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Goddamn, why don't mods want to work for me?
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# ? Jul 21, 2014 20:18 |
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# ? Apr 23, 2024 10:44 |
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SpookyLizard posted:Goddamn, why don't mods want to work for me? What happens? Are you putting them the right place? Which mod is it? Error message?
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# ? Jul 22, 2014 06:34 |
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Dunno-Lars posted:What happens? Are you putting them the right place? Which mod is it? Error message? I fixed it. The wiki lies. It's not to be put in the folder in %APPDATA%, it's the one in the install directory. For some loving reason. E: What maps work well for working with trains and stuff. I've hosed around in the editor with my past few maps and I'd like to do one with lots of trains and stuff. SpookyLizard fucked around with this message at 06:53 on Jul 22, 2014 |
# ? Jul 22, 2014 06:47 |
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SpookyLizard posted:I fixed it. The wiki lies. It's not to be put in the folder in %APPDATA%, it's the one in the install directory. For some loving reason. Any map can work well with trains. If you want something where trains are more optimal, you want large deposits with medium or less resources, as that will force you to expand and grab new deposits continually. That way you can keep one central smelting operation going and use networks of trains to go and grab new patches of ore to bring back to base.
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# ? Jul 22, 2014 07:30 |
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Mayakashi posted:Rather than adding combat robots, I'd personally rather combat be automated by introducing something like the Big Bertha cannon from Total Annihilation. Effectively unlimited range, ammunition is complicated to manufacture, puts a huge drain on your power grid to fire. Then just add some kind of scavenger bot to go pick up the artifacts. This is absolutely the right answer balance and fun-wisely.
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# ? Jul 22, 2014 17:02 |
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A huge cannon to blast critters from far away would also give some sort of meaning to the radar. Currently I find radars to be useless. Sure, it's nice to have your surroundings explored for you, but driving around in your car you'll quickly explore the same and more anyway. If radars could be integrated with an automatic long range targeting system, the additional resource and energy cost offers another balance check, and perhaps I'd finally have a reason to build more than one or two novelty radars.
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# ? Jul 22, 2014 18:51 |
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Alternatively, your radars should be able to pick up nearby bugs, giving you/your turrets forwarning. Whether it worked as a localized buff or turrets connected with wires or just by being in the same power network, you could make them actually useful by giving your turrets a range boost or something.
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# ? Jul 22, 2014 19:22 |
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What's a decent design for an expandable oil refinery? Any suggestions will help, just looking for something half decent to maybe gently caress around with. Maybe some screenshots? I've got this tiny thing for now:
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# ? Jul 22, 2014 19:59 |
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Is there any way to bridge water? Found this neat island seed, but well, it's an island.
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# ? Jul 22, 2014 20:15 |
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bimmian posted:Is there any way to bridge water? Found this neat island seed, but well, it's an island. I think the roadworks mod adds bridges. You can also, in the worst case, open that map up in the editor and amke a small-ish land bridge. Justify it as terraforming. Speaking of, you should post that exchange string. Seems neat.
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# ? Jul 22, 2014 20:17 |
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SpookyLizard posted:I think the roadworks mod adds bridges. You can also, in the worst case, open that map up in the editor and amke a small-ish land bridge. Justify it as terraforming. Do exchange strings finally work?
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# ? Jul 22, 2014 20:21 |
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UberJumper posted:Do exchange strings finally work? Did they not before? I've only used it like twice, but it worked fine then.
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# ? Jul 22, 2014 20:24 |
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AuxPriest posted:What's a decent design for an expandable oil refinery? Any suggestions will help, just looking for something half decent to maybe gently caress around with. Refineries are stackable and blueprintable, and the crackers can be expanded and repeated as needed. If you stack enough refineries and run out of room, just add another bank of crackers along another petrol line.
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# ? Jul 22, 2014 20:37 |
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SpookyLizard posted:Speaking of, you should post that exchange string. Seems neat. Please please do. drat cool map.
