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So, I built a train station that unloads into chests that unload onto train cars that unload onto a belt:
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# ? Aug 7, 2014 04:24 |
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# ? Apr 18, 2024 19:34 |
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Why not go car->car->belt?
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# ? Aug 7, 2014 11:55 |
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Thel posted:Why not go car->car->belt? Chests have massive capacity when compared to train cars; the chests act as the main storage, while the car 'smooths out' the distribution of materials from chests. so instead of the chest at the farthest end of the conveyer emptying faster because its section of the belt is most often clear, they all (in theory) empty at the same rate.
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# ? Aug 7, 2014 11:59 |
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So, if anyone is interested, Arumba has quite the long and decent LP of Factorio, with lots of designs and little tricks you can copy. Also he has a decent voice, so eh. https://www.youtube.com/playlist?list=PLH-huzMEgGWD7yMEuxKeFAinXB-Zkgdnf
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# ? Aug 7, 2014 12:30 |
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Michaellaneous posted:So, if anyone is interested, Arumba has quite the long and decent LP of Factorio, with lots of designs and little tricks you can copy. Also he has a decent voice, so eh. Watching this LP is almost physically painful - he goes out of his way to do things in a less efficient manner time after time. It's got some good material, but it you get about doing things right, beware.
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# ? Aug 8, 2014 12:05 |
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Kenlon posted:Watching this LP is almost physically painful - he goes out of his way to do things in a less efficient manner time after time. It's got some good material, but it you get about doing things right, beware. Yeah, but I have not found much else, and he has at least a basic concept of the game.
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# ? Aug 8, 2014 12:10 |
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Michaellaneous posted:So, if anyone is interested, Arumba has quite the long and decent LP of Factorio, with lots of designs and little tricks you can copy. Also he has a decent voice, so eh. You can filter toolbar slots?!?!?!?!?!?! There is so much i never knew. Also something i am not really sure how he does this, but here he puts half of what he has in his inventory and not just half of a stack into the chest: https://www.youtube.com/watch?v=JeqGEj3cn1w&t=770s How do you do this UberJumper fucked around with this message at 15:37 on Aug 8, 2014 |
# ? Aug 8, 2014 15:12 |
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UberJumper posted:You can filter toolbar slots?!?!?!?!?!?! As of one of the 0.10's (.2 maybe?) you can filter cargo trains, too, the same way. Middle click on a blank slot and select item, or middle click on occupied slot to set to current item. Control middle click to clear. UberJumper posted:Also something i am not really sure how he does this, but here he puts half of what he has in his inventory and not just half of a stack into the chest: Control-rightclick, with the interface open. Control-rightclick with it closed will put half the stack in your hand (rounded down) into it.
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# ? Aug 8, 2014 22:41 |
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Shintaro posted:As of one of the 0.10's (.2 maybe?) you can filter cargo trains, too, the same way. Middle click on a blank slot and select item, or middle click on occupied slot to set to current item. Control middle click to clear. That is awesome thanks I have been playing a lot with Dytech, and some of the stuff it adds is not really that bad. But some of it is just really tedious. The entire dytech subforum is a confusing mess of outdated information. At the base level Dytech adds a bunch of new basic items; super advanced circuits, 3 kinds of loving gears, 2 types of wire, rubber, and a few other intermediaries. It also changes a few recipes and i am not 100% sure why, but they do. Level 1 science is now made with stone gears, and copper plates. So stone is now more or less required during the entirety of the game. However there is a way to get infinite stone from water filtering, which feels like cheating. Steel is also a lot more used in crafting. Honestly i don't mind the changes it makes a few production chains a bit more complex, but honestly it is not that bad. How to Make Rubber: - Cut down trees, you will get Resin - Make Rubber tree seeds - Plant the seeds - Wait a few days for it to grow into a rubber tree - The rubber tree is a chest that slowly fills