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.

Re: Some Dry Stuff

Postby Dry Hairy Tree » Fri Jun 29, 2018 6:13 pm

Behind the scene...

MiniBus 12.jpg
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Very good. Halfway into Kovarex and all science packs are still sitting in the same position on the line as when it began. The research is 30 seconds, so, with my 30 labs, and my alleged 1 per second science pack production, the job has been done. The extra iron not being smelted is used in military when it is running. Copper is weird it stops and starts but any less and I run out. Hard to figure what exactly is happening at this point. Oil seems more than sufficient but it's all backed up so still monitoring there. That's the tricky part of testing these things, the factory provides it's own storage buffer with belts and smelters and even assemblers all loaded with goods.


I definitely like the idea of separating out the intermediates from the assembly 'proper' by placing gear and circuit production on one side of the bus and science on the other. Much easier to see what's going on, and to locate any issues.

This is close to what I'm after. Something I can knock up very fast (with bots and fast start kit). Some design flaws to iron out yet.
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Re: Some Dry Stuff

Postby Dry Hairy Tree » Fri Jun 29, 2018 11:32 pm

I gave it a dry run, and...

Oh hell yes. This is the business!

2:23 minutes, high tech science packs start rolling out. There is still some smelting/belts/inserters/modules to upgrade/add to get full speed.

MiniBus 13.jpg
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Important mods: Quick start.

Not so important but you'd need to build bigger without: 2 x red, 2 x blue circuits.

Irrelevant to the time taken here: infinite ores.

I made a lot of mistakes...

MiniBus 14.jpg
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Basically I didn't really know where the blueprints were in relation to other parts of the map. Note how close I got to cutting myself off with where I dropped power. :D

I had to remake the entire bus as I messed up spacing. A bus is easy when you make it one assembly line at a time. A whole bus at once is a big job. Then I sent stuff down the wrong lines, batteries glitched out (in the last run too?) and weren't running, etc.

But this was VERY fast. I'm a slow builder, and a total daydreamer. The potential for sub 2 hour high tech (and the rest) for others is right there.

But I got another idea now. :D
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Re: AAA1 Team Robot Superior Speedrun Strategy

Postby Dry Hairy Tree » Tue Jul 17, 2018 3:03 am

Seventeen days later, my idea has come to fruition. Of course using mods fast start and 2x red/blue is totally cheating... but who cares, look at this result.

Presenting the Totally Cheated AAA1 Team Robot Superior Speedrun Strategy.

by Dry Hairy Tree Chief Robot Commander.

:shock:

AA1 Team Robot 2.jpg
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Re: Some Dry Stuff

Postby Dry Hairy Tree » Thu Jul 19, 2018 7:52 pm

This was the first run with a completed model. I did it with a disability that makes me clumsy. When I even try to go fast I make more mistakes than place entities. A speed runner using these methods would finish under 2 hours easy.

There's plenty of ways to get it wrong. Enjoy figuring it out. With the overwhelming responses here, why would I bother. :(
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Re: Some Dry Stuff

Postby Magne » Fri Aug 03, 2018 12:42 pm

Dry Hairy Tree wrote:There's plenty of ways to get it wrong. Enjoy figuring it out. With the overwhelming responses here, why would I bother. :(


I've very much enjoyed following your endeavors. It didn't seem appropriate to break the flow by posting common chatter while it was going on.

As an amateur I found it interesting how you seem to face the same difficulties as myself (and I imagine) other non-experts, while still pulling off large and impressive designs. Also, you write well.
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Re: Some Dry Stuff

Postby Amarula » Fri Aug 03, 2018 1:33 pm

Let me second Magne, I have enjoyed seeing what you have done and trying it myself to see how it works (and where I can improve). Thank you for your posts!
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Re: Some Dry Stuff

Postby Jap2.0 » Fri Aug 03, 2018 8:12 pm

Thirded.
There are 10 types of people: those who get this joke and those who don't.
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Re: Some Dry Stuff

Postby disentius » Sat Aug 04, 2018 10:32 am

Best non-youtube playtrough around.
Fourthed!
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Re: Some Dry Stuff

Postby Dry Hairy Tree » Sun Aug 05, 2018 8:08 pm

Thank you folks I appreciate the appreciation. I thought maybe I come across as cantankerous (true) or something :lol: Just like you-tubers want their likes and subscribers, regular forum posters might like to know there's people out there too. I'd do playthroughs if I didn't have sciencing the shit out of soil biology which is, to me, a way cooler day job. Probably why some streamers annoy me, I'm secretly jealous when work gets all WTF at times...

It doesn't matter how cool your day job is, sometimes you can't be assed.

I'll talk about the fast time I did sometime soon. I'd like to get my robot commander to present it I think it could be rather funny Factorio Fan Fiction. Do Factorio robots have gender?

