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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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# ? May 10, 2017 19:30 |
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# ? Apr 24, 2024 18:06 |
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seravid posted:The atomic bomb is now my preferred method for tree clearing This sounds like a good new candidate for thread title.
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# ? May 10, 2017 19:48 |
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Two other noteworthy items from the changelog:quote:Steam is now internally a separate fluid from hot water.
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# ? May 10, 2017 19:54 |
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Toast Museum posted:Two other noteworthy items from the changelog: Oh, that does change things up quite a bit.
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# ? May 10, 2017 20:08 |
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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.
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# ? May 10, 2017 20:09 |
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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 ).
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# ? May 10, 2017 20:09 |
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another handy QoL change "Increased maximum wire distance of all circuit connectable entities from 7.5 to 9"
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# ? May 10, 2017 20:15 |
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RyokoTK posted:Why does coal liquefaction exist? Self-sufficient plastic outposts? Nothing else comes to mind.
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# ? May 10, 2017 20:24 |
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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.
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# ? May 10, 2017 20:45 |
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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 |
# ? May 10, 2017 20:56 |
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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!
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# ? May 10, 2017 21:15 |
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DmitriX posted:Self-sufficient plastic outposts? Nothing else comes to mind. Random maps or challenges with very low oil?
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# ? May 10, 2017 21:24 |
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Chev posted:This sounds like a good new candidate for thread title.
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# ? May 10, 2017 21:31 |
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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? quote:Especially now that you need even more coal to fire the boilers (although I guess you could use a nuclear reactor ).
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# ? May 10, 2017 21:54 |
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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.
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# ? May 10, 2017 22:06 |
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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.
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# ? May 10, 2017 22:39 |
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DmitriX posted:Gotlag, the change from the update (that Storage tanks now have 2 orientations instead of 4), also broke your Flow control mod. 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*
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# ? May 10, 2017 23:06 |
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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 |
# ? May 10, 2017 23:11 |
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DmitriX posted:Gotlag, the change from the update (that Storage tanks now have 2 orientations instead of 4), also broke your Flow control mod. It's fixed.
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# ? May 10, 2017 23:37 |
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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.
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# ? May 10, 2017 23:59 |
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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...
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# ? May 11, 2017 00:12 |
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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.
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# ? May 11, 2017 00:17 |
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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.
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# ? May 11, 2017 00:33 |
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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"
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# ? May 11, 2017 01:26 |
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DmitriX posted:Scratch that - ALL of the non-generic pipes from that mod can be turned anymore. 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.
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# ? May 11, 2017 01:43 |
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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.
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# ? May 11, 2017 02:02 |
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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.
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# ? May 11, 2017 04:54 |
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I took a stab at making a one-size-fits-all oil solution for the blueprint doc.
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# ? May 11, 2017 05:29 |
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Minor update to Electric Furnaces: lighting no longer looks like rear end. Day: Night:
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# ? May 11, 2017 14:55 |
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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.
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# ? May 11, 2017 15:14 |
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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/
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# ? May 11, 2017 15:36 |
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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.
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# ? May 11, 2017 15:37 |
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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.
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# ? May 11, 2017 16:02 |
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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 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.
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# ? May 11, 2017 16:03 |
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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 |
# ? May 11, 2017 16:16 |
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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).
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# ? May 11, 2017 16:19 |
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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?
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# ? May 11, 2017 16:47 |
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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 |
# ? May 11, 2017 17:05 |
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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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# ? May 11, 2017 17:33 |
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# ? Apr 24, 2024 18:06 |
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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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# ? May 11, 2017 18:39 |