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zeekner
Jul 14, 2007

DelphiAegis posted:

Coal is fantastically useful for poison capsules for clearing out large sections of medium/heavy worms that would otherwise eat into your rocket supply. It's also way more useful as rockets, come to think of it.

I'm still trying to wrap my head around the logic system. I've got a fleet of logistics robots supplying the fractured nature of how my factory sprawled. I assume that if I add other robot ports, that extends the range of said robots as long as they are connected by that line, right? Meanwhile, I have no loving clue how the red/blue wire logic conditions work, and removing a pole with a colored wire on it makes you lose the wire. At least it's cheap, but still. I can't find a decent use for an active provider chests yet, just the passives.

Yea, the robo-port network connects as long as they are within logistics range of each other (the orange box), you'll see dotted lines indicating the connection. The green box indicates the distance that construction bots can build/repair. Also, if you haven't already: try to shift-click while placing something (make sure you have that item in your logistic storage), construction bots will build it for you.

Colored wire is only useful for connecting smart inserters to smart chests, so you can turn inserters on/off based on inventory in those containers. Since the logistic network can do the same thing, wires are pretty much worthless once you have that network in place.

I've never needed to use active providers, but I guess it might be handy if you have production in a really far-off place and want the results automatically stored in a central location.

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Loren1350
Mar 30, 2007

DelphiAegis posted:

I look forward to when I finish all of the research though, THAT is when you do a teardown of your lab/science production and convert everything over to red/blue circuit production 24/7 to "finish" the game. Does finally placing the rocket defense item do anything? Does it say "Good job"?

Pretty much. Once you place it, you're given an option to activate it, and if you survive the (bugged and doesn't happen at least last I knew) alien rush that follows for 10 minutes, you get the same "scenario won" window as in the scenarios (just like dying but with a happier sound and, obviously, different text). As the devs have said, it's a placeholder.

You'll laugh when you place it.

Neruz
Jul 23, 2012

A paragon of manliness
That said in the not too distant future it seems that the 'rocket defense' is going to get replaced with a straight up space rocket :v:

Boogalo
Jul 8, 2012

Meep Meep




You do need to build rocket defense at least once to see the best texture work in the whole game.

ikanreed
Sep 25, 2009

I honestly I have no idea who cannibal[SIC] is and I do not know why I should know.

syq dude, just syq!

Neruz posted:

That said in the not too distant future it seems that the 'rocket defense' is going to get replaced with a straight up space rocket :v:

I get it. I get jokes.

Mrs. Wynand
Nov 23, 2002

DLT 4EVA

DelphiAegis posted:

Meanwhile, I have no loving clue how the red/blue wire logic conditions work, and removing a pole with a colored wire on it makes you lose the wire. At least it's cheap, but still.
I very very rarely use it for conditional production on a particular line. I.e. only make more input on this particular line when not-terribly-often-used output runs low. You can also use them to turn on coal on an as-needed basis (though I find it way easier to just always make solars and caps in the right proportion for lasting the night, and more of them...)

quote:

I can't find a decent use for an active provider chests yet, just the passives.

"I have all this poo poo in my inventory I want the robot swarm to file away."

FISHMANPET
Mar 3, 2007

Sweet 'N Sour
Can't
Melt
Steel Beams
If you're not carrying around an Active chest so you can dump all your poo poo into great logistics system in the sky, then I don't even know.

Evilreaver
Feb 26, 2007

GEORGE IS GETTIN' AUGMENTED!
Dinosaur Gum
I experimented with using Active Providers on production in order to make sure products are brought to a central location, so when I return from, say, a mining trip or a bug hunt, I walk to one area and am immediately greeted by my Swarm and instantly restocked, rather than having some products taking longer to arrive and having to sit around a few precious, precious seconds.

In reality it look me longer to set up the few conditionals to prevent overproduction (kinda annoying seeing 300 pumpjacks in the system) than time saved waiting.

