Fantastic work. It checks off all of my fundamental Factorio project questions: - Is it the fastest? No - Is it the most efficient? No - Will I spend hours learning the inner-most mechanics of the game just to do a thing a that doesn't technically need to be done? Yes
This game does that to you lol. I had terrible math teachers, turned me off of math entirely. Now I can't help looking up ratios and doing calculations (WITH A CALCULATOR). And I'm very much absolutely a beginner at this game, it's just that much fun.
I finished five games of Factorio and got like 70 hours into a Space Exploration run before I finally used combinators. Also the numbers and symbols and crying. Every part of that line was perfect.
The omni smelter has given me an idea for an idea. Just need to solve how to make it.(Idea details: (name: Omni-Smeltery, how it works: several smeltery units, activated bases on resource supply and demand(all units can do anything, but are supplied based on said supply and demand.) units will only receive resources that they need for current demand. It will likely have excess units, but the units won't be in use without demand.)
Idea: Use a belt-fed design, but buffer the input with a chest for each smelter. The belt-to-chest inserter has an unlimited hand size and uses filters to load the chest with iron ore, copper ore, and stone so that it has at least 12 of each. The chest-to-smelter inserter has a hand size of 6 and uses filters to only pick up a resource if there are at least 6 of that resource in the chest. Each smelter also has a second, separate chest-buffered input which processes only iron, using the same idea only the chest fill target is 10 and the chest-to-smelter inserter hand size is 5. More complicated idea: * Inputs are sorted and buffered before being sent to the smelters * Each smelting row is set to smelt only a single resource at a time, selected based on availability of the input and need for the output * Each smelter is fed by two inserters, both pulling directly from a belt: a stack-filter inserter with unlimited hand size and a fast inserter with a hand size of 1. Both inserters are set to output their hand content in pulse mode, which are fed into a combinator which thus tracks what resources are in that smelter at any time. (Or rather, it tracks any *leftover* resources, by decrementing the count of a given input every time that count hits the number required for a single smelting operation.) In ordinary operation: * The belt is fully loaded with the target input resource * The stack-filter inserter is set to accept only the target resource * The fast inserters are disabled When a row needs to switch from one resource to another: 1. All the stack-filter inserters are switched to accept only the new target input 2. We check the combinators to see if any smelter has an odd number of the old resource left inside. If so, that smelter's fast inserter is activated the necessary number of times to finish off the smelt. 3. Once all smelters have been filled appropriately, the belt is switched to the new input resource. Meanwhile, a wire-controlled belt segment at the end of the line is activated, allowing the old input on the belt to flush onto a shared trash belt which gets fed back to the input area to get re-sorted and rebuffered 4. Once the belt is clear of the old input, the wire-controlled segment is shut off again The biggest complication would be the target-switching and feeding logic: * The system loses efficiency every time a line has to be switched, so you want to do that as rarely as possible * If you try to switch a line but are completely out of the input resource, the line can get stuck because it has some smelters that are partially loaded. Thus the system needs to maintain a reserve of each input resource, with the amount depending on how many smelters are currently set to that resource; if the buffer has less than this target amount left, either switch some of the lines to a different target immediately, or shut some down temporarily by setting the stack filter inserters to load a non-smeltable item (then either reactivate the lines when the buffer is rebuilt, or switch them to a different target when needed)
I had a pretty efficient set-up a while ago. Basically just 3 chests Infront of every smelter: Copper + iron ore Iron plates Stone I can remember the exact logic, but essentially it will pull resources into the chest, and only load the smelter when the chest has the right amount of resources, never pulling more than one type at a time, and never clogging the furnace. Output chests and the train stations controlled whether input from arriving trains was accepted, ensuring no clogging. If steel output went below a certain level, iron ore was routed back into the input. It only took up an extra 3*2 tiles per smelter, which isn't bad considering it takes up 3*5 anyway including inserters. From memory in used a single constant combinator per smelter, but I'm pretty sure that was to stop material being trapped in the buffer chests, which isn't all that important.
I created a similar thing to design 3 back when I played factorio. An inserter loads a chest, which is limited to 1 stack of the 4 resources. Another inserter loads from the chest into the furnace, but is limited by 1. A request signal for the output material and 2. a minimum number of resources of the required type in the chest. This worked very well, but obviously is pretty resource intensive for PCs, since it has added logic for every single smelter. Doing something like this for a group of smelters would probably be better. Maybe I should play Factorio again.
