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seravid
Apr 21, 2010

Let me tell you of the world I used to know
The atomic bomb is now my preferred method for tree clearing, but it's not without its risks. Haven't had the game crash because of it, though.

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Chev
Jul 19, 2010
Switchblade Switcharoo

seravid posted:

The atomic bomb is now my preferred method for tree clearing

This sounds like a good new candidate for thread title.

Toast Museum
Dec 3, 2005

30% Iron Chef
Two other noteworthy items from the changelog:

quote:

Steam is now internally a separate fluid from hot water.
Coal liquefaction recipe now requires steam instead of water.

RiotGearEpsilon
Jun 26, 2005
SHAVE ME FROM MY SHELF

Toast Museum posted:

Two other noteworthy items from the changelog:

Oh, that does change things up quite a bit.

Regallion
Nov 11, 2012

Gotlag, the change from the update (that Storage tanks now have 2 orientations instead of 4), also broke your Flow control mod.
Your valves now only have 2 orientations instead of 4.
Not sure if you can fix it, but please be aware, it borked my oil cracking setup something fierce.

RyokoTK
Feb 12, 2012

I am cool.
Why does coal liquefaction exist? You don't use as much oil as you used to, patches last longer and it's easier to haul, so why wouldn't you just stick with traditional pumping?

Especially now that you need even more coal to fire the boilers (although I guess you could use a nuclear reactor :v: ).

rockopete
Jan 19, 2005

another handy QoL change

"Increased maximum wire distance of all circuit connectable entities from 7.5 to 9"

Regallion
Nov 11, 2012

RyokoTK posted:

Why does coal liquefaction exist?

Self-sufficient plastic outposts? Nothing else comes to mind.

FISHMANPET
Mar 3, 2007

Sweet 'N Sour
Can't
Melt
Steel Beams
I feel like this is a change they didn't completely think through. At this point they pretty much need an electric furnace that converts water into steam. You could use it to power a steam engine but that should result in a net loss of power. But people that have gone full solar or nuclear aren't going to want to start burning coal to make oil, or setup a second nuclear system to generate steam for gasification.

Chev
Jul 19, 2010
Switchblade Switcharoo
Apparently with the right module/beacon setup using coal liquefaction and then turning the oil into solid fuel (and maybe even rocket fuel) is more efficient than just burning the coal directly, or at least it was before the steam thing.

Chev fucked around with this message at 20:58 on May 10, 2017

RiotGearEpsilon
Jun 26, 2005
SHAVE ME FROM MY SHELF

Chev posted:

Apparently with the right module/beacon setup using coal liquefaction and then turning the oil into solid fuel (and maybe even rocket fuel) is more efficient than just burning the coal directly, or at least it was before the steam thing.

Clean coal!

Ratzap
Jun 9, 2012

Let no pie go wasted
Soiled Meat

DmitriX posted:

Self-sufficient plastic outposts? Nothing else comes to mind.

Random maps or challenges with very low oil? :shrug:

TasogareNoKagi
Jul 11, 2013

Chev posted:

This sounds like a good new candidate for thread title.
Nuclear Explosions for the Factorio Economy

ShadowHawk
Jun 25, 2000

CERTIFIED PRE OWNED TESLA OWNER

RyokoTK posted:

Why does coal liquefaction exist? You don't use as much oil as you used to, patches last longer and it's easier to haul, so why wouldn't you just stick with traditional pumping?
Being oil screwed was one of the most un-fun things in the game, and sometimes would happen unintentionally (such as when playing on large water and having the water spawn on top of your oil making it disappear entirely). They reduced the amount of oil needed to advance, but if you are oil limited mid-game you really don't have many options.

quote:

Especially now that you need even more coal to fire the boilers (although I guess you could use a nuclear reactor :v: ).
Anyone got some math on how much more coal is required to generate the steam? I suspect it's actually really small and this is mostly a complexity change.

Dirk the Average
Feb 7, 2012

"This may have been a mistake."

Chev posted:

Apparently with the right module/beacon setup using coal liquefaction and then turning the oil into solid fuel (and maybe even rocket fuel) is more efficient than just burning the coal directly, or at least it was before the steam thing.

Efficiency modules? That's literally their intended purpose.

Tenebrais
Sep 2, 2011

FISHMANPET posted:

I feel like this is a change they didn't completely think through. At this point they pretty much need an electric furnace that converts water into steam. You could use it to power a steam engine but that should result in a net loss of power. But people that have gone full solar or nuclear aren't going to want to start burning coal to make oil, or setup a second nuclear system to generate steam for gasification.

In this case, the only recipe requiring steam is something that already requires coal, so it's not like it needs extra logistics.

Even if it did, a lot of the recent newer recipes have been about adding logistics challenges, and I appreciate that.

Regallion
Nov 11, 2012

DmitriX posted:

Gotlag, the change from the update (that Storage tanks now have 2 orientations instead of 4), also broke your Flow control mod.
Your valves now only have 2 orientations instead of 4.
Not sure if you can fix it, but please be aware, it borked my oil cracking setup something fierce.

