My starting area with red science.
Using Dectorio to create camps, and small villages. As well as to terraform mining areas into more realistic looking areas, adding in rocks, changing grass tiles for dirt. Looking forward to railways so I can creating depots, warehouses, and etc.
Hoping to add bobs, angels, and what not later in the game. I am anticipating it to break setups, so older processing plants become obsolete and are left in tact as remnants on the map. However a lot of the mines may still be operation in a given area.
All so have Cargo-Ships to hopefully pave water-ways and create ports in the future, have bustling towns with vehicles and asphalt. ETC.
Starting Area
- MakeItGraphic
- Fast Inserter
- Posts: 237
- Joined: Sat Jan 06, 2018 7:53 am
- Contact:
- MakeItGraphic
- Fast Inserter
- Posts: 237
- Joined: Sat Jan 06, 2018 7:53 am
- Contact:
Re: Starting Area
Workers Camp 001 | Version 1.0
- Finished Trails in town, and leading out
- Added some decorative items (Note if anyone knows of any mods that add items that would look appropriate in "houses" let me know ^_^)
Iron Mine 001 | Version 1.0
- Created mountains, and changed terrain
Future Updates
Saw Mill, Steam Power Station, Steam House with trails leading down
Stone Quarry
Iron Works
Steel Mill
- Finished Trails in town, and leading out
- Added some decorative items (Note if anyone knows of any mods that add items that would look appropriate in "houses" let me know ^_^)
Iron Mine 001 | Version 1.0
- Created mountains, and changed terrain
Future Updates
Saw Mill, Steam Power Station, Steam House with trails leading down
Stone Quarry
Iron Works
Steel Mill
- MakeItGraphic
- Fast Inserter
- Posts: 237
- Joined: Sat Jan 06, 2018 7:53 am
- Contact:
Re: Starting Area
Trinity Mines | Rough Draft
- Quick landscaping/separation of resources
Updated Map View
MOD LIST:
Forgot ... err was too lazy to include this into the original post, and still am just printed the dir.
- Quick landscaping/separation of resources
Updated Map View
MOD LIST:
Forgot ... err was too lazy to include this into the original post, and still am just printed the dir.
Code: Select all
aai-signals_0.4.2.zip
aai-zones_0.4.3.zip
Actual_Craft_Time_0.4.5.zip
Advanced-Solar_1.1.1.zip
angelsaddons-oresilos_0.5.1.zip
angelsaddons-warehouses_0.4.1.zip
angelsinfiniteores_0.8.12.zip
AsphaltRoads_1.1.7.zip
AutoTrash_4.2.0.zip
beautiful_bridge_railway_0.17.4.zip
beltSorter_0.6.4.zip
Big_Brother_0.5.1.zip
Bio_Industries_0.17.34.zip
cargo-ships_0.0.50.zip
deadlock-beltboxes-loaders_2.2.3.zip
Dectorio_0.9.16.zip
DragonIndustries_1.17.35.zip
Electric Furnaces_2.4.5.zip
ElectricTrain_0.17.29.zip
Enhanced_Map_Colors_1.5.0.zip
even-distribution_0.3.13.zip
EvoGUI_0.4.401.zip
FARL_3.1.16.zip
Fill4Me_0.8.1.zip
Flow Control_3.0.5.zip
FNEI_0.2.7.zip
HermiosLibs_0.1.8.zip
LightedPolesPlus_1.4.4.zip
LogisticTrainNetwork_1.11.9.zip
longer-belts-redux_0.17.2.zip
LSlib_2020.1.18.zip
LTN_Combinator_0.5.5.zip
mod-list.json
mod-settings.dat
ModuleInserter_4.1.9.zip
NauvisDay_1.17.35
nixie-tubes_0.17.12.zip
OpteraLib_0.1.8.zip
ore-eraser_1.4.3.zip
PavementDriveAssist_2.1.11.zip
PickerAtheneum_1.1.3.zip
PickerExtended_4.0.10.zip
PickerPipeTools_1.0.3.zip
RailPowerSystem_0.3.9.zip
RampantArsenal_0.17.18.zip
Rampant_0.17.32.zip
recursive-blueprints_0.17.10.zip
Reinforced-Walls_0.17.2.zip
remote-switch_2.0.1.zip
stdlib_1.3.0.zip
textplates_0.4.6.zip
TheFatController_4.0.17.zip
TimeTools_1.0.37.zip
Todo-List_17.3.0.zip
ToggleMapEditor_1.0.0.zip
TogglePeacefulMode_0.1.3.zip
tree_collision_0.5.1.zip
Turret-Shields_0.17.39.zip
VehicleSnap_1.17.3.zip
Warehousing_0.2.4.zip
YARM_0.8.18.zip
- MakeItGraphic
- Fast Inserter
- Posts: 237
- Joined: Sat Jan 06, 2018 7:53 am
- Contact:
Re: Starting Area
UPDATED | TRINITY MINES
Forgot I had installed Chunky Chunk when I took this pic. Any housen.
