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Artillery outposts? Nah. 30-long Arty Train that does rounds around your territory? Yah
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# ? Aug 7, 2020 16:45 |
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# ? Apr 25, 2024 12:21 |
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I find combat robots to be generally underutilized by most people, and they are actually really good. Even the first tier bots, with one or two follower upgrades (10-15 total) can easily be used to take out bases with medium and a few large biters, especially if you have a basic 5x5 modular armor with a few shields and batteries. In the endgame with a fully equipped armor (reactors, lots of exos, mk2 shields, etc.) you can just throw up a cloud of destroyer bots and waltz through every base. A while back (0.16) I did a cost analysis on the basic combat bots, comparing their damage potential vs. material cost against gun turrets with yellow/red ammo at comparable levels of technology (late green/early blue), and the first tier combat robots ended up having something like ten times the damage potential per plate invested compared to turret creep. Although turrets start becoming more cost effective the more shots they get off, the ammo doesn't, and even in the best case scenario where the turret cost becomes sunk, you get more total damage out of the bots. Combined with the fact that you can put up 5 bots pretty quickly and don't need to load them with ammo, you quickly end up with a much higher DPS potential. Add in a couple follower upgrades and gun damage upgrades, and you'll be chainsawing through the midgame biter bases like butter. It's also a lot nicer in multiplayer, since bots don't lag.
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# ? Aug 7, 2020 18:02 |
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Roflex posted:I find combat robots to be generally underutilized by most people, and they are actually really good. Even the first tier bots, with one or two follower upgrades (10-15 total) can easily be used to take out bases with medium and a few large biters, especially if you have a basic 5x5 modular armor with a few shields and batteries. In the endgame with a fully equipped armor (reactors, lots of exos, mk2 shields, etc.) you can just throw up a cloud of destroyer bots and waltz through every base. I experimented with combat bots once, a very long time ago, and came to the conclusion that Personal Laser Defense was superior in every conceivable way. Has that changed, because I can waltz through pretty much any biter base with a good set of armor/shields some exo's and PLD's.
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# ? Aug 7, 2020 18:28 |
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The trick is to have 15 personal laser defenses on while you're driving a tank, you don't have to divert any power to shields or exos
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# ? Aug 8, 2020 06:18 |
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Evilreaver posted:The trick is to have 15 personal laser defenses on while you're driving a tank, you don't have to divert any power to shields or exos Tanks are slow and clumsy. If you are speedy enough and juke a bit so the spitters miss, you almost don't take any damage at all negating the need for serious shields. E: when I first discovered by accident that PLD's worked automatically while I was driving a tank, I did that a lot! The Locator fucked around with this message at 07:27 on Aug 8, 2020 |
# ? Aug 8, 2020 07:24 |
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The trick is to use a helicopter with nuclear fuel and missiles.
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# ? Aug 8, 2020 12:51 |
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Just about managed to get my base reorganised. Completely ripped it up and rebuilt despite everyone saying that's a bad idea Got a slick smelting area now and coal/iron being delivered to it smoothly by train. Next mission is still to get blue science up and running but that should be significantly easier now I have more space for assemblers. It felt a lot like coding, ripping out the old messy stuff and replacing it with clean "code", not really knowing if any of it was going to work properly until I was done. If only you can do unit tests...
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# ? Aug 8, 2020 12:57 |
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Ripping down my base and rebuilding always results in immediate burnout. I've quit so many games halfway through that process that I've learned to just set up shop in a brand new location. That way, when I want to take a break from building huge swathes of factory, I can just hop back to my old base.
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# ? Aug 8, 2020 13:56 |
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Haven't touched this in a whiiiiile(2018 apparently, wow), any of you got a good modpack? Would like angelbobs if that's still a thing, also something that makes enemies more than just an annoyance.
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# ? Aug 8, 2020 15:51 |
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play pymods with helicopter mod
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# ? Aug 8, 2020 17:26 |
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Sorta off topic but I bet one of yous will know: anyone have a good block-planning drawing tool? I've been trying to use paint and excel and it's just an awful chore to do things like draw a radius or circle of effect, or to paint a couple blocks and move/rotate them around. Even in absence of anything else, just click-to-paint-cell would be a godsend from these tools (without paint/photoshop having to count out 50x50 grids or 100x100 grids manually first)
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# ? Aug 8, 2020 21:30 |
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Maybe Dia might be good?
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# ? Aug 8, 2020 21:41 |
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Evilreaver posted:Sorta off topic but I bet one of yous will know: anyone have a good block-planning drawing tool? I've been trying to use paint and excel and it's just an awful chore to do things like draw a radius or circle of effect, or to paint a couple blocks and move/rotate them around. Even in absence of anything else, just click-to-paint-cell would be a godsend from these tools (without paint/photoshop having to count out 50x50 grids or 100x100 grids manually first) The best I know of is powerpoint. Or rather, Google Slides since that's free. Here's an example of a box-based flow chart I made. It has a lot of annoying things I wished it did better, but I haven't found anything better yet.
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# ? Aug 8, 2020 21:42 |
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The Satisfactory thread had a post about https://www.diagrams.net/ which is free and excellent for layouts like this.
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# ? Aug 8, 2020 21:48 |
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https://www.reddit.com/r/factorio/comments/i5yoaj/train_junctions_pfft_try_train_jumptions/ https://mods.factorio.com/mod/RenaiTransportation
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# ? Aug 9, 2020 00:11 |
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Gadzuko posted:The Satisfactory thread had a post about https://www.diagrams.net/ which is free and excellent for layouts like this. I use this for making schematics and flow charts, its quite good.