Scratch that - ALL of the non-generic pipes from that mod can be turned anymore.
That borked my factorissimo refinery.

Normally devs are p good about that, but this time... *sigh*

RyokoTK
Feb 12, 2012

I am cool.

ShadowHawk posted:

Being oil screwed was one of the most un-fun things in the game, and sometimes would happen unintentionally (such as when playing on large water and having the water spawn on top of your oil making it disappear entirely). They reduced the amount of oil needed to advance, but if you are oil limited mid-game you really don't have many options.

The problem with this is that you need blue and purple tech to research liquefaction, so you already need a source of oil to get going. So unless you're actually a zillion miles away from the nearest oil patch it doesn't seem sensible.

If liquefaction was a green tech like basic oil refinery tech was, I would be all over it.

e: don't you need oil in the liquefaction process to make more? So you couldn't operate a base without a source of oil at some point. So really all it's good for is basically maintaining your oil production if your starting patch ran dry and you haven't found a new patch yet, and also you're already cranking out electric engines and red chips for blue/purple tech.

e2: I forgot that oil fields never fully exhaust themselves. So you can always have just enough to keep yourself afloat, provided you have coal handy. So literally it's just there as a backup I guess.

RyokoTK fucked around with this message at 23:36 on May 10, 2017

GotLag
Jul 17, 2005

食べちゃダメだよ

DmitriX posted:

Gotlag, the change from the update (that Storage tanks now have 2 orientations instead of 4), also broke your Flow control mod.
Your valves now only have 2 orientations instead of 4.
Not sure if you can fix it, but please be aware, it borked my oil cracking setup something fierce.

It's fixed.

zedprime
Jun 9, 2007

yospos
Coal liquefaction seems like a logistics agnostic way of keeping outposts protected by flamethrower turrets. You could set up oil tankers meant specifically for turrets, but also belt up the nearest coal mine and get umpteen hours of flamethrowing.

Not really solving a problem but sort of a cool idea.

Pornographic Memory
Dec 17, 2008
Oh my god. I'd never *really* used construction robots before...being able to automate the construction of my gun turret walls is amazing. Not to mention paving my base and deforesting everything...

widespread
Aug 5, 2013

I believe I am now no longer in the presence of nice people.


Pornographic Memory posted:

Oh my god. I'd never *really* used construction robots before...being able to automate the construction of my gun turret walls is amazing. Not to mention paving my base and deforesting everything...

Automation is the way to go with everything. Chances are, if you can do it manually, you can set up poo poo to do it way better than you.

CanOfMDAmp
Nov 15, 2006

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

Pornographic Memory posted:

Oh my god. I'd never *really* used construction robots before...being able to automate the construction of my gun turret walls is amazing. Not to mention paving my base and deforesting everything...

now is when the game really starts, honestly.

Retro42
Jun 27, 2011


CanOfMDAmp posted:

now is when the game really starts, honestly.

Yeah, you suddenly hit a point where you go from expanding your ramshackle assembly line to "gently caress it, time to GO BIG"

GotLag
Jul 17, 2005

食べちゃダメだよ

DmitriX posted:

Scratch that - ALL of the non-generic pipes from that mod can be turned anymore.
That borked my factorissimo refinery.

Normally devs are p good about that, but this time... *sigh*

Turns out that there as a slight error in 0.15.10: all storage-tank-based entities now default to two_direction_only = true. That's not meant to be the default setting, so it's broken all modded storage-tanks. Fortunately it's an easy, one-line fix, but 0.15.11 will change the default value to false anyway.

Ambaire
Sep 4, 2009

by Shine
Oven Wrangler

Pornographic Memory posted:

Oh my god. I'd never *really* used construction robots before...being able to automate the construction of my gun turret walls is amazing. Not to mention paving my base and deforesting everything...

If you get the TinyStart mod, you start with a 5x4 grid power armor with a 150kw reactor, 2 roboports, 2 batteries, shields and 20 construction bots. It's amazing.

seravid
Apr 21, 2010

Let me tell you of the world I used to know
Does the number of connections between reactors and heat exchangers matter? It seems like having at least a couple of heat pipes running on opposite ends of the exchanger block has an effect on overall temperature, but I'm not sure if it's relevant to the plant's performance.

Microcline
Jul 27, 2012

I took a stab at making a one-size-fits-all oil solution for the blueprint doc.

GotLag
Jul 17, 2005

食べちゃダメだよ
Minor update to Electric Furnaces: lighting no longer looks like rear end.

Day:


Night:

Truga
May 4, 2014
Lipstick Apathy

Microcline posted:

I took a stab at making a one-size-fits-all oil solution for the blueprint doc.



I think you need 5 refineries for the ratio to match up? Nice work though, that's hella compact even with an extra one added.

