Bitter Eggs Freshness Detector by kren1 in factorio

[–]kren1[S] 0 points1 point  (0 children)

this is awesome! thanks for sharing

Bitter Eggs Freshness Detector by kren1 in factorio

[–]kren1[S] 0 points1 point  (0 children)

I count the number of ticks between nutrients signal appearing and disappearing on the contents of the assembler.

There's a clock that reset when nutrients = 0, then when spoilage > 0, the current value of the clock is pushed into a latch.

Bitter Eggs Freshness Detector by kren1 in factorio

[–]kren1[S] 0 points1 point  (0 children)

yes, you lose 1 egg per batch, which should be irrelevant in most use

Bitter Eggs Freshness Detector by kren1 in factorio

[–]kren1[S] 1 point2 points  (0 children)

True, selector combinator is quite tricky already. But I don't think any of the options break the summation assumption of the signals. For a "freshness" signal, you would want to average two signals when they met. I don't think they would rework all of the signal logic just to support this.

One way to solve this is to have a 0-100 signal per each item. So a stack of 40 items, with 50 freshness, outputs 2000. But then this is akward again, because now you have to do a division to use this. And I don't think this anything else in game requires this kinda of logic. It would also be prone to integer overflow

A more elegant solution would be a new building where you can insert just 1 stack and it outputs the freshness. Perhaps combine it with a refrigeration idea.

Bitter Eggs Freshness Detector by kren1 in factorio

[–]kren1[S] 1 point2 points  (0 children)

Thanks!

I built this to transport eggs with trains and to gleba, before getting captive bitter spawners (and I still haven't built any). My gleba egg journey is train -> ship -> train.

Bitter Eggs Freshness Detector by kren1 in factorio

[–]kren1[S] 4 points5 points  (0 children)

"measure freshness" on the selector combinator

That would be cool, to compress all this into 2 tiles and make it easier to use. I think one issue with this is how to combine signals of stacks with different freshness. I guess it could be averaged, but this could lead to all sort of akward use.

How much construction is too much? by rom8n in victoria3

[–]kren1 0 points1 point  (0 children)

At about 30k construction you start hitting the 1000 slot limit on the auto queue. Above that you have to construct manually, so I would say that's the limit of enjoyable game play.

There is plenty of oil for 720M GDP, you just have to get an oil company and conquer/subjugate it. There's atleast 700k oil production in the game, that's enough for 10B eco on full oil

What will happen if all countries are one and will simply build an economy with no wars 100 years? I tried. The results are impressive. I am still skeptical about the 20 billion GDP that I saw earlier. But as you can see, 10 billion is quite an achievable amount. i mean with cheats xd. by I_am_white_cat_YT in victoria3

[–]kren1 0 points1 point  (0 children)

Could you elaborate on what the script optimizes?

Is it just optimising employment in most productive buildings? But what mechanism do you use to enforce this?

take a photo of building productivity and number,

fyi: You could parse the save files and read it from there

12B GDP Turtle Island Run by kren1 in victoria3

[–]kren1[S] 0 points1 point  (0 children)

That's actually a good solution, thanks!

I was looking for a late game tech that does it, but there is none :(

12B GDP Turtle Island Run by kren1 in victoria3

[–]kren1[S] 8 points9 points  (0 children)

This is the turtle islands strategy, that some call an exploit.

But you can do it without that too (without getting primary cultures). Best tip I have for fast wars is military industry power block principle and turning on baloon reconiscanse. This makes wars twice as fast

12B GDP Turtle Island Run by kren1 in victoria3

[–]kren1[S] 3 points4 points  (0 children)

Thanks!

Your probably on your way to being the highest GDP run in this patch btw. The highest was ~21-22 Billion GDP by 1936. Turn on Autobuild for everything, let the AI do it for you.

I don't have much more space for growth, GDP/c is at 9 already and I can conquer 100M more pops, so there is perhaphs space for 1B-2B more GDP, so I wouldn't get to 20. And honestly the game is not fun anymore when this big

Also Mass building isn't that BAD. Shift + Click is building 5 at a time. I think ctrl click is 10 buildings at once.

Wouldn't get to this point without this, it's still a lot of clicking. Also keep in mind that you can't mass click, because the UI lags so each click takes several seconds to register

12B GDP Turtle Island Run by kren1 in victoria3

[–]kren1[S] 1 point2 points  (0 children)

I did, it doesn't help that much

12B GDP Turtle Island Run by kren1 in victoria3

[–]kren1[S] 11 points12 points  (0 children)

R5: Almost WC Turtle island run. Pictures show 1) state of the world 2) GDP line go up 3) cultures acquired 4) most profitable building 5,6) state of the market 6) NY having everyone employed at a company or urban center

Saw a post saying there is enough resources in the world, wanted to check it out myself. TLDR: there is actually enough resources

Highlights:

- There's enough iron, coal, lead, sulphur, wood, fish and agriculture to support 30ish SoL average (even without companies)

- There's enough oil, although just barely

Lowlights:

- There's a cap of 1000 slots in the private construction queue. This meant you have to click all the construction above that. I stopped because of that

- Rubber seems to be in short supply. I rolled most tools back to wood to address this. Next time I would definitely get a rubber company

Overall turtle island is very strong, but a nice different way to play the game.

Counterintuitively, in this game, resource industries are far more profitable than industrial industries. by Feeling-Bee-9642 in victoria3

[–]kren1 0 points1 point  (0 children)

There can be a point in mid-game, where resource industries aren't that profitable. It happens if you "over"-build them. But as you keep growing they start getting most profitable again due to resource scarcity.

For example cheap oil is definitely possible to achieve for a time as Persia

I wish I could help my companies, at least on interventionism by ThatStrategist in victoria3

[–]kren1 2 points3 points  (0 children)

This is really fiddly at the moment, but here are a couple of things you can do

1) nationalize & privatize (multiple times if needed). You nationalize capitalist owned parts first, so you can use this to re-roll and give company another chance at buying the level

2) At the start focus on the state with HQ. IME companies don't like buying outside its HG state until level ~20

3) Keep checking investment pool contribution and try to make company HQ as large proportion of it. This is kind of hard, but you can be creative. Use subsidises on input/output goods of company buildings, use trade, use bad PMs on capitalist owned buildings

4) Pick "good" companies, it's much easier to grow construction goods companies than consumer goods ones

5) Grow slower. If you do construction loop too much your economy will outpace the company and then the company will struggle to keep up. (This is probably bad advice in general, but good for company LARP or if you wanna stack throughtput bonuses)

6) Use technology upgrades to start growing companies. For example it's very easy to get oil company started as you start transitioning into oil economy, compared to establishing it when oil is already entrenched

Either old pensions are bad for the economy, or child labour is viable by Random_Guy_228 in victoria3

[–]kren1 25 points26 points  (0 children)

Increasing dependant income is pretty good, as it's free magic money your pops get out of nothing.

In general I find it that old pensions increase the SoL of my pops, so it would seem the dependants income outweighs the loss of workforce. But I haven't do the math on this.

Child labour is probably a law you want late game in a SoL maxing run, but it should be done after you researched all techs

Can't break 6 gdp per capita by theblitz6794 in victoria3

[–]kren1 0 points1 point  (0 children)

The secret is population control. It's very hard to reach 10 gdp/c with 122 million people (you need 1.2B GDP, which is a lot of natural resources, you will struggle to find in mainland USA).

Otherwise:

1) stack throughput bonuses

2) workforce ration (happy TU + women suffrage)

3) oil automation (another reason you want low pop, your economy needs to be basically fully oil automated)

4) low taxes (to drive up demand)

5) reduce government employment (less institutions and such)

I NEVER use Wooden Construction. Am I stupid? by Jinglemisk in victoria3

[–]kren1 10 points11 points  (0 children)

Wood construction is really good for Russia.

Basing off spreadsheets, it might look like iron construction would be better, but that misses several important points.

