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Renaissance Robot
Oct 10, 2010

Bite my furry metal ass


Nearly managed to gently caress myself over by spending so much time with my train set as to neglect setting up a blue science line; a three-spawner nest with a bunch of worms appeared right next to my base while I wasn't looking

It's a pretty sweet train set though:



The western loop is where I've got my metal refineries:



It's not perfect, in future I'll probably put all the stations in sidings so as not to block the track, and the whole lot needs to be more spread out to reduce pollution, but for a first run I'm pretty pleased.

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CK07
Nov 8, 2005

bum bum BAA, bum bum, ba-bum ba baa..

I can't figure out how to install mods. I'm on Win7 ultimate. I've tried a couple different inserter mods, just putting them into the mods folder, and I get errors when I start the game. I see that there's a json file in the mods directory, does that need to be altered? I feel like an idiot, I can wrangle miles of conveyor belts but apparently I can't unrar a file to the right place?

Motherfucker
Jul 16, 2011



What I really want is a cloning facility that would allow me to give mass produced guns to my mass produced soldiers and have them fight my enemies in a glorious wave of identical copies of me!

VenusInFurries
Apr 12, 2014

<3 tsalaroth


Motherfucker posted:

What I really want is a cloning facility that would allow me to give mass produced guns to my mass produced soldiers and have them fight my enemies in a glorious wave of identical copies of me!

What's to stop you from having those clones of yours make... more factories?

Motherfucker
Jul 16, 2011



VenusInFurries posted:

What's to stop you from having those clones of yours make... more factories?

Its too much of a nightmare to code probably.


Seriously though I had this thought out, Cloning facilities would require like 20 science packs 1 2 and 3 per clone as well as a processing unit or something (gotta keep those clones docile and obedient somehow after all!) clones would be encased in pods for shipping out to your Barracks which are like robo-ports for clones. Barracks also accept guns, armor and ammunition, so say you have 64 clones staffing a barracks you're going to need 64 SMGs and 640 magazines (at ten clips per clone)


The player would have to have some means of ordering clones about (or better yet, preprogramming them! Automatically!) and they would also leave the barracks automatically to fight if stuff started getting broken in their detection radius.

Motherfucker fucked around with this message at May 23, 2014 around 09:15

Nuclearmonkee
Jun 10, 2009


Evilreaver posted:



Once you get robots, Construction Robots armed with repair packs mean that any walls that get damaged get repaired right away, and if you stock walls (and ideally turrets) in the storage chests, those get replaced if they ever get destroyed. Robots are basically the best feature I've seen in ANY game.

You can also designate a mine field and automate the replacement of mines once triggered. Replenishing minefields keep my walls from getting beaten through. I have no green energy and my base looks like Bladerunner's LA so biters come in starship trooper style waves.

Also I am half solid fuel half coal. I was all coal with my last base but that turned out to be very bad for me when I ran out of coal without noticing. Half and half keeps me from losing if I run out of coal or oil. If power goes out my base falls in minutes. Ammo feeders and land mines CANNOT run out.

Nuclearmonkee fucked around with this message at May 23, 2014 around 09:16

Motherfucker
Jul 16, 2011



I wish you could plant new trees and automatically harvest them somehow.


That way you could go green AND stay black!


And get vengeance.

Motherfucker fucked around with this message at May 23, 2014 around 09:40

Filthy Monkey
Jun 25, 2007



CK07 posted:

I can't figure out how to install mods. I'm on Win7 ultimate. I've tried a couple different inserter mods, just putting them into the mods folder, and I get errors when I start the game. I see that there's a json file in the mods directory, does that need to be altered? I feel like an idiot, I can wrangle miles of conveyor belts but apparently I can't unrar a file to the right place?
Jut put the mod folder into your data directory. For example, I have the directory C:\Program Files\Factorio\data\Side-Inserters

Motherfucker posted:

I wish you could plant new trees and automatically harvest them somehow.


That way you could go green AND stay black!


And get vengeance.
There is a mod for farming trees.
http://www.factorioforums.com/forum/viewforum.php?f=44

Motherfucker
Jul 16, 2011



Do they have a mod for hoppers you can attach to the end of your conveyer belts and feed everything coming in into a chest or container as fast as it comes?

Renaissance Robot
Oct 10, 2010

Bite my furry metal ass


Yes, it's called "use more inserters".

