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FISHMANPET
Mar 3, 2007

Sweet 'N Sour
Can't
Melt
Steel Beams

FISHMANPET posted:

So here's how all my trains get loaded, a series of splitters so that each inserter has its own dedicated belt:




Since I've spent the last few hours of play optimizing the factory that loads this train, here's the belts feeding the factories that supply that train:

And here's the factory those belts feed:

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UberJumper
May 20, 2007
woop

FISHMANPET posted:

Since I've spent the last few hours of play optimizing the factory that loads this train, here's the belts feeding the factories that supply that train:

And here's the factory those belts feed:


Did you use some sort of mod to fill in water? I don't understand how you have absolutely no annoying lakes? :confused:

boatiemathmo
Dec 12, 2004
You can set Water to only appear near the starting area in the New Game Options.

Evilreaver
Feb 26, 2007

GEORGE IS GETTIN' AUGMENTED!
Dinosaur Gum

boatiemathmo posted:

You can set Water to only appear near the starting area in the New Game Options.

This. While it may seem nice, it also removes all natural barriers so you have 360 degrees to fortify in order to defend, and you can't (advanced) refine oil away from your base.

So it's a tossup.

SpookyLizard
Feb 17, 2009
Can't you also expand the starting area?


I also can't believe I never thought about that setting when constantly rejecting and regenerating maps.

FISHMANPET
Mar 3, 2007

Sweet 'N Sour
Can't
Melt
Steel Beams

UberJumper posted:

Did you use some sort of mod to fill in water? I don't understand how you have absolutely no annoying lakes? :confused:

I may have increased the size of the starting area, but I didn't adjust water at all, and I didn't do anything to the map after it was modified. Here's what my whole map looks like:

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
Man, I'm envious of your position. My latest base doesn't have any other bodies of water in a huge radius around me.

UberJumper
May 20, 2007
woop

FISHMANPET posted:

I may have increased the size of the starting area, but I didn't adjust water at all, and I didn't do anything to the map after it was modified. Here's what my whole map looks like:


See i always see a ton of people with these huge nice continous bodies of water, but all i apparently get is a ton of tiny little lakes thrown everywhere. :iiam:

You should post your map exchange string :allears:

*EDIT* After playing with the settings in map generation and using the editor.

Lowering terrain segmentation to low seems to lead to mostly continous bodies of water outside of your starting zone. Your starting zone for whatever reason will always have a bunch of werid little lakes.

However lowering terrain segmentation has a weird downside, and that is on medium+ water sizes there is a good chance you can end up spawning on an island completely cut off from everything.

I find the map generation to be really weird in factorio.

UberJumper fucked around with this message at 18:51 on Jul 24, 2014

FISHMANPET
Mar 3, 2007

Sweet 'N Sour
Can't
Melt
Steel Beams
AAAKAAMAAQADAwYAAAAEAAAAY29hbAMFAgoAAABjb3BwZXItb3JlAwUCCQAAAGNydWRlLW9pbAUFBAoAAABlbmVteS1iYXNlAwMCCAAAAGlyb24tb3JlAwUCBQAAAHN0b25lAwUCUCbzYPZWAADTXAAAAAAAAAAAAAAFACrrGdL=

I'll warn you, starting on this particular map is actually brutal. I haven't exhausted any copper deposits yet, so all the copper you see is what you start with. The deposits are enormous, but really far away.

Evilreaver
Feb 26, 2007

GEORGE IS GETTIN' AUGMENTED!
Dinosaur Gum
Speaking of weird map generation, I tried making an ultra-huge/rich/common ore map for a speedrun, and I kept getting maps where I was walled in with perfectly circular walls of those stone outcropping doodads. I'm guessing some sort of anticheese, because I don't know of any other reasons that might happen.

Anyone else run into this? I'll try to recreate it when I get home.

UberJumper
May 20, 2007
woop

FISHMANPET posted:

AAAKAAMAAQADAwYAAAAEAAAAY29hbAMFAgoAAABjb3BwZXItb3JlAwUCCQAAAGNydWRlLW9pbAUFBAoAAABlbmVteS1iYXNlAwMCCAAAAGlyb24tb3JlAwUCBQAAAHN0b25lAwUCUCbzYPZWAADTXAAAAAAAAAAAAAAFACrrGdL=

I'll warn you, starting on this particular map is actually brutal. I haven't exhausted any copper deposits yet, so all the copper you see is what you start with. The deposits are enormous, but really far away.

