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Oil jacks or fluid storage technology pumps? If oil jacks, pumping out of ground, it depends on how old the source is, as they produce less and less. Storage tank for crude and single refinery is enough for me, just don't waste any on solid fuel. Lube with heavy until you have a storage tank, then crack the rest to light. Light can be cracked straight to petroleum. Petroleum should be made into sulfur/batteries/explosives and plastic. Use storage tanks for petroleum. For pump pumps, both ends of long pipelines or single near refinery. Or both. It helps against clogged and stagnant pipes, and I think it only connects forward and behind, not to the sides. Can someone check please? Could be used as in tight builds in that case.
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# ¿ Jul 1, 2014 06:06 |
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# ¿ Apr 27, 2024 19:35 |
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Shintaro posted:Just made another quickie mod: Terminal Chests What does it do? Picture is miscoloured smart chests being unloaded by fast inserters... Which we already have. If it is chests that is essentially a player holding F, I want those when I get back to my pc.
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# ¿ Jul 7, 2014 06:37 |
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Sunblood posted:
Oh. Sorry about that. Ipad posting and didn't see the whole picture. How many fast inserters do you need to keep up with a blue belt? Can you make copies that also work as active providers, so you can get your roboarmy to empty without extra inserters and chests?
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# ¿ Jul 7, 2014 06:58 |
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SpookyLizard posted:I'd sooner jsut edit my starting location and/or drop additional resources at the spawn. Next time I'm going for enitrely no-help approach. The only thing that ever really bothers me is dealing with biters and etc. I'd be tempted to do another peaceful thing but oh god you really gotta go get alien artifacts early on to get some of hte better/basic combat techs. Big biters without Power Armor or destroyers oh god. What would you say is a fair recipe for alien artifacts then? Material costs and time taken? Adding the recipe is pretty easy, but what people think is fair is a lot harder.
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# ¿ Jul 20, 2014 10:21 |
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Someone please make that mod. Way way beyond my capabilities.
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# ¿ Jul 20, 2014 11:28 |
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For those that want craftable alien artifacts, I made a quick mod here. https://drive.google.com/file/d/0BzRhV-nRtwx0b0ZpZFJTUTJackk/edit?usp=sharing I picked things you don't really automate, adding difficulty that way. To be fair, everything is pretty much infinite anyway, so it's just a waste of time to require thousands of things. So, to make one alien artifact, you need: 2 diesel locomotives 2 express transport tunnel entrances 2 speed module 2 50 iron sticks The idea is, you put the diesel locomotives on sticks, propel them against eachother into the tunnel, using speed modules to make them faster. After this, you will end up with lot's of pieces, which some might call artifacts. And you have no idea what they are, so they must be alien, right? Makes sense, yeah?
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# ¿ Jul 20, 2014 21:21 |
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SpookyLizard posted:Goddamn, why don't mods want to work for me? What happens? Are you putting them the right place? Which mod is it? Error message?
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# ¿ Jul 22, 2014 06:34 |
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seravid posted:I've completed the campaign and started a sandbox game to mess around. I'm 20 hours in and getting the hang of it, but I do have a few questions: Your armor probably have laser turrets in it, and while the medium and big biters are resistant to explosives and gunfire, they have zero resistance to lasers. Is one of your outputs clogged? Phone posting is broken.
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# ¿ Jul 29, 2014 06:39 |
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What I wanted to say, but couldn't because of my phone doubling everything I typed... If one of your oil refinery outputs are full, the refinery will stop working. So check on that. And filling oil barrels is fast and takes 25 oil, so you only really need a single filler. It is more effective to run it through pipes though, use underground to help prevent car related accidents. They go pretty far.
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# ¿ Jul 29, 2014 06:43 |
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UberJumper posted:Does anyone have problems where Water pumps seemingly at random decide to stop working? Twice now i just noticed that all my steam engines have stopped and i am forced to rebuild the pumps. How many pumps do you use within the same pipe network? After a certain amount, more pumps won't help. No idea what the limits are.
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# ¿ Aug 1, 2014 14:13 |
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It is. I added a recipe crafting sulfur to rubber, because screw manual labour in a game about factories. And you will need a lot of it.
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# ¿ Sep 1, 2014 06:52 |
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GodspeedSphere posted:Can anyone recommend some youtube tutorials or something? I'm really liking this game, but hot drat if it's not tricky to learn. When I finally automated green beakers I felt like a genius. This dude was alright to watch, someone else mentioned him earlier. https://www.youtube.com/playlist?list=PLH-huzMEgGWD7yMEuxKeFAinXB-Zkgdnf Beside that, play on peaceful and try to do things your own way. The mess of a factory you end up with is hugely satisfying, especially when you look back at it later as you get better, and realize how many dumb things you did. A recommendation however is to go with the main bus idea. Have a HUGE area of land ahead, bring in ore in the middle then branch it out, copper one side, iron the other. Make smelters along this axis, and bring the smelted products back towards the middle, turning it away from where the ore comes in. This is your main bus, like the trunk on a tree, with the ore + smelter setup as the roots. Use splitters and tunnels to branch out the materials you need, and bring the product back to the main trunk (on it's own belt) if it is something you will use a lot of. Electronic circuits and gears are good examples. Over time, the tree will be huge, lot's of long branches. If you want to think ahead, have one or two free spaces between each belt going up the trunk, in case you need more materials going up. But again, I prefer to play on peaceful, but I prefer the factory building aspect of the game, not the combat aspect. Opinions will vary.
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# ¿ Sep 2, 2014 08:45 |
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Fans posted:This game owns bones, tried the demo then got the full thing yesterday and been having fun making factories so convoluted and ugly that I dare not link them for fear of what it'll do to people. Keep the save game and return to it when you have more experience, so you can look at the abominations you started out with. I have started rushing logistic robots lately, then use them for everything. Even ore to furnace, then product to where needed. Got a nice blueprint with 8 furnaces, requesterchest, provider chest and two seperate requesters, one requesting iron and the other copper ores. Either shift click or right click what I want the furnaces to process, then click all the requesters (use the copy thing in other words). That way I have a single design for both ores instead of using two blueprints or having to mess with requester chests. I should mention that I have the dytech robots, which are insanely fast, and just under 8000 logistic robots, and a few hundred construction robots. 3000 robots do all the work, I always have 5000 idle sitting around. Edit^^^^: You use a lot if you have self replicating/autocrafted and inserted robots. And if you make a ton of blue circuits for no real reason... Power armor with gear, advanced equipment adds some very expensive upgrades. Dunno-Lars fucked around with this message at 07:30 on Nov 28, 2014 |
# ¿ Nov 28, 2014 07:27 |
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Krataar posted:How do I store that much? I'd love to just have an endless oil refinery with pipelines running across the map if I could to transport the oil. Should we setup goonman lists for people who want to play together? I would join a Steam group or something. EU dude here, no idea how multiplayer across the Atlantic works. Is the belt stoppers mod goon made? If so, they should have more hp... At least the same as a belt, so they can eat a grenade without breaking and ruining my production lines. Because it is their fault for not surviving the grenade, not my fault for throwing it. For storing, active provider chests and many many storage chests is one solution. Chaining passive providers with inserters is possible. For storing oil, put it in barrels. You can store a huge amount of oil in barrels and chests in the same area as a tank, much much more. Steel cost is neglible when you get this far. Dunno-Lars fucked around with this message at 07:38 on Nov 28, 2014 |
# ¿ Nov 28, 2014 07:36 |
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Elendil004 posted:C'mon one of you nerds play with me We tried, 0.11.1 didn't work, but 0.11.3 did. But since Elendil is a US goon, and I'm in Norway, latency killed us. Sort of sucks you have to guess at latency, but that is what alpha is for. It sort of worked though, until we got a third player in, also US goon. I need some EU goons to play this with.
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# ¿ Nov 30, 2014 22:29 |
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Fans posted:Nope, good spot! I'll have to remove that when I turn it back on, right now I got way too many conveyer pieces so I've turned it off for a bit. Use a long handed inserter. They can pick up and insert anywhere on a factory, or anything really. For trains, set your autosave to 1 minute while you are working on it if you have trains running at the same time.
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# ¿ Dec 1, 2014 13:22 |
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quote:Balancing Finally the thread title is true, you can now automate everything! Up until now, you had to craft refineries yourself due to using 5 ingredients. Not any more!
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# ¿ Dec 5, 2014 05:36 |
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Nick Esasky posted:so, couple of really dumb questions here: 1 burner miner to 1 normal furnace. 1 electric miner to 2 normal furnace. 2 burner miner to 1 steel or electric furnace. 1 electric miner to 1 steel or electric furnace. Then I think it's one to one on iron to steel, but I'm not 100% sure.
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# ¿ Dec 8, 2014 06:35 |
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Shintaro posted:If you want to get I like Why do stone go from faster on the burner drill to slower on the electric? With the numbers not quite rounded, that only matters if you are running hundreds of furnaces, right? If it's stone, you will get a stone or two at the end of a belt, for metals, the last furnace might be out of work for a second. Unless you flood the place with way to much ore, and way to many furnaces, and spend thousands of ores per second. Which you will once you grow a big enough factory!
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# ¿ Dec 9, 2014 10:07 |
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Fajita Fiesta posted:I think I overused drones. I had a template that was just an electric miner mining into a provider chest thing , and then another template that was requester chests and electric furnaces. I have 3000 logistics drones fully maxed out on research and theyre' still not coping with the crap I want to do No, you just need more factories making drones. Requester chest with inserter into roboport, and they are self replicating.
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# ¿ Dec 28, 2014 17:31 |
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Evilreaver posted:It fits perfectly, engines and powerpoles and such, so much so that I would not be surprised if that design was intended. Wouldn't it be more effective to run actually 25 instead of 10 @ 25 speed? Thinking power consumption.
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# ¿ Jan 1, 2015 12:25 |
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Kin posted:I just got this and have started working my way through the tutotials. I just finished the intro to electricity one but i couldn't get a self sufficient setup running. On your first line, use a single burner inserter at the end of the line to secure operation if the coal runs out. With just electrical, you have to go insert coal yourself into a few boilers, but with a burner inserter, it will get it started for you with a trickle of power. You really just need one or two burners on the first generator line, not for every one. You can get the same effect with a solar panel, accumulator and a single electrical pole covering just the inserters, not connected to the rest of the power grid. I think it's shift click on a pole to remove all wires, then drag new using the copper wire item and clicking between lines you want to connect. A pole without wire will only hook up the things in it's area of influence. What I am saying, is in my experience, having a automatic fail safe/restart if fuel stops on your boilers is a good idea.
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# ¿ Feb 23, 2015 08:05 |
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Slickdrac posted:
Somewhere in your system, robots are taking a shortcut that brings them out of range of your roboports, thus removing them from your logistics network until they get back into range.
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# ¿ Apr 20, 2015 11:49 |
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Haven't played since multiplayer was released, so I'm very outdated on mods and such. Any recommendations? Maybe someone can make a list of essential mods, as well as quality of life ones. Please?
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# ¿ Jun 20, 2015 12:11 |
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What is new in 0.12 that makes it worth waiting for?
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# ¿ Jun 24, 2015 10:43 |
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SpookyLizard posted:Just have your factory mass produce chemical weapons and fling them from your speeding tank. Fixed that for you.
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# ¿ Jul 3, 2015 14:44 |
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FISHMANPET posted:FYI, when doing orders, if you select an existing station in your orders, and then add a new station, it will go after your selected station, not at the end. No way that I know of to put a new station at the front though. Put it at the end and skip until it starts there. Effectively the same.
