JakenVeina

joined 2 years ago
[–] [email protected] 1 points 1 hour ago (1 children)

Officially, all third-party clients are already against ToS. Only bot accounts are officially allowed to use the public API.

[–] [email protected] 2 points 10 hours ago

Yup, same. Started happening again a couple days ago.

 

More progress today. Got all the miners and resource delivery laid in.

I still have no idea where I'm going with this, but progress is progress.

[–] [email protected] 16 points 2 days ago (1 children)
[–] [email protected] 16 points 2 days ago

Trump’s sweeping orders reek of Musk’s management philosophy

Especially the part where he doesn't actually pay out the money.

 

Man, I am really hitting a creative wall with this factory. I am at a loss for ideas on what to do next here. I tried laying out this sorta terrain-hugging foundation to try and build on, but turns out, I hate it.

Also, I'm really getting salty about the randomness of the indestructible flora.

So, I'm scrapping this.

Screw it, I'm just gonna lean harder into the stairstep theme.

This should be all the machines for the factory, except for a Sink and some Uploaders.

[–] [email protected] 2 points 2 days ago

This issue has begun occurring again.

[–] [email protected] 8 points 2 days ago

Recall elections are a thing, are they not?

 

A little more progress on the next building, today. I decided, what the hell, let's just stick with the stairstep design. See what I can make of it. I really have no idea how I'm going to turn this into a proper building, yet, but ideally, that'll be part of the fun.

Also extended out the tubeway some more, a decent way beyond where I need it, so I can fully visualize what space I have to work with.

[–] [email protected] 1 points 3 days ago

You can have a look at the old posts from that build.

Day 32 Day 74 Day 75 Day 78 Day 79

I assume each of your towers covers building one item (like module frames)?

Sort of. Modular Frames do indeed get their own building. In addition, there's a Smeltery building, a Constructory building, and a building for the other two Assembler products: Advanced Iron Plate and Encased Industrial Beam. Also, of course, the building I just built, for Heavy Modular Frames.

Do you have the structures themselves as blue prints, or do you build them by hand?

In this case, I did blueprint most of the structural stuff. The machines and all were done by hand.

[–] [email protected] 2 points 3 days ago

I imagine console players will hit the performance ceiling for megafactories way sooner than PC players, but the game runs in Unreal Engine 5, and there's plenty of games on console doing the same.

 

Long hanging fruit for today is the final building of Frameworks, to make Heavy Modular Frames. Literally everything is already done for this, except I didn't have Manufacturers, at the time.

So, removing the temp Sink and Uploaders I had here, and framing out the building, we get a layout for where the final machines will go.

Building out and detailing the building.

And with a final long shot, we're done.

Nerd docs.

Next up, I've picked out a rough location for the next project, mainly due to proximity of resources.

For starters, I need to extend out the main tubeway to map out a new building.

This machine layout should get the job done.

Also needing to be built out is the segment of the main Tubeway that I built out a couple weeks ago, to attach the two Geothermal Generators to the grid.

[–] [email protected] 1 points 4 days ago (1 children)

Behold the power of the Dimensional Depot.

 

Done. Completely. The largest and most-complicated build I've ever done. A full 2-week project. All running at 100% efficiency.

I had to run the last of the 3 Turbofuel lines over to the big Generator building.

Then I had to connect up the entirety of the Generator building itself. Same strategy, each of the 3 Turbofuel lines, is one long straight shot, that just has a small splice coming off for each machine.

So, that's about 20GW of additional power that I didn't have before. And that's only running at 100% clock speed. I'll need Mk.5 belts to upgrade it any further.

Nerd docs.

All said, this facility is actually doing QUITE a lot, and I'm really proud of the design. I get a small amount of Packaged Turbofuel for personal use, made from a little bit of the Polymer Resin byproduct, and a small siphon of Turbofuel from one of the 3 lines.

The rest of the Polymer Resin gives me a source of fully-automated Fabric.

Then we have the Compacted Coal, which is made from a Pure node each of Coal and Sulfur. The Pure node of Crude Oil only requires 88.9% of a Pure node's worth of Compacted Coal, so instead of underclocking those machines and miners, I just take the extra 11.1% and feed it into some Coal-Powered Generators. It's basically just free additional power, at that point.

On its own, this facility is good for about 15.5GW of power production, at 100% clock, and will be able to clock up to 250% when I get Mk.6 belts unlocked, for 38.9GW.

[–] [email protected] -2 points 5 days ago (2 children)

Better him than Musk.

[–] [email protected] 1 points 5 days ago

This whole plant is tuned to be evenly overclockable, so yeah, expansion would mean needing more generators.

[–] [email protected] 2 points 5 days ago (4 children)

Yeah, I'm still undecided on what I'm doing to do abiut rocket and/or ionized fuel. I sure as hell don't like the prospect of retrofitting this facility, but do I REALLY need them enough to build a whole new one? Maybe I could make a smaller one, built on a Normal node of Crude Oil, rather than Pure?

 

Alrighty, time to actually run out some Turbofuel.

The first line here actually gets a small splice off to package and upload to the Dimensional Depot.

Then it feeds the little mini-building of 3 Fuel Generators.

Then, the builiding of 13 Fuel Generators.

Then, the first 7 Fuel Generators in the giant generator building.

The whole line is structured as one single long run, with a small splice off for each generator. No complicated forking or balancing needed. Hopefully, this prevents any weird backflow issues from arising.

And that's a full 1/3 of the plant running at 100% efficiency.

 

Built out the Coal mines today.

Plus more inter-building and inter-floor logistics. The Crude Oil, Compacted Coal, and Waste Processing buildings should all be fully-complete now. I think.

 

After maybe an hour of setting up blueprints for the inter-building walkways that I prototyped last time, I decided to actually start today by finalizing the Geothermal Generator here, and getting it fully connected to the main grid.