In the interim, I'll share this path. Rarely do I see anyone getting creative with flooring, the possibilities are myriad.

This one's based on belt design. Still finicking about with horizontal/vertical joins...

Floors n Paths 1.jpg
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Re: Some Dry Stuff

Postby Dry Hairy Tree » Sun Aug 05, 2018 10:28 pm

The problem with having myriad choices is making a decision. After many iterations on the belt-path theme, I've narrowed it down...

Floors n Paths 2.jpg
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I really like all of them. :roll:

The left and rightmost paths with outer 'rails' are eight tiles wide, the others six. I'm (supposedly) making a big-assed blue-belt bus at present, so all options are on the cards.

Imagine if you were meant to be working but instead you've spent the morning dithering over, and laying zero, paths. :lol:
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Re: Some Dry Stuff

Postby Dry Hairy Tree » Mon Aug 06, 2018 2:59 am

The path I selected looks great in the factory I'm making. It doesn't really work horizontally but that doesn't matter it adds variety to the look of the place and fits very well as the path alongside the bus there.

I don't like how brick is black on the map and concrete grey it makes brick/concrete variants checkerboard which aren't great to look at.

All in all, a successful day well spent :D

Floors n Paths 3.jpg
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Re: Some Dry Stuff

Postby Dry Hairy Tree » Tue Aug 07, 2018 2:33 am

This floor seems much more interesting, at least to me.

Floors n Paths 4.jpg
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Re: Some Dry Stuff

Postby Dry Hairy Tree » Tue Aug 07, 2018 4:52 am

Same (floor) blueprint here on the red circuits, just added a concrete trim round the edge which gave the dashed effect.

Floors n Paths 5.jpg
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This factory is my reward for finally 'opening the game up' in fashionable time. I had 6 types of science packs in about 4 hours, plus the automation of red then blue belts, advanced assemblers etc that I was keen on having at my disposal - as well as the ability to tech up everything but the kitchen sink (rocket science).

So I'm taking my time just making this big assed thing which will give me all sorts of military capabilities, everything I ever wanted, and a bunch of rockets launching. A medium factory. I've made one similar before it was just a bit slow so I doubled up and we'll see how it goes.

Awesome new mod I found - Specialised refineries. It gives you either light, heavy or petroleum according to the recipe you choose. Only 15 petroleum per 5 seconds but runs at 4 speed... So sweet. So now I can just run crude on the bus and make what I want as I go. Water also required (waterfill mod, done).
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Re: Some Dry Stuff

Postby Dry Hairy Tree » Wed Aug 08, 2018 3:08 am

So here's the modded refineries using waterfill as well. Tidy huh! They produce 15 petroleum x 4 speed = 60 per 5 seconds = 12 petroleum per second each.

20 refineries x 12 ps = 240 ps.

The plastic requires 20 ps but runs 1.25 speed so requires 25 ps.

10 chemical plants x 25 ps = 250 ps.

Almost balanced... It looks balanced, and that's what's important :D

Floors n Paths 6.jpg
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And a new floor. Tricky to tile 8-)
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Re: Some Dry Stuff

Postby Dry Hairy Tree » Thu Aug 09, 2018 8:22 pm

Check out the beauty of the subterranean mod - that one belt/pipe that might otherwise compromise an aesthetic design... mostly gone.

Floors n Paths 7.jpg
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Some conventional style floor tiles here, getting the hang of how to blueprint and stamp em out. Many designs require unconventional looking edges to join them properly. I lay the floor then trim the funny edges if any - allowing that trimming changes the spacing is important too, guess how I found out this and many other lessons... :oops: :)

Still working on this bit, just thought it highlights the mod very well.

I have the bones of a rather large factory. Tens of thousands of belts etc, only 2 pair of these undergrounds used so far, but they make a big impact on the overall look.
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Re: Some Dry Stuff

Postby Dry Hairy Tree » Thu Aug 09, 2018 10:21 pm

Sulfuric acid and explosives. That oughtta be enough. And a highlighted subterranean pipe, the first in the map.

Floors n Paths 8.jpg
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Now I can add blue circuits to the red/greens and think about some modules.

I've actually got a steel chest each of prod 3 and speed 3 from my starter base but the power requirements to run them are nasty. Just empty beacons in the new smelting area are taking half my current power... Though I have nuclear materials I've only got 12 miners total on a tiny uranium patch so want to find more to expand the mining then implement nuclear power to support this whole shebang. Currently running ~ 1000 steam engines which sounds good till you put modules in things... :shock:

Infinite ores makes it all so much easier to relax and build. Not forever chasing coal or filling the landscape up with solar. My friend just made his first big factory, then ran out of coal and got overrun. LOL!
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