right, i forgot that free item stack, that helps tremendously. otherwise imo impossible.jodokus31 wrote:The biggest problem with regular Bobs+Angels is that you have to craft every intermediate and the power generation. Alone the lab requires ~50 crafts. I think, if you would start with 10 basic circuits in inventory, it would be possible.mexmer wrote:Sct will probly make thing harder, due more intermediates, never tried to do lazy bastard with seablock, since with bobs + angels is not possible. But trainwreck tweaks, might change it to possible statejodokus31 wrote:I'm pretty optimistic, that its doable in 0.16:fiery_salmon wrote: Is reaching Lazy Bastard challenge intended to possible? I plan on reaching it (in spirit, additionally it would be nice if game recognized it) and I may check whatever it is possible to win with crafting within limit in SeaBlock.
There is no point in doing that and posting about if that it fixes for that (changing starting equipment) would not welcomed if it is already known to be impossible.Assembly machine 3 Lazy BastardIt is a big puzzle to find out, how to avoid crafts, esp. until Assembly Machine 2, which can craft 4 ingredients and the most part of the tier 1 machines
And its a bit grindy, because u cannot scale so well (i sacrificed some crafts for assembler 1's) and no yellow inserters. (Took about 5 hours and 77 crafts to get to this point)
Until then, its hard because some smelting buildings require 5 ingredients. I sacrificed some crafts for casting, strand casting and induction furnace.
And its hard, because handcrafting saves a lot of power
Now i have Assembly Machine 3 and I hope that nothing severe will happen
Sidenote: I use ScienceCostTweaker, which may have an impact. good or bad
In seablock there is a big stockpile of iron, gears, circuits, power poles, etc. And you have free power.
Anyway, its a great challenge to actually do it. A special challenge is the fuel, which you could handcraft from cellulose fiber, but that are big amounts of crafts. So you need to get started green algae with 2 wood pellets (13 crafts), which was possible
I can recommend this challenge, if someone has an affinity for this kind, because you can easily craft something wrong or run out of space, spend the provided ingredients on unneccesary things, etc. I needed a second try to actually manage it.
[1.0] Sea Block Pack 0.4.10
Re: [0.15] Sea Block Pack 0.1.7
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Re: [0.15] Sea Block Pack 0.1.7
My numbers show the drydock assembly is cheaper than both the FTL drive and fusion reactor. It's still more expensive than what the first stage should be. I'll change the recipe so each assembly robot only needs one fusion construction bot instead of five.thuejk wrote:So trying 0.16 Sea Block.
I am now trying to make the 2 Drydock Assembly Components for SpaceX. Each take 50 Assembly robots, which each take 5 Fusion Powered Construction Robots, which each take 1 Portable Fusion Reactor, which each takes 250 Processing Units.
So in all, just for Drydock Assembly Components, I need 2*50*5*250=125000 Processing Units. Which is more Processing Units than you need for all yellow science for SpaceX (91726); and Processing Units are the hardest part of those sciences.
This seems excessive and disproportionate for the first component you need to build for SpaceX. All the other SpaceX components are far cheaper.
Re: [0.15] Sea Block Pack 0.1.7
Thanks - much better already!
If I were to choose, I would lower it even more - it is still very expensive. Perhaps to 5 Drydock Assembly Robots instead of 50? That will still require 10 fusion reactors in total for Drydock Assembly Components, which seems proportional to the stage of SpaceX - the fusion bots is only one part of one component, after all.
Note that in 0.15 seablock, it only took mk4 bots, not Fusion Powered bots. Even with a total of 10 Fusion Powered bots needed in my suggested revision, 0.16 is still more expensive than 0.15 was. Do you know if the change to make Drydock Assembly Components soooo expensive in 0.16 SpaceX was fully intentional?
If I were to choose, I would lower it even more - it is still very expensive. Perhaps to 5 Drydock Assembly Robots instead of 50? That will still require 10 fusion reactors in total for Drydock Assembly Components, which seems proportional to the stage of SpaceX - the fusion bots is only one part of one component, after all.
