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There was an infrequent crash-to-menu when using the 0.14 version of Side Inserters in 0.15 and the Shift+R keybind, I believe from cumulative rounding errors (although they shouldn't be happening). I haven't been able to trigger it using Control+R in the latest version. Please let me know if it happens to you.
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# ? Apr 26, 2017 11:30 |
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# ? Apr 25, 2024 08:58 |
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Having blueprints from the start is amazing. Makes everything a ton easier to plan. And since they carry over between games you can go into Sandbox and plan/test your modular factories and then just export the blueprints to your real games.
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# ? Apr 26, 2017 11:45 |
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The Trains map settings is interesting, specifically in the setting that biters don't settle new bases. This means they don't fill in the empty space on the map parts you've generated but not explored, so there's a lot less of them around. They're also harder to pollute. I was setting up purple science by the time I got my second attack. I might increase the pollution spread next time I use that map preset.
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# ? Apr 26, 2017 12:31 |
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I play with train map settings but re-enable biter expansion, I feel it could get a bit too easy otherwise.
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# ? Apr 26, 2017 12:53 |
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I left biter expansion off because ultimately what kills most of my factories is boredom from no longer wanting to clear out the biters to expand.
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# ? Apr 26, 2017 12:55 |
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My factories eventually turn into fortresses that would put the Maginot Line to shame. Unlike the germans, biters aren't smart enough to just walk around it
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# ? Apr 26, 2017 13:14 |
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Collateral Damage posted:My factories eventually turn into fortresses that would put the Maginot Line to shame. It's not a proper Isengard without very angry Ents.
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# ? Apr 26, 2017 13:17 |
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Kenlon posted:It's not a proper Isengard without very angry Ents. Huh. You know, a mod to replace biters with Ents sounds pretty great.
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# ? Apr 26, 2017 13:20 |
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If anything deserves to hate me in Factorio it's the trees.
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# ? Apr 26, 2017 13:27 |
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Fans posted:If anything deserves to hate me in Factorio it's the trees. yeah I don't mind trees once I have a way to clear them but in the early game they're a huge pain in the rear end
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# ? Apr 26, 2017 13:29 |
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Chainsaw mod. *brrmbrrmbrrrm*
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# ? Apr 26, 2017 13:35 |
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splifyphus posted:The dumbest thing about Factorio is the singular player character. No single person could automate everything, although a man can dream. Long reach not only saves you shitloads of time, it simulates the missing collective. e. I'm just an ideas guy but is it possible to make a mod where you pheromone bomb biters and they become your logistics friends with robot behaviors?
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# ? Apr 26, 2017 13:50 |
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Collateral Damage posted:Having blueprints from the start is amazing. Makes everything a ton easier to plan. Can you actually remove blueprints from your book at all, without shoving them in a wooden box and blowing them up? I took a few from the blueprint book, but can't seem to nuke them from my inventory. Which isn't the end of the world, but it's still annoying.
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# ? Apr 26, 2017 13:57 |
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The main reason to get to the atomic bomb is to blow up poo poo tons of trees, can't wait! Also Mangled Pork was saying you don't need oil anymore in .15, true?
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# ? Apr 26, 2017 14:40 |
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Lorini posted:The main reason to get to the atomic bomb is to blow up poo poo tons of trees, can't wait! Once you have a little bit of heavy oil, the coal liquefaction recipe, which produces more heavy oil than it consumes, should let you avoid dealing with crude oil for as long as your coal reserves hold out. With the liquid quantities all multiplied by 10 compared to version 0.14, though, it seems pretty coal-intensive. Toast Museum fucked around with this message at 14:48 on Apr 26, 2017 |
# ? Apr 26, 2017 14:46 |
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On the other hand plastic requires 1/3 less petroleum than before, and considering that something like 95% of your oil needs are for plastic production that's going to be pretty significant.
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# ? Apr 26, 2017 14:51 |
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What does the 'all liquid quantities increased by 10' patch note apply to? Just oil wells? Is that in addition to the richness/other changes?
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# ? Apr 26, 2017 14:56 |
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Everything was multiplied by 10, it's just to remove fractional liquid amounts since nothing else in the game had fractional units. So instead of having 5.4 units of oil in a pipe and needing 10 you have 54 units of oil and need 100.
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# ? Apr 26, 2017 15:04 |
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Got a starter-level red/green factory up and running. I know it's no where near optimized or anything but it's a super cheap blueprint I make create early on with a minimum amount of preliminary research. Before I tear it apart and put it back together again multiple times in frustration, whats a good ratio to aim for when making red/green?
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# ? Apr 26, 2017 15:05 |
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Same as the ratio for the time made to make the packs; 5 red and 6 green. If you can feed the number of assemblers that the time the recipe takes to craft, you should be able to keep 10 labs going. Supposedly. Always better to make more though.
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# ? Apr 26, 2017 15:08 |
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I normally build 5:4:2 to feed 8-10 labs.
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# ? Apr 26, 2017 15:09 |
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I build a whole bunch of everything and don't really count it out. If your belts aren't saturated you aren't producing enough, no exceptions It also helps that when I do science, I always make sure I do it in such a way that I can easily plop down more factories with a minimal amount of work, so really there's no reason not to go wild.
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# ? Apr 26, 2017 15:14 |
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Renegret posted:yeah Funny you say that, the new version has you automating grenades pretty early...