- Added realistic ores
- Began cleaning up Coal Mine/Stone Quarry
- With the Quarry finally has a refractory coming into existence
UPDATED | IRON HILLS
- Silo Offload Station
- Iron Works
- Iron Plate Warehouses*
Haven't progressed much from here yet. So it's a bit rough looking. 1. is where the Steel Mill is being built. 2. is for a train route to load up Iron/Steel Plates.
UPDATED | Steam Power Station 001
- Added pumphouse
- Began tiling
- Dirt Path put in
- Building on the left is actually just red science (Factorissimo2 Mod)
MISC |
Have to fix up the power lines, they're a disgusting mess I know, forgive them
UPDATED | Map View
BONUS | Saw Mill 001
Haven't shown this off yet as I haven't done anything with it aside from adding some dirt.
Forgot I had installed Chunky Chunk when I took this pic. Any housen.
- Added realistic ores
- Began cleaning up Coal Mine/Stone Quarry
- With the Quarry finally has a refractory coming into existence
UPDATED | IRON HILLS
- Silo Offload Station
- Iron Works
- Iron Plate Warehouses*
Haven't progressed much from here yet. So it's a bit rough looking. 1. is where the Steel Mill is being built. 2. is for a train route to load up Iron/Steel Plates.
UPDATED | Steam Power Station 001
- Added pumphouse
- Began tiling
- Dirt Path put in
- Building on the left is actually just red science (Factorissimo2 Mod)
MISC |
Have to fix up the power lines, they're a disgusting mess I know, forgive them
UPDATED | Map View
BONUS | Saw Mill 001
Haven't shown this off yet as I haven't done anything with it aside from adding some dirt.
- MakeItGraphic
- Fast Inserter
- Posts: 237
- Joined: Sat Jan 06, 2018 7:53 am
- Contact:
Re: Starting Area
UPDATE | MAPVIEW004
- Added rail network
UPCOMING | Notes:
- Finalizing designs for the eastern front (Trinity_Mines + Iron_Hills)
- Finalizing trail system
- Finalizing rail development for 'REGION001'
- Building a city/settlement on the western enclave 'NEWLAND' + green science!
- Developing Solar Farm
- Will be building pop-up farms (for tree planting)
UPDATE | MODLIST Ver3.0
1 result omitted is a surprise for the upcoming NEWLAND settlement.
Future Plans:
- Oil Production
- Rail Depots
- Global Warehouses
- Shipping Yards
- Shipping lanes
- Airports
- Wind Farms
Time to get excited!
*As all ways mod suggestions welcomed!
- Added rail network
UPCOMING | Notes:
- Finalizing designs for the eastern front (Trinity_Mines + Iron_Hills)
- Finalizing trail system
- Finalizing rail development for 'REGION001'
- Building a city/settlement on the western enclave 'NEWLAND' + green science!
