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One of these days I will automate bot construction. O what a day that will be, to deploy 80 construction bots at a site and get poo poo done
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# ? Jun 2, 2014 04:31 |
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# ? Apr 24, 2024 09:38 |
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Evilreaver posted:One of these days I will automate bot construction. O what a day that will be, to deploy 80 construction bots at a site and get poo poo done ....you're supposed to stop at 80? I think I'm somewhere close to 300 of each type and growing.
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# ? Jun 2, 2014 04:43 |
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Eighty bots is only enough for small outposts and side projects.
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# ? Jun 2, 2014 04:47 |
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I finally got brave enough to try a game without Peaceful on. And then I didn't get attacked for 12 hours. I figured I would build up defenses as I needed them, walling off the sides of my base that were being hit, but they just never attacked at all. I cleared a couple bases early and they aggroed when I got near, so I knew Peaceful wasn't on at least. So I went about my base-building and forgot. I was well into logistics bots when suddenly I get a little notification. 5 structures are taking damage. 10 structures are taking damage. 40 structures are taking damage, 10 structures have been destroyed. I high-tail it into my production line and there small, medium, and large biters just tearing down everything. All I had was a wimpy little shotgun and my base was destroyed in minutes. Oh well. Gonna start over.
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# ? Jun 2, 2014 04:50 |
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Can you give yourself items in sandbox mode?
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# ? Jun 2, 2014 05:06 |
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Yeah.
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# ? Jun 2, 2014 05:24 |
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You can? Beyond the initial chest, I mean? I was not aware of this. For my experimenting purposes, I have mainly been using code:
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# ? Jun 2, 2014 06:15 |
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The console is great for a little cheating. Or if you can't be arsed find/write a mod for something extremely simple. I really don't like the bad visibility at night, so I use code:
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# ? Jun 2, 2014 06:36 |
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Stick Insect posted:bad visibility at night Also when you just need to set up an experiment and need power but don't feel like setting up the rube goldberg that is steam power. (I keep meaning to write a "testing utility" mod with a magic power source, magic power drain, fluid annihilator, etc.)
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# ? Jun 2, 2014 07:17 |
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Evilreaver posted:One of these days I will automate bot construction. O what a day that will be, to deploy 80 construction bots at a site and get poo poo done I had well over a thousand logistics and construction bots when I left my base for my exterminatus. When I returned, some 500 artifacts richer, 8 have almost no bots left. What happened to my little guys?
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# ? Jun 2, 2014 16:55 |
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Biters target the bots first when going on rampages. If that wasn't it then your bots have problems finding refueling stations before running out.
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# ? Jun 2, 2014 16:57 |
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It feels like with the advent of logistics robots, building a good bus becomes less and less important. So many of the materials just aren't created in enough volume to necessitate their own belt on the bus.
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# ? Jun 2, 2014 16:57 |
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FISHMANPET posted:It feels like with the advent of logistics robots, building a good bus becomes less and less important. So many of the materials just aren't created in enough volume to necessitate their own belt on the bus. That's the point I think
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# ? Jun 2, 2014 17:37 |
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According to the wiki, a roboport can support about 80 bots before they have to sit in queue to recharge too long and end up falling out of the sky dead. If you have networks of roboports, the number gets harder to predict since bots go where they are needed and then charge at the nearest place.
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# ? Jun 2, 2014 20:24 |
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Evilreaver posted:According to the wiki, a roboport can support about 80 bots before they have to sit in queue to recharge too long and end up falling out of the sky dead. If you have networks of roboports, the number gets harder to predict since bots go where they are needed and then charge at the nearest place. I want the option to name my robots. This here is 'Ol Jim. He has been with us for 13 years. Seen the great battles of '09 and '12 since planetfall.
