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Roflex posted:The first time you "get" trains, especially with routing and signaling, is so immensely satisfying. My current base has a single depot for coal, iron, copper, oil (using the oil tanker mod), and stone, with a single line in/out and no deadlocks (although the occasional queue happens). Hooking up a new deposit is as simple as plopping a station blueprint, dropping an intersection on my main line, and connecting the two with rails/power. The personal roboport makes this incredibly easy, as well. What a wonderful post/avatar combination. Thyrork fucked around with this message at 03:38 on Nov 29, 2015 |
# ? Nov 29, 2015 00:05 |
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# ? May 10, 2024 21:18 |
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I was about to say the same thing - that was truly a thing of beauty.
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# ? Nov 29, 2015 02:12 |
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I thought I "got" trains once but it turned out to be prodromal schizophrenia. Stay safe, traingoons.
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# ? Nov 29, 2015 02:17 |
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Oh god, they're going to re-write the entire strings library to cut down on compile times. https://www.factorio.com/blog/post/fff-115
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# ? Dec 4, 2015 23:25 |
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Bhodi posted:Don't care about trains, have never cared about trains. Same here, the time it takes to set everything up properly I can set up 5X the belts I need to carry my poo poo. Did it once to try it out but it's really not worth the trouble except as a train station simulator mini-game in itself.
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# ? Dec 4, 2015 23:30 |
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RiotGearEpsilon posted:Oh god, they're going to re-write the entire strings library to cut down on compile times. https://www.factorio.com/blog/post/fff-115
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# ? Dec 4, 2015 23:33 |
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It's not bad for a game that side, but is that a full compile or incremental? If it's incremental, that's abysmal and I can understand wanting to speed it up.
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# ? Dec 6, 2015 14:33 |
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Anything over about 30 seconds compile time is a productivity killer in my experience. One of the projects I worked on for a couple of years had a 10-15 minute average compile time. 30 minutes from a fresh checkout. You got used to it, and lots of us started running two sandboxes so we could work on a second problem while the first was compiling. Even so, there's a real temptation to tab out to a news article or something while waiting for the compiler. Sure, 3 minutes isn't bad, but its still long enough to make it easy to get up and wander off or otherwise take a break every time you need to compile. Re-writting a std library is pretty much never a good idea, but I can certainly understand the desire to reduce long build times at any cost.
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# ? Dec 6, 2015 17:52 |
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have they considered using construction robots
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# ? Dec 7, 2015 00:22 |
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OMGVBFLOL posted:have they considered using construction robots Meta programming is a bitch.
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# ? Dec 8, 2015 00:46 |
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Factorio IRL: https://www.youtube.com/watch?v=uCgnWqoP4MM
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# ? Dec 11, 2015 04:40 |
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The worst thing is that they added sound effects. Those machines don't really make Portal sounds.
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# ? Dec 11, 2015 05:45 |
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T-man posted:The worst thing is that they added sound effects. Those machines don't really make Portal sounds. Do you know that for a fact? Like do you work there or something? Because they did put aperture decals on some of the robots. They may actually have added sound effects.
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# ? Dec 11, 2015 05:58 |
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Dr. Arbitrary posted:Do you know that for a fact? Like do you work there or something? Why would they? To annoy the line workers by forcing them to hear CLUNK CLUNK on a machine that, at most, makes a soft clik noise? It'd make much more sense to add it in post, at the same time they added the music. Plus, I didn't even see any killer robots fighting space aliens so 3/10.
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# ? Dec 11, 2015 06:19 |
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Portal sucks anyhow
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# ? Dec 11, 2015 07:23 |
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T-man posted:Why would they? To annoy the line workers by forcing them to hear CLUNK CLUNK on a machine that, at most, makes a soft clik noise? It'd make much more sense to add it in post, at the same time they added the music. Killer robots are outside of course. Do you wait to fight aliens until they are inside your walls, or do you use walls to keep them out? Any news on when next update is coming?
