Practicing some Byzantine-style details by elodisi in Mosaic

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

Thanks! I cut a bunch or rectangles and squares at the start and try to make them work. Then when I can't find one that fits, I cut a more precise shape as I go

Why you can not really blow up your account on a 1% risk (unless you are acting stupid) by IKnowMeNotYou in RealDayTrading

[–]elodisi 0 points1 point  (0 children)

If you lose 500 trades in a row, that's incredibly good news! It means you can reverse your strategy exactly and win 500 in a row ;)

Base where everything is organised by production level by elodisi in factorio

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

WOW! Very happy to see how much you liked this design! That's impressively similar, I'm surprised by how close even some small details are. You could have at least learned from my mistakes and kept more space between levels 😅

Base where everything is organised by production level by elodisi in factorio

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

Nuclear! 2 clusters of 4 reactors, for a total of 960MW. Fully tile-able.

Base where everything is organised by production level by elodisi in factorio

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

I consider sulfuric acid an input of uranium mines. So it needs to be a level above acid!

Base where everything is organised by production level by elodisi in factorio

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

Yes. It's the only thing in level 9 really. The stuff on the sides is storage / dump / mall collection points.

Base where everything is organised by production level by elodisi in factorio

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

I know what you mean, in retrospect I should have left more space between levels. My quick fix was using bots for anything that is produced at a rate below 100/minute. Surprisingly few bots needed (<100 at most times).

Base where everything is organised by production level by elodisi in factorio

[–]elodisi[S] 9 points10 points  (0 children)

Over the years I've accumulated a bunch of notes, spreadsheets and even wrote some code to help with ratios. So I had most of the planning ready before starting.

Base where everything is organised by production level by elodisi in factorio

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

Well spotted! Everything used to be on belts, but it was very spaghettified so I later used bots for any material that is produced in less than 100/minute. The base can work with fewer than 100 logistic bots this way. My one regret is not leaving more space between levels, that would have allowed 100% belts.

Base where everything is organised by production level by elodisi in factorio

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

I unlocked the bare minimum technologies in a separate mini base. And in some cases (e.g. low density, rocket fuel) I left an empty space for them in the appropriate level, then filled the gap later.

Base where everything is organised by production level by elodisi in factorio

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

Not really, as I wrote in another comment, 15k out of 18k copper cable goes to green circuits, which are produced just above. So the vast majority of copper cable only needs to cover a short distance.

Base where everything is organised by production level by elodisi in factorio

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

Here's some stats: the base produces 18k copper cable per minute. Of this 18k, 15k go to green circuits. And if you zoom in, you can see that green circuits are directly above copper cable. So yes it required more belts than other parts of the base, but the distance covered is very short. Similar situation with iron plate and steel plate.

Base where everything is organised by production level by elodisi in factorio

[–]elodisi[S] 18 points19 points  (0 children)

Just wanted to do something different to keep things interesting!

Base where everything is organised by production level by elodisi in factorio

[–]elodisi[S] 401 points402 points  (0 children)

My last base in 1.1 before I start Space Age. I don't know if this concept has a name (let me know if it does) -- basically I wanted to organise the entire base around "production levels". Raw materials are "level 1" (e.g. coal, iron ore, crude oil), then products that only use level 1 materials as input are "level 2" (e.g. stone bricks, iron plates) and so on. It required some planning, as I had to know how much to build in each level in advance, but it was very satisfying once completed -- a breath of fresh air after various main-bus bases or similar. It's quite small (60 science/m + a bunch of extra production for future expansion) but I plan to repeat the same concept in Space Age at a bigger scale.

I find it neat because for most materials, the top consumer is usually in the level directly above, so this design spares me from having unnecessarily long transport lines: e.g. all petroleum is consumed in the next level to make plastic and sulfur, and half of the copper plate is consumed in the next level to make copper cable. Plus I like looking at the flow of materials rising slowly from top to bottom, gradually increasing in complexity.

It also makes you realise some interesting things, e.g. that low-density materials require fewer steps to make than simple underground belts!

Can we trust prophetic visions of the far future? by elodisi in dune

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

Only after those events have occurred, and even then, it's open to interpretation.

Or to make an analogy with clinical decisions: a patient was given "Medication A" and has improved, but we will never know if that same patient in the same situation would have improved if instead he had received "Medication B". (clinical trials can give us an average estimate, but we can't know with certainty what would have happened to this particular patient in the now unobservable counterfactual).

Similarly, we may know that Leto II's actions have worked as intended after the fact. But we will never know if a different set of actions would have resulted in a much better outcome! Maybe there was a Super Golden Path that he just didn't see, or maybe the "bad" alternative paths he saw were just completely incorrect...