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Re: Let's see your clever builds

Posted: Sat Mar 14, 2015 8:16 am
by ssilk
Post yours?

Re: Let's see your clever builds

Posted: Sat Mar 14, 2015 9:24 am
by LotA
Just another belt mess :
belts.jpg
belts.jpg (1.06 MiB) Viewed 14865 times

Re: Let's see your clever builds

Posted: Sat Mar 14, 2015 9:46 am
by DoctorWho?
LotA wrote:Just another belt mess :
belts.jpg
My brain.... it.... *Brains fly everywhere as you hear a loud pop*

WHAT IS THIS THING AND WHAT DOES IT DO???
ssilk wrote:Post yours?
I don't have any yet, still working on blue scince for the umpteenth time. Iron needs to calm its self and decide when it's going to not stop and start again. ;)

Re: Let's see your clever builds

Posted: Sat Mar 14, 2015 11:06 am
by LotA
Oh well, just handling 6 blue belts on a tiny space & avoiding turn slodowns

Re: Let's see your clever builds

Posted: Sat Mar 14, 2015 2:14 pm
by aRatNamedSammy
if you need modules a.s.a.p. ...like yesterday :lol:

Re: Let's see your clever builds

Posted: Sat Mar 14, 2015 6:37 pm
by n9103
much storage. so clutter. wow.
aRatNamedSammy wrote:if you need modules a.s.a.p. ...like yesterday :lol:
https://forums.factorio.com/forum/vie ... f=8&t=1259
My old, old original version of this. (and probably the reason productivity modules got the nerf hammer so hard :()

Re: Let's see your clever builds

Posted: Sat Mar 14, 2015 7:23 pm
by DoctorWho?
aRatNamedSammy wrote:if you need modules a.s.a.p. ...like yesterday :lol:
You do realize you can craft level two modules in 3 seconds, and level threes in 6 right?

Re: Let's see your clever builds

Posted: Sat Mar 14, 2015 8:04 pm
by MadZuri
I've updated my backup power system. It works better than before. I had mixed up some pipes, and had too many pumps.
zoomed out
BP string codes
Disconnect these power lines from main grid by shift clicking them:
power sensor
bootstrap engines
It does use red and green wires to work. Why both? Because hopefully, someday, I can replace the red network with a simple power sensor, and have it just green. Comments, criticisms?

Re: Let's see your clever builds

Posted: Sun Mar 15, 2015 2:45 am
by aRatNamedSammy
DoctorWho? wrote:
aRatNamedSammy wrote:if you need modules a.s.a.p. ...like yesterday :lol:
You do realize you can craft level two modules in 3 seconds, and level threes in 6 right?

of course :) ... i use those module a lot, so i need a lot :lol:

Re: Let's see your clever builds

Posted: Sun Mar 15, 2015 4:48 am
by DoctorWho?
I have never even touched modules. I always get to around the point of just starting in on blue or purple science, and then end up just wanting to start over. Half the time I have the ability to build an entire logistics networks laced into a train network that spans the universe, but am still just setting up personal inserter production :P

Re: Let's see your clever builds

Posted: Sun Mar 15, 2015 8:10 am
by dee-
If modules could be part of the blueprint I'd usem more often and consider them when planning production sites.
Alas, as they're not, I can't be bothered running around and plug them in for each and every factory or beacon.

Re: Let's see your clever builds

Posted: Sun Mar 15, 2015 12:17 pm
by ssilk
To stay at off-topic: I keep my opinion, that modules should not be part of a blueprint by default. Only, if you explicitly wish that, when you copy it, cause you know for example, that it is not working in the correct way.

Module settings in entities should be part of a "module configurator", cause it makes sense to automate the module settings; and much more sense to change that depending to your current needs. And the most sense to automatically change module settings depending on your needs. That has absolutely nothing to do with the blueprint you use for building it.

Re: Let's see your clever builds

Posted: Sun Mar 29, 2015 3:00 am
by aRatNamedSammy
i like my hourly production of power.. its like a heartbeat :lol:

Re: Let's see your clever builds

Posted: Sun Mar 29, 2015 7:25 pm
by bigyihsuan
aRatNamedSammy wrote:i like my hourly production of power.. its like a heartbeat :lol:
you need more solar panels

for 3k accumulators, you need around 3.5k solar panels, so have fun.

Re: Let's see your clever builds

Posted: Sun Mar 29, 2015 8:35 pm
by aRatNamedSammy
bigyihsuan wrote:
aRatNamedSammy wrote:i like my hourly production of power.. its like a heartbeat :lol:
you need more solar panels

for 3k accumulators, you need around 3.5k solar panels, so have fun.

nope... it was running very well, always depend of energy consuption...

Re: Let's see your clever builds

Posted: Mon Mar 30, 2015 3:02 pm
by starholme
bigyihsuan wrote:
aRatNamedSammy wrote:i like my hourly production of power.. its like a heartbeat :lol:
you need more solar panels

for 3k accumulators, you need around 3.5k solar panels, so have fun.
Looking at the graph, it's easy to tell he actually has way more solar panels than required, compared to his current usage. You can see the big spike in the morning as the accumulator recharge, then it drops way off, less than a quarter into the day.

I mean, yeah, you are right that they are not at the correct ratio, but he's so massively over built that it doesn't matter. He's not short by any means!

Re: Let's see your clever builds

Posted: Mon Mar 30, 2015 4:10 pm
by GewaltSam
Well, we were in this before someone did the math for the correct solar panel / accumulator ratios, so...

Image

We got enough space and stuff though, so that should be a small problem :D

Re: Let's see your clever builds

Posted: Sat Apr 04, 2015 1:33 pm
by DRE
Some dirty energy here.

I cheated a bit on this, multiplied pollution absorption value by 10 in treefarm-lite mod.

Re: Let's see your clever builds

Posted: Fri Apr 10, 2015 9:24 pm
by majesticd
Hi guys, I just found how good was the distractor capsule to kill bitter. In order to boost my capsule production I build this small factory.Image

Re: Let's see your clever builds

Posted: Fri Apr 10, 2015 9:32 pm
by ssilk
Made it sticky. This is an interesting thread.