E: During that run I set some conditionals, "Make no more than 1000 straight rail" and "No more than 50 curved rail", but I set them to the wrong ones (so the straight would stop when the curved was 'done' and vice versa) so I ended up with 3000 curved rails. Woops!

Evilreaver fucked around with this message at 22:42 on Mar 6, 2015

SpookyLizard
Feb 17, 2009
Poison caps are one of my favorite things in this game. There's something about having your factory mass produce chemical weapons that just makes me happy. That you can use them as a defoliant in addition to pesticide is just a huge bonus.

Splode
Jun 18, 2013

put some clothes on you little freak

SpookyLizard posted:

Poison caps are one of my favorite things in this game. There's something about having your factory mass produce chemical weapons that just makes me happy. That you can use them as a defoliant in addition to pesticide is just a huge bonus.

:stare:

Overwined
Sep 22, 2008

Wine can of their wits the wise beguile,
Make the sage frolic, and the serious smile.

Dude, that's like on every page of this thread.

Relatedly I love how it fits the whole you are a conquering bio-terrorist dickbag theme.

Deep Dish Fuckfest
Sep 6, 2006

Advanced
Computer Touching


Toilet Rascal
I haven't played Factorio in a while but now it seems the itch is back. I've never tried any mods for the game and was wondering if people could recommend some. I've looked at the official forums a bit but it's hard to know what's good and what's crap. I'm mostly looking for mods that add new stuff to build/make/research/do.

Tenebrais
Sep 2, 2011

So I've started a new game with the Marathon Mod, and it's certainly shaken up the early game. All it does is heavily ramp up the costs of some early fundamental items (like electric circuits) so the need for real efficiency is brought forward much sooner, and things like burner miners become useful much later since a single electric miner now requires hundreds of copper. Worth a try.

Sunblood
Mar 12, 2006

I'm a freakin' blur here!

Tenebrais posted:

So I've started a new game with the Marathon Mod, and it's certainly shaken up the early game. All it does is heavily ramp up the costs of some early fundamental items (like electric circuits) so the need for real efficiency is brought forward much sooner, and things like burner miners become useful much later since a single electric miner now requires hundreds of copper. Worth a try.

I've been waiting for Factorio's own version of GregTech to rear its ugly head...

LLSix
Jan 20, 2010

The real power behind countless overlords

What are your favorite ways to set up oil processing? I always spend as much time fiddling with oil processing as I do with everything else and it never works out as well as I'd hoped. Is there a good way to integrate it with a central bus?

ikanreed
Sep 25, 2009

I honestly I have no idea who cannibal[SIC] is and I do not know why I should know.

syq dude, just syq!

LLSix posted:

What are your favorite ways to set up oil processing? I always spend as much time fiddling with oil processing as I do with everything else and it never works out as well as I'd hoped. Is there a good way to integrate it with a central bus?

Just get a "barrel any liquid" mod.

Edit: let me clarify. If you're going to be boring and try and bus it. The point of fluid handling is that it represents a different class of challenge from belt based ones, forcing you to think more creatively. Trying to force it into the same paradigm is boring, but if you want to, you can with an easy mod.

Evilreaver
Feb 26, 2007

GEORGE IS GETTIN' AUGMENTED!
Dinosaur Gum

LLSix posted:

What are your favorite ways to set up oil processing? I always spend as much time fiddling with oil processing as I do with everything else and it never works out as well as I'd hoped. Is there a good way to integrate it with a central bus?

Central bus is the jerk's way to do it.

