Full modpack completed after 754 hours
Moderator: pyanodon
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Full modpack completed after 754 hours
Can't believe it's finally finished. Can't wait to restart once Alternative Energy is released.
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Re: Full modpack completed after 754 hours
nice. good job
Re: Full modpack completed after 754 hours
great work : )
how did you scale your base?
science per second (like 1/s?) (for each tier or different?)
circuits per second?
LTN 'warnings' look very familar to me - at some point i stopped showing these
missing Bio-Battery is my worst nightmare : )
did you have issues with some congested rail crossings? i did run into some issues with stations require a lot of different inputs where some crossings where really busy (4 way quite similar in your screenshots)
how did you scale your base?
science per second (like 1/s?) (for each tier or different?)
circuits per second?
LTN 'warnings' look very familar to me - at some point i stopped showing these
missing Bio-Battery is my worst nightmare : )
did you have issues with some congested rail crossings? i did run into some issues with stations require a lot of different inputs where some crossings where really busy (4 way quite similar in your screenshots)
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Re: Full modpack completed after 754 hours
I started with trying to make science at 1/s but as I got to the final 3 it became apparent that that wasn't a reasonable goal. With helmod I planned out 0.1/s for yellow and space science but I couldn't keep it fed with all the intermediates. I agree with bio-batteries being the biggest bottleneck. I found myself rarely having enough sulfuric acid and hydrogen chloride too, and I made so much.error0664 wrote: ↑Mon Oct 25, 2021 9:51 am great work : )
how did you scale your base?
science per second (like 1/s?) (for each tier or different?)
circuits per second?
LTN 'warnings' look very familar to me - at some point i stopped showing these
missing Bio-Battery is my worst nightmare : )
did you have issues with some congested rail crossings? i did run into some issues with stations require a lot of different inputs where some crossings where really busy (4 way quite similar in your screenshots)
I didn't struggle with rail congestion. I had 2 stops per side of my city blocks. I had the second stop on each side be for drop-offs and signaled it so that one train could que up behind the stop on the main rail and below the first stop. That way trains that wanted through could bypass through the first train stop.
That said, I would get the occasional factory shutdowns with train stop/LTN problems.
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Re: Full modpack completed after 754 hours
Congrats!
I started Py Mod and love how energy, fuel, mining, etc. is handled.
Since you've finished it would you say it's possible to complete with biters enabled on the default settings?
I have a feeling the evolution factor would become too high before you're able to properly defend. Not looking for any hints, just a thought on the feasibility. Thanks!
I started Py Mod and love how energy, fuel, mining, etc. is handled.
Since you've finished it would you say it's possible to complete with biters enabled on the default settings?
I have a feeling the evolution factor would become too high before you're able to properly defend. Not looking for any hints, just a thought on the feasibility. Thanks!
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Re: Full modpack completed after 754 hours
Its not possible to play with biters on default settings.fusion_future wrote: ↑Mon Nov 29, 2021 4:35 am Congrats!
I started Py Mod and love how energy, fuel, mining, etc. is handled.
Since you've finished it would you say it's possible to complete with biters enabled on the default settings?
I have a feeling the evolution factor would become too high before you're able to properly defend. Not looking for any hints, just a thought on the feasibility. Thanks!
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Re: Full modpack completed after 754 hours
how do you trigger victory screen? I'm already producing space space using quantum computers and have researched all non-repeating space science and have not gotten victory screen.
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Re: Full modpack completed after 754 hours
Congrats! Would you mind sharing your save? I kinda want to take a detailed look at that massive base!
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Re: Full modpack completed after 754 hours
For sure! Hopefully this link works ok.DarkShadow44 wrote: ↑Mon Nov 29, 2021 6:37 pm Congrats! Would you mind sharing your save? I kinda want to take a detailed look at that massive base!
https://drive.google.com/file/d/1CwacCf ... sp=sharing
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Re: Full modpack completed after 754 hours
Cool, thanks!
Say, is it normal that there is constant chat spam about "No station supplying *****" being found?
Say, is it normal that there is constant chat spam about "No station supplying *****" being found?
- Pridesfall
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Re: Full modpack completed after 754 hours
Yup. I could disable them but each one of those messages is a bottleneck in the factory where I'm not making enough of an item or there are more trains that want to go to a station than I will allow. They are obnoxious. Some stops can't make error messages because I know I can never meet demand. In a perfect world I would fix every one.DarkShadow44 wrote: ↑Mon Dec 06, 2021 10:40 am Cool, thanks!
Say, is it normal that there is constant chat spam about "No station supplying *****" being found?