Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Caconym
Feb 12, 2013

d3c0y2 posted:

So how the hell do boilers work, ive got 5 in a row, fueled and everything and yet the water is still only going into the engine at 10 degrees. The wiki says speed affects it but I have no idea how to slow the water down.

Are you actually drawing any power from the steam engine? I needs to use up the cold water at hideous inefficiency before it draws hot water...

Adbot
ADBOT LOVES YOU

Evilreaver
Feb 26, 2007

GEORGE IS GETTIN' AUGMENTED!
Dinosaur Gum

FISHMANPET posted:

You need to feed the hot water into a steam engine.

Any idea what happens if you put oil or a by product through a boiler to try and heat it?

I've never done it personally, but I hear it works.

MS Paint
Sep 21, 2007
Probation
Can't post for 10 years!

Caconym posted:

Are you actually drawing any power from the steam engine? I needs to use up the cold water at hideous inefficiency before it draws hot water...

Alternatively, you can just remove a couple pipe sections after your boilers. This will give you a buffer of hot water to output into your steam engine. Then it will burn through your cold water super fast and straight into hot water.

Overwined
Sep 22, 2008

Wine can of their wits the wise beguile,
Make the sage frolic, and the serious smile.
I'm going to go ahead and say this (and it's the spergiest thing I've ever said on these here forums): I do not believe that the bus system is the most efficient overall layout. I feel like there's way too much product on the line and I feel like it bottlenecks way too easily. There must be a better way. And we will find it.

I entertained the notion of a circular bus which would certainly be interesting if not logistically challenging.

texasmed
May 27, 2004
I looked for an answer for this question on Google, but I couldn't find it. I know you can set filters on your tool belt with middle mouse, but how do you remove the filter? Middle mouse again on the box just pulls up a window to pick a different item to filter instead of being able to delete it. It was a pain in the rear end when I had filters for building and then tried to switch gears to combat items.


Rhonyn Peacemaker posted:

So I started playing this late last night. Got a steam engine going, with boilers being fed by a coal electric miner, copper and iron miners being fed to steel furnaces outputting to iron chests.

nothing is streamlined at all. It is literally a production poo poo house.

Most of my play time is spent with me thinking "I don't know what the gently caress I'm doing," and I just plop down some garbage everywhere and my factories look ultra complicated. It's just part of learning how everything works. Things are working better with every factory I design now.

Evilreaver
Feb 26, 2007

GEORGE IS GETTIN' AUGMENTED!
Dinosaur Gum

Overwined posted:

I'm going to go ahead and say this (and it's the spergiest thing I've ever said on these here forums): I do not believe that the bus system is the most efficient overall layout. I feel like there's way too much product on the line and I feel like it bottlenecks way too easily. There must be a better way. And we will find it.

I entertained the notion of a circular bus which would certainly be interesting if not logistically challenging.

The most efficient overall layout has multiple inputs, not even dual express belts can carry enough for a single point of entry to completely filter through a Truly Mighty (tm) factory. The Bus works pretty great as a single-point-of-entry, and is probably the best in that regard, but ideally halfway through your "bus" should be an endpoint and a new entry point- for example another furnace bloc.

Ideally you even have things made off-site and dumped in, like having a massive circuit board factory that delivers whole trainloads of boards directly into your end-product-assemblers.

Platystemon
Feb 13, 2012

BREADS
With large buses, it’s annoying that underground belts can only span four tiles.

d3c0y2
Sep 29, 2009
Why does my inserter not load the red research unit into the lab? It just ignores them as they stack up on the conveyer belt?

Kibbles n Shits
Apr 8, 2006

burgerpug.png


Fun Shoe

d3c0y2 posted:

Why does my inserter not load the red research unit into the lab? It just ignores them as they stack up on the conveyer belt?

Do you have an active research project? Labs won't "pre-load" science packs if they are idle.

MS Paint
Sep 21, 2007
Probation
Can't post for 10 years!
So letting all my stuff run while I was at work was a good idea. I came home to chests full of iron plates and copper plates and an inventory relatively full of tier 1 and 2 science packs. Time to research some poo poo.

Overwined
Sep 22, 2008

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

DarthJeebus posted:

Do you have an active research project? Labs won't "pre-load" science packs if they are idle.

Not to mention they hold no more than 2 when active. I always hit ALT when I play so you can see what's going on. If you see a red science pack hanging over the lab, then the lab likely doesn't need one and won't grab another until it does.

