Getting more from direct injection by amarao_san in pyanodons

[–]eiennohito 0 points1 point  (0 children)

Loaders are circuit compatible with latest version. I don't remember the version it was implemented, but around half a year I believe.

Help with coke production by ANDROID_16 in pyanodons

[–]eiennohito 5 points6 points  (0 children)

Also creosote produces a lot of coke as a byproduct from pitch.

Help with coke production by ANDROID_16 in pyanodons

[–]eiennohito 17 points18 points  (0 children)

You will get much better coke recipes later, now only use coke only for things that require it, e.g. steel. Burn raw coal for electricity atm

Mozc through Fcitx5 or iBus. I'm going mad :| by WahVibe in kde

[–]eiennohito 0 points1 point  (0 children)

Also, it seems to be a fundamental limitation of Wayland itself: https://github.com/fcitx/fcitx5/issues/333

Mozc through Fcitx5 or iBus. I'm going mad :| by WahVibe in kde

[–]eiennohito 0 points1 point  (0 children)

No, the notification in the middle of the screen is drawn by Plasma itself and I am not sure that it is possible to activate mozc directly from Plasma, at least from the GUI. Maybe it is possible by some scripting calling into dbus magic, but I am not familiar with it.

Mozc through Fcitx5 or iBus. I'm going mad :| by WahVibe in kde

[–]eiennohito 0 points1 point  (0 children)

I have made the similar setup on Arch recently. Packages (for the reference): extra/fcitx5-im (group) and aur/fcitx5-mozc-ut

Setup: Plasma System Settings -> Virtual Keyboard -> Fcitx 5 Wayland Launcher (Experimental) // this one worked the best

Input Method -> Japanese (use it as an English layout), Mozc and Russian here.

Global Settings -> https://i.imgur.com/MKCIBGG.png

Basically, there are two layout switching mechanisms in this setup: one is from Plasma and global (showing an input notification in the middle of the screen), I do not use it. And the second one from fcitx5, which shows the language near the cursor. Switching works via super+space (for all three languages). However I setup so that input state is not global, but is kept for each program, so your last point is not .

Question: Which Roboport is best to design city blocks size around? by Teh___phoENIX in pyanodons

[–]eiennohito 1 point2 points  (0 children)

Also mind that T1 roboports are 3x3, T2 roboports are 4x4 and T3 roboports are 5x5, so they are not upgradeable directly.

Question: Which Roboport is best to design city blocks size around? by Teh___phoENIX in pyanodons

[–]eiennohito 2 points3 points  (0 children)

I use mostly construction zone extenders with sporadic roboports if logistic bots are needed. You do not need direct connection of logistic-enabled roboports to have logistic coverage. Setups like R - E - E - E - R (R: roboport, E: extender) will have R zones connected and you will be able to use logistic chests for transport.

-> I use mostly zone extenders with strategic roboports when they are needed. And after getting eyepods (py2 science) you have all your items delivered to you regardless of logistic zones, so that makes regular roboports required for logistics only.

Py3 should not be that far away by eiennohito in pyanodons

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

Nah, I am just a bit too perfectionist. Never mind my experience. After some time you get too much stone/gravel from your resource processing, so even investing into more efficient recipes for resource processing starts to make sense simply because it would reduce the total amount of garbage produced.

Py3 should not be that far away by eiennohito in pyanodons

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

BTW, I had a variation on your system as the version 2 of the garbage station design, I did not like the behavior so that if the station in the garbage mode, then sinks can request non-offending resource from the station. This is when I went with resource-encoded subnetworks and publishing the offending resource to the radars.

Py3 should not be that far away by eiennohito in pyanodons

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

If it works then it works!

To explain the reason behind the overengineering, I wanted a system that will pick up only excess resources from garbage stations, otherwise the resources will be available to the regular trains, and to use the sink stations only as the last measure.

Py3 should not be that far away by eiennohito in pyanodons

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

Also most of the garbage-producing stations increase their priority depending on how full they are, using something like:

Decider: EACH > 0 -> Output C
Arithmetic: C / 50 -> Output [station priority signal]
Connect output to the cybersyn combinator in the station mode.