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# ? Jun 2, 2014 20:29 |
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Evilreaver posted:According to the wiki, a roboport can support about 80 bots before they have to sit in queue to recharge too long and end up falling out of the sky dead. If you have networks of roboports, the number gets harder to predict since bots go where they are needed and then charge at the nearest place. That’s in the worst‐case scenario, that a bunch of bots begin a long task at the same time and consequently run low on energy and decide to recharge at the same instant. It turns out that the margin between the bot deciding it’s low enough for a recharge and dropping dead is enough for about twenty charge cycles (×4 bots = 80 bots). As long as you avoid creating sudden large work loads (specifically, deconstructing full chests or suddenly filling empty ones), you can get by with a lot more bots. Paradoxically, if you have a very large number of bots you can disregard this to some extent. With enough bots, the chests get filled/emptied fast and the bots return to base and start charging with plenty of time to spare.
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# ? Jun 2, 2014 20:38 |
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Stick Insect posted:The console is great for a little cheating. Or if you can't be arsed find/write a mod for something extremely simple. This could allow permanent night mode? hell yes
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# ? Jun 3, 2014 00:12 |
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Do you guys pipe your gas to your main factory for refining/cracking? If I process it at the field I can use trains to get the oil and solid fuel moving, but obviously can't with lubricant. Also, what does lubricant even do?
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# ? Jun 3, 2014 06:34 |
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door Door door posted:Do you guys pipe your gas to your main factory for refining/cracking? If I process it at the field I can use trains to get the oil and solid fuel moving, but obviously can't with lubricant. Also, what does lubricant even do? lubricant opens the doors to robots. Lubricant is worth it.
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# ? Jun 3, 2014 06:36 |
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boo_radley posted:Lubricant is worth it.
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# ? Jun 3, 2014 07:12 |
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Totally out of character, I can't think of anyone more likely to say "we won't be needing lube".door Door door posted:Do you guys pipe your gas to your main factory for refining/cracking? If I process it at the field I can use trains to get the oil and solid fuel moving, but obviously can't with lubricant. Also, what does lubricant even do? I keep my refinery separate because I'm kind of a tool (though this decision will probably be borne out once we get liquid tank rolling stock in 0.12). The main reason to have it next to your main factory is so you don't have to set up a second supply line for copper and iron to feed battery production, which gets pretty hungry.
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# ? Jun 3, 2014 07:58 |
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Lubricant is used for the fastest belts too, and you are likely going to want those, at least on some lines. Making those belts chews through iron like you wouldn't believe though.
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# ? Jun 3, 2014 11:59 |
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So my factory area is so massive that my pollution cloud doesn't extend past my outer defensive walls. I have 3 perimeter walls (north, east and west) with lakes/oceans that they stretch to/from. Every 40ish squares there is a tower that has double-thick walls and 5 laser turrets, lights, and a radar tower. Radar stations are chewing up more power than the rest of my operation combined. Also: I obviously don't have nearly enough capacitance to stay in a fire-fight. So I need to deal with that. Also, I need to know how would I setup a tower that uses a flame-thrower? Is that a thing? Can it be incorporated to where it is refueled without it being a situation where the refueling path exposes the rest of the factory complex to breakthrough. (if it does, I guess I can compartmentalize it and have log bots air-drop in flamethrower fuel to a receiving chest.)
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# ? Jun 4, 2014 04:00 |
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I don't know why you need more than one or two radars, do they do something other than reveal map tiles? Accumulators for your capacitance, thankfully they are cheap and build quick. Flame Turrets are mod-only at the moment.