Then I went ahead and placed the first set of blueprints over at the main entrance, while I was nearby, to allow access to the logistics floor.

After that, I just headed over to where Crude Oil is coming into the first building, and started going crazy with getting buildings connected.

This here is the connections between the two buildings that are processing Crude Oil into Heavy Oil Residue. In order to fit the terrain, I ended up with one building of 3 Refineries, and one building of 6. So the first building consumes some of the Crude Oil, and passes the rest on to the next building, along with the Heavy Oil Reside and Polymer Resin that it did produce.

The next building receives them.

The one line of Heavy Oil Reside from the first building, plus 2 more from the second, trunk over to the Fuel processing building.

Meanwhile, Polymer Resin moves on to the waste waste processing and packaging building.

Waste processing also needs water, which comes from Fuel processing, which is also an adjacent building. One of these 3 lines is used to process all the Polymer Resin, and the other two will pass right under the building over to Compacted Coal.

There's a pretty drastic height difference between the two buildings, so I added this little support strut for the pipes.

Slightly wider shot, from Fuel Processing.

 

Co-op today!

Got the shipping lot for Ironworks finished out..... except I'll actually need to do one more rework, next time.

We neglected to realize that the sheer volume of resources this factory produces means we can't sink all the overflow with just one AWESOME Sink. So, after finishing the lot, I expanded the corner where the Sink sits, enough to add a second one, and re-routed the overflow belts to match.

Except we ACTUALLY need 3 Sinks, not 2. So, that's what I'll have to do next time. And the corollary is that we ALSO made this mistake for Copperworks, so I'll try and get that fixed as well.

My wife made more good progress on Cateriumworks. Structurally, it's pretty much done: all the building and machines are in place. It still needs lighting, power cabling, and a shipping lot.

During the process of all of the above, we found we were running out of Reinforced Iron Plate again, despite getting that factory up and running last time. Essentially, it's just running WAY too slowly. It's only producing like 2.5/min, and THEN it's not prioritizing that 2.5/min to the Depot, and instead splitting it equally between the Depot and the Truck Station, which is currently unused.

As an immediate stopgap, I cut the belt to the Truck Station, and then we got into a conversation about why the factory is running so slowly: it's because Copperworks is running equally-slowly, (12.5% base clock speed), because I didn't think we could afford the power to run it any higher. Which is when my wife pointed out that we never upgraded the power plant to Mk.3 belting, which I thought we had.

So, I went and got that all upgraded. A nice 2.25x boost to our power capacity, so we should be able to afford increasing the clock speeds on Copperworks and Advanced Ironworks a bit.

 

Next up is connecting the factory to the primary tubeway. Got a path laid out from the factory entrance up to the closest branch of the tubeway, easily enough.

However, at this point, it got a little tricky. To connect a new branch to the tubeway properly, I need at least 24m (3 foundations) of straight segments, and there's really not a lot of room here for me to curve and join up at that straight segment to the left.

So, I just pathed out a small adjustment to the existing tubeway.

With that, the new branch is connected. I'll come back to this maybe tomorrow to run a belt of Sulfur underneath here.

Moving on, built a little hut for the Oil Extractor, and prototyped a new design for a walkable support to pipe it up to the factory.

I'm moderately happy with it, so I'll probably spend some time tomorrow making reusable blueprints for this design, to get walkways and resources connected between all the buildings much more quickly.

Also prototyped an access ramp to go between machine and logistics floors, that I'll need to put in each building. Again, I'm planning to blueprint what I can of this.

 

Starting out today, I wanted to lay out the rim of the ceiling, before laying out machinery that might get in the way, since all the 45-degree corners have to be built my hand.

I experimented for a WHILE with the blueprinter, and spacing and alignment and whatnot. Ultimately, I managed to fit 55 generators in the floor space, and I think that's about the max.

Filling in the ceiling, and that's this building pretty much done. Except for all the piping work on the logistics floor, but I'm going to save that for later, until after I have all the generators laid out. There's a very specific distribution strategy I'll need to implement for grouping up generators with refineries, so I'll need to know where all the generators are going to sit before I can finalize that.

I also ended up with a few foundations worth of empty space, that wasn't enough for an additional generator, so I turned that into a little balcony to serve as the main entrance to the campus.

So, after 55 generators in the last building, I need 16 more to finish out the campus, and it just so happens that's what I was able to fit in here.

With the concept proved, I laid down an outline for the building, to guide placement of blueprints.

Aaaaaaaaaaand, these big chonkin' corals aren't destructible. Great.

Reworking the outline and layout again, I can avoid the indestructibles, but I lose the space for 3 machines. Nothing for it, there just isn't enough space here to expand out this building any further. Gonna have to do 1 more building.

Before that, I got this one detailed and finalized.

After agonizing for a little while, I decided on this little spot up here, and built a proof of concept. There's just enough space here to avoid interfering with the coal mines in the background there, that I'll still need to build out.

To make this spot work, I'll actually need to reclaim this extra foundation of empty space at the end of the prior building. Due to the big difference in elevation between these two buildings, I'll need that extra space between them to run piping and walkways. And again, I want to leave as much space as possible between the new building, and the coal nodes, so I don't want to shift that one backwards.

More outlining, blueprinting, detailing, and finalization.

Aaaaaaaaaaaaand that should complete all the buildings needed for this factory. All that remains is to build out an Oil Extractor, a couple Coal Miners, the tubeway to carry in Sulfur from the outpost I built last week, and to run all the interconnections between the buildings. Closing in on the final stretch.

 

Back in coop today. Got another big chunk of road built out, toward Cateriumworks.

Speaking of which, my wife made some decent progress on that.

view more: next ›