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Dunno-Lars posted:I like The formula for mining speed is (mining power - hardness) * mining speed. Coal, iron, and copper have hardness .9, stone has hardness .4 (and all the vanilla resources have a mining time of 2). Burner drills have mining power 2.5 and speed 0.35, electric drills have power 3 and speed .5 So electric stone = 2/((3-0.4)*(.5)) = 4/2.6 = 1.53846... And electric copper = 2/((3-0.9)*(.5)) = 4/2.1 = 1.90476... At the kind of scales the exact numbers matter, though, you're likely going to have bigger issues with belt and inserter latency than anything else, which is why it's super spergy to care.
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# ? Dec 9, 2014 11:53 |
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# ? Apr 27, 2024 17:49 |
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All that grinding to get a grey square with "rocket defense" written on it.
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# ? Dec 18, 2014 22:07 |
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The journey is it's own reward.
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# ? Dec 18, 2014 22:08 |
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Yeah, I'm at that point, where I'm wiring up long lines towards alien nests so that I can laser tower them for a miniscule number of artifacts. I'm disappointed that the tank turns out to be for multiplayer only. On the plus side, I've started seeing up logistics robots at my base, which is pretty spiffy.
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# ? Dec 18, 2014 22:31 |
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I had the tank in single player. Mk2 power armor filled with generators and shields and a good supply of shotgun shells and you are the tank. Switch to the backup armor with all generators and legs and you're almost as fast as the car.
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# ? Dec 18, 2014 22:49 |
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Holy poo poo the clarity difference on the current resolution versus the detailed skins.
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# ? Dec 18, 2014 23:40 |
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This game has a goal? I thought you were supposed to cram the world with so much belt hell that your CPU burns up and dies with the heat of a Red Dwarf.
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# ? Dec 19, 2014 00:01 |
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Overwined posted:This game has a goal? I thought you were supposed to cram the world with so much belt hell that your CPU burns up and dies with the heat of a Red Dwarf. Thats's pretty much how my "Ten Rocket Defenses Or Bust" games end up
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# ? Dec 19, 2014 00:04 |
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Overwined posted:This game has a goal? I thought you were supposed to cram the world with so much belt hell that your CPU burns up and dies with the heat of a Red Dwarf. You need to do this to make the rocket defence anyway, as well as killing about a billion alien bases.
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# ? Dec 19, 2014 00:06 |
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Evilreaver posted:Thats's pretty much how my "Ten Rocket Defenses Or Bust" games end up My last game the goal was to fill a steel chest with Rocket Defenses, but the game just crawled by the time I had 30 or 40 of them in the chest.
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# ? Dec 19, 2014 00:15 |
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The goal is to make your factory self-replicating so it automatically expands, crushing aliens and slurping up resources until eventually the entire map is covered in machinery.
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# ? Dec 19, 2014 03:31 |
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Neruz posted:The goal is to make your factory self-replicating so it automatically expands, crushing aliens and slurping up resources until eventually the entire map is covered in machinery. The true goal of Factorio, to reveal yourself as the enemy
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# ? Dec 19, 2014 03:41 |
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Neruz posted:The goal is to make your factory self-replicating so it automatically expands, crushing aliens and slurping up resources until eventually the entire map is covered in machinery. Factorio: Logistics chain and Grey Goo Simulator.
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# ? Dec 19, 2014 06:29 |
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Has anyone tried using efficiency modules on bottling/unbottling to generate free oil?
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# ? Dec 21, 2014 22:23 |
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Assuming you mean productivity modules, productivity is disabled for certain recipes. Barrelling/unbarrelling is not considered an "intermediate product" (despite being in the intermediate tab).
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# ? Dec 21, 2014 22:36 |
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Anyone wanna try modded multiplayer? I'm using the pack at http://www.factorioforums.com/forum/viewtopic.php?f=14&t=6910 youll need to download the file in the op and overwrite with a fix at the last page. Steam: https://steamcommunity.com/id/optiquest
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# ? Dec 22, 2014 02:21 |
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Sure, add me on steam @dipwood or join the Goontorio group. I'm usually around EST 6pm+ but it's better if we plan ahead.
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# ? Dec 22, 2014 20:32 |
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I'd love to get some multiplayer in, it's an itch that's hard to scratch. same name as here, dipwood you're already my friend so drop me a message. which version 11.8? Elendil004 fucked around with this message at 21:11 on Dec 22, 2014 |
# ? Dec 22, 2014 21:07 |
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I haven't tried the "experimental" version, but the stable version has been insanely functional, I've had it going for a week with no issue. Are the experimental ones just as good at running steadily?
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# ? Dec 22, 2014 21:10 |
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Slickdrac posted:I haven't tried the "experimental" version, but the stable version has been insanely functional, I've had it going for a week with no issue. Are the experimental ones just as good at running steadily? It's a cycle: Point release (0.X) pushed to experimental: new features, potentially buggy but usually stable enough to play. Minor releases (0.X.Y): Bug fixes, refinement, maybe some new minor features. Once that major version is considered stable, it's pushed to alpha and the cycle begins again. I haven't ran into any issues running experimental builds. The only point where I would hesitate is the first experimental release of a major change (like multiplayer).
