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 money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Manyorcas
Jun 16, 2007

The person who arrives last is fined, regardless of whether that person's late or not.
Personally, after my first game I always set all the oil settings to max while keeping the others at normal. Oil seems to just deplete in a fraction of the time given equal settings, although given I haven't had a well run out since I think next time I'll set them down a notch, then maybe I'll be expanding for both metal and oil equally.

Adbot
ADBOT LOVES YOU

Manyorcas
Jun 16, 2007

The person who arrives last is fined, regardless of whether that person's late or not.

pumpinglemma posted:

I feel like after 0.15 comes out, a really nice idea for a mod would be a set of specialised, fairly simple-to-make science packs. Put technologies into small groups, and require a different specialised science pack for each group in addition to the usual ones. For example, Oil Processing, Fluid Handling, Engine, Advanced Material Processing, Solar Energy, and Electric Energy Distribution 1 all unlock things that need steel to make anyway, so in addition to red and green science they could require a Steelworking Science Pack that's made out of steel and repair kits. The ideal result would be that players only get a few technologies at once, so they're not overwhelmed, and they do it after making a conscious decision to go after something that's related or that uses the same infrastructure. A few technologies, probably including all the red ones and the quality-of-life stuff like Toolbelt, would just require the base packs so there's still a "reward" for getting past those milestones. It would be especially good if the mod played nicely with Bob's and Angel's, which are otherwise a bit ridiculous in terms of tech trees. I might do this myself, actually...

My first thought was "Wait then you'd build this infrastructure for this stuff you'd only use for like 20 minutes tops" but then I realized the real genius here: it would force players quickly to learn that those little reagents should be mass-produced anyways. It would help players realize quicker that "oh, having these assemblers build miners constantly is kind of nice, I'll leave it and build the next research area somewhere else".

Rather than making all new science packs though, maybe have them go to a specialized laboratory building whose requested items change based on what you want to research, so that only the specialized laboratories need to be moved/edited as research completes while the current labs keep their infrastructure relatively static (and cutting down on crafting menu bloat). It'd be hard to squeeze any more science packs into labs with the science pack changes in .15 too, from a logistics stand point.

Manyorcas
Jun 16, 2007

The person who arrives last is fined, regardless of whether that person's late or not.

zedprime posted:

If you bus an expanding resource like gears I will fight you irl. Never bus gears or wire. Only bus plastic bars if you hate pipes (very valid reason to bus plastic).

Gears are 2 iron plate = > 1 gear. Not the other way around. Copper wires are the only expanding resource in vanilla.

Manyorcas
Jun 16, 2007

The person who arrives last is fined, regardless of whether that person's late or not.

LLSix posted:

0.15.2 is out and goon island is no more. I may have to try setting my version back to .15.1 and genning the island before switching back to the latest build.

I was able to generate it just fine a few minutes ago in the new version. In fact, I have a question about it: does the map seed overwrite the map's generator settings? I was able to get the same island in both normal and rail world settings, so either those settings don't effect the general starting location given the same map seed or they won't do anything at all when given a map seed (aside from polution/biter/etc. behavior).

Manyorcas
Jun 16, 2007

The person who arrives last is fined, regardless of whether that person's late or not.

ShadowHawk posted:

The resource settings (except water) are independent of the map generation seed. You can use the same seed+water setting and get exactly the same map but with different amounts of resources in different places.

Onean posted:

I did manually set the ore spawns to Very Low/Very Big/Very Big because I hadn't looked at how the presets changed things. I believe that's mostly what the Rail World setting does, in addition to changing biter behavior which I didn't do.

Cool, thanks! My friend that I'm getting into the game specifically wants to have to need a shitload of railroads to get things done so I wasn't sure if I'd be able to do that with the awesome islandspawn.

Manyorcas
Jun 16, 2007

The person who arrives last is fined, regardless of whether that person's late or not.
From my own observations (it's been a while since I played with biters on and used laser turrets), laser turrets seem to be smart and already know which biters are about to die from incoming laser fire. I would see all of my lasers suddenly shut down split seconds before the last biter would die while the final few bolts were picking off stragglers. I never really tested it though if anyone is certain this is untrue though.

Manyorcas
Jun 16, 2007

The person who arrives last is fined, regardless of whether that person's late or not.

President Ark posted:

is there a way to disable biter expansion on an already-made world, as i made what i thought was a railworld no-expansion game but the fuckers are expanding so i clearly put in something wrong

e: and i'm in pretty deep (all but yellow/space science) so i don't want to restart

I have the same problem, started with railworld settings on goon island and thought the biters would be gone for good when the first bases were gone, but they quickly moved back into cleared areas.

