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So, uh, is there a way to chat in multiplayer?
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# ¿ May 18, 2016 06:54 |
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# ¿ Apr 28, 2024 23:15 |
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Solumin posted:Don't you just press Enter? Or T? It's one of those, check the controls. Somehow this wasn't bound to anything for me. After resetting to defaults it is now ~
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# ¿ May 18, 2016 07:09 |
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Bundle of Keys posted:I just started my first blue science assembly line, and holy cow it's eating all my iron and copper. https://www.youtube.com/watch?v=EADAxuqnqqQ
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# ¿ May 21, 2016 20:41 |
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crusader_complex posted:This game seems like it would be good for a long plane trip. Do not start this game before a vacation.
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# ¿ May 22, 2016 22:46 |
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Evilreaver posted:Ore gets richer as you go further out
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# ¿ May 23, 2016 10:14 |
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Will the contents of trains themselves be in the circuit network in the new patch?
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# ¿ May 25, 2016 20:34 |
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Ratzap posted:The last dev post that mentioned it said they are still implementing the train circuit stuff and did not mention contents. They did say that we'd be able to control trains using the content of station chests (among other things). We'll find out if they post again with more details or when 0.13 comes out in a week or two. I know in the patch the train stop itself will be connectable to the circuit network. That might be an intuitive place to add the contents of the train. That way you could do fancy things like turn train stops off if they don't have enough stuff to load, allowing trains to skip that destination and keep going.
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# ¿ May 26, 2016 06:00 |
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ShadowHawk posted:I know in the patch the train stop itself will be connectable to the circuit network. That might be an intuitive place to add the contents of the train. That way you could do fancy things like turn train stops off if they don't have enough stuff to load, allowing trains to skip that destination and keep going.
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# ¿ May 27, 2016 01:48 |
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I think starting with a "huge" starting area also pushes the monster spawns further away from your initial base, giving you a lot more room. If you turn down enemy frequency that'll also "delay" them a lot. If you don't kill them by end game the bases will be about as common as normal since they'll build more over time.
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# ¿ May 29, 2016 23:02 |
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Launch 50 diesel locomotives into space
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# ¿ May 30, 2016 23:19 |
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DarkSol posted:I've got plenty of solid fuel for both the burner inserters and the boilers for all 30 of them. I have ten boilers for ten steam engines, each fed from a separate pump per ten boilers.
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# ¿ May 31, 2016 04:32 |
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Also protip: tanks can store hot water! This gives you a buffer of electricity in case your fuel supply ever gets spotty.
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# ¿ May 31, 2016 04:34 |
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Dr. Stab posted:Everything looks fine here. Your prducers cut out because you're producing way more than you're consuming. Again, check the boilers and temperature.
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# ¿ May 31, 2016 05:05 |
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DarkSol posted:I guessing I am missing something then, because the "consumption" and "production" metrics in the top left are not intuitive at all. If what you're saying is true, shouldn't those metrics be swapped. In that my power consumption is a fraction of the power produced? So what you want is "consumption" to always be full and for production to be not quite full during the night when you run out of accumulator storage.
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# ¿ May 31, 2016 05:13 |
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My biggest problem with the old train locomotive graphic was that I couldn't easily tell which way it was facing when I was first starting out. Combined with the rather bizarre ability of the game to let you attach train locomotives to cargo wagons backward it left me very confused as to why I couldn't get a train to work despite having locomotives on each end. I can't tell if the new locomotive graphic is any better, since they only showed a blown up version.
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# ¿ Jun 3, 2016 19:43 |
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Judging from the number of google results, FAQ entries, and wiki pages, I'm certainly not the only person to have difficulty setting up the train even with locomotives on both ends. I can't be the only person to have gotten stuck playing the interface instead of the game on the train scenario.Gibbo posted:I was politely calling him an idiot. Would you install a pusher trains mod if it existed?
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# ¿ Jun 4, 2016 07:30 |
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zedprime posted:From where to where? I have never seen a crude tanker, but I have also lived where just about every drop moves by barge and pipeline. Mostly in oil boom areas where we haven't yet built pipeline infrastructure, ie frakking country like North Dakota
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# ¿ Jun 12, 2016 18:51 |
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You can also guess where oil is being shipped by rail by just looking at where the proposed pipelines are. EG here's one from North Dakota to Illinois: http://thinkprogress.org/climate/2016/03/10/3758562/iowa-approves-bakken-pipeline/
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# ¿ Jun 12, 2016 22:28 |
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So what's the difference between chain -> chain -> block and just block -> nothing -> block?
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# ¿ Jun 16, 2016 09:41 |
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They should have a 0.5% discount next steam sale so the game is $19.99
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# ¿ Jul 3, 2016 00:49 |
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GotLag posted:It doesn't make that much difference, you still need to get your belts within two tiles of your assemblers/furnaces. It gives you alternative solutions rather than better ones. For example, using side inserters it's less convenient to have two inserters feeding one assembler from the same belt, as you then have to run the belt flush with one side of the assembler, which somewhat precludes feeding it with another belt if you have to unload it to a third. Or you have to use a splitter to send a dedicated line to that one assembler, which adds more bulk. It's a self-balancing addition to the game. (apologies if this is already how it works)
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# ¿ Jul 3, 2016 23:41 |
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Loopoo posted:reuse them how The new circuit mechanics are really fun. I was particularly proud of a joint iron/steel outpost that turned off the steel production whenever there was more of it than plates waiting to be loaded.
