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How hard would it be to include a nuclear powered train that goes terrifyingly, unreasonably fast, but SCRAMS if it stops for more than like six seconds? Edit: Also, is there any efficient way to strip the modules out of machines and replace them without clicking in to each one individually? RiotGearEpsilon fucked around with this message at 16:39 on Sep 14, 2016 |
# ? Sep 14, 2016 16:35 |
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# ? Jun 1, 2024 23:07 |
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There was a server test recently where they had 154 simultaneous connections and apparently it all went very smoothly. I hope the mod community or devs wip up some really cool scenarios now that MP has been reworked.
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# ? Sep 14, 2016 21:13 |
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RiotGearEpsilon posted:
(just make a module-less blueprint of whatever you are deconning first)
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# ? Sep 14, 2016 21:13 |
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Bum the Sad posted:wtf are these combinators the way to madness
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# ? Sep 14, 2016 21:16 |
Uncle Spriggly posted:There was a server test recently where they had 154 simultaneous connections and apparently it all went very smoothly. I hope the mod community or devs wip up some really cool scenarios now that MP has been reworked. Arumba a did a 159 person mp stream that lasted two hours and went smooth
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# ? Sep 14, 2016 22:07 |
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Zetsubou-san posted:the way to madness OH YEAH well I use the circuit network to turn oil cracking on and off as needed
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# ? Sep 14, 2016 22:52 |
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Renegret posted:OH YEAH well I use the circuit network to turn oil cracking on and off as needed easily one of the best uses of it in-game
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# ? Sep 14, 2016 22:56 |
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RiotGearEpsilon posted:easily one of the best uses of it in-game The simple self balancing train unloaded is kinda cool too. Uses one arithmetic combination to do (resource / -(# of unloading rows)). Once it is edited up correctly, none of the inserters load/load their box more than another.
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# ? Sep 14, 2016 23:42 |
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I like bruteforce because it's way easier Also, is there a way to save blueprints to use in other games so I don't have to figure out how I built my drat red/green/blue factory again?
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# ? Sep 15, 2016 00:12 |
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The two popular mods for that are Blueprint String (really basic, just load/save) and Foreman (more complex, lets you manage tons of blueprints easily).
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# ? Sep 15, 2016 00:14 |
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Solumin posted:The two popular mods for that are Blueprint String (really basic, just load/save) and Foreman (more complex, lets you manage tons of blueprints easily). Pfft, those are so last month. Kblueprint is where it's at now maaaaan.
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# ? Sep 15, 2016 03:10 |
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sounds like a KDE app.
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# ? Sep 15, 2016 08:38 |
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sounds like a Kerbal mod
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# ? Sep 15, 2016 13:20 |
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I greatly underestimated the level of research required after blue gets set up to reach the missile silo and launch. Also underestimated steel production..again. Made it to the 15 hours achievement with no issue but nowhere near the 8 hour one. Ah well, time to dick around with trains and logi-bots at a massive scale.
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# ? Sep 15, 2016 15:56 |
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Phssthpok posted:sounds like a Kerbal mod Even less exotic, the guy just stuck the first letter of his forum login in front of "blueprint". Because who could fail to recognize the unforgettable Ksomething and his amazing mods.
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# ? Sep 15, 2016 16:08 |
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Sage Grimm posted:I greatly underestimated the level of research required after blue gets set up to reach the missile silo and launch. Also underestimated steel production..again. Made it to the 15 hours achievement with no issue but nowhere near the 8 hour one. I need to set up some sort of elegant system for expanding my Solar Power arrays, because right now I'm just shuttling back and forth between the array and my factory and letting my bots build it.
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# ? Sep 15, 2016 16:13 |
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As an idea, supply train running your panels and capacitor thingys to your LSPA, then you coming in and expanding its footprint using blueprints + bot logistic nodes every so often. As end products I believe you don't need them for anything beyond satellites.
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# ? Sep 15, 2016 16:38 |
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Sage Grimm posted:As an idea, supply train running your panels and capacitor thingys to your LSPA, then you coming in and expanding its footprint using blueprints + bot logistic nodes every so often. As end products I believe you don't need them for anything beyond satellites. I think that's a good idea. If nothing else, I can leave a cargo train parked on my bus train line, pack it full of panels and accumulators and substations and walls, then cart the whole thing out to the work site en masse. Save me some bullshit time shuttling.
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# ? Sep 15, 2016 16:58 |
RiotGearEpsilon posted:I need to set up some sort of elegant system for expanding my Solar Power arrays, because right now I'm just shuttling back and forth between the array and my factory and letting my bots build it. Set up Farl with a huge solar panel and accumulator sea on both sides. I've run 20 cargo wagon Farls (although I add two diesels to get good speed.
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# ? Sep 15, 2016 17:01 |
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M_Gargantua posted:Set up Farl with a huge solar panel and accumulator sea on both sides. I've run 20 cargo wagon Farls (although I add two diesels to get good speed. Tempting, but I don't think I'd make it far before I faceplanted in to an ocean of biters. We reached max evo a while ago. (Also I don't want to gently caress around with FARL beyond the default settings if I can avoid it)
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# ? Sep 15, 2016 17:05 |
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You know what's a really cool mod? Robotarmy. It lets you build robot armies that seem to behave with the same logic as biters, which means they form up into groups and seek out enemies to kill them. They'll also automatically collect the artifacts that spawners drop. I've had it installed for a while but never built any robots until just recently, and now I love them. I can just drop a stack somewhere troublesome and walk away and they'll just hunt and hunt and hunt until they all die.
