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Hagop
May 14, 2012

First one out of the Ranger gets a prize!


Are there any missions after this dumb get the computer from the cashed ship mission(new hope 3 I think)?

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Hagop
May 14, 2012

First one out of the Ranger gets a prize!


drunkill posted:

I picked this up the other day and what little I have played has been a blast. Although I dont know how to finish the first train mission. I have produced all the required items but I can't hold them all at once. The objective says in broken english that you can use your car inventory but that's not working for me.

Ive killed all the enemies on the map and am stuck. I might just ignore it and generate a new map next time I play.

Drop as much as you can in your cars trunk, keep the rest in your inventory, and then get in the car.


*edit: Then have a loving great time with the next mission.

Hagop
May 14, 2012

First one out of the Ranger gets a prize!


Filthy Monkey posted:

It is weird that after playing this for a few days, this is now the game I am most excited about seeing updates for. The game just scratches some sort of itch for order that I have.

One thing I hope they add are varied goals, and more campaign missions. I think the biggest danger is that each game becomes too samey. Get your red science up, then your green science, then your blue science. Once you know how to do it, you know how to do it. Some campaign missions similar to what is done in tropico would be fun, with unique events and goals.

I wouldn't mind seeing more varied planets and enemies either.

Based on the road map you might want to set the game down for a bit then. Then next 2 updates look to be feature light and focused on getting MP working.

Hagop
May 14, 2012

First one out of the Ranger gets a prize!


LordSaturn posted:

I didn't used to be able to read that wiki at work!

I had multiple pumps, it's a question of how much water can get through a single chain of pipes.

I did try storing the boiled water in tanks, but the result wasn't much of an improvement. Also if you screw up and those tanks get cold, they take forever to heat up again. Water only comes in at 100C, X units per second, regardless of the state of the tank.

EDIT: I guess it makes sense for offsetting solar.

As far as I can tell one pump will fully fill a pipe, or possibly pumps just don't wont work together on one line. In any case adding more pumps to the start of a pipe network doesn't seem to do anything.

Hagop
May 14, 2012

First one out of the Ranger gets a prize!


The train mission is one of the best they have so far. It should be approached as follows.

Restore the ore line, train drop off point, and steam power.

Setup up a basic red/green line.

Beef up main base defenses.

Research high tension wires then go for the train techs.

While researching train tech run power, guns, walls out to the iron base. Rebuilt it into a fortress.

When train tech is finished rebuild the track line and make a train that is <engine][cargo][cargo][engine> automating it should be simple if you fully repaired the existing track.

Repeat for cooper base (much harder use iron base as template).

Expand main base to make mission requirements while juggling keeping the defenses solid at all 3 bases.

If it is taking to long build more processors. The trains can move about 1800 units of ore every 2-3 minuets so you should not be capped on input.

Hagop
May 14, 2012

First one out of the Ranger gets a prize!


Breetai posted:

Oooh! Are the Laser Turrets significantly better at killing heavily-armoured enemies than armour-piercing rounds then? I can develop a perimeter, but I suppose after a while the power you need to fuel them will start attracting more biters through pollution.

3 deep walls and clustering your guns(at least 5) at the point in the wall the wave hits at are the important parts, I did it with just AP rounds, which I think have the same base damage as lasers.

*edit: apparently I should refresh threads.

Who knew this game had damage types.

Hagop fucked around with this message at May 14, 2014 around 13:51

Hagop
May 14, 2012

First one out of the Ranger gets a prize!


The train mission has a fairly cool pre-electric ore smelt setup, but that is all I can think of.

Hagop
May 14, 2012

First one out of the Ranger gets a prize!




Any one good with train logic? I would like to unfuck this situation using the rail signals. So that I don't have to rebuild anything, but I can't seem to figure the things out.


*edit: Now with travel directions.

Hagop fucked around with this message at May 18, 2014 around 18:32

Hagop
May 14, 2012

First one out of the Ranger gets a prize!


Optiquest posted:

Since we're postin bases:





What's up needlessly long main bus buddy

Hagop
May 14, 2012

First one out of the Ranger gets a prize!


Bettik posted:

Could you show how the topmost items get to your factories? The image is too zoomed out for me to make out how you sorcelled that together.

Sure after lunch I'll put together some section shots.



*edit:

Here is a standard belt cross settup.




And here it what it looks like when it is done



let me know if their is anything else you want to see.

Hagop fucked around with this message at May 19, 2014 around 16:35

Hagop
May 14, 2012

First one out of the Ranger gets a prize!


drunkill posted:

I'd just get rid of the loops and make double ended trains vOv far more compact.

Edit: Unless you are making this layout to run multiple trains per line (can you even do that?)

Single heads also travel faster kinda I think. Train acceleration seems to have to do with the number of cars its towing so if you have a short route or one with lots of turns adding the second engine slows down round trip time with out increasing capacity.



Filthy Monkey posted:


I would also not suggest jacking up the richness to crazy levels. I did that when I started, and it is more interesting needing to actually go out and secure more resources. Jack up the richness and your initial deposits would probably last forever.

I have had a lot of fun and challenged using a max richness, max size, min frequency, one biome, and "only in start zone" water map setup. It makes it so unless you get lucky your going to have at least 4 highly spread out bases to defend. Roll a desert map and your going to have one hell of a fight for the whole game. Unless you chicken out and go hard green.

Hagop
May 14, 2012

First one out of the Ranger gets a prize!


Only works with crude oil with out mods I think.

Edit: ^^^ Apparently I need to learn to read.

Hagop
May 14, 2012

First one out of the Ranger gets a prize!


EvilMike posted:

Is there any reason to actually do this?

With crude no. Get one of the mods that lets you barrel finished products and then you can add the barrels to your main bust and just uncan what you need right by where you need it. Though even is only really useful for sulfuric acid. Which I think is the only liquid reagent used in more than one non-liquid recipe.

Hagop
May 14, 2012

First one out of the Ranger gets a prize!


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.

Trains are really the best, or would be if only they could pull gun cars along with them.

Hagop
May 14, 2012

First one out of the Ranger gets a prize!


Rapner posted:

Are there any good guides to how to set up the big gorgeous bus driven factories that I see posted here?

I'm trying to decipher them from the screenshots but you can only zoom in so far before everything becomes a blob.

Do my zoomed in screen shots from

http://forums.somethingawful.com/sh...1#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.

*edit: if you use the one belt per mat and one lain left empty for merging like I do. It helps if you make sure that the lain that has the mat is always the same one, and that it is the side that your processing will happen on.

So all my main bus travels left to right and has the mats on the bottom of each belt. So all my processing is done below the main bus.

Hagop fucked around with this message at May 21, 2014 around 14:13

Hagop
May 14, 2012

First one out of the Ranger gets a prize!


Pornographic Memory posted:

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

I do have a mod for that but, all the undergrounds in those screen shots are regulars.

If you mean the iron belt in screen shot two, its two different underground sections.



belt enter under under exit belt enter under exit.


edit:

Wrong!!!!

Yes that is a mod

To do it with out mods just push the steel belt one more over to the right and have it loop back into place after the circuit boards do.

Hagop fucked around with this message at May 21, 2014 around 14:25

Hagop
May 14, 2012

First one out of the Ranger gets a prize!


Platystemon posted:

Everyone seems to be all about the efficiency upgrades.

Is there anything to be said for productivity modules? Theoretically they should allow you to milk ore deposits for longer, but with the obscene power consumption they cause, I find I have to sink an awful lot of materials into photovoltaics/capacitors for a modest production line.

Biters hate productivity, too.

I use them for most things related to oil because I hate having to move pump jacks and their 10000 miles of pipe around.

