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Royal W posted:It wouldn't be too bad if you made the overheating mechanic something uncomfortable but not painful; like a factory slowdown as opposed to buildings blowing up. That does sound interesting. I think it could go well with assemblers, mining drills, and science labs, but maybe not anything else. Those 3 things are common and essential so it would have a big impact if you to deal with them producing heat in order to keep them working. You could then deal with the reverse for cold maps instead of just making things take more electricity directly. Solumin posted:Temperature is already part of map generation, along with moisture. They talk about this in the most recent FFF.
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# ? Feb 17, 2019 21:00 |
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# ? Apr 23, 2024 07:51 |
On the cold side, you guys basically want a Frost Punk mod for Factorio. That would be cool. Frostorio Punk
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# ? Feb 18, 2019 00:55 |
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Inverness posted:I was looking at the wiki page for heat pipes and had a thought. What if map generation included temperature and this affected how you created a factory? I'm not talking about a full weather system, but temperature only. I'm the kind of wierdo who would like some sort of 'maintenance' mechanic, where machines heat up under constant use and eventually damage themselves and slow down, eventually grinding to a halt. Densely packed structures tend to overheat easier, efficiency-modded structures overheat slower (or not at all past a threshold). Early game you fix assemblers by hand (or just upgrade them as you tech up), then use circuits to switch clusters of buildings on and off to keep them in peak performance, then later use efficiency modules/beacons to extend uptime or just have a hellstorm of bots repairing them. Further, I believe they should merge the "equipment grid" and "modules" mechanics- make modules 2x2 with similar grid sizes, but this allows you to mount solar panels in things (for remote bases), mount laser defenses or shields in things, etc. Allowing shields and/or laser defenses to be mounted in beacons and their effects spread out could make beacons a neat addition to static defenses.
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# ? Feb 18, 2019 03:02 |
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Evilreaver posted:I'm the kind of wierdo who would like some sort of 'maintenance' mechanic, where machines heat up under constant use and eventually damage themselves and slow down, eventually grinding to a halt. This is bad and you should feel bad. You're a sick puppy.
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# ? Feb 18, 2019 13:09 |
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Make snow a resource. Your drones will go out and shovel it, but they'll complaint the whole time. Build a megabase that produces 10 snowmen/s. Constructible snow fort walls. Snowball turrets fed by an assembly line. The recipe uses snow + stone brick.
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# ? Feb 18, 2019 17:53 |
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Tuxedo Catfish posted:Make snow a resource. Your drones will go out and shovel it, but they'll complaint the whole time. Build a megabase that produces 10 snowmen/s. Constructible snow fort walls. Snowball turrets fed by an assembly line. The recipe uses snow + stone brick. Use snow and a new wood pulp product and make poo poo out of pycrete.
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# ? Feb 18, 2019 18:17 |
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How badly are 0.16 saves expected to break upon 0.17's release? Is there going to be issues with map generation and stuff? Will saves get corrupted? I'm contemplating if I want to stay on 0.16 to keep working on my current factory. Starting over is not something I'm very eager for right now.
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# ? Feb 18, 2019 22:07 |
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TigerXtrm posted:How badly are 0.16 saves expected to break upon 0.17's release? Is there going to be issues with map generation and stuff? Will saves get corrupted? They always have a seamless save file migration. I've only ever lost one save in 1500 hours play and that was a bug in an experimental release. Do not worry.
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# ? Feb 18, 2019 23:34 |
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Since it seems they're changing map generation algorithms again, newly generated chunks may not be seamless with existing ones. You're also going to have to rebuild most science that isn't red + green (and maybe even green). Smelters and some builds will probably break a bit (you'll have less than full belts, and anything that depends on belt timing (some kovarex builds) might also break, since belts are faster). And new science recipes will also probably mean your mining/smelting operations will be a bit off from what you need to fulfill everything (heavier on copper, lighter on steel iirc).
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# ? Feb 18, 2019 23:42 |
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Wait, belts are getting faster?
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# ? Feb 18, 2019 23:43 |
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Yep, to keep belt contents divisible by 8. New numbers will be 15/30/60. https://www.factorio.com/blog/post/fff-276
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# ? Feb 18, 2019 23:51 |
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That's fantastic news; thanks for linking it. I should probably read their announcements more regularly.
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# ? Feb 19, 2019 00:33 |
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Tuxedo Catfish posted:That's fantastic news; thanks for linking it. I should probably read their announcements more regularly. If you're keeping score at home, that means that blue belts are getting their throughput buffed by 50%; they currently move items at 40/sec.
