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Platystemon
Feb 13, 2012

as a person who never leaves my house i've done pretty well for myself.

Overwined posted:

Yup! Just use the splitter. So rather than one in, two out, make it two in, one out.

I tried that, but they favour one side when the line is backed up.

Platystemon fucked around with this message at 07:20 on May 24, 2014

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Zteuer
Nov 8, 2009

Platystemon posted:

I tried that, but they favour one side when the line is backed up.

How about just merging the two lines into one so that each side of the new line carries one of the previous lines?

Baloogan
Dec 5, 2004
Fun Shoe
Anyone enjoy minefields?


edit timg

Baloogan fucked around with this message at 13:38 on May 24, 2014

Stevefin
Sep 30, 2013

May want to Timg that screen shot

Sunblood
Mar 12, 2006

I'm a freakin' blur here!

CK07 posted:

I did this:


And I got this:


It is the most recent version of the mod. I tried it in the mods folder as well.

You need to download the updated version posted later in the mod thread.
http://www.factorioforums.com/forum/viewtopic.php?f=14&t=1631&start=10#p25035

Pornographic Memory
Dec 17, 2008
So, right now I only have a train running between the MicroSteve and Harold Feit stations. If I wanted to have a separate train going to Kevin L.K. and using the MicroSteve station as well (both of my outposts are iron mines and MicroSteve has conveyors going straight to my furnaces), how would I need to use signals to keep my trains from wrecking? Do I only need to use signals at intersections?

Gotdammy
Feb 17, 2014
Signals break rail into blocks. A signal leads trains from one block to another. If there is a train in a block, signals leading to it will turn red and will stop incoming trains. If you hover over a piece of track, it will tell you which block it belongs to, and if you hover over a signal it will tell you which blocks it connects.

It seems more complicated than it really is. But keep in mind that if you have even one signal in a system, you need to have a valid path between stations or the train will not run.



EDIT: Looks like I forgot to mark the signal leading from block 1 to block 3. It should be obvious where it is. Block 3 is there purely to hold a waiting train.

Deadmeat5150
Nov 21, 2005

OLD MAN YELLS AT CLAN
Oh my god Big Biters are a serious pain in the rear end. And I don't mean attacking me, they never get close with my lasers and mines, but I mean attacking an alien base to get some artifacts. I need more to get my fusion engine going!

Also why can I make a portable fusion engine but not a big fusion engine?

Hagop
May 14, 2012

First one out of the Ranger gets a prize!

Deadmeat5150 posted:

Oh my god Big Biters are a serious pain in the rear end. And I don't mean attacking me, they never get close with my lasers and mines, but I mean attacking an alien base to get some artifacts. I need more to get my fusion engine going!

Also why can I make a portable fusion engine but not a big fusion engine?
Pick I direction that biter attacks don't come from then head that way till your out from under your pollution cloud. You should now find nest that are all small biters. Pick small ones and hit them hard and fast because as soon as you fight them they will start spawning big biters.

Meliv
Nov 1, 2008
Anyone else lose interest as soon as you need to start pumping out green research? It's a headache trying to put it all together. I get that's kind of the point of the game but it feels like such a sudden ramp up in the production tree

Also I don't think resources should run out. What's the point in slaving away over your perfect machine only to realise your main iron ore field has run out and brought the entire thing to it's knees

Sweet game though

Samopsa
Nov 9, 2009

Krijgt geen speciaal kerstdiner!
Resources running out means you need to expand, clear out enemy nests, and start investing in train networks, which is cool.

Morglon
Jan 13, 2010

Safe and sound, detached from reality.
Just like your posting.
If you don't want to run out of stuff just load up a map in the editor and put a few million where there were a few thousand before. I think I'm done for now with the game, sunk a good 60 hours into it, got a huge factory with everything I wanted to mass produce going, waiting for the next update to do it all over again.