Pornographic Memory
Dec 17, 2008

d3c0y2 posted:

Why does my inserter not load the red research unit into the lab? It just ignores them as they stack up on the conveyer belt?

Either you're not researching anything, or the lab already is loaded up. Inserters only put in enough materials to make about two products' worth of whatever the facility is producing, so if you're researching something with red science you'll only have about two red beakers loaded into the lab at a time. Then when a unit of research is completed, one beaker will be consumed, and one more will be loaded.

Also with your boiler thing I suspect you were mixing up the indicator of water flowing through the pipes (which maxes out at 10) and temperature.

d3c0y2
Sep 29, 2009

Pornographic Memory posted:

Either you're not researching anything, or the lab already is loaded up. Inserters only put in enough materials to make about two products' worth of whatever the facility is producing, so if you're researching something with red science you'll only have about two red beakers loaded into the lab at a time. Then when a unit of research is completed, one beaker will be consumed, and one more will be loaded.

Also with your boiler thing I suspect you were mixing up the indicator of water flowing through the pipes (which maxes out at 10) and temperature.

Yeah you where right on both counts. I have a huge surplus of boilers I realised when I worked that out.

And only taking 2 seemed stupid to begin with, but I realised it would cause a facility to hog far more resources than it'd use it it was elsewise.

Thanks for all the tips.

Octal
Jan 30, 2003

It is haram to draw images of mythical beasts even if it never existed in reality

Did I dream that this got into a bundle?

Deadmeat5150
Nov 21, 2005

OLD MAN YELLS AT CLAN


For those of you who think their factory is a rat's nest, I present to you... my rat's nest.

Xel
Jan 21, 2003

Here is the core area of my base after 70 hours in-game.



Oil barrels, copper plates, coal



Solar power and batteries



http://imgur.com/a/i9Iph for more images

Loren1350
Mar 30, 2007
I've been doing a fair amount of poking in the lua files supplemented by lots of experimenting, and if anybody was curious, here are some useful and not-so-useful-but-possibly-interesting factoids, some of which you probably already know:

  • 1 Factorio day is 7 minutes
  • The base time unit of the simulation is a 'tick', 1/60 second; 25200 in a day.
  • 1 J = 1 w * 1 s

  • Machines that can't produce a product for whatever reason will stop operating. Miners with occupied/full output won't mine, boilers with 100 degree water won't burn fuel, steam engines won't consume heated water. Some machines (assemblers, chemical plants, oil refineries) will continue to draw a fraction (usually 1/30) of their power even when idle.
  • Pollution is based on energy usage and a coefficient specific to the building, which is why despite not referencing pollution, speed modules increase pollution and effectivity modules decrease it. Productivity modules, which do address the isssue, increase the pollution coefficient; boosting both the coefficient and energy usage is why productivity modules raise pollution by so much.
  • A machine operating slower than usual because it is not fully powered will create pollution slower than normal. Total pollution per production will be the same.
  • Interestingly, the "idling" energy cost some buildings have does count for pollution. So an idle oil refinery waiting for input is still polluting (albeit very little). The idle rate does not seem to be affected by modules.
  • The listed pollution value from a building's info box is per second (when running at full power/speed).
  • Each map "chunk" reduces its pollution by 0.55/sec.
  • Trees with "red" or "green" in their name also reduce pollution by 0.03/sec; other trees (including "dead") reduce it by 0.006. Coral etc. do not reduce pollution.

  • Biter evolution controls how fast biters spawn, whether and how frequently medium and big biters spawn (this is also influenced by distance from player start), and the size of their raiding parties (and perhaps their settlement parties as well).
  • Evolution rises asymptotically, approaching a value of 1.
  • Evolution factor rises in three ways: over time, when you destroy spawners, and when spawners absorb pollution. Because absorbing pollution boosts their evolution as well as aggravating attacks, it is always a good idea to remove a biter base when it is in range of your pollution, if you have the power to do so.

  • Solar panel output is 60kW for half the day, or 3.5 minutes, 0 kW for .7 minutes, and ramps up and down linearly between the two for the remaining 2.8 minutes of the day, yielding 17.64 MJ per day. One solar panel and 0.84192 accumulators will support a consistent 42kW.
  • The game has both a "daytime" value (which runs from 0 to 1 with noon as its breakpoint) and a "darkness" value which fluctuates between 0 and 0.85 and does not coincide with solar panel behavior (and probably corresponds to darkness of the display).

