SAVES and commentary video
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Tochs Automatic Factory Kit mk.2
Self unfolding self replicating stormborn* infinite fully beaconed nuclear Megabase.
*yes there was like at least one storm during those 4 months i did this
![Smile :)](./images/smilies/icon_e_smile.gif)
Video
https://youtu.be/ygQSDEmY1Wc
Gallery
https://imgur.com/a/OVurC
Intro.
While i was finishing TAFK (my first self unfolding factory), i already knew i can go bigger and better but i wanted to finish at least something. So after TAFK mk.1 was done we were still in 0.14 so i made designs for TAFK mk.2 and started some prep work while waiting for 0.15
My goals and thought process pre and after 0.15
pre 0.15
I wanted to go as vanilla as possible i love playing with mods, but i kinda felt that for maximum cool effect i have to be close to vanilla as possible, so i wanted to get rid of coal-> oil mod. This was kind of a challenge but i designed square based factory and decided to check square by square for resources, as i do in final product. And i checked every square if it contains oil by spamming pump jack blueprint all over it, than i compared PJ before and after spam and if any were missing-> there was oil so i added slopes and pipes. So basically my whole design was based around this feature.
My pre 0.15 goal was to build a self replicating base to speedrun first rocket, than build bootstrap base and spam rocket base modules to infinity, to get as much RPM as UPS allow.
Post 0.15
Than 0.15 dropped, and i could scratch most of my work. With introduction of infinite science i felt it would be waste to send all those rockets wasting that precious white stuff. So i decided i'll go for infinite science builds. Also roboport area size changed so i had to redo all of my stuff. My starter base was almost done so i decided to leave it at former size, i “just” redone science packs.
Than i got to point where i was finally testing factory as whole, and i confirmed my fears that my pipe build will kill my UPS too fast. So feature i built this whole thing upon, and i was most proud of had to go :/ and i redid all my refineries to coal->oil now luckily implemented in vanilla.
Start conditions
Items: https://i.imgur.com/PxAYYTu.png
Zero research
Used builds
You can see them in gallery attached.
Starter base https://i.imgur.com/knhfFAw.jpg
Purpose: Get necessary science, oil bootstrap, U-235
Brain https://i.imgur.com/FErl7hr.jpg
Purpose: Main logic of whole build, initial all items base.
Nuclear build https://i.imgur.com/sZapO8K.jpg
Purpose: Moar powaaa
Modules bootstrap https://i.imgur.com/eoVqQLi.jpg
Purpose: lvl3 speed and productivity modules to fill upcoming beaconed module builds
Modules beaconed https://i.imgur.com/jX3jIiF.jpg
Purpose: lvl3 speed and productivity modules
Science https://i.imgur.com/zSfYmd7.jpg
Purpose: 100s /m
Rocket https://i.imgur.com/wZ3UuEP.jpg
Purpose: 100 white s/m
Items https://i.imgur.com/MbxX2ea.jpg
Purpose: Make item supply line shorter and faster all items required to expand
Order of builds
Start base ->Brain ->Nuclear ->Module bootstrap 3x -> Nuclear ->Science ->Rocket ->Beaconed speed ->Beaconed productivity ->Items ->Nuclear ->..... Science than Rocket every 6th Nuclear every 12th item base….
Future plan
My initial thoughts i had in mind were that base will be like snake, after outer ring depletes one of main resources, it shuts the midle factory deletes it and replace with another miners and start sharing what is left of resources to adjected tiles, after that would be done whole tile would be removed. Iam not that far from being able to implement this, but when i get to stages where it would be interesting to watch and work, UPS is so low, that it would be living hell to test and play on. Another feature that is in build but not active is analyzing the spot before choosing proper base, based on available resources.
conclusion
There is still things that i would love to implement but brain “code” (more like combinator spaghetti) is so complicated and really poorly documented (there are parts that i am not even exactly sure how they work since it's like months since i designed and finished them. So ill rather start fresh new TAFK mk.3 and probably switch to ConMan for more options. So this is not last time you hear of me
![Smile :)](./images/smilies/icon_e_smile.gif)
If this project will get enough attention, I will make second video with more details on logic and working of factory, as well as commentary base tour.
Shout out
Xterminator5 + his crew Madzury, Mojo, Hope + rest.. For all the Factorio knowledge in his streams and videos i soaked by watching his vids.
justarandomgeek for converting recursive blueprints for new version for me even tho he abandoned it to ConMan (even before Dave overtook it)
trooniee For his ingame devil device allowing me to calculate with square roots
![Smile :)](./images/smilies/icon_e_smile.gif)
Nexela! for picker
Mods
Must have
Recursive blueprints alpha and omega of everything
Water fill - to blueprint water tiles
Aircraft - for thematic start
Auto research- for auto research
QOL + mods used for creation
Creative mode - Absolute necessity
Nixxie tubes - useful info
PickerExtended - THANK YOU !
CTLM - for screenshots
Cut and Paste- Qol
TLDR: It was hell of job to pull this like 600h, i'll make another even better one, if you want see more, upvote to let me know you like this kind of stuff and i'll make base tour video with commentary