Banemaster
Mar 31, 2010

Meliv posted:

Also I don't think resources should run out. What's the point in slaving away over your perfect machine only to realise your main iron ore field has run out and brought the entire thing to it's knees

You can edit Factorio\data\base\prototypes\entity demo-resources.lua and resources.lua and increase richness_base. 350k resources per tile isn't infinite, but it still is pretty close.

Renaissance Robot
Oct 10, 2010

Bite my furry metal ass

Pornographic Memory posted:

So, right now I only have a train running between the MicroSteve and Harold Feit stations. If I wanted to have a separate train going to Kevin L.K. and using the MicroSteve station as well (both of my outposts are iron mines and MicroSteve has conveyors going straight to my furnaces), how would I need to use signals to keep my trains from wrecking? Do I only need to use signals at intersections?

Key points:
  • Signals, like stations, go on the right hand side of the track. You can use to force a train to go around a loop in a particular direction if there isn't already a station on it.
  • Any signal on a segment of track that a train can travel over in both directions must be paired up with another one directly opposite even if you know it's only ever going to stop at one of them, because otherwise your trains will "no path", even if the track is properly blocked further up.
  • When a train is in a block, all signals leading into that block (even on track that isn't traversable by that train, like a crossing; what matters is if the rails touch) turn red.
  • When an automatic train is running, the signal it will pass through leading to the next block turns yellow*, which turns all signals leading into that block red (as above).
  • That last point is pretty much the most important one.

One solution to get you started, if you want:



Any train leaving MicroSteve will reserve the central junction south of Harold Feit, causing the other train to wait at the boundary without blocking the way.


This will only work for the two-train setup you want. If you add more, you'll need to break the station loops into multiple blocks to accommodate them.


* What actually happens (I think) is that the train reserves all the blocks leading up to the one that it will reach in a certain amount of time, so with close-spaced signals you'll see that the faster a train goes the more blocks it reserves. You shouldn't be laying signals close enough together to notice this with single track though, as doing so can easily create head-to-head situations where neither train can get out by itself.

Renaissance Robot fucked around with this message at 13:28 on May 25, 2014

Pornographic Memory
Dec 17, 2008
Thanks for the explanations on train signals.

Meliv posted:

Anyone else lose interest as soon as you need to start pumping out green research? It's a headache trying to put it all together. I get that's kind of the point of the game but it feels like such a sudden ramp up in the production tree

Also I don't think resources should run out. What's the point in slaving away over your perfect machine only to realise your main iron ore field has run out and brought the entire thing to it's knees

Sweet game though

In addition to the map editing other people have suggested, you could just start a random map with richness/frequency settings for resources cranked to the max.

Evilreaver
Feb 26, 2007

GEORGE IS GETTIN' AUGMENTED!
Dinosaur Gum
If you max Richness, you'll never run out. Typical nodes are ~2000 (x25 = 50k per mine footprint), Very Rich nodes are ~6500 (162k). My last game got Rocket Defense without having a single mine turn off.

E: That said, last game was a speedrun of sorts (peaceful, high resources). I got 16 hours, but I got lazy at the last few steps and coulda maybe got it down to 12-14 I think.

Evilreaver fucked around with this message at 17:27 on May 25, 2014

KodiakRS
Jul 11, 2012

:stonk:

Meliv posted:

Anyone else lose interest as soon as you need to start pumping out green research? It's a headache trying to put it all together. I get that's kind of the point of the game but it feels like such a sudden ramp up in the production tree
The sudden jump is what makes the game fun. Figuring out how to manage the complex resource chains required to make the next level of science is a massive pain in the rear end, but the satisfaction when it all comes together is amazing.


Meliv posted:

Also I don't think resources should run out. What's the point in slaving away over your perfect machine only to realise your main iron ore field has run out and brought the entire thing to it's knees

Think about your factories and mining operations as separate entities. All of my factories are set up to be 100% self sufficient so that as long as I supply the raw material to a certain conveyer belt or pipe everything will run fine. This makes it a lot easier to set up new mining operations as all you have to worry about is setting up the miners/pumps and connecting them to the input points for the factory.