  • Laser turrets use 6kW idle, and spend 200kJ per shot with a base fire rate of 3/s, for 606kW when actively firing. Improving their fire rate via tech also increases their "active" power drain but their mouseover info does not reflect this. A max-speed laser turret firing constantly eats 1.006 MW.
  • A full accumulator is 25 laser turret shots.
  • It takes 24 solar panels and 21 accumulators to support one fully upgraded laser firing nonstop.
  • Fully upgraded lasers do 11 points of damage; no biter has resistance to laser damage.
  • Small, medium, and big biter HP are 15, 75, and 375, respectively.
  • Poison capsules do 4 damage twice a second over 20 seconds, for a total of 160 damage to a stationary, nonresistant target. Biters are not resistant to poison damage, but they rarely stay still enough for poison to be a viable weapon.

  • Boilers convert fuel into water temperature at an advertised 50% efficient rate of 2J fuel => 1 unit of water * 1 degree, making the units of water in this game... something funky.
  • Ambient temperature is a constant 15 degrees, but this is supposed to become more varied in the future.
  • Water temperature does not decay. You can set up a hot water stockpile for later use, though there's not much point except in weird circumstances (or, you know, just for the hell of it).
  • Steam engines, which do not themselves pollute despite their smoke cloud cosmetics, extract heat energy from water at 100% efficiency: if your water temp is <100, it doesn't mean you're wasting fuel, it only means you aren't converting it to electricity as fast as possible. In any steam setup that isn't somehow just leaking hot water, 1 unit of solid fuel (fuel rating 25 MJ) is going to eventually end up as 12.5 MJ of electricity no matter how many boilers and engines and pumps you have or what the water temperature is.

  • You can press 'C' to fire a targeted weapon at a nonhostile target. (For machine gunning wooden chests or trees, for instance.)
  • Anything with a listed "Fuel value" can be burned as fuel. This includes unwanted wooden chests.

Depending on how cheaty you think it feels, you can pull up the game's lua console with ~. From there,
code:
game.speed=X
sets the game speed; default is 1

code:
game.player.print(game.evolutionfactor)
will show you the current biter evolution level.

If you just want to build carefree without actually invoking the godmode of the sandbox scenario, you may want to use one or more of:
code:
game.alwaysday=true
game.peacefulmode=true
game.evolutionfactor=0
which do pretty much exactly what you'd think they do (evolution factor will still increase over time).

Hagop
May 14, 2012

First one out of the Ranger gets a prize!

Platystemon posted:

With large buses, it’s annoying that underground belts can only span four tiles.

Their is a mod the fixes this called upgrade.

Platystemon
Feb 13, 2012

BREADS
Is there a way to tell construction bots to build something if you don’t have at least one of the building in your inventory?

sloshmonger
Mar 21, 2013

texasmed posted:

I looked for an answer for this question on Google, but I couldn't find it. I know you can set filters on your tool belt with middle mouse, but how do you remove the filter? Middle mouse again on the box just pulls up a window to pick a different item to filter instead of being able to delete it. It was a pain in the rear end when I had filters for building and then tried to switch gears to combat items.

I can never remember the right answer, but I believe it's some combination of Shift, Ctrl, and either the middle or right mouse button.

Some combination of those will get you what you need, and then you'll probably forget it 5 minutes later like I always doo.

Sunblood
Mar 12, 2006

I'm a freakin' blur here!

sloshmonger posted:

I can never remember the right answer, but I believe it's some combination of Shift, Ctrl, and either the middle or right mouse button.

Some combination of those will get you what you need, and then you'll probably forget it 5 minutes later like I always doo.

Pretty sure it's just Right click.

Renaissance Robot
Oct 10, 2010

Bite my furry metal ass

Platystemon posted:

Is there a way to tell construction bots to build something if you don’t have at least one of the building in your inventory?

Ask a logistics bot to deliver you one, then use it to place a bunch of ghosts? :shrug:

Deadmeat5150
Nov 21, 2005

OLD MAN YELLS AT CLAN

Platystemon posted:

Is there a way to tell construction bots to build something if you don’t have at least one of the building in your inventory?