- Developing Solar Farm
- Will be building pop-up farms (for tree planting)
UPDATE | MODLIST Ver3.0
Code: Select all
aai-signals_0.4.2.zip
aai-zones_0.4.3.zip
Actual_Craft_Time_0.4.5.zip
Advanced-Solar_1.1.1.zip
angelsaddons-oresilos_0.5.1.zip
angelsaddons-warehouses_0.4.1.zip
AsphaltRoads_1.1.7.zip
AutoTrash_4.2.0.zip
beautiful_bridge_railway_0.17.4.zip
beltlayer_0.4.8.zip
Big_Brother_0.5.1.zip
Bio_Industries_0.17.34.zip
cargo-ships_0.0.50.zip
ChunkyChunks_1.0.6.zip
deadlock-beltboxes-loaders_2.2.3.zip
Dectorio_0.9.16.zip
DragonIndustries_1.17.35.zip
Electric Furnaces_2.4.5.zip
ElectricTrain_0.17.29.zip
Enhanced_Map_Colors_1.5.0.zip
even-distribution_0.3.13.zip
EvoGUI_0.4.401.zip
FactorioTweaks_0.4.3
FactorioTweaks_0.4.3.zip
Factorissimo2_2.3.10.zip
FARL_3.1.16.zip
Fill4Me_0.8.1.zip
Flow Control_3.0.5.zip
FNEI_0.2.7.zip
HermiosLibs_0.1.8.zip
KS_Power_0.3.5.zip
LightedPolesPlus_1.4.4.zip
LogisticTrainNetwork_1.11.9.zip
longer-belts-redux_0.17.2
LSlib_2020.1.18.zip
LTN_Combinator_0.5.5.zip
mod-list.json
mod-settings.dat
ModuleInserter_4.1.9.zip
mod_list_ver3.0.txt
NauvisDay_1.17.35
nixie-tubes_0.17.12.zip
OpteraLib_0.1.8.zip
ore-eraser_1.4.3.zip
PavementDriveAssist_2.1.11.zip
PickerAtheneum_1.1.3.zip
PickerExtended_4.0.10.zip
PickerPipeTools_1.0.3.zip
PickerTweaks_2.1.0.zip
PickerVehicles_1.0.4.zip
pipelayer_0.3.6.zip
qol_research_2.3.1.zip
railloader_0.6.5.zip
RailPowerSystem_0.3.9.zip
RampantArsenal_0.17.18.zip
Rampant_0.17.32.zip
RealisticDecorationCleanup_0.17.4.zip
RealisticOres_5.17.8.zip
RealisticReactorGlow_1.17.7.zip
RealisticReactors-utilities_0.17.2.zip
RealisticReactors_2.17.11.zip
recursive-blueprints_0.17.10.zip
Reinforced-Walls_0.17.2.zip
remote-switch_2.0.1.zip
robotarmy_0.4.3.zip
stdlib_1.3.0.zip
textplates_0.4.6.zip
TheFatController_4.0.17.zip
TimeTools_1.0.37.zip
Todo-List_17.3.0.zip
ToggleMapEditor_1.0.0.zip
TogglePeacefulMode_0.1.3.zip
tree_collision_0.5.1.zip
Turret-Shields_0.17.39.zip
Unit_Control_0.1.22.zip
VehicleSnap_1.17.3.zip
vehicle_physics_0.17.3.zip
Warehousing_0.2.4.zip
WireShortcuts_0.3.174.zip
YARM_0.8.18.zip
Future Plans:
- Oil Production
- Rail Depots
- Global Warehouses
- Shipping Yards
- Shipping lanes
- Airports
- Wind Farms
Time to get excited!
*As all ways mod suggestions welcomed!
