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M_Gargantua posted:Loaders have filters built in loaders be cheating.
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# ? Jun 25, 2019 20:11 |
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# ? Apr 23, 2024 15:59 |
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Dietrich posted:Do you guys like the filter inserter output approach or do you prefer to unload on single belts into filtered splitters? Thinking about it seriously for a second, I'd want each of the plates to have a dedicated output; regardless what this is feeding into (bus, train stop, dedicated factory), I've got places to send these already and if mixed belts are called for I do the mixing right before the consumers. e: also I'm assuming that I'm chaining at least 4-6 of these together; even if I start with one or two I want to be able to come back later and tile it. Coal and stone need to be moved to to raw materials handling to be blended into established feeds, same with Uranium but I generally wind up with that separated from the main receiving railyard which accepts deliveries from mining outposts. So I'd say filter inserters for sure, filter stack for each type of plate, and for ease of tiling a normal filter inserter set to raw stone, coal, and uranium since those are coming much less densely. Run that through a splitter to remove the uranium and then split stone or coal off with another splitter when you get to a consumer feed. LonsomeSon fucked around with this message at 20:21 on Jun 25, 2019 |
# ? Jun 25, 2019 20:19 |
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Early to mid game, do you produce plastic at your refinery, centrally somewhere near the bus, or locally where it's used? On one hand I don't want to bus it because it takes twice the space of coal, but on the other hand the actual amount used isn't huge until later in the game. Just curious to hear what people do.
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# ? Jun 27, 2019 00:26 |
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The amount of space you save in coal vs plastic is never going to outweigh the annoyance of having to turn it into useful plastic on site every time.
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# ? Jun 27, 2019 00:54 |
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Yeah, you're either busing coal + petrol or plastic. I prefer the latter.
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# ? Jun 27, 2019 03:08 |
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I've never even considered making plastic anywhere except either a refinery where the oil comes in, or at coal fields using liquefaction. They either get belted or put on a train from there to the bus.
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# ? Jun 27, 2019 05:33 |
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Dietrich posted:loaders be cheating. That's just like, your opinion, man
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# ? Jun 27, 2019 14:27 |
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My Refineries are usually: Oil, Iron, Coal & Water In - Plastic, Solid Fuel, Sulfuric Acid & Lube Out. I'm testing out sulfur on the main bus so I can make all the good weapons at home, and it saves me shipping Iron out to the refinery - I can make acid off the bus and train it from there to Uranium mines. My current bus is at 24 lanes and has me re-evaluating the concept of a "Starter base"
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# ? Jun 27, 2019 14:54 |
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Odd question: does anyone know a mod off the top of their head that would make it so I can only create robot frames manually? It's taking forever to ramp up production now that I'm going to bots.
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# ? Jun 29, 2019 17:34 |
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What exactly do you mean by that? A mod that makes robot frames only require hand-craftable components?
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# ? Jun 29, 2019 17:40 |
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Ariza posted:Odd question: does anyone know a mod off the top of their head that would make it so I can only create robot frames manually? It's taking forever to ramp up production now that I'm going to bots. Yeah, it would seem to me that expanded parallel automation would be the solution to make that process faster, not sure what you are actually after here.
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# ? Jun 29, 2019 18:28 |
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Frames are the bottleneck in making them by hand because they take like 10 or 20 seconds or something dumb so I'm guessing he means something that lets you do it faster? Maybe? Iunno I'm playing language decoder here.
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# ? Jun 29, 2019 18:58 |
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You can't make the intermediate engine component by hand. Maybe that's the problem they're having? But, yeah... One of those engine factories can supply two roboframe factories which is now faster than by hand could do.
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# ? Jun 29, 2019 19:02 |
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Sorry, that must have not been clear. The issue I'm having is robot frames are strictly craftable manually for some reason. I'm not sure if it was adding/removing a bunch of mods, as that was the only thing I did. Last time I had an issue with something weird, it turned out a mod maker had changed something unrelated because he thinks that's how the game should be. Didn't know if there was a popular mod that made that change for some reason.
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# ? Jun 29, 2019 19:08 |
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Ariza posted:Sorry, that must have not been clear. The issue I'm having is robot frames are strictly craftable manually for some reason. I'm not sure if it was adding/removing a bunch of mods, as that was the only thing I did. Last time I had an issue with something weird, it turned out a mod maker had changed something unrelated because he thinks that's how the game should be. Didn't know if there was a popular mod that made that change for some reason. Adding and then removing a mod shouldn't have any lasting effect on the craftability of something. Only being able to handcraft... basically anything in Factorio is kind of super weird. What version Factorio / mods are you running? e: And if you mouse over the recipe, what does it list for "made in" and/or "total raw"? Loren1350 fucked around with this message at 21:09 on Jun 29, 2019 |
# ? Jun 29, 2019 21:06 |
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Saw some interesting comments on the Steam post for the latest friday facts #301 (only looked today).twitch.tv/donmoozer posted:i never play with mods , its a form of cheating in some way allo posted:@DonMoozer Let's theory-craft a bit. The Angel's mods plus Bob's mods (wombo) combo is like chewing on nails. With your gums. It's not easy, it hurts like hell, and it takes a very long time to get anywhere. It's like Factorio on steroids, PCP, and HGH. All at once. Having played many hours of Factorio myself, I decided to give it a shot a month or two ago. I quit Factorio altogether after about a week, though I made decent progress. Was I cheating? According to your definition, sure. But not because I wanted an easier game, not a god drat chance in hell. How can ones opinions be this wrong? Mods make the game more fun. And why would someone ever think they were 'cheating', especially if they add additional content. Also, bobs+angels is some of the best modded fun I've had.