with resin - Put an inserter next to the tree and it will start removing resin - Put Resin in furnance ==> Rubber The unfun Dytech Stuff: Dytech Warfare mod basically makes everything related to defense and the enemy biters a massive labour intensive chore. You now need stuff like biter corpses, and gems to build the upgraded laser turrets, laser turrets in general have been made weaker along with the other basic turrets. The new upgraded walls are an absolute must, due to the new biters. From what i can tell it adds some new super biters, that will just plow through everything you have defenses wise. One of the new super biters casually walked up taking hits from several dozen laser turrets and broke the wall in a few hits, it then went on a ramapage before it finally got stuck on some trees and me and a bunch of turrets sat there shooting at it. There is also MK1 to MK5 laser turrets and most of them need gems to make and unfortunately you can only randomly encounter extremely small patches of them in the world? (I have never found any aside the green one). Dytech Metallurgy Dytech at the base already adds a bunch of new intermediaries, but gently caress this thing it makes everything so stupidly complex. Do you want to make steel? Coal Miner => Coal Centrifuge => Carbon => Carbon + Liquid Iron (which has another extra step) => Liquid Carbonated Iron => Steel Plates There is also around 8 or so other metals that it adds and all are used in various things, it becomes basically takes the complexity level to the extreme. DyTech-Meteors You know what is a lot of fun? Random meteors that will randomly hit the earth in places, destroying everything it touches. The meteor stuff apparently is used in metallurgy for the super late game metals, but i just do not care enough to get that far. DyTech-Tools Yuck, since you only really need tools in the early game, i would avoid this. It basically forces you to use lovely stone tools (half the speed of iron pickaxes?) until you can research some iron type tools. It has a new tier of tools that i think are bugged since i could not tell the difference between it and a steel tool. Okay Dytech Stuff Dytech-Inserters This mod is stand alone and basically adds a ton of inserters, for example short inserters that put items on the near side of the belt. Honestly i found this really useful, and some of the new inserters really help with optimization, and stuffing stuff on both sides of the belt. I do not understand the point of "output inserters" since they seem to have the identical behavior of the other inserters. It also adds a bunch of other types of filter inserters (one for each type), and some even faster inserters. DyTech-Energy This mod adds something extremely cool, it gives you primary, secondary and tertiary variants of the power sources (like steam engines). Basically if all your primary power sources are not enough to meet your consumption, then secondary power sources will be used, if that is not enough then tertiary ones are used. This is really nice because it makes steam engines much more useful, you can build a bunch of tertiary steam engines and they will only be used when your solar panels are not enough to meet your needs and consumption. It also adds MK2-5 Steam Engines, Solar Panels and Accumulators. The MK5 Steam Engine generates nearly 10 times the amount of power a MK1 steam engine produces. It also adds a bunch of much higher capcity pumps, and tanks. DyTech-Transportation Want more train stuff? This adds a bunch of faster, and larger trains and train cars. It also adds MK4 and MK5 transport belts, that are much much faster than the current super belts. The super extreme belts are about on par if not faster than trains. DyTech-Logistic Adds a bunch of MK2-3 roboports (they cover a larger area, and seem to recharge stuff really fast), it also makes the logistic bots go a lot faster and carry more. Also adds some bigger logistic chests. The new MK2 and MK3 robots however feel like cheating since they can carry a ton of stuff around, and go much faster. However their energy drains much much quicker so they always seem to be recharging. DyTech-Automation This adds: - MK1-MK5 mining drills (MK5 mining drill has an area of 99x99, and a mining speed of around 20). - MK4-MK8 Assemblers TLDR; Dytech has a few cool things like the changes to the power. If you want more powerful versions of everything in the base game, you would probably enjoy some of the mods. Some of the mods are just a little too complex.
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# ? Aug 8, 2014 23:57 |
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Shintaro posted:So in lieu of working on some more ambitious mod, I'm thinking of adding (small) patches of minable sulfur (and maybe rearranging some tech to make batteries accessible before oil). Anybody have an opinion on this? http://www.factorioforums.com/forum/viewtopic.php?f=14&t=5279 , but I did learn a bit about the autoplace system.