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# ? Jul 22, 2014 20:41 |
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SpookyLizard posted:I think the roadworks mod adds bridges. You can also, in the worst case, open that map up in the editor and amke a small-ish land bridge. Justify it as terraforming. Roadworks definetely adds bridges but you have enable them in the mod file, though I want to say they dont work with railroads (yet).
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# ? Jul 22, 2014 20:56 |
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SpookyLizard posted:I fixed it. The wiki lies. It's not to be put in the folder in %APPDATA%, it's the one in the install directory. For some loving reason. %appdata%\Factorio\mods\somemodname ? Communist Zombie posted:Roadworks definetely adds bridges but you have enable them in the mod file, though I want to say they dont work with railroads (yet). Landfill. http://www.factorioforums.com/forum/viewtopic.php?f=14&t=3793&start=30#p36160
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# ? Jul 22, 2014 21:47 |
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SpookyLizard posted:Speaking of, you should post that exchange string. Seems neat. How do I get that string?
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# ? Jul 22, 2014 21:54 |
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Evilreaver posted:I made this mod way earlier: Would you be so nice and give me the mod? I feel that aliens and artifacts are more of a chore than any real danger after a point
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# ? Jul 22, 2014 22:04 |
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SpookyLizard posted:I think the roadworks mod adds bridges. You can also, in the worst case, open that map up in the editor and amke a small-ish land bridge. Justify it as terraforming. Unless I'm missing something, you can't load up an existing save in the map editor. Is there a different way of doing that? I did find a mod called Landfill that will let you convert water to land, I'll give that a shot if I can't open it in the editor. In the meantime, here is the save- https://dl.dropboxusercontent.com/u/70798143/island.zip
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# ? Jul 22, 2014 22:16 |
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So I got the demo of this on Sunday and then played twelve straight hours of the full game without noticing the passage of time, it's the most fun I've had in an RTS since the 1990's (barring Achron). Have the developers mentioned anything about expanding the enemy variation? I feel like this would reduce the late-game grind that many people are talking about.
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# ? Jul 22, 2014 22:17 |
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bimmian posted:Unless I'm missing something, you can't load up an existing save in the map editor. Is there a different way of doing that? I did find a mod called Landfill that will let you convert water to land, I'll give that a shot if I can't open it in the editor. Just make sure you're using the fixed version! I linked it above. Rime posted:So I got the demo of this on Sunday and then played twelve straight hours of the full game without noticing the passage of time, it's the most fun I've had in an RTS since the 1990's (barring Achron). http://www.factorioforums.com/forum/viewtopic.php?f=3&t=678 Hopefully enemy variation is part of "proper endgame content."
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# ? Jul 22, 2014 22:25 |
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bimmian posted:How do I get that string? When looking at a saved game in the load menu, there is a button on the bottom that says "Map Exchange String". If it does not exist, you have to update.
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# ? Jul 22, 2014 22:25 |
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Shintaro posted:http://www.factorioforums.com/forum/viewtopic.php?f=3&t=678 Awesome! This game is really the sleeper surprise of the year for me, I love that the developers are actually getting poo poo done and regularly putting out solid and completely playable releases, instead of focusing on flash and milking Steam Early Access for all its worth.
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# ? Jul 22, 2014 22:30 |
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I have discovered that Rocket Defense's stack size is 5, so I only need 240 of them fill a Steel Chest. I'm really bummed that their production can't be automated, so that I could just set a personal goal of 1000 Rocket Defenses or whatever.
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# ? Jul 23, 2014 00:03 |
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bimmian posted:How do I get that string? It should be under like Options > something. Might show up under like load or save games, you should be able to generate it. I believe there is also a way to export a save game into an editable scenario. Pretty sure I read something about it on the wiki when i was reading about modding and stuff. bimmian posted:Unless I'm missing something, you can't load up an existing save in the map editor. Is there a different way of doing that? I did find a mod called Landfill that will let you convert water to land, I'll give that a shot if I can't open it in the editor. Thank you for this. If you don't extract the scenario first, I will tonight when I get home. Shintaro posted:%appdata%\Factorio\mods\somemodname ? %APPDATA%\Factorio\mods\mymod doesn't work. Maybe because I have Factorio installed to D:\Factorio and not C:\<default install location>, it wants the stuff to be dropped into D:\Factorio\Mods\<mod name>. Once I got that poo poo sorted out it worked fine.