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# ? Jun 4, 2014 04:26 |
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Flamethrower turrets are doable, assuming you meant "can I make a mod for that?" They're basically just normal turrets that take flamethrower ammo (supply is an issue though). http://www.factorioforums.com/forum/viewtopic.php?f=14&t=1568&p=11667 I dream of making something like this that takes a fluid input, but that's because I'm a cheapskate and don't want to spend nonrenewable resources. I don't think it's currently possible (at least, not without jumping through some major hoops scripting-wise). Edit: Radar auto explore up to.. 15 chunks away I believe, but they also clear the fog of war around a smaller radius (5 maybe), which may or may not be useful to you. According to sources (devs) they are supposed to also continually re-explore after they're done with the area, revealing new biter bases. But if it does, it doesn't light up the chunk like it does when initially exploring; I've never been watching it and seen it update. Loren1350 fucked around with this message at 04:33 on Jun 4, 2014 |
# ? Jun 4, 2014 04:31 |
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Well, I guess I should turn off my two chem factories making flamer fuel then
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# ? Jun 4, 2014 04:37 |
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Evilreaver posted:I don't know why you need more than one or two radars, do they do something other than reveal map tiles? They reveal faster. They always go in a circular pattern from where they were placed, and in a default world gen, 1-2 isn't really enough to even reveal an expansion patch by time you need it. Later, once you have a sizable area explored, it goes absurdly slow unless you have an array of them.
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# ? Jun 4, 2014 12:50 |
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I’ve never found radar useful. It’s more effective to just drive/run out there and check out the situation personally.
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# ? Jun 4, 2014 13:01 |
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Radar will keep scanning revealed areas once they've uncovered all the unexplored stuff in their search radius. If you scout out things personally and never use radar, it's quite possible that you can go through a clear area later and it will turn out to have a new nest of aliens there without knowing ahead of time. Since radars do have a limited range, it's a good idea to put down one or two at any new outposts you make as well. I'm getting fairly late in my game, and biter concentrations outside of my bases are getting rather dense, so if I can plop down some radars and have them reveal the map (and new resource deposits) for me while I manage my base, rather than just driving aimlessly into nests of worms and big biters, it seems like a pretty good deal.
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# ? Jun 4, 2014 13:54 |
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So, i have 4 steel chests of flame thrower fuel. Do i just strap on some armor, take an inventory full of fuel and burn up some aliens?
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# ? Jun 4, 2014 15:32 |
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Rhonyn Peacemaker posted:So, i have 4 steel chests of flame thrower fuel. If you have two Exosuits that give you speed boosts, you're in business And some poison caps if you hit worms. One stack is plenty for a few runs.
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# ? Jun 4, 2014 16:56 |
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Evilreaver posted:If you have two Exosuits that give you speed boosts, you're in business So if I don't have any alien thingies for power armor/fusion reactors, and I am building the highest end armor that isn't power armor (I guess thats the exo suit?) That gives me a 5x5 grid. What should I slot in there? A shitload of solar panels, a battery and what?
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# ? Jun 4, 2014 17:57 |
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Rhonyn Peacemaker posted:So if I don't have any alien thingies for power armor/fusion reactors, and I am building the highest end armor that isn't power armor (I guess thats the exo suit?) That gives me a 5x5 grid. I think you can get two exosuits in one modular armor, then one battery and all the solars you can fit.
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# ? Jun 4, 2014 18:04 |
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That'll last you about 5 seconds of movement before it drains the battery. The 5x5 is kind of crappy. I'm at that point in my game, and I just gave up on the speed boost and put in lasers and found a nest to get enough alien bits to get me to the 7x7. Even then, without the fusion reactor, it's pretty crappy, and I'm just going to load up the 7x7 with lasers until I get enough for a fusion reactor.
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# ? Jun 4, 2014 18:12 |
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Rhonyn Peacemaker posted:So if I don't have any alien thingies for power armor/fusion reactors, and I am building the highest end armor that isn't power armor (I guess thats the exo suit?) That gives me a 5x5 grid. Modular armour is not worth having without at least fusion power and the 7×7 grid. The only thing you can do with solar power, really, is have a shield that takes all day to recharge. Platystemon fucked around with this message at 18:28 on Jun 4, 2014 |
# ? Jun 4, 2014 18:23 |
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Well, I stand by 'combat really sucks until you have artifacts' which Catch-22's you right there. Start a game, get 200 AP clips and an SMG, wipe out as many small-biter-only nests as you possibly can, hope you have enough artifacts to actually start combat later, or be ready to tower creep on spawners. Every time I feel guilty about my 'build your own artifacts' mod, this comes up and I feel better.