Thanks! Yeah the blueprint could be an interesting part of a self-expanding base in the recursive blueprint mod similar to designs that other people like Nialus have made.
I build bot omnismelters for Warptorio. Space is at a premium and making a solid row of furnaces (or assemblers) and then having one row of beacons staggered above and below it produces the best speed to surface area ratio. Anyway the requester chest's inserter is limited to 1 and its filters are set according to whatever needs smelting, and if the filter list isn't empty then stone and iron filters activate periodically in order to unclog the furnaces without also clogging them during downtime.
The problem with steel and brick smelting could probably be solved by using the preference of inserters to pick up from the closer lane of a belt. You just limit the further lane to stone and iron plates (and circulate it, sushi belt style), and make sure that the inner lane is (mostly to completely) full if you need anything "unproblematic" smelted. Any furnace that has a stone or iron plate(s) in it will only be able to get fed from the far lane; thus as long as what they need comes by on that lane occasionally, they'll empty quite quickly. But any furnace that's empty will be preferably be filled from the closer lane, so they'll successfully switch to smelting ores (even if there's still stuff on the outer lane). You'd still have the two problem resources block _EACH OTHER_, though. Unless you also put the one you want to switch to on the inner lane.
Interesting, I didnt think about splitting on the same belt. I would still be worried about the furnaces with "problem" resources being inactive (~80% of the time for steel, 50% for bricks). Still, there might be some cooking to do with intrabelt splitting.
Basically german engineering. It will shine in some future modpack as the superior solution. Maybe. Probably not, because if a modpack came out that requires this amount of engineering, people would rather give up.
sounds like this could be actually practical with a iron/ copper mixed setup, train station taking both iron and copper for the input and a buffer system alerting the ore patches to send when they get low
@@colesheets135 if the output for one is nearing full, tell trains to stop delivering the ore (or use filter inserters on the input buffer, the filters are set dynamically)
One way to avoid clogging would be to measure the outgoing resources (using buffer chests, maybe) and when there is too much of one type of product it cuts off the intake for the respective resource, i.e. if the belts are filled with bricks, it will be detected when it exceeds a certain threshold in the buffer chests rather than blocking the furnace outputs, and further stone will be blocked by the circuit network from entering the omnismelter. You would then have to have the input lanes work as a recirculating sushi belt to prevent the bottom furnaces from getting stuck on steel or bricks. Otherwise, by the laws of random variables, eventually all of the furnaces would be stuck with 1 stone or
I had an idea for a pilot light system to turn over the furnaces to the demand. I am unable to post the link but E81Ui9J8 is the pastebin tag for the blueprint
I actually built omnismelters unironically multiple times for my warptorio playthroughs. In that mod you basically get a tiny amount of space to do anything so for both my vanilla and IR3 warptorio playthrough I had smelters that could smelt anything. Worked even better for the IR3 run because i had no idea for the ore ratios so I could build the thing then forget about it. Hah just a joke it took sooo much tweaking to get it to work right and not clog up.
I perfected the design for this kind of smelter in 2018. Unfortunately the reality of smart smelters is that productivity is reset when switching recipes. I've talked to Rseding multiple times about changing this and they refused. So if you ever use smart smelting (for steel especially) you lose all productivity bonuses (even if you put 5*input size) because of floating point inaccuracy the prod bar can be almost fill after 5 items at 20% prod and then won't give you the free item. I was originally using a smart smelter in marathon mode... Steel costs 10 plates instead of 5 and that loss of steel wasn't worth the convenience
I did not needed this video, but watched it anyway just out of respect to people who waste their time to make things worse just to understand how bad it would be.
I wish it worked the other way around, balancing output based on consumption rather than just being able to smelt anything that comes through train. To efficiently smelt & decide whats is required based on buffer belt/chest I guess i will have to try making one once i get back to Factorio at some point. 6:20 easy way to not use robots is to add inserter>chest>stack inserter exchange wired as inserter blocked by signal s2 from chest. stack inserter enabled by signal of 2
This system is still prone to backing up if one resource is not used up. You can set the stack size of filter inserters and you know the number of items in each train. Items being stuck in the furnaces should be easy to avoid. Using bots is not necessary and hurts UPS.
