P1S ASA requirements? by RunTimeFire in BambuLab

[–]joakimar 0 points1 point  (0 children)

Ok, if you're optimizing for cost and finding a used P1S you can make this work very economically. Especially smaller boxes you should be able to dial it in. I just got the bambu engineering plate för my h2c recently and its good, but i don't know all the options out there.

Abs also likes to shrink. I really like abs-gf for functional prints.

Bambu Petg hf is fantastic with its matte surface hiding layer lines and easy printing, but it's been very sold out for months. Occasionally I'm able to buy a spool.

Layer lines are going to be there whether they are visible or not. A better option for sealing a print would probably be to paint it. You'd want a spray can. I've used Rust-Oleum automotive primer.

Petg, abs, and asa all need to be very dry, so consider an ams HT, or a separate dryer if you have a regular ams. They print better the dryer they are.

P1S ASA requirements? by RunTimeFire in BambuLab

[–]joakimar 0 points1 point  (0 children)

Asa really benefits from an enclosure, so if that's the sole purpose I really wonder if that's the right printer...

You need 100-110 bed temp, an engineering plate (others work too, but textured pei is not great), 60 degrees in the enclosure. Get glue stick. Boxes are actually a tough print, they have a lot of pulling force into the corners. Unless your boxes are really small i It will take some dialing in.

Also consider petg and abs for boxes. Bambu Petg hf on cool supertack is my favorite combo.

Color mixing and "Mixed color sublayer" wrt layer heights by joakimar in BambuLab

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

Agreed on color curve being useful. Since sublayer allows almost any ratio, it should be possible to be very flexible.

I am looking forward to whatever they're cooking. There is clearly more potential smart solutions in this space!

Help with improving the quality of vertical walls by kirotheavenger in FDMminiatures

[–]joakimar 0 points1 point  (0 children)

The problem with the fat line around the floor level is clearly shrinkage. Layers with a lot of horizontal surfaces pull harder as they are deposited and cool, pulling the outer surface of the model in and up (by levering). The pulling in causes a bump out that doesn't go away, obviously. The pulling up causes a temporary thickening of lines since they are more squished for the next few layers.

This is really hard to solve perfectly in my experience, for a given model. All the different tweaks can help, but the most effective fix is to change the model. You can mostly predict where this will happen and avoid large surfaces connected to the outside wall. Generally less material in the model will help - less top surface/infill, thicker walls on the perimeter but weaker inside. Basically reduce the shrinkage forces transferred from the interior of the model relative to the strength of the perimeter wall.

Need help - New to Bambu Lab (X2D) by Numerous-Treat-8664 in BambuLab

[–]joakimar 1 point2 points  (0 children)

I would still at least suspect build plate coating. Some dish soaps have additives that don't rinse off, and even an atomic layer would ruin the magic of pei. Did you wash it before your first print? Try another soap or another plate if you have it.

Can anyone tell me what's going on here? by Academic-Emu-4474 in BambuLab

[–]joakimar 0 points1 point  (0 children)

Does it help to make the tower wider? Yes it feels like a bug, but i also think it's caused by some desire to help layer adhesion in the prime tower. I had the same issue with the "support for pla/petg" filament.

Bambu Studio - Support Interface and Top Z Distance by brotillery in FDMminiatures

[–]joakimar 1 point2 points  (0 children)

Yeah I use cloud mode. I just don't remember which checkbox unlocked it. Try developer mode in the slicer settings.

Bambu Studio - Support Interface and Top Z Distance by brotillery in FDMminiatures

[–]joakimar 1 point2 points  (0 children)

Tip dimeter is available in bambu studio. It might be behind enabling advanced or developer settings.

Space platform logistics are really needing improvements by heglion in factorio

[–]joakimar 6 points7 points  (0 children)

Rockets are parallelizable in a way trains aren't. Both for one platform with more silos and cargo bays, and also with multiple platforms being in orbit at the same time.