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# ? Jun 4, 2014 18:47 |
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Evilreaver posted:Well, I stand by 'combat really sucks until you have artifacts' which Catch-22's you right there. I don't mind tower creeping. I am just worried that my pollution cloud is beginning to expand beyond my walls. And my walls are already crazy far out there.
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# ? Jun 4, 2014 18:56 |
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Easiest way to kill nests before power armor mk2 is to clear a circular area around the nest with poison capsules and then use your car to circle strafe the nest. Basically the same tactic that I use even with power armor except the car goes faster and loses hp from running into biters. You just have to keep kiting the biters by pulling them away from the nest and then zoom back in real quick to snipe a few buildings, rinse repeat.
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# ? Jun 4, 2014 21:04 |
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I'm almost at the end of my peaceful game (grinding the research for the rocket defense) and yah I had the same experience with armours. Shields are the only worthwhile things before you get purple eggs. Tower creeping was pretty fun though once I started using blueprints/construction bots. Just stick two laser turret fire bases in your backpack, and stagger them forwards. BTW is there a way to move construction bots around without setting up a roboport? Like can you just recover them and charge them only occasionally? Also TBH I didn't even find the level 3 armor that great since for about the same amount of eggs you can get T3 combat robots which will go through biter nests like japanese wasps in a beehive. Some strategy questions now that I'm about to start my serious (non-peaceful) game: Is it worth it to pursue like, low pollution? All-solar power, all-electric furnaces, efficiency modules only. Like, will the biters actually leave you alone (ish) if you do that? It seems that miners would still pollute a fair bit even so, and probably a bunch of other stuff I'm not considering. If going the other way (ALL COAL ALL THE TIME), does it help to contain the worst polluters in a small area and focuses defences there? Or will biters simply attack wherever they can regardless? Does leaving a buffer space like Rhonyn is doing actually help? Also are AP gun turrets and lasers both more or less equally viable ? Lasers seem to have a categorical range advantage but I'm guessing you need considerable power output to sustain a steady stream of attacks. Do AP turrets get better DPS at least? Aaand finally, I keep getting burned by trying to use belt lanes for separate things. Splitters can't actually unzip them reliably from what I can tell (when one lane runs out they'll just divide up the remaining ones). A bunch of green grabby-arms can do it but poo poo can still get backed up and starve the supply for something. Am I correct in thinking its best to limit these to last mile distribution to fast assemblers only (which can't use red arms without loosing a lot of throughput) and keep everything else in dedicated belts if possible? Also, I really wish this game had boats. All that water just feels like it should be prime industrial coastline, but you actually just need a few water intakes and that's about it. Cargo ships that works like automated trains would be perfect. Could add offshore platforms since we're at it. I take it this is well outside the scope of the current modding API? Btw on that topic what length trains do you guys usually use? I noticed their acceleration drops quite noticeably after 2 or so wagons, and longer loading platforms present their own logistical problems on top of all that. I've been doing 4-5 wagons and I'm starting to suspect that really is far too long. Also there's no way of making doors or something for trains to get past walls? Just count on the train running poo poo over every 90 seconds or so? I guess underground belts could at least section off the semi-open loading area from the mining operation itself.
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# ? Jun 4, 2014 21:07 |
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# ? Apr 24, 2024 09:38 |
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Xel posted:Easiest way to kill nests before power armor mk2 is to clear a circular area around the nest with poison capsules and then use your car to circle strafe the nest. Basically the same tactic that I use even with power armor except the car goes faster and loses hp from running into biters. You just have to keep kiting the biters by pulling them away from the nest and then zoom back in real quick to snipe a few buildings, rinse repeat. Wait a second wait a second.... You can shoot... while inside the car??
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# ? Jun 4, 2014 21:09 |