On my most recent build I just killed an iron deposit. I went out with 4x miners, and enough power lines/conveyers to lead back to base. I had a new source of iron in ~5 minutes that will probably last over 2 hours.

James The 1st
Feb 23, 2013

KodiakRS posted:

The sudden jump is what makes the game fun. Figuring out how to manage the complex resource chains required to make the next level of science is a massive pain in the rear end, but the satisfaction when it all comes together is amazing.
That's one of the reasons I really enjoy this game, it makes you think about where to actually put stuff.

Kibbles n Shits
Apr 8, 2006

burgerpug.png


Fun Shoe
Is there a good primer somewhere on the fluid mechanics? Got oil up and running for the first time, but I'm confused as to how to best optimize my pumps and pipes.

Evilreaver
Feb 26, 2007

GEORGE IS GETTIN' AUGMENTED!
Dinosaur Gum

DarthJeebus posted:

Is there a good primer somewhere on the fluid mechanics? Got oil up and running for the first time, but I'm confused as to how to best optimize my pumps and pipes.

  • Pipes have a limited throughput, but it's so high that oil will never hit it. Water can hit it if you're trying to power more than 8-10 steam engines.
  • Small Pumps will pull everything 'behind' it and push it forward, keeping pressure on your outputs high. You don't want your whole pipeline and refinery sitting at 9.9 oil, one or two pumps will keep that from happening.
  • Refineries want oil and water, so plan ahead. They only need oil to start.
  • Use a lot of underground pipes, it helps unclutter a lot, and lets you move around more. Try setting a factory somewhere on your line to fill a chest with pipes, because boy howdy you will use a ton.
  • Refineries stop working when any output is full, so have a storage for each of the three products.
  • Leave room between storage tanks for Cracking plants (Heavy->Light, Light->Petro)
  • Since Petroleum is 90% of your required output (the other 10% being Lubricant via Heavy and optionally Solid Fuel via your choice (probably also heavy)), leave room for several plants at your petrol tank.
  • Quite a few of the reactions take water, so have a source.


I'm pretty satisfied with my latest refinery iteration...



Not perfect, I miscounted a few things laying down the original lines so one of the crackers is kinda squeezed in there, but you can get the idea.

Evilreaver fucked around with this message at 21:08 on May 25, 2014

Skyl3lazer
Aug 27, 2007

[Dooting Stealthily]



Logistics bots are basically the coolest thing.

Overwined
Sep 22, 2008

Wine can of their wits the wise beguile,
Make the sage frolic, and the serious smile.

Skyl3lazer posted:

Logistics bots are basically the coolest thing.

I love them. In my current game I've made the whole master bus feed who-ha and things have gotten so complicated at the end of the line. It's nice to be able to say "gently caress logistics" and just let the bots sort it out. I'm seriously thinking about supersperging and removing all feed lines for slow-to-consume hard-to-produce goods and just let the bots handle it.

Platystemon
Feb 13, 2012

as a person who never leaves my house i've done pretty well for myself.
My first base has twenty‐six oil deposits within spitting distance. How lucky am I?

Sarrisan
Oct 9, 2012
This may be a stupid question, but is there a way to mass-delete entire sections of construction? I just had to move my science factory because I way underestimated how much space I'd need for blue science (God knows what I'll do when I get to purple), and removing all of the old stuff is a right pain in the rear end. It's all outdated tech, too, so I don't even want it.

Speaking of which, is there a way to permanently delete items? I've got dozens of iron chests scattered randomly about with garbage that I didn't want to deal with anymore.