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# ? Jul 23, 2014 00:05 |
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FISHMANPET posted:I have discovered that Rocket Defense's stack size is 5, so I only need 240 of them fill a Steel Chest. They only take a second to make by hand. Get a steel chest of modules, glue that poo poo together, repeat. On that note, I have my module factory crapping out 3 L3 modules a minute now... Michaellaneous posted:Would you be so nice and give me the mod? I feel that aliens and artifacts are more of a chore than any real danger after a point http://www.mediafire.com/download/5uuh315vzchdu5i/CraftArtifacts.rar Mod's very simple and presented as-is, no warranties or takesies-backsies Evilreaver fucked around with this message at 00:53 on Jul 23, 2014 |
# ? Jul 23, 2014 00:36 |
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I made a version that uses sulfuric acid, a blue chip, a robot chassis and a destroyer capsule. You still need to go grab some artifacts tje old fashioned way, but most items require you to make a prototype before automation. E: This forums post has instructions on how extract a map from a save file. It's neat. Factorio will crash afterwards, however. For me it did at least. I may gently caress around with the island somewhat, giving it at least a 2x2 tile way off the island. Unforunately I think this breaks the rocketdefense somewhat, but I can live with that. If anyone wouldlike a copy, I'll be happy to make one. SpookyLizard fucked around with this message at 08:11 on Jul 23, 2014 |
# ? Jul 23, 2014 06:49 |
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Evilreaver posted:I have my module factory crapping out 3 L3 modules a minute now... Please post a pic of this.
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# ? Jul 23, 2014 10:06 |
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SpookyLizard posted:E: This forums post has instructions on how extract a map from a save file. It's neat. Factorio will crash afterwards, however. For me it did at least. I tried that last night, but it doesn't appear to work on osx. I did it on my windows vm, and i can see it under "user scenarios" in the map editor, but when I moved that file back over to osx, it doesn't recognize it as a scenario.
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# ? Jul 23, 2014 13:08 |
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Radar was mentioned earlier in the thread, and I wanted to make sure everyone knows that on top of the active detection of far off map chunks, any radar dishes will keep a radius of the map around them updated constantly. Without either your presence or a radar scan (shows up on the map as the bright squares) you don't get to see new biter nests. If a nest or some worms pops up out near the far side of your base you won't see anything but all of the attack notifications. Early game that doesn't matter, since your base is small enough that your natural radar will cover it, but lategame it can be helpful for tracking down the source of trouble-spots. Unrelated, but is there a way to find out how many construction bots I've got? I'd guess I'm in the 400-500 range at this point. Is my only option "ask them to deconstuct a chest of junk and hold right click next to the chest"? edit: Michaellaneous posted:Mouseover any network chest iirc. Isn't that just for logistic bots though? egg tats fucked around with this message at 13:15 on Jul 23, 2014 |
# ? Jul 23, 2014 13:12 |
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senae posted:Radar was mentioned earlier in the thread, and I wanted to make sure everyone knows that on top of the active detection of far off map chunks, any radar dishes will keep a radius of the map around them updated constantly. Without either your presence or a radar scan (shows up on the map as the bright squares) you don't get to see new biter nests. If a nest or some worms pops up out near the far side of your base you won't see anything but all of the attack notifications. Mouseover any network chest iirc.