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# ? Aug 9, 2014 21:11 |
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Played around a bit on peaceful and decided to start a game with enemy bases set to Very Low frequency and Very Big+Good size and richness: Here's my Radar revealed that they are everywhere on all sides. I've played a few hours past these shots and my pollution butt is large enough that I am getting attacked from basically every side constantly. Still not terribly scary since once my turrets and magazine distribution belt hell were set up I was able to ring the entire area. However I am now rapidly running out of Iron and the only major deposit I see is right next to one of the hives. Time to bring war to the natives MagicBoots fucked around with this message at 22:00 on Aug 10, 2014 |
# ? Aug 10, 2014 21:58 |
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Hahaha holy poo poo those hives. Good luck with that.
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# ? Aug 10, 2014 22:19 |
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At least he shouldn't have problems with artifacts
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# ? Aug 10, 2014 22:25 |
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Pornographic Memory posted:At least he shouldn't have problems with artifacts Because he'll be too busy being extremely dead from being overrun by millions of big biters once the evolution number goes up
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# ? Aug 10, 2014 23:37 |
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Basically you need to get an AP SMG asap and clear out all those nests like now.
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# ? Aug 10, 2014 23:40 |
Phobophilia posted:Basically you need to get an AP SMG asap and clear out all those nests like now. With that density turret walking plus use of drones is probably necessary unless he's already got artifacts to make some stuff.
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# ? Aug 11, 2014 14:04 |
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Ya this is wayyyy beyond what you can handle on your own. I went in with 100+ grenades, a car, and a turret line and still lost after several minutes (the turrets eventually ran out of ammo as they were shooting faster than my supply line could keep up). Now I'm desperately trying to get as many laser turrets up before I run out of iron (and thus ammo). There is also the problem of their respawn rate, they spawn faster than I can kill them right now.
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# ? Aug 12, 2014 03:50 |
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With peaceful hives as an option does it resume normal behavior once you have attacked a hive for the first time?
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# ? Aug 13, 2014 07:05 |
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Krataar posted:With peaceful hives as an option does it resume normal behavior once you have attacked a hive for the first time? Peaceful hives just seems to mean that hives ignore pollution; if you run over and start shooting them they will still try to eat you.
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# ? Aug 13, 2014 07:09 |
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They behave oddly around laser defense though (the mods you can stuff into modular armour). You can stand in the middle of a base with your personal laser sniping stuff for ages, and they'll just mill around you. Then they suddenly remember who you are, and all the currently spawned ones with beeline for you (normally triggering a Yakkity-Sax style scene where you run loops around a nearby field until your laser finishes them off). Then when you return, they ignore you again. You seem to get similar behaviour with the flamethrower - I can normally take out a spawner before they realise I'm there - but gunfire seems to trigger them into aggressive mode immediately. Again though, once those who see you attacking are dealt with, the next generation is blissfully unaware that you are a threat. I also never saw any worms on peaceful mode - they did evolve up to big biters, but never seemed to put in any defences.
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# ? Aug 13, 2014 10:37 |
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What is the maximum map size? If I just wanted to setup an oil refinery several kilometers out and have a openttd style train network is this possible?
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# ? Aug 13, 2014 17:16 |
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Krataar posted:What is the maximum map size? If I just wanted to setup an oil refinery several kilometers out and have a openttd style train network is this possible? I believe the default size is infinite, like minecraft. And the train signals function identically to TTD so, yes.
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# ? Aug 13, 2014 17:28 |
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Identically to block signals, to be precise.
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# ? Aug 13, 2014 20:41 |
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Yeah default size is infinite; the map literally generates around you as you run around it so you can keep going as far as you like. There probably is a limit eventually, but like in Minecraft good luck actually reaching it without deliberately trying to.
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# ? Aug 14, 2014 02:34 |
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The limit is your machine, basically. Terrain is Perlin noise, so it has no mathematical limit.
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# ? Aug 14, 2014 03:15 |
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Shintaro posted:The limit is your machine, basically. Terrain is Perlin noise, so it has no mathematical limit. At the very least there will be a limit to the amount of memory the software can manage at once, the limit is probably arbitrarily high but it will definitely exist.
