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KaiserSchnitzel posted:11. I had to quit my first game after like 20 hours because of biter infestation. I just couldn't take out their bases at all. The most I was able to do effectively was to leapfrog turrets in the direction of their nests and hope the turrets lasted long enough to get the job done. I know you can configure biter options, and that's great; but it really seems like the late-early game biter infestation is excessive.
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# ¿ Aug 29, 2017 22:01 |
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# ¿ Apr 28, 2024 11:22 |
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The recipe makes 2.
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# ¿ Apr 15, 2018 11:22 |
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The real solution is to unload your trains using swarms of robots
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# ¿ Jun 6, 2018 01:31 |
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Use a deconstruction planner with construction robots.
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# ¿ Jul 7, 2018 10:38 |
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Can't you just run straight over trees in the tank? Maybe it slows you down a little bit I don't remember, but it doesn't stop you. Heck you can do the same thing to biter spawners.
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# ¿ Oct 4, 2018 04:47 |
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Well I just started an angelbob multiplayer game for the first time. Every so often I'll go trace through the steps for doing something and just stare at the ceiling for a second saying fuuuuuuuuuuck. Same reaction to clicking on a research and seeing how much poo poo it unlocks.
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# ¿ Dec 6, 2018 05:09 |
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I thought I was starting to understand things but then I tried making green science (which need inserters (which need assembling machine 2 ( which need fuuuuuuuuck)))
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# ¿ Dec 6, 2018 05:22 |
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Ciaphas posted:i literally just finished automating that in my game, and while i personally feel that i've committed a loving warcrime maybe at least you'll be inspired
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# ¿ Dec 6, 2018 06:36 |
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Solumin posted:Someone please convince me it's a terrible idea to dump all my ore on one belt and let splitters sort the output.
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# ¿ Dec 8, 2018 11:25 |
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Solumin posted:Science is Christmas cookies? Inserters are elves with cranes?
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# ¿ Dec 13, 2018 01:14 |
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Ciaphas posted:Speaking of mistakes made, ugh, build a drat radar at the start. I'd have seen all these massive loving cliff ranges to my west, right on the bus line, if I had.
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# ¿ Jan 6, 2019 08:47 |
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Alkydere posted:If you have a train network: have a dedicated steam delivery train. Yes, steam never cools and is basically stored power.
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# ¿ Jan 9, 2019 20:23 |
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Roflex posted:
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# ¿ Feb 9, 2019 12:05 |
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Alkydere posted:It seems he's the type to want everything to have perfect ratios. So he's likely scribbling furiously on a notepad to find how many chemical plants he needs to get the ratio of heavy:light:petrol he wants.
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# ¿ Feb 9, 2019 12:08 |
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Ratzap posted:Pyanadons stuff is out for 0.17 now so I grabbed it all (it's got it's own ore stuff now so no Bobs used) and I must say, it is easily the most boring start of them at the moment. Almost 3 hours in I have made 50 red science packs (by hand of course). Iron/copper plates are 8 ore to 1 plate, you need a good 1000 to 1200 iron just to make all the requirements for red packs, tin needs steam to mine so more iron to run pipes to it, quartz needs a special expensive building to mine. Playing 2p multi, it took us almost 20 hours to get circuits1 fully automated, with a base larger and more complicated than you need to launch a rocket in vanilla. Circuits2 are several times more complex, like holy poo poo so much stuff required. AngelBob's felt like good complexity, Pyanodons kinda feels just a little too far on the tedious side. Still wanna finish it.
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# ¿ Mar 6, 2019 21:38 |
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OwlFancier posted:Does anyone have any preferred layouts for a general purpose angelbobs ore processing setup?
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# ¿ Mar 10, 2019 11:12 |
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Yeah early on I had a warehouse for each ore type to act as a buffer. It takes forever to fill up and when it does you can either drop another warehouse or just blow it up and replace it. Slag and crushed rock still need a dedicated solution though, they build up so fast. The combination sorting recipes are the ones that take two different types of raw ore and a catalyst to put out a single metal ore. The four basic metals take two different ore plus a catalyst, the next tier takes chunks, and the third tier takes crystals. You can set up a bus with just the four raw mine-able ores and split off the combinations you need for a particular metal ore. Again it's more of a late game solution but after spending hours dealing with the seventeen thousand various byproducts its nice to have everything streamlined. And you never have to worry about your entire smelting chain breaking down because one product backed up.
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# ¿ Mar 10, 2019 12:07 |
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I don't normally bother busing gears because you just don't need that many. The only thing that takes a ton of them is belts, and it's easier to just set up a separate area for that if you don't have enough iron bus capacity.
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# ¿ Mar 11, 2019 00:30 |
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You can lock slots to an item in the train storage like you can with your inventory . E: Oh I think I misunderstood, you're already doing that but it's an inserter problem. I have no solution
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# ¿ Apr 7, 2019 19:36 |
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FnF posted:Is there a mod that makes green circuits *slightly* more difficult to make? For some reason, it bugs the hell out of me that they only need copper and iron. If you really want complicated circuits then get pyanodon's
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# ¿ Apr 13, 2019 20:13 |
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TigerXtrm posted:New resource icons! Dang that looks really good
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# ¿ May 31, 2019 14:16 |
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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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It sure has meaning when you're playing with another player and you're both setting up tracks on opposite sides of the base and then whoops they're going in opposite directions.