I've stared making blueprints for things like my solarpanel farms and stuffing a storage chest with what's needed to make several. Once I plop down the blueprint they go gather the stuff and build it.

Edit:


Guys I think I have a biter problem. No really, there are so many now my game chugs. I'm getting maybe 5fps rigght now.

Deadmeat5150 fucked around with this message at 17:47 on May 28, 2014

Pornographic Memory
Dec 17, 2008

Deadmeat5150 posted:

Edit:


Guys I think I have a biter problem. No really, there are so many now my game chugs. I'm getting maybe 5fps rigght now.

How do you make this happen? :stonk:

FISHMANPET
Mar 3, 2007

Sweet 'N Sour
Can't
Melt
Steel Beams

Shintaro posted:

[*]Boilers convert fuel into water temperature at an advertised 50% efficient rate of 2J fuel => 1 unit of water * 1 degree, making the units of water in this game... something funky.
[*]Ambient temperature is a constant 15 degrees, but this is supposed to become more varied in the future.
[*]Water temperature does not decay. You can set up a hot water stockpile for later use, though there's not much point except in weird circumstances (or, you know, just for the hell of it).
[*]Steam engines, which do not themselves pollute despite their smoke cloud cosmetics, extract heat energy from water at 100% efficiency: if your water temp is <100, it doesn't mean you're wasting fuel, it only means you aren't converting it to electricity as fast as possible. In any steam setup that isn't somehow just leaking hot water, 1 unit of solid fuel (fuel rating 25 MJ) is going to eventually end up as 12.5 MJ of electricity no matter how many boilers and engines and pumps you have or what the water temperature is.

So all 3 furnaces us 180Kw of energy, any insight into how that works out? Does the stone and steel convert fuel into energy at the same rate as a boiler?

Renaissance Robot
Oct 10, 2010

Bite my furry metal ass

Pornographic Memory posted:

How do you make this happen? :stonk:

Must have left some food lying around.

Morning
Aug 10, 2008
So while the above picture is obviously going to do horrible things to many computers, how good of a computer does this require? Does it scale like say Dwarf Fortress until your computer turns into a fireball, or is it better optimized than that?

Evilreaver
Feb 26, 2007

GEORGE IS GETTIN' AUGMENTED!
Dinosaur Gum
It plays extremely smoothly for me-- admittedly, I have a high-power game rig (:pcgaming:) but for the amount of things the game has to track and update constantly, it plays really, really well.

LordSaturn
Aug 12, 2007

sadly unfunny

I was reading some of what the dev was saying about graphics optimization = apparently the game's big stunt is that all those sprite graphics are loaded into video memory at once on startup, greatly speeding up the game at runtime since everything's all loaded and ready to go.

So aside from needing a reasonable amount of VRAM, everything else is more CPU-bound than anything.

MS Paint
Sep 21, 2007
Probation
Can't post for 10 years!
Before going to bed, I setup a sci pack 1 and 2 production line using solar panels and a steam engine backup.

I woke up to over 1k of each and my iron furnace ran out of coal. (i had a chest manually feeding them because I built the whole thing late to be a proof of concept in complex auto-assembly).

Holy poo poo did it work great. Fast belts, fast inserters, the whole works. It definitely needs way more iron on the production line. Splitting and splitting again results in a hungry tertiary production.

I think I need to build in a desert or something.

Loren1350
Mar 30, 2007

FISHMANPET posted:

So all 3 furnaces us 180Kw of energy, any insight into how that works out? Does the stone and steel convert fuel into energy at the same rate as a boiler?

Stone furnaces and steel furnaces both use 'burner' as an energy source, which unless advertising otherwise (boilers) can be assumed to be 100% efficient. Furnaces however, unlike boilers, don't follow a semi-realistic formula like converting input energy into heat energy, they simply execute recipes of the "smelting" category.

Recipes have ingredient inputs, ingredient outputs, and an "energy_required" value which is a bit of a misnomer; it isn't really energy so much as it is time. Your character (which cannot craft certain recipe categories, like "smelting" or "chemical") has a crafting rate of 1 and spends no actual energy-as-measured-in-joules to do so. Assembling machine 1's have 90 kW energy consumption and a crafting rate of .5, meaning they will take 180kJ and 2s to do what you could do in hand in 1s. Smelting isn't really any different, except that you can't smelt in hand.

All smelting recipes in vanilla are energy_required = 3.5, except for steel which is 17.5.