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# ? Aug 14, 2014 03:52 |
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Factorio 10.7 is out. http://www.factorioforums.com/forum/viewtopic.php?f=3&t=5381 It is avaliable for Mac and Linux but not Windows due to a crippling bug.
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# ? Aug 15, 2014 18:00 |
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Dang, I'd really like that fix for construction bots not being so greedy, and the radar fix, while minor, would be nice. I've taken to going out into the wilds, clearing a large area, and then dropping 5 solar panels and a radar station. There's 0 pollution so as long as you've cleared far enough away, it will remain unmolested, and you'll eventually get a good view of that area of the map. Super minor, but my OCD was tripping when I couldn't get full power into the Radar with 5 panels and needed a 6th.
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# ? Aug 15, 2014 18:08 |
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They said they might be able to get an emergency hotfix release out this afternoon. Otherwise i am guessing next week
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# ? Aug 15, 2014 19:07 |
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UberJumper posted:They said they might be able to get an emergency hotfix release out this afternoon. Otherwise i am guessing next week There's already a 0.10.8 update available via auto-updater, if you have Experimentals turned on. Having trouble downloading it, though. Edit: Got it. This seems to be the hotfix they were talking about.
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# ? Aug 15, 2014 19:20 |
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So I fell really hard for this game this week. Getting ready to start over for the third time. I saw the modular oil refinery post, are there any other modular setups? I know I saw people mentioning a 10MW power plant setup. Heres what I've accomplished so far:
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# ? Aug 15, 2014 19:22 |
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Dominic White posted:There's already a 0.10.8 update available via auto-updater, if you have Experimentals turned on. Having trouble downloading it, though. Yesssss Time to start a new world i think. Krataar posted:So I fell really hard for this game this week. Getting ready to start over for the third time. I saw the modular oil refinery post, are there any other modular setups? I know I saw people mentioning a 10MW power plant setup. Your factory is pretty Two decent designs for solar and green circuits i always keep coming back to: UberJumper fucked around with this message at 20:09 on Aug 15, 2014 |
# ? Aug 15, 2014 19:55 |
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here's a good modular steam engine layout:
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# ? Aug 16, 2014 14:44 |
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Why do the pipes converge to... something at the end?
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# ? Aug 16, 2014 15:09 |
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I think that's a tank, to save extra hot water? Either that or it's a doodle-typo. Personally I suspect that the fluid mechanics of this game would make that not work so well (if it's a tank), but it could be a cheap bit of insurance against biters ravaging your boiler setup. Fun note though, inserters will take fuel out of boilers. So you can do things like this:
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# ? Aug 16, 2014 17:51 |
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Shintaro posted:I think that's a tank, to save extra hot water? Either that or it's a doodle-typo. Personally I suspect that the fluid mechanics of this game would make that not work so well (if it's a tank), but it could be a cheap bit of insurance against biters ravaging your boiler setup. How effective is that in comparison to a normal layout, in terms of speed? That would save literally so much space.
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# ? Aug 16, 2014 17:56 |
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That right there is what I love about this game. Keep learning new designs for everything. If it does work fairly well then its great in the beginning because it'd be so easy to expand.
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# ? Aug 16, 2014 18:06 |
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Michaellaneous posted:
If you lay them out with a space between the engines, the boilers are separated exactly by one longhanded inserter. It is amazingly efficient, but hard to supply 5+ lines with coal (fuel goes much farther)
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# ? Aug 16, 2014 18:47 |
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I suspect the hardest part would be having enough coal on the bet for it to feed everything. I also havent played this in so long i should fix that.
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# ? Aug 16, 2014 20:04 |
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# ? Apr 18, 2024 19:34 |
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UberJumper posted:Yesssss These designs are so hot. Is there any reason to stockpile copper wiring, say on it's own belt? Or is it best just to do the above and directly feed it into something?
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# ? Aug 16, 2014 22:29 |