Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us $3,400 per month for bandwidth bills alone, and since we don't believe in shoving popup ads to our registered users, we try to make the money back through forum registrations.
  • Post
  • Reply
Drone_Fragger
May 9, 2007

VOTE
FOR
PEDRO


I need to update this again, I built a gently caress-off huge fortress with a mega refinery in it and a clunkily working production chain. Sadly it was completely crippled by my poor design skills (I only used single belts for basic materials like copper and iron plates so they got super clogged up). I also had a shitload of lasers to murderate everything

Adbot
ADBOT LOVES YOU

Drone_Fragger
May 9, 2007

VOTE
FOR
PEDRO


I really hope he adds stuff like fission power and fusion power. Both of which would require a boatload of resources and materials and need you to manage the thermal output of them via water cooling to avoid them exploding.

Drone_Fragger
May 9, 2007

VOTE
FOR
PEDRO


tonberrytoby posted:

No, the only thing you can currently do is build a crude battery level measurement which turns on the steam a certain amount of charge is exhausted.

Indeed, I've seen one in action and it's pretty neat. involves a combination of a single accumulator running a single inserter removing items from a logistics chest tied to the inserts for the steam power.

Drone_Fragger
May 9, 2007

VOTE
FOR
PEDRO


Also the best anti-forest weapon are basic grenades. They clear forest like no one's business.

Drone_Fragger
May 9, 2007

VOTE
FOR
PEDRO


Why can't I just fit my robots with grenades so that I can direct them to launch carpet bombing attacks against my enemies?

Also serious comment being able to build terminator style robots that you can give attack orders to RTS style would be pretty cool as a lategame resource sink.

Drone_Fragger
May 9, 2007

VOTE
FOR
PEDRO


Dirk the Average posted:

Huh, those biter bases appear to have, uh, grown.

They do absorb pollution and turn it into growth, you know.

Drone_Fragger
May 9, 2007

VOTE
FOR
PEDRO


Ratzap posted:

Dred set it up, stock this time and we connect to him. We're researching rocket silo after today's efforts and once we 'finish' the game with a launch we'll think about a modded game. We're all in the UK and generally play sometime between 7pm and midnight. I made a blueprint for a 50 laser turret array with walls round for ease of deployment. We drive up to a hive, plonk down the turret farm while dred hooks up power lines then he gasses them and I gun the spawners. We cleared a good section of map but there are just so drat many hives and they seem to be getting larger plus denser together as we move out (like people have explained above). It's the normal richness so if you're planning a wide spread factory, you may want to tone them down a bit or you'll spend many hours doing nothing but clearing worms.

Oops, forgot to hit submit last night. Have a bonus 'worm massacre' picture.




I checked the time on another save when I was playing on default settings (except very big starting area) and the biters started turning up in numbers after 6 hours played.

Ratzap kept getting mad about my efficiency savings in the refinery layout though, rip. Also dreds initial bus was also terrible because he only ran one line of copper and iron down the middle!! what a clutz haha!!

Also serious note if we do the next map we should probably run with large patches of regular resources but spaced sparsely, it makes it into train fun times where you can't use belts for more than local transportation.

Drone_Fragger
May 9, 2007

VOTE
FOR
PEDRO


Turrets would be good if you could stick any ammo type in them. Shotgun turrets and rocket turrets would particularly be good and would maybe make them good lategame too.

Drone_Fragger
May 9, 2007

VOTE
FOR
PEDRO


Ratzap posted:

And this ladies and gents is what happens when you play with goons. Presented without further comment: Wormschwitz



apparantly you then broke it somehow on one of the days I was busy. RIP wormshwitz. Now I have to build an improved one somehow.

Drone_Fragger
May 9, 2007

VOTE
FOR
PEDRO


They'd be better off balancing bus's the way that a couple of mods handle it: adding more resources and making more resource interactions so that buses become impractically large or force people to make intermediates close to where they are being used. Currently bus's are really only viable on the scale they are because everything ultimately comes from copper and iron, with very few intermediates that aren't based on those two.

Drone_Fragger
May 9, 2007

VOTE
FOR
PEDRO


If you're going to have a massive single input station, be prepared to have a frankly ENORMOUS goods sorting area that could actually be bigger than your factory.

Drone_Fragger
May 9, 2007

VOTE
FOR
PEDRO


Dred_furst posted:

Did somebody say trains?


Been slowly building this setup, the idea being you can build smaller dedicated factories rather than one giant mess on a belt. Should help with increasing production later.
As this is a bob's game, there's a billion and one ore types. So there's a giant ore sorter which is the backbone to this factory at the moment. We're also running angel's mods so there's a ton of ore sorting steps which take up a shitload of room. Because of this modularity, it was a 5 step process to get iron plates out of the drat thing. On the upside it's incredibly easy to add a new miner and increase ore processing without having to go back and rework vast sections of the factory.

The part that makes this setup feasable and not run out of ore super fast, is to make the trains request based rather than dependant on a timetable. ]


For example, if I have 6 miners feeding this processing plant with jivolite, I would traditionally need 6 trains. Because I've added a flipflip to the station, I can now make it work with 1 train. By making the train wait at the dropoff point and cycle around the inputs, I can send the train out to get ore only when it's about to be needed to refill the stockpile.

In this case, I've made the station want 6000 or more ore. if it drops below 2000 it starts sending the train out. As this factory is actually over capacity, it's continuously requesting ore.

This is a good idea, and I am glad I am in that game working on it.

The ore sorter takes 4 input belts and sorts it into 16 output belts by the way. each "stage" uses like 1000 belts easily.