- MakeItGraphic
- Fast Inserter
- Posts: 237
- Joined: Sat Jan 06, 2018 7:53 am
- Contact:
Re: Starting Area
Minor Update | East Region001
Overlook of Mapview by Region
East | Region001 | MapOverview005
- Slowly working out where to put things, and how to connect everything together
Iron_Stripmall [ROUGH]
Very early stage of development, the omitted mod from the last post featured here DodgeChallenger_by_Panteko https://mods.factorio.com/mod/DodgeChal ... by_Pankeko
- Have to finish Northern area of region to get this up and running fully
Newland_Settlement
- Roughing out houses, streets
Current projects
Rail Yard / Rail Maintenance Facility
- Renaming Rail_Depotxxx to Rail_Yardxxx
- Adding Switching_Yard001 north of Rail_Yard002
- Steam-Era Yuoki | RMF
Overlook of Mapview by Region
East | Region001 | MapOverview005
- Slowly working out where to put things, and how to connect everything together
Iron_Stripmall [ROUGH]
Very early stage of development, the omitted mod from the last post featured here DodgeChallenger_by_Panteko https://mods.factorio.com/mod/DodgeChal ... by_Pankeko
- Have to finish Northern area of region to get this up and running fully
Newland_Settlement
- Roughing out houses, streets
Current projects
Rail Yard / Rail Maintenance Facility
- Renaming Rail_Depotxxx to Rail_Yardxxx
- Adding Switching_Yard001 north of Rail_Yard002
- Steam-Era Yuoki | RMF
- MakeItGraphic
- Fast Inserter
- Posts: 237
- Joined: Sat Jan 06, 2018 7:53 am
- Contact:
Re: Starting Area
Still actively working on this monstrosity. Been attempting to establish a rail network with the follow constraints:
- Trains have a departure schedule based on the games clock
- Going to run a single line to move copper/iron plates, and red/green science.
- Potentially it can do this all in 24 hours?
I have edited my clock to more easily allow this to the lowest threshold possible.
I've made a lot of mistakes with how I drew out my rail line so I been figuring that out as well. And with my set constraints adds a tremendous amount of difficulty for me at least. So I been writing it all out in an editor. I am up to function 03/10.
And that's where I've ended tonight on. The use of way points, and multiple docks at train spots is so I don't have to run the circuit network long distances. Or have to schedule everything solely off circuit conditions. And in my opinion once all figured out, and all the stations are put in, decorated it will look, and feel a lot more realistic.
UPDATE | MapOverview006
Nothing crazy new here just trying to straighten out the rails, compartmentalize where every is going, and setting up stations. So it will probably be awhile before my next update. Hopefully by then I should have red/green science full automated.
Current Save Time: 76 hours womp womp womp
- Trains have a departure schedule based on the games clock
- Going to run a single line to move copper/iron plates, and red/green science.
- Potentially it can do this all in 24 hours?
I have edited my clock to more easily allow this to the lowest threshold possible.
Code: Select all
every 22M40S(RT) = 24H(DNx.25)
or
11M20S(RT) = DAY/NIGHT
Code: Select all
function RAIL SCHEDULE
function TRAIN_STOP001 - [DISPATCH]
goto North_Yard001
CONDITION | Circuit Condition = 17 --[hour/minute]--
and
CONDITION | Circuit Condition = 30
end
function TRAIN_STOP002 - [PU001]
goto Iron_Hills
CONDITION | Circuit Condition = 18
and
CONDITION | Full Inventory
end
function TRAIN_STOP003 - [DO001]
goto South_Yard001
if
CONDITION | Empty Cargo
and
CONDITION | Cargo < 20
or
CONDITION | Circuit Signal = 1 | --[ Full Warehouse on departure, leaves station enabled]--
function TRAIN_STOP003B
goto WayPoint001 --[is disabled if above conditions are not met]--
CONDITION | Empty Cargo
and
CONDITION | Cargo < 20
end
function TRAIN_STOP003C --[is disabled if conditions are not met*]--
goto IronHills002
CONDITION | Full Inventory
end
end
or CONDITION | Empty Cargo
and
CONDITION | Cargo > 20 --[Cargo = 40 Slots]
or CONDITION | Circuit Signal = 2 | --[Full Warehouse on arrival, disables station]--
end
And that's where I've ended tonight on. The use of way points, and multiple docks at train spots is so I don't have to run the circuit network long distances. Or have to schedule everything solely off circuit conditions. And in my opinion once all figured out, and all the stations are put in, decorated it will look, and feel a lot more realistic.
UPDATE | MapOverview006
Nothing crazy new here just trying to straighten out the rails, compartmentalize where every is going, and setting up stations. So it will probably be awhile before my next update. Hopefully by then I should have red/green science full automated.
Current Save Time: 76 hours womp womp womp