Has anyone made a map that for certain didn't have biters expanding? I'm kind of curious if it could be bugged to not work on the rail world default settings. Also, is there a way to view map creation settings on a map that's currently being played? I may have simply forgotten to turn them off at map creation or didn't have it set to rail world properly, and I didn't see any console commands like that on the wiki.

Manyorcas
Jun 16, 2007

The person who arrives last is fined, regardless of whether that person's late or not.

Mr. Powers posted:

Grab the map exchange string and see what settings it picks.


ShadowHawk posted:

Note this is rather easy to do -- you can control click higher level productivity modules into an assembler and it'll replace the lower level ones with them.

Yeah turns out I just accidentally left all the default values on, didn't even set it to rail world. Funny thing is I tried the map exchange thing once and went "Oh, that's just for the land and water layout, it sets all the resource settings to default for you to change! :downs:"

Manyorcas
Jun 16, 2007

The person who arrives last is fined, regardless of whether that person's late or not.


HAIL POLLUTION SATAN

Manyorcas
Jun 16, 2007

The person who arrives last is fined, regardless of whether that person's late or not.

metasynthetic posted:

Are there any mods which silently add infinite reach? I'm playing a vanilla-based game with a bunch of utility mods (no extra ores or anything like that), and I added Upgrade Planner which is supposed to use your logistics bots to automatically upgrade things in an area you select, e.g. yellow > red belts. Except they all upgrade instantly because apparently something gave me infinite reach? Anyway it feels cheaty and I don't like it.

I had Long Reach (which was infinite, thought it was just long-er) and Jamozed's Tweaks (adds the same functionality apparently) installed, both of which I disabled. But I still have infinite reach in my savegame. If I start a new game with the same set of mods selected, I get a normal reach distance.

Is there any way to correct this or is my savegame just permanently tagged with infinite reach?

It's a built-in part of upgrade planer, and it only works while using an upgrade planer item. I remember an old version used to just place blueprint plans for upgrades, and I don't know if the mod has a way to switch it back to the old way.

Manyorcas
Jun 16, 2007

The person who arrives last is fined, regardless of whether that person's late or not.
I like that the devs immediately knew to implement something to get rid of them after the landfill mods were so popular before and were integrated into vanilla. Nothing is allowed to stop perfectly straight train tracks.

Manyorcas
Jun 16, 2007

The person who arrives last is fined, regardless of whether that person's late or not.

KillHour posted:

Only if walking on them kills you.

Until you have modular armor, where it charges your batteries (THEN kills you).

Manyorcas
Jun 16, 2007

The person who arrives last is fined, regardless of whether that person's late or not.
Phoneposting so no link, but there is a mod called “concreep” that automatically places concrete ghosts wherever you have roboport coverage and and when you have idle construction bots. The first time you turn it on in any game is always a monumental energy drain that’ll really test your nuclear setup (or slow your electric coal miners down to a blackout).

I don’t know if it’s been updated to the latest patch.

Manyorcas
Jun 16, 2007

The person who arrives last is fined, regardless of whether that person's late or not.
The final version of the game is going to cleanup some basically unused mechanics.

On the chopping block includes:

- Pickaxes (iron mining speed is the base speed, researching steel upgrades to steel pickaxe speed for mining/removing buildings)
- "Efficiency" in boilers (same effective energy output as before)
- Mining hardness and those other weird stats I never understood. All ores mine at the same speed now, and ores created/second is included in the mining drill tooltip.
- Maximum ingredients in assembly machines

And resistances are being streamlined and only included on relevant entities.

Most of these things will still exist in the code for modding and such, but vanilla will be a bit more streamlined now.

Manyorcas
Jun 16, 2007

The person who arrives last is fined, regardless of whether that person's late or not.


New super-huge Friday Fun Facts, in which research is yet again reorganized a fair bit. Cost/complexity of many of the science packs have been adjusted, and a bunch of redundant military technologies have been merged together. Also, some high-end research like Koravex and the Logistic system are now locked behind just Utility or Production and not both/ both + space science.

There's too much in that post to summarize, go read it!

Manyorcas
Jun 16, 2007

The person who arrives last is fined, regardless of whether that person's late or not.

Tuxedo Catfish posted:

On a different note, two closely related questions:

- Is there any way to permanently trap / enclose a biter (or better yet, a biter nest) without destroying it?

I don’t have the screenshots, but I know back in the day some online goon game had a farm using belts and turrets surrounding a nest that somehow constantly delivered artifacts over time.

It was like some sort of hellish bitter torture chamber, it was impressive.

Manyorcas
Jun 16, 2007

The person who arrives last is fined, regardless of whether that person's late or not.

Scorps posted:

About 30 hours into my first time with Bob's mods and I'm starting to need Cobalt for things but have still not encountered any on the map at all (I've seen just about everything else at this point). Am I missing something or is there a recipe I didn't see that allows me to get it from something else? It seemed like everything needed a byproduct that came from the ore but I can't figure out how to get the ore in the first place. I am using JUST Bob's on this run no Angel besides infinite ore not sure if that makes any difference.


Cobalt comes from a byproduct of one of the methods of smelting copper bars. It's very, very easy to miss in the huge recipe page and I missed it to for a very long time. I remember when I checked the thread for it on the Factorio forums so long ago it came up all the time.

When they added the cool new copy/paste functionality in the update, did they add any new ways to really utilize construction ghosts before you have construction bots? Or is hitting q on a ghost to bring the item to your hand still the only method?

Manyorcas
Jun 16, 2007

The person who arrives last is fined, regardless of whether that person's late or not.

Dootman posted:

Easier to just post a screenshot than type words:

That feature I found already, and I'm sure it'll be super handy later on, but pre-bots there's no quick way to actually build where those ghosts are when copy/pasting? Mostly wondering if copy/paste is all that practical early game.

Manyorcas
Jun 16, 2007

The person who arrives last is fined, regardless of whether that person's late or not.

I've never seen it before either but my best guess is "1K (1000) Vials Per Minute".

Manyorcas
Jun 16, 2007

The person who arrives last is fined, regardless of whether that person's late or not.

MonkeyforaHead posted:

I kind of fell off after launching my first rocket so I figured, okay, I'll try this.

The first thing I notice (after re-researching a bunch of stuff because research recipes changed), is that green circuits are made of copper wire and... wood?? The gently caress??? How does one get that much wood :stare:

I'm not familiar with this specific mod, but check your production buildings or research tab for a "greenhouse" building or something. Every mod I've played that used wood for anything important also added some building that could automate making it somewhere.

Manyorcas
Jun 16, 2007

The person who arrives last is fined, regardless of whether that person's late or not.
I think I know what sort of early-game construction drone replacement I would like for the game, but while keeping unlocking the drones a really, really important milestone.

Basically, I would like it if the player could press and hold a key to automatically place any blueprint ghosted buildings in a small circle around them, but only placing ~2-3 items per second (so slower than placing a line of belts, but faster than trying to put each power pole in exactly the right spot or something). The idea is it wouldn't be much faster than actually placing it by hand normally (maybe even slower!), but it would be much less click-intensive and with no "ah poo poo, accidentally put a power pole where the inserter goes" moments that take up a fair bit of time. This would, of course, require blueprints to be unlocked immediately or very early in order to be useful.

This way, you can have a lot of the advantages of making early-game blueprints for stone furnaces or whatever without removing the carrot of researching and setting up the infrastructure for robots. It could also help new players learn how to make and use blueprints before they have to learn how they work with construction robots, splitting it up into easier to digest lessons.

This is with Vanilla in mind, crazy overhaul mods obviously should still just use quick start or something. If anyone has already made a mod that implements something like this I would love to hear it.

Manyorcas
Jun 16, 2007

The person who arrives last is fined, regardless of whether that person's late or not.

uPen posted:

The bigger issue is there isn't a 'gently caress the errors, place as much of the blueprint as you can' button so you need to pave the whole planet if you're placing large blueprints.

I haven't tried using it yet myself, but they just added this in a few days ago if I read the patch notes correctly.

Manyorcas
Jun 16, 2007

The person who arrives last is fined, regardless of whether that person's late or not.

xzzy posted:

I understand why this happens, but I have always hated this feature. Just let me drain that thing dry so I can see it's stuck and disassemble the whole operation.

That seems like it would be pretty reasonable to mod, if such a mod doesn’t exist already. Given some initial rate of extraction, you can calculate how much oil you would get from it in the time it is would take to bring it to ~5% of its initial rate, and set that amount to the oil well’s total reserves.

The extraction rate of these could either be kept constant, or get slower as it empties. Just not exponentially slower so it will actually empty.

Manyorcas
Jun 16, 2007

The person who arrives last is fined, regardless of whether that person's late or not.
This is probably going to be the most controversial thing they add to the expansion, I bet day 1 there will be either a game generation option or a mod to turn it off.

That said, I’m looking forward to playing nothing else in 2024.

