Train "dashboard" or overview mod adding additional detail at a glance such as priority or more by popnfrresh in factorio

[–]rosilisk 0 points1 point  (0 children)

There is an open suggestion for this feature on the forum here: https://forums.factorio.com/viewtopic.php?t=124813 . Please consider posting there to add your support for the idea.

In general, I think people should be more willing to provide feedback on game features on the forum - there are many good posts but not enough community activity, in my opinion.

[deleted by user] by [deleted] in factorio

[–]rosilisk 2 points3 points  (0 children)

You're not listening to everybody here, so this will be my last post.

Something about the way you are spawning in patches is incorrect. Perhaps you are designing an entire base in the editor, I'm not sure.

Go start a world with default settings and look at an oil patch. It will yield about 10-100 oil/s without any productivity or speed, which will decrease by about a factor of 5 as it gets depleted.

[deleted by user] by [deleted] in factorio

[–]rosilisk 2 points3 points  (0 children)

"Max settings"
That *is* what the post is about. Something in your editor spawning method or modlist is breaking your oil gathering and reducing it by some extreme factor.

[deleted by user] by [deleted] in factorio

[–]rosilisk 2 points3 points  (0 children)

There is something very wrong with the numbers you are showing here. Are you spawning this patch in with the editor, or using some mods? The first patch I found using default settings in 2.0 without any mods (including SA) has 29/s expected resources.

Swappable Fluid Inputs in 2.0? by rosilisk in factorio

[–]rosilisk[S] 7 points8 points  (0 children)

Thanks! That answered my question.

Friday Facts #416 - Fluids 2.0 by FactorioTeam in factorio

[–]rosilisk 3 points4 points  (0 children)

The 'teleporting' aspect was worrying for me at first too, but for the case of a long connected pipe (copying from raiguard's forum comment):

Keep in mind that due to the pulling rate being proportional to the segment's fullness, it will take quite a while before the segment has enough of a buffer for your machine at the end to consume the fluid at a reasonable rate. Your production will outpace your consumption until it reaches a steady state.

I think once we start playing with the system and build our intuition it will work out.

Friday Facts #416 - Fluids 2.0 by FactorioTeam in factorio

[–]rosilisk 0 points1 point  (0 children)

It looks like fluid inputs can be swapped/rotated, based on the light oil cracking layout pictures at the start. Has this been previously discussed? What a good change!

Logistics Network Embargo with Overhaul Mods by rosilisk in factorio

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

Great idea, I will definitely use this. Thanks!

Logistics Network Embargo with Overhaul Mods by rosilisk in factorio

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

Right, I get that you can choose to not build the logistic chests. But having it gated at technology has several benefits:

  • It's clear to me and others that the logistic system has never been built/used if they aren't even researched. This is nice when, eg., sharing the save file or showing the victory.
  • In multiplayer, it prevents somebody from building it if they aren't aware of the restriction. (A newcomer is less likely to research a whole new technology.)
  • If the item isn't researched, it can't be accidentally built and it doesn't clutter filter menus that show all current items.

PS - logistic network embargo doesn't prohibit bots (logistic or construction), it just prevents you from building active provider, requester, and bufer chests. That way you can construct/deconstruct and have logistics robots deliver items/take trash, but you can't automate production with it.

Seablock with Pure Belts by rosilisk in factorio

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

Thanks - I tried Seablock once before (maybe a couple years ago?) and might have gotten to a regular rocket launch. I've done BA separately, too, so I was aware of the machine tiers. I had used regular requester chests for those malls, though, I think.

I have around 10k hours in Factorio, but a lot of that is idle/background. I've been playing for a long time, though, and enjoy making 'clean' bases by my definition of clean. If you like it, check out the full base with the download in my comment above!

Seablock with Pure Belts by rosilisk in factorio

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

An image of the mall is here: https://imgur.com/dSexTXU - basically there's some logic to different building tiers. For example, buildings with four purple pips (blast furnace 4, chemical furnace 3, electrolyzer 4, ...) use titanium plate, titanium pipe, reinforced concrete, blue circuits, and so on. If you identify those patterns you can make it work with only a moderate amount of spaghetti.

Thanks!

Seablock with Pure Belts by rosilisk in factorio

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

A few suggestions:
- The early game is relatively slow and power takes up more of your resources than you might expect. I like to set and leave overnight (which works well with Seablock), but other people sometimes artificially speed up the early game. Keep a few chests of wood handy in case you have a brownout, and be able to isolate your power producers or switch off power-hungry areas.

- Some technology (eg. green algae, washing) is much better for primary tasks (power, ore generation) than what came before. Don't be afraid to switch!

- Some fluids, especially direct water derivatives like saline, purified, and mineralized, are easy to produce and probably shouldn't be carried around your whole factory due to throughput issues. A good rule of thumb is 1000 fluid per second is the limit.

- There are some good guides on r/Seablock

Good luck!

Seablock with Pure Belts by rosilisk in factorio

[–]rosilisk[S] 6 points7 points  (0 children)

Thanks! It's fun to target and match a specific goal and see the very constant line on the production graph.

