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TigerXtrm posted:New resource icons! Dang that looks really good
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# ? May 31, 2019 14:16 |
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# ? Apr 27, 2024 07:05 |
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Yeah, those are a huge improvement.
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# ? May 31, 2019 14:42 |
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Won't impact how much I play this silly game, but those resources certainly do look nice on the belts!
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# ? May 31, 2019 14:53 |
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The Factorio devs are a model for how to handle game development. Absolute obsession with player experience.
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# ? May 31, 2019 15:28 |
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TigerXtrm posted:New resource icons! I had no idea that I needed these, but now I can't wait
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# ? May 31, 2019 15:39 |
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I was dubious at first but as soon as I saw the look I was 100% sold.
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# ? May 31, 2019 16:02 |
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That looks fantastic!
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# ? May 31, 2019 16:10 |
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K8.0 posted:The Factorio devs are a model for how to handle game development. Absolute obsession with player experience. Best $13 I ever spent.
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# ? May 31, 2019 16:22 |
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You can almost hear the ore crunching along on those belts now. That looks real nice.
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# ? May 31, 2019 20:36 |
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Foehammer posted:Best $13 I ever spent. In value for money terms, Factorio may even be edging out KSP
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# ? May 31, 2019 23:29 |
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Foehammer posted:Best $13 I ever spent. My only regret is that I didn't jump in on that "your name on a science lab/locomotive deluxe edition" they had before they got on Steam.
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# ? Jun 1, 2019 00:34 |
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If you ever wanted to feel like you're slow, here's Nefrums doing a 100% speedrun in just 9 hours. So not just launching a rocket, doing it with Lazy Bastard and that 20million green circuits achievement too. Pretty insane. https://www.youtube.com/watch?v=WCztAZVnDkk He broke his own record from 0.16 with almost 5 hours.
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# ? Jun 1, 2019 21:53 |
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100% speedruns on long games just seem painful as gently caress, like I remember watching a highlight reel of a 100% breath of the wild speedrun a few weeks ago, unedited it was like 68 hours, only allowing two 9 hour breaks total.
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# ? Jun 2, 2019 00:50 |
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a baten kaitos 100% is 340 hours long and 3/4ths of that is not playing the game while you wait for one card to turn into a different card
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# ? Jun 2, 2019 01:01 |
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Freaksaus posted:If you ever wanted to feel like you're slow, here's Nefrums doing a 100% speedrun in just 9 hours. So not just launching a rocket, doing it with Lazy Bastard and that 20million green circuits achievement too. Pretty insane. Here I am, having accepted that the last two achievements will forever remain locked. And then there's this rear end in a top hat.
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# ? Jun 2, 2019 21:56 |
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Does anyone know if there is a console command (or whatever) that will give you the kill statistics like when you launch a rocket and 'win'? I'd love to know how many bugs my wall defenses have killed now.. I have dozens of turrets with 5k+ kills and the bodies are heaped up outside the walls in multiple locations pretty much all the time now.
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# ? Jun 3, 2019 00:10 |
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The Locator posted:Does anyone know if there is a console command (or whatever) that will give you the kill statistics like when you launch a rocket and 'win'? I'd love to know how many bugs my wall defenses have killed now.. I have dozens of turrets with 5k+ kills and the bodies are heaped up outside the walls in multiple locations pretty much all the time now. Hit "k"
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# ? Jun 3, 2019 00:18 |
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REDjackeT posted:Hit "k" Thanks! (way too simple for me to notice that tab) Over the last hour I am killing (per minute): 102 small biters 68.4 medium biters 45.9 small spitters 45.9 medium spitters 30.5 big spitters 27.9 big biters. So 320.6 bugs are dying every minute over the last hour. Hehe... Uranium ammo consumption is 40 magazines per minute (production is constrained by the full buffer/belt), and explosive large-caliber cannon shells are being consumed at 64.3/m (production is 90/m). Game is 98 hours old and evolution is at 0.5495. I have expansion turned down super low also. The Locator fucked around with this message at 01:33 on Jun 3, 2019 |
# ? Jun 3, 2019 01:24 |
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Turret is having a pretty good time!
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# ? Jun 5, 2019 06:24 |
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A personal best since 0.17 came out
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# ? Jun 5, 2019 09:36 |
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Not enough tree death.
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# ? Jun 5, 2019 10:04 |
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When I finished my playthrough with Toxic Forest I had almost 300,000 tree kills.
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# ? Jun 5, 2019 10:41 |
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The Locator posted:Turret is having a pretty good time! Nice -- which mod is that turret?
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# ? Jun 5, 2019 12:31 |
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ZekeNY posted:Nice -- which mod is that turret? I'm playing a "Krastorio" mod game and have Bob's Enemies. Just spawns constant huge waves of biters whenever my pollution cloud is touching a base. The turret is part of Krastorio, along with a rocket turret that has a much longer range, but the ammo is extremely expensive (and you can make nuclear ammo for those) so I haven't made any of those yet.
