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crabrock posted:here's an island for .16 if you want it. No idea if it has enough to complete the game, but looks like it? hnnng I'm so tempted to restart with this map. Nalesh fucked around with this message at 03:41 on Dec 19, 2017 |
# ? Dec 19, 2017 03:18 |
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# ? May 12, 2024 21:53 |
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DoubleNegative posted:It's not enough. Not yet. Artillery is good. Atomic artillery is amazing.
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# ? Dec 19, 2017 05:17 |
Artillery firing rate research Nuclear shells Fire for effect
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# ? Dec 19, 2017 05:27 |
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DoubleNegative posted:It's not enough. Not yet. This is wonderful
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# ? Dec 19, 2017 05:56 |
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Goon Island for 0.16 So I reinstalled 0.15, restarted Goon Island, then updated it to 0.16. The map exchange key doesn't work like it did before but fear not friends, here is a copy of my save game: https://drive.google.com/open?id=1hbS8jtJbyht_tOnQKlmypKmrjFFFOZJW Save it into your "C:\Users\(Your Name)\AppData\Roaming\Factorio\saves" folder I haven't had much of a look around yet but I can't see any cliffs on the island, no idea how far out they might start to appear on the mainland; cleverer Goons than me might know how to make them generate on the island etc. Made as a clean save with no mods. I think resource settings were for a railworld/RSO type game
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# ? Dec 19, 2017 10:23 |
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Lack of Gravitas posted:Made as a clean save with no mods. I think resource settings were for a railworld/RSO type game Given the huge amount of resources on Goon Island I assume it was originally generated with rich resources. Collateral Damage fucked around with this message at 10:56 on Dec 19, 2017 |
# ? Dec 19, 2017 10:54 |
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Bomb enemy base with random junk to clog their conveyor belts
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# ? Dec 19, 2017 12:11 |
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Easy question: What is chunk-aligned? I'm assuming it has something to do with a overlaid grid on the world map. Is there some kind of hot key that will show me the "chunks?"
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# ? Dec 19, 2017 16:56 |
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sharkbomb posted:Easy question: You are correct, press F4 and check "show_tile_grid" https://www.reddit.com/r/factorio/comments/2dfbbw/tip_how_to_toggle_the_display_grid_onoff/ To make it easily toggle-able via F5
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# ? Dec 19, 2017 17:09 |
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qne
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# ? Dec 19, 2017 17:10 |
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Collateral Damage posted:Resource distribution is part of the share string, so it doesn't matter if you have RSO or not. For a given share string the resources will always be the same. It definitely matters if you have RSO or not, the mod changes how resources are generated using the maps distribution settings, which is all the share string includes.
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# ? Dec 19, 2017 17:21 |
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crabrock posted:here's an island for .16 if you want it. No idea if it has enough to complete the game, but looks like it? Lack of Gravitas posted:Goon Island for 0.16 Not empty quoting to save for later.
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# ? Dec 19, 2017 17:49 |
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Anyone else notice that Tier 3 Productivity module research only requires purple (Production) research while the other two tier 3 module researches require yellow (High Tech, a higher tier of research pack).
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# ? Dec 19, 2017 19:00 |
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FISHMANPET posted:Anyone else notice that Tier 3 Productivity module research only requires purple (Production) research while the other two tier 3 module researches require yellow (High Tech, a higher tier of research pack). High-Tech and Production research are parallel tiers, though. You don't need one to use the other, or research a good portion of their tech. Productivity modules are directly related to production, while the other two have a large array of other applications. I think the split makes sense. necrotic fucked around with this message at 20:53 on Dec 19, 2017 |
# ? Dec 19, 2017 20:51 |
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There's a surprising amount of research (mostly military) that requires Yellow packs but not Purple. I found this out the hard way playing a ribbon world where I ran out of stone (needed for stone bricks for electric furnaces for purple packs).
