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https://www.factorio.com/blog/post/fff-73 This is gonna rock
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# ¿ Feb 15, 2015 02:18 |
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# ¿ Apr 26, 2024 15:14 |
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Phssthpok posted:The nice thing about trains is that it doesn't really matter how fast they go. Only loading, unloading, and acceleration affect throughput. So you can just ignore travel time and put concrete under the tracks to boost pollution. Are you saying the impact of speed is negligible, or that it doesn't matter at all? It does have an impact, and the significance depends on the proportion of travel time vs. loading time. Sending a train back and forth between two stations is basically like shouting at a wall, waiting for the echo, and then shouting again. If the sound wave travels faster, you have less turnaround time before you can shout again, so you'll get more shouts per second.
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# ¿ Aug 20, 2015 06:39 |
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Has anyone else seen huge lag spikes when using atomic bombs in multiplayer? Every time someone uses a nuke in my server they get a lot of stuttering and sometimes they're unable to move for a little bit, and everyone else who can see the nuke is also affected. It's really dangerous, it makes it difficult to avoid the blast radius when doing hit and run nuke attacks, and if you get stuck in place the biters can kill you. We only play with 2-4 people and I should have plenty of network bandwidth for that (I'm hosting the server process) so I don't know what's going on.
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# ¿ Jan 15, 2018 22:09 |
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Foehammer posted:Do you see the same behavior when aggroing a massive colony of biters? I think it's just when nuking them. Fighting them with conventional weapons didn't seem to cause it
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# ¿ Jan 15, 2018 22:53 |
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Yeah, I'll do that if I'm being a more methodical. But even then I'm at risk of the biter swarm getting me during the lag.
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# ¿ Jan 15, 2018 23:07 |
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As a bit of an experiment I loaded up the multiplayer server's save file in a single-player game and ran around nuking and aggroing some bases. As best as I can tell, aggroing the biters doesn't cause any problems, but nukes definitely cause some UPS drops. It happens most of the time, but not always. I think it's worse when there's more stuff in the nuke's blast radius. Interestingly, the slowdown happens after the fireball has spread out and reached its full size, not during the initial blast.
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# ¿ Jan 16, 2018 01:51 |
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You start using uranium a lot faster when you build nukes.
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# ¿ Jan 23, 2018 20:11 |
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Ratzap posted:Unfortunately not in this case. You can mark tiles with the deconstruction tool but around buildings/pipes etc it's too fiddly. It's easier to do it by hand and even then takes a fair while. You can set a filter on the deconstruction planner so that it'll only pick up a certain item. Not sure if it'll work for concrete on the ground, but if it does that will solve the fiddliness problem.
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# ¿ Mar 1, 2018 06:30 |
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Wrt blueprints, my personal rule is that I never use one until I have fully understood how it works. Which in practice means I mostly avoid the circuit ones and stick to easy stuff like train intersections. Doesn't feel as cheaty if I convince myself I could replicate it. Also I'm too lazy to go find blueprints that I could instead make myself, so the only external blueprints I have are those me and my friends made/found during multiplayer games.
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# ¿ Oct 3, 2018 22:03 |
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Some software systems are designed for 9 9s uptime
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# ¿ Oct 8, 2018 21:53 |
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My friends and I were thinking of starting a new multiplayer game with lots of mods, in particular Angel's and Bob's. Anyone got advice for doing a playthrough like this? Any other mods we should pick up?