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# ? Apr 26, 2017 15:22 |
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Jabor posted:Funny you say that, the new version has you automating grenades pretty early... Heck yeah I haven't gotten very far in my newest factory. Got steel set up and went to bed. I was planning on doing oil next but it looks like I might have to take same detours first. I'm basically flying by the seat of my pants and my main bus is turning out to be a complete mess. I should've just went spaghetti from the get go. I don't remember the recipe for grenades off the top of my head but I know coal isn't anywhere near my bus.
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# ? Apr 26, 2017 15:35 |
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Renegret posted:I build a whole bunch of everything and don't really count it out. If your belts aren't saturated you aren't producing enough, no exceptions This is how I feel, but I am hooked on always having basic materials on a belt when needed. I am cool with my science assemblers just holding beakers.
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# ? Apr 26, 2017 15:39 |
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Thanks for all the feedback. I left some of room to just slap on more assemblers when needed. First step is finding a smooth running ratio and I have a good starting point now. It is deliberately restricted on its max capacity because it is just an early game research facility. After I move on to blue+ it'll probably be torn up and rebuilt. REALLY love the blueprints always available thing. If I ever want a new start not on Goon Island it'll be easier than ever.
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# ? Apr 26, 2017 15:43 |
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You can never produce too many iron plates, green circuits or plastic bars.
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# ? Apr 26, 2017 15:57 |
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Retro42 posted:Got a starter-level red/green factory up and running. I know it's no where near optimized or anything but it's a super cheap blueprint I make create early on with a minimum amount of preliminary research. Before I tear it apart and put it back together again multiple times in frustration, whats a good ratio to aim for when making red/green? The ratios for red/green science are pretty simple. Aiming for two packs a second: Green takes 6 seconds, red takes 5, so we need 10 red and 12 green. Red is consuming 2 gear wheels a second, and gear wheels take .5 seconds, so we need one gear wheel factory for our 10 red factories. Similarly, we need one factory for belts and inserters to meet the demand of 12 green factories. Belts and inserters both need 2 gear wheels a second, so green needs two gear wheel factories. Inserters need 2 green chips a second, which is supplied by a single green chip factory. Green chips are a little tricky and require a ratio of 3 wire factories to 2 green chip factories. I normally bus in green chips from a larger green chip factory, or you can just have two wire factories on site. So, 10 red with 1 gear, and 12 green with 1 inserter, 1 belt, 2 gear, 1 chip and 2 wire. e: here's what my science looks like just after adding green Dr. Stab fucked around with this message at 16:08 on Apr 26, 2017 |
# ? Apr 26, 2017 15:58 |
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Collateral Damage posted:You can never produce too many iron plates, green circuits or plastic bars. Also copper wire. Dear god, so much copper wire.
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# ? Apr 26, 2017 16:07 |
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In an old megafactory i had, i ended up building a 100x100 area of storage chests. I filled the entire area up with plates and wire. It lasted me a couple of hours when I actually started using the logistics network properly. You really blow through that stuff.
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# ? Apr 26, 2017 16:11 |
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I like to make my belts do a loop around my science labs because it looks nifty. When I build a lot of labs I make the belts do a figure 8 because it looks doubly cool but I'm going to have to get creative with the new science
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# ? Apr 26, 2017 16:12 |
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dogstile posted:In an old megafactory i had, i ended up building a 100x100 area of storage chests. I filled the entire area up with plates and wire.
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# ? Apr 26, 2017 16:27 |
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The new science requirements are really giving me fits, as my old way of building my primary factory doesn't really work now with the addition of military flasks and the changed up blue flask. I've kind of stalled here, trying to make the jump to blue science and oil processing so I'm probably going to demolish this and try a de-centralized build; transporting final goods in from satellite assembly facilities. NeuralSpark fucked around with this message at 16:32 on Apr 26, 2017 |
# ? Apr 26, 2017 16:28 |
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Jabor posted:Funny you say that, the new version has you automating grenades pretty early... Take this hint, people. Don't be like me and chop down a sea of trees by hand, burning god knows how many picks, because you didn't make the connection of "Boomy-Booms make Green Tide go Bye Bye."
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# ? Apr 26, 2017 16:29 |
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NeuralSpark posted:The new science requirements are really giving me fits, as my old way of building my primary factory doesn't really work now with the addition of military flasks and the changed up blue flask. I've kind of stalled here, trying to make the jump to blue science and oil processing so I'm probably going to demolish this and try a de-centralized build; transporting final goods in from satellite assembly facilities. That starting area though!
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# ? Apr 26, 2017 16:32 |
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Had I known grenades took down trees, I wouldn't have scripted them out and given myself 100 wood at the start before I got metal poles.
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# ? Apr 26, 2017 16:32 |
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Gravy Jones posted:That starting area though! It's my hand-edited no-effort sandbox starting area, I was planning on loving around with the new speakers ala the Still Alive link posted earlier.
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# ? Apr 26, 2017 16:53 |
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Factorio: the only acceptable ratio is More
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# ? Apr 26, 2017 16:56 |
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NeuralSpark posted:It's my hand-edited no-effort sandbox starting area, I was planning on loving around with the new speakers ala the Still Alive link posted earlier. I thought it was either that or a shared string I spent at least an hour trying to find one I was happy with last night, and still ended up with a deadend where I was planning to build my bus. I miss the intial scan mod!
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# ? Apr 26, 2017 16:59 |
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# ? Apr 25, 2024 08:58 |
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Hagop posted:Factorio: the only acceptable ratio is More mods plz
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# ? Apr 26, 2017 17:03 |