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Dirk the Average
Feb 7, 2012

"This may have been a mistake."
I toss efficiency into everything. It keeps the pollution cloud to a minimum, which means I need to kill fewer biters to secure a given resource. It's especially helpful with mining outposts since you go from 9 pollution per miner to 1.8 pollution per miner, which is a huge savings.

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Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
Look man if you aren't some madcap factory spewing pollution so thick that you're in perpetual darkness, you're playing the game wrong. :colbert:

I.. might have very inefficient methods of making modules. It's surprising that I managed to launch the rocket that game.

Dirk the Average
Feb 7, 2012

"This may have been a mistake."

Sage Grimm posted:

Look man if you aren't some madcap factory spewing pollution so thick that you're in perpetual darkness, you're playing the game wrong. :colbert:

I.. might have very inefficient methods of making modules. It's surprising that I managed to launch the rocket that game.

I'm strip mining the world, paving the shattered husk left behind, and launching the rest into space. The efficiency is just there so that I don't have to wipe out so many natives immediately. They all get wiped out eventually.

Dirk the Average
Feb 7, 2012

"This may have been a mistake."
I've been thinking more about the modules in Bob's mods, and I think the issue with God modules is less that they exist and more the numbers they reach.

Imagine if productivity modules topped out at 30%, raw productivity (no drawbacks, just productivity) topped out at 20%, and God modules topped out at 10% productivity. Meter all other stats out at a similar rate, and then God modules aren't the only choice for a setup. You still want them in everything if you don't have another plan for that machine, but they don't break the game in half with a 300% productivity bonus and a massive speed boost at the same time.

Evilreaver
Feb 26, 2007

GEORGE IS GETTIN' AUGMENTED!
Dinosaur Gum
Productivity is literally the only module worth using (except in pumpjacks), and every single assembler should have four. Yes, even things that don't take prod3s should have them, I don't know why you can't use them there.

"But Evil," you say in a nasally goon voice, "that slows my factory down and I get less output, and raw materials stack up on my belts!" This is solved by having more assemblers in each bloc. 40% more, generally. Factory speed is only limited by how much input you can jam down the line at once, and lemme tell you having a spine of 4x Express Belts each of Iron and Copper being fed to the module factory makes a SHITLOAD of modules. Keep adding assemblers to the end of a line until material can't reach the last few, then stuff them full of prods until material does reach the end, repeat forever. This is how you get a rocket per minute.

(So far I'm down to rocket/12 minutes)

seiken
Feb 7, 2005

hah ha ha

zedprime posted:

Don't forget that modules in Assembler 2s (or god forbid 1s) are cute but upgrading your assembler infrastructure to 3 universally is probably a more immediately useful step except in some edge cases.

Because I forgot that for a while and it is kind of embarrassing.

Wait, higher assemblers do something other than just craft recipes with more ingredients (and have more module slots)?

Dessert Rose
May 17, 2004

awoken in control of a lucid deep dream...

seiken posted:

Wait, higher assemblers do something other than just craft recipes with more ingredients (and have more module slots)?

They're also significantly faster, use less power, and generate less pollution.

Well, that's true of Assembler 2->3. Assembler 1->2 is just faster, it ends up using more power.

MrYenko
Jun 18, 2012

#2 isn't ALWAYS bad...

Solumin posted:

To be honest, the only modules I use in any great number are efficiency modules. I slap those into all my electric furnaces. Occasionally I'll use a productivity module in my purple science factory, and of course you need speed modules in your pump jacks once they've run dry.

Productivity modules in all stages of oil and petroleum product refining, as well.

Solumin
Jan 11, 2013

Dessert Rose posted:

They're also significantly faster, use less power, and generate less pollution.

Well, that's true of Assembler 2->3. Assembler 1->2 is just faster, it ends up using more power.

The other important thing is they can make recipes that require more ingredients. This is obvious with assembling machine 2, since you need them to make green science. But you need assembling machine 3 to make items with more than 4 ingredients, such as oil refineries. I think the cap is 6 ingredients.

Node
May 20, 2001

KICKED IN THE COOTER
:dings:
Taco Defender
I'm almost at the point where I can launch the rocket whenever I want.

My question is, what is next? Try another new world with different settings? If so, what should I change? Should I try a mod or mods? Its always really easy to start a new game of Ttdx but for some reason it's different with Factorio. Why, I don't know. Maybe in Ttdx you can see how many bajillions you made over the course of the game. With Factorio, there really isn't a currency or score.

Node fucked around with this message at 08:03 on Apr 8, 2016

Zetsubou-san
Jan 28, 2015

Cruel Bifaunidas demanded that you [stand]🧍 I require only that you [kneel]🧎
is there a way to force it to be always night?

Zetsubou-san
Jan 28, 2015

Cruel Bifaunidas demanded that you [stand]🧍 I require only that you [kneel]🧎
ugh - i'm going to change the salt water electrolysis recipe in bobs from 2 Salt + 2 Water = 1 Hydrogen, 1 Chlorine, 1 Sodium Hydroxide (1 Time Unit) to 20 + 20 = 10, 10, 1 (10 TUs)


about the only thing I've found for all this excess is to simulate bits in my initial attempts to get logic gates made out of smart chests and inserters.

Loren1350
Mar 30, 2007

Zetsubou-san posted:

is there a way to force it to be always night?

Yes.

always_day isn't actually its own flag. Setting always_day to true performs two actions: it halts the time cycle, and it sets the time to noon. Setting it to false restarts the time cycle. You can do either of these actions independently.

code:
game.freeze_daytime(true)	--freezes time cycle
game.daytime=.5			--sets time to midnight

Zetsubou-san
Jan 28, 2015

Cruel Bifaunidas demanded that you [stand]🧍 I require only that you [kneel]🧎
cool, Thanks Loren, thinking my next game will be set on the Pitch Black planet. :getin:


hae some module upgrading tips -

shift-click a filled module slot to empty it into inventory. ctrl-click to empty all slots with that module type
have a stack of modules in hand and ctrl-click the object to fill all empty slots with that module

optimum sequence for upgrading a module in a batch of assemblers/miners/furnaces/ect...

(say from speed 2 to speed 3)

- empty the old module slot in each object (open window, shift or ctrl click module), do this for every object
- then grab the new modules and ctrl-click each object in turn

Zetsubou-san fucked around with this message at 11:15 on Apr 8, 2016

Truga
May 4, 2014
Lipstick Apathy

Evilreaver posted:

Productivity is literally the only module worth using (except in pumpjacks), and every single assembler should have four. Yes, even things that don't take prod3s should have them, I don't know why you can't use them there.

This is my line of thinking (except for pumpjacks):
I can add speed to my factory by adding more factory
I can add speed to my mining output by expanding to more deposits
I however can't add more metal to deposits in any way, besides using productivity modules.

Then some math:
Productivity modules slow down mining (miners have 3 slots) by 29%, smelting by 16, assemblers by 44, however, for each raw iron lying on the ground, you get:
1.3(mined with productivity)*1.2(smelted with productivity)*1.4(assembled with productivity) = 2.2 items.

Some final products can't be built with productivity, but others have multiple intermediate products which all take it, so I think the number 2:1 is about right.

Basically, with productivity, you get 2:1 mining efficiency, and killing lots of aliens to expand mining when your old deposits run dry can be such a slog in this game, I just go with productivity.

Plus, extra assemblers/drills/belts/trains whatnot you need to get the speed back up are *much* cheaper than even one level 3 module, and the cost for extra modules is largely mitigated by using productivity to build said modules.

Truga fucked around with this message at 12:46 on Apr 8, 2016

Node
May 20, 2001

KICKED IN THE COOTER
:dings:
Taco Defender
:rolleyes: Clearly you aren't enlightened FactorioGuys, balancing our environmental impact, and living in harmony with the aliens. Maybe some day you'll wake up.

Actually I use efficiency modules to become friends with them because I'm doing the romance quest with a spitter and if you kill too many of them you won't get the best ending

Ratzap
Jun 9, 2012

Let no pie go wasted
Soiled Meat

Node posted:

:rolleyes: Clearly you aren't enlightened FactorioGuys, balancing our environmental impact, and living in harmony with the aliens. Maybe some day you'll wake up.

Actually I use efficiency modules to become friends with them because I'm doing the romance quest with a spitter and if you kill too many of them you won't get the best ending

That ending sucks. The romance is cliched and clunky with censor bars over all the good bits.

Efficiency modules are for tree hugging commies. Speed and production are the only true way - aim for Warhammer 40k forge planet filth levels and you'll be on the right path to planetary dominance.


Node posted:

I'm almost at the point where I can launch the rocket whenever I want.

My question is, what is next? Try another new world with different settings? If so, what should I change? Should I try a mod or mods? Its always really easy to start a new game of Ttdx but for some reason it's different with Factorio. Why, I don't know. Maybe in Ttdx you can see how many bajillions you made over the course of the game. With Factorio, there really isn't a currency or score.

The only person who knows what you should do is you. You could try a scenario or challenge, you could try a mod pack, you could set yourself a goal for the play through or just start a game and fart about playing with things you've not tried yet. You could look to get into an MP game. Think about it and pick something. If you want help making up a mod pack, just ask but you'll still need to have a clear idea of what you want.

zedprime
Jun 9, 2007

yospos

Truga posted:

Plus, extra assemblers/drills/belts/trains whatnot you need to get the speed back up are *much* cheaper than even one level 3 module, and the cost for extra modules is largely mitigated by using productivity to build said modules.
Sort of. It takes a very deliberate game style or game play goal to feel warm fuzzies about all productivity, all the time. If you do the return on investment accounting based on raw materials (which is not a perfect measure but probably easiest to work with), the return on investment on 4 productivity module 3s starts at just under 5 hours for the most efficient place to put them.

If one has restartitis or just cares about launching that first rocket, they may never actually get to the point where they actually saved materials coming out of the ground.

Node
May 20, 2001

KICKED IN THE COOTER
:dings:
Taco Defender

Ratzap posted:

The only person who knows what you should do is you. You could try a scenario or challenge, you could try a mod pack, you could set yourself a goal for the play through or just start a game and fart about playing with things you've not tried yet. You could look to get into an MP game. Think about it and pick something. If you want help making up a mod pack, just ask but you'll still need to have a clear idea of what you want.

Sure, a mod collection sounds like a nice idea. As for what I want, I'd like to use trains more, so RSO seems like a solid pick. I really don't care for combat and found the aliens just annoying, so I don't want anything that makes them more deadly. I like playing with transport belts, but pipes not so much. So if there is something that adds products or resources that don't need pipes (or much of them) that would be nice. The base oil production system in base Factorio is fine for me. If there are any other mods that flesh out the gameplay more, I'd check them out.

And a mod that removes the censor bars from the spitter ending.

Absorbs Smaller Goons
Mar 16, 2006
I got the arumba mod collection which is pretty full of QoL mods to help you control your mega pollution empire.

I did remove tree collisions and autofill, because hitting trees with shotguns bullets was infuriating with the tiny hitbox and having smelters autofill on my wooden poles when I plopped them down was also not nice.

CanOfMDAmp
Nov 15, 2006

Now remember kids, no running, no diving, and no salt on my margaritas.

Node posted:

Sure, a mod collection sounds like a nice idea. As for what I want, I'd like to use trains more, so RSO seems like a solid pick. I really don't care for combat and found the aliens just annoying, so I don't want anything that makes them more deadly. I like playing with transport belts, but pipes not so much. So if there is something that adds products or resources that don't need pipes (or much of them) that would be nice. The base oil production system in base Factorio is fine for me. If there are any other mods that flesh out the gameplay more, I'd check them out.

And a mod that removes the censor bars from the spitter ending.

Playing with RSO and getting to mega-factory levels of production is quite a long experience. I've got close to 5 or 6 days worth of playtime on my current save.

Truga
May 4, 2014
Lipstick Apathy

zedprime posted:

If one has restartitis or just cares about launching that first rocket, they may never actually get to the point where they actually saved materials coming out of the ground.

Oh yeah, certainly. I was thinking compared to speed modules. You need more productivity ones, because you need 40% more assemblers etc. to achieve the same factory outputs, but they'll also cost you about 50% less than a speed module, if your module production line has productivity modules in it.

zedprime
Jun 9, 2007

yospos

Truga posted:

Oh yeah, certainly. I was thinking compared to speed modules. You need more productivity ones, because you need 40% more assemblers etc. to achieve the same factory outputs, but they'll also cost you about 50% less than a speed module, if your module production line has productivity modules in it.
That's the catch to the accounting. Subsequent productivity modules won't start be made for less less, until the just installed ones pay for themselves. You need to be able to sit down and say "OK, yes, good, 4 (8,12,30+) hours from now I'll be raking in all the copper and iron" because in the mean time you're just trying to break even. If at any point you start thinking this save is getting a little old and expect to shut it down in the next 10 hours, you're better served mixing in speed modules.

We're probably just agreeing at this point, but worth being clear because the scale of this game is so variable.

Ratzap
Jun 9, 2012

Let no pie go wasted
Soiled Meat

Node posted:

Sure, a mod collection sounds like a nice idea. As for what I want, I'd like to use trains more, so RSO seems like a solid pick. I really don't care for combat and found the aliens just annoying, so I don't want anything that makes them more deadly. I like playing with transport belts, but pipes not so much. So if there is something that adds products or resources that don't need pipes (or much of them) that would be nice. The base oil production system in base Factorio is fine for me. If there are any other mods that flesh out the gameplay more, I'd check them out.

And a mod that removes the censor bars from the spitter ending.

Nothing I know of that cuts down on pipework but a few things make it a little less annoying. I put a pack together for you, small things, QoL/comfort and RSO. The RSO is set for fairly sparse and as a headliner - no biters will spawn at all (shouldn't anyway). Gotlags crafted artifacts will let you complete the game without them. I was going to chuck in the science tweaker but that's probably a bit much for a first game, go with this for now.

Mods here

Also I'd recommend Waitex HD textures if you have a big monitor, zooming in looks a lot nicer. It's a big DL though so I won't put it in the pack (my upload speeds are not very good).

For the uncensored ending, just go to PYF and request some tentacle porn...

Zetsubou-san
Jan 28, 2015

Cruel Bifaunidas demanded that you [stand]🧍 I require only that you [kneel]🧎

Node posted:

Sure, a mod collection sounds like a nice idea. As for what I want, I'd like to use trains more, so RSO seems like a solid pick. I really don't care for combat and found the aliens just annoying, so I don't want anything that makes them more deadly. I like playing with transport belts, but pipes not so much. So if there is something that adds products or resources that don't need pipes (or much of them) that would be nice. The base oil production system in base Factorio is fine for me. If there are any other mods that flesh out the gameplay more, I'd check them out.

And a mod that removes the censor bars from the spitter ending.

my bobs/greenhouse/RSO setup is good if you like tinkering with a factory that has a lot of systems that work together.

bobs lets you stick any fluid into a barrel, and the extra gases and fluids bob adds can also be bottled/barreled up.

I needed nitrogen for blue science components under bobs+SCE, but that produces oxygen as well - so I stuck it in a tank and vented the excess until I found a use for it. When I found that use (making nickel plates), instead of piping it through my circuit snarl, I hitchhiked gas bottles on belts that were going in that direction anyway. (full bottles joined gold ore to the gold smelters, then skipped to the stone chunks heading to the concrete mixers. the empties joined the lead plates going back to blue science). Bobs also has pipes made from other materials that reach underground further than the iron pipes, so things are less cluttered that way.

leave the enemies mod and warfare mod in as well because the Tank Mk2 has a Gatling gun. with stock red ammo mags and good research into bullet damage it's made hive clearing fun.

plus :killdozer: is a perfectly acceptable way to enter and exit your base when you have construction bots :black101:

the sniper turrets are also good for base defense, stick them on the outer wall and give them standard ammo and it stops them cold.

I clump them Sniper-Standard-Sniper-Standard-Sniper, and if a point is under heavy attack just add extra snipers.

BrainMeats
Aug 20, 2000

We have evolved beyond the need for posting.

Soiled Meat
Is there an easy example of how to use smart inserters and maybe wires to limit bots being put onto a logistics network? I've got factories building robots but I'm hesitant to just let them multiply indefinitely. I wouldn't even bother automating it but construction bots occasionally get shot down on the front lines.

zedprime
Jun 9, 2007

yospos
There's limited bot slots in a roboport so the inserter will stop... some day

Last time this conversation came up I don't think there were even any mods that could report out bots in a roboport into the wire or logistic networks.

Simplest batching would be to make new bots into a chest next to a roboport, either chest slot limited or wired smartchest inventory limited by how many stacks you want to load at once. Then just drop an inserter inbetween the chest and roboport when you want more and take it out when you've got the bots you want.

e. But seriously making bots forever isn't a huge deal.

zedprime fucked around with this message at 20:05 on Apr 8, 2016

BrainMeats
Aug 20, 2000

We have evolved beyond the need for posting.

Soiled Meat
It does seem like something they could add in. The info for the network is all right there when you mouse over a port, but you can't wire them up.

FISHMANPET
Mar 3, 2007

Sweet 'N Sour
Can't
Melt
Steel Beams

FISHMANPET posted:

There's a mod called Robotic Combinators which in theory outputs the number robots in your network to a circuit network, but it doesn't work properly, and will sometimes "freeze" and stop updating when you load a saved game.

Solumin
Jan 11, 2013
Comedy option: Create a memory cell circuit using a decider. Every time a bot is added to the network, add 1 to the memory cell. Stop putting bots in when the memory cell hits a certain limit.

...I guess I know what I'm going to try to make tonight.

Slime
Jan 3, 2007

zedprime posted:

There's limited bot slots in a roboport so the inserter will stop... some day

Last time this conversation came up I don't think there were even any mods that could report out bots in a roboport into the wire or logistic networks.

Simplest batching would be to make new bots into a chest next to a roboport, either chest slot limited or wired smartchest inventory limited by how many stacks you want to load at once. Then just drop an inserter inbetween the chest and roboport when you want more and take it out when you've got the bots you want.

e. But seriously making bots forever isn't a huge deal.

The only concern is if you end up spending components that you wanted to use on other things on robots. The solution to which is obviously MORE MINES, MORE SMELTERS, MORE FACTORIES so you can make hundreds of bots in addition to what you wanted to make too.

President Ark
May 16, 2010

:iiam:

seiken posted:

Wait, higher assemblers do something other than just craft recipes with more ingredients (and have more module slots)?

Assembler 1s craft at 50% speed (compared to you). Assembler 2s craft at 75%. 3s craft at 125% and are faster than you without any modules in them.

Solumin
Jan 11, 2013

President Ark posted:

Assembler 1s craft at 50% speed (compared to you). Assembler 2s craft at 75%. 3s craft at 125% and are faster than you without any modules in them.

Also, Oil Refineries have a 100% crafting speed and Chemical Plants have 125% speed. The recipes don't take this into account, so you actually get 2.25 plastic per second from one plant (and need 3 petroleum gas per 0.8 seconds), and 1 battery per second is accomplished with 4 plants, not 5.

Kinetica
Aug 16, 2011

Absorbs Smaller Goons posted:

I got the arumba mod collection which is pretty full of QoL mods to help you control your mega pollution empire.

I did remove tree collisions and autofill, because hitting trees with shotguns bullets was infuriating with the tiny hitbox and having smelters autofill on my wooden poles when I plopped them down was also not nice.

Having switched to the steel poles, I'm really happy with that feature.

Garfu
Mar 6, 2008

Much like buttholes, families are meant to be tight.
Anyone have an idea why my bots aren't using my charging pads from Bob's mod? I've tried a ubnch of different things, like using Bob's robo ports only, not using roboports at all and only using those storage chests, several other stuff. They are connected to the network via the yellow lines and within the range yada yada.

Here's an offcenter gif:

Tenebrais
Sep 2, 2011

So, Friday update, looks like their "loader" idea has evolved into an inserter that drops a full stack-size-boosted clump of items onto a belt at once.



The idea being to bridge the gap between belt-and-inserter logistics and the robots in the late game.

Garfu
Mar 6, 2008

Much like buttholes, families are meant to be tight.

Garfu posted:

Anyone have an idea why my bots aren't using my charging pads from Bob's mod? I've tried a ubnch of different things, like using Bob's robo ports only, not using roboports at all and only using those storage chests, several other stuff. They are connected to the network via the yellow lines and within the range yada yada.

Here's an offcenter gif:

Figured it out. Bots only recharge at pads if they need a recharge during a task. They always sit and wait at the port if they are done with their task and ready to go home.

Gibbo
Sep 13, 2008

"yes James. Remove that from my presence. It... Offends me" *sips overpriced wine*
That inserter stack size research just moved waaay uo the ladder.

Node
May 20, 2001

KICKED IN THE COOTER
:dings:
Taco Defender

Ratzap posted:

Nothing I know of that cuts down on pipework but a few things make it a little less annoying. I put a pack together for you, small things, QoL/comfort and RSO. The RSO is set for fairly sparse and as a headliner - no biters will spawn at all (shouldn't anyway). Gotlags crafted artifacts will let you complete the game without them. I was going to chuck in the science tweaker but that's probably a bit much for a first game, go with this for now.

Mods here

Also I'd recommend Waitex HD textures if you have a big monitor, zooming in looks a lot nicer. It's a big DL though so I won't put it in the pack (my upload speeds are not very good).

For the uncensored ending, just go to PYF and request some tentacle porn...

Thanks for the mod pack. And wow, it is named after me! What a coincidence!

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Solumin
Jan 11, 2013

Tenebrais posted:

So, Friday update, looks like their "loader" idea has evolved into an inserter that drops a full stack-size-boosted clump of items onto a belt at once.



The idea being to bridge the gap between belt-and-inserter logistics and the robots in the late game.

The other really important thing from the article:

Friday Facts #133 posted:

It is now possible to click the alert icon to open the map to the location of the alert. The map now zooms towards the cursor rather than the center of the screen. It is also possible to right-click and drag to move the map around.
The blueprint icon can now use both fluid and circuit (virtual) signal icons.

:supaburn: I NEED ALL THESE THINGS.

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