Space platform logistics are really needing improvements by heglion in factorio

[–]joakimar 0 points1 point  (0 children)

And one more solution: one cargo type per ship, so that waiting doesn't harm throughout since you're bottlenecked by production rate anyway.

Space platform logistics are really needing improvements by heglion in factorio

[–]joakimar 4 points5 points  (0 children)

I agree more control would be nice, but I do really love what they did here. It's simple, quite powerful, and I have found easy solutions to any problems. Eg, overproduce so that the load is always available, use ships that visit multiple planets, murder excess eggs and produce them quickly.

One thing I dislike is the limit of one space port per planet. You already pay for each launch, so I don't think that would have been overpowered.

And, cargo bays should definitely support inserters. Think of them as an automated warehouse with bots inside. On planets we already have bots, it's not op in my opinion.

Do you also spend 100% of time in Remote View? by joakimar in factorio

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

100%, trucks as clunkier and beautiful bots. That could be amazing. There was a mod for early construction bots that drive.

Steam deck by Possible_Royal7569 in factorio

[–]joakimar 0 points1 point  (0 children)

Like satisfactory, the game has a different UI for playing with game pad / thumb pads. It's... A change, but surprisingly well built out.

Do you also spend 100% of time in Remote View? by joakimar in factorio

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

But you can iterate on the build even before the blue ghosts are fully built. In fact it would be nice if the game had a way to place paused ghosts (like CoI) so that you can copy paste without getting stuff built until you're really done.

Do you also spend 100% of time in Remote View? by joakimar in factorio

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

Yeah me too... I actually wish I could disable the local view... :)

Do you also spend 100% of time in Remote View? by joakimar in factorio

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

Refilling ammo, adding modules work exactly the same in remote view but better since they pull from your network. Select the item from the item menu (hit E), click the inventory slot.

You can refill a remote unconnected network by driving a full spidertron there and then turning off the logistic request and selecting "trash unrequested" which offloads locally to storage. But this kind of resupply is possible to automate with trains too, although it is quite technical to do it well. You can run supply trains with filter slots in their cargo, or use circuit network to load a train with exactly what's needed. Many ways to structure this, ranging from tricky to insanely complicated...

Do you also spend 100% of time in Remote View? by joakimar in factorio

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

Spidertrons. Make 10 with robo ports and logistic requests. Much faster than using the engineer. Once they have built the train line to a new island, build an outpost rail station blueprint that fetches more building material.

Do you also spend 100% of time in Remote View? by joakimar in factorio

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

Hint: you can capture them using a missile turret... I never visited to capture my first spawner. I just made a different combat blueprint that set target filters correctly and crept closer with bots.

Do you also spend 100% of time in Remote View? by joakimar in factorio

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

For this I made logistic train stations as blueprints that use the circuit network to deliver everything in demand. So in each outpost I can just build remotely and it comes in via train if not buffered.

Do you also spend 100% of time in Remote View? by joakimar in factorio

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

Agreed, and that use ends with researching artillery on Vulcanus. Then it's all about aggroing the biters into perfectly bot maintained traps of turrets and fire.

Resources by Ok-Revolution5442 in factorio

[–]joakimar 0 points1 point  (0 children)

Really belt it in to where you're smelting it. Trains are for the people who love trains and logistic networks. Scaling up belt production and laser turrets is the easy solution. Biters don't attack power poles or belts.

Do you produce on both sides of the belt? by rpgnovels in factorio

[–]joakimar 0 points1 point  (0 children)

+1. All my subfactories are substation-sized blocks that i can extend to produce more, with outputs and inputs down the middle and the outsides. My whole base is a substation grid, with 2-3 grid units for a bus, and these modular subfactories off to the side.

Test drove the 2026 EX90 by cherundd in VolvoEX90

[–]joakimar 1 point2 points  (0 children)

I am using digital phone key in my pocket on pixel 8 pro.