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FISHMANPET posted:Logistics networks almost feel like cheating to me, once I get them set up I rip out most of my belts, except for copper, iron, gears, wires, and circuits. The rest gets moved by logistics bots. Currently 1449 in my network. I hope you sit in an area where you can see lots of them going by frequently so you can cackle and shout "Fly my pretties!"
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# ¿ Jun 22, 2014 04:49 |
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# ¿ Apr 28, 2024 16:43 |
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How the hell do you keep everything together when Oil hits the field; it's bad enough organising a rapidly becoming gargantuan main bus but whe oil hits the field and plays by its own rules everything goes to poo poo. I'm thinking I need to look into more modular building that eats raw materials and poops out finished product rather than going through sequential processing stages. The latter is more efficient if I can build it right but good luck
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# ¿ Jun 22, 2014 14:07 |
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Stick Insect posted:What annoys me most about pipes is how they connect when adjacent. If you have multiple pipelines running in parallel, you need an empty space between the pipes. The only way to avoid that is by using underground pipes will only join up other pipes in one direction under your control. There's a mod which fixes this: http://www.factorioforums.com/forum/viewtopic.php?f=14&t=4135 Yeah that is super annoying. My initial plans for my oil refinery were screwed because of that. Stick Insect posted:Similarly, you can forego pipes mostly and use barrels for crude oil instead. It's mostly used to get oil onto a train. With a mod you can also do this with other liquids: http://www.factorioforums.com/forum/viewtopic.php?f=14&t=2797 . The disadvantage here is that you need a belt back to wherever the barrels were filled. Oil itself isn't a huge problem its all the byproducts and side products and everything you can turn it into and some of those things are liquid and some of them are solid and some need to be combined with other things to make new things and
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# ¿ Jun 22, 2014 14:39 |
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Not being able to walk through pipes is also a gigantic pain in the rear end.
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# ¿ Jun 22, 2014 15:09 |
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Michaellaneous posted:Solve this problem via buffer zones consiting of lots and lots of tanks. Using the output directly from the refinery to actually make products is - as you said, problematic. Because if one things starts to hold because it stacks back, everything dies. Worth noting that it is for similar reasons that oil and its liquid products are put in big tanks before being sent anywhere; in real life the refinery doesn't magically turn off when it runs out of room for more oil and instead it just explodes.
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# ¿ Jun 22, 2014 15:13 |
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QuiteEasilyDone posted:This game is in desperate need of a "gently caress the World option" maybe a pipe that drains from a tank that covers an entire field in heavy oil and then ignition of that field. 5 pollution per tile ignited/cycle but a can guarantee you that biters will not like it Then you can surround your factories with moats of flaming oil.
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# ¿ Jun 22, 2014 17:23 |
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Noooo the bus is big and unwieldly as-is don't make it bigger don't do it
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# ¿ Jun 22, 2014 20:37 |
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xarph posted:The Something Awful Forums > Discussion > Games > Factorio: Ozymandias was an Amateur The Something Awful Forums > Discussion > Games > Factorio: Ozymandias thought big, we think bigger
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# ¿ Jun 26, 2014 23:55 |
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Evilreaver posted:Assembler 1's craft at 0.5x speed compared to players, Assmb2's at 0.75, Assmb3's at 1.25, and I'd like to see you make Blue Science batteries by hand/without pollution Just pick up the sulphuric acid and put it in the battery jeez its not that hard.
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# ¿ Jun 27, 2014 00:03 |
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thehustler posted:Surely coal plants are steam plants? Nuclear plants are steam plants too; in fact most forms of electricity generation are ultimately just different ways to get heat to boil water to power steam turbines.
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# ¿ Jun 28, 2014 18:30 |
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Evilreaver posted:evilreaver-mod-ideas.txt - excerpt Honestly this sounds perfect; having you build nuclear power by actually building each of the seperate major 'parts' of a nuclear power plant and taping them together instead of just having a single 'nuclear power plant' that eats uranium and poops power is both entirely in line with Factorio's themes. Also to be fair fission or fusion power probably should replace coal power, or at least be definitively better than coal power though requiring a lot more resources, technology and fiddly bits to get set up. If you have a choice between even a primitive fission plant and a coal-fired plant the fission plant is going to be better than the coal plant in almost every concievable way except possibly the meltdown aspect but if you design your fission plant properly you can actually set them up so they can't go into meltdown as the very act of the core melting down causes it to shut off its own fuel source. So *shrug* We could definitely use some more lategame power generation options though; I'm getting real sick of mindlessly building giant fields of solar panels or endless lines of coal plants. Phobophilia posted:Edit: That's a weird structure you have around some of belt corners. A splitter to double the throughput around a corner? That might be a clever idea! I believe he is using splitters instead of having corners at all because a splitter is faster than a corner. Neruz fucked around with this message at 09:55 on Jun 29, 2014 |
# ¿ Jun 29, 2014 09:51 |
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Dr. Arbitrary posted:You're looking at the part where he's shifting a belt a few squares to the left using splitters, but if you look up at the wire conveyors you can see how he uses splitters to push more around corners. Oh I see, huh, that's interesting. I've used similar structures to get it so that both sides of the conveyor are used but It never occured to me to build a second corner to increase the throughput that way.
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# ¿ Jun 29, 2014 10:15 |
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What do you use wires for anyway; it seems like the wire network is rendered completely supurfluous by the logistics network and some decent planning.
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# ¿ Jun 29, 2014 17:41 |
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LordSaturn posted:Mainly, it's cheaper/easier to run wire to outlying facilities than it is to get a chain of drone hubs going out to there, especially if you're not going to do any drone work in the area. My outlying facilities are usually just raw materials mining and processing; shipping (training) tonnes of coal, iron and copper plates back to the main hub doesn't need 'smart' interactions so I guess that's why I've never needed to use wire.
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# ¿ Jun 29, 2014 19:57 |
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President Ark posted:I think it works out that assembler 3s are 1.5x faster than assembler 1s, even before you put any modules in them. Player crafts at 1x speed, Assembler 1 crafts at 0.5x speed, Assembler 2 goes at 0.75x speed and Assembler 3 goes at 1.5x speed. The jump from 1 to 2 isn't huge and is mostly for the extra item you can stuff in there, the jump from 2 to 3 is very significant though with 3's being twice as fast as 2's and three times as fast as 1's.
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# ¿ Jul 3, 2014 20:00 |
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Elfface posted:Some sort of mega-warehouse? A 'chest' that takes up multiple spaces? So like a big building full of chests and robotic arms that move things in the chests around?
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# ¿ Jul 4, 2014 23:16 |
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I spend more time than I would like to care to admit running around going "Where the gently caress does this go, why is that there, where's X, do I even have X? Why are copper bars going off into the desert what is happening? Oh hello robot friend thankyou for your cargo of iron."
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# ¿ Jul 6, 2014 04:25 |
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thehustler posted:I know, I know. Just that I've come so far and I keep thinking that I need a goal to actually call the game "finished" When every single square centimeter of dirt has been replaced with glorious steel and concrete you are finished.
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# ¿ Jul 7, 2014 09:45 |
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What robots do is they move things, considering this is a game that revolves around moving things you can imagine that this might be useful.
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# ¿ Jul 12, 2014 09:16 |
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If you find yourself needing more than one belt is capable of providing use a second belt
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# ¿ Jul 13, 2014 14:03 |
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Inhuman monstrosities beset us from all sides, only industry can hold them back. Great slabs of stone shall replace the dirt; preventing the natives from striking with burrowers or planting their hideous structures. From the stone comes metal and fire to burn and kill any biters that try to stop me from paving the lands with grey. WELCOME TO MY WORLD OF CONCRETE AND STEEL!
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# ¿ Jul 15, 2014 02:33 |
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SpookyLizard posted:I want a mod to make me make player-character sized robots, who walk around, need guns, armor, and bullets, and can be transported by train/car. Because I want to automate alien artifact recovery. (Also i think it would be neat to automate GUN and ARMOR manufacturing and not just BULLETS). The words you are looking for are BATTLE MECHS
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# ¿ Jul 15, 2014 08:03 |
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Lets just go all the way and allow the player to assemble and pilot something along these lines
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# ¿ Jul 15, 2014 17:52 |
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SpookyLizard posted:Not enough Dakka. You need to make multiple tanks, then put them together to make a baneblade. Pay close attention to the size of the trees; that tank is already Baneblade scale. Next level up is Titan scale.