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# ? Dec 19, 2017 21:02 |
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Solumin posted:I believe you're correct, judging by a quick glance at the Lua api. surface.get_tile_properties(position) will yield a table with a scad of terrain gen "base" statistics for that tile. code:
Foehammer posted:You are correct, press F4 and check "show_tile_grid" If you're averse to using debug info, you can also use shift-space to pause, but then you won't be able to look around.
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# ? Dec 19, 2017 23:48 |
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Looking for ideas/feedback on Nuclear Locomotives. Where should my nuke locos fit now that Factorio has that annoying gimmick "nuclear fuel" item? Acceleration-wise, where should nuke locos sit relative to rocket fuel/nuclear fuel? What about max speed? I wanted to have nuclear locos be suited to heavy trains that stop and start, but lose out for long, light trains (like a passenger shuttle). Should I keep trying for this?
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# ? Dec 20, 2017 00:44 |
GotLag posted:Looking for ideas/feedback on Nuclear Locomotives. Yeah, I keep trying to find reasons to do more than 4 wagon cargo trains. You know, besides the 100 car FARL.
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# ? Dec 20, 2017 00:46 |
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Don't you need an extra wagon now, for the artillery?
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# ? Dec 20, 2017 00:54 |
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M_Gargantua posted:Yeah, I keep trying to find reasons to do more than 4 wagon cargo trains. I've been running 6 car trains for a few months. They're mostly just large and unwieldy. The one thing I like about them is that the output translates cleanly into 6 full blue belts
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# ? Dec 20, 2017 00:55 |
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Poil posted:Don't you need an extra wagon now, for the artillery? If you were gonna do that, you'd need to tack on an extra car on top of that as an ammo collier. I haven't gotten to artillery trains yet, but I imagine just putting a bunch of dedicated artillery sniper spots around the periphery of one's base. Has anyone played with the artillery yet? Does it have circuit conditions?
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# ? Dec 20, 2017 01:02 |
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Can't it load up with shells at the drop off station, where you supply new fuel? I just want to put one on each train regardless of whether it's needed or not.
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# ? Dec 20, 2017 01:09 |
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Learning that science packs can be pulled out of labs, allowing you to create daisy chained labs using inserters has to be the best thing I've found out so far.
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# ? Dec 20, 2017 01:11 |
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Nalesh posted:Learning that science packs can be pulled out of labs, allowing you to create daisy chained labs using inserters has to be the best thing I've found out so far.
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# ? Dec 20, 2017 01:13 |
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Note that you lose a bit of research performance by doing so since it takes a few seconds for science packs to propagate through your lab chain, but it's a fairly irrelevant loss.
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# ? Dec 20, 2017 01:18 |
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Nalesh posted:Learning that science packs can be pulled out of labs, allowing you to create daisy chained labs using inserters has to be the best thing I've found out so far. It's handy for getting science started up, but it's mega inefficient because inserters are constantly taking science packs out of labs. I like braided belts for science a lot better:
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# ? Dec 20, 2017 01:18 |
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Collateral Damage posted:Note that you lose a bit of research performance by doing so since it takes a few seconds for science packs to propagate through your lab chain, but it's a fairly irrelevant loss. That sounds like a problem that can be solved with more labs and science production.
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# ? Dec 20, 2017 01:19 |
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My personal favorite approach is the rainbow/sushi belt: (I've never actually done this in-game, but I really want to.)
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# ? Dec 20, 2017 01:32 |
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Gwyneth Palpate posted:It's handy for getting science started up, but it's mega inefficient because inserters are constantly taking science packs out of labs. I like braided belts for science a lot better: This is what I do, especially now that there are eleventy-billion different science packs.
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# ? Dec 20, 2017 01:47 |
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GotLag posted:Looking for ideas/feedback on Nuclear Locomotives. Personally, I've used your Nuclear Locomotives in 0.15 mainly as a passenger shuttle and FARL locomotive. I mostly use short, single-purpose trains that just go between a single pick-up point and a single drop-off point, so I don't particularly care if my cargo trains are slow, but I want max speed when I'm rushing out to outposts or expanding my rail infrastructure. I'm not really sure what a long heavy train that stops and starts a lot would be useful for, honestly.