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# ? Feb 19, 2019 04:25 |
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I play with the Bobs Logistics that gives you the grey belt and flattens the calculation on items/sec on belts. This change makes me happy. Spreadsheetorio is a fine game, but I enjoy napkin mathtorio far more.
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# ? Feb 19, 2019 04:52 |
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E: Reading for understanding is for winners!
Royal W fucked around with this message at 08:37 on Feb 19, 2019 |
# ? Feb 19, 2019 04:59 |
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Wish the numbers were 16/32/64, but yeah it'll be great.
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# ? Feb 19, 2019 05:01 |
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Where's the bit about 60? I don't see anything on that site that indicates they're changing the 1/2/3 ratio.
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# ? Feb 19, 2019 05:16 |
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I'm pretty sure it'll be 15/30/45, not 15/30/60.
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# ? Feb 19, 2019 05:22 |
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RiotGearEpsilon posted:Where's the bit about 60? I don't see anything on that site that indicates they're changing the 1/2/3 ratio. It's so the spriting doesn't interact gross with the framerate.
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# ? Feb 19, 2019 05:30 |
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Syka posted:I'm pretty sure it'll be 15/30/45, not 15/30/60. That's right, blue belts are 3 times faster than yellows, not 2 times faster than reds.
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# ? Feb 19, 2019 06:04 |
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The FFF says that it's a flat 12.5% buff across the board, so 15/30/45 is right.
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# ? Feb 19, 2019 06:22 |
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Truga posted:Wish the numbers were 16/32/64, but yeah it'll be great. Increase your UPS to 64, problem solved
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# ? Feb 19, 2019 09:19 |
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Yeah sorry my bad for the 60 number, I've been realizing epic fuckups in my base designs before I really get to needing a ton of blue belts so I don't have a ton of experience with them.
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# ? Feb 19, 2019 16:25 |
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Folks here often say that blue belts aren't worth the huge amount of iron per tile which is required for them, which just goes to show you that their committment to this thread's ideology is less than pure. The correct answer is that there's no such thing as too fast for belts or too expensive in Factorio! Shame if you are not plowing thousands of tonnes of iron ore and thousands of liters of lube into making belts which mostly just sit full run faster! The factory must expand to meet the needs of the expanding factory!
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# ? Feb 19, 2019 16:39 |
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I will say that adopting them too early can choke a base, but yeah. 111.5 iron/tile is totally reasonable once you get going! If it's not, well that means you just don't have enough iron.
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# ? Feb 19, 2019 16:58 |
111 iron per tile is nothing once you start going through hundreds of third tier modules per assembler block.
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# ? Feb 19, 2019 17:11 |
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LonsomeSon posted:Folks here often say that blue belts aren't worth the huge amount of iron per tile which is required for them, which just goes to show you that their committment to this thread's ideology is less than pure. I'm a big fan of AngelBobs Turbo and Ultimate belts, despite their hilarious pricetag the speed they offer is 'spicy' and 'extra spicy' respectively.
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# ? Feb 19, 2019 17:13 |
I would argue that if your blue belts are full and not moving, you either overbuilt production (wrong) or underbuilt consumption (right).
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# ? Feb 19, 2019 18:43 |
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I am thinking of getting into modding and have no experience with LUA, only a chunk of understanding python. Other than the wiki and api documentation, what are some good resources/basic mod ideas I should look at? I was thinking of just making something really basic and putting it into the game with a built in sprite then going from there. I want to make a radio mod for the circuit network or possibly setup using rails for transmitting circuits. I know radio mods already exist but I feel like they are doing things in weird ways when it comes to balancing, also I want to go crazy and setup transmission frequencies to allow multiple signals I assume this is not possible as the circuit network seemingly only allows for 2 wires thus 2 separations.
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# ? Feb 19, 2019 19:12 |
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Mr. Powers posted:I would argue that if your blue belts are full and not moving, you either overbuilt production (wrong) or underbuilt consumption (right). Those are the same thing. The solution either way is just to consume more.
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# ? Feb 19, 2019 19:15 |
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Blue belts are amazing because the length of their underground lets you do really cool things with train stations if you're making belted unloading stations.
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# ? Feb 19, 2019 19:55 |
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M_Gargantua posted:111 iron per tile is nothing once you start going through hundreds of third tier modules per assembler block. And people tend to overlook that these are one-time costs, much like assemblers, furnaces, beacons, inserters, and logistics chests. Productivity modules "pay back" their costs directly through extra products, but everything else also pays itself back in opportunity cost. Upgrading belts/inserters/assemblers and beaconing things gives you shorter production lines, lower latency, and generally reduced UPS cost. Slightly related: Playing the randomizer with randomized belt speeds is a new kind of fun, especially combined with randomized furnace stats.