Note that in 0.15 seablock, it only took mk4 bots, not Fusion Powered bots. Even with a total of 10 Fusion Powered bots needed in my suggested revision, 0.16 is still more expensive than 0.15 was. Do you know if the change to make Drydock Assembly Components soooo expensive in 0.16 SpaceX was fully intentional?
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Re: [0.15] Sea Block Pack 0.1.7
Not entirely intentional, guess I overshot a bit for the drydock assembly. The overall increase in SpaceX costs is intentional. One of the things the bothered me about 0.15 sea block was that building the SpaceX components was too easy compared to doing the SpaceX research. By the time you had built a base large enough to complete the FTL research then building 500 of each module to build the FTL drive itself was trivial. This should no longer be the case with factorio 0.16 sea block.thuejk wrote:Thanks - much better already!
If I were to choose, I would lower it even more - it is still very expensive. Perhaps to 5 Drydock Assembly Robots instead of 50? That will still require 10 fusion reactors in total for Drydock Assembly Components, which seems proportional to the stage of SpaceX - the fusion bots is only one part of one component, after all.
Note that in 0.15 seablock, it only took mk4 bots, not Fusion Powered bots. Even with a total of 10 Fusion Powered bots needed in my suggested revision, 0.16 is still more expensive than 0.15 was. Do you know if the change to make Drydock Assembly Components soooo expensive in 0.16 SpaceX was fully intentional?
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Re: [0.15] Sea Block Pack 0.1.7
Time for new beta release: SeaBlockPack_0.2.2.zip EDIT: Outdated, check first post for latest version.
It should be mostly stable now. Not planning any major changes.
Changes since 0.2.1:
The way electric generators handle steam above their maximum temperature appears to have changed from factorio 0.15. Exceeding the maximum temperature will now waste energy, so make sure your generators can handle the increased temperature when upgrading boilers.
It should be mostly stable now. Not planning any major changes.
Changes since 0.2.1:
- Added ScienceCostTweakerM mod.
- Added Angel's warehouses mod.
- Add hidden flag to disabled items (coal, cellulose-fiber-board...)
- Adjust cliff collision to allow cliffs to spawn on shoreline
- Remove researching_speed bonus from lab-2. Base lab-2 speed is now the same as other labs.
- Merge Bob's fluids item group into Bob's materials. Leaves a total of 15 item groups which fit into 3 rows of 5 groups in the crafting window.
- Reduce number of fusion construction bots required to build an assembly bot (5 -> 1)
- Reduce number of portable fusion reactors required to build the SpaceMod fusion reactor (100 -> 50)
- Add chrome ingredient to advanced processing units
- Increase stack_size of processing unit and advanced processing unit to 200
- Prevent landfill overwriting minable tiles (concrete, stone etc..)
- Update all mods to latest versions.
The way electric generators handle steam above their maximum temperature appears to have changed from factorio 0.15. Exceeding the maximum temperature will now waste energy, so make sure your generators can handle the increased temperature when upgrading boilers.
Last edited by Trainwreck on Sun Mar 04, 2018 4:47 am, edited 1 time in total.
Re: [0.15] Sea Block Pack 0.1.7
There's a prototype property that was added in the next version (0.16.26) that undoes this change. You can find info on it here: viewtopic.php?p=345390#p345390Trainwreck wrote: The way electric generators handle steam above their maximum temperature appears to have changed from factorio 0.15. Exceeding the maximum temperature will now waste energy, so make sure your generators can handle the increased temperature when upgrading boilers.
I'm an admin over at https://wiki.factorio.com. Feel free to contact me if there's anything wrong (or right) with it.