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# ? Dec 11, 2015 07:27 |
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Gibbo posted:Portal sucks anyhow fight me
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# ? Dec 11, 2015 08:17 |
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Gibbo posted:Portal sucks anyhow Real edgy.
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# ? Dec 11, 2015 14:32 |
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According to the latest Friday Facts Factorio will be coming to Steam February 25.
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# ? Dec 25, 2015 23:23 |
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Do we have nuclear weapons yet as an endgame resource drain?
Zephyrine fucked around with this message at 14:40 on Jan 7, 2016 |
# ? Jan 7, 2016 14:13 |
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Zephyrine posted:Do we have nuclear weapons yet as an endgame resource drain? Only nuclear thing we've got right now is portable fusion generator.
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# ? Jan 7, 2016 16:13 |
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ikanreed posted:Only nuclear thing we've got right now is portable fusion generator. Aw. I would have played this game for days more. But after I finish the last research project. I lose all motivation to gather resources . Launching rockets is not a motivator.
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# ? Jan 7, 2016 16:14 |
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There are mods that add basically infinite null research items that will consume probably millions of research packs if you get through the entire "tree"
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# ? Jan 7, 2016 16:21 |
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FISHMANPET posted:There are mods that add basically infinite null research items that will consume probably millions of research packs if you get through the entire "tree" Neat! What do I research then? For example I mean.
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# ? Jan 7, 2016 16:51 |
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This was my contribution (an edit of someone else's mod): http://www.factorioforums.com/forum/viewtopic.php?f=87&t=7702&start=20 Basically it just adds 99 levels of pointless tech (the version I edited only had one level), of various science pack flavors. The reward is gazing at your big numbers.
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# ? Jan 7, 2016 23:21 |
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I haven't tried it out, but I noticed this mod while combing through the forums the other day. Shouldn't be hard to edit the files to apply infinite levels to other upgrade types if you feel like it.
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# ? Jan 7, 2016 23:58 |
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What are some simple quality of life mods, like longer reach, stuff like that?
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# ? Jan 8, 2016 05:48 |
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Larger inventory, more light, FARL until 0.13 train changes
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# ? Jan 8, 2016 12:11 |
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# ? Jan 8, 2016 21:00 |
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(that is awesome)
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# ? Jan 8, 2016 21:05 |
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I do keep wondering when we're going to get barges, motoboats, as well as flying and aquatic enemies, so we can finally do some neat island-hoping based scenarios.
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# ? Jan 8, 2016 21:11 |
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That is actually horrifying. I'm going to have a nightmare about inserters coming alive and transforming into gigantic robot spiders to eat me while I sleep.
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# ? Jan 8, 2016 21:20 |
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That's.. wonderful. Where did it come from?
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# ? Jan 8, 2016 23:00 |
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From the Factorio blog! Preliminary graphics, but they're working on a new vehicle.
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# ? Jan 8, 2016 23:19 |
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https://www.youtube.com/watch?v=yzXwutv0yy8
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# ? Jan 9, 2016 03:54 |
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So other than the spiderbot, I'm trying out the train base mod they mentioned. The limitations on space are strange, but fun to work with. And yes, you can build a train in your train.
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# ? Jan 9, 2016 04:25 |
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Krysmphoenix posted:So other than the spiderbot, I'm trying out the train base mod they mentioned. The limitations on space are strange, but fun to work with. Trainception?
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# ? Jan 9, 2016 08:48 |
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Zephyrine posted:Trainception? C H U U U U U U U U U U U U U U U U U
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# ? Jan 9, 2016 15:27 |
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This game is fun until I try to automate green science packs. Maybe I need to see what else I can research with just reds though.
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# ? Jan 10, 2016 05:47 |
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# ? May 10, 2024 21:18 |
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suuma posted:This game is fun until I try to automate green science packs. Oh wait till you see Blue packs. Is there a quickstart mod that gives you a chest with a few hundred iron/copper plate, or some basic electric poo poo?
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# ? Jan 10, 2016 05:56 |