Bettik
Jan 28, 2008

Space-age Rock Star

Sarrisan posted:

This may be a stupid question, but is there a way to mass-delete entire sections of construction? I just had to move my science factory because I way underestimated how much space I'd need for blue science (God knows what I'll do when I get to purple), and removing all of the old stuff is a right pain in the rear end. It's all outdated tech, too, so I don't even want it.

Speaking of which, is there a way to permanently delete items? I've got dozens of iron chests scattered randomly about with garbage that I didn't want to deal with anymore.

Not as far as I know.

Apparently 1) put in chest 2) blow up chest works.

texasmed
May 27, 2004
I haven't found any way to delete items yet. It would be nice to have an incinerator that could either destroy or recycle items and output either nothing, or their constituent parts.

Edit: Ah, blowing up a chest sounds like a good idea.

Skyl3lazer
Aug 27, 2007

[Dooting Stealthily]



Sarrisan posted:

This may be a stupid question, but is there a way to mass-delete entire sections of construction? I just had to move my science factory because I way underestimated how much space I'd need for blue science (God knows what I'll do when I get to purple), and removing all of the old stuff is a right pain in the rear end. It's all outdated tech, too, so I don't even want it.

Construction Bots can be told to deconstruct areas with research.

Pornographic Memory
Dec 17, 2008
Yeah, destroying containers seems to destroy all the items contained inside too. So, get a car or shotgun or grenades and go to town on some chests full of whatever you want gone.

Incidentally the discovery that I can shotgun forests to death is awesome. Since I don't have AP rounds yet my combat shotgun is kind of crappy for taking the fight to biters, but its great for high speed deforestation. Not as good as grenades though, which I accidentally manufactured thousands of because I didn't think to limit the chest they were being put into to a half dozen stacks maybe.

Sarrisan
Oct 9, 2012
I should have known explosives were the answer.

Morglon
Jan 13, 2010

Safe and sound, detached from reality.
Just like your posting.
Or just deconstruct forests with bots and use the trees for something.

Rapner
May 7, 2013


Sarrisan posted:

I should have known explosives were the answer.

Explosives are always the answer. Unless the answer is bots.

Fajita Queen
Jun 21, 2012

Rapner posted:

Explosives are always the answer. Unless the answer is bots.

All this game needs is a third type of drone that drops primed explosives everywhere.

Pornographic Memory
Dec 17, 2008

The Shortest Path posted:

All this game needs is a third type of drone that drops primed explosives everywhere.

Well as somebody showed above, you can make a minefield and then have construction drones continually replenish it, which is pretty close. I also didn't realize you could use drones for deforestation. Goddamn drones are awesome.

Evilreaver
Feb 26, 2007

GEORGE IS GETTIN' AUGMENTED!
Dinosaur Gum

Sarrisan posted:

This may be a stupid question, but is there a way to mass-delete entire sections of construction? I just had to move my science factory because I way underestimated how much space I'd need for blue science (God knows what I'll do when I get to purple), and removing all of the old stuff is a right pain in the rear end. It's all outdated tech, too, so I don't even want it.

Speaking of which, is there a way to permanently delete items? I've got dozens of iron chests scattered randomly about with garbage that I didn't want to deal with anymore.

There are Red Deconstruction Plans that will make nearby Construction Robots pick up anything marked and put it in Logistics Storage chest. Handy!

E: Just make sure you don't pick up things like the power poles leading to your Roboport
E2: Also, you can place new things (blue assemblers, red belts, etc) on top of old things (grey assemblers, yellow belts) without having to tear it up first.
E3: (I probably should have read your post all the way though) Most of those old things (yellow inserters/belts, grey assemblers) are parts of new things (fast inserters/belts/assemblers) so don't just destroy them! The only things worth destroying are your pistol and coal-powered miners, then steel furnaces later I guess.
E4: At least purple science is "easy".