Hagop
May 14, 2012

First one out of the Ranger gets a prize!


Sage Grimm posted:

It can also be cracked into petroleum if you have got to blue science.

Does any one have the numbers on this, is it better to crack to petrol then convert to solid fuel or just go directly to solid fuel?

Hagop
May 14, 2012

First one out of the Ranger gets a prize!


Retro42 posted:

Petroleum gas is the biggest limiting factor in some setups. Sulfur/sulfuric acid/batteries/plastic ALL need a steady supply of petroleum gas. Yeah, you can turn a surplus into solid fuel if you want too, but it's better used elsewhere.

Once you get adv processing you should be swimming in petrol in just whats coming out of the refinery.

Hagop
May 14, 2012

First one out of the Ranger gets a prize!


Evilreaver posted:

That mostly powers 4 Battery lines and ~12 Advanced Circuit factories (2 plastics lines), plus explosives for grenades and rockets, and spare acid for 3 Processor factories. I don't know where people get the spare oil for solid fuel, but I've been pretty lucky with my coal deposits.


Yikes 12 AC factories what are you building with all those ACs?

Evilreaver posted:

Fifteen science labs that need blue science, plus accumulators (like I said earlier, my last bank was 1000) and of course turrets. Mostly the blue science.

E2: And bot frames

Wow are you all green or something that is gently caress ton too many of accumulators.

Hagop fucked around with this message at May 22, 2014 around 20:55

Hagop
May 14, 2012

First one out of the Ranger gets a prize!


Evilreaver posted:

I try to go very strongly green, since going black summons hell on earth to the tune of 3-5 Big Fuckers per wave (and even Laser turrets have trouble with those numbers hitting constantly). With all those AdvCircuits I make (again) Blue science, processors, and modules out the rear end. You should see my Wire bill, it can spike up to 6000/minute. (Hit P)

parts for the parts god

HA, I was handling 5 LB back before I switched to lasers. My power plant has 60 lasers that can bare on any of the waves that come at it, the loving things still manage to hit the walls every time.

Hagop
May 14, 2012

First one out of the Ranger gets a prize!


So what is the trick to sprint killing nests? I currently go faster than every thing and I can take a LW shot or two. So I can run in do donuts throw a bunch of poison caps and kill the worms no problem. However that doesn't seem to do jack against the nests them self's.

Hagop fucked around with this message at May 23, 2014 around 18:43

Hagop
May 14, 2012

First one out of the Ranger gets a prize!


Evilreaver posted:

Early game, get 200+ clips of AP rounds and an SMG and go nuts on as many spawners as you can before Large bugs come out since they laugh at SMGs (ditto Medium/Big Worms). This gives you enough artifacts to get power armor and such and such late game.

If you put it off too long and/or went Black power and now are facing Big Biters en masse, you gotta rely on tower creeping via laser turrets and substations until you can afford power armor.

To kill the actual spawners, the SMG is the best option purely on a time scale. Rockets work alright when upgraded, but those upgrades cost artifacts (but count toward your Rocket Defense so you gotta get 'em anyway).

If there's more than one or two Large Worms, tower creep them, there's no other good way.

No I am late game black as hell, got power armor mkI a F gen and a bunch of exos. I can run around with in gun range of the spawners all day, but if I stop to shoot I get chomped, I was hoping their was some combination of throw-ables that kills spawners quickly.

Hagop
May 14, 2012

First one out of the Ranger gets a prize!


Deadmeat5150 posted:

Oh my god Big Biters are a serious pain in the rear end. And I don't mean attacking me, they never get close with my lasers and mines, but I mean attacking an alien base to get some artifacts. I need more to get my fusion engine going!

Also why can I make a portable fusion engine but not a big fusion engine?
Pick I direction that biter attacks don't come from then head that way till your out from under your pollution cloud. You should now find nest that are all small biters. Pick small ones and hit them hard and fast because as soon as you fight them they will start spawning big biters.