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Re: [0.15] Sea Block Pack 0.1.7
A scale_fluid_usage boolean in the generator prototype, interesting. I wonder if we'll be seeing some bobpower updates after 0.16.26 arrives.Bilka wrote: There's a prototype property that was added in the next version (0.16.26) that undoes this change. You can find info on it here: viewtopic.php?p=345390#p345390
Re: [0.15] Sea Block Pack 0.1.7
Oh dang That's will make the ferrous ore refining chain mandatory. Great idea, with mixed feelingsTrainwreck wrote: [*] Add chrome ingredient to advanced processing units
Re: [0.15] Sea Block Pack 0.1.7
I actually liked 0.15 SeaBlock for being mostly about designing new layouts, and not so much about replicating a e.g. a zillion Iron and sludge builds. So if you could design it, you got it, and didn't have to build a gigantic raw materials setup. There is slowness enough in the SeaBlock challenge to not also need to force mass quantity slowness.One of the things the bothered me about 0.15 sea block was that building the SpaceX components was too easy compared to doing the SpaceX research. By the time you had built a base large enough to complete the FTL research then building 500 of each module to build the FTL drive itself was trivial. This should no longer be the case with factorio 0.16 sea block.
But in 0.16, the various circuit and module recipes are so much more expensive, each new level taking several of the previous level products; there is much more grinding. And I can only expand so much before UPS starts dropping, making further replication counterproductive.
Re: [0.15] Sea Block Pack 0.1.7
You need to research Automation and a lot more things to be able to even craft a fucking lab. wtf?
Re: [0.15] Sea Block Pack 0.1.7
No, you need to do some specific stuff like crushing stiratite, craft a circuit, craft an green algae.lol10096 wrote:You need to research Automation and a lot more things to be able to even craft a fucking lab. wtf?
At the end of this chain, the lab is unlocked.
Re: [0.15] Sea Block Pack 0.1.7
The tech tree says I need a certain number of things but somehow it unlocks on the first item I build. Is that normal?jodokus31 wrote:No, you need to do some specific stuff like crushing stiratite, craft a circuit, craft an green algae.lol10096 wrote:You need to research Automation and a lot more things to be able to even craft a fucking lab. wtf?
At the end of this chain, the lab is unlocked.
Re: [0.15] Sea Block Pack 0.1.7
I did it with version 0.2.0 and the tech unlocked, when I picked up the first item of crushed stiratite or the first item of manual crafting was finished. I cannot recall, if it was bound to quantities in the tech description.mrvn wrote:The tech tree says I need a certain number of things but somehow it unlocks on the first item I build. Is that normal?jodokus31 wrote:No, you need to do some specific stuff like crushing stiratite, craft a circuit, craft an green algae.lol10096 wrote:You need to research Automation and a lot more things to be able to even craft a fucking lab. wtf?
At the end of this chain, the lab is unlocked.
Maybe something changed with 0.2.2?
Re: [0.15] Sea Block Pack 0.1.7
that would not make sense, don't you think?lol10096 wrote:You need to research Automation and a lot more things to be able to even craft a fucking lab. wtf?
since how can you research without lab?
as others pointed out, it's progression unlock. you need to meet certain criteria and it will get unlocked automatically, there is few tech in seablock, which unlocks this way.
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Re: [0.15] Sea Block Pack 0.1.7
Why my wind turbines flash red "power missing" symbol. These are power generators and do not require power to operate - right?
Wind turbines are connected and powering my factory, factory is powered by fully utilized wind turbines supplemented by steam engines that are operating at partial capacity. It seems that any fully-utilized wind turbines will start flashing this red symbol what is quite irritating,
BTW, power from wind turbines is very stable - I expected major fluctuation, up to and including complete loss of power.
Wind turbines are connected and powering my factory, factory is powered by fully utilized wind turbines supplemented by steam engines that are operating at partial capacity. It seems that any fully-utilized wind turbines will start flashing this red symbol what is quite irritating,
BTW, power from wind turbines is very stable - I expected major fluctuation, up to and including complete loss of power.
Is it a good idea to update from previous SeaBlock release or is it necessary to start a new save?Trainwreck wrote:Time for new beta release: SeaBlockPack_0.2.2.zip
It should be mostly stable now. Not planning any major changes.