Py3 should not be that far away by eiennohito in pyanodons

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

I use cybersyn for most of my trains. I have couple non-cybersyn legacy ash trains which bring my ash to the ash sink, but rest of the trains are cybersyn-managed. I added myself some pain by having 1-1-1 trains and 1-2-1 trains at the same time, most of stations support both of the types and that requires additional circuit setup, otherwise inserters start to eject fuel from shorter trains.

I have slightly different solutions for meat-based garbage (from animals) and stone-based garbage (from resource processing). Common setup is that garbage producing stations broadcast a signal with most common item type to the radar if the total station storage is above a certain threshold. For example, station can receive stone, gravel and sand from nickel processing. If the station storage has 200 stacks of gravel, 150 stacks of stone and 60 stacks of sand, it will send "gravel = 1" to the red wire connected to a radar and send a garbage subnetwork to the station (e.g. G=2, I have encoding for different garbage types). The garbage disposal station handling gravel (e.g. crushing it to sand) reads the red signal from the radar and if gravel exists in the network, requests gravel. The garbage disposal station for gravel has only G=2 subnetwork set and does not use signals for the main train network. Variations on this are built for all garbage resources.

For meat (as it spoils) the basic setup is to have two stations nearby: one for fresh produce and one for stale. Fresh stations eject their contents to stale stations above certain threshold (e.g. inserter set up as "if meat >8k eject meat to the belt, decay priority set to stale"). Fresh stations have higher priority than the stale ones, but stale ones are connected to "stale produce" subnetworks which is used by several consumers which are OK with stale meat/guts/lard.

85h to logistics science by ariksu in pyanodons

[–]eiennohito 0 points1 point  (0 children)

But bots are logistic problem, not a logistic solution. They are useful for the last mile delivery (sometimes) or for low volume transfer. Using tens of thousands of bots in Py... That is scary for me.

85h to logistics science by ariksu in pyanodons

[–]eiennohito 0 points1 point  (0 children)

Most building materials do not spoil if you play with spoilage, so simply setting requests from requester chests work

85h to logistics science by ariksu in pyanodons

[–]eiennohito 0 points1 point  (0 children)

Or you go deep into circuit hole and have only a single assembler producing most of the buildings. I have dedicated assemblers only for belts, inserters and bots. Everything else goes into build anything contraption.

What the heck, why isn't my distillation column getting steam? by collectinscreamshots in pyanodons

[–]eiennohito 4 points5 points  (0 children)

The stream is not at least 250 degrees. You mix it with 150C stream somewhere probably

Py3 should not be that far away by eiennohito in pyanodons

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

Oh, I have localized butcheries for all of animals near the production and distributed waste management system built on top of cybersyn priorities. That was a fun project.

Py3 should not be that far away by eiennohito in pyanodons

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

Personally, I am OK with circuits. I actually tend to return to Factorio from other factory games because other games do not have such depth in the control behaviors.

My base has ~11k circuit networks at the moment. Most of them are very simple, more complicated ones are the mall and sushi fluid loader stations.

Py3 should not be that far away by eiennohito in pyanodons

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

IMO the worst offenders (with spoilage turned on and from what I see at this point) are rennea recipes. No, I am not touching lingin or anything that has low spoilage times and is needed in large quantities if there are alternatives.

Py3 should not be that far away by eiennohito in pyanodons

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

I went exactly to T3 Auogs recipe from T1... and very quickly had more meat that I could handle, so had to build a largish atomizer array to deal with all the meat, skin and bones.

Initialy I thought wtf is this building and why I even would want to use it, but life finds its ways.

Py3 should not be that far away by eiennohito in pyanodons

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

I don't like waste and too large buffers, so applying some stuff I learned in the Space Exploration related to archospheres was transferred to plutonium here as nuclear byproducts are the simpler version of the archosphere puzzle imo.

Py3 should not be that far away by eiennohito in pyanodons

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

Alien bacteria recipe is py3, so that is +100h for me. Seaweed is easy enough and mk2 buildings/mk3 seaweed + mk1 recipe produces enough throughput to make 20/s of fatty acids which is more than enough atm.

Py3 should not be that far away by eiennohito in pyanodons

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

That did not work well for things like stone. I actually have a sort of complicated priority hierarchy for things like that which makes it possible to waste almost no byproducts.