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# ? Jun 5, 2019 14:03 |
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The Locator posted:The turret is part of Krastorio, along with a rocket turret that has a much longer range, but the ammo is extremely expensive (and you can make nuclear ammo for those) so I haven't made any of those yet. Well now I have to give this mod a try
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# ? Jun 5, 2019 18:02 |
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Shalebridge Cradle posted:Well now I have to give this mod a try Be ready to mine a lot more ore and deal with lots of excess stone! Base smelting takes 3 ore for a single plate. Later you can use chemical plants to enrich ore which gives you 8 enriched ore for 10 ore (requires sulphuric acid I think) which smelts at a 1:1 ratio, but the enrichment process creates a lot of waste stone you need to account for in both filtering out before the furnaces, and in your belt capacity. I'm enjoying it. I think it falls somewhere in between vanilla and Bob's/Angel's. Mod adds another tier of belts and assemblers/plants along with new plants and a few ores. Also a battle tank.
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# ? Jun 5, 2019 19:27 |
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Why does the train on the left insist on taking the lower path even when i toggle the manual/auto to get it to repath?
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# ? Jun 6, 2019 13:52 |
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From memory there's a hefty pathfinding penalty for stations that aren't on the train's schedule, and the upper section includes a station.
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# ? Jun 6, 2019 14:43 |
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GotLag posted:From memory there's a hefty pathfinding penalty for stations that aren't on the train's schedule, and the upper section includes a station. Ah yep, that was it. Thanks very much. Relatedly. If i want to use chain signals as much as possible, but also want to set up buffer side rails where trains can sit while they wait for rail further up to become free, what are the rules for that?
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# ? Jun 6, 2019 14:58 |
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Using a series of chain signals with no intersections doesn't do anything.
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# ? Jun 6, 2019 15:12 |
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That's why i said buffer side rails. I have a bunch of parallel rails that split apart and later rejoin and i'm just wondering how to best signal them.
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# ? Jun 6, 2019 15:15 |
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Regular signals into each buffer, with a chain leading into that area (before the transition off the main line). Then chain signals on all the exits with a single regular when you get back on the main line.
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# ? Jun 6, 2019 15:18 |
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This cheat sheet is what I used for setting up my signals: I try to stick strictly to having single direction rails, saves me a ton of headaches.
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# ? Jun 6, 2019 15:18 |
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The update that shows rail blocks when placing signals is incredibly helpful.
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# ? Jun 6, 2019 15:20 |
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I played with 2-way rails with sidings in an earlier game and just decided that rails were cheap and the hassle of 2-way stuff was annoying, so I only use 1-way double rails everywhere now, even for very low-use spurs with only a single train assigned. Once you get the resources flowing they are pretty much unlimited beyond the very early game, so I just keep a giant stockpile of rails and use a standard blueprint set of double-rail everywhere so that I never have to deal with strange pathing and signalling issues like this.
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# ? Jun 6, 2019 15:35 |
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Oh yeah it didn't even click you are doing 2-way rail there. Definitely upgrade to 1-way. They take a good deal more planning and space but are far simpler to implement overall.
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# ? Jun 6, 2019 15:39 |
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Whether it's factorio or ottd, 2-way rails are best left to real-life rail systems where large numbers of humans are monitoring poo poo to make sure trains don't run into each other or lock up entire rail systems. For a fire-and-forget automated setup, 1-ways all the way.
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# ? Jun 6, 2019 15:52 |
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Oxyclean posted:This cheat sheet is what I used for setting up my signals: That's pretty good. Thanks. Although i find my concerns are a little more deeper i think. I use side rails on my single-directional rails too, but find that things get stuck anyhow because i simply don't have enough side rails to properly buffer. Also, my rail network is a pretty huge clusterfuck with like 15 unloading station for many different resources, and 2+ trains for many resource, so i've given up entirely on planning and just let it grow and add kludges whenever things get stuck. https://www.dropbox.com/s/zwqyn9sqfcxvg6k/pymod.zip?dl=1
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# ? Jun 6, 2019 15:55 |
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My central train station: Edit: Thanks to the honk mod just sitting there for a while is pretty fun too. Mithaldu fucked around with this message at 16:13 on Jun 6, 2019 |
# ? Jun 6, 2019 15:58 |
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# ? Apr 27, 2024 07:05 |
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After some more futzing around i've come up with what feels like a much more easy way to treat the train system. Going from the data above, with a single track line, i used the chain in, normal signal out strategy on most of the intersections i had on one part of it, and watched things a little. What ended up happening is that trains would basically immediately get stuck near intersections with two trans trying to move into it and each blocking the other. The only way to solve it was to add side-ways whereever this happened. What that system does is effectively *force* the player to plan and build capacity beforehand or have the entire system just loving jam itself. What works a lot better for me is to have all intersections be chain signals only, with occasional specifically built buffers. This allows the trains to only *start* moving to where they wanna be if either the path is entirely clear, or they have a clear path to one of the buffers on the way. The main advantage for me there is that yes, trains may be sitting at train stations for a long time before they get a path they can use, but it will *never* jam, allowing me to keep doing stuff without everything falling apart, until i get around to adding buffers to speed things up again. And the buffer design i was wondering about fell into place with GotLag's mention of pathfinding weighting. The following structure has the chains-only path on the longest track, so it'll be the last to be considered, and all other tracks are enclosed with normal signals allowing trains to move into them whenever. Having the chains-only path on the longest track is important because otherwise it will be chosen first, the train will reserve its entire path, and thus block the opportunity for other trains to move into a buffer track. This explanation is a little bit lengthy, but in practice this solution is safe against breaking itself and requires the smallest amount of thinking to implement while allowing smooth incremental optimizing.
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# ? Jun 6, 2019 19:27 |