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# ¿ Oct 12, 2018 02:46 |
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I wish artillery could fire nukes
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# ¿ Mar 21, 2019 20:58 |
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Nuclear is definitely feasible without kovarex. A single fuel cell has so much energy and you get 10 of them from one good uranium ore. You'll need a lot of storage chests to hold the bad uranium but that shouldn't be a problem if you're at this point of the game. Also you'll probably want like 6-10 centrifuges, iirc? But again, nuclear is so ridiculously efficient that you don't need much to support a basic reactor
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# ¿ Mar 22, 2019 01:52 |
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Evilreaver posted:Yeah 10 hours for payback is beans. The only thing is that it's hard to get modules that far down the line when there's a multitude of LDS, Processor and Chip lines to module up first. It's worth noting that they pay off every 2 hours, not just the first two. And as those facilities grow, they need more modules. You just made me realize I've been handling my uranium centrifuges in a really dumb way
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# ¿ Mar 30, 2019 20:52 |
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The Locator posted:My uranium stuff is pretty basic, so I'm not sure what you guys are talking about with infinite bad stuff storage. You just have to be a little careful so you don't get too backed up if the depleted stuff isn't used quickly enough for a time. In my case I'm doing almost all of it with belts, but I just realized that it's low volume enough I could do it with bots and have way better buffering than I do now
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# ¿ Mar 31, 2019 03:00 |
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Breetai posted:I'm starting to use nuke power for the first time and have got my first 40 lots of U235. Is it still the case that one enrichment centrifuge is enough to basically power a massive base in perpetuity, or should I set up multiple enrichment centrifuges? I am also considering mounting a couple of L3 speed modules in it, if that makes a difference. 1 centrifuge will get you very far if all you want from it is power. I don't 100% remember how long it takes to run one round of enrichment but I think it's 60 seconds. You get 1 enriched uranium out, which makes 10 fuel cells. A reactor eats a fuel cell every 200 seconds. Therefore you can keep more than 30 reactors going with just the one centrifuge. You only start to need more enrichment if you want to make nukes, because that takes 30 U-235 for one bomb
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# ¿ Mar 31, 2019 03:33 |
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ZekeNY posted:Excuse me, the proper way is with a flamethrower. Did the flamethrower get nerfed? I feel like it leaves behind more trees than it used to
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# ¿ Apr 4, 2019 00:28 |
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The Locator posted:Did it used to be better? I have only ever played in 0.17 and I put my flamethrower ammo in a chest and left it there after I burned down a forest only to be left with a forest of snags to get rid of. It always used to leave trees behind but I could have sworn when it first was added to the game it was more thorough.
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# ¿ Apr 4, 2019 01:27 |
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If you have laser turrets and personal roboports turret creep seems to work pretty well even into the late game Before personal roboports you can use regular turrets and hand place them
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# ¿ Apr 12, 2019 20:46 |
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Tamba posted:They aren't military buildings, so they should only get attacked if they're in the way If they want to set up a base they'll kill power poles to clear the area, that's usually what gets you. Tbh I don't know of any foolproof way of avoiding it, try to either guard your power poles or make the network redundant enough that it's not a problem Or you can do the rail world thing and turn off biter expansion
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# ¿ Apr 13, 2019 00:57 |
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But why did you get it? Did you do something with the devs?
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# ¿ Apr 16, 2019 19:32 |
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In my most recent game with some friends we built a giant fuckoff huge rear end reactor by making an artificial island in a big lake. We get almost 8GW out of it. It works well, if you have the patience to landfill that much (and oh God does it need stone, so much stone).
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# ¿ Jul 3, 2019 23:04 |
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Grenades are easily the best forest deleter until bots get fast and you have a lot of them. Early bots are painfully slow and if you don't have lot you probably want them building other poo poo. And if you don't actually want/have the ability to deal with the wood, you don't want to use bots anyway. Meanwhile, the flamethrower is fun but it leaves behind trees that you still have to destroy. Of course nukes are the best in all things, all hail the holy atom
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# ¿ Jul 23, 2019 02:52 |
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Mithaldu posted:Biters destroy 5 things: I don't think this is quite right, I've had powerlines out in the middle of empty space get cut. I think if the biters put down a colony they might clear some buildings, maybe if the power pole is right where they want to put a spawner for example. It's happened enough that my group has taken to building long turret walls at distant choke points to secure sections of the map, because we found that isolated outposts would too easily get cut their power cut.