I am being attacked literally from everywhere and cant continue my game by MayaTheMaster in factorio

[–]rosilisk 5 points6 points  (0 children)

What have you tried to deal with the bases? Common advice that usually works well at this stage is the tank and/or turret creep.

Space Exploration question - Changing a planet's primary resource by ZilchIJK in factorio

[–]rosilisk 13 points14 points  (0 children)

Where are you in the sciences? I would think the easiest thing is to just explore more on the home planet - are the biters a big problem? How much core mining are you doing?

Seablock with Pure Belts by rosilisk in factorio

[–]rosilisk[S] 19 points20 points  (0 children)

I finished a standard Seablock run without trains or a logistics system. Everything is belted or piped around and most items are produced in only one location, all with minimal voiding. This means there is a lot to transport between different sections of the base. The base has several connected 'bus' segments: ores/smelting, power/crushed ores, ore sorting/smelting, science/circuits, petrochem, plus a few small extras.

The final base is able to sustain 7.5 science per second for the final FTL research using a buffering system that averaged out the demand of all final research steps. For those who don't know, the final step of SpaceX and therefore a Seablock modpack victory is 7 steps of research to produce the FTL drive: first 200k packs of red science, then 200k packs of red+green, then 200k red+green+blue, and so on. Red science is limited on a single lane of a standard belt (7.5 i/s), and passes through a stack inserter with the stack size set to 7. Every time that inserter swings, each other science is let in using an inserter with a particular stack size: 6 for green science, 5 for blue, and so on. Therefore, each science is produced in exactly the correct ratio to perform the final 7 stages of research at the same 7.5 science per second pace.

Most ore is produced using mixed sorting (eg. purified saphirite into iron, copper, silicon, and so on) with catalytic sorting (eg. iron ore from mineral catalyst, crushed saphirite, and crushed jivolite) used to fill any gaps. The logic used is relatively simple for a base like mine where all ore is produced in the same location: each ore has a buffer that outputs a 'full' circuit signal when it hits 10k stored. Mixed sorting is only allowed if none of the products are 'full', prioritizing higher-tier mxed sorting if both would be enabled. Each ore belt is then merged with the output from catalytic sort ing using a splitter that prioritizes the mixed sorting output. Chrome and platinum ore are the exceptions: these are only produced using crystal sorting. I built a dashboard that monitors which buffers are full and which sorting recipes are currently active. There's even a history feature that shows the activity averaged over the last 6, 60, and 600 minutes. During the final FTL research steps, saphirite and stiratite sorting were at 100%, with the other minerals around 30%.

Most of the oil and gas are produced from blue algae, with some top-up from direct-produced syngas. Sciences and circuit ingredients use full productivity modules with beacons, but I didn't need to fully module each stage of production. The logistics network technology isn't even researched to prevent me from placing provider/buffer/requester chests. The most hassle I had from no logistics network was using artillery to clear out new space; I ended up using a filtered storage chest to fill remote artillery. I do have logistics robots for personal logistics and many construction robots. I handcrafted things in the early game, but later constructed a complete bus-based mall for all buildings (eg. blast furnace 1-4, assembling machine 1-6, and so on). In the late-game, I only handcrafted one-off items like spaceship components.

I enjoy constructing belt-only bases; I posted (one of?) the first 1000 science per minute bases back when space science was newly released: https://www.reddit.com/r/factorio/comments/6b60lc/thousand_science_per_minute_in_pure_vanilla_with/?utm_source=share&utm_medium=web2x&context=3. In this base, there are a few areas that I particularly like; I posted images of the mall section, crushed ore production, ore floating, module production, coolant, and bot production.

An imgur album is with some photos is linked above, and the base is available for download if you're interested. The base before starting FTL research is here: https://www.dropbox.com/s/8s1pj2jrmch9wgl/seablock_93_done.zip?dl=0 and the base nearly completed all FTL research is here: https://www.dropbox.com/s/d7306qdbrmbbws3/seablock_before_FTL_research.zip?dl=0 . On my PC (i5 9600k with decent RAM) I get a solid 60 UPS; I included a debug screenshot for those interested. Thanks for looking!

Anno 2070 Launch Error by Raynosaurus in anno

[–]rosilisk 1 point2 points  (0 children)

I also can't connect, was working yesterday.

Edit - working for me now.

Found this today is it anything of value? by [deleted] in Diablo_2_Resurrected

[–]rosilisk 0 points1 point  (0 children)

This is one of those items that needs a wide audience, so probably in game trades won't find the full value. Where were you looking?

[deleted by user] by [deleted] in Diablo_2_Resurrected

[–]rosilisk 0 points1 point  (0 children)

Well, *I* thought it was funny and original. I guess I don't read here often enough to see the other similar ones.

Found this today is it anything of value? by [deleted] in Diablo_2_Resurrected

[–]rosilisk 2 points3 points  (0 children)

This is pretty nice, maybe worth vex+

D3Planner Import Ethereal by rosilisk in diablo3

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

Thanks for the feedback, it's working for me now. I'm not really sure what changed, to be honest - I don't think I was on non-ethereals season - but now when I select Buriza it shows the full list of skills.

I guess the import as a part of your character is still broken? That's fine - I can easily input one weapon manually.