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ikanreed posted:So I finally got my life in order enough to update my server. I also updated the status page to show the version. Awesome, I gonna try it out later
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# ? Aug 13, 2015 19:29 |
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# ? Apr 28, 2024 13:03 |
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Everything about Factorio becomes so much more fun once you get robots.
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# ? Aug 14, 2015 00:56 |
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How did I never realise that holding shift allows a blueprint to be used even if there are conflicts with terrain or existing structures?
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# ? Aug 14, 2015 08:43 |
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Platystemon posted:How did I never realise that holding shift allows a blueprint to be used even if there are conflicts with terrain or existing structures? Documentation is in alpha too :-P Try holding shift while placing a regular structure out of your normal reach.
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# ? Aug 14, 2015 09:10 |
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Platystemon posted:How did I never realise that holding shift allows a blueprint to be used even if there are conflicts with terrain or existing structures? That was on the feature list for 0.12.1. It's new.
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# ? Aug 14, 2015 12:49 |
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Platystemon posted:How did I never realise that holding shift allows a blueprint to be used even if there are conflicts with terrain or existing structures? Sweet! What does it do with the conflicting terrain? Remove it?
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# ? Aug 14, 2015 16:11 |
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LLSix posted:Sweet! What does it do with the conflicting terrain? Remove it? Doesn't place it. Useful if you're placing something like a solar grid and can only place half of it.
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# ? Aug 14, 2015 16:20 |
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I could swear I've been using shift place long before .12 came out. Is there a mod that allows blueprints to stack? They take up so much damned inventory space.
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# ? Aug 14, 2015 16:30 |
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oxbrain posted:I could swear I've been using shift place long before .12 came out. Changelog posted:Version: 0.11.18 They've added some other things more recently though, like auto deconstruct-marking trees, and improving the general behavior.
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# ? Aug 14, 2015 17:07 |
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There needs to be like an inventory spot just for blueprints. Also they need to work on the tree detection for blueprint placement, because sometimes there are trees that are in the way but it won't mark them for removal. I think it happens when the "base" of the tree isn't in the blueprint area but the collision box is. E: And looks like the blueprint bug should be fixed in the next release (mabye today?) http://www.factorioforums.com/forum/viewtopic.php?f=30&t=14622&p=99430&hilit=blueprint#p99430 E2: and 12.4 is out:http://www.factorioforums.com/forum/viewtopic.php?f=3&t=14884 FISHMANPET fucked around with this message at 19:03 on Aug 14, 2015 |
# ? Aug 14, 2015 17:39 |
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What is better to increase oil production on pump jacks that produce 0.1/s: Speed module or productivity?
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# ? Aug 15, 2015 08:46 |
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Productivity modules will actually hurt oil production, not help, since they have a 15% speed reduction and the level 3 only reaches +10% productivity. Put speed modules in your pumpjacks (beacons too if you really need it) and productivity in your refineries and chemical plants. e: Productivity might be a good way to get extra mileage out of oil deposits that haven't hit 10% yield yet, but it'd probably need to be tested. Telarra fucked around with this message at 09:00 on Aug 15, 2015 |
# ? Aug 15, 2015 08:56 |
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Yeah, I use speed 3 modules in all my pumpjacks and productivity 3 modules in my entire oil refining/production chain. Seems to work well enough, 2x speed 3 is +100% pumping speed, 2x production 3 is only like 10% net production speed loss, but uses 30% less oil per time, and you can always build more plants to get around the speed problem.
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# ? Aug 15, 2015 12:49 |
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I just beat 0.12 for the first time. I like how the rocket uses a variety of different products, rather than being focused almost entirely on electronics.LLSix posted:Everything about Factorio becomes so much more fun once you get robots. Especially solar power - the personal roboport is a must-have for placing a dozen or so megawatts worth of panels at a time.
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# ? Aug 15, 2015 13:30 |
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Will robots reload turrets for you if you have ammo in a passive provider chest? Will robots grab repair kits out of a chest or does it have to be stored in a roboport?Cockmaster posted:Especially solar power - the personal roboport is a must-have for placing a dozen or so megawatts worth of panels at a time.
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# ? Aug 15, 2015 14:36 |
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LLSix posted:Will robots reload turrets for you if you have ammo in a passive provider chest? Will robots grab repair kits out of a chest or does it have to be stored in a roboport? No reloading of turrets directly; you'll have to put a requester chest and belt+inserters if you want to reload guns. Or, just use lasers like everyone else because they are way better. They will grab repair kits out of provider/storage chests and use them, however. the solar/accumulator square is ace; use that thing. It has a roboport in the center.
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# ? Aug 15, 2015 14:55 |
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Turrets would be good if you could stick any ammo type in them. Shotgun turrets and rocket turrets would particularly be good and would maybe make them good lategame too.
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# ? Aug 15, 2015 15:03 |
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Bhodi posted:the solar/accumulator square is ace; use that thing. It has a roboport in the center. This one? Thanks, I hadn't thought to look for a solar panel layout since its so easy to build a small blueprint yourself.