Good observation, I actually prototyped a build doing this, I just couldn't find a way to make a build that was space efficient to my liking. The empty space that the inserter chains leave dissatissfied me.
Why not use a filter inserter you can set the filter and stack size. It's beyond me how to make that work but something like if the chest has a stone set stack size to 2 and filter to stone sounds posible
you didn't try doing an inserter-chest only smelter? as you've pointed it out. also, it should be wayy easier if bulk inserters can have their maximum stack changed dynamically, so for stone, if the chest has an odd amount, limit the max to an odd amount, or 1 too.
Hm your major issue is your inputs are not balanced to your outputs. Making the design pull based so when the array needs stone it calls a stone train is probably the way to go.
You know.... if you combined a logistic-based smelter than can take input quantities with something like Logistic Train Network you could melt your CPU.
Where's the GitHub integration in the final design? I want to be able to commit 100 iron ore and then have a GitHub Action automatically trigger smelting of 100 iron plates
lol this is so insanely over designed. For late game stone and steel can be smelted with inserter size 10 so you only need 1 input per smelter. Also you can use filter inserter and turn on into "set filter" and connect them to the chest (blue chest or whatever). This way whatever in the chest will be set as the filter and they will put into the furnace. (so say if blue chest is requesting 100 iron ore then as soon as the ore reaches the chest the inserter will turn filter as iron) (use green wire for this) and finally you can send a negative signal with constant combinator (like -11 stone and -11 iron plate) to the filter inserter so that it won't try to insert material(like stone) unless there is at least 10 stone/iron plate in the chest. (use red wire for this) concept belt based omni smelter is another layer deeper lol.
What if you just unloaded the cargo wagons directly into the smelters???? Unless I’m mistaken using full stacks in cargo wagons eliminates any issues with having uneven amounts of items in the inserters. I know this is cursed
This is actually a recommended strat for mega-bases with trains carrying a single resource, its great resource/UPS efficiency. I experimented with it, and although trains have perfect stacks I still got furnaces with resources stuck in them which might be a skill issue. Also you cant read the contents of a single cargo wagon directly, so resource prioritization is hard.
"You stare at numbers and symbols then cry" Basically programming
Fantastic work. It checks off all of my fundamental Factorio project questions:
- Is it the fastest? No
- Is it the most efficient? No
- Will I spend hours learning the inner-most mechanics of the game just to do a thing a that doesn't technically need to be done? Yes
This game tricked me into liking math.
I'm an English major. What the hell.
10/10
This game does that to you lol. I had terrible math teachers, turned me off of math entirely. Now I can't help looking up ratios and doing calculations (WITH A CALCULATOR). And I'm very much absolutely a beginner at this game, it's just that much fun.
4:41 The perfect most honest description of combinators ever.
I finished five games of Factorio and got like 70 hours into a Space Exploration run before I finally used combinators. Also the numbers and symbols and crying. Every part of that line was perfect.
You're going somewhere
The psyche ward I guess
not exactly sure where but surely away from where the rest of us is currently residing
In a tank, to the nearest ore patch. Iron production isn't gonna increase itself
This is the slightly less insane brother of the megasushi belt
The omni smelter has given me an idea for an idea. Just need to solve how to make it.(Idea details: (name: Omni-Smeltery, how it works: several smeltery units, activated bases on resource supply and demand(all units can do anything, but are supplied based on said supply and demand.) units will only receive resources that they need for current demand. It will likely have excess units, but the units won't be in use without demand.)
Less than 1000 subs and god tier factorio?
Yes youtube, finally the recommendation is accurate.
I was playing Balatro while watching this, and got very confused when the Balatro music started up.
The world is changing.. right before our very eyes
Thanks, I am never going to use this.
We do apologize for the deepening psychosis. Please increase iron production.
Excited to see you tackle the omnicrafter when 2.0 comes out
"It doesn't matter if it makes things worse, YOU OPTIMISE IT"
By god, I've never experienced someone speaking to my soul on this level
Idea: Use a belt-fed design, but buffer the input with a chest for each smelter. The belt-to-chest inserter has an unlimited hand size and uses filters to load the chest with iron ore, copper ore, and stone so that it has at least 12 of each. The chest-to-smelter inserter has a hand size of 6 and uses filters to only pick up a resource if there are at least 6 of that resource in the chest. Each smelter also has a second, separate chest-buffered input which processes only iron, using the same idea only the chest fill target is 10 and the chest-to-smelter inserter hand size is 5.
