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Oh that sounds like fun. Might have to try that when I'm "done" with my current save.
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# ? Jun 27, 2018 22:33 |
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# ? Apr 27, 2024 16:19 |
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More updates on Dad-torio: He's restarted a few times, including once where he was jumped by the aliens and had no idea that there was combat, let alone how to fight. He's getting a hang of it, though he still kind of hunts and pecks at WASD to move and is still making his bases very small/fed by burner drills. Again, giving him minimal instruction, only what he asks for. He needed me to understand how to place pipes, he thought that the underground pipe was a pipe joint and was getting frustrated until I showed him to just place normal pipe segments. Since then he's figured out how to make plastics and sulfuric acid on his own. He had his first "waiiiiit" moment in terms of video game logic with sulfur from oil: he's from Oklahoma which is oil country and he was frustrated by the fact that the game makes sulfur from petroleum. In real life you don't turn the hydrocarbons into sulfur: you extract it from the crude. At which point I had to remind him that the belts were driven by perpetual motion devices and that electronics were made out of metal wire on metal plates. He's also made a car and is teaching himself how to "drive". He's also not about to turn off the aliens, now that he understands that they're there and how to fight he properly sees them as an engineering problem (he will leave them on peaceful of course, he's still learning). He's also having to explore alternate sources of power on his own since his coal is running out.
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# ? Jun 28, 2018 04:10 |
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I'd suggest sharing the Story of Dad-torio with the devs. They'll get a kick out of it I'm sure.
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# ? Jun 28, 2018 05:07 |
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Sydin posted:Yeah that's the tutorial I was referring to. I'll give it a whirl, thanks. I found a patch of 6M iron ore and have grand designs for it that involves a sea of electric furnaces, and I'm not sure I want to waste the time and resources that would be required to defend the massive plot of land I'd need for the requisite solar farm. The setup on the wiki works great: https://wiki.factorio.com/Tutorial:Circuit_network_cookbook#Optimal_usage_of_fuel_for_nuclear_power
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# ? Jun 28, 2018 18:18 |
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Yeah I was able to get Nuclear up and running. I also built out a ton of solar so I've got plenty of steam
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# ? Jun 28, 2018 18:47 |
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I've been processing my uranium for a while and haven't set up nuclear or kovrax yet. Sitting on 260 U-235 when I do start that process! Which will be soon... I want to spam some nukes.
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# ? Jun 28, 2018 18:54 |
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How do people normally set up artillery? The shells don't stack and while the mulch anything they hit their impact radius isn't as big as I expected. Do you just stick them in areas where you don't want expansion and have bots deliver shells?
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# ? Jun 28, 2018 19:07 |
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I only do train artillery because each car can store 100 shells, it's by far the most compact storage method. As for the manufacturing part while the train is out shooting stuff, it depends on my base layout. If I was stupid and built refining a long ways away from the depot I let the belt be my shell storage. Otherwise I'll set up an array of chests that equal the capacity of the train.
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# ? Jun 28, 2018 19:14 |
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The automated defense approach is you cover every bit of polution area with artillery coverage. That can be a bit spread out before you get a couple levels of range bonus so the efficient logistics way is to build a train network that an artillery train rolls about and has bunker stops with turrets that it rolls into and leaves once it's idle. I'm a bad factorio player so I just had like 5 or 6 static artilleries spread across my base either bot fed in base or hand fed at mining outposts and then I hand targetted biter bases taking advantage of the extra range.
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# ? Jun 28, 2018 19:18 |
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The downside to that approach is you won't get much biter action. Which I guess a lot of people like, but I enjoy them flinging their bodies against my wall of turrets regularly. So my artillery is usually in the far off distance clearing a path to a new resource patch.
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# ? Jun 28, 2018 19:22 |
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Yeah I'm mainly using artillery to clear a path towards expansion areas. I like my walls to do some work.
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# ? Jun 28, 2018 19:39 |
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xzzy posted:The downside to that approach is you won't get much biter action. Which I guess a lot of people like, but I enjoy them flinging their bodies against my wall of turrets regularly. So my artillery is usually in the far off distance clearing a path to a new resource patch. Same, but it's annoying at times when they attack, like, your pipes or a power line or something. I like to just set up a humongous wall of turrets with an inserter inserting ammo fed on a conveyor belt that surrounds my entire base. Then I just have a couple assemblers constantly pumping ammunition onto that conveyor belt from a little secret iron mine. After a bit, the ammunition will collect on the conveyor belt and you have a self-sustaining wall.
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# ? Jun 28, 2018 20:20 |
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I only do that before I'm able to mass produce laser turrets. As for artillery, I concur on the artillery wagons only approach. It's even better if you use Nuclear Artillery (via a mod) which clears out entire biter bases in one shot.
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# ? Jul 2, 2018 01:33 |
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I ended up just sticking a few around in strategic locations and always carrying shells in all my cars/tanks in case I need to use them. They're definitely more useful for clearing out soon to be expansion areas vs pure defense. Speaking of defense I got uranium ammo up and it's a bloodbath. Biters just die. It's a bit more of a pain than laser turrets since I have to handle reloading logistics, but the sheer damage they do is worth it.
