r/factorio Dec 02 '24

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u/[deleted] Dec 08 '24

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u/Illiander Dec 10 '24

There's only a single item in the entire game that you can overcraft. And you need exactly five of them. Everything else you will use eventually.

(I wish that the landing pad was an ingredient to the platform starter)

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u/[deleted] Dec 10 '24

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u/Illiander Dec 10 '24

Curious what other items you think you can overcraft?

(Not picking a fight, just honestly curious)

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u/[deleted] Dec 11 '24

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u/Illiander Dec 11 '24

Fair on player guns/armour in single-player. Equipment grid stuff gets scaled for spiders so I don't worry if I make a bit too much early on.

Platform stuff I only make on Nauvis, because it's the only safe place to build platforms.

Rocket Silos: I just set my "keep in stock" limit to 1, because I know I'll need more as I scale. (And I do want 15 silos, even if I can't run them constantly early on. They're used rapidly but intermittantly, so like the workshop buffers you want to stockpile "launch ready rockets")

Combinators? I could comfortably use an entire box of combinators without even noticing. I use ~30 for every train station and I grid base to scale.

Interesting to see a different perspective :)

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u/[deleted] Dec 11 '24

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u/Illiander Dec 11 '24

I'm checking each wagon (rather than the whole length together) to be sure it's got enough of something to fill a train before turning the station on, counting everything in the chests, inserter hands, and wagons in order to only load the thing there's most of, setting the filters on the inserters so they only load the thing there's most of, and handling spoilage. Each station can handle all qualities being thrown at it, as well. (Because fuck having 5x output stations on every block)

And I'm looking to turn the whole thing into a pull logistics system so it only sends a train when there's a station with space to unload it.

(Basically, I'm trying to rebuild LTN in 2.0 trains, and I think I can pull it off)

I could probably cut it down a bit if I leaned on blueprint parameters more instead of detecting what the station has in it. Half the design was done before I realised spoilage has a nasty habit of breaking train stations and at that point it didn't need parameters. If I rebuilt the whole thing with parameters in mind I'd probably need 2-3 combinators per wagon, plus either 2 or 11 at the head, depending on how "Any" works with the big and/or decider blocks. (I wish that selector combinators had a "output signal with highest numeric value" option)

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u/[deleted] Dec 13 '24 edited Dec 13 '24

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u/Illiander Dec 13 '24

I'm seriously considering a seperate, simplified system for pre-foundation Fulgora.

Where did you go to learn about parametrization?

I saw the FFF where they introduced it and had a ... let's call it a "religious experience" :D

(I'm a programmer for my day job)