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# ? Sep 15, 2016 17:13 |
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RiotGearEpsilon posted:I think that's a good idea. If nothing else, I can leave a cargo train parked on my bus train line, pack it full of panels and accumulators and substations and walls, then cart the whole thing out to the work site en masse. Save me some bullshit time shuttling. I just put roboports in my solar farm blueprint, laid out a gigantic solar farm, then put a train station, a roboport, and some bots there. Just send out a train full of panels and poo poo occasionally and the farm builds itself
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# ? Sep 15, 2016 17:22 |
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Azhais posted:I just put roboports in my solar farm blueprint, laid out a gigantic solar farm, then put a train station, a roboport, and some bots there. Just send out a train full of panels and poo poo occasionally and the farm builds itself I should probably have done this but I replaced the roboport with more accumulators. Maybe for the next farm, once I finish this first one.
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# ? Sep 15, 2016 17:32 |
For a while I was tryin to do the whole ideal ratio thing in solar farms but even when I'm placing them with blue prints I just do two rows of panels above a substation and two rows below. Then I just click and hold and drag in a straight line. Way easier then trying to align each blueprint stamp with the rest. The ratio comes out close enough.
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# ? Sep 15, 2016 17:40 |
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FISHMANPET posted:You know what's a really cool mod? Robotarmy. It lets you build robot armies that seem to behave with the same logic as biters, which means they form up into groups and seek out enemies to kill them. They'll also automatically collect the artifacts that spawners drop. I've had it installed for a while but never built any robots until just recently, and now I love them. I can just drop a stack somewhere troublesome and walk away and they'll just hunt and hunt and hunt until they all die. I keep putting it in games and never using it but we have it in the Dytech game and they will be built. Anyway, 0.14.6 is out. Lots of bug fixes: quote:FactorioBot » Thu Sep 15, 2016 6:00 pm
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# ? Sep 15, 2016 19:52 |
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quote:As a tribute to Arumbas mega-game, the "build by" was renamed to "last user" and it is updated whenever the entity is: rotated, has circuit condition changed, setting pasted, recipe changed, filter changed, output signal changed, cominbator settings changed, They're actually doing this again and livestreaming it tonight at 8PM EST for another two hours and I am legitimately both bummed that I won't be home from work in time to take part and excited to get home and watch the recording.
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# ? Sep 15, 2016 21:55 |
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Ignoranus posted:They're actually doing this again and livestreaming it tonight at 8PM EST for another two hours and I am legitimately both bummed that I won't be home from work in time to take part and excited to get home and watch the recording. I missed the first one but I'm going to try and stay up for tonight. Should be interesting.
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# ? Sep 15, 2016 22:41 |
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Over 400 people on that try. The new MP code in 0.14 is impressively stable and scalable to be honest. If you have enough computer grunt and bandwidth, just keep piling the people in. With 350+ I could still move around and perform actions. A lot of 'server not responding' and a constant stream of people coming in/out, messages etc. Very impressive.
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# ? Sep 16, 2016 01:41 |
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Screenshot from the 3rd start. The whole place has been deforested in minutes, hilarious.
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# ? Sep 16, 2016 01:49 |
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How do I join that multiplayer server?
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# ? Sep 16, 2016 01:58 |
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Loopoo posted:How do I join that multiplayer server? Be running 0.14.7, Play->Multiplayer->Browse Public Games->Arumbas <whatever it's called just now>
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# ? Sep 16, 2016 02:30 |
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So what are the must-have mods these days for someone who's finally up to speed on playing the base game? Is there a central md HQ somewhere, or anything analogous to CKAN for KSP?
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# ? Sep 16, 2016 15:41 |
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Ratzap posted:
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# ? Sep 16, 2016 16:29 |
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Poil posted:Swarms of players instead of bots. The end of the first one was like that too, by the end Arumba was just laying ghost belt everywhere and the swarm would fill in the designs
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# ? Sep 16, 2016 16:30 |
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Azhais posted:The end of the first one was like that too, by the end Arumba was just laying ghost belt everywhere and the swarm would fill in the designs At some point in this one, he laid out a single smelting column and walked away, then a bunch of people turned it into ten columns running in parallel. It was insane.
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# ? Sep 16, 2016 17:36 |
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Ignoranus posted:At some point in this one, he laid out a single smelting column and walked away, then a bunch of people turned it into ten columns running in parallel. It was insane. "HE LOOKED AT ME!" "He was scanning the horizon!"
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# ? Sep 16, 2016 18:01 |
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ZekeNY posted:So what are the must-have mods these days for someone who's finally up to speed on playing the base game? Is there a central md HQ somewhere, or anything analogous to CKAN for KSP? The game has a mod manager built-in now, and your can access it outside the game at mods.factorio.com. As for most have mods... A blueprint manager is nice. Most of GotLag's mods are great additions. But I can't think of anything that's truly "must have." RSO is a fun challenge though.
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# ? Sep 16, 2016 18:22 |
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Getting hyped about 0.15 today with the latest Friday update. GUI overhaul and the addition of a blueprint manager to the base game!
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# ? Sep 16, 2016 19:29 |
RiotGearEpsilon posted:"HE LOOKED AT ME!" "He was scanning the horizon!" My world is belts and gear wheels. Once, I was a newb, a fool searching for the perfect ratios...
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# ? Sep 16, 2016 20:25 |
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# ? Jun 1, 2024 23:07 |
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Anyone know when Arumba is hosting another massive server? I watched the videos and it looked like really good fun. All I see on the Public Game List is some backup server with 5 people in it.
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# ? Sep 16, 2016 20:30 |