I will give this a shot! Thanks.

Evilreaver posted:

Speaking of weird map generation, I tried making an ultra-huge/rich/common ore map for a speedrun, and I kept getting maps where I was walled in with perfectly circular walls of those stone outcropping doodads. I'm guessing some sort of anticheese, because I don't know of any other reasons that might happen.

Anyone else run into this? I'll try to recreate it when I get home.

Did you specify water to only spawn in your starting area? If so then it seems to fill any areas that it would normally fill with water, instead with those stones. Its really weird.

awesmoe
Nov 30, 2005

Pillbug
In my experience if you set water to 'only starting area' you get a ring of stones, the size of the ring is determined by the starting area size field.
So yeah rush grenades or AP ammo :/

Mellow_
Sep 13, 2010

:frog:


Probably not very useful, but interesting.

Factorio map generation is weird.

UberJumper
May 20, 2007
woop

AuxPriest posted:



Probably not very useful, but interesting.

Factorio map generation is weird.

Yeah this is becoming my problem, I have started two games that turns out i am alone on a large island. Opening the map using the map editor, the map editor apparently the only thing it seems to generate is water.

Sovy Kurosei
Oct 9, 2012
I started a new game and ended up on my own personal island.

SpookyLizard
Feb 17, 2009
Generate a new map and open it first in the map editor. edit some terrain in if necessary. You can paint a pretty wide swath with it. You should be able to paint more than enough in a bit, though you may need to include iron/copper/other supplies. The bugs should fill themselves in.

Dirk the Average
Feb 7, 2012

"This may have been a mistake."
Something that I've noticed in my maps is that water seems to be the last thing added to a map. I'll often see metal deposits split by a lake where it's obvious that the water was added in after the deposit was generated.

Neruz
Jul 23, 2012

A paragon of manliness
Maybe it is a sign that botes are on the way :v:

Ripperljohn
May 13, 2014

I've been trying to set up an automated research base, but i can't seem to get the proportions of the assemblers right - anyone got a layout i could check to see where i'm going wrong?

Thel
Apr 28, 2010

Ripperljohn posted:

I've been trying to set up an automated research base, but i can't seem to get the proportions of the assemblers right - anyone got a layout i could check to see where i'm going wrong?

http://www.factorioforums.com/forum/viewtopic.php?f=8&t=4526 - that works quite nicely for red/green.

Blue is an utter bastard tbh. I generally double the science pack 1/2 layout (to get one science per second), then to get one blue per second requires:
- 16 assembler 2s (or 10 assembler 3s) making blue science.
Then you need one advanced circuit, one battery and one smart inserter per second. I'd generally recommend logi-botting those around rather than belting them. Not going to go into the detail except to say you'll need a ton of copper, iron, petrol and water. :)

http://rubyruy.github.io/factorio-calc/ is a fairly basic calc, but it's enough to give you an idea of what you'll need.

NB: blue science is actually the one you need least of overall (I think), so it's probably okay if you're producing slightly less blue than red/green.

Ripperljohn
May 13, 2014

Thel posted:

http://www.factorioforums.com/forum/viewtopic.php?f=8&t=4526 - that works quite nicely for red/green.

Blue is an utter bastard tbh. I generally double the science pack 1/2 layout (to get one science per second), then to get one blue per second requires:
- 16 assembler 2s (or 10 assembler 3s) making blue science.
Then you need one advanced circuit, one battery and one smart inserter per second. I'd generally recommend logi-botting those around rather than belting them. Not going to go into the detail except to say you'll need a ton of copper, iron, petrol and water. :)

http://rubyruy.github.io/factorio-calc/ is a fairly basic calc, but it's enough to give you an idea of what you'll need.

NB: blue science is actually the one you need least of overall (I think), so it's probably okay if you're producing slightly less blue than red/green.

Thanks a bunch,gonna set up the red/green today and see how that goes

SpookyLizard
Feb 17, 2009
I do similar set up except I belt iron directly to the gear factory, and have assemblers on both sides of the line. This keeps the red science belt fully loaded, and causes it to take up less space. You could probably put a gear factory on both sides and double up your production all together.

I ship green chips to my green bottle factory because gently caress making that poo poo on-site. It's incredibly awkwardly ineffecient. I just mass produce those fuckers else where, and they tend to get a two belts on the bus.

Michaellaneous
Oct 30, 2013

Neruz posted:

Maybe it is a sign that botes are on the way :v:

Or planes.

