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Factorio pump how to#
I rewrote it about 3 times as I was learning how to do it better.
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These machines cannot be further affected by normal Beacons and only accept special productivity modules defined by the mod.Ĭreating the mod was a ton of fun. The mod defines 3 tiers for every producer to simulate beacons with tier 1, 2 or 3 of Speed modules in them. I’ve been trying to solve this for myself by either restricting myself from using Beacons (which is a massive sacrifice of productivity and speed), or by putting the sub-factories with high Beacon counts outside of the starting area, as keeping the organic starting area is key for me.Įventually I thought about creating a mod that makes machines behave as if they had the maximum possible amount of beacons around them - allowing me to upgrade the starting base, but that also causes higher demand on the throughput of logistics, which the most interesting part - snaking more belts, fitting in more rails. When it starts looking easy, I lose interest. The factory looking increasingly complicated and harder to expand over time is what keeps me engaged to continue playing a map. The issue is, I like to build the opposite of clean and predictable. Furthermore, the differences between different recipe builds are only minimal, so the visual difference between builds is minimal. The results generally look clean, but also very predictable and boring. We are planning to release the new offshore pump graphics with the next release, likely next week.īeacons strongly motivate building in rectangular repeatable patterns. Mp4 playback not supported on your device.
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However we felt that is not different enough and needs more visual balance, so we added a pair of supportive legs. The obvious difference is the connection to water. In the basic concept, the offshore pump is another type of a pump, so it should be similar to the other pump entity Albert made a few years ago, including the animation and visible fluid in it.
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