Evilreaver fucked around with this message at 05:20 on May 26, 2014

Motherfucker
Jul 16, 2011

I certainly dont have deep-seated issues involving birthdays.
I basically rush drones asap. Its an investment at first but than when you wanna construct something but don't wanna set up a whole production line you set up a real simple system of requesters assemblers and providers in your 'droneyard', plop down some plans and just auto-build an entire loving solar-field with minimal supervision.

Sarrisan
Oct 9, 2012
Just built my first logistic robots, and now I want to convert basically everything except for my smelters to their use.

And I just built my new science factory, too.

Ah, well. Factorio.

Motherfucker
Jul 16, 2011

I certainly dont have deep-seated issues involving birthdays.
Question, My oil rigs are pulling the oil out of the dirt TOO SLOW I want them to pull it out SO FAST how do I make faster how make faster?



In fact all my liquid production in general is slow except water... it glurges through the pipes real slow.

Motherfucker fucked around with this message at 07:47 on May 26, 2014

Evilreaver
Feb 26, 2007

GEORGE IS GETTIN' AUGMENTED!
Dinosaur Gum
Keep in mind, robots have a miserable throughput compared to belts.

Defining throughput [tp] as items per second...

Belts carry ~7 items per square (similarly, they store ~7 items per square in queue)
Basic belt: 1.8 tiles/sec = 13 tp
Fast belt: 3.6 tiles/sec = 25 tp
Express belt: 5.4 tiles/sec = 38 tp
Source: Wiki

I tested inserters by dropping a stack of 64 things in a chest, then patiently waiting for the inserter to work with a stopwatch. :goleft:
Burner: who cares
Basic Inserter: 64 items in 76 seconds = 0.84 tp
Fast/Smart: 64 in 32 sec = 2 tp
Long-handed: 64 in 55 sec = 1.2 tp
When relevant, multiply by stack size research.

Trains are tricky. One car holds 15 stacks; usually 960 ore.
Testing on a huge straightaway, 640 tiles, an unburdened engine took just about twelve seconds!! to complete. The engine said it was going 1.2 Speed. In practice, I saw my typical trains averaging 0.7 Speed, and two-headed trains averaging 0.5, plus acceleration, your mileage may vary.

So call a train 0.5 speed on average, or 27 tiles/sec, with 960 items, is 25600 tp. The typical empty return trip halves the tp to a "mere" 12800, plus ten seconds of stopping at stations when optimized. This is variable, with longer distance stations taking less of a hit to tp than closer stations- especially since the train is more likely to cap its speed. Also, multiply that by the number of cars in your train. Yea.

Logicstics robots carry 1+Upgrades items over several seconds dependent on speed upgrades and distance, but even in the best case I doubt they could hit whole numbers of tp. My personal rule of thumb is to use logistics robots on things that take several seconds to craft only: processors, robot frames, science, and electric engines.

E: Fun fact: You can do the old Wallace and Gromit 'lay tracks in front of a speeding train' trick

Evilreaver fucked around with this message at 08:11 on May 26, 2014

TheSpartacus
Oct 30, 2010
HEY GUYS I'VE FLOWN HELICOPTERS IN THIS GAME BEFORE AND I AM AN EXPERT. ALSO, HOW DO I START THE ENGINE?

Motherfucker posted:

Question, My oil rigs are pulling the oil out of the dirt TOO SLOW I want them to pull it out SO FAST how do I make faster how make faster?



In fact all my liquid production in general is slow except water... it glurges through the pipes real slow.

Maybe you ran out of oil or all of your storage tanks are full, which makes production zero if the refinery does not have space to store each liquid.

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Evilreaver
Feb 26, 2007

GEORGE IS GETTIN' AUGMENTED!
Dinosaur Gum
Most likely, the oil spot ran dry. They floor out at 0.1/sec, so you gotta go place more pumpjacks or cram Speed modules into them.

E: The good news is once you place enough, you're set, since they never hit 0. You might need 20+ pumpjacks, though.

Evilreaver fucked around with this message at 08:16 on May 26, 2014

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