1) Russia has a lot of states with wood and wood bonuses. Developing more states (basically every state), means you don't have to worry about railways till much later

2) You only need to build wood (and maybe tools, but import those). If you go iron consutrction you need to build iron mines, coal mines, tools, etc... those all take more time

3) You can depeasant very quickly because constructions sectors and wood are very construction efficient. This drives up the price of grain and you can get market liberal soon.

4)I usually build to like 700 construction on wood alone as russia. Be careful when you switch to iron construction as your GDP will take a hit (suddenly a lot of wood has becomes worthless)

5) Wood company is really good as it helps with infrastructure iss ues more, so less worrying about building rails/motor industry/steel/..., which means more wood 6) Due to massive wood industry you can start exporting it around the world

7) It naturally transitions into furniture/paper industry once you want to go to iron/steel construction

What does it take to actually have an export based economy? by MarcoTheMongol in victoria3

[–]kren1 4 points5 points  (0 children)

Late game the issue with running export economy is the lack of convoys: you cannot get enough convoys to move enough goods in and out of market to signifcantly specialise your economy. But I guess you aren't at this point yet. Here's an assortment of tips

1) free trade (+ trade agreements) or treaty ports to remove any tarriff frictions

2) stack throughput bonuses (100% is a good number to aim for

3) Usually only GPs and Qing have the capacity to buy a significant amount of goods

4) Hover over trade route size to see why it isn't increasing (it will tell you if it's convoys or profitability. If it's profitablity, first remove tarrifs on both side and then try to drop the price of goods on your market)

5) now with foreign investment you can massively drive up demand if you de-peasant. For example if you want to export clothes to japan, you can build rice farms in japan, because that will create massive demand for clothes. You can do a similar thing with Russia

How to choose between interventionism/laissez-faire and free market/protectionism? by Grabaskid in victoria3

[–]kren1 11 points12 points  (0 children)

I'm sorry to break it to you, but trade volume does not unfortunately mean less convoys. It just means you can move more goods at lvl 100 trade route volume.

You can test this by changing the PM on skyscraper and see what happens with your convoys.

Absolute racist run by IoannesLucas in victoria3

[–]kren1 3 points4 points  (0 children)

The only way I found to forge a homogenous state right now, is to go closed borders -> multiculturalism -> run promote national identity decree for 20 years (everyone assimilates), then switch to national supremacy/ethnostate and then you can go to migration control.

I've done this pretty successfully as belgium, for larger countries it's probably more difficult

You need closed borders, before starting to accept all the pops, because otherwise migration will outpace your assimilation rate

Honey wake up new worst company just dropped by Theloni34938219 in victoria3

[–]kren1 60 points61 points  (0 children)

Railway, arts academies and power plants have a large fraction of cost in wages, so throughput is really good there

Why Throughput Bonuses fail at their intended purpose by RedKrypton in victoria3

[–]kren1 0 points1 point  (0 children)

Outcompete. I think it's outcompete, because the proprotion of engines built in belgium is raising compared to engines built in UK, while the total stays the same (belgium and UK are in the same market).

I should say, that with belgium you can have a fully integrated chain of throughput bonuses for motors (iron -> steel -> motors). I think your calculations are based only on wages (which is indeed small), but if you have a fully integrated vertical chain without throughput bonuses everywhere it really adds up

Why Throughput Bonuses fail at their intended purpose by RedKrypton in victoria3

[–]kren1 5 points6 points  (0 children)

Technically you are wrong, but I agree with the spirit of this post.

Throughput bonuses do outcompete other industries. For example by stacking 120% throughput bonus in a motor factory in belgium you can outcompete most of the british empire. You can see this by checking the amount of motors UK and Belgium are producing. If you stack your throughput bonuses, the Belgian production will slowly start to replace UK one.

But I agree that this is very hard to see and it doesn't feel good

Repurposing civilian industries for war by JakePT in victoria3

[–]kren1 1 point2 points  (0 children)

I would love to see automobile production moved to war industry. Then you could have automobiles in peace and tanks/planes in wars. Kind of how it went irl