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# ? Jul 2, 2018 17:54 |
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IMO defense artillery is more to stop biters from expanding right outside your turret range which it does quite well. And thats a respectable boost to defense, especially for the post rocket gameplay once you are putting out absurd amounts of pollution.Sydin posted:Speaking of defense I got uranium ammo up and it's a bloodbath. Biters just die. It's a bit more of a pain than laser turrets since I have to handle reloading logistics, but the sheer damage they do is worth it. Red ammo already out performed laser turrets dps wise. Uranium ammo is monstrous. I really think there should be something for laser turrets to make them more competitive late game since the cost of even uranium ammo is too little to matter once you have your production established. Just a higher damage turret would be pretty lame but I bet they could come up with something.
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# ? Jul 2, 2018 20:35 |
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Lasers still have their uses in the postgame - no amount of upgrades are going to get you beyond needing to feed gun turrets with ammo in some fashion, and unless you're stuffing your mining outposts with Speed3s and surrounding them with beacons, a compact line of lasers can hold most outposts. You could still set up a supply train and all that but unless you're playing with huge patches that just gets tedious. Of course the other option is to just have artillery train outposts spaced every so often and keep the area clear. Of course if we're looking for ways to distinguish lasers from bullets, we need to look at something other than pure DPS, because otherwise they just become two ways to accomplish the same thing that don't really end up differing all that much in the postgame. Maybe if lasers had a slowing effect, or range upgrades, they could be brought in line.
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# ? Jul 2, 2018 20:45 |
Laser turrets are competitive because you can use them in places that have power without dealing with ammo logistics, like outposts and anti-expansion pillboxes
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# ? Jul 2, 2018 20:45 |
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None of the biters are resistant to lasers or fire. That's a big advantage. The base damage of a piercing bullet is 8. Big biters have a base resistance of 8 while behemoths have 12. Piercing bullets don't actually pierce that they just have a higher base. A bit of research makes them deal ok damage to big ones but they never do much to behemoths. Even so they reduce physical damage by 10% so they only do higher deeps to smaller types of biters. The littlest ones and spitters have no resistance. Spitters get some explosive reduction but that's it. Absolutely nothing has any resistance at all to lasers. Of course uranium bullets look at those physical numbers and go "lol, that's cute." Worms as they get big get some heavy duty resistance to everything that isn't a laser. So lasers look like their damage isn't great until you see that nothing reduces it in any way. Even uranium bullets don't do full damage to big stuff. Of course in that case you'll probably also have a lot of bullet research so they just tear through everything anyway.
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# ? Jul 2, 2018 20:55 |
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Lasers are competitive because all they need to function is a wall outlet, it makes them trivial to spam assuming you have a grid that can support them. Gun turrets are competitive because they have no minimum range significantly higher dps than lasers. Flame turrets are competitive because they have the best range and dps. So I'd say for the most part everything is pretty well balanced, each one has a good reason to consider them.
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# ? Jul 2, 2018 20:56 |
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The best is really a mix though lasers got a gently caress ton better when nuclear power hit. They also have a longer range than bullets but no minimum. Only fire has a minimum. They also have a limited arc unlike the others. Powering a lot of lasers was pretty tough with nothing but coal and solar.
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# ? Jul 2, 2018 21:23 |
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At least with solar the laser shots were free. With nuclear lasers are shooting the same thing uranium ammo turrets are. The end game combat is in a really weird place where everything is kind of an appendix unless it's something you really personally enjoy the feels of. There's almost no differentiation worth talking about between the methods, it's all total dominance over the biter and the only things that change is how you ferry materiel. Which aren't that big of changes either.
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# ? Jul 2, 2018 21:34 |
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Flame turrets are the hardest to use but most metal so it balances out.
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# ? Jul 2, 2018 21:59 |
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LtSmash posted:IMO defense artillery is more to stop biters from expanding right outside your turret range which it does quite well. And thats a respectable boost to defense, especially for the post rocket gameplay once you are putting out absurd amounts of pollution. Laser's have longer range. End game my first line will be gun turrets and then behind them I'll use lasers so they don't get outranged.
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# ? Jul 2, 2018 22:07 |
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zedprime posted:At least with solar the laser shots were free. With nuclear lasers are shooting the same thing uranium ammo turrets are. It took an unreasonable amount of panels and batteries to power any real number of laser turrets. Nuclear power also doesn't really eat that much uranium. The real issue is getting the thing built in the first place. Unless you turn uranium generation way down getting huge piles of it isn't all that hard.
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# ? Jul 2, 2018 22:16 |
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LLSix posted:Laser's have longer range. End game my first line will be gun turrets and then behind them I'll use lasers so they don't get outranged. Isn't the problem projectile travel time? Gun turrets are instant but lasers take time.
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# ? Jul 3, 2018 00:09 |
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crazysim posted:Isn't the problem projectile travel time? Gun turrets are instant but lasers take time.
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# ? Jul 3, 2018 09:14 |
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crazysim posted:Gun turrets are instant but lasers take time. Never thought much about it but this is kind of hilariously "wrong".
