JakenVeina

joined 1 year ago
[–] [email protected] 1 points 15 hours ago
[–] [email protected] 14 points 1 day ago

It's the same game conservatives like to play. They've setup their rules such that whenever they WANT to silence someone, they can find a justification that fits for it.

 

The next factory's gonna be for Rotors and Motors. I got the miners all laid out yesterday, with walkways to connect them, and established roughly where the building is gonna go.

I'm going for a large multi-floor single-building factory this time, so I did some prototyping for how those floors might space out, and a concept for interchanging resources between floors.

Also did a little rough estimation of the longest machine lines I'll need, and how much width and length the floors will need to accommodate them.

With all that, I think I have a good-enough picture in mind for how this will come together.

Skeleton for the first 2 floors, out of 4 planned. No significant issues disrupting the plan, so far.

[–] [email protected] -2 points 6 days ago* (last edited 6 days ago)

Yeah, I was thinking the same thing, when I first heard this story. He's not saying he hopes Mehdi dies, he made an extremely cavalier joke about him dying. Just as bad, but, y'know, not as good of a sound bite.

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

Before Satisfactory, nah, I can't think of anything nearly as chill, unless you count Factorio with the right custom settings.

Shapez and Shapez 2 definitely fit the bill, though, as others have mentioned, I only discovered them recently, when Shapez 2 released into EA.

 

More backlog today. You can see the bare beginnings of the next factory in the background, but I really didn't get much else done.

This one here is my recycling facility. It sorts and processes processes anything you drop into the scrap container to produce, Biofuel, or DNA Capsules, depending on what it has room for in storage. Anything that isn't already one of those things, can't be converted, or that there isn't room for gets sunk for tickets.

I really liked how this little enclosed balcony accidentally came about, but this will also be where I expand on to the building, eventually, to produce Liquid Biofuel, once I have that unlocked. That was the reason to build it on water in the first place.

Around the time of building this was when I realized I wanted a nice lookout tower near HQ, so I figured, why not just plop it here?

Here's the recycling line coming from HQ.

 

Didn't really do anything today, except finish building the walkway/tubeway out to meet the new factory. Wife and I played Diablo 4 instead.

So, it's time for some more backlog. This is my concrete factory, and it might still be my favorite.

I particularly like the embedding of glass floor here, together with the steel floor, looking through to the logistics floor. I need to reuse this idea again, at some point.

Given the super uneven nature of the terrain here, I thought it'd be cool to build the sink and depot into a whole separate wing, that sits well below the main floor, as it hugs the hillside. Really happy with how that turned out. It made for a really interesting layout on both the inside and the outside.

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

I waited to actually start "proper" building until unlocking everything in Phase 2. I've heard others recommend waiting until Mk4 belts are available, so yeah, it sounds like you're taking a good approach. It does make it a somewhat annoying grind to go BACK and re-do all your early factories, and forego progress for so long, like I'm in the progress of doing.

[–] [email protected] 8 points 1 week ago

Nah, he's telling the news that he didn't actually do any of this, he was just trolling or whatever. And fair, nothing on the internet should be taken at face value, for exactly this kinda reason. They're gonna investigate and see if he actually did this or not.

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

Either that or he had a separate job, and was just a landlord on the side.

[–] [email protected] 0 points 1 week ago (2 children)

You've never met an average ASP.NET developer?

[–] [email protected] 2 points 1 week ago

I suspect this is because of the looming end of Windows 10. There's a large segment of Windows users, myself included, with Visual Studio being the only remaining tie to the Windows ecosystem. Extremely smart move by JetBrains, if true.

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

I mean, you can see the archway in several of the shots. That's the Grassy Fields, the "easy mode" starter area.

 

Finished the final building, finished the walkway/beltway, and wired everything up. This here Reinforced Iron Plate factory campus is complete, save for a final efficiency audit, after it's done priming.

Quite like how this walkway/beltway came out.

A few shots from inside the final building. I ended up just being plain and simple for the assembler layout. With the exception of needing to do a little cross-balancing of the two wire input lines. This is only the first factory to use assemblers, there'll be plenty of time to be more fancy in the future.

[–] [email protected] 0 points 1 week ago (1 children)

No fluids anywhere in this particular build.

 

Built out a building #4 for making the remaining intermediary products, from Iron Ingot: Iron Plate and more Wire.

Kinda boring, in that it's almost exactly identical to the Wire building from a couple days ago, but a bit bigger, and with a little extra belting to produce 2 products, instead of just 1.

So, onto the final 5th building, while planning it out, and where to put it, I ended up just building an entire 6th building, just for sinking and uploading.

Nothing special, really, just more of what I've done before, both in this little campus, and in other factories. Still happy with it.

Also put the final finishing touches on the Iron Ingot building, from yesterday.

Next up, I started brainstorming how I want to layout and connect up the final assemblers. I kinda don't want to just do the simple mirrored-line setup that I've done twice now, with the two Constructor facilities, so I'll sleep on this.

I also got to pester my wife with the cart siren for a bit. We didn't really make any progress on our joint save, she ended up going to bed early with a little nausea.

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

It's actually a 1m wall, with a 0.25m horizontal outward offset.

 

Hey, image uploads on lemm.ee are back!

The concept I'm now going for is a factory made up of many inter-connected buildings, like I said before, but specifically that all the buildings are built in the same cosmetic style, with different layouts. I'm curious how these buildings will play together, when they're all done.

Again, same design concept on the inside: elevated machinery, with logistics running up above the player's head.

I nearly got the third building entirely complete as well.

This building takes the leftover Copper Ore, mines fresh Iron Ore, and produces Iron Ingot with the Iron Alloy Ingot alternate recipe.

 

Image uploads are still broken, but uploading to lemmy.world seems to have worked, yesterday, so...

A few finishing touches, and I'm happy with this one.

With a little extra space available at the main entrance, I figured some lighting was in order.

Decided to try elevated machine floors this time, instead of sunken.

Also decided to try keeping the miner indoors, right next to the production machines.

To get the machines to be fully supported by the elevated platform, I needed 13m of width, so I was left with a full foundation, a half-foundation, and 1m extra. I was trying to figure out how to cleanly cover that extra meter, when I realized, "Wait, what if I..... didn't?"

What if I actually USED it, instead?

Moving ownard, I made a little change in plans. I think I'm actually going to do 5 separate interconnected buildings, instead of just 3. This one here will be turning Copper Ingot into Wire.

 

Hopefully, the images are going to work. Image uploading on lemm.ee appears to be broken, so I'm uploading them on lemmy.world, today.

Started on a Reinforced Iron Plate factory, today. Got the first of 3 planned buildings (copper smelting) almost entirely done.

Next up will be to build an Iron smelting building here, on these two Impure nodes. Some of the Copper Ingot from the first building will go into increasing Iron Ingot yield here, with the Iron Alloy Ingot alternate recipe. The rest will go to make Wire.

Short day for pics, as I spent a decent bit of time planning out the next 5 or 6 factories, so I could decide where they all will go, and which resource nodes they'll get to use. I'll post more detailed pics of this building when it's done.

 

More belt cleanup today.

Before shot.

Yeah, you probably can't really tell the difference from just this. I mainly had to redo the heights of most of the half-foundations, to set them up that I can just plop my blueprints on them. Also, re-run many of the belts, based on the moved foundations.

I also tore down the leftover temp spaghetti we had, from before I had decided how to get the main facility outputs across the iron ore line here, and over to the shipping lot.

You can see the afterwards results here, much more clearly.

Re-laying out the belts also involved cleaning up this spot, where all the raw resources join up and enter the smeltery building.

Meanwhile, my wife cranked out more work on the new Ironworks facility, and got it up and running. Should be able to finish out the cosmetics and shipping setup next session.

 

No, I didn't actually just build this power plant today, this was from like 4 weeks ago. I did however add the power augmenter, and the walkway leading to it.

Figured now would be a good time to show it off.

This probably would have been a great build to do with blueprints, but I actually built it all by hand. At the time, I was just aiming to do something that hugged the curve of the cliff, and this is what came out. Plus, I didn't have the designer unlocked at the time, and I was honestly still a little offput by my prior experiences with blueprints. It took a few YouTube videos and sessions in creative mode to really come to terms with the quirks of using blueprints effectively.

Overall, this facility has 20 power generators, and should be able to handle up to 750 coal/min, for 3,750MW of power. At the time, I didn't think I could fit any more generators in here, since the curve deadends at a sharp corner of the cliff, and I didn't want to make the curve any sharper. Revisiting now, though, I've got a few ideas about how to extend the facility to add another 6 "buildings" and get up to 32 generators, for a full Mk6 belt of 1,200/min.

My lazy solution for placing the signs here made me laugh. I couldn't use the blueprints I've used for the rest of the walkway inclines, because the foundations to place them on would be far underwater. And deriving the correct fit and angle for these signs originally was VERY tedious. So, I just snapped my way over from the closest already-placed incline segment, and somehow it worked perfectly.

The other thing I did today was retrofit all the tubeways and their blueprints, to try and solve an issue I've been having.

This is the version of a walkway/tubeway I was using in my last save, before 1.0. Largely the same, but without the walls and ceiling.

This is what I've been using so far after 1.0. My main goal, aside from looking more interesting, was to solve the problem of not being able to walk across junctions without being sucked into a tube, and instead having to parkour over them.

My idea to solve this was to hang the tubes overhead, and make sure the entrances were high enough to walk under, without being sucked in, but low enough that all it takes to get in is a jump.

This worked pretty darn well, but I introduced two different issues.

A) When coming out of downhill tubes, I get slammed into the walkway hard enough to take damage. Sometimes a near-fatal amount.

B) I'm now FORCED to stop at every junction, walk forward, and jump again, to re-enter and continue on. Prior to 1.0, the entrances being straight-on meant I could just do nothing, and let myself be shot from one tube section to the next, unless I want to stop or take a turn, in which case all I had to do was slow down when approaching the junction I want to take.

I played around with a few ideas for just angling the entrances differently, but ultimately it was straight-facing entrances that were the only ones that worked. I also needed to pull them farther than 8m apart, since now that they're elevated, the player will fly farther before hitting the ground.

This is what I ended up with, and I was able to get this swapped in across all the existing tubeways.

 

FINALLY got these belt lines completed.

I'm tired. Don't really have much in the way of comments today.

Meanwhile, my wife made a bit more progress on the Ironworks factory.

 

Now, THAT, I'm much more happy with.

Got the walkway/tubeway re-aligned.

I MIGHT have gone overboard with the yellow, but ultimately, I'm leaving it. I did end up de-saturating the color of the lights in the stairwell.

Figured an open roof would be nice. Still need to go back and check it out at night, though. I might drop the corner lights in favor of barrier lighting around the edge.

Pretty solid view.

Odd visual bug I encountered, at one point. The little outlines were suddenly here on a bunch of the blueprints I'd already placed, after I walked away for a while, and came back. Persisted as I went right back inside the building.

Standard shot from my lookout tower.

Alright, let's get this online!

Oh.

Oh no. My power plant's already running on Mk3. I thought I hadn't actually upgraded that yet.

For now, I just went and downclocked all my permanent factories. Next session, I'm gonna have to start figuring out a second power plant.

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