Stone furnace: 180 kW, crafting "smelting" speed 1 : ore smelting costs 180 kW * 3.5s = 630 kJ of fuel
Steel furnace: 180 kW, smelting speed 2: ore smelting costs 180 kW * 1.75s = 315 kJ of fuel
Electric furnace: 180 kW, smelting speed 2: ore smelting costs 315 kJ electric

Because the only conversion method available in vanilla for fuel->electricity is 50% efficient, this means electric furnaces are less fuel efficient than steel furnaces. However, they take modules and require less external support and can be powered by solar, requiring no fuel at all. They are also lesser sources of pollution (on the tin, anyway).

While we're on the subject though, if you're using 100% steam power, every 65 kW a machine uses effectively adds 1 to its pollution rating (boiler is 390kW for 6 pollution), giving electric furnaces a pollution score just a tad higher than steel furnaces. So if you aren't using modules and use steam as your main power source, steel engines are actually better than electric ones both in energy efficiency and pollution, as long as you're willing to trek fuel over to them.

edit: the pollution cost of fuel types is another story entirely and I haven't really bothered to math at them yet. As far as energy cost, solid fuel is better than coal in pretty much any setup that isn't a single depleted pumpjack laboring under basic oil production.

Loren1350 fucked around with this message at 20:34 on May 28, 2014

Kenlon
Jun 27, 2003

Digitus Impudicus
I'm pondering modding - most of the mods I've seen so far have been relatively uninteresting "bigger numbers" mods. What sort of actual interesting things would people want to see added to the game? The first thing I thought of is proper depots in 2x2 and 3x3 size, to allow for storage with larger input/output speed from more inserters. Or maybe 2x2 and 2x4.

The other thing I want is more things to do with petroleum - oil fired boilers, for one thing, plus the ability to barrel up other liquids than raw crude. What other distillates would make sense to have, though? And what to use them for?

President Ark
May 16, 2010

:iiam:

Kenlon posted:

The other thing I want is more things to do with petroleum - oil fired boilers, for one thing, plus the ability to barrel up other liquids than raw crude. What other distillates would make sense to have, though? And what to use them for?

Oil-filled trenches you can ignite for a wall of fire. :getin:

Hagop
May 14, 2012

First one out of the Ranger gets a prize!

Kenlon posted:

What sort of actual interesting things would people want to see added to the game?


GUN TRAIN CARS :black101:

Pornographic Memory
Dec 17, 2008
How about an artillery type structure. Load it with grenades, rockets, or a unique ammo type and it will autonomously shell aliens and their nests from long range.

Baloogan
Dec 5, 2004
Fun Shoe
Yeah, turrets on train cars.

Mortars.

Laser fences.

Nevets
Sep 11, 2002

Be they sad or be they well,
I'll make their lives a hell

Kenlon posted:

I'm pondering modding - most of the mods I've seen so far have been relatively uninteresting "bigger numbers" mods. What sort of actual interesting things would people want to see added to the game? The first thing I thought of is proper depots in 2x2 and 3x3 size, to allow for storage with larger input/output speed from more inserters. Or maybe 2x2 and 2x4.

I would love me some artillery. Long range turrets with low fire rate and explosive ammunition. As mentioned before, high-tech power plants would be nice too. You could pump water from the lake, electrolyze it in a chemical plant into Oxygen and Hydrogen, and feed the Hydrogen into a Fusion Plant. Flame thrower turrets would be a cool low-energy alternative to lasers, and give you a reason to pipe fuel everywhere in your base.

FISHMANPET
Mar 3, 2007

Sweet 'N Sour
Can't
Melt
Steel Beams
I'd like if the input locations for refineries weren't fixed. Aka the crude oil doesn't always go on the left and the water always on the right. Also a grabber/putter that would put on the near side of a belt, rather than the far side? And some stuff to push items to one side of the belt or spread them out. Right now I use two joiner/splitters and a funky belt setup to get stuff equally distributed on both sides of the belt.

Baloogan
Dec 5, 2004
Fun Shoe
A mod that brings spacechem into factorio.

Adbot
ADBOT LOVES YOU

LordSaturn
Aug 12, 2007

sadly unfunny

Pad-to-pad teleporters, with an appropriately gigantic charge-up cost.

A device to call up my trains from off-screen and change their routes/order them to come to a specific station.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply