Here are the blueprints: drive.google.com/file/d/1W79UpVx-yBiet3IzU2gjnR_ZCoSSwzhe/view?usp=sharing No fancy editing this week. Reinstalling windows while loosing bunch of data can be painful, time-consuming and unexpected process...
These are awesome but I don't understand how these are connected to the power grid in your video? Also how is the actual miner connected to the belts inside?
3 outlets for ingots are connected inside via merger. This merger can be connected to miner inside with lift + belt. For the power I have power outlets on one side of smelters and miner cover. So connection to the grid is as easy as connecting 4 outlets in a line and then hooking up miner with existing outlet on the inside. Also outlets are nice way to distinguish between back and front of blueprint.
I was working on a similar design when i stumbled upon yours, great work i like the way you think and kudos for making BPs available Some questions: 1. Miner mk2 outputs 270, you scale it down to 240 for easier scaling on mk4 belt then mk5, but with mk3 belts in mind i think 1 floor produces 240 ingots right? (240 ore in 240 ingot out / floor) 2. So each floor is for allowing progression (2 floors when mk4, 3 when mk5 belts), correct? 3. 3 outputs per floor, i did not get this part, whats the reason? your other designs constructors have 3 inputs windows? or i just have to remove 2 out of 3 per floor and feed it back down to the 1 exit?
Initial plan was to use 240/min versions and just ignore excess ore on pure nodes with mark 3 miners. But instead I opted for 260/min modules to be handled by 3 mark 3 belt lines witch is mark 5 belt divided by 3. There is progression in mind, so I can start on pure node with mark 1 miner and one module and progress all the way to mark 3 miner with 3 modules. 3 outputs/inputs have all the connections merged. This allow for any floor connected with the base on any side without lifts getting into each other way. 1 lift per floor. Basically this saves me hassle of having 3 separate blueprints for each floor with different output/input alignment.
The base can be aligned to the world grid with Ctrl when building. Miner itself would not align to the world grid. World grid was added into the game after majority of resource nodes. The whole purpose of hollow cover is to cover misaligned miners... Well to an extent.
You could use color or shape coding for decorations to denote the type of resource being mined. Thus they could be recognized from far away. It's just an idea.
Material use or UI space if you make separate prints for every occasion. There is no need to use triple the amount of resources on something easily doable with 1/3 machinery compared to full pure node production. Does not matter in creative, matter a lot in survival.
@@Yakez42 I struggled to understand how this is working, but I GUESS I have an idea on how. Your bps crash my client so... I have to figure what you doing there XD
@@Yakez42 was just kidding about gameplay maniac =) P.S.: There are problems with the recognition of your speech, but in this case it's just the nickname, YT can't recognise that because it isn't in the YT's dictionary :)
Here are the blueprints:
drive.google.com/file/d/1W79UpVx-yBiet3IzU2gjnR_ZCoSSwzhe/view?usp=sharing
No fancy editing this week. Reinstalling windows while loosing bunch of data can be painful, time-consuming and unexpected process...
Another great video! These are great. Keep 'em coming! Thank you!
loving your modular designs; looking forward to what you come up with for aluminum.
The refineries are like a neat PC build
Another great video! I especially like the refinery blueprint. The logistics on the outside of the building looks great.
You have some really great designs. Thank you for posting this. Helps get the ideas flowing.
Asking him to play factorio... but really, it is a good video. Thanks for beautiful blueprints.
I wish you would come back brother!
Thank you. This is exactly what I've been wanting to do
you are welcome!
Love your work and your accent
These are awesome but I don't understand how these are connected to the power grid in your video? Also how is the actual miner connected to the belts inside?
3 outlets for ingots are connected inside via merger. This merger can be connected to miner inside with lift + belt. For the power I have power outlets on one side of smelters and miner cover. So connection to the grid is as easy as connecting 4 outlets in a line and then hooking up miner with existing outlet on the inside. Also outlets are nice way to distinguish between back and front of blueprint.
I was working on a similar design when i stumbled upon yours, great work i like the way you think and kudos for making BPs available
Some questions:
1. Miner mk2 outputs 270, you scale it down to 240 for easier scaling on mk4 belt then mk5, but with mk3 belts in mind i think 1 floor produces 240 ingots right? (240 ore in 240 ingot out / floor)
2. So each floor is for allowing progression (2 floors when mk4, 3 when mk5 belts), correct?
3. 3 outputs per floor, i did not get this part, whats the reason? your other designs constructors have 3 inputs windows? or i just have to remove 2 out of 3 per floor and feed it back down to the 1 exit?
Initial plan was to use 240/min versions and just ignore excess ore on pure nodes with mark 3 miners. But instead I opted for 260/min modules to be handled by 3 mark 3 belt lines witch is mark 5 belt divided by 3. There is progression in mind, so I can start on pure node with mark 1 miner and one module and progress all the way to mark 3 miner with 3 modules.
3 outputs/inputs have all the connections merged. This allow for any floor connected with the base on any side without lifts getting into each other way. 1 lift per floor. Basically this saves me hassle of having 3 separate blueprints for each floor with different output/input alignment.
How do you place and align the base for the miner cover such that is is perfectly aligned?
The base can be aligned to the world grid with Ctrl when building. Miner itself would not align to the world grid. World grid was added into the game after majority of resource nodes. The whole purpose of hollow cover is to cover misaligned miners... Well to an extent.
Just subbed even tho i dont use it
I am more like modular production like without excess materials
Great Job!
You could use color or shape coding for decorations to denote the type of resource being mined. Thus they could be recognized from far away. It's just an idea.
Yep! Also I place a decorative mining rig onto pure nodes and smoke stack on everything smaller xD
I like how this looks like, but I don't understand why to divide everything by 3 and then merge and repeat?
Material use or UI space if you make separate prints for every occasion. There is no need to use triple the amount of resources on something easily doable with 1/3 machinery compared to full pure node production. Does not matter in creative, matter a lot in survival.
@@Yakez42 I struggled to understand how this is working, but I GUESS I have an idea on how. Your bps crash my client so... I have to figure what you doing there XD
Auto subtitles turned the line "I'm Yakez, out" into "maniacus, out". Coincidence?.. =)
Yeah, all the speech recognition AIs have troubles recognizing my speech. Need to try new DR stuff.
@@Yakez42 was just kidding about gameplay maniac =)
P.S.: There are problems with the recognition of your speech, but in this case it's just the nickname, YT can't recognise that because it isn't in the YT's dictionary :)
Foundries, not foudries...
Clacky clacky typo xD
First lol
Edit: I’m surprised I actually was first, I did it jokingly.
Русский акцент... Вы русский?
щито?
@@Yakez42😂😂😂
инпУтс энд аутпУтс ))
хи из а рили рашн) мэйби