Snark aside, if your belt is so full that one fast inserter isn't enough, you're going to fill up even a steel chest pretty drat quick. There is a mod that provides a very fast inserter ("more inserters"), but you'll probably still need to stack them. The exact thing you're after, where a belt dumps directly into a chest with no upper speed limit, does not exist.

Motherfucker
Jul 16, 2011



Renaissance Robot posted:

Yes, it's called "use more inserters".

Snark aside, if your belt is so full that one fast inserter isn't enough, you're going to fill up even a steel chest pretty drat quick. There is a mod that provides a very fast inserter ("more inserters"), but you'll probably still need to stack them. The exact thing you're after, where a belt dumps directly into a chest with no upper speed limit, does not exist.

Than it should exist!

Awesome for trains and stuff and really putting the 'mass' in mass production.

Breetai
Nov 6, 2005

Mah spoon is too big!


If you're really eager to stuff your box as fast as possible you could always do this:

Platystemon
Feb 13, 2012



Do you guys put your smelters near your mines or near your assemblers?

When I started using trains, smelting in situ just made sense since plates can stack twice as high as ore.

Cons: spreads out pollution, requires more work when switching to a new ore deposit.

Filthy Monkey
Jun 25, 2007



I would always put the smelters where you want to put the smelters, regardless of the location of the deposit. Deposits run out. That said, if you have a close deposit to start, putting mines next to it is reasonable, and then rebuilding later.

Drevoak
Jan 30, 2007


Is there a mod that modifies power priority? So that electricity will be drawn from solar then accumulators and then finally steam engines? I know you can make a contraption to kind of do it but it seems like you'll have to tweak it every time you change your power flow.

FISHMANPET
Mar 3, 2007

Sweet 'N Sour
Can't
Melt
Steel Beams


Welp, I used logistics robots to fully automate the creation of... logistics robots. It even inserts them in a roboport!

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!


Drevoak posted:

Is there a mod that modifies power priority? So that electricity will be drawn from solar then accumulators and then finally steam engines? I know you can make a contraption to kind of do it but it seems like you'll have to tweak it every time you change your power flow.

The contraption doesn't have to be tweaked so long as you aren't encroaching on it with either your boilers or your solars. You just need the one accumulator be the connection to the contraption; it gains/loses stored power at the same rate as the rest of your accumulators.

Evilreaver
Feb 26, 2007

GEORGE IS GETTIN' AUGMENTED!

Dinosaur Gum

Motherfucker posted:

Than it should exist!

Awesome for trains and stuff and really putting the 'mass' in mass production.

Trains have a really low capacity, actually, each car about even with a wood chest. If you have the station aligned vertically you can have six inserters per side, and with stack size research that can fill in ~5 seconds with 12 working on it, unless you're transporting something that stacks higher than 64 such as circuits.

That's one reason why I recommend you use wood chests as your 'loading' chests (and never feed just from a belt!). Unloading, sure, steel chests give you a large backlog to work with.

Unrelated Pro Tip: Have a assembly line making blue assemblers and feed them to a chest with just one or two slots open. Being able to grab a full stack of assemblers whenever you want is a godsend.

Hagop
May 14, 2012

First one out of the Ranger gets a prize!


So what is the trick to sprint killing nests? I currently go faster than every thing and I can take a LW shot or two. So I can run in do donuts throw a bunch of poison caps and kill the worms no problem. However that doesn't seem to do jack against the nests them self's.

Hagop fucked around with this message at May 23, 2014 around 18:43

Evilreaver
Feb 26, 2007

GEORGE IS GETTIN' AUGMENTED!

Dinosaur Gum

Hagop posted:

So what is the trick to sprint killing nests? I currently go faster than every thing and I can take a LW shot or two. So I can run in do donuts throw a bunch of poison caps and kill the worms no problem. However that doesn't seem to do jack against the nests them self's.

Early game, get 200+ clips of AP rounds and an SMG and go nuts on as many spawners as you can before Large bugs come out since they laugh at SMGs (ditto Medium/Big Worms). This gives you enough artifacts to get power armor and such and such late game.

If you put it off too long and/or went Black power and now are facing Big Biters en masse, you gotta rely on tower creeping via laser turrets and substations until you can afford power armor.

To kill the actual spawners, the SMG is the best option purely on a time scale. Rockets work alright when upgraded, but those upgrades cost artifacts (but count toward your Rocket Defense so you gotta get 'em anyway). If you can get close, a combat shotgun with AP rounds also makes a pretty good mess of them, but that option is pretty expensive and late-game.

