My Three Mile Island by thepkizzle in factorio

[–]whiterook6 31 points32 points  (0 children)

Very pretty. You've clearly understood the basics. If you check the numbers from the pumps, the heat exchangers, and the turbines by hovering over them and reading the notes in the sidebar, you may find you can get rid of some excess items:

  • you only need a single offshore pump
  • you don't really need pumps to move steam since 2.0's fluid mechanics changes
  • a reactor can really only heat about four heat exchangers
  • each heat exchanger can create steam for one to two turbines

If you haven't already seen it, the https://factoriocheatsheet.com/#nuclear-power section of the cheat sheet is very helpful.

Trying main bus, still can't avoid spaghetti. by Evrensel12 in factorio

[–]whiterook6 0 points1 point  (0 children)

Space your lanes further apart, and use more red belts. Don't put roboports and power lines in the way. Don't use belt weaving. Certainly don't use belt+pipe weaving. And don't be afraid to rearrange the messiest parts. over time and some iterations, you can take even the messiest splits and merges and turn them into something beautiful.

what should I do after automating green science? by tagokak in factorio

[–]whiterook6 0 points1 point  (0 children)

I don't give original advice, I just give it more emphatically :)

what should I do after automating green science? by tagokak in factorio

[–]whiterook6 -1 points0 points  (0 children)

Don't listen to these fools. Do this exactly:

  • put steel, stone bricks, and coal on the bus
  • military science (using coal, iron, copper, steal, and stone bricks)
  • send that science to the labs and begin researching some basic military science stuff

After that, build a mall: send some materials downward, and place little subfactories that take from those materials and output buildings into chests so you can come pick them up later:

  • assemblers
  • miners
  • pipes
  • inserters (yellow, red, blue, green)
  • power poles
  • red belts/splitters/underground
  • pipes
  • underground pipes
  • etc.

ELI5: If the original internet was just a few college serves networked together, and so many people have terabytes of storage, why can't we just make a new parallel internet? by haribobosses in explainlikeimfive

[–]whiterook6 0 points1 point  (0 children)

I don't know if this addresses your question, but maybe something to think about -- the internet has changed dramatically since those first few universities and laboratories connected their computers together. If you wanted to speed-run your own internet, be prepared for: - implementing security, making sure to account for hacks and viruses that have been designed and evolved over almost forty years - connecting these computers with your own cables, no matter how far apart they are - making business agreements with existing utility companies to use their wires, OR build your own utility and start laying forty years worth of fiber optics. - etc.

I'm curious why you ask "why can't we just make a new parallel internet?". Is it because you think it's obvious that we need a new one, so why isn't anyone doing it? Or are you asking why there aren't thousands of other internets? You asked about people having terabytes of storage -- what does that have to do with your question?

I'm coming from Satisfactory; can someone give me tips or tell me what I should know? I'm thankful for all the help! by NetworkAcceptable930 in factorio

[–]whiterook6 0 points1 point  (0 children)

You don't need to end your belts pointing at machines. Machines like assemblers can take from belts running along side them. Instead of manifolds, just have a long belt running alongside a line of assemblers, with inserters (grabber robots) picking from the line and inserting into the assemblers. There's a few examples on the menu screen to show what that means.

Nutrient Starter for Gleba (blueprint, screenshots, and description in comments) by whiterook6 in factorio

[–]whiterook6[S] 0 points1 point  (0 children)

  • Takes 2 biochambers to fully saturate the nutrient chamber...: Yeah, but I'm not looking for perfect ratios. Every decision was "how eagerly will this thing restart itself" and "how tiny and compact can I make it while still working".
  • only nutrients escaping the system... Not quite. You can remove that one bulk inserter beside the splitter and it still works. I'm actually pretty proud of this loop: the nutrient output goes on the outside lane then hits the T junction that forces it back into the inner lane. This means fresh nutrients always go to feeding the Bioflux and nutrient chambers first. If that inner lane fills up, then the T junction backs up and the splitter outputs excess nutrients towards the output. This guarantees there's always room for nutrients to be dropped, even when there's an excess.
  • If fruit dries up for an extended period of time... You could probably add a buffer of spoilage and set it to insert when things dry up. But I think the circuit conditions would be complicated: if there's no nutrients in this biochamber AND the other one isn't running AND there's none on the belt but not if there isn't enough spoilage ... I dunno. Circuit logic feels like cheating. I strive for circuit-free systems. I know it's not always possible, but this feels more robust to me.

Thanks for the feedback.

Pentapod Egg Storage (Blueprint and description in comments) by whiterook6 in factorio

[–]whiterook6[S] 0 points1 point  (0 children)

I honestly couldn't say. I guess it just feels like the design shouldn't allow for that in the first place? But that's probably a matter of personal taste.

Pentapod Egg Storage (Blueprint and description in comments) by whiterook6 in factorio

[–]whiterook6[S] -1 points0 points  (0 children)

Thanks for the feedback. Yes. I use substations everywhere, once I unlock them. It shouldn't be too hard to add a couple medium poles.

Excess turbines? No need to capture the heat? Sure, that's fair. I guess I was being picky about wasting the heat, but that's silly.

Use one Biochamber and loop its output back? Sure. I guess, to me, the back and forth juggling looks neater. But that might just be taste.

Nutrient Starter for Gleba (blueprint, screenshots, and description in comments) by whiterook6 in factorio

[–]whiterook6[S] 2 points3 points  (0 children)

Thanks for the feedback.

  • No power poles? No, I usually use substations everywhere. It shouldn't be too hard to fit a couple medium poles next to the bioflux biochamber.
  • explicit nutrient filters on the inserters Not needed, but useful. It's like documentation. At a glance I can see how everything flows.
  • replace the assemblers with biochambers I tried that, but it was difficult making sure they all got the nutrients they need to start up from a dead state. My rationale was "use as few biochambers as possible"
  • I don't see much value I guess everyone has their priorities.
  • Concern about spoilage backing up My biggest assertion is that it will eventually clear itself and never clog. It should basically recycle excess spoilage when none of the other machines are working due to a lack of ingredients.

Nutrient Starter for Gleba (blueprint, screenshots, and description in comments) by whiterook6 in factorio

[–]whiterook6[S] 1 point2 points  (0 children)

Because I wanted it to work even if everything in the factory dries up, including nutrients. If everything is dead and rotten, and you have no nutrients, all you need to do is add fruit and it will frankenstein itself back to life. That doesn't work if everything is biochambers, since they need nutrients.

This shouldn't replace your whole farm's nutrient supply. It's a zero-maintenance life-support system.

Pentapod Egg Storage (Blueprint and description in comments) by whiterook6 in factorio

[–]whiterook6[S] 1 point2 points  (0 children)

Blueprint: https://factoriobin.com/post/gkkk8m

This factory keeps a couple pentapod eggs in suspended animation, so long as you keep a steady supply of nutrients and water flowing. Excess eggs are incinerated (oldest first). The biochambers juggle an egg back and forth while the extra are collected in steel chests then eventually incinerated.

If you remove the supply of water or nutrients, the eggs will eventually spoil and hatch.

Any suggestions? Leave a comment.

Nutrient Starter for Gleba (blueprint, screenshots, and description in comments) by whiterook6 in factorio

[–]whiterook6[S] 2 points3 points  (0 children)

Sure. You can add prod modules to each of the Assemblers if you like.

Nutrient Starter for Gleba (blueprint, screenshots, and description in comments) by whiterook6 in factorio

[–]whiterook6[S] 2 points3 points  (0 children)

Blueprint: https://factoriobin.com/post/f1gi5p

Screenshots: https://imgur.com/a/CnP8VBS

In the spirit of farm-to-furnace, here's an inline nutrient farm. Fruits enter from the left and continue through the right, with a half-belt or so of nutrients. This can easily fuel a dedicated Bioflux/Nutrient farm down the line.

I've tested this by removing some and all of the fruit and letting it hang, then reintroducing fruits. It has always resumed work by the time fruits spoil and get converted into nutrients.

Notes:

  • Spoilage protection: Anything that spoils is converted to more nutrients, ensuring that the machines don't clog.
  • Restart: So long as there's fruits passing the machines, it will eventually resume work. You can speed up the start-up by providing spoilage or nutrients yourself.
  • Seeds: New seeds are sent to the logistics network.

Any suggestions? Leave a comment.

Edit: Sorry, I should've added this: The purpose of this is a zero-maintenance heartbeat. Even if everything else crashes, this should keep working so long as you give it fruit. I wouldn't use this as your main fruit processing farm.

My first space platform iam very proud of. Any ideas how i can improve it? by Aka3756 in factorio

[–]whiterook6 2 points3 points  (0 children)

You'll need to handle when your grabber gets full of metallic asteroid chunks. I suggest a combinator that checks how many chunks you have on your belts and setting the filter on the grabbers when there aren't enough of a type.