Some Dry Stuff

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: Some Dry Stuff

Post by Dry Hairy Tree » Sun Dec 30, 2018 10:05 pm

I'm starting to think all the time I use 'pre-emptively clearing' biters might be better spent just throwing up walls and turrets. The map reveals my main power supply and building store (centre pollution), and the new 1K green factory (bottom pollution and minimap). The red factory (left of centre) has shut down as all the chests are full.

The plan is to build blue, and with it lasers, then to hook red/green/blue up to shiny new lab facilities and wall off all the existing factories.

Science2.jpg
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As these factories get spread out and randomly placed according to map resources, the larger factory should become a massive sprawling complex as production of 'all the other things' - not science, gets placed. All new production lines etc will be within the 'perimeter' of the 9 main factories (building store, 7 x science, labs and silos - and possibly a big nuke plant) so there will be wierd and wonderful spaghetti and madness while science ticks over 1KPM no problem at all (plugged into infinite patches, and only a few trains to carry the whole lot to labs).

I'm after that organic look, while being respectably large.

Green Factory:

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Dry Hairy Tree
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Re: Some Dry Stuff

Post by Dry Hairy Tree » Sun Dec 30, 2018 10:58 pm

When I was coming up with designs for high throughput some time back, I thought of an afferent-efferent rail system, based on neurons, and how they never intersect, rather they transfer information across synapses.

You can build a robot synapse, or a belt based synapse. These are transfer stations, to replace intersections where you just have to get something across some lines.

Obviously stack inserters and blue belts would be better, but I didn't have any on me so the example is what it is... A two way main line has the large power poles. The two stations make up the one transfer station.

There's a lot of ways you could do these better. The aim is to allow high throughput of main rail lines without interruptions intersections.

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Dry Hairy Tree
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Re: Some Dry Stuff

Post by Dry Hairy Tree » Tue Jan 01, 2019 7:29 pm

The sprawl is starting to occur and only three science packs covered so far. Turning the blue factory on was a bit nerve racking but the pollution held within the cleared zones. Each science pack winds up with ~ 40K buffer. 3200 x 12 = 38600 plus the belt storage.

It'll be a while yet but have thought of some fun end game activity...

Get a bunch of exoskeletons and shields on, go running through the alien badlands revealing the map while nearby artillery destroy bases as you reveal them. Will I die from friendly fire? Gonna be fun.

The blue factory is massive. I got lucky with two huge iron patches, both made up the 30ish red belts of iron required. Making a large 6, 6, 2 belt clearing through a forest reminded me of motorway projects. Clearfell and a couple six laners appear alongside the original 2 laner...

Science4.jpg
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Some of the spaghetti got a little crazy. I had to reroute belts after they were used in order to make sure each part of the factory got it's share. Making a 25 belt wide iron bus seemed a stupid waste of space, so redirecting it is!

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Dry Hairy Tree
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Re: Some Dry Stuff

Post by Dry Hairy Tree » Thu Jan 03, 2019 5:56 am

Military got to be a bit of a drag. I needed to tap seven iron patches to get enough to feed the beast. Also, as I'm running belts for all but science, that was a lot of belts to lay out, forests to drop...

The base is getting huge. Only running 200 labs currently (need to build out lots of power before I turn it up) but all (available) research got blown through anyway. Need very little defense to the north and west most of it is covered by a few small choke points.

Thought of a team game idea. Well, expanding on earlier idea. Make a map with a flag you got to get to x distance away. Have extreme artillery range upgrades but no radar. Have a boatload of artillery that can reach all the way to the flag. Have a ton of aliens between you and the flag. Now run. First to capture the flag (chest, whatever) wins. What should happen is as you reveal the aliens before you the artillery fire at them you want to go forward the aliens are coming for you the artillery is heavy... :D Make sure you get the artillery speed balanced just so so it's ranging all around you. Go heavy on the cliffs in the map editor force the run to angle around a bit not just a direct line.

Another thing I think would be a fun team effort is drift car racing. Lay out a ton of belts and drive on them - see! You get different effects for different directions and you drift a lot. So you lay out a massive track with all kinds of obstacles, walls, rocks, trees, aliens... stuff that can ding the car. Cover it in belts that make you drive drift crazy, you lose points for car damage and going over a specific time, and gain points for going under that time.

Anyways, map editor types that want to make scenarios, I think those might work.

1K per minute Military base in the Northwest. New 0.5 per second Laser Turret Factory below blue.

The map be mine now.
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Dry Hairy Tree
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Re: Some Dry Stuff

Post by Dry Hairy Tree » Sat Jan 05, 2019 8:56 am

The bones of the production science facility. Phew... Still got to refine oil to make plastic and lube.

Used up so much iron, and ranged so far for it, for 4 4/5 red belts of steel... there's > 40 000 belt sections running it into this factory.

Haven't got enough iron visible in a massive area (like practically none left) for the rockets or high tech, gonna have to go on an exploratory killing spree. My defenses are still very low, lot of peninsulas around so after clearing large areas are safe. Just wish there was less copper and stone, and more iron.

This smelting area was fun to build but rather time consuming. Two hours clearing aliens to get to some of the iron. Probably three times that laying out belts.
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Dry Hairy Tree
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Re: Some Dry Stuff

Post by Dry Hairy Tree » Sat Jan 05, 2019 9:20 am

The big sprawl...

This is the factories so far. I will run a two way train system around the perimeter of all this and ship in the goods (iron) for the rest of the factories: high tech; the three rocket parts as separate factories, satellites, artillery, nukes, etc... It should fill out fairly well. The science and science trains are set up to run forever without anything (bar power cut) intercepting or interrupting the process.

About 50 hours into this map. Reasonable progress. Still a ways to go.

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Dry Hairy Tree
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Re: Some Dry Stuff

Post by Dry Hairy Tree » Mon Jan 07, 2019 6:19 pm

That was quite major. I don't mind big jobs, but I certainly don't like it when the materials are faulty.

Liquid logistics sucks.

This only makes ~750 purple per minute as the electric engines are waiting for lube despite having theoretically more than enough. Extra pipes not helping it wasn't a volume thing it's just silly.

Not really interested in going further if it wont do what it says on the box. It's like building a solid timber house and getting grass for roofing materials.
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spraynard
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Re: Some Dry Stuff

Post by spraynard » Fri Mar 15, 2019 4:27 pm

Interesting concept and some pretty nice factories. Will you attempt again with 0.17? The fluid mechanics should be better now, but as for continuing this playthrough I guess the changes to science recipes would cause too big a headache? Or maybe this single science factory design is well suited for such a flip?

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