More complicated idea:
* Inputs are sorted and buffered before being sent to the smelters
* Each smelting row is set to smelt only a single resource at a time, selected based on availability of the input and need for the output
* Each smelter is fed by two inserters, both pulling directly from a belt: a stack-filter inserter with unlimited hand size and a fast inserter with a hand size of 1. Both inserters are set to output their hand content in pulse mode, which are fed into a combinator which thus tracks what resources are in that smelter at any time. (Or rather, it tracks any *leftover* resources, by decrementing the count of a given input every time that count hits the number required for a single smelting operation.)
In ordinary operation:
* The belt is fully loaded with the target input resource
* The stack-filter inserter is set to accept only the target resource
* The fast inserters are disabled
When a row needs to switch from one resource to another:
1. All the stack-filter inserters are switched to accept only the new target input
2. We check the combinators to see if any smelter has an odd number of the old resource left inside. If so, that smelter's fast inserter is activated the necessary number of times to finish off the smelt.
3. Once all smelters have been filled appropriately, the belt is switched to the new input resource. Meanwhile, a wire-controlled belt segment at the end of the line is activated, allowing the old input on the belt to flush onto a shared trash belt which gets fed back to the input area to get re-sorted and rebuffered
4. Once the belt is clear of the old input, the wire-controlled segment is shut off again
The biggest complication would be the target-switching and feeding logic:
* The system loses efficiency every time a line has to be switched, so you want to do that as rarely as possible
* If you try to switch a line but are completely out of the input resource, the line can get stuck because it has some smelters that are partially loaded. Thus the system needs to maintain a reserve of each input resource, with the amount depending on how many smelters are currently set to that resource; if the buffer has less than this target amount left, either switch some of the lines to a different target immediately, or shut some down temporarily by setting the stack filter inserters to load a non-smeltable item (then either reactivate the lines when the buffer is rebuilt, or switch them to a different target when needed)
I had a pretty efficient set-up a while ago.
Basically just 3 chests Infront of every smelter:
Copper + iron ore
Iron plates
Stone
I can remember the exact logic, but essentially it will pull resources into the chest, and only load the smelter when the chest has the right amount of resources, never pulling more than one type at a time, and never clogging the furnace.
Output chests and the train stations controlled whether input from arriving trains was accepted, ensuring no clogging.
If steel output went below a certain level, iron ore was routed back into the input.
It only took up an extra 3*2 tiles per smelter, which isn't bad considering it takes up 3*5 anyway including inserters.
From memory in used a single constant combinator per smelter, but I'm pretty sure that was to stop material being trapped in the buffer chests, which isn't all that important.
audio quality is great, music choice phenomenal, editing funny. thank you for this treat
I created a similar thing to design 3 back when I played factorio. An inserter loads a chest, which is limited to 1 stack of the 4 resources. Another inserter loads from the chest into the furnace, but is limited by 1. A request signal for the output material and 2. a minimum number of resources of the required type in the chest. This worked very well, but obviously is pretty resource intensive for PCs, since it has added logic for every single smelter. Doing something like this for a group of smelters would probably be better. Maybe I should play Factorio again.
Dude... you need to make more vids. Love how fun it is to watch
Great design. I wonder if you could use this in one of those grey-goo auto expanding bases.
Thanks! Yeah the blueprint could be an interesting part of a self-expanding base in the recursive blueprint mod similar to designs that other people like Nialus have made.
I just binged your entire channel, love it! Keep up the amazing work!!!
The balatro music at 5:00 kinda melted my brain, because all I play this month is factorio and balatro 😂😂😂
This man knows how to make a great video!❤
Definitely earned my sub!
I build bot omnismelters for Warptorio. Space is at a premium and making a solid row of furnaces (or assemblers) and then having one row of beacons staggered above and below it produces the best speed to surface area ratio. Anyway the requester chest's inserter is limited to 1 and its filters are set according to whatever needs smelting, and if the filter list isn't empty then stone and iron filters activate periodically in order to unclog the furnaces without also clogging them during downtime.
Well done, very cooool design, I'm sure you had a lot of fun with this one.
I love
your editing style 😂
This is optimal quality content
this was good, would love to see more!
Glad to be here from the start. You're doing great man
The problem with steel and brick smelting could probably be solved by using the preference of inserters to pick up from the closer lane of a belt.
