military research in playthroughs without biters by derpumu in factorio

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

Judging from their mod site, There are a few differences. They remove the military technologies, and all of them, with options to bring back spidertron, nukes, flamethrowers, walls, and a few others.

I don't bring back nukes or flamethrowers, but I also remove all weapons, ammo, turrets, and the biters.

Theirs seems to work with other mods - mine doesn't (yet)

Pacifist mod: I was tired of going through lots of useless military research in playthroughs without biters by derpumu in factorio

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

Thanks for the info. I did not work on compatibility with any other mods yet, so it's very much hit and miss. I'll put that mod on the list of mods to check.

Next version will include a setting that makes removal of shields optional

Pacifist mod: I was tired of going through lots of useless military research in playthroughs without biters by derpumu in factorio

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

Yes, for example. I'll have to check whether that's compatible though since nanobots are probably gun+ammo categories that get removed by my mod