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# ? Aug 9, 2020 00:21 |
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Nalesh posted:Haven't touched this in a whiiiiile(2018 apparently, wow), any of you got a good modpack? Would like angelbobs if that's still a thing, also something that makes enemies more than just an annoyance. Dunno if v1.0 makes any difference, but it comes out on August 14th, 11am Prague time. I'm personally holding off until then, I started a game a few weeks back but figured I'd wait for 1.0 for the swanky new graphics and in case they throw in any surprises (spidertron?)
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# ? Aug 9, 2020 00:23 |
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ShadowHawk posted:https://www.reddit.com/r/factorio/comments/i5yoaj/train_junctions_pfft_try_train_jumptions/ This is hilarious.. probably not something I would personally use, but I expect to see a bunch of amazing YT stuff coming in the future using this.
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# ? Aug 9, 2020 01:19 |
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Can trains collide midair?
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# ? Aug 9, 2020 01:30 |
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I think the collision boxes are actually on the rails themselves. There was a recent bug fix for rail crossovers that trains could intersect and not collide.
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# ? Aug 9, 2020 02:00 |
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Qubee posted:Dunno if v1.0 makes any difference, but it comes out on August 14th, 11am Prague time. I'm personally holding off until then, I started a game a few weeks back but figured I'd wait for 1.0 for the swanky new graphics and in case they throw in any surprises (spidertron?) Am I correct that the general understanding is that 1.0 really isn't much new, but is basically just .18 with a "Now we're at 1.0" label on it? I'm not in anyway disappointed in that, since the game has been freaking amazing for a long time. But just looking to confirm my understanding that 1.0 really isn't bringing anything new or exciting to the table, but is kind of a non-event.
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# ? Aug 9, 2020 02:15 |
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1.0 was originally intended to mark a full stable release with the final UI. Some UI bits have slipped but still the main goal is a stable and polished release before they finish up the UI and move on to new features/content/DLC/whatever.
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# ? Aug 9, 2020 02:28 |
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I hate linking to reddit, but holy loving poo poo I didn’t know I needed this until now. https://www.reddit.com/r/factorio/c...utm_name=iossmf
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# ? Aug 9, 2020 03:01 |
SlyFrog posted:Am I correct that the general understanding is that 1.0 really isn't much new, but is basically just .18 with a "Now we're at 1.0" label on it? 1.0 is 0.18 with all the bugfixes and polish they could think of applied. So gameplay wise yes its just .18 with a new label.
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# ? Aug 9, 2020 03:28 |
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MrYenko posted:I hate linking to reddit, but holy loving poo poo I didn’t know I needed this until now. Check the post on this very page from slightly less than 4 hours ago.
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# ? Aug 9, 2020 03:38 |
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Diagrams.net is great If you want to plan out segments of your factory, you can also use https://teoxoy.github.io/factorio-blueprint-editor/
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# ? Aug 9, 2020 06:44 |
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The Locator posted:Check the post on this very page from slightly less than 4 hours ago. Derp. This is how you can tell I skim threads sometimes.
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# ? Aug 9, 2020 12:48 |
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M_Gargantua posted:1.0 is 0.18 with all the bugfixes and polish they could think of applied. So gameplay wise yes its just .18 with a new label. Well more than that - I think they've been streaming those bugfixes out to 0.18 as they do them. I think the changelog for the 1.0 patch will be really small (which is honestly probably good, just a bit anticlimactic)
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# ? Aug 9, 2020 12:57 |
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Collateral Damage posted:Diagrams.net is great holy poo poo
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# ? Aug 10, 2020 00:16 |
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promising carl posted:holy poo poo Wow that looks great. Can you click and drag to select times and copy-paste them?
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# ? Aug 10, 2020 01:35 |
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IDK why you would do that instead of just using the map editor. Creating blueprints at work I guess?
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# ? Aug 10, 2020 01:41 |
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It's laggy for me, and ^, it's easier to just do it ingame.
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# ? Aug 10, 2020 17:06 |
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Seems like it might be easier to pause alt-tab to the blueprint editor then to save and quit the game so you can switch modes. Unless the in-game editor is better integrated now? Been a few months since I've played.
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# ? Aug 10, 2020 23:25 |
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Sounds like the solution is to run two instances of Factorio.
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# ? Aug 10, 2020 23:46 |
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I do that quite often for exactly this reason.
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# ? Aug 11, 2020 01:15 |
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Is there a goon multiplayer server?
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# ? Aug 11, 2020 17:15 |
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Lawnie posted:Is there a goon multiplayer server? Good blueprint for a goon server: code:
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# ? Aug 11, 2020 18:11 |
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Canuckistan posted:Good blueprint for a goon server: I don't even know why I bothered!
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# ? Aug 11, 2020 21:56 |
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So I have been on a Seablock kick lately and I've just found out how to take large screenshots, so here is my little corner of ocean : Full size I'm having fun trying to design stuff that is modular and tileable, so if I need to expand some aspect I can just duplicate a module, as depicted by the whole lower right quarter of the base dedicated to enough iron production for one (1) full lane of iron plates and a quarter of steel. Now to triple my power generation so I can actually feed it enough slag. The command is /c game.take_screenshot{resolution = {x = 8000, y = 8000}, zoom = 0.5, show_entity_info = true} by the way, to take a half res shot of approx the size of the minimap aera
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# ? Aug 12, 2020 17:07 |
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# ? Apr 25, 2024 12:21 |
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So I just found an interesting nuke blueprint online, set it up, but now I'm confused because I don't see where to turn it on? I've got fuel rods in the chests ready to go. These are the hazards of downloading someone else's blueprints I guess.
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# ? Aug 13, 2020 04:42 |