After your furnaces, you make Chips and Gears and send them down the central bus just long enough to get to the 'make everything' line.

code:
            [Furnaces]
            |        |   
            |        |
            |        |
            |[Chips] |        /
            ||       |       /
            ||[Gears]|   [Steel]
[Science]---||      ||    |
            ||      ||    |
            ||======\|===[Everything]
            ||       |
            ||       |
            ||       |   [Oil/plastic]
            \|       |   |
             \=======\===[Advchips]---[Processors]
                             \         /
                              [Modules]

In the [Everything] you loop iron, copper, gears, chips and steel around to make low-volume things: assemblers, mines, inserters, ect ect basically things that you will eventually have 'enough' of (anything that isn't a 'part' basically), and you cap the production on them, and have robots at/near the end of the line.

Oil is tricky since it's a dick to get it right where you want it, and if you misplace it is a HUGE dick to move.

My recent factory I'm pretty proud of, no cheating at all and stupidly-high volume: a little more care could have made a few parts less messy (particularly poison caps) and the labs are gone and I'm out of copper, but everything else is there.


Bonus "my best rail station to date"... there's 5 copper and 9 iron trains cycling through here :pcgaming: (though the copper ones are pretty empty at this point)


These pics are at the 24 hour mark.

E: On a related note I might check out that Marathon mod, though "It'll be 1 hour to your first research" sounds annoying :/
E2: Fun fact, follow that fuel line on my furnaces, starting at the lower-right. That line worked, with coal, even with every single furnace on... in fact that's how the poisoncap factory got its coal, up by the steel.
E3: I accidentally left the red undergound belt factory unrestricted and ended up with a full chest of them. :doh:

Evilreaver fucked around with this message at 06:34 on Mar 28, 2015

oxbrain
Aug 18, 2005

Put a glide in your stride and a dip in your hip and come on up to the mothership.
I'm liking marathon mod, but I can't see how it's possible without turning on peaceful mode. The burners pollute so much and research takes so long that I'm getting medium biters long before I have a chance of fighting them.

Toast Museum
Dec 3, 2005

30% Iron Chef
I might need to restart.

LLSix
Jan 20, 2010

The real power behind countless overlords

Looks pretty safe from Biters to me. Time to call in the colony ship and chalk up another win.

Slickdrac
Oct 5, 2007

Not allowed to have nice things

LLSix posted:

What are your favorite ways to set up oil processing? I always spend as much time fiddling with oil processing as I do with everything else and it never works out as well as I'd hoped. Is there a good way to integrate it with a central bus?

Relatedly, I've been trying to find a thread on the Factorio forums, it listed how much power you could make on an emtpy oil field with various combinations of modules and cracking, but I can't find it. Anyone know the one in talking about?

Of course, as soon as I ask, I found it deep deep in my history

Slickdrac fucked around with this message at 08:10 on Mar 31, 2015

Slickdrac
Oct 5, 2007

Not allowed to have nice things
Has anyone thought of/tried any good new challenges lately? I tried the no crafting one and a "linear" one, but those both played out about the same as a normal game with only minor differences. I was thinking about a no belt challenge, where you research directly to bots and then those are the only thing you are allowed to shuffle items around, but not sure if that would be too much CPU/GPU load to handle once the system gets large.

Trabisnikof
Dec 24, 2005

Slickdrac posted:

Has anyone thought of/tried any good new challenges lately? I tried the no crafting one and a "linear" one, but those both played out about the same as a normal game with only minor differences. I was thinking about a no belt challenge, where you research directly to bots and then those are the only thing you are allowed to shuffle items around, but not sure if that would be too much CPU/GPU load to handle once the system gets large.

Have you tried restricting yourself to a thin map? I've seen a few players try a game where they limit the map to 10-20 tall and try to make it work. Obviously reload if you're on an island.

A_Raving_Loon
Dec 12, 2008

Subtle
Quick to Anger

Slickdrac posted:

Has anyone thought of/tried any good new challenges lately? I tried the no crafting one and a "linear" one, but those both played out about the same as a normal game with only minor differences. I was thinking about a no belt challenge, where you research directly to bots and then those are the only thing you are allowed to shuffle items around, but not sure if that would be too much CPU/GPU load to handle once the system gets large.