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# ¿ Aug 7, 2015 06:29 |
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Megapost about trains, yes please.
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# ¿ Aug 18, 2015 18:12 |
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ToxicFrog posted:
Bit late reply and maybe answered, but you can use the deconstruction blueprint to get your robot army to pick up things on the ground. If you have a personal roboport (which you should if you roam in a tank), they will pick it up for you. You can flag it from far away, as far as you can zoom, then roam past in a car or tank. The bots will catch up eventually if you stop for a bit.
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# ¿ Aug 23, 2015 08:07 |
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Krysmphoenix posted:You can also use Speed Modules and those AoE Module Buildings (name I can't remember) to get more oil from dried up wells. It will eat the poo poo out of your power supply, but it'll help. Put it all on separate solar panels, and it will only run during the night, but be free. The beacons that is. Be "free" as in, the boost will only be active during the day, when I assume you have thousands of solar panels to run your stuff. Also, production module before the oil well dries up, speed module once it's empty.
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# ¿ Aug 30, 2015 17:03 |
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Evilreaver posted:
Pictures please? I struggle with emptying trains onto belts fast enough.
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# ¿ Sep 16, 2015 11:26 |
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This is that I'm unable to empty from the chests and to the belt fast enough as well. Sorted it out with my 4300 logistic robots and a bunch of requester chests emptying out onto the belt.
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# ¿ Sep 16, 2015 13:08 |
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T-man posted:Why would they? To annoy the line workers by forcing them to hear CLUNK CLUNK on a machine that, at most, makes a soft clik noise? It'd make much more sense to add it in post, at the same time they added the music. Killer robots are outside of course. Do you wait to fight aliens until they are inside your walls, or do you use walls to keep them out? Any news on when next update is coming?
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# ¿ Dec 11, 2015 07:27 |
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Slickdrac posted:Ctrl+Click while holding the item. Also works for putting ore/stone into furnaces or items into assemblers that take that item as a component. And Ctrl + right click to put in half of what you have in your hand.
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# ¿ Mar 1, 2016 16:52 |
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LordSaturn posted:I've noticed that if I order stuff deconstructed, I'm then allowed to drop a blueprint over it. Is there a mod that makes it so that stuff is autoflagged for deconstruct whenever I drop a blueprint on it? It'd be handy for dumb stuff like "replace this belt segment with a side-balancer". That sounds like one misclick away from disaster.
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# ¿ Mar 1, 2016 17:52 |
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RiotGearEpsilon posted:Have you seen MangledPork's LivingWithBiters LP? Watching this right now, second episode. This is good and pretty crazy. Thank you for the link.
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# ¿ Mar 9, 2016 11:46 |
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widespread posted:Point taken. Here's my setup now: Belt them from your main smelting facility? Your other options is manually filling pretty often, logistic bots, smelting on site or make a long line of inserters. Why can't you use belts?
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# ¿ Mar 10, 2016 09:16 |
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Roflex posted:While on the topic of layouts, here's my current science setup: Can we please have some more pictures of your base? Maybe even a save game?
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# ¿ Mar 10, 2016 18:18 |
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Evilreaver posted:You should build another 10-30 Science Labs Double post, but I just want to mention that a sort-of-recent update changed how science packs work. Before, any science labs researching when a tech finished wasted all progress, costing you a lot of spare science packs if you had a lot of labs. After the update, science packs are used up over time, and any unused will be spent on the next technology instead of thrown away. Before, lot's of labs meant you researched faster, but also threw away a lot of packs. Now, having lots of labs does not waste packs at all, and help you research faster.
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# ¿ Mar 10, 2016 18:26 |
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# ¿ Apr 27, 2024 19:35 |
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DelphiAegis posted:I'm assuming due to speed, since 1-4 would run super slow otherwise. https://forums.factorio.com/viewtopic.php?f=61&t=13553
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# ¿ Mar 12, 2016 11:27 |