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# ¿ Jul 8, 2016 05:42 |
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zedprime posted:I would totally buy a game about electrical distribution though, whether its just an iteration on a logistics boardgame like Ticket to Ride, or an actual full blown sim.
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# ¿ Jul 11, 2016 02:44 |
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I've discovered it's a lot easier to build mass amounts of efficiency modules than solar panels
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# ¿ Jul 27, 2016 05:09 |
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zedprime posted:Speed modules are best used in conjunction with productivity modules unless you are counting on playing your map for dozens of hours. Here's some ROI calcs which isn't a perfect way of looking at it, but serves the purpose to show that unless you are really dedicated to a mega factory, you may have trouble justifying productivity module use if you launch a rocket and call that map done considering how soon you can get a rocket going after unlocking modules.
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# ¿ Jul 28, 2016 06:39 |
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lohli posted:I'd like to have a dedicated cargo wagon that carries a bunch of the poo poo at my various little mining outposts that can restock repair kits, drones, and replacements for any destroyed buildings. You will need to keep at least 1 local copy of everything at each outpost though. But that's not really that burdensome
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# ¿ Jul 30, 2016 06:00 |
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Stanley Goodspeed posted:Does anyone else suffer from incredibly long map load times? In multi-player, when anyone connects to the server there was a literal five minute hang for them to load into the map, which I wrote off as terrible connections or their matchmaking server or whatever, but when I loaded the map up in single player it took just as long. The map file itself is only a 20 mb file, which seems to be standard, but I am using a lot of mods. Before I go through one by one and try to troubleshoot I wanted to know if this is a common issue for anyone else?
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# ¿ Aug 6, 2016 22:56 |
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Gibbo posted:I look forward to the bug reports related to multithreading.
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# ¿ Aug 13, 2016 05:59 |
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Ciaphas posted:Isn't sulfuric acid an ingredient in purple circuits? I thought those are important, but I've never been far enough in the game to use them.
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# ¿ Aug 31, 2016 19:36 |
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Ratzap posted:Don't keep as much acid. You really do not need 10,000 as a buffer. Disconnect input to the acid storage and let the production drain it down then remove some tanks. 1 tank should be plenty and you'll want to divert some sulfur to explosive production (for cluster grenades) but it won't take much.
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# ¿ Aug 31, 2016 19:40 |
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Toadsmash posted:Giving you richer resources as you get farther from the starting location (this was the bit that .13 brought into the base game) isn't the only thing RSO does. It also pretty drastically changes the way the patches spawn so that you're a lot more likely to get single larger patches instead of eleventy billion bite size patches. Honestly that bit matters more to me than the former function because the stock game's usual habits drive my OCD reflex batshit insane and make for some seriously fugly (to me anyway) base layouts.
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# ¿ Sep 3, 2016 20:34 |
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thedaian posted:You need to use parallel tracks, setting up stations in series isn't going to work at all.
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# ¿ Sep 4, 2016 01:10 |
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Loopoo posted:I'd rather just use speed modules tbh as there'll always be an infinite number of resources. Only pain is shipping them in, but that's not too difficult.
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# ¿ Sep 11, 2016 04:10 |
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Similarly, are there any mods that turn all ores into liquid? I don't know what sort of madness makes me want an all liquid factory, but, welp, there you are.
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# ¿ Sep 19, 2016 04:50 |
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Loopoo posted:Massive biters keep attacking my railway pole lines which means I'm constantly running out into the middle of nowhere to place another pole down otherwise I have outposts with no power.
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# ¿ Sep 26, 2016 21:47 |
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You could always try a great wall of china approach (easier with enormous amounts of water), as when the biters expand they do have to physically travel to their target location and can be killed on the way.
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# ¿ Sep 27, 2016 06:52 |
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RiotGearEpsilon posted:
The reason is that the resource algorithm 1) gives you larger stockpiles the further away from the start you are, and 2) guarantees a particular resource will spawn if you just keep walking, with the longer it takes to spawn yielding a wider patch. ShadowHawk fucked around with this message at 06:46 on Sep 28, 2016 |
# ¿ Sep 28, 2016 06:43 |
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I like to make the green circuits remotely and train them in. All you need is a copper/iron field near eachother (and sometimes they're literally on top of eachother)
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# ¿ Oct 2, 2016 22:21 |
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Psawhn posted:What I find the most amazing is how simple it is. It doesn't need any power or combinators, just wires. It's also self-balancing, so it doesn't matter if ingredients are used in a 1:1 ratio or not. It just *works*.
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# ¿ Oct 9, 2016 09:17 |
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# ¿ Apr 28, 2024 23:15 |
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I wrote up a todo list for my factorio game today. Something is strange with how I have my fun.
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# ¿ Oct 12, 2016 22:21 |