Because this community deserves more activity.

Today was spent setting up a basic Quartz/Silica factory, from one of the pure nodes in the giant Rocky Desert cave.

Got it most of the way done. Need to finish running power along the input belt line, finish enclosing the Depot wing, bring the road up to meet the building, setup truck stations, and color and light the whole thing.

  • BallShapedMan@lemmy.world
    link
    fedilink
    arrow-up
    3
    ·
    5 hours ago

    Love the post, would like to see some of the inside too with your next post if you don’t mind?

    I started with making it all organized with this play, it took longer to become belt chaos but it still happened. At least this time is outside of the buildings instead of inside…

  • krimson@lemmy.world
    link
    fedilink
    arrow-up
    10
    ·
    15 hours ago

    Nice. I wonder what people do here strategy wise, say you have 4 iron nodes close to eachother, do you create a single factory that produces rods, plates and screws, or also derived items like reinforced plates and frames? Or do you split the iron nodes up and create separate factories for separate items? I love this game but this is still something I struggle with (and grass sticking through my foundations, we need a lawnmower in this game), mostly because I don’t know if my design choices will give me logistics hell later on.

    • JakenVeina@lemm.eeOP
      link
      fedilink
      arrow-up
      3
      arrow-down
      1
      ·
      7 hours ago

      Me personally, I’d do a combined factory.

      I also have to make an effort to suppress the design paralysis urge. Like, sure, thinking about how stuff bow will fit with future ideas is good, but it’s not worth agonizing over. Figuring out how to connect systems that weren’t necessarily made to work with each other is part of the challenge/fun, and usually produces a more interesting result than something fully-planned-out.

    • Trantarius@lemmy.dbzer0.com
      link
      fedilink
      arrow-up
      4
      ·
      10 hours ago

      In my last playthrough, I used the strategy of using enough buildings to completely consume all available input. So, if I had 240 iron ore, I would make enough smelters to completely consume that iron ore, enough plate constructors to consume the ingots, and enough rod constructors to consume the ingots too. While it’s impossible to keep both the plate and rods running fully at the same time, I can guarantee that my limiting factor will be ore input regardless of the ratio of plates to rods I am pulling from the system. That property can be chained to more advanced parts, so when I make something like modular frames, I can still guarantee I’m input limited, not building limited, by just using the existing plate and rods systems.

        • JakenVeina@lemm.eeOP
          link
          fedilink
          arrow-up
          1
          ·
          14 minutes ago

          I usually do, but sometimes, it just doesn’t feel feasible. Not if you’re going for “pretty” factories, like we’re trying to, this time around.

          Like, this build will be able to accommodate me upgrading the one miner that powers it to a Mk3 at 250% clock, without needing a clock higher than 250% on any machine. And no belt will need more than 1,200 items/min. But, for example, my first attempt to plan for this factory was to use all of the mine-able Quartz in this cave, not just a single Pure node, and that would have required me to have 40 constructors. It just didn’t seem worth it to me, when this facility will already produce over 500/min of each item, when it’s fully-upgraded. If that does turn out to not be enough, I’ll add another miner, and figure out how to either expand this facility, or build a second one right next to it.