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# ? Dec 20, 2017 02:18 |
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This is how I set up mine Also, can someone explain what FARL does for me? I know it has something to do with laying tracks, but I feel like it has to be more than that with how popular it is.
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# ? Dec 20, 2017 04:16 |
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Nalesh posted:This is how I set up mine It removes trees that were in the way of the tracks. At train speeds.
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# ? Dec 20, 2017 04:19 |
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LLSix posted:It removes trees that were in the way of the tracks. At train speeds. And fills in water when you drive over
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# ? Dec 20, 2017 04:22 |
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Also, you can use it to lay out more complex things in a single run, like a signalled four-line mainline with circuit-network-connected power poles down the middle and an aesthetically pleasing concrete pattern.
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# ? Dec 20, 2017 04:24 |
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Artillery is kind of weird in that the stack size is 1 (aka it doesn't stack) unless you put it in an artillery wagon in which case it stacks to 100. So if you want to supply a fixed artillery position the best way to do it is to use an artillery wagon. In which case you might as well just park the wagon and let it do its thing. And I think that otherwise the artillery wagon act as normal wagons as far as circuits from the station go. At the very least, you can use empty and full conditions in the train directions.
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# ? Dec 20, 2017 04:28 |
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Jabor posted:Also, you can use it to lay out more complex things in a single run, like a signalled four-line mainline with circuit-network-connected power poles down the middle and an aesthetically pleasing concrete pattern. Can you post your blueprints? I've had a lot of trouble getting FARL to do anything more complicated than a basic four-line. I've seen posts about high security rail lines created by FARL but I've not been able to figure out how to make one that wasn't just a solid line of turrets.
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# ? Dec 20, 2017 04:37 |
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Nalesh posted:This is how I set up mine You put it in a train locomotive, load a cargo wagon up with train supplies (rails, signals, power poles, and whatever else you want), hit the "Start" button, then drive the train off in the direction you want to go. It'll take stuff from the cargo wagon and place it around the train according to a blueprint you create. It places rails in front of the train connected to the existing track, so you can just keep rolling forward into areas that don't have any rails at all; by default, it also places a second track a few squares to the side, and it places signals and big power poles at regular intervals. By tinkering with the blueprints, you can have it put concrete down, or walls, or turrets, or all sorts of other things. It's a bit unintuitive to use, though.
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# ? Dec 20, 2017 05:02 |
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Radarplus for RSO is the only mod I'm still waiting on for .16. Are there other decent radar mods?
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# ? Dec 20, 2017 05:06 |
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LLSix posted:Radarplus for RSO is the only mod I'm still waiting on for .16. Are there other decent radar mods? I'm using Advanced Radar. It's pretty similar, except that the improved radar requires some (fairly shallow) research and has a different cost.
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# ? Dec 20, 2017 05:11 |
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# ? May 12, 2024 21:53 |
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GotLag posted:Looking for ideas/feedback on Nuclear Locomotives. I haven't used your nuclear locomotives, but nuclear trains are something I've thought a lot about. What they mostly lead to was wanted an entire rework of locomotives in general. Here is my thinking: There should be multiple types of train engines. There should be electric engines, steam engines, and diesel engines. Electric engines could be powered either by powered rails, like a subway/metro system or by a generator car. This means you could have burner generator cars and nuclear generator cars. Steam powered trains would require fuel, water and a boiler car. The boiler car could be a burner or nuclear boiler. So yeah, I'm talking about a big revamp of trains that might not even be modable. I haven't looked into modding the game at all. But we're talking about bigger trains here. But think of the possibilities if there were a train car that was a mini nuclear power plant. You could have a train drive out to mining station under nuclear/electric power, and then while it's parked there, power the mining station.
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# ? Dec 20, 2017 05:28 |