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# ? Feb 19, 2019 21:29 |
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Are furnace speeds going to change in .17? I’ve been playing with one of the 0.17 science mods and I just noticed that copper and iron plates take 3.2s instead of 3.5. I couldn’t find anything about that in the Friday facts though
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# ? Feb 19, 2019 21:52 |
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Roflex posted:And people tend to overlook that these are one-time costs, much like assemblers, furnaces, beacons, inserters, and logistics chests. Productivity modules "pay back" their costs directly through extra products, but everything else also pays itself back in opportunity cost. Upgrading belts/inserters/assemblers and beaconing things gives you shorter production lines, lower latency, and generally reduced UPS cost. The problem I usually see is that people try to use blue belts casually (i.e. in non-critical areas) before having the industrial base to support it. Blue belts require a massive amount of iron and will sink all the iron in the bus if you don't have external mining or smelting bases feeding in and a few bus optimizations (e.g. wiring the iron and copper directly into the green chip factory instead of going plates -> bus -> gc factory). Red belts spend a good amount of time as your default "I think this is going to be a bottleneck, but I haven't empirically confirmed it" option.
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# ? Feb 19, 2019 22:16 |
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WHOMP there it jizz posted:Are furnace speeds going to change in .17? I’ve been playing with one of the 0.17 science mods and I just noticed that copper and iron plates take 3.2s instead of 3.5. I couldn’t find anything about that in the Friday facts though In the belt speed FFF they mention they might look at changing it but not necessarily immediately.
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# ? Feb 19, 2019 22:16 |
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I really hope the 0.17 testing goes well and they release it Monday next week.
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# ? Feb 19, 2019 23:07 |
Inverness posted:I really hope the 0.17 testing goes well and they release it Monday next week. I have all next week so hell yeah. Not sure how long Angel's and Bob's will take to update tho
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# ? Feb 19, 2019 23:18 |
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Microcline posted:The problem I usually see is that people try to use blue belts casually (i.e. in non-critical areas) before having the industrial base to support it. Blue belts require a massive amount of iron and will sink all the iron in the bus if you don't have external mining or smelting bases feeding in and a few bus optimizations (e.g. wiring the iron and copper directly into the green chip factory instead of going plates -> bus -> gc factory). Red belts spend a good amount of time as your default "I think this is going to be a bottleneck, but I haven't empirically confirmed it" option. Much like productivity modules, there's places where it will pay off sooner. Generally an upgrade by itself doesn't do much unless you have the smelting or manufacturing to support it. Iron mines generally get the first ones, just on the bottom ends of the belts and through the balancer to the train. Then through to the iron unload station and smelters (you made sure to leave enough room at the end of your smelter lines to upgrade, right?), especially the lanes feeding gears. After that it's usually the copper mines, and enough smelter lines to upgrade green chips (which I will usually tear up and replace with a beaconed build, even if I don't have the modules yet). Now that gears are uncorked, you're running out of lube, which isn't a belt problem, so go off and fix that while modules get made. Once lategame oil is up and running, it's then a process of tearing up and rebuilding blue chips to make use of all these green chips you're making, and then upgrading red chips in some fashion (usually in situ, since you just need so many machines that module/beaconing them is one of the last things to do - once you're up to several modules per minute production). This all is also why the bus optimizations you mentioned are really important to design in from the start - if you're pulling 2 lanes of iron to make gears from your 4-lane blue bus with a red-belt-ratioed smelter, you're really only left with 1 red belt of iron plates and 1 blue belt of gears. I have no idea why there's ever a debate about "do you bus gears" since you're either bussing gears or sending a mostly-empty iron bus down the road. Xerol fucked around with this message at 06:52 on Feb 20, 2019 |
# ? Feb 20, 2019 06:48 |
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Gay Hitler posted:I have all next week so hell yeah. Not sure how long Angel's and Bob's will take to update tho Bobs author has source access and he said in his play through videos that he released recently that he has been reworking Bobs mods for months as 0.17 took shape. I would expect his stuff will be done on day one or close to it. Angels - no idea, don't care much either.
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# ? Feb 20, 2019 16:00 |
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# ? Apr 23, 2024 07:51 |
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Stocking up for .17 in a semi-efficient-extremely-inefficient way .
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# ? Feb 21, 2019 03:55 |