|
Onean posted:Blueprints at the start of the game are just guidelines so you don't have to redesign your setups on every map. Then you unlock the personal roboport (fairly easily in comparison to .14, really) and it's away to the races. You don't need early game roboports if you can easily convert blueprints to the real thing by shift-clicking on it within your active range, it'd be a fine fix if some modder would just get on that, thanks in advance Bhodi fucked around with this message at 18:12 on Apr 28, 2017 |
# ? Apr 28, 2017 18:09 |
|
|
# ? Apr 26, 2024 17:08 |
pumpinglemma posted:One thing that hasn't been mentioned: setting up a smelter at the iron deposit is an actively bad idea, because the pollution will attract biters. You want a single centralised smeltery, either as an outpost in itself or as part of your main base. (Also remember the concrete recipe uses unprocessed iron ore.) On rail world preset, you just need to clear the area of biters once.
|
|
# ? Apr 28, 2017 18:08 |
Bhodi posted:What's the way to use blueprints early? I must be missing something. You can hover over each part and hit Q to select the part from your inventory and then click to place the thing, but that's tedious as hell. Yeah right now its just to aid in planning, which does help a little. I hope in the future they add features such that you can drag down belts/inserters/assembers/ and have them autosnap orientation and recipe with the blueprint you're placing them over.
|
|
# ? Apr 28, 2017 18:16 |
|
M_Gargantua posted:Yeah right now its just to aid in planning, which does help a little. I hope in the future they add features such that you can drag down belts/inserters/assembers/ and have them autosnap orientation and recipe with the blueprint you're placing them over.
|
# ? Apr 28, 2017 18:20 |
|
Bhodi posted:You don't need early game roboports if you can easily convert blueprints to the real thing by shift-clicking on it within your active range, it'd be a fine fix if some modder would just get on that, thanks in advance Yeah, this (or similar) would be great. I forgot how slow the early game can be not due to a lack of resources but to the forced manual plopping of assemblers and inserters. ninjewtsu posted:So what does a good furnace setup that has plenty of room for beacons look like? From my previous game: Nice and simple, though not optimal as I'm just now realizing I'm using 20 furnaces instead of the 22 needed for belt saturation.
|
# ? Apr 28, 2017 19:08 |
|
Bhodi posted:The roboport thing really isn't true at all. You need blue science so have to have a whole oil setup to produce red circuits and batteries, just like before. In fact, the addition of military packs and it's associated infrastructure makes it even slower to get to! .14 required blue circuits for the personal roboport, and the recipes for the bots needed more mats as well I believe. Oil isn't that far in, really, and I don't think you need to set up military science for anything leading up to the personal roboport except maybe the first modular armor, and even that doesn't need a whole lot. Edit: I'm not saying your suggestion isn't valid, it would absolutely be very nice to have. I'm just saying that the personal roboport is, in my experience, much easier to get to in .15 than it was in .14.
|
# ? Apr 28, 2017 19:17 |
|
In .14, construction and logistics bots were about at the same point in the tree. In .15, construction bots have moved down, and logistics bots have moved up. I was actually amazed how quickly I was able to build myself my first modular armor and fill it with a roboport, a battery, and solar panels, and start constructing stuff on my own.
|
# ? Apr 28, 2017 19:26 |
|
seravid posted:From my previous game: Great, now I have furnace-envy.
|
# ? Apr 28, 2017 19:26 |
|
seravid posted:From my previous game: Seems like there's got to be a way to move those becaons between the furnaces rather than on the outside. A long inserter or two should be able to deal with loading and unloading on the outside of the furnaces, leaving the inside for sweet sweet beacons.
|
# ? Apr 28, 2017 19:27 |
|
FISHMANPET posted:Seems like there's got to be a way to move those becaons between the furnaces rather than on the outside. A long inserter or two should be able to deal with loading and unloading on the outside of the furnaces, leaving the inside for sweet sweet beacons. You want them on the outside, that way you can share beacons between two furnace lanes (where he is belting his plates/ore, which kinda ruins that aspect of the setup). So more like this: fezball fucked around with this message at 19:46 on Apr 28, 2017 |
# ? Apr 28, 2017 19:40 |
|
fezball posted:You want them on the outside, that way you can share beacons between two furnace lanes (where he is belting his plates/ore, which kinda ruins that aspect of the setup). Yeah. That's the good stuff. What kind of modules do you use?
|
# ? Apr 28, 2017 19:49 |
Or, from my last big .14 game: The latch circuitry means that the power switch shuts when there is room for a full oreload worth of plates in the pickup warehouses AND there is at least a trainload of ore worth to be smelted. Then it latches on until delivery is empty or output is full.
|
|
# ? Apr 28, 2017 19:50 |
|
LLSix posted:Yeah. That's the good stuff. What kind of modules do you use? Production in the smelters, speed in the beacons - the speed offsets the penalty from the production modules (and then some). If you can afford the modules, you can afford the power so screw efficiency (even more so now that you don't need to cover the map in solar panels to run this kind of setup).
|
# ? Apr 28, 2017 19:56 |
|
M_Gargantua posted:Or, from my last big .14 game: I don't understand the point of not just constantly smelting the ore as soon as it comes in; it's not like you'll have much else to do with it. Is it just for fun?
|
# ? Apr 28, 2017 20:11 |
|
I love the new fluid wagons. So stylish.
|
# ? Apr 28, 2017 20:20 |
|
vOv posted:I don't understand the point of not just constantly smelting the ore as soon as it comes in; it's not like you'll have much else to do with it. Is it just for fun? Saves idle power. The smelters run until output is full, so if the output never fills they run continuously. If material stops being consumed, they stop running. The trigger that waits for output to be below a certain level stops them from blinking on and off and only running once a certain amount is needed.
|
# ? Apr 28, 2017 20:23 |
|
Wouldn't you get the same effect from just restricting the output warehouses to contain one trainload of ore? Even if you try to keep the warehouse full at all times, in the long run you'll only ever be producing plates as fast as you're consuming them once you've filled up all your intermediate storage like warehouses and chests.
|
# ? Apr 28, 2017 20:44 |
|
Just did a 15:23 launch. Firos posted:Can someone post a good smelter layout for me? I am bad at figuring one out on my own These two blueprints are the ones I stuck with since I unlocked Steel furnaces: Smelter-18 posted:0eNqdW11v4kgQ/C9+hpXne8zf2MfTakUS354lMMg4p42i/PdzNhyKlBpcNU8RJhQ909WlnurhtXk4PPfnaRjnZvfaDI+n8 Steel-12 posted:0eNqdnN1u2zgQhd9F13bBofjr1+jloiicRNsV4MiGrSwaBHn3lZtdI9jOWOfwKogDn3A0h5PxN2TeuofDy3A6j9Pc7d668 Zetsubou-san fucked around with this message at 21:02 on Apr 28, 2017 |
# ? Apr 28, 2017 20:53 |
|
A tip on smelter design: Design your rows of smelters so the input & output belts run in the same direction. That way the first smelter to have ore available is also the first smelter on the output line. Once you start adding productivity modules you can prioritize putting them in the smelters that are always active vs the ones that don't run when you have an input shortage or output saturation.
|
# ? Apr 28, 2017 21:22 |
|
lol if your guide to smelters is more complex than "build as many as you can"
|
# ? Apr 28, 2017 22:17 |
|
fezball posted:You want them on the outside, that way you can share beacons between two furnace lanes (where he is belting his plates/ore, which kinda ruins that aspect of the setup). That's how I did my steel smelting. I chose the wasteful option with iron for aesthetic reasons and because what's another row of beacons when you've mastered the power of the atom? seravid fucked around with this message at 22:24 on Apr 28, 2017 |
# ? Apr 28, 2017 22:22 |
|
God I haven't played Factorio in so long, all my builds are absolute garbage. It's a mix between neat, organised bus system, and messy, spaghetti awfulness. It's like it manages to be both, but neither one at the same time. I forgot how I managed to set up my previous game so neatly. I had a 4-width cement road and it had chests lined along the top with all the various stuff I'd ever need, so I could really quickly run up and down it to grab what I want. All the assemblers would be branched above the chests in really sweet rows. I wanna get that again but I forgot how I did it and my old save is deleted.
|
# ? Apr 28, 2017 22:25 |
|
vOv posted:Wouldn't you get the same effect from just restricting the output warehouses to contain one trainload of ore? Even if you try to keep the warehouse full at all times, in the long run you'll only ever be producing plates as fast as you're consuming them once you've filled up all your intermediate storage like warehouses and chests. Most buildings consume power even when idle. Shutting off the smelting area when it's not needed saves resources in the long run.
|
# ? Apr 28, 2017 22:24 |
|
I managed to get to blue science and almost turn goon island into a peninsula before accumulated errors made me want to relocate to a new factory. I forgot all the ratios and need to add gears to the bus. Blue science is now super gear thirsty because you need almost as many engine assemblers as you have blue science assemblers.
|
# ? Apr 28, 2017 22:50 |
|
Reactor talk: So if I understand the neighbor bonus correctly, 1 reactor can support 4 heat exchangers and 2 can support 4 each plus 100%. So 16? Also, is it roughly 2 turbines to an exchanger? At first the whole reactor thing seemed like overkill/resource sink. But my tiny little setup can handle 50MW+ right now and I KNOW it's not an efficient setup. Even pulled my coal engines off the grid for now it's working so well.
|
# ? Apr 28, 2017 23:05 |
|
I think it's closer to 2 exchangers to 5 turbines, but my factory doesn't use enough power to test it yet. 1 to 2 wasn't enough turbines, but 1 to 3 was too many.
|
# ? Apr 28, 2017 23:17 |
vOv posted:I don't understand the point of not just constantly smelting the ore as soon as it comes in; it's not like you'll have much else to do with it. Is it just for fun? Beacons and furnaces start having huge idle power draws, so its worth it to cut it when theres not enough ore coming in. So for example if a mine dries up. The trains prioritize stations from the left in that setup, so the leftmost bank (I had 16 banks for iron and 9 for copper) is always running, and when I had the time to setup new mines to fully utilize the ones further down the lines. The other reason is that trains don't arrive in a set fashion, so the latching helps make sure that the arrays only turn on when there is a few thousand ore worth smelting. vOv posted:Wouldn't you get the same effect from just restricting the output warehouses to contain one trainload of ore? Even if you try to keep the warehouse full at all times, in the long run you'll only ever be producing plates as fast as you're consuming them once you've filled up all your intermediate storage like warehouses and chests. Nah, the big reason is that while the rocket parts pull a pretty consistent drain of plates everything else doesn't. You can't be doing everything at once so stockpiling gets important. While you could restrict the warehouse to any number you want theres really no reason too, the math works out the same and you just have less of a buffer stockpile, wasting warehouse space. If I only wanted one traincar full i'd just use chests. Same kinda setup, plates get dropped off, when green/red/blue circuits don't have a few thousand buffered then the array kicks on and produces another ~10k before switching off again. The upgrade I made to it was to also track how many precurrsors were available, so that blue wouldn't run if red was too low, signaling to me that I needed to get more mines setup to feed the beast.
|
|
# ? Apr 28, 2017 23:21 |
|
Place some hazard concrete along those rails you madman
|
# ? Apr 28, 2017 23:31 |
|
After some testing: Turbines work exactly the same as steam engines at boiler steam temperature. They produce 1.8MW (to steam engine's 900kW) while eating twice the fluid. So if you like the way turbines look, it's perfectly ok to upgrade to turbines. Plus, you save some space, since you only need 1 turbine per boiler.Onean posted:I think it's closer to 2 exchangers to 5 turbines, but my factory doesn't use enough power to test it yet. 1 to 2 wasn't enough turbines, but 1 to 3 was too many. It's 60 exchangers to 103 turbines 4:7 works just fine though. Truga fucked around with this message at 23:46 on Apr 28, 2017 |
# ? Apr 28, 2017 23:41 |
|
I found this on the internet recently as an end-game setup: I've not had a chance to test it, but it's apparently able to output a compressed blue belt.
|
# ? Apr 28, 2017 23:45 |
|
Finally built my first uranium mine/centrifuge setup. I love how the whole thing looks like something out of Fallout with the gentle green glow over the ore, and the far stronger green glow around the centrifuges.
|
# ? Apr 28, 2017 23:46 |
|
Nevets posted:A tip on smelter design: Design your rows of smelters so the input & output belts run in the same direction. That way the first smelter to have ore available is also the first smelter on the output line. Once you start adding productivity modules you can prioritize putting them in the smelters that are always active vs the ones that don't run when you have an input shortage or output saturation. I still prefer opposite direction input/output lines so I can have the body of the smelter line hang away from the factory, extending as needed. But I also co-belt ore and coal. Once I get electrics I just kind of rebuild into my standard bus-belt configuration.
|
# ? Apr 28, 2017 23:58 |
|
Onean posted:Blueprints at the start of the game are just guidelines so you don't have to redesign your setups on every map. Then you unlock the personal roboport (fairly easily in comparison to .14, really) and it's away to the races. Personal roboport seems like it would be hell to charge just relying off personal solar panels and batteries. Can you confirm if that is(n't) the case?
|
# ? Apr 29, 2017 01:10 |
|
I still don't understand the point of the warehouse mod. The important thing in Factorio is the rate at which you produce/consume, not the amount.
|
# ? Apr 29, 2017 01:20 |
|
This mod popped up today and gave me a giggle when I read the description: https://mods.factorio.com/mods/Identitools/CleanerConcrete "Kill all decorations when putting concrete or stone bricks, because gently caress anything that is green!" GotLag posted:I still don't understand the point of the warehouse mod. The important thing in Factorio is the rate at which you produce/consume, not the amount. They are conveniently sized for medium poles to cover all the sides without taking any space. Then you can build all sorts of hideous crap round them and "share" the storage. And while the rate is the important part, having a huge buffer to ignore things like ore patches running dry while you do something else is handy.
|
# ? Apr 29, 2017 01:24 |
|
it's a lot less hassle to set one storehouse or warehouse than dealing with all the individual containers.
|
# ? Apr 29, 2017 01:25 |
|
GotLag posted:I still don't understand the point of the warehouse mod. The important thing in Factorio is the rate at which you produce/consume, not the amount. Sometimes I look at a container with half a million steel plate in it and think, I'm rich!
|
# ? Apr 29, 2017 01:27 |
|
Chakan posted:it's a lot less hassle to set one storehouse or warehouse than dealing with all the individual containers. They're also perfectly sized for trains! Eliminates balancing loading of chests so that the unload evenly into the wagon.
|
# ? Apr 29, 2017 01:31 |
|
Ratzap posted:They are conveniently sized for medium poles to cover all the sides without taking any space. Then you can build all sorts of hideous crap round them and "share" the storage. And while the rate is the important part, having a huge buffer to ignore things like ore patches running dry while you do something else is handy. That's like getting excited for a tax return. It was your money all along, you just loaned it interest-free. Edit: a mod to remove all bushes/decorations when placing concrete, rather than just 25%: https://mods.factorio.com/mods/Identitools/CleanerConcrete GotLag fucked around with this message at 01:50 on Apr 29, 2017 |
# ? Apr 29, 2017 01:43 |
|
|
# ? Apr 26, 2024 17:08 |
|
There's a pretty obscene degree of stock piling you can do without any major opportunity cost. I balk at the sort of stockpiles and unrestricted production of miscellaneous usables or ploppables no one could use inside of a week of gameplay and try to run things lean but I have come to recognize that in that aspect I am the weirdo.
|
# ? Apr 29, 2017 01:49 |