Evilreaver
Feb 26, 2007

GEORGE IS GETTIN' AUGMENTED!
Dinosaur Gum
Four red science asmb2's fed by 1 gear asmb2 will keep 15 labs fed right through Lab Effic 4 research. There's no reason to kick production any higher, since getting blue sci that high is a major chore, and that ends up being your bottleneck.

I keep 4 reds, 6 greens, and 8 blues running at all times (as long as I have ore coming in, anyway), and that keeps science running fast and reliable.

I have chip/advchip production optimized to heck so, it usually ends up being steel or batteries that are my sticking points since they end up at the tail end of my main iron artery and starve each other.

UberJumper
May 20, 2007
woop
Does anyone know about scenarios? If i just add a player to the map will everything work correctly?

Mellow_
Sep 13, 2010

:frog:

UberJumper posted:

Does anyone know about scenarios? If i just add a player to the map will everything work correctly?

Yeah, but you won't have any items. All I did was toss the regular starting items on the ground beside me and pick em up once I loaded.

Dr. McReallysweet
Sep 12, 2006

The possibility of physical and mental collapse is now very real. No sympathy for the Devil, keep that in mind. Buy the ticket, take the ride.
Tanks? How do we feel about tanks

https://www.factorio.com/blog/post/fff-44

Evilreaver
Feb 26, 2007

GEORGE IS GETTIN' AUGMENTED!
Dinosaur Gum
This is one of those things that I feel confident leaving up to the devs with minimal input. These guys know what they're doing and I trust them to make a tank that fits with the car and general theme/appearance of Factorio. :allears:

Pornographic Memory
Dec 17, 2008
Tanks are cool but boats or any kind of vehicle not bound to dry land should probably be a greater priority. Some way to cross bodies of water would be really excellent.

Mellow_
Sep 13, 2010

:frog:

Pornographic Memory posted:

Tanks are cool but boats or any kind of vehicle not bound to dry land should probably be a greater priority. Some way to cross bodies of water would be really excellent.

Make the tanks amphibious.

UberJumper
May 20, 2007
woop
Yeah a boat would be much nicer, honestly i could care less about multiplayer. To me this game just does not feel like a multiplayer game. I would rather see a bunch of improvements in other areas, like doing something about water, bridges, or some more late game stuff.

Honestly i still cannot see multiplayer working in a fashion that does not cause a massive headache.

ModeSix
Mar 14, 2009

In Dytek mod there's a way to play where you have no little guy running around, is there a way to enable this sort of behavior without using Dytek?

Baloogan
Dec 5, 2004
Fun Shoe

UberJumper posted:

Yeah a boat would be much nicer, honestly i could care less about multiplayer. To me this game just does not feel like a multiplayer game. I would rather see a bunch of improvements in other areas, like doing something about water, bridges, or some more late game stuff.

Honestly i still cannot see multiplayer working in a fashion that does not cause a massive headache.

This guy right here was the kid who didn't share the legos.

Evilreaver
Feb 26, 2007

GEORGE IS GETTIN' AUGMENTED!
Dinosaur Gum
Oh boy! An update! :neckbeard:

Patch notes posted:

