So when you use the overlap method this is irrelevant.īut what you are talking about is not how BP's work. Once you have an existing frame work, the overlap allows you to use huge BPs. I like to use oil deposits, since they are unmovable and almost always have a unique configuration. When you are dealing with huge blueprints, you want some overlap to ensure that you have them aligned correctly. Overlapping BP's is totally workable, in fact I recommend that you use the "Mega Complex" self expanding factory strategy. TL DR: I'm the author of both and I'm primarily using ConMan now.So, I'm not quite sure what the question is, but I know a little about using blueprints like your describing. At this point I need to finish the compiler for it and acutally start programming it to take over the world. Blueprinting exists mostly as a convenience, but also because blueprints of roms are the exchange format I use for programs in my computer, and I wanted to use ConMan for installing programs too in the future.īoth, are part of my ongoing project to make a nearly-vanilla ('spirit-of-the-game' mods - small bits of automation) factorio-playing computer. My goal is for it to be able to place any ghosts that you could have made with a blueprint, including circuit settings. Recursive Blueprints has a lot more unfinished stuff (and the latest code on github is several significant patches ahead of teh last release), and is prone to script-error if you use much of the more advanced features in anything other than exactly the standard way.ĬonMan has a smaller (and hopefully more intuitive) command set because I wanted to make it more efficient at parsing circuit commands. ConMan is primarilly aimed at making the world writable by circuits (in the form of (de)construction orders), with a little blueprinting provided as a convenience. The difference is primarly in what I set out to do when I began each - Recursive Blueprints was a continuation of an existing blueprint deployer mod, and an attempt at making blueprints themselves read/writeable with circuits. Have you used both? If so, which do you prefer and why? I noticed that you used Recursive Blueprints in this factory. ![]() There is a lot of internal ”logic”, fail safe mechanics and conditions based on trial and error method, that is not oclearly visible but some of it can be seen on detailed screens and I might explain them more if there is interest.Ī lot of mine time took system to ensure miner expansions stops as soon as it hit resource and wait for all resources to be found before going crazy all directions, which turned to be kinda redundant in the end, but I decidet to stick with it for sake of finishing version V1, and will fix and redo it at V2. Phase #6: Building robots (A, B, still in progress)Ĭontinue when: Constructions robots >290 Logistics >590 )upt o limit of 1,6K)ī) And whenever factory have materials (ports,belts, miners) to build another arm extension it keeps growing up to limit of solars, it wont build more miners than solars can keep-up with. Phase #2: Frame that will collect all resources coming to it.Ĭontinue when: All boilers are filled with coalĬontinue when: Enough inserters, belts for next phaseĪ) Whenever solars in chest >200 it will build another cube of solars above last ones. ![]() Phase #1: Starting power boost and some basic stuff.Ĭontinue when: inventory unloaded up to constant combinators. Than you put small blueprint phase #0 and park your ship next to it so it can be unloaded. Stone is optionaly all you need to have it in expansion way of “mining arms” cos its needed later on. (What you can see on video) First of all you have to find a spot with Iron, Coal and Cooper in initial blueprint. One of goals was to be it flexible and possible to deploy on all locations fitting specific condition, but this feature is kinda wonky atm since if layout of materials around base is bad it can take hours and hours longer to autobuild rocket After I leave ship I remove my armor so iam not dependat on personal roboport. ![]() Mine conditions was too fit all material into ship + as minimum possible into inventory for starting point + 1 con. (It wouldn’t be that hard to iplement at moment but putting 2-3 factories like this would kill UPS.) But after a lot of time was spent on design and testing I realized its too UPS heavy and ill be satisfied with just autobuild rocket for V1.2 replicating will come with V2. So why not use main game purpose build a rocket. Than I decided that it should be “self-unpackable”. My initional goal was to produce self-replicating factory.
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