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# ? Jul 4, 2018 13:54 |
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ionn posted:Never thought much about it but this is kind of hilariously "wrong". Laser bolts not beams! Its like star wars! At least they're consistent, the personal laser defense is also bolts.
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# ? Jul 4, 2018 14:28 |
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ionn posted:Never thought much about it but this is kind of hilariously "wrong". The other "opposite of reality" in Factorio is the iron and copper ore colors. They are reversed.
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# ? Jul 4, 2018 14:31 |
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ionn posted:Never thought much about it but this is kind of hilariously "wrong". This will be changed in next major update! https://us2.factorio.com/assets/img/blog/fff-228-action-shot.mp4 https://www.factorio.com/blog/post/fff-228
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# ? Jul 4, 2018 14:43 |
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Obligatory mod mention : Laser beam turrets Realistic ore colouring
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# ? Jul 4, 2018 15:02 |
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Sininu posted:This will be changed in next major update! Best news ever.
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# ? Jul 4, 2018 15:11 |
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Sininu posted:This will be changed in next major update! Heck yeah. I miss the beam turrets mod since I've been playing vanilla. Put this on a server unannounced for some fun.
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# ? Jul 4, 2018 15:18 |
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Sininu posted:This will be changed in next major update!
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# ? Jul 4, 2018 19:05 |
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So, I just reinstalled this game and executed the last two hours I needed for Lazy Bastard (lol thematic) I wanna play angelbob's now. Yes, I know it's ludicrous and goes way deeper than it needs to, but I want a challenge. A question: the settings screen shows all these extra ores that can be enabled or disabled, and I am slightly confused. Does enabling each one change a shitload of recipes so the ores are actually used, in such a way that the game can be played with any collection of ores enabled? Because that seems impossible to design. And secondly, for those of you who have played this before, would you recommend enabling them or not?
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# ? Jul 4, 2018 19:28 |
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Dancer posted:So, I just reinstalled this game and executed the last two hours I needed for Lazy Bastard (lol thematic) Bobs on it's own would be plenty for you I think. Angels adds a lot more on top which you could look at trying if Bobs on its own didn't phase you too much. Leave the Bobs settings as default except switch on the logisic revamp - inserter/belts etc. It's off by default due to moaners but should be on and will be in the next version. If you say "but I want a challenge", try anonymods. Not many people look at it but it's very well done.
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# ? Jul 4, 2018 20:29 |
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Dancer posted:So, I just reinstalled this game and executed the last two hours I needed for Lazy Bastard (lol thematic) Both bobs and angels are modular and work mostly as you would hope if you leave out one of the mods or turn something off. Bobs intermediaries will automatically make the ore they need spawn without you having to mess with settings. But if you have angel's ores those will override it since the point of angel's ores is that you don't get usable ore from mining and have to process the new ones to get iron or copper ore. If you have bobs stuff installed processing angel's ores will be able to yield all of the new bobs materials. Besides both angels and bobs stuff adding a lot more stuff you need to keep track of I feel there are only a couple of big hurdles. First is figuring out what angel wants you to do with processing ore for raw materials. Its complicated and brutally inefficient until you get some infrastructure laid out. Bobs electronics makes chips way more complicated and need wood which is a minor bother if you use bobs greenhouses or a nightmare if you use angels bio. And angels petrochem is basically pipe hell. If you want even more complication check out science cost tweaker. It adds a bunch of intermediaries balances the angel/bob materials for science packs.
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# ? Jul 4, 2018 21:19 |
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So I've been playing for a while now, and I'm ready to dip my toes into some mods... But I'm finding that there's a few extremely popular mods with tons of downloads that have absolutely no description, no pictures and no documentation that I can find at all. I mean just look at this, Bob's Vehicle Equipment. Apparently it adds vehicle equipment of some kind? (???) Like? Is it good? Who even knows? This is an incredibly popular mod btw. I've made some small mods for other games like space engineers and starbound, and a couple turd-mods for stellaris. Every time I upload one I'm sure to add copious details about what it does, why it does it, etc. So when I look at this, I'm just kinda flabbergasted. There's not even any youtube mod spotlights or wikis or anything. WTF is with the modding community here? Clearly there's something I'm missing?
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# ? Jul 5, 2018 09:23 |
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The big factorio mods these days are basically "mega-mods" with a whole bunch of modular components. The individual bits don't need detailed descriptions so much, because you're not supposed to use them on their own - they only make sense as an optional part of the overall package. If you click the "homepage" link it takes you to the section of the factorio forums dedicated to that specific mega-mod.
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# ? Jul 5, 2018 09:29 |
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# ? Apr 27, 2024 16:19 |
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Yeah I checked that forum out. It's a whole lot of banter. The stickied posts seem to be change logs. Still no documentation. Found these posts though: https://forums.factorio.com/viewtopic.php?f=51&t=52456 The guy is just TERRIBLE at documenting anything. Seems to be because he's afraid he'll need to change the description every time he makes a change. Which is ridiculous. I mean, he doesn't even start. He's just like "Bob's warfare - Adds war related stuff." and fucks off. Not even a picture. It's such poo poo. Does he really not have the time to show a little?
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# ? Jul 5, 2018 11:14 |