You just limit the further lane to stone and iron plates (and circulate it, sushi belt style), and make sure that the inner lane is (mostly to completely) full if you need anything "unproblematic" smelted. Any furnace that has a stone or iron plate(s) in it will only be able to get fed from the far lane; thus as long as what they need comes by on that lane occasionally, they'll empty quite quickly. But any furnace that's empty will be preferably be filled from the closer lane, so they'll successfully switch to smelting ores (even if there's still stuff on the outer lane).
You'd still have the two problem resources block _EACH OTHER_, though. Unless you also put the one you want to switch to on the inner lane.
Interesting, I didnt think about splitting on the same belt. I would still be worried about the furnaces with "problem" resources being inactive (~80% of the time for steel, 50% for bricks). Still, there might be some cooking to do with intrabelt splitting.
Basically german engineering. It will shine in some future modpack as the superior solution. Maybe. Probably not, because if a modpack came out that requires this amount of engineering, people would rather give up.
sounds like this could be actually practical with a iron/ copper mixed setup, train station taking both iron and copper for the input and a buffer system alerting the ore patches to send when they get low
honestly, just run a big ol' smelter and filter the output, works for just iron and copper
@@TheAechBomb as long as you have a way to keep one from backing up
@@colesheets135 if the output for one is nearing full, tell trains to stop delivering the ore (or use filter inserters on the input buffer, the filters are set dynamically)
One way to avoid clogging would be to measure the outgoing resources (using buffer chests, maybe) and when there is too much of one type of product it cuts off the intake for the respective resource, i.e. if the belts are filled with bricks, it will be detected when it exceeds a certain threshold in the buffer chests rather than blocking the furnace outputs, and further stone will be blocked by the circuit network from entering the omnismelter.
You would then have to have the input lanes work as a recirculating sushi belt to prevent the bottom furnaces from getting stuck on steel or bricks. Otherwise, by the laws of random variables, eventually all of the furnaces would be stuck with 1 stone or
I had an idea for a pilot light system to turn over the furnaces to the demand. I am unable to post the link but E81Ui9J8 is the pastebin tag for the blueprint
i always wanted to build something like that on one of my saves lol, never actually got anything useful out of it tho.
great job man
I need to get a guide on how this even works. Especially with how it adjusts for demand. 10/10 would build if I knew how it worked!
This is one of the best viddeos I have ever seen. I was really surprised when I found out, you only have so few subscribers, please keep it up man
3:13 we meed mofe iron plates! Send more iron plates to the smelter array for more steel production!
amazing videos, this is gonna blow up
finally, another person to sate my demand for demented factorio content
Saving on module costs is in fact a top reason to do this
Holy shit that's awesome, can't wait for someone to do the same with assembling machines once 2.0 is out
What an absolute banger of a video
Damn you must have more subscribers and views with quality like this
I actually built omnismelters unironically multiple times for my warptorio playthroughs. In that mod you basically get a tiny amount of space to do anything so for both my vanilla and IR3 warptorio playthrough I had smelters that could smelt anything. Worked even better for the IR3 run because i had no idea for the ore ratios so I could build the thing then forget about it. Hah just a joke it took sooo much tweaking to get it to work right and not clog up.
Think I took 600 points of psychic damage from watching this video... Neat! Have a sub
I perfected the design for this kind of smelter in 2018. Unfortunately the reality of smart smelters is that productivity is reset when switching recipes. I've talked to Rseding multiple times about changing this and they refused. So if you ever use smart smelting (for steel especially) you lose all productivity bonuses (even if you put 5*input size) because of floating point inaccuracy the prod bar can be almost fill after 5 items at 20% prod and then won't give you the free item. I was originally using a smart smelter in marathon mode... Steel costs 10 plates instead of 5 and that loss of steel wasn't worth the convenience
Great Video! Soon you will have Lots of subscribers!
so this is what the Sauceman has been cookin’ 👅
we found the guy who made those shelock-thinking-really-hard visual effects for the sherlock holmes tv serises
I did not needed this video, but watched it anyway just out of respect to people who waste their time to make things worse just to understand how bad it would be.
I wish it worked the other way around,
balancing output based on consumption rather than just being able to smelt anything that comes through train.
To efficiently smelt & decide whats is required based on buffer belt/chest
I guess i will have to try making one once i get back to Factorio at some point.