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# ¿ Jul 15, 2014 17:55 |
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SpookyLizard posted:This is also acceptable. The answer to your all of your questions is 'yes' do all of that. Also if you ever get bored of your current factory and want to try something new but don't feel like rebuilding everything; grab some basic construction bits, some munitions and the car and go for a drive; the world is infinite so it isn't that hard to find a decent place to set up a new base (once the natives have been evicted)
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# ¿ Jul 16, 2014 02:45 |
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Clearly the solution is domesticated biters kept in special enclosures and farmed for artifacts.
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# ¿ Jul 20, 2014 10:59 |
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Toothpicks should clearly be a kind of ammunition for guns. Either the best or the worst, I'm not sure which. e: senae posted:There should be another machine that takes a few thousand toothpicks and synthesises a new log, of course. No wait, this. Neruz fucked around with this message at 12:32 on Jul 20, 2014 |
# ¿ Jul 20, 2014 12:20 |
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Would probably make more sense for that to give purple beakers directly and then alien artifacts become a sort of shiny reward item that supercharges your lategame research
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# ¿ Jul 20, 2014 13:34 |
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Oh really? I didn't realise artifacts were used for anything other than purple beakers God that makes no sense, the people in charge of this mission literally dropped you on the planet without the ability to build the thing you need to build to complete your mission. If sheer blind chance didn't happen to mean that the biters grow wierd orby things that can be used to build the structures neccesary to win the game then the colony ship would be hosed and there would be nothing you could do about it. Did anyone think this mission through at any point? Neruz fucked around with this message at 14:20 on Jul 20, 2014 |
# ¿ Jul 20, 2014 14:18 |
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Bhodi posted:Sensors have detected pockets of material critical to our advanced tech. They seem to be present on the surface, so no digging should be required - we have structured a mission around gathering and utilizing them immediately. So the answer is that they thought it through exactly enough to be stupid about it.
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# ¿ Jul 20, 2014 14:40 |
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Maybe it is a sign that botes are on the way
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# ¿ Jul 25, 2014 06:05 |
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President Ark posted:On the other hand, it means you're 99% more likely to be hit by a train at some point. That is why you don't stand on train tracks. Don't do it in games, don't do it in real life. Trains go on train tracks, if you are not a train you do not belong on train tracks. Dunno-Lars posted:It is more effective to run it through pipes though, use underground to help prevent car related accidents. They go pretty far. I think underground pipes actually go further than the number of pipe segments required to make them too which is a little odd.
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# ¿ Jul 29, 2014 09:27 |
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Hmm, maybe it's underground belts then? I could have sworn I added up the pieces required for either UG pipes or belts and discovered that they reached further than the pieces needed to make them. Maybe I'm just insane
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# ¿ Jul 29, 2014 13:05 |
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Evilreaver posted:UG express belts are nice because they only need gears and plates, no lube. If you have a gear supply, its easy to mass produce them by hand. Maybe that was it. I dunno
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# ¿ Jul 29, 2014 14:43 |
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There is simply a maximum limit to how fast you can push water through a given volume of pipe. Presumably the pressure at which the pumps pump is lower than the pressure at which the pipes rupture.
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# ¿ Aug 1, 2014 14:52 |
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Build more roboports; that's the only way to let them charge. If you don't build enough roboports they'll slowly starve and die until you are down to the maximum capacity for recharging on your current roboport network.
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# ¿ Aug 3, 2014 09:49 |
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Breetai posted:They no longer die in the current version: I believe in 10.1 they changed it to a far slower movement speed instead. Oh god that's why I have so many super slow robots clogging up my logistics system and taking forever to get anywhere.
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# ¿ Aug 3, 2014 10:42 |
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Hahaha holy poo poo those hives. Good luck with that.
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# ¿ Aug 10, 2014 22:19 |
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Pornographic Memory posted:At least he shouldn't have problems with artifacts Because he'll be too busy being extremely dead from being overrun by millions of big biters once the evolution number goes up
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# ¿ Aug 10, 2014 23:37 |
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# ¿ Apr 28, 2024 16:43 |
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Krataar posted:With peaceful hives as an option does it resume normal behavior once you have attacked a hive for the first time? Peaceful hives just seems to mean that hives ignore pollution; if you run over and start shooting them they will still try to eat you.
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# ¿ Aug 13, 2014 07:09 |