Manyorcas
Jun 16, 2007

The person who arrives last is fined, regardless of whether that person's late or not.
So the recycler itself can’t ever recover more than you put into building an item (and getting to full recovery is pretty hard), but when you do reach 100% recycling, the amount you get back is based off of the base cost of an item, right?

If you get a 100% recycling set up and loop it with an assembler with any productivity bonuses on it, will you slowly make infinite items? Or did I miss some restriction preventing that?

Obviously we won’t be able to tell for sure until release, though.

Manyorcas
Jun 16, 2007

The person who arrives last is fined, regardless of whether that person's late or not.
New modder challenge: try to make a mod that adds quality to vanilla factorio as close to the FFF design as possible. The recipe tabs would become ungodly.

Manyorcas
Jun 16, 2007

The person who arrives last is fined, regardless of whether that person's late or not.
Potential Hidden 'Fun' quality effect: quality ammo increases damage, but there's at least one type of "ammo" where this is redundant: nukes. Quality should instead increase their blast radius and, most importantly, not mention this in any tooltip :unsmigghh:

(not that you're likely to fire a quality nuke on accident, but still)

Manyorcas
Jun 16, 2007

The person who arrives last is fined, regardless of whether that person's late or not.
One thing I've thought about regarding the space platforms- with no robots, there doesn't seem a way to automatically repair/replaced damaged or destroyed objects. Unless asteroid-destroyed platform leaves a ghost blueprint that the central structure will try to replace, as well as any buildings on them, this could be a serious pain!

To an extent I can see this being 100% intended though- you HAVE to have enough guns and ammo production in place to keep everything safe, or it will eventually grind down to nothing, but that's going to take some experimentation to know for sure.

Some example things to test- does the number of dangerous asteroids scale with how fast your platform is moving (higher quality boosters could hurt you if you're not prepared!)? Will the different planets have different quantities of dangerous asteroids? Will some extra research damage upgrades let you eek out fewer turrets/handle more asteroids?

Theoretically, these are mostly good/interesting questions the player will need to test themselves, so long as there isn't a serious RNG element on something like a ton of asteroids showing up at once in a small area, overwhelming defenses in that one spot.

Also, the blog didn't explicitly say flamethrower turrets don't work :v: but they probably filed that under "burner entities", and it would probably impractical to keep it fueled anyway.

Manyorcas
Jun 16, 2007

The person who arrives last is fined, regardless of whether that person's late or not.
Some other thoughts on the space platforms:

You're only getting iron from those asteroids- your gun turrets are NOT going to be using the good poo poo, assuming it would be impractical to resupply it with enough ammo/copper/uranium to make a trip between planets. That's going to make laser turrets more enticing, with all the problems supplying them with power would bring.

We see in the FFF that the platform is disposing of iron. This is unthinkable in vanilla, but obviously understandable with the limits of the platform. A big question is, how do you get stuff off the platform, back down to the planet? There will have to be some way in order to be able to bring things between planets and start factories on the new planets, which I assume will come in a later FFF. Will bringing things down be prohibitively expensive enough to not be worth sending regular iron back? (probably)

Maybe a late game research will allow you to make a space elevator of some sort, which would essentially just be a space platform that can't leave orbit, but can easily bring items down and up from the surface. This could allow platforms to be a slow, but infinite source of extra iron. It also might make help make it practical to stock moving platforms with the good ammo between their trips, tying back into the first point.

Also, I just realized this will make turret upgrades and related tech desirable even in runs with biters turned off, a good side-effect of the asteroid hazard.

Manyorcas
Jun 16, 2007

The person who arrives last is fined, regardless of whether that person's late or not.

Solumin posted:

I can't wait to see what incredible monstrosity Dosh makes with these changes.

I’m curious what the before/after size for his latest project (the belt text printer) would look like, to get an idea of how much more compressed you can do things like that. I think that would be a practical display of the effects of the change.

Manyorcas
Jun 16, 2007

The person who arrives last is fined, regardless of whether that person's late or not.
I wonder if there's going to be a new power source for Vulcanus, because that coal isn't going to be very useful for power. Where's the water you would turn to steam in the boiler? You couldn't even use the coal for liquification properly without steam. Would be funny if you had to drop all the ice from space to the surface for all this, but probably impractical to get enough.

Good luck placing solar fields among all those cliffs too!

Manyorcas
Jun 16, 2007

The person who arrives last is fined, regardless of whether that person's late or not.

Dr. Stab posted:

We make power by boiling sulfuric acid, obviously.

Quoting Nostradamus over here. Or close enough, at least.

Looking forward to the new mining drills, I’m imagining how fast you could mine a nearly depleted vein by just surrounding by as many big miners as possible, which is already a thing with some modded big miners.

I guess you’ll need to have enough materials on your space platform to make a foundry and related buildings the first time you come, since you can’t carry on your person while traveling yourself. Going to be fun if the ideal method is to just bring a conga line of 5+ platforms the first time you visit each planet.

Manyorcas
Jun 16, 2007

The person who arrives last is fined, regardless of whether that person's late or not.
I'm kind of glad they didn't do the alternate recipes thing because it makes the craft menu look like vomit. But then again maybe they could have modified the menu to make it work better, which in turn would have helped all those mods using alternate recipes too.

Manyorcas
Jun 16, 2007

The person who arrives last is fined, regardless of whether that person's late or not.

DarkSol posted:

Can someone break down the latest FFF and explain it to me like I'm 5? It just isn't parsing in my head for some reason.

If I hadn’t played another game recently that used similar terms I wouldn’t have understood either.

The simplest way to use this seems to be, let’s say you had a filter inserter in a blueprint you made. However, you want the inserter to grab a different item every time you put the blueprint down. You can set, in the blueprint, to have the filter inserter grab only item X. Whenever you place that blueprint, the game will ask you “what do you want x to be?” in a way that’s a fair bit faster than just changing it yourself after placing it, especially if you have multiple filter inserters that you want to have the same filter.

It can also do a lot more than that, but that will be the most common application I think.

Manyorcas
Jun 16, 2007

The person who arrives last is fined, regardless of whether that person's late or not.

Harvey Baldman posted:

The new belt changes means there has to be improvements to train capacity coming too, right? Because otherwise it feels like this is going it outstrip train usage.

Manyorcas
Jun 16, 2007

The person who arrives last is fined, regardless of whether that person's late or not.
This update is the most exciting one for me since the quality one. Good thing we have so many tools for sorting, with all inserters now being filter inserters.

I can see some synergy between the 2nd and 3rd planet immediately: the lava planet allowed us to just dump items into the lava as garbage. Assuming we can’t dump items into the tar on this planet, we can shoot all the scrap products we don’t want to be incinerated if we have more of any product than we need, if any of those products can’t be usefully recycled.

Manyorcas
Jun 16, 2007

The person who arrives last is fined, regardless of whether that person's late or not.

Gadzuko posted:

Even in the event that you had a ton of trash to dispose of, and somehow launching a rocket full of it made sense, can't you just dump stuff off the side of a platform into space? I don't think shipping stuff all the way to lava world is ever going to be necessary. Until some mod starts simulating Kessler syndrome anyway.

I forgot about the space platform junk ejection, that is somewhat less cool than than a giant lava landfill but I think I'll live.

Manyorcas
Jun 16, 2007

The person who arrives last is fined, regardless of whether that person's late or not.

Doomykins posted:

The mental image of Factorio guy building multiple processing and orbital junk ejecting facilities for waste products across multiple planets is simply sublime. The "Factorio Guy is the villain" theory turned up to 11 as he exponentionally expands polluting for personal gain operations.

Yes, space is impossibly big but I applaud the spirit of it. Just a half dozen steady streams of debris launched into space as mile high stripes in the sky...

Kessler Syndrome isn't a warning. It's a promise.

Manyorcas
Jun 16, 2007

The person who arrives last is fined, regardless of whether that person's late or not.

Teledahn posted:

They keep adding all these helpful hotkeys. I was already pretty sure I couldn't remember them all. Now I am certain.

I only recently learned there's a way to use the map to tell a train you're currently riding to go to a specific point. I'm sure there's a dozen other useful shortcuts already in I don't know.

I'm surprised there isn't a "patrol" or "loop movement" command in the RTS mode, it's an RTS staple and could be used to make a mobile defense grid of armed spidertrons.

Adbot
ADBOT LOVES YOU

Manyorcas
Jun 16, 2007

The person who arrives last is fined, regardless of whether that person's late or not.

well why not posted:

I wonder if this means we’ll have command of the drones. Spidertrons are very late game, and it’d be a shame to keep such features unavailable so long.

My first thought reading this was "Take command of the drones to do what? They're pretty limited in what they can do" Then I remembered the consumable combat drones! Even if they only worked within radar range, that could be an interesting way to let you clear out biter bases without putting yourself in danger.

And since they expire, you don't immediately hit a critical mass of drones that can clear the largest nest with minimal casualties, you'll have to keep manufacturing them every time you want to clear a new area. Might need a more expensive kind of drone for balance reasons or something.

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