No, I didn’t actually just build this power plant today, this was from like 4 weeks ago. I did however add the power augmenter, and the walkway leading to it.
Figured now would be a good time to show it off.
This probably would have been a great build to do with blueprints, but I actually built it all by hand. At the time, I was just aiming to do something that hugged the curve of the cliff, and this is what came out. Plus, I didn’t have the designer unlocked at the time, and I was honestly still a little offput by my prior experiences with blueprints. It took a few YouTube videos and sessions in creative mode to really come to terms with the quirks of using blueprints effectively.
Overall, this facility has 20 power generators, and should be able to handle up to 750 coal/min, for 3,750MW of power. At the time, I didn’t think I could fit any more generators in here, since the curve deadends at a sharp corner of the cliff, and I didn’t want to make the curve any sharper. Revisiting now, though, I’ve got a few ideas about how to extend the facility to add another 6 “buildings” and get up to 32 generators, for a full Mk6 belt of 1,200/min.
My lazy solution for placing the signs here made me laugh. I couldn’t use the blueprints I’ve used for the rest of the walkway inclines, because the foundations to place them on would be far underwater. And deriving the correct fit and angle for these signs originally was VERY tedious. So, I just snapped my way over from the closest already-placed incline segment, and somehow it worked perfectly.
The other thing I did today was retrofit all the tubeways and their blueprints, to try and solve an issue I’ve been having.
This is the version of a walkway/tubeway I was using in my last save, before 1.0. Largely the same, but without the walls and ceiling.
This is what I’ve been using so far after 1.0. My main goal, aside from looking more interesting, was to solve the problem of not being able to walk across junctions without being sucked into a tube, and instead having to parkour over them.
My idea to solve this was to hang the tubes overhead, and make sure the entrances were high enough to walk under, without being sucked in, but low enough that all it takes to get in is a jump.
This worked pretty darn well, but I introduced two different issues.
A) When coming out of downhill tubes, I get slammed into the walkway hard enough to take damage. Sometimes a near-fatal amount.
B) I’m now FORCED to stop at every junction, walk forward, and jump again, to re-enter and continue on. Prior to 1.0, the entrances being straight-on meant I could just do nothing, and let myself be shot from one tube section to the next, unless I want to stop or take a turn, in which case all I had to do was slow down when approaching the junction I want to take.
I played around with a few ideas for just angling the entrances differently, but ultimately it was straight-facing entrances that were the only ones that worked. I also needed to pull them farther than 8m apart, since now that they’re elevated, the player will fly farther before hitting the ground.
This is what I ended up with, and I was able to get this swapped in across all the existing tubeways.