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# ? Jul 23, 2014 13:13 |
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Breetai posted:
Overview: Chip Factory: 2 Chip (x4 Prod each)/3 Wire (11 Prod, 1 Sped) x11 A few beacons squeeze a little extra speed out of the chip factories. AdvChip Line: [2 asmb x 9] 4 Production inside, 8 Speed beacons, every assembler has THAT power and pollution rating You can also see the module tree in this shot. Two trees, one jammed with Speed modules, the other not. Processor Facility: [this is the whole thing] 4 Production, speed beacons get them to +40% Prod and Speed, and each is 1.2 MW of power Ore Inlet [one on each side]: 52 Smelters per ore, per side (My main lab staggers the smelters so they don't "collide" with the substations, was too lazy to fix it here) Power: Production: Typical inventory: Big Map: A note here, those are radar stations set at the very edge of my pollution cloud. They have turrets (not anywhere NEAR enough to defend themselves, they were meant to be temporary), power, walls, and 4 radars, but have never been attacked. --- I was thinking about abandoning this game since it's pretty well "won" at this point and it's a huge chore to build and fortify new bases. If I really wanted to, I could obliterate every bug under my cloud and fortify the wall and live in my own little country which would allow me to feed infinite wealth into the grinders, satisfying the parts gods, but as it is I'm juggling too many bases and getting too little done. My science lab has ground to a halt, as a copper field dried up. I can provide more details if you like.
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# ? Jul 23, 2014 17:29 |
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Evilreaver posted:
Can i see how you build your train depots and how you drop off/load stuff onto your trains. I keep looking for a decent example but can never find anything decent.
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# ? Jul 23, 2014 18:02 |
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Goddamn.
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# ? Jul 23, 2014 18:03 |
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UberJumper posted:
A dead mine. On the left was a copper mine, the only evidence of its passing being a few bits of ore dust that didn't get caught by the bots. As I was trying to get a screenshot, it turns out all of my mines are dead or dying The philosophy here is to have ore come in from the "front" of the train and the "back" of the train so you fill both cars evenly, otherwise one car tends to fill and the other starves (until the buffer chests fill up). Dropoff. See how both sides of the belt are naturally filled. I'm not 100% sure this is the best way, but it's 80% there and suits my purposes. Also see how no goddamn copper is coming in from the train
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# ? Jul 23, 2014 18:15 |
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Fascinating. Do you have any issues with the traincar-chests 'stopping"? Last time I tried them they inserters would randomly "Stop" and I'd have to move the train car or rotate the arms a full rotation to make them use the car again. What was weird was that I'd only have to do a single inserter, once one of them started accessing the chest, the rest would follow suit.
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# ? Jul 23, 2014 18:22 |
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Aw dang I never thought about sending ore from front and back to the train to fill it up evenly. I just have a one-way line of ore belt->inserters->buffers chests->inserters to train (and the same but in the opposite direction for dropoff) and that has always resulted in the car closest to the direction the ore is coming from filling up, thus filling up the first few buffer chests both at the pickup and often dropoff, and then ore being shipped back and forth between my dropoff and pickup without being properly deposited because everything is full, while a bunch of other buffer chests and cars at the end of the line remain empty. On the other hand I didn't really need more ore right now, but it's not about that anyway. It's about building proper logistics
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# ? Jul 23, 2014 18:24 |
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So here's how all my trains get loaded, a series of splitters so that each inserter has its own dedicated belt: And two different methods of unloading: I like the second one better, though they both suffer from the problem that as the chests empty out, only a couple are feeding the belt and can't saturate it, even if they have thousands of items. I may try one where each train car unloads into two train cars as the buffer, and those train cars are unloaded onto the belt. I'd lose capacity, but gain throughput.
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# ? Jul 23, 2014 19:55 |
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If you can spare the space, have train unloaded into chests, then into the train car. So your delivery train leaves ASAP, and your chests can keep the unloading/buffer car full.
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# ? Jul 23, 2014 21:54 |
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# ? Apr 23, 2024 10:44 |
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Evilreaver posted:
FISHMANPET posted:So here's how all my trains get loaded, a series of splitters so that each inserter has its own dedicated belt: Thanks these are so much better than the hideous things i create with train stations. Another random question how do people get such nice maps with the large open areas that aren't a clusterfuck of random little lakes every few feet.
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# ? Jul 23, 2014 23:42 |