Arms Only.

Slickdrac
Oct 5, 2007

Not allowed to have nice things

Trabisnikof posted:

Have you tried restricting yourself to a thin map? I've seen a few players try a game where they limit the map to 10-20 tall and try to make it work. Obviously reload if you're on an island.

That's what linear is. Kinda screwy since you can use the borders as an infinite water source.



Isn't this a faster method of transport than even belts with inserter upgrades?

A_Raving_Loon
Dec 12, 2008

Subtle
Quick to Anger
Nope. A basic belt can match the throughput of 6 smart/fast arms.

Unless you arrange for all your moves to run from box to box for stack multipliers.

T-man
Aug 22, 2010


Talk shit, get bzzzt.

Slickdrac posted:

Has anyone thought of/tried any good new challenges lately?

A_Raving_Loon posted:

Nope. A basic belt can match the throughput of 6 smart/fast arms.

Unless you arrange for all your moves to run from box to box for stack multipliers.

I might actually try this next time I have 12+ hours to burn.

oxbrain
Aug 18, 2005

Put a glide in your stride and a dip in your hip and come on up to the mothership.
Buy the scenario pack. The time limit one makes for a really hectic game.

Breetai
Nov 6, 2005

🥄Mah spoon is too big!🍌

Slickdrac posted:

Has anyone thought of/tried any good new challenges lately? I tried the no crafting one and a "linear" one, but those both played out about the same as a normal game with only minor differences. I was thinking about a no belt challenge, where you research directly to bots and then those are the only thing you are allowed to shuffle items around, but not sure if that would be too much CPU/GPU load to handle once the system gets large.

Dirty industry. You aren't allowed to use electric miners OR furnaces, and anything involved in the mining or smelting of metal needs to use burner inserters too. Enjoy coal shortages, massive pollution, and building an oil set-up the size of a late-game oil set-up in midgame simply to provide the required amount of solid fuel to keep your mines going. No solar panels or accumulators.

Foehammer
Nov 8, 2005

We are invincible.

Some science porn from /r/factorio:

Fajita Queen
Jun 21, 2012

It's funny because that setup runs out of red circuits in like five seconds or something.

Looks nice, though.

Thyrork
Apr 21, 2010

"COME PLAY MECHS M'LANCER."

Or at least use Retrograde Mini's to make cool mechs and fantasy stuff.

:awesomelon:
Slippery Tilde
How is it getting power?

Slickdrac
Oct 5, 2007

Not allowed to have nice things
You can build your entire base extremely compactly when you don't have to worry about belts and splitters.


You just need several thousand bots...

Slickdrac
Oct 5, 2007

Not allowed to have nice things


Any idea what's going on here? Not getting any attack warnings, and nothing is traveling over any uncovered space.

egg tats
Apr 3, 2010

Slickdrac posted:



Any idea what's going on here? Not getting any attack warnings, and nothing is traveling over any uncovered space.

You've got bots moving a ton of poo poo from point A to B. Build 3000 more to prevent this in the near future.

Slickdrac
Oct 5, 2007

Not allowed to have nice things
Derp, should have clarified, I mean the counting down of the total.

And yes, I've been in constant need of more bots the whole time and 3000 is a lowball number of additionals.

thehustler
Apr 17, 2004

I am very curious about this little crescendo
Are they dying due to lack of power

egg tats
Apr 3, 2010

Slickdrac posted:

Derp, should have clarified, I mean the counting down of the total.

And yes, I've been in constant need of more bots the whole time and 3000 is a lowball number of additionals.

Ahh, didn't even notice that. You're not using one of the old versions, where running out of power was fatal to robots, right? Maybe you've got some pathing over a nest?

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...
Some of your robots have formed a fight club :getin:

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Platystemon
Feb 13, 2012

BREADS

thehustler posted:

Are they dying due to lack of power

That’s not supposed to happen any more, is it?

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