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Pornographic Memory
Dec 17, 2008
This game is addicting but I feel totally overwhelmed by all the poo poo I can build and the potential production chains and oh god. This is gonna be like Dawn of Discovery where I end up finally making a good factory complex in this case and pour so much time and effort into it and never start another game.

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Pornographic Memory
Dec 17, 2008

Filthy Monkey posted:

I bought the game yesterday, which caused yesterday to quickly disappear. Definitely fun, and I can see burning a lot of time on this. It is easily better than most greenlight games, and should be a lock for getting on steam. This game has to eventually make it big.

I spent a lot of time fumbling with figuring out how to effectively use both sides of conveyer belts. I've occasionally built a small extra extra section so that my belts can meet at a right angle rather than a curve, so that my resource is moved from the outside to the inside of the belt.

I've been good at automating red research, but have been lazy with green research so far, stocking the factories by hand. I think I need to spread my factories out more, and not be worried about keeping things compact.

Yeah spreading out is something I need to get used to as well. Once you set up an assembly line for belts you're going to have more of them than you know what to do with anyway.

Pornographic Memory
Dec 17, 2008

milward posted:

Does more labs increase the research speed?

And I did my first silly mistake, I figured each color of beakers went to different labs so I made an intricate network to feed to 2 sets of labs. It did not work that way :eng99:

As far as I can tell yes more labs do increase research speed, but only labs with all the necessary types of science packs will conduct research. So if you're researching something that needs red and green science packs, 6 labs will research faster than 4 if you have enough green and red packs for both, but if you only have enough green packs to keep 4 labs going then 2 of your labs aren't doing poo poo (and probably causing a backlog of red packs to build up because they won't use more red packs without some green packs too, in the same way a furnaces will not smelt and take in more metal if it doesn't have coal to go with it).

edit: unrelated but restarting for the millionth time, I've realized you can make mining drills output directly into furnaces which makes the early game a lot less of a pain in the rear end when you're waiting for burner drills to slowly mine everything and you have no conveyor belts

Pornographic Memory fucked around with this message at 21:17 on May 8, 2014

Pornographic Memory
Dec 17, 2008

TheFluff posted:

I have no idea what I'm doing but this seems to be working.



Game owns, by the way. Now I just need to figure out how this steel and oil stuff works.

Steel is easy as long as you don't make the output line on iron producing furnaces the same as the input line, because steel is just chucking sheets of iron into furnaces.

Pornographic Memory
Dec 17, 2008

Overwined posted:

Is there any way to recycle or scrap poo poo? Or is there a mod that lets you do that? Hell even a factory-type building you could have an inserter pump full of garbage from a chest or something.

EDIT: I also find myself wanting something like a diverter where you could take something flowing down one side of a belt and just shift it to the other side. Would help out with the weird switchback conveyors and inserter madness.

I found out the way to scrap stuff is to put it in your car trunk and total the car, it turns out. I also didn't realize you could do drive-bys until this game since I was playing peaceful games until now. This game put me on a pretty conveniently large peninsula, though I'm probably gonna suck it clean fairly soon. At least I'll have trains by then though.

Pornographic Memory
Dec 17, 2008

The Shortest Path posted:

Why can inserters not take pipes out of a box? I'm trying to set up a engine assembler and it doesn't take pipes out.

Do you:
1. Have your inserters facing the right way?
2. Have an inserter that will remove finished products?
3. Have inserters to feed in the other necessary parts?
4. Have your assembler actually set to make engines?

Also, make sure your assembler is the right type. Engines need 3 parts so you need to use the blue assemblers.

Pornographic Memory
Dec 17, 2008
I don't know about gear wheels specifically because I haven't checked, but yes inserters can absolutely be a bottleneck. If you're making wires, for example, they craft so fast in an assembler that a lone yellow inserter will be too slow to keep it in continuous production.

Pornographic Memory
Dec 17, 2008

LordSaturn posted:

Oh god, backwash loops. That was like five factories ago for me :shepface:

I'm finding my motivation to finish my current factory waning. Oh well, My money's in, I'm sure this'll be just as phenomenal when I come back to it.

My favorite thing not explained in the tutorials is that the ALT key toggles icons of what is in containers and what assemblers are programmed to produce. Handy in game and makes a much better screenshot.

You can also go into the options to enable the ALT view to show which direction your inserters are facing. Makes for less pretty screenshots, but it's pretty helpful for diagnosing why some parts of your supply chains are mysteriously unproductive.

Pornographic Memory
Dec 17, 2008

Alkydere posted:

Just you wait until you figure out that you can have 2 items on the same belt. Then your mind (and your layout) will explode. For example, you could easily have a single belt feeding both red and green beakers to those labs.

Also Backwash loops are nice and pretty but really not needed.

I tried messing around with two items/one belt layouts but if you use splitters (and how can you not?) they'll start loving it up when your production chains get backed up, since if one side of the splitter is completely full, it'll dump everything onto the other belt (which is good) except it'll put products on a random side (the bad part), instead of just one side. In my current game I've switched largely to doing one item per belt line, because this way I can let particular items build up as much as I want without holding up production.

Pornographic Memory
Dec 17, 2008
I just got my first rail line going. I think the best part is simply that I can hitch a ride on the train whenever it pulls into the station so I can get to my mining outpost.

Pornographic Memory
Dec 17, 2008
Oh god. I've finally got a logistic network with logistic robots going and I just want to replace all my belts with a gigantic cloud of logistic robots and chests. My layout is a loving mess that I don't even know how to untangle though, and I'm on a peninsula that makes defense easily but heavily limits my space. On the other hand the logistic network means I can start dispersing my factories a bit and generally not giving a gently caress about location since I don't need to worry about laying belts out to the new ones.

Pornographic Memory
Dec 17, 2008

LordSaturn posted:

Yeah, the just-in-time approach is what I prefer. It goes really well with drones, since you can just get as close as possible without drones and then automate a couple of the really complicated things like blue science.

My current least-favorite thing about the game is that you can't automate blue science production without spending 100 blue science.

You can - level 2 assemblers (the blue ones) can actually make products that require four components. I got hung up on this too for a while but it turns out you don't need level 3 assemblers to make blue science. Still, considering the amount of components necessary to make blue science it can be a pain in the rear end laying out the belts to create it.

Pornographic Memory
Dec 17, 2008

Pretty nice I guess but have fun figuring out how to shovel blue science directly in too. :smug:

Pornographic Memory
Dec 17, 2008
Considering that working out how to build and supply stuff, is basically the entire point of the game, peaceful mode feels kind of hollow when you realize you've basically cut out a huge portion of your tech tree and potential products out of your game until you need purple science.

Pornographic Memory
Dec 17, 2008

EvilMike posted:

Is there any reason to actually do this?

Because moving things with trains is cool as heck

Pornographic Memory
Dec 17, 2008

EvilMike posted:

Yeah, but the alternative would be a lot of barrels, assemblers, inserters, chests, railways, more assemblers, etc to your oil field. I don't know how it compares in terms of numbers, but it feels like a long pipeline would be more efficient and easier to set up. I guess trains are more fun though.

Pretty sure you can reuse the barrels though so you could just repurpose an existing assembler for a run of, say, 500 barrels, put it back to what it was originally doing, and then that's all the barrels that particular train loop needs.

Pornographic Memory
Dec 17, 2008
I've lost more cars than I care to admit to running into trees. Many, many trees.

Pornographic Memory
Dec 17, 2008
If you're going between "owned" territory anyway just hop a ride on a train :v:

Pornographic Memory
Dec 17, 2008

Hagop posted:

Do my zoomed in screen shots from

http://forums.somethingawful.com/showthread.php?threadid=3629545&userid=0&perpage=40&pagenumber=11#post429838812

help?


The basic principle is mats move left to right in a tight main buss of belts. When you want to make something new you spit the mats belts you need for it and have the new branches move perpendicular to the main bus until you get above or below the main bus. The belts your branch cross get sent underground. Then you pull mats off this branch below or above the main bus and process them and add the result to the main bus in a new belt.

Did you use a mod to make the underground section of the steel belt go so far?

Pornographic Memory
Dec 17, 2008

FISHMANPET posted:

What's the benefit of a train vs just building a long belt, since they don't actually hold all that much?

You can easily transport stuff in both directions (say, a constant supply of repair packs, walls, turrets, and robots to an outpost that brings back raw materials), catch rides on them, they'll crush any biters they run over, and are really cool, compared to belts which are really boring.

Pornographic Memory
Dec 17, 2008
What's the best way to deal with worms? I'm running out of iron and there's a huuuuuuge iron deposit next to my currently running iron outpost, but there's some bigass worms camped out next to it. I'm only up to modular armor and solar panels and force fields to go with it, and I don't know if I can tech up much further before I run out of resources (I'm running a bit low on coal too, and rapidly sucking up my oil, but at least I can substitute coal and solid fuel with wood and solar panels to a good extent).

Pornographic Memory
Dec 17, 2008
Thanks for the tip on poison capsules, I forgot all about those. Did the trick quite nicely.

Pornographic Memory
Dec 17, 2008
So, right now I only have a train running between the MicroSteve and Harold Feit stations. If I wanted to have a separate train going to Kevin L.K. and using the MicroSteve station as well (both of my outposts are iron mines and MicroSteve has conveyors going straight to my furnaces), how would I need to use signals to keep my trains from wrecking? Do I only need to use signals at intersections?

Pornographic Memory
Dec 17, 2008
Thanks for the explanations on train signals.

Meliv posted:

Anyone else lose interest as soon as you need to start pumping out green research? It's a headache trying to put it all together. I get that's kind of the point of the game but it feels like such a sudden ramp up in the production tree

Also I don't think resources should run out. What's the point in slaving away over your perfect machine only to realise your main iron ore field has run out and brought the entire thing to it's knees

Sweet game though

In addition to the map editing other people have suggested, you could just start a random map with richness/frequency settings for resources cranked to the max.