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# ? Aug 15, 2015 15:54 |
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Drone_Fragger posted:Turrets would be good if you could stick any ammo type in them. Shotgun turrets and rocket turrets would particularly be good and would maybe make them good lategame too. And flame turrets would complement other defenses well.
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# ? Aug 15, 2015 16:03 |
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LLSix posted:This one? Thanks, I hadn't thought to look for a solar panel layout since its so easy to build a small blueprint yourself. I liked this one better, since it has more capacity rather than generation.
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# ? Aug 15, 2015 16:20 |
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I use this simple but efficient design for solar farms: That’s 56 solar panels and 60 accumlators, which I think is a better ratio than the 25:21 that’s optimum if LASER turrets are ignored. Along one axis the substations are just close enough together for their wires to connect. Along the other, they don’t connect, so a large pole is placed between each row (or column, if rotated) at one end. I used this arrangement even before 0.12, using a temporary string of roboports. If I recall correctly, the construction radius is enough to construct three rows at a time before moving the ports. Now I use personal roboports.
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# ? Aug 15, 2015 18:27 |
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I use this one for solar: Also, this should end well:
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# ? Aug 15, 2015 18:50 |
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DelphiAegis posted:I liked this one better, since it has more capacity rather than generation. This is the one I use.
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# ? Aug 15, 2015 20:03 |
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Can anyone that uses these various solar/capacitor farms post the Blueprint strings (http://www.factorioforums.com/forum/viewtopic.php?t=13651) for them? Much easier than manually copying the design.
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# ? Aug 15, 2015 20:15 |
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FISHMANPET posted:Can anyone that uses these various solar/capacitor farms post the Blueprint strings (http://www.factorioforums.com/forum/viewtopic.php?t=13651) for them? Much easier than manually copying the design. code:
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# ? Aug 16, 2015 01:12 |
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I was setting up my tier 3 module production lines when I noticed that the rocket silo doesn't need tier 3 modules anymore. The new material requirements are much more reasonable. I may actually finish a game for once; although I don't know. I feel like I've pretty much beat the game now that I have all electric power and robots.
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# ? Aug 16, 2015 02:26 |
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Here's what I've been using for a no-roboport game. It has a 1:1 ratio and doesn't require any plastic. It uses 18% more space than a perfectly-packed layout, but fits into smaller corners and doesn't obstruct travel.code:
Phssthpok fucked around with this message at 06:37 on Aug 16, 2015 |
# ? Aug 16, 2015 04:15 |
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Thel posted:In addition to what Shintaro posted above, if you want a nice regular patterned oilfield (a square with oil placed so that you can get pumpjacks on it and pipes out from it), then plug this into the console: So this is from a milllion pages back, but the LUA changed and this no longer runs, but I fixed it: code:
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# ? Aug 16, 2015 07:02 |
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I wanted to optimize the layout of my production chain for a little bit and ended up playing for 4 hours. drat you, Factorio
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# ? Aug 16, 2015 13:19 |
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The Upgraded Electric mod is pretty great -- those are all 600kW UE solar panels in the top right. A few more accumulator banks and I'll be able to scrap the steam generators entirely; I'm debating whether to do this or put together some sort of rickety rube goldberg contraption to fire them up if the accumulators run dry. It's crazy that there's no way to give accumulators a higher priority than steam generators. At the moment my main bottleneck is actually plastics; all three of the oil deposits I started with ran dry quite quickly. I'm playing with RSO, which apparently means oil deposits are not just spread extremely widely, but are super rare -- I built a radar array and let it fully map the area without finding any, then built mining bases at two of the mineral deposits detected that way and added radar to them, too, and one of them finally detected oil near the limits of its operation. I'm in the process of setting up a rail line to bring in more oil, which should let me bring advanced circuit production back up to speed and start producing more roboports -- I don't even have my main base fully covered yet, and none of the satellite bases have any.
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# ? Aug 18, 2015 01:42 |
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Zephyrine posted:6 chests per train cart? I do in fact like to live dangerously: Maybe the stuff lines up better in 12.0? That's 8 carriages, 6 chests per carriage per side, it all lines up perfectly. I kind of want to make a train megapost, I have thoughts on trains.
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# ? Aug 18, 2015 18:02 |
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Megapost about trains, yes please.
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# ? Aug 18, 2015 18:12 |
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Yeah, let's hear your thoughts on trains. I've just upgraded to automated blue science and I'm about to take my tank for a test drive but the limit of my own thoughts on trains is, "lookit what you or Evilreaver posted and copy that". I'd like a little more of the theory, why loops are Hitler or what works and what doesn't.
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# ? Aug 18, 2015 22:44 |
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Network Pesci posted:Yeah, let's hear your thoughts on trains. I've just upgraded to automated blue science and I'm about to take my tank for a test drive but the limit of my own thoughts on trains is, "lookit what you or Evilreaver posted and copy that". I'd like a little more of the theory, why loops are Hitler or what works and what doesn't. I don't get tanks. Turret spam works so well I've never seen much use in anything else.