Evilreaver fucked around with this message at May 23, 2014 around 18:54

Hagop
May 14, 2012

First one out of the Ranger gets a prize!


Evilreaver posted:

Early game, get 200+ clips of AP rounds and an SMG and go nuts on as many spawners as you can before Large bugs come out since they laugh at SMGs (ditto Medium/Big Worms). This gives you enough artifacts to get power armor and such and such late game.

If you put it off too long and/or went Black power and now are facing Big Biters en masse, you gotta rely on tower creeping via laser turrets and substations until you can afford power armor.

To kill the actual spawners, the SMG is the best option purely on a time scale. Rockets work alright when upgraded, but those upgrades cost artifacts (but count toward your Rocket Defense so you gotta get 'em anyway).

If there's more than one or two Large Worms, tower creep them, there's no other good way.

No I am late game black as hell, got power armor mkI a F gen and a bunch of exos. I can run around with in gun range of the spawners all day, but if I stop to shoot I get chomped, I was hoping their was some combination of throw-ables that kills spawners quickly.

FISHMANPET
Mar 3, 2007

Sweet 'N Sour
Can't
Melt
Steel Beams


What's the benefit of a train vs just building a long belt, since they don't actually hold all that much?

Evilreaver
Feb 26, 2007

GEORGE IS GETTIN' AUGMENTED!

Dinosaur Gum

FISHMANPET posted:

What's the benefit of a train vs just building a long belt, since they don't actually hold all that much?

They are cheaper, faster, and at 960 ore per car they actually have a very good throughput. If you have a two-engine, 6-car train (not two-headed) then it can deliver ore from miles and miles away very very quickly.

Pornographic Memory
Dec 17, 2008


FISHMANPET posted:

What's the benefit of a train vs just building a long belt, since they don't actually hold all that much?

You can easily transport stuff in both directions (say, a constant supply of repair packs, walls, turrets, and robots to an outpost that brings back raw materials), catch rides on them, they'll crush any biters they run over, and are really cool, compared to belts which are really boring.

Renaissance Robot
Oct 10, 2010

Bite my furry metal ass


They also instagib everything they touch, see the trailer for more info

Zteuer
Nov 8, 2009


I really enjoy this game. It's what I wanted SpaceChem to be like. Can't believe it's only in Alpha, it feels like a complete game.

LordSaturn
Aug 12, 2007

sadly unfunny


Renaissance Robot posted:

They also instagib everything they touch, see the trailer for more info

Has anyone tried this as a defensive strategy? A set of endlessly orbiting locomotives making a sort of moat around your base...

vvv EDIT: Nooo

LordSaturn fucked around with this message at May 23, 2014 around 20:10

Deadmeat5150
Nov 21, 2005

OLD MAN YELLS AT CLAN


LordSaturn posted:

Has anyone tried this as a defensive strategy? A set of endlessly orbiting locomotives making a sort of moat around your base...
I started on an almost island so I got lucky there but since then I've tried the Rapidly Circling Train method out front of my base.

It worked fairly well until the Big Biters ate my track.

Renaissance Robot
Oct 10, 2010

Bite my furry metal ass


I'm fairly certain the biter AI is supposed to target damage sources first, so if you scatter a few turrets around behind walls (behind your track) they should go for the walls first, which will [maybe] keep them busy long enough for a train to show up.

God knows how long that'll work before they start going around though, it can take a while but the AI seems pretty good at learning to avoid strong points.

Deadmeat5150
Nov 21, 2005

OLD MAN YELLS AT CLAN


I have a small opening in my wall that is very well protected with landmines and turrets. They go for it every single time and every time they never get close enough to even damage my walls. It's pretty nice. I'm glad they never learned how to swim.

Platystemon
Feb 13, 2012



Evilreaver posted:

Trains have a really low capacity, actually, each car about even with a wood chest. If you have the station aligned vertically you can have six inserters per side

You probably already know this, but you can squeeze seven inserters per cart per side if you put the station on the horizontal.

Evilreaver
Feb 26, 2007

GEORGE IS GETTIN' AUGMENTED!

Dinosaur Gum

Platystemon posted:

You probably already know this, but you can squeeze seven inserters per cart per side if you put the station on the horizontal.

I did not know that, I was under the impression that horizontal was shorter, but I haven't been doing my due diligence in testing. Regardless, since trains can only be scheduled in 5 sec increments (), 12 fills it 'fast enough' with non-purple inserter upgrades.