Changes since 0.2.1:
Re: [0.15] Sea Block Pack 0.1.7
Yes, thats the same, what I thought. But I guess, it should be adressed to KS_Power modfiery_salmon wrote:Why my wind turbines flash red "power missing" symbol. These are power generators and do not require power to operate - right?
Wind turbines are connected and powering my factory, factory is powered by fully utilized wind turbines supplemented by steam engines that are operating at partial capacity. It seems that any fully-utilized wind turbines will start flashing this red symbol what is quite irritating,
BTW, power from wind turbines is very stable - I expected major fluctuation, up to and including complete loss of power.
I updated from 0.2.0 -> 0.2.1 -> 0.2.2, so far no problem.fiery_salmon wrote:Is it a good idea to update from previous SeaBlock release or is it necessary to start a new save?Trainwreck wrote:Time for new beta release: SeaBlockPack_0.2.2.zip
It should be mostly stable now. Not planning any major changes.
Changes since 0.2.1:
I guess from 0.1.x, it will be a bit problematic, because in the best case you have to redo several builds.
Re: [0.15] Sea Block Pack 0.1.7
generators need to be connected to power network (eg. have nearby electric pole), or they will show no electricity symbol. it's vanilla factorio thing, just slap generator on ground, without pole nearby and you will seefiery_salmon wrote:Why my wind turbines flash red "power missing" symbol. These are power generators and do not require power to operate - right?
Wind turbines are connected and powering my factory, factory is powered by fully utilized wind turbines supplemented by steam engines that are operating at partial capacity. It seems that any fully-utilized wind turbines will start flashing this red symbol what is quite irritating,
BTW, power from wind turbines is very stable - I expected major fluctuation, up to and including complete loss of power.
Is it a good idea to update from previous SeaBlock release or is it necessary to start a new save?Trainwreck wrote:Time for new beta release: SeaBlockPack_0.2.2.zip
It should be mostly stable now. Not planning any major changes.
Changes since 0.2.1:
as for wind, there can't be fluctuation because there is no wind at all in factorio. Wind turbines works on handwavium principle. Factorio currently doesn't have weather nor wind mechanics (i'm not sure, if they even plan to add that), while you might see weather effects, they are just visual simulation without any impact.
Re: [0.15] Sea Block Pack 0.1.7
That's not what he is talking about. Wind turbines with poles start flashing when power generation doesn't meet demands. Problem is that also happens when the remaining power demand is supplied by steam engines. So basically they are flushing all the time after the first hour or so.
As for wind turbines fluctuating: Mine do. They don't generate a constant amount of power but go up and down slowly over time.
As for wind turbines fluctuating: Mine do. They don't generate a constant amount of power but go up and down slowly over time.
Re: [0.15] Sea Block Pack 0.1.7
if you mean sine fluctation, that one is created arftificialy, Klonan explained it somewhere on forums (maybe electric energy thread in suggestion or somewhere), it's simulated in similar fashion like daylight cycles, just daylight is done by game engine, while "wind" is done by lua scripting, and fluctutation is rather minimal, so in long term you don't notice it unless you always running at edge of power production.mrvn wrote:That's not what he is talking about. Wind turbines with poles start flashing when power generation doesn't meet demands. Problem is that also happens when the remaining power demand is supplied by steam engines. So basically they are flushing all the time after the first hour or so.
As for wind turbines fluctuating: Mine do. They don't generate a constant amount of power but go up and down slowly over time.
as for flushing, yes i see what you mean, didn't thought about it.
Re: [0.15] Sea Block Pack 0.1.7
Which criterias lolmexmer wrote:that would not make sense, don't you think?lol10096 wrote:You need to research Automation and a lot more things to be able to even craft a fucking lab. wtf?
since how can you research without lab?
as others pointed out, it's progression unlock. you need to meet certain criteria and it will get unlocked automatically, there is few tech in seablock, which unlocks this way.
PS: I crushed saaphirite and stiratite, and made green algae. I am able to craft the labs but i need to research Automation to get assembly machines to make wooden boards for basic circuit boards.