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# ? Jul 2, 2019 04:00 |
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Ambaire posted:How can ones opinions be this wrong? Mods make the game more fun. And why would someone ever think they were 'cheating', especially if they add additional content. Agreeing with your sentiment 100%, and agreeing that BobAngels is really fun (and thank you to the Goon who recommended Krastorio--that's been a good one thus far as well). But to address why mods could be considered cheating, Krastorio (and/or SqueakThrough, perhaps) completely eliminate the player collision with pipes and underground pipes. Underground belts extend much further than vanilla, and underground pipes go vastly further than vanilla. The logistical challenge of running pipes and belts through your base is greatly eased by these changes. Big Chests and Warehouses that occupy multiple squares make unloading/loading trains considerably faster, and Loaders themselves obsolete Inserters pretty rapidly. Inserters that can go around corners, or deliver at diagonals. These all reduce or completely eliminate some of the logistical challenges set in place by the limitations of vanilla--I can understand how someone unfamiliar with the mods could assert that as cheating! But the complexity in recipes and the new materials to work with, in my opinion, far outweigh these hiccups. And you can always self-impose challenges like "no Loaders" or "no Warehouses." To each their own!
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# ? Jul 2, 2019 05:24 |
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It's a stretch to argue the concept of modifying the rules in a non competitive, single player game as cheating. I sometimes watch watch streams of the guy who made HTN and he will turn up long reach so he can pick up stuff from across the map which is somewhat suspect. That is until you consider the real game to be designing elaborate production pipelines and circuit logic.
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# ? Jul 2, 2019 05:44 |
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It's pretty funny that in a game that's specifically designed in a way that makes modding incredibly flexible and powerful (and is supported by the company directly through the mod portal), people think that using that part of the design is somehow cheating. Modding allows owners of the game to make the game harder or easier to suit themselves, without affecting anyone else, and in doing so retain interest in the game. Not sure how that's cheating regardless of how they do it. Is a player who spends all their time in creative mode figuring out the best possible way to design a part of a factory cheating? People are strange.
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# ? Jul 2, 2019 07:28 |
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It's fine to limit yourself to a restricted toolset if that's your thing but to pretend it makes you morally superior is loving stupid and is indicative of a problem a lot of nerds have: they're obsessed with finding the canonical and correct way to do things. There's only one ~true~ way to play the game and it's unmodded, as The game had (and in some places still has) design issues. One example is barrels - introduced as a workaround to the difficulty of moving oil long distances in pipes, but done hastily with poorly-adjusted stack size such that it's far more efficient to transport and store it as barrels than as a fluid. That didn't get properly dealt with until rail tankers were added to the base game, after a mod did it first. The same thing with barrelling fluids other than oil. An issue which persists is the disconnect between the power of belt lanes and the clumsiness of the tools you have to manipulate them. Sure it's not hard (and can be a bit fun) to make mini belt spaghetti to get stuff loaded on to the side you want, but after 5 minutes it's a solved problem and is just a fiddly pain in the rear end slowing you down when you're trying to do more interesting stuff. It's a bit better now that splitters have filters to help take stuff off shared belts but I still think that some sort of way to toggle which side of a belt an inserter places items on should be a base feature. Edit: on reflection the canonicity thing might just be because nerds love arguing but are poo poo at it so just go for an appeal to authority as an easy win Edit 2: "might" not "must" GotLag fucked around with this message at 12:08 on Jul 3, 2019 |
# ? Jul 2, 2019 13:24 |
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Mods are cheating only if you use them to get achievements, also the only person being cheated is yourself. e: Oh, also for speedrunning, obvs
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# ? Jul 2, 2019 15:30 |
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Foehammer posted:Mods are cheating only if you use them to get achievements, also the only person being cheated is yourself. I like the mod that adds more achievements.
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# ? Jul 2, 2019 17:07 |
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canonicity is about shared experience. people who post about video games on forums really care about this
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# ? Jul 2, 2019 17:14 |
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GotLag posted:It's fine to limit yourself to a restricted toolset if that's your thing but to pretend it makes you morally superior is loving stupid and is indicative of a problem a lot of nerds have: they're obsessed with finding the canonical and correct way to do things. There's only one ~true~ way to play the game and it's unmodded, as That's a really cool way of looking at it. Thank you for articulating it!