Bhodi
Dec 9, 2007

Oh, it's just a cat.
Pillbug
That's pretty nice. There are also some OK builds on reddit though a lot of them seem to focus on completely self-contained systems where they make circuits and such in situ whereas I prefer to bus them in. I'm still torn on gears, I tried busing gears but kept running into a situations where the not-correct ratio of gears/iron was causing throughput issues on a semi-starved factory. So I'm back to making gears within the lines, that way I know that red has priority over green has priority over things that are down the line from the belt.

Here's an example of one guy's refining setup. I haven't tried it out but I plan to. https://www.reddit.com/r/factorio/comments/6a7chh/compact_817_ratio_oil_refining_and_production/

Inverness
Feb 4, 2009

Fully configurable personal assistant.
Are there any must-have or recommended mods? I'm playing my first game without mods so I actually know what I'm getting and I've had little issue.

The thing I feel I really want a mod for is belts. I want a single tile part that evenly distributes material across the whole belt if its backed up on one side. I know you can do this with a splitter and a single other belt, but that is two extra tiles I'd rather save. I'd also like a splitter that evenly divides what is on the left and right side back into separate belts. I realize this can also be done with a giant contraption with underground belts but that again takes up a bunch of space.

Onean
Feb 11, 2010

Maiden in white...
You are not one of us.

Truga posted:

I think you need 5 refineries for the ratio to match up? Nice work though, that's hella compact even with an extra one added.

The processing time changed for cracking recipes on .15. It's now 7 refineries, 1 heavy to light and 7 light to petroleum when using advanced oil processing I believe. I don't know what the ratios are if you're using coal liquifaction, though.

Toast Museum
Dec 3, 2005

30% Iron Chef

Inverness posted:

Are there any must-have or recommended mods? I'm playing my first game without mods so I actually know what I'm getting and I've had little issue.

The thing I feel I really want a mod for is belts. I want a single tile part that evenly distributes material across the whole belt if its backed up on one side. I know you can do this with a splitter and a single other belt, but that is two extra tiles I'd rather save. I'd also like a splitter that evenly divides what is on the left and right side back into separate belts. I realize this can also be done with a giant contraption with underground belts but that again takes up a bunch of space.
Caveat: I have not used any mods.

The Interface Chest mod apparently has an inline lane balancer part/feature. The page doesn't show it off, though, so I don't know more than that.

GotLag had a lane splitter mod a few years ago, but I'm unsure of its current status.

Chev
Jul 19, 2010
Switchblade Switcharoo

Onean posted:

The processing time changed for cracking recipes on .15. It's now 7 refineries, 1 heavy to light and 7 light to petroleum when using advanced oil processing I believe. I don't know what the ratios are if you're using coal liquifaction, though.

8-1-7, not 7-1-7, IIRC, unless it's changed in one of the subsequent 0.15.x

Chev fucked around with this message at 16:19 on May 11, 2017

GotLag
Jul 17, 2005

食べちゃダメだよ

Toast Museum posted:

GotLag had a lane splitter mod a few years ago, but I'm unsure of its current status.

That was from 0.11 and earlier, when items on belts still had collisions. It worked by spawning invisible entities to block the unwanted lanes, but since the belt optimisations introduced in 0.12, items on belts don't collide and so the mod no longer works.

I'm sure it's possible to achieve a similar effect using the current API but it would be a horrendous CPU hog (you'd need to carry out checks and move items for each custom splitter every game tick, i.e. 60 times per second).

Toast Museum
Dec 3, 2005

30% Iron Chef
Apologies if this is complete nonsense. What about a 2x1 structure that acts like a Factorissimo building with a single input and two outputs, and which contains something like this:



Is it possible to make something Factorissimo-like that doesn't allow entry to modify the area's contents?

GotLag
Jul 17, 2005

食べちゃダメだよ
You can make it smaller than that:


The other thing you can do is use a mod like Side Inserters to control which lane your inserters drop stuff on (Ctrl + F by default). I find this removes much of my need to split lanes.

Finally, to completely balance two belts (lanes and all), this is my preferred contraption:

It takes 1 or 2 inputs, produces 1 or 2 outputs, and can maintain 100% flow with two in and two out. And if you're using two belts, then the only extra space it needs beyond the existing belts is those 2x2 blocks on either side.

Edit: I know that's not what you asked for, but those mods really aren't performance friendly.

GotLag fucked around with this message at 17:12 on May 11, 2017

fezball
Nov 8, 2009

Inverness posted:

Are there any must-have or recommended mods? I'm playing my first game without mods so I actually know what I'm getting and I've had little issue.

If there is one mod I cannot play the game without any more, it is Long Reach. A lot of people seem to feel the same way about FARL when it comes to rails.

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concise
Aug 31, 2004

Ain't much to do
'round here.

FARL, RSO and RSO Radar, Long Reach and research queue (or whatever it's called) are must haves for me. TinyStart is another one because I can't be bothered to build my factory or cut down trees by hand.

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