Pornographic Memory
Dec 17, 2008
Yeah, destroying containers seems to destroy all the items contained inside too. So, get a car or shotgun or grenades and go to town on some chests full of whatever you want gone.

Incidentally the discovery that I can shotgun forests to death is awesome. Since I don't have AP rounds yet my combat shotgun is kind of crappy for taking the fight to biters, but its great for high speed deforestation. Not as good as grenades though, which I accidentally manufactured thousands of because I didn't think to limit the chest they were being put into to a half dozen stacks maybe.

Pornographic Memory
Dec 17, 2008

The Shortest Path posted:

All this game needs is a third type of drone that drops primed explosives everywhere.

Well as somebody showed above, you can make a minefield and then have construction drones continually replenish it, which is pretty close. I also didn't realize you could use drones for deforestation. Goddamn drones are awesome.

Pornographic Memory
Dec 17, 2008

d3c0y2 posted:

Why does my inserter not load the red research unit into the lab? It just ignores them as they stack up on the conveyer belt?

Either you're not researching anything, or the lab already is loaded up. Inserters only put in enough materials to make about two products' worth of whatever the facility is producing, so if you're researching something with red science you'll only have about two red beakers loaded into the lab at a time. Then when a unit of research is completed, one beaker will be consumed, and one more will be loaded.

Also with your boiler thing I suspect you were mixing up the indicator of water flowing through the pipes (which maxes out at 10) and temperature.

Pornographic Memory
Dec 17, 2008

Deadmeat5150 posted:

Edit:


Guys I think I have a biter problem. No really, there are so many now my game chugs. I'm getting maybe 5fps rigght now.

How do you make this happen? :stonk:

Pornographic Memory
Dec 17, 2008
How about an artillery type structure. Load it with grenades, rockets, or a unique ammo type and it will autonomously shell aliens and their nests from long range.

Pornographic Memory
Dec 17, 2008

Baloogan posted:

Easier way to clear those loving forests.

You can grenade them, rocket them, shotgun them, flamethrower them, or order them deconstructed by construction bots and have their wood placed into your logistics network already. I'm not sure how you could make it any easier.

Pornographic Memory
Dec 17, 2008
Radar will keep scanning revealed areas once they've uncovered all the unexplored stuff in their search radius. If you scout out things personally and never use radar, it's quite possible that you can go through a clear area later and it will turn out to have a new nest of aliens there without knowing ahead of time. Since radars do have a limited range, it's a good idea to put down one or two at any new outposts you make as well. I'm getting fairly late in my game, and biter concentrations outside of my bases are getting rather dense, so if I can plop down some radars and have them reveal the map (and new resource deposits) for me while I manage my base, rather than just driving aimlessly into nests of worms and big biters, it seems like a pretty good deal.

Pornographic Memory
Dec 17, 2008
So long as all your requester chests are in the same logistics network it should work.

Pornographic Memory
Dec 17, 2008
I'm finally taking the fight to the Biters with just Power Armor Mk1, a single exoskeleton with some laser turrets and batteries and a fusion reactor, and, more importantly, destroyer and distractor capsules. You use the destroyer capsules because they will prioritize anything that gets close to you, and do a shitload of damage, and distractor capsules for sheer spam since they don't count against your follower limit. The only really scary thing is worms and even then it's just a matter of being careful to stay out of their range while combat drones go to town on them.

Pornographic Memory
Dec 17, 2008
Is the beta patch savegame compatible? I'd like to upgrade, but I've got a game going here where it's pretty much inevitable that I'm going to win, it's just going to take some time.

Pornographic Memory
Dec 17, 2008
I use a 1:1 ratio personally, with four fast inserters on the copper wire assemblers, with two inputting and two removing the wire, because if you have level 3 assemblers you will actually build wire so fast that your primary bottleneck in the process is simply removing wire from the assembler fast enough to trigger the next wire build.

Pornographic Memory
Dec 17, 2008
Tanks are cool but boats or any kind of vehicle not bound to dry land should probably be a greater priority. Some way to cross bodies of water would be really excellent.

Pornographic Memory
Dec 17, 2008
At least he shouldn't have problems with artifacts :v:

Pornographic Memory
Dec 17, 2008
dumb newbie question but if i'm researching something that needs multiple types of science, can i run different science packs into different labs, or do the science packs all need to go into the same labs? like if i am researching something that needs green, blue, and military science packs, can i run the military packs into their own labs while the red and green go to different labs?

Pornographic Memory
Dec 17, 2008
thanks dudes! just getting back into this again after having not played in a year or so

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Pornographic Memory
Dec 17, 2008
Oh my god. I'd never *really* used construction robots before...being able to automate the construction of my gun turret walls is amazing. Not to mention paving my base and deforesting everything...

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