Version: 0.10.4
Date: 25.7. 2014
Bugfixes:
- Lights Render Quality settings is saved now (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=4797).
- Fixed Lights Render Quality slider overflow(http://www.factorioforums.com/forum/viewtopic.php?f=7&t=4797).
- Fixed crash when mod lowers number of variations for a resource (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=4777).
- Fixed scrolling reset in the mods list (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=4839).
- Added missing drawlight routines for all entities producing light(http://www.factorioforums.com/forum/viewtopic.php?f=48&t=4852).
- Fixed roboport recharging rate tooltip(http://www.factorioforums.com/forum/viewtopic.php?f=7&t=4846).
- Fixed placement indicator for gun turrets(http://www.factorioforums.com/forum/viewtopic.php?f=7&t=4869).
- Fixed weirdness when inserting into assembling machine running burner(http://www.factorioforums.com/forum/viewtopic.php?f=7&t=4843).
- Fixed burner inserter not refuelling itself(http://www.factorioforums.com/forum/viewtopic.php?f=7&t=4843).
- Fixed that player was oversupplied in some cases (http://www.factorioforums.com/forum/viewtopic.php?f=30&t=4801).
- Fixed that radar didn't rescan chunks (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=4793).
- Inserter wakes up after copying entity settings(http://www.factorioforums.com/forum/viewtopic.php?f=7&t=4950).
- Pickup items and zoomin/zoomout works even when assigned to mouse cursor that is over gui.
- Fixed the non-fitting graphics of the belt in the underground belt for north+west direction (http://www.factorioforums.com/forum/viewtopic.php?f=30&t=4901).
- Game guis don't interact when the game is paused(http://www.factorioforums.com/forum/viewtopic.php?f=7&t=4891).
- Fixed that the provider chests started to be ignored under some circumstances (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=4600).
- Fixed that the requester chests was ignored when the deliver failed (robot destroyed or similar) (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=4548).
- Fixed the direction of input/output underground belt structure.
- Workaround for sound problems with pulseaudio (http://www.factorioforums.com/forum/viewtopic.php?f=41&t=2489)
- The Factorio.exe (Windows systems) has the Factorio icon included.
- Fixed the wrongly drawn rails and other larger structures on the map on the edges of the chunks.
- Fixed the tooltip delay label not showing correct value when the Settings windows was opened.
- Added checks for validity of allocated bitmaps to work around a bug on some intel graphics cards on linux (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=1991)
- Fixed that changing text of textfield from script didn't update the text of the field until the game was reloaded
(http://www.factorioforums.com/forum/viewtopic.php?f=7&t=4372).
- Fixed rocket defense requirements to be base 10 and fit withint 1 stack size (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=4981).
Modding:
- Disallowed duplicate technology ingredient and duplicate lab input. (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=4917).
- Better error message when prototype is not loadable. Type of the prototype and mod(s) that created/changed the prototype is displayed.
Scripting:
- Fixed dummy caninsert functions for car and character(http://www.factorioforums.com/forum/viewtopic.php?f=7&t=4848).
- Call to teleport keeps entity orientation(http://www.factorioforums.com/forum/viewtopic.php?f=7&t=4837).
- Orientation of car and fish can be changed via entity orientation property in lua api (i.e. car.orientation = 0.21).
- Added game.player.force rechart command, to force recharting of the whole map.

All bugfixes, no features :(

ModeSix posted:

In Dytek mod there's a way to play where you have no little guy running around, is there a way to enable this sort of behavior without using Dytek?

Play -> Custom Scenario -> base/Sandbox

Evilreaver fucked around with this message at 22:51 on Jul 25, 2014

Loren1350
Mar 30, 2007

Evilreaver posted:

All bugfixes, no features :(

Speak for yourself. All I see is this:

Patch Notes posted:

- Orientation of car and fish can be changed via entity orientation property in lua api (i.e. car.orientation = 0.21).

Roads.

Kenlon
Jun 27, 2003

Digitus Impudicus

Evilreaver posted:

This is one of those things that I feel confident leaving up to the devs with minimal input. These guys know what they're doing and I trust them to make a tank that fits with the car and general theme/appearance of Factorio. :allears:

The one thing they really need to do, but haven't said anything about, are some quality of life features. Stuff like map view modes for power/fluid flow, for example.

voodoo dog
Jun 6, 2001

Gun Saliva

Kenlon posted:

The one thing they really need to do, but haven't said anything about, are some quality of life features. Stuff like map view modes for power/fluid flow, for example.
Especially something to keep track of railroad pathing.. I still have one train going weird places and I can't find the error in my network. Also more than once I've misplaced a signal and only realized it several minutes later when everything came to a halt.

Drevoak
Jan 30, 2007

Kenlon posted:

Stuff like map view modes for power/fluid flow, for example.

Oh absolutely. I think I struggled with fluid so much in the beginning because just looking at a pipe and seeing the numbers fluctuate wildly was hard to determine if you werent producing enough or you had too many machines consuming it. Would also be nice to get some kind of logistic fluid pipes that could monitor storage tank levels as well.

xarph
Jun 18, 2001


Drevoak posted:

Oh absolutely. I think I struggled with fluid so much in the beginning because just looking at a pipe and seeing the numbers fluctuate wildly was hard to determine if you werent producing enough or you had too many machines consuming it. Would also be nice to get some kind of logistic fluid pipes that could monitor storage tank levels as well.

Something like the Dwarf Fortress init variable that replaces liquid tiles with a 0-7 number indicating the amount of fluid in that tile. Or just put a colored overlay over the pipes and adjust the opacity based on how much liquid is in the pipe.

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UberJumper
May 20, 2007
woop
Does anyone have a good chemical/oil processing setup? I know someone posted a really nice modular setup but after going through the last 20 pages i cannot find it.

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