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# ¿ Dec 11, 2019 01:42 |
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I like the way pyanodons handles it. Coal has a ton more products and can be refined further to remain useful late game and you pretty much always need it, so setting up coal infrastructure doesn't feel like a waste.
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# ¿ Sep 30, 2021 18:26 |
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KillHour posted:Yeah I'm playing with all default settings (except research queue enabled, obvs), all pY mods enabled (including alien life) and no other mods except FNEI. A later patch added a less efficient bullet recipe for iron, so it's probably a little less painful now. Although if you keep going until the endgame you're probably going to want to turn biters and pollution off for performance reasons.
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# ¿ Oct 5, 2021 01:14 |
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KillHour posted:This feels like a straight-up mistake.
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# ¿ Oct 14, 2021 04:28 |
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I do wish you could set logistics zones without having to physically separate the roboports.
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# ¿ May 16, 2022 17:42 |
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Mailer posted:I tried literally one game of K2 and noped out of it before I reached the third science type. I was just looking for more to unlock - more efficient power, alternate recipes, better fluid handling, stuff to both handle and require megabase scaling, etc - but all it really did was add many more hours of intermediate machines in between science hurdles. Slowing down the early game also increases the amount of time you spend manually crafting/feeding and that's already a part of it I wish you could skip.
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# ¿ Nov 1, 2022 03:22 |
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So in space exploration, what do you do if you waste the few hundred rocket science you get from nauvis orbit? I randomly researched a few interesting looking technologies and looking at things more critically later I see that I got very lucky that one of them unlocked a component you need to make more rocket science. I don't have a save prior to the research finishing, so how would you progress at that point if you hadn't unlocked that one technology?
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# ¿ Nov 12, 2022 08:42 |
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Ah nevermind, you do get cooled thermofluid initially from pre space research. I saw the space super cooling tech that unlocks what I guess is a more efficient recipe and didn't find the other one with a quick search. Now I'm even madder that I didn't spend that initial rocket science on robot upgrades!
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# ¿ Nov 12, 2022 20:07 |
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For the bigger content mods I've taken to playing with biters enabled for the early game, and then getting rid of them via console command when they stop being a challenge and start being an annoyance. You can also turn off pollution at that point too, getting rid of both made a noticeable improvement to lag on a lategame pyanodon multiplayer base.
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# ¿ Feb 28, 2023 01:47 |
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The train shotgun to load the reactors was great, but for whatever reason I found them spitting out the spent fuel cells absolutely hilarious.
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# ¿ Mar 22, 2023 08:30 |
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Factorio: Kessler Syndrome Simulator
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# ¿ Aug 27, 2023 20:54 |
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Just got to the spidertron in Space Ex and I'm very disappointed that you can't put 4 tesla guns in it for maximum lightning
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# ¿ Sep 9, 2023 21:04 |
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LonsomeSon posted:Basically it was a choice between expending an incredible amount of generator fuel and building everything in space, or expending a large amount of construction materials to run rockets with cargo capacities that are too loving enormous to easily use mixed, except by feeding them incredibly slowly via logic-controlled inserters. Give me a choice in factorio between paying for something in electricity or something else, and I'm almost always going to pick electricity. When we unlocked delivery cannons I tried setting them up for every resource and immediately drained all the power from our base, that kinda scared me off them and I never bothered going back to them once we unlocked kovarex and expanded our nuclear plant. We do use them for small amounts of stuff like getting nuclear fuel and vulcanite to all the places that need it.
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# ¿ Sep 13, 2023 00:48 |
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Really the solution is to scale up the rest of your factory until you're using all the power.
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# ¿ Oct 17, 2023 03:27 |
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LonsomeSon posted:Finally got Material Pack 1s out in SpaceEx, holy gently caress did that take a lot of space even with full speed 3s and beacons. I foolishly set up three unmoduled research servers to make them so I kept getting numbers like 216 unmoduled mechanical facilities each to make enough Compressive and Tensile data when I did my first math pass. It came down to just under 56 each but for the whole setup for just these packs we’re talking over a thousand Speed 3 modules, with some Speed 4s sprinkled in to keep numbers more even.
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# ¿ Oct 24, 2023 21:47 |
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The one thing I really miss from angelbobs is the overflow/underflow valves. That's 90% of the use cases for pumps, way more convenient to have it as a single entity. That plus the variable sized tanks were really nice.
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# ¿ Dec 6, 2023 23:08 |
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The description sounds neat! I'll likely try it out after the holidays.
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# ¿ Dec 24, 2023 00:13 |
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# ¿ Apr 28, 2024 11:22 |
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You should delete all planet surfaces you're not actually building on, if you haven't already, and trim the ones you are. Killing all biters and turning off pollution using console commands will also help.
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# ¿ Mar 31, 2024 18:04 |