6:20 easy way to not use robots is to add inserter>chest>stack inserter exchange wired as
inserter blocked by signal s2 from chest.
stack inserter enabled by signal of 2
6:08 I thought this would be cargo wagons
This system is still prone to backing up if one resource is not used up.
You can set the stack size of filter inserters and you know the number of items in each train. Items being stuck in the furnaces should be easy to avoid.
Using bots is not necessary and hurts UPS.
Bro found out the forbidden knowledge of fidget spinners
Bro why does a
"Github integration" Holy shit cold sweat time
Hm, you can use belts from which inserters fill up the chest, and other inserter uses logic to put items from the chest to the furnace
Good observation, I actually prototyped a build doing this, I just couldn't find a way to make a build that was space efficient to my liking. The empty space that the inserter chains leave dissatissfied me.
All this, when you could have just had a recirculating sushibelt in the center of the furnaces.
Why not use a filter inserter you can set the filter and stack size. It's beyond me how to make that work but something like if the chest has a stone set stack size to 2 and filter to stone sounds posible
That's what I end up doing for the final build. I couldn't find a way to make this work with belts in the previous builds though.
Awesome video!
criminal that this has so few views
Now do the same with assemblers and you're good.
Here, have an interaction
As God intended.
You are mad. I like it.
"99% of factorio players won't notice that detail"
You sir are deeply mistaken and know nothing about factorio players. Details is why we play it
Isn't the solution to use bots to load and unload the furnaces? Or circuits to detect whats being smelted? Or just use filtered belts?
is it base? fuck yes!!
Hello dosh 2 electric boogaloo prince of the cursed and needlessly over complicated
you didn't try doing an inserter-chest only smelter? as you've pointed it out.
also, it should be wayy easier if bulk inserters can have their maximum stack changed dynamically, so for stone, if the chest has an odd amount, limit the max to an odd amount, or 1 too.
Hm your major issue is your inputs are not balanced to your outputs. Making the design pull based so when the array needs stone it calls a stone train is probably the way to go.
You know.... if you combined a logistic-based smelter than can take input quantities with something like Logistic Train Network you could melt your CPU.
Where's the GitHub integration in the final design? I want to be able to commit 100 iron ore and then have a GitHub Action automatically trigger smelting of 100 iron plates
git blame ironSmelt.cpp
Pro Tip: use less Iron and Just wait 10000000 hours for Produktion to finnish
(Please dont punch me)
Couldn't you just loop resources back around through a belt balancer, so they'd eventually get what they're looking for and un-block?
You're assuming enough of each resource is always coming in.
@@tangentfox4677 I am, yes.
lol this is so insanely over designed. For late game stone and steel can be smelted with inserter size 10 so you only need 1 input per smelter.
Also you can use filter inserter and turn on into "set filter" and connect them to the chest (blue chest or whatever). This way whatever in the chest will be set as the filter and they will put into the furnace. (so say if blue chest is requesting 100 iron ore then as soon as the ore reaches the chest the inserter will turn filter as iron) (use green wire for this)
and finally you can send a negative signal with constant combinator (like -11 stone and -11 iron plate) to the filter inserter so that it won't try to insert material(like stone) unless there is at least 10 stone/iron plate in the chest. (use red wire for this)
concept belt based omni smelter is another layer deeper lol.
Epic
4:08 wait, couldnt you use circuit conditions to remove the inputs?
please take my sub, you funny factorio engineer
IRON
When in doubt, use bots.
Bots probably have an answer... probably.
Based 😎👌
What if you just unloaded the cargo wagons directly into the smelters???? Unless I’m mistaken using full stacks in cargo wagons eliminates any issues with having uneven amounts of items in the inserters. I know this is cursed
This is actually a recommended strat for mega-bases with trains carrying a single resource, its great resource/UPS efficiency. I experimented with it, and although trains have perfect stacks I still got furnaces with resources stuck in them which might be a skill issue. Also you cant read the contents of a single cargo wagon directly, so resource prioritization is hard.
I love this ㅋㅋㅋ LUL
What happens with the outputs?
They get loaded into train stations named like "Copper Plate Load"
Hey, I love your content. How can I get into contact with you regarding partnerships / sponsorships? :)
i hate it. 10/10
based on what?
Hey, I love your content. How can I get into contact with you regarding partnerships / sponsorships? :)