Hagop
May 14, 2012

First one out of the Ranger gets a prize!


Deadmeat5150 posted:

There has got to be a better way than this prior to have Power Armor mk2



Pre-fusion pre-power armor their is no good way to kill evolved nests out side of tower rush.

If your just trying to farm up artifacts you can car rush a 3 spawner basic nest, if it has no worms. You should be able to find a bunch of these a chunk or two passed the edge of your pollution cloud.

Basically you drive your car into one spawner which will kill it and you car, and shoot the other two with a max blue upgraded sub-machine gun. Once you get good at it you should managed to kill all three before the first advanced spawn happens. You can get the 100 or so artifacts you need for power armor and a fusion gen this way fairly quickly if you bring some fish.

However I not sure its any faster than tower rushing or just shotgunning or flamering down nest early in the game.

Hagop
May 14, 2012

First one out of the Ranger gets a prize!


Platystemon posted:

With large buses, itís annoying that underground belts can only span four tiles.

Their is a mod the fixes this called upgrade.

Hagop
May 14, 2012

First one out of the Ranger gets a prize!


Kenlon posted:

What sort of actual interesting things would people want to see added to the game?


GUN TRAIN CARS

Hagop
May 14, 2012

First one out of the Ranger gets a prize!


I don't got bandwidth for re-hosting stuff but here are the best mods in an adds to your factory making options sense.



Liquid Station: Adds an entity liquid station to fill/empty all kind of vanilla fluids into/from barrels.

It is the same as assembly machine only for filling and empty barrels. But 1x1 size, consumes less energy(50kW) and produces less pollution.

Thread
Download

Warning does not have a migration script last I checked. You will need to enable manually if you have already research the first refinery tech in your game.



Side Inserters: Left and right-handed versions of each type of inserter in the base game.

Thread
Download

No idea how it handles old worlds.



Belt Lane Splitters: Belt dividers - allows the two outermost lanes of the two inputs to pass.
Belt separators - sends the left lane of both input belts to the left outside output, and the right lanes to the right.

Thread
Download

Works fine with old worlds.



Robocharge: A tower that connects to the robot network and which allows the robots to recharge at it.

Thread
Download

No idea how it handles old worlds.



UpGrade: Longer underground belts

Thread
Download

No idea how it handles old worlds.



More Inserters: Half inserters and other crap.

Thread
Download

Works fine with old worlds.

As a note I do not know if this is the best half inserter mod around. Its just the one that I use. Let me know if you know of a less crap one.



Scrap Mod: Recycling machine.

Thread
Download

No idea how it handles old worlds.

It is goon made by Shintaro.



Pipe Dream: More types of pipes.

Thread
Download

No idea how it handles old worlds

This mod is janky as hell, most of it doesn't work for me, but it is still worth it for the extra long under ground pipes and 4 way underground pipe heads.


*fake edit
Let me know if you made any of these and i'll add your credits. Also let me know if you know how some of these mods handle old worlds and I will up date those.

Hagop fucked around with this message at May 29, 2014 around 13:52

Hagop
May 14, 2012

First one out of the Ranger gets a prize!


Bhodi posted:

I dunno, big biters are just so strong my power armor setup (7 lasers, 2 fusion, 2 exo, 2 batteries) can't really take them out even with the piercing shells in the combat shotgun. I end up having to bum rush no more than 3 biter nests at a time and murder them down before the big biters spawn to eat me. I end up having to avoid any more than 3 nest clutches.

Its a much better idea to go full tank with just as much speed as you need to out run a biter. Use poison caps to kill worms and just run around in circles taking snap shots at the spawners. Once the nets are dead just run the biter conga line you built up into your base defenses.

Hagop
May 14, 2012

First one out of the Ranger gets a prize!


Rhonyn Peacemaker posted:

So my circular assembly lines are non-stop producing everything I need. So now I am starting logistics bots and I can start building my evil empire.

Here is the sad thing:

Because I was afraid of monsters, I started the game on really small enemies and on peaceful, so I have yet to see any eco-terrorists.

How do I make the environment mad? Do I just have to drive my car super far away from my starting location?

Turn off peaceful. Otherwise biters will only attack you if you gently caress with their nest and only that one nest will aggro.

Hagop
May 14, 2012

First one out of the Ranger gets a prize!


Stick Insect posted:

I think we need to see if we can mod trees so the game considers them enemies, and lasers and drones will target them.

Edit: Using this diagram: http://www.factorioforums.com/wiki/...ntity-graph.jpg

Trees are a subclass of EntityWithHealth. Biters are part of the Unit class, which is also a subclass of EntitywithHealth. Makes sense, you can damage both.

I'm assuming for now that the game considers all Unit class entities hostile. Digging around the wiki, I haven't found a specific hostility flag yet. There's a "targetable" on the left of the diagram but the wiki doesn't contain that word anywhere.

I foresee this ending with you turning all trees into biters.


Rhonyn Peacemaker posted:

So how do I retroactively turn off peaceful?

Can I load my save into the map editor or something and then load it as a save-game or whatnot?

game.peacefulmode=false in console

Hagop
May 14, 2012

First one out of the Ranger gets a prize!


Renaissance Robot posted:

Having your base totally walled in is a bad idea anyway, because it makes biter attacks less predictable. If you have a few "gates" (read: big holes) in your walls, they'll always go for those if they can, which makes fortification a lot cheaper.

I have not noticed much difference in attack patters in walled city verses pill boxes. It seems once a nest is aggro on you they always to head to the same area along the same path. The only thing that seems to change this is radical changes in your pollution map, the presents of new distractions along the attack path, or the death of the nest.

Hagop fucked around with this message at Jun 5, 2014 around 13:25

Hagop
May 14, 2012

First one out of the Ranger gets a prize!


Evilreaver posted:

EDIT: I'm going to be starting the Legacy game in LP today around 1-ish EST. PM me or reply there or here or anywhere really if you want to be put on the list for the game


I would love to be in on this, but what will be responsible for besides playing the game? As my creative writing skills are cold putrid garbage that no one should be exposed too.

Hagop
May 14, 2012

First one out of the Ranger gets a prize!


Morning posted:

I went through and double/triple checked everything, nothing. I'll try adding the pumps and see what happens in a minute or two

What is the pipe pressure at the first piece of pipe that is getting oil from all wells, just before the crude storage tank, just after the crude storage tank, just before the refinery both water and crude, and at each of the refineries outputs.

Hagop
May 14, 2012

First one out of the Ranger gets a prize!


I'll give it the old college try but feel free to fail me and substitute your own.

Hagop
May 14, 2012

First one out of the Ranger gets a prize!


does .10 give it a real graphic?

Hagop
May 14, 2012

First one out of the Ranger gets a prize!


Hey if you own this game and have not taken a turn in the Factorio LP

http://forums.somethingawful.com/sh...hreadid=3642000

We need like 11 more players to make it threw with no one taking more than one turn.

Hagop
May 14, 2012

First one out of the Ranger gets a prize!


Thyrork posted:

You people are making me feel bad. I was using solid fuel as a coal replacement last time i played.

It works fine once you have adv cracking as long as you don't mind hunting down new wells ever 3-4 hours of play.

Hagop
May 14, 2012

First one out of the Ranger gets a prize!


Shintaro posted:

I've not used it personally, so I can't vouch for it, but there's this: [MOD 0.10.x] Robocharge - Robot Charging Station

it worked fine in 0.9.8 I have not used it in 0.10.x

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Hagop
May 14, 2012

First one out of the Ranger gets a prize!


Any one already doing unlicensed updating 0.10.x mods that seem to be abandoned?

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