JakenVeina

joined 2 years ago
 

So, I STILL haven't come up with any real ideas for how to decorate or get around on the big stairstep buildings, so I'm putting it off some more. What worked out well for the other two, and for the miners, was just running a main beltway alongside them, instead of directly connecting them, so I decided to keep going with that idea, and redo the little bit of beltwork I'd already done on the other side of the facility.

With that line built out all the way to the other big tubeway trunk, I was able to fully connect up the first building I built, with all the Iron and Copper machinery.

And, in fact, that finishes production for all of the intermediate items, and the belting to get them over to the final factory.

Aaaaaand fully-detailed out.

Interior shots.

[–] [email protected] 1 points 1 day ago

I was gonna be like "bring it on" but on second thought "Nah." If the world's gonna end, I want there to be no fucking doubt that we brought it on ourselves. The shitstains that are destroying the planet shouldn't get off that easily.

 

Built out a little bit of a "hub" room today, where the main power switch for the campus can sit, and where we can do some of the inter-building belt routing.

With that built out and connected up, I was able to route all the belting and power for the first building, and get it powered up.

Well, everything except the Limestone feed, which is gonna come from the opposite side of the campus than the Quartz.

Wide shot, including more Tubeway.

[–] [email protected] 3 points 3 days ago (1 children)

I'm not a big fan of it either. The goal was to duplicate the color of the giant ferns in this biome.

 

After building the platform for the first Miner, last time, I've got 7 more to do, so I figured it was definitely worth blueprinting it. Also, a few for the interconnecting beltways.

With those, I managed to get everything fully-finished for all the incoming resources for the factory.

Then I noticed this...

Yeah..... I have 0 willpower to fix this.

[–] [email protected] 1 points 5 days ago (1 children)
[–] [email protected] 3 points 5 days ago* (last edited 5 days ago) (1 children)

Collusion among all the big players in an industry, in order to exclude other players from succeeding in that industry is indeed anti-competitive, and potentially illegal. There's potential merit here in businesses coordinating with each other on who to blacklist withing the industry, which is why lawyers were willing to take on the case.

Ultimately, it's a question for a judge whether they're doing this for the purpose of suppressing competition, somehow, or whether they're doing it for valid business reasons (like, say, avoiding a company with a history of not paying its bills, or avoiding a company with a history of sabotaging business relationships, or avoiding a company that their own customers actively hate, and would lose them business).

Of course, with the courts the way they are these days, I'm not holding my breath for the obviously-sensible ruling.

 

Still procrastinating on the main factory, so I spent my time today building out the tubeways that carry in nearby resources.

Also sat down an workshopped a design for detailing the miners and the resource lines NOT on the main tubeway. Definitely a bit reinvigorating by actually just focusing on something simple, and new.

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

This issue seems to have fixed itself, again.

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

I mainly use the one that involves rotating a foundation on top of the corner of another foundation, and nudging it over to line up the corners. Cause it produces perfect corners, and it allows for 5-degree increments, instead of just 10-degrees, like the catwalk method.

This video I covers the technique, and I think pretty much all the others.

[–] [email protected] 1 points 5 days ago (2 children)

Blueprints and hand-building.

[–] [email protected] 3 points 6 days ago (1 children)

if kissing women is gay, then my dad is also gay

wat

[–] [email protected] 3 points 6 days ago

Hey, I'm with you. Anyone commenting on an article without reading it deserves to be called out for it.

[–] [email protected] 6 points 6 days ago (2 children)

Because the title doesn't specify, and most people only read titles.

[–] [email protected] 1 points 1 week ago (1 children)

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

 

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.

 

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.

 

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.

 

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.

 

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.

 

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.

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