Drone_Fragger
May 9, 2007

VOTE
FOR
PEDRO


Ratzap posted:

You want the black boxes mod. It spawns chests until all your poo poo is saved, it even includes items that were in the build queue when you snuffed it. The only thing is loses is whatever you were holding.


This gallery: http://imgur.com/a/CxXxd


I still think it's unnecessarily convoluted but Dred wants to play with loads of trains so w/e. I'll post pictures of my take on it if angels updates sometime and I can load it again.

Eh, we would still need the giant sorter even if we did go down the FAR more logical "One giant crusher unit that crushes every type of ore", but yeah, more trains.

Drone_Fragger
May 9, 2007

VOTE
FOR
PEDRO


Baloogan posted:

i don't remember how to do alluminum and i can't find alumninium ore and im a failure of a factorio architect

where the gently caress is aluminum ore?!?

(bobs mods)

It's called Bauxite.

Drone_Fragger
May 9, 2007

VOTE
FOR
PEDRO


The challange I always liked was "no hand crafting" using the burner assembler that someone made. Really forced you to actually lay out production for things rather than just mashing the iron pipe button 250 times and then going to get a drink.

Drone_Fragger
May 9, 2007

VOTE
FOR
PEDRO


ikanreed posted:

Got the achievement for that one. Not worth it.

Woah hey now I didn't realise the Luddites were reforming jeese.

Drone_Fragger
May 9, 2007

VOTE
FOR
PEDRO


Baloogan posted:

i mena burn for power like in a boiler

Turn it into solid fuel then burn the solid fuel.

Drone_Fragger
May 9, 2007

VOTE
FOR
PEDRO


2 full lanes of circuits? You are like a little baby. Observe:



Yea, it's probably not the most efficient setup but given space and power are essentially unlimited at this point in the game (since you can clone stamp out nuclear plants left right and centre and landfill every possible water obstruction) it suits my needs perfectly well.

Drone_Fragger
May 9, 2007

VOTE
FOR
PEDRO


Honestly I could save more space by properly spacing the power poles better, but the braiding on that works pretty well anyway the way it is. can just get one belt of green out of each.

Drone_Fragger
May 9, 2007

VOTE
FOR
PEDRO


Problem with AI tanks is that theres nothing really for them to fight. Maybe in PVP they'd be a lot more useful but in the stock game you may as well just walk up to them with your suit of power armour on and wait for them to all die to your laser defences while you go make a cup of coffee.

Drone_Fragger
May 9, 2007

VOTE
FOR
PEDRO


Honestly what I'd really like to see is a gamemode similar to Big Pharma or Offworld trading company, Where your inputs and outputs have some kind of monetary value assigned to them and the goal is to make as much money by making, trading and selling poo poo in an [arbitary time period] interval. Would be pretty sweet.

Drone_Fragger
May 9, 2007

VOTE
FOR
PEDRO


Deathworlds seem difficult now. Difficult as in “you will be very quickly turning literally thousands of iron plates per minute into turrets and ammo to avoid death” difficult.

Drone_Fragger
May 9, 2007

VOTE
FOR
PEDRO


GotLag posted:

Updated Flare Stack, Electric Furnaces and Orphan Finder.

Edit: turns out people were using it, so updated Explosive Excavation as well - water is now blueprintable and the blasting explosives can be placed by bots to match changes to landfill in vanilla in 0.17.

Give us the nuclear fuel gotlag. I want my superior fuel processing system that’s also stockalike.

Drone_Fragger
May 9, 2007

VOTE
FOR
PEDRO


GotLag posted:

What part(s) of Nuclear Fuel did you like? What would you change?

I am happy to port it to 0.17 but I'd like to make it fit in a bit better, see if I can make it ratio out neatly like the other vanilla stuff does now

Honestly I’d personally say it fits in absolutely fine, and has the right level of detail to be stockalike without being stupidly overworked like some of the bigger mega mods (pymods for instance is like a 25 centrifuge chain to take up your 0.3% uranium to 35% for your reactors)

Reprocessing in stock is super unsatisfying, and the kovarax process just feels lazy and poorly done. Plutonium processing on the other hand, feels good and feels a lot more sensibles and gives you the later option of making MOX fuel. Breeder reactors for fuel generation as well require a bit more thought than “set up the kovarax system and then leave it for 20 minutes”, since the burn times are different and you need to have a ratio of regular reactors to breeders or you’ll end up using all your fuel.

One suggestion might be to make plutonium and uranium cell reprocessing more consistent. Currently I think it’s 5 cells have a 25% chance of producing one plutonium. Maybe make plutonium “smaller” and give it a guaranteed chance of spawning, then quadruple recipe amounts, or make it require 20 calls to guaranteed produce one plutonium? That way it’s less random if your nominally semi closed cycle system is going to rub out of fuel because of bad dice rolls.

Drone_Fragger
May 9, 2007

VOTE
FOR
PEDRO


17.7 breaks mods on servers. Don't upgrade if you're doing a modded server. Rip. 17.8 is going to fix it tomorrow.

Drone_Fragger
May 9, 2007

VOTE
FOR
PEDRO


Evilreaver posted:

guh
Anyone got a 24 to 8 balancer blueprint handy

No, but just connect 4 sets of 6 to 2 balancers to a straight 8 to 8 balancer And that will work.

Adbot
ADBOT LOVES YOU

Drone_Fragger
May 9, 2007

VOTE
FOR
PEDRO


Oxyclean posted:

Apparently 0.17 introduced new values for liquefaction (it was mentioned in the reddit thread)

someone also did some math:

the "extra" energy is actually because the moisture and uncombustable volatiles are driven off the coal during liquifaction, hence allowing more recoverable heat energy from the solid fuel compared to the coal. Or something. Who knows.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply