this post was submitted on 27 Oct 2024
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I want to automate pentapod eggs without having to kill any surplus when they expire. Just to avoid being the bad guys as much as possible... How do you do that?

I thought about shipping any surplus eggs to a far away place and letting them hatch there, but I'm worried it will become too crowded.

Another idea is to throttle the production, but it can't go any lower than one egg per 15 minutes.

How do you do it? Any other ideas?

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[–] [email protected] 14 points 1 month ago

I kinda love this as a challenge idea. Vegan run

[–] [email protected] 6 points 1 month ago (1 children)

pentapod egg stasis. I do know if you have a pentapod egg in your production que on your character, it stops degrading.

Maybe using a pentapod egg in some recipe, and then canceling the recipe before it finishes? And repeating?

[–] TaZ 4 points 1 month ago (1 children)

Brilliant! We can now control the recipe using circuit logic, so this should be able to seriously increase the hatching time! Eventually it will still hatch, but we can transport the egg to the wild when that happens.

[–] [email protected] 4 points 1 month ago* (last edited 1 month ago) (1 children)

I just tested, it doesn't work in real buildings.

I'm making a circuit that ejects the eggs if the machine has been idle for 10m, and sends them to a humane incinerator

Update: to get a machine to eject its components for recipe, it is not enough to simply disable it, you have to change the recipe. Luckily you can do that programmatically. Right now I use three deciders to do that. There might be a way to make it cleaner. But good enough for now. If I didn't care where the eggs went, I could do it with two deciders. But I want the ejected eggs, because they're very time sensitive, to go directly to the incinerator. So I needed a third gate to latch the inserter so it wouldn't pick the egg up and put it on the good belt

[–] TaZ 3 points 1 month ago

If I understand correctly, the machine shouldn't be idle, it should be crafting! Then, when the craft is almost done, cancel it and loop around for the next iteration. I hope that's possible by changing the recipe. I can't play right now so I'm just guessing here.

[–] [email protected] 6 points 1 month ago (1 children)

Ethical, factorio, pick one. May I remind you of your war crimes on Nauvis?

All jokes aside, this is an interesting idea. Perhaps you could use the recursive blueprint mod to change the drop off location to avoid overcrowding? Not sure about how to do that in vanilla though.

[–] TaZ 6 points 1 month ago

It's brilliant how the devs force us to be the baddies!

[–] AliasVortex 3 points 1 month ago (1 children)

Taking a bit of a shot in the dark as I haven't made it off of Nauvis yet, but what happens to the ingredients/ eggs when the assembler is unpowered? I don't know how it plays into the spoilage mechanics, but theoretically you could isolate the power grid with a switch and throttle production that way.

[–] TaZ 2 points 1 month ago

Interesting idea, make the machine start the craft to put the egg into stasis, then disable the power to stop the crafting progress. This sounds like it could prevent spoilage an indefinite amount of time. But experimentation is required to know for sure.

I can't play for a while to test this out, perhaps @[email protected] has the opportunity to test this out.

[–] slazer2au -5 points 1 month ago (1 children)

I don't see why we should be ethical, we are trying to escape the solar system and they are trying to kill us which actively prevents our goal.

[–] [email protected] 3 points 1 month ago

It's like polar bears they will absolutely kill you if your in their area, food is food after all.... But most people like to leave them be, don't get in their way.