Factorissimo Fun

Post pictures and videos of your factories.
If possible, please post also the blueprints/maps of your creations!
For art/design etc. you can go to Fan Art.

Dry Hairy Tree
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Re: Factorissimo Fun

Post by Dry Hairy Tree » Fri Mar 24, 2017 4:08 am

Factorissimo - Solar.jpg
Factorissimo - Solar.jpg (867 KiB) Viewed 1813 times
Place solar at new site. Although I bring power with the rail the model of this system ran on autonomous solar power so I figured out how much was required to run an outpost... + a wee bit extra to round out the solar block. In this manner I can expand without power becoming an issue. I could make a pretty design but that's for later. The goal was 100 ion cannons.

Dry Hairy Tree
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Re: Factorissimo Fun

Post by Dry Hairy Tree » Fri Mar 24, 2017 4:16 am

Factorissimo - Mining.jpg
Factorissimo - Mining.jpg (612.99 KiB) Viewed 1813 times
Mining...

Pumpjacks...

Blueprints...
Factorissimo - Outpost2.jpg
Factorissimo - Outpost2.jpg (552.31 KiB) Viewed 1813 times
(voice of Sesame Street's Count)

"Three, three ion cannon facilities ha ha ha haaa!"

Dry Hairy Tree
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Re: Factorissimo Fun

Post by Dry Hairy Tree » Fri Mar 24, 2017 10:50 am

And then again...
Factorissimo - Outpost3.jpg
Factorissimo - Outpost3.jpg (595.05 KiB) Viewed 1798 times
This outpost I knew I'd be short of belt as soon as I realised the copper/iron were on opposite sides to my model. I could have used robots but they've already got jobs. So I put the iron in and got making belts ASAP while I made everything else, not ideal but it got the job done.

Firepower is absolutely overwhelming. Collected 1405 alien artifacts from this site without trying, they were just in the way of the build when I arrived.

The easiest way to do this relatively efficiently is to arrive at a launch site with an ion cannon already crafted, and take all the parts for the next ion cannon at the next site, start crafting the second ion cannon - then launch the one you got. In this manner you aren't waiting for low density structures or rocket fuel in order to craft ion cannons (when you launch the silo might grab em before you do), or for ion cannons to craft.

Dry Hairy Tree
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Re: Factorissimo Fun

Post by Dry Hairy Tree » Fri Mar 24, 2017 9:19 pm

Factorissimo - Halfway.jpg
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Dry Hairy Tree
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Re: Factorissimo Fun

Post by Dry Hairy Tree » Sat Mar 25, 2017 1:46 am

Outpost 4 = ion cannon factory 5. Getting a few together...

I'll loop the rail (landfill bridge) for all of the outpost factories as the distance without a loop is taking too long.

Red belt got me once again! I brought two whole wagons of it this time, and was 34 short... :lol:
Factorissimo - Outpost4.jpg
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Re: Factorissimo Fun

Post by Dry Hairy Tree » Sat Mar 25, 2017 1:47 am

Factorissimo - Map5.jpg
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Re: Factorissimo Fun

Post by Dry Hairy Tree » Sat Mar 25, 2017 6:18 am

Factorissimo - more than halfway.jpg
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Re: Factorissimo Fun

Post by Dry Hairy Tree » Sat Mar 25, 2017 1:14 pm

Factorissimo - Operation 100.jpg
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We got a large buildup of hostiles to the northeast. May we respond. Over.

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Re: Factorissimo Fun

Post by Dry Hairy Tree » Sat Mar 25, 2017 1:17 pm

Copy that. You have permission to act. Over.
Factorissimo - Operation 100 b.jpg
Factorissimo - Operation 100 b.jpg (67.81 KiB) Viewed 1752 times
Affirmative.

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Re: Factorissimo Fun

Post by Dry Hairy Tree » Thu Mar 30, 2017 8:39 pm

Surprised this got zero response but.. is what it is. Maybe y'all too busy watching the you tube experts tell us how everything we do is wrong and why...

It is now possible (on this map) to do nothing but launching ion cannons and firing ion cannons continuously. In a multiplayer this could be an interesting feature unlocking vast swathes of map for mega-bases without having to engage all the time.

Note to those insisting on making the game longer/harder.

Big gets boring, fast.

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Re: Factorissimo Fun

Post by Rage » Thu Mar 30, 2017 9:25 pm

If you decide to do this again, you might look at finding a way to make the bitters more aggressive in their attacks and expansion, might make it more challenging. Gotta decide whether to wipe out that massive attack that's building up, clear out a recent bitter expansion, or clear out those resources so you can grab 'em.

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Re: Factorissimo Fun

Post by Dry Hairy Tree » Fri Mar 31, 2017 8:16 pm

good thinking Rage. I set up another on max biter settings it was a little more strategic in that I had to hunker down for a bit and fight my way to oil, but once the ion cannons begin to be installed you begin to win.

At first with only 1-2 I was hitting the largest proximal bases to relieve pressure on my guns. Again, critical mass seems around 14 cannons, then you can begin to expand aggressively.

Watching 'experts' trying for megabases for 1.5 and, though doing well, logistically they're screwing up. There's only so much can be fed into one factory, there's only so many trains one factory can receive without queues and other issues...

Franchise ya mugs!

I'd demonstrate but I don't have a free month.... Systems analysis lads, your system is not good.

Get a factory model that makes x amount of the science packs you want - then replicate all over the map. Job done.

"Build everything factory" "factory to build a factory" etc.... - lame attempts at using a building store as your own idea. Hence the origin of my disdain for 'experts'. That and all the 'rules' of how it's done.

Every rule is a nail in the coffin of potential and creativity. Be off with your silly rules. :mrgreen:

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