One thing I've been meaning to try, if you schedule a train to stop at a station for 0 seconds, does it stay long enough for, say, an inserter to put one arm of coal in the engine? Gotta cram every second I can out of my train lines.

E: Yes I know ideally I would sneak the coal in during another stop but that's kinda a bitch in my current line

Evilreaver fucked around with this message at May 23, 2014 around 20:52

Retro42
Jun 27, 2011


Evilreaver posted:

I did not know that, I was under the impression that horizontal was shorter, but I haven't been doing my due diligence in testing. Regardless, since trains can only be scheduled in 5 sec increments (), 12 fills it 'fast enough' with non-purple inserter upgrades.

One thing I've been meaning to try, if you schedule a train to stop at a station for 0 seconds, does it stay long enough for, say, an inserter to put one arm of coal in the engine? Gotta cram every second I can out of my train lines.

E: Yes I know ideally I would sneak the coal in during another stop but that's kinda a bitch in my current line

Don't forget the inserter stack size upgrades. Offloading directly from trains to chests lets you unload 3 items at a time. Same works for loading. Have your mines preload chests before the train even gets there.

I do the same with my wire factories. Move wire from factory>chest>belt.

Obvious tip, but might still be a few unaware of it.

Pornographic Memory
Dec 17, 2008


What's the best way to deal with worms? I'm running out of iron and there's a huuuuuuge iron deposit next to my currently running iron outpost, but there's some bigass worms camped out next to it. I'm only up to modular armor and solar panels and force fields to go with it, and I don't know if I can tech up much further before I run out of resources (I'm running a bit low on coal too, and rapidly sucking up my oil, but at least I can substitute coal and solid fuel with wood and solar panels to a good extent).

Evilreaver
Feb 26, 2007

GEORGE IS GETTIN' AUGMENTED!

Dinosaur Gum

Retro42 posted:

Don't forget the inserter stack size upgrades. Offloading directly from trains to chests lets you unload 3 items at a time. Same works for loading. Have your mines preload chests before the train even gets there.

I do the same with my wire factories. Move wire from factory>chest>belt.

Obvious tip, but might still be a few unaware of it.

Stack size works assembler-to-assembler too-- notably making Red Science lines very short and simple (one gear factory can feed 4 science factories at ideal capacity) and can make turbo circuit factories (1 wire -> 3 circuit board seems to be the ratio)

As a bonus, if you have multiple outputs, inserters are smart enough to evenly distribute (that is, round-robin distribute) between all of them automatically.

Pornographic Memory posted:

What's the best way to deal with worms? I'm running out of iron and there's a huuuuuuge iron deposit next to my currently running iron outpost, but there's some bigass worms camped out next to it. I'm only up to modular armor and solar panels and force fields to go with it, and I don't know if I can tech up much further before I run out of resources (I'm running a bit low on coal too, and rapidly sucking up my oil, but at least I can substitute coal and solid fuel with wood and solar panels to a good extent).

Worms have two counters:

1) Drive-by poison capsule bombing
2) Turret creeping (drag a power line out there, use a substation to drop 10-15 laser turrets on them)

Evilreaver fucked around with this message at May 23, 2014 around 21:47

Filthy Monkey
Jun 25, 2007



Distractor capsules do a good job on worms too. Honestly, once you start producing them in reasonable number every enemy base becomes pretty doable. Just throw them around like mad.

Pornographic Memory
Dec 17, 2008


Thanks for the tip on poison capsules, I forgot all about those. Did the trick quite nicely.

CK07
Nov 8, 2005

bum bum BAA, bum bum, ba-bum ba baa..

Filthy Monkey posted:

Jut put the mod folder into your data directory. For example, I have the directory C:\Program Files\Factorio\data\Side-Inserters

I did this:


And I got this:


It is the most recent version of the mod. I tried it in the mods folder as well.

Platystemon
Feb 13, 2012



Is there a way to make something with the opposite function of a splitter? As in, a way to feed from two incoming belts equally?

Id like something like that for my train stations.

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Overwined
Sep 22, 2008

Wine can of their wits the wise beguile,
Make the sage frolic, and the serious smile.


Platystemon posted:

Is there a way to make something with the opposite function of a splitter? As in, a way to feed from two incoming belts equally?

Id like something like that for my train stations.

Yup! Just use the splitter. So rather than one in, two out, make it two in, one out.

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