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# ? Dec 22, 2014 21:58 |
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Multiplayer has been pretty drat good on a LAN. It sounds like other folks are having a good time over internet too. Our game hit a couple of bad desync loops but an upload of the save and bugreport on the official forums got it fixed in the next release. 11.7 is running well for us and the new car is cool so play in experimental, just be sure to submit bugreports to get your crashes fixed. So far it hasn't been more than a week and a half for something that broke our game to be fixed. edit: looks like 11.8 dropped today http://www.factorioforums.com/forum/viewtopic.php?f=3&t=7522
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# ? Dec 22, 2014 22:39 |
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Neruz posted:The goal is to make your factory self-replicating so it automatically expands, crushing aliens and slurping up resources until eventually the entire map is covered in machinery. You can make it self sustaining by having everything the base is made of being produced somewhere, with enough of a surplus that the robots can replace the broken bits, but it will eventually run out of resources, and there's no advanced robotics that would allow automatic expansion into resource fields. So the resource location and base building is a manual process.
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# ? Dec 27, 2014 00:06 |
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Edison was a dick posted:You can make it self sustaining by having everything the base is made of being produced somewhere, with enough of a surplus that the robots can replace the broken bits, but it will eventually run out of resources, and there's no advanced robotics that would allow automatic expansion into resource fields. There's a mod (that I'm using and it also has some quite nice compact solar additions) that lets you have replicators, so then you can just have a self sustaining base that runs forever by itself with no need for finding new resources.
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# ? Dec 27, 2014 00:12 |
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I created a custom scenario without aliens to try to make a base that uses trains as much as possible, and belts as little as possible. Is there a way to go back into the saved game I am already playing and insert aliens or purple science packs?
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# ? Dec 27, 2014 03:34 |
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https://www.factorioforums.com/wiki/index.php?title=Console/Lua_commands Particularly code:
Or to spawn enemies code:
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# ? Dec 27, 2014 09:15 |
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Awesome, thanks.
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# ? Dec 27, 2014 11:49 |
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Would it be possible, by mod, to have a technology modify every existing building of a particular type? Or ideally, just every building. I was thinking about writing a mod that improved the entire factory at once, like Speed Tech 1 improves all assemblers by +5%, with max 20 ranks like Follower Count. Ideally you'd also have Production Tech (+2%) and Effectivity Tech (+4%) all working naturally and in conjunction with inserted modules if present, without the downsides modules have (energy costs/etc). I think it would make an excellent 'future tech' mod as long as the costs scaled up insanely like Follower Count does-- maxing out all three trees would be a good goal for The Maximum Factorio Grognard(s).
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# ? Dec 27, 2014 18:32 |
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Evilreaver posted:Would it be possible, by mod, to have a technology modify every existing building of a particular type? Or ideally, just every building Not yet. But this will be a thing.
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# ? Dec 28, 2014 16:39 |
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I think I overused drones. I had a template that was just an electric miner mining into a provider chest thing , and then another template that was requester chests and electric furnaces. I have 3000 logistics drones fully maxed out on research and theyre' still not coping with the crap I want to do guess I have to use belts
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# ? Dec 28, 2014 16:54 |
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Fajita Fiesta posted:I think I overused drones. I had a template that was just an electric miner mining into a provider chest thing , and then another template that was requester chests and electric furnaces. I have 3000 logistics drones fully maxed out on research and theyre' still not coping with the crap I want to do No, you just need more factories making drones. Requester chest with inserter into roboport, and they are self replicating.
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# ? Dec 28, 2014 17:31 |
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Fajita Fiesta posted:I think I overused drones. I had a template that was just an electric miner mining into a provider chest thing , and then another template that was requester chests and electric furnaces. I have 3000 logistics drones fully maxed out on research and theyre' still not coping with the crap I want to do You should probably use belts as much as reasonable, while using logistics bots for things that would require absurd routing. Belts cost no power and can't get detoured.
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# ? Dec 28, 2014 18:26 |
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Been a while since i played this, gonna play a new game and check out some of the new features and also test my luck with some mods. What is the best/most extensive mod nowadays? Is it still DyTech? I saw it get some criticism for being needlessly complicated
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# ? Dec 30, 2014 02:54 |
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Ineptitude posted:Been a while since i played this, gonna play a new game and check out some of the new features and also test my luck with some mods. People complain, but when you've beaten the game, all mods can really do is add complexity to create new challenges.
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# ? Dec 30, 2014 07:37 |
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ikanreed posted:People complain, but when you've beaten the game, all mods can really do is add complexity to create new challenges. There's good complexity, and then there's tedium. DyTech adds tedium in too many ways for me to find it enjoyable.
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# ? Dec 30, 2014 08:31 |
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DyTech is Gregtech, and I've already started seeing modders getting upset about modpacks.
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# ? Dec 30, 2014 17:06 |
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Krataar posted:DyTech is Gregtech, and I've already started seeing modders getting upset about modpacks. Time is a flat circle.
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# ? Dec 30, 2014 17:15 |
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Thyrork posted:Time is a flat circle. Carousel buffers can be tricky beasts.
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# ? Dec 30, 2014 20:35 |
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"Kovarex" posted:Carousel buffers can be tricky beasts. Yessss, finally an easy way to switch power grids without stupid workarounds.
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# ? Dec 31, 2014 21:10 |
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"Solar panels take up too much space", said I, "what a chore." Not shown: another 30 (3 lines) off-screen Total 270 engines, 137MW Evilreaver fucked around with this message at 22:54 on Dec 31, 2014 |
# ? Dec 31, 2014 22:51 |
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# ? Apr 27, 2024 17:49 |
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Evilreaver posted:
Are you using those boilers as chests?
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# ? Dec 31, 2014 22:53 |