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# ? Aug 18, 2015 22:46 |
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Personal roboports make turret creep so much more effective. I also discovered that multiple personal roboports not only expand the number of robots you can control at once (10 per port) but also increase their area of effect. I already had one in my armor, and swapped out one of my exoskeletons for 2 more, and my roboeffectiveness is huge. Only problem is charging, 2 fusion reactors isn't really enough to charge them with much speed. Also, currently working on a Coal Depot. It will take 8 car coal trains, unload them on one of two platforms, and then balance the output into 8 stations that will load a 1-car coal train. It's a little slice of madness here let me tell you.
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# ? Aug 19, 2015 00:08 |
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FISHMANPET posted:Only problem is charging, 2 fusion reactors isn't really enough to charge them with much speed. When there are a bunch of robots waiting to recharge, you can cheat by plucking them from the air (right click, I think) and putting them in your inventory. When they leave your inventory to continue work, they’ll have full charges.
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# ? Aug 19, 2015 06:19 |
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LLSix posted:I don't get tanks. Turret spam works so well I've never seen much use in anything else. Tanks are great for getting alien goo since you can just run over the spawner.
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# ? Aug 19, 2015 06:22 |
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Tanks barely slow down when running over spawners, especially if you put a round in ahead of you. Just don't hit a Big Worm, that'll stop you dead in your tracks. I love going on tank rampages, but they're too high-tech imo, almost impossible to get tanks and tank ammo out before Big bugs appear, who are much less intimidated by rolling thunder. If you could get a tank in Medium Biter time reliably they would be a lot better. (Though this might be my 'factory first, defense whenever' priorities)
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# ? Aug 19, 2015 07:11 |
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So, guys, I have a confession. I love loops. So first of all, maybe, let's step back. What even is a loop. So I generally don't follow the game's "community" because why watch people play a game when I can play it myself. I don't know, I just don't get the whole streaming scene where you watch people do something you're perfectly capable of doing yourself. But I was looking for some ideas on trains and I ended up watching MangledPork Gaming's Railworld video in the background at work. He used "loops." Probably the defining characteristic of this is that trains will go in one direction only - forward. If they need to turn around, they need to loop around. Benthem accomplished this by having roundabouts at various points in his track. This often meant that that to go west a train had to first go east to the next roundabout and loop around to go west. As an OpenTTD player, I've been "looping" by default since always. I've also always double tracked everything, because OpenTTD. I also used to make my double tracks with enough space between them that an entire loop could fit inside them. This is because when I first played I put tracks next to each other and either because of my bad placement or block detection back then, curves didn't work so well, so I said "they should be spread out" and decided to spread them out the maximum amount. It's Factorio, go big or go home. But instead of looping at random roundabouts, all my stations were 2-way. You could enter from either direction, and exit from either direction. But I thought these roundabouts looked cool, and also narrower double track (2 empty rail widths between the tracks) sounded cool, so I gave it a try. Now earlier in the thread someone posted a video from Negative Root titled "How to do Trains" that said loops are bad, use the double headed method. That means there is a locomotive on each end of the train, pointing in opposite directions. All stations would be dead ends, one locomotive pulls you into the station, the other pulls you out. Now Negative Root got so much flack over this that he doxxed some poor soul who was naive enough to send his "loop based" system to Negative Root for critique in his next video. Except the map is trash (and the guy that made it admits it, it was his first attempt). The junctions are terrible. Not really the fault of looping but bad junction design. So let's try and give a little love to to the poor loop. An aside on chain signals .12 added this great new feature called chain signals. It's a signal that looks ahead and won't turn green until there is a standard block signal that is green. It's great and amazing and I can't imagine playing without it. But even in previous versions, with my loop systems, I didn't have very many deadlocks (trains get stuck). They happened sometimes, but, again OpenTTD player here, I can block signal a rail network. Negative Root's strongest claim against loop networks is that they're harder to figure out. Maybe that's true, I don't know. And I don't know if pre-chain signals, his double header design was more deadlock proof than a loop system. But we're in the future now, and chain signals are great and solve so many problems. So lets not let past prejiduces cloud or judgement going forward. That's clear as mud, please continue Sure, but I've got to leave so we'll continue this later. And if you're sad that this post had no pictures, check out each letter of my confession at the top. Expect more from me later tonight.
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# ? Aug 19, 2015 23:33 |
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# ? Apr 28, 2024 13:03 |
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Yeah I've gotta say as an TTD vet from way back (anyone remember TTDPatch?), I naturally gravitated toward one-way tracks and loop stations. That said, the terminal station approach works and is undisputably simpler to implement. However if you're trying to scale up your railway system, terminal stations very rapidly become a bottleneck. (However you only hit that in Factorio with designs that go through ludicrous amounts of raw materials. In OpenTTD, you hit train/station bottlenecks about half an hour into the game.) e: Does concreting under train tracks make trains go faster, or is it purely cosmetic?
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# ? Aug 20, 2015 01:57 |