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# ? Jul 2, 2019 17:31 |
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Your opinion on mods should be comparable to your opinion on difficulty settings. A strong opinion about how others should use them is...strange.
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# ? Jul 2, 2019 18:24 |
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cheating is strictly changing difficulty and changing difficulty is accessibility features gently caress people who get upset about any of these outside of explicit consensual competition
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# ? Jul 2, 2019 18:25 |
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When I posted that, I did so for a bit of a laugh, but instead there was an entire thought provoking discussion about it. Thank you for that. Sometimes it's interesting to think about the consequences of free will and how me posting that caused 9 people to post stuff they probably wouldn't have otherwise. Or was it deterministically posted all along and I never had any free will in the first place?
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# ? Jul 2, 2019 21:42 |
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Ambaire posted:When I posted that, I did so for a bit of a laugh, but instead there was an entire thought provoking discussion about it. Thank you for that. Depends what mods you have installed.
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# ? Jul 2, 2019 22:38 |
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Crazyeyes24 posted:Depends what mods you have installed. Hm. None. Last time I really played Factorio was a few months ago.
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# ? Jul 2, 2019 23:29 |
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Oh boy do I have an opinion about Ambaire''s post, let me tell you.
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# ? Jul 2, 2019 23:55 |
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why do people have a problem with rad rear end cheat codes all of a sudden
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# ? Jul 3, 2019 02:59 |
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i wish cheat codes still were ... codes, instead of being sold as single-use dlc anyhow, gameplay question: got a pretty big nuclear plant, but the water is a little ways away and i honestly have no idea what the correct way to provide it with water is. how do i figure out when i need to add more pumps, and when i need to lay more water pipes, and when i need to add pumps and whatever? for the moment i just randomly flail at it and hope for the best
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# ? Jul 3, 2019 03:17 |
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Bring water with trains. You've already got nuclear fuel going to the station, you know what to do.
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# ? Jul 3, 2019 03:30 |
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Yeah for any distance trains are significantly better at transporting water than long pipe segments and pumps.
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# ? Jul 3, 2019 03:33 |
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I am cheating on my current map (or would be if I needed to) by using waterfill. Works like landfill but makes water! I don't need to do this yet for my current nuclear setup as I'm just landfilling the area for the nuclear plants over a giant lake. Unfortunately I failed at proper planning so I didn't leave enough gap between each set of reactors so my pumps were too close together so it's a bit ugly instead of nice and neat like I would like it to be when I flipped the blueprint instead of just tiling it.
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# ? Jul 3, 2019 04:06 |
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Mithaldu posted:i wish cheat codes still were ... codes, instead of being sold as single-use dlc Quake had a console back in 1996 and every time another new AAA game comes out without one it's a SLAP IN THE FACE, BLIZZARD.
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# ? Jul 3, 2019 05:23 |
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utamaru posted:why do people have a problem with rad rear end cheat codes all of a sudden Because modders do for free what paid devs do poorly for money. See Stellaris, Wow, Skyrim, Fallout 3/NV/4 etc etc etc
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# ? Jul 3, 2019 05:48 |
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Mercrom posted:canonicity is about shared experience. people who post about video games on forums really care about this I don't know, I think there's a strong current of exclusivity to it. Unless you mean sharing the experience of being part of an elite group
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# ? Jul 3, 2019 12:30 |
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to be clear, this is my nuclear situation: i don't think those distances merit trains, but at the same time i had trouble feeding it putting those water tanks closer to it and a pump on them seems to have helped though
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# ? Jul 3, 2019 12:51 |
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# ? Apr 23, 2024 15:59 |
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Good gravy clean up those pipes that are all connected to one another. A pipe is supposed to be ideally one in one out, you've made some kind of horrible pipe-matrix near your pumps. It's no wonder they don't work. I'm ashamed for you. More seriously: feeding into a storage tank closer to where the water will be used is usually good, as pipes try to equalize the % fluid, so putting a tank near where it's used kind of acts like a pump all on its own. The real thing actual pumps get you is one-way flow. What you're probably running into is that you need more pipe inputs to your line of turbines, they're kind of like belts in that they have limited flow, and if the first 10-15 heat exchangers next to the pipes are eating all the water, it doesn't matter how many pumps you put near the lake, they'll never fill the turbine pipes up. Try new input pipes about halfway down your heat exchanger stack. Each offshore pump should be able to feed ~10 heat exchangers no problem, but if it's branching off to multiple other pipes and mixing with fluid pressure from other pumps/pipes, it'll starve sooner (unintuitive, yes; but that's Factorio fluids for you) You should really only need 8 offshore pumps to feed those 8 stacks of ~10 heat exchangers (unless it's modded, which it looks like yours might be? Maybe the ratio is worse?). Try putting a unique pipe line from each offshore pump to each heat exchanger stack without crossing the streams. That is one of the oversights of vanilla Factorio too: boilers/heat exchangers don't tell you how MUCH water they use per second in their information panel. An offshore pump produces 1200 water/s. How much does an individual boiler/heat exchanger use? Who knows!
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# ? Jul 3, 2019 13:30 |