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# ¿ Aug 20, 2019 01:58 |
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On a more high level subject, I definitely recommend setting up a dual track system and having stations branch off from it on one-way tracks. It scales much better than individual point-to-point loops. No matter how far you are from home, you just know that you have to hook an outpust up to the mainline and somehow there will be a path to anywhere else in the network You could run a single track main but your throughput would be terrible and making sure it runs safely is a lot more complicated.
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# ¿ Sep 16, 2019 00:24 |
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Truga posted:4-4-0 is the best arrangement 4-8-8-4
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# ¿ Nov 5, 2019 22:27 |
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When all else fails, stock up on flamethrower ammo
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# ¿ Nov 12, 2019 03:18 |
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You don't need a latch for the cracking control, that can be done directly off the tank level
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# ¿ Nov 12, 2019 04:11 |
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Do you folks go for fortified but isolated outposts or do you prefer to seize an area with a perimeter defense and then build relatively undefended outposts within that zone? Or some other strategy?
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# ¿ Nov 16, 2019 02:19 |
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M_Gargantua posted:The upgrade planner things already been answered... Counterpoint: the simpler logistics of only having to carry one kind of belt makes it worth it to use them everywhere, eventually
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# ¿ Nov 21, 2019 18:32 |
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Lou Takki posted:I've always done my rails in right hand drive is that not the commonly accepted method? Anything else seems like madness to me. Some strange people from an island far across the sea prefer left hand drive, for reasons unknown
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# ¿ Dec 10, 2019 16:49 |
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Factorio, or: How I Learned to Stop Worrying and Love the Bomb
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# ¿ Jan 1, 2020 18:39 |
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Gadzuko posted:They've sold over 2 million copies, all full price. Right now they say the team is about 20 people. Of course they aren't getting the entire 60 million dollars, there's vendor fees and such, but I think it's a safe bet that they are going to be financially secure for a good long while. 20? When did that happen? I thought they were 3-4
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# ¿ Jan 24, 2020 00:58 |
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Dancer posted:Alas, the mod does change fuel values. I'll see if I can figure out this modding thing, the change required should be trivial. I quite like your overall layout. It's different but not that disorderly. I find that in my own factories, if I deviate from a bus it quickly becomes absolute chaos
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# ¿ May 14, 2020 05:49 |
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Truga posted:IIRC you get more bang for buck if you crack heavy to light before making solid fuel, too. Heavy is only really ever used for lube Yes, light oil is the optimal way to make solid fuel. What I usually do in refineries is set up some pumps and circuit conditions: Turn heavy into lubricant If too much lubricant, crack to light Turn light into solid fuel If too much solid fuel, crack to petroleum gas
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# ¿ May 28, 2020 01:11 |
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Canuckistan posted:I wasn't sure what you meant by that until I checked out the FF. Then I was like . Can you make mobile construction bot trains? It would be neat to have a train that you could load a shitload of tracks into which creates the track as you drive it. FARL does that! I haven't used it in years though, not sure if it's still supported
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# ¿ Jul 19, 2020 15:23 |
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Mithaldu posted:As i mentioned earlier, that more importantly also has tree planting by missile, which is super satisfying and very effective. Tree.... Planting? What is this heresy
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# ¿ Aug 1, 2020 14:49 |
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Solumin posted:I always forget that solid fuel is an option. It doesn't really seem worth the investment, probably because my oil refining always ends up on the opposite side of the factory from my power plant. sounds like a problem to be solved with trains
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# ¿ Aug 21, 2020 04:25 |
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We have one person who likes to build very big and often cooks up blueprint ideas offline, one person who likes to make things efficient/smart and also usually develops rail blueprints, one who generally just goes around killing biters and making turret walls, and me who makes terrible spaghetti all over the place and eyeballs all ratios and also uses all our construction bots to place concrete which annoys the efficiency person. It works surprisingly well
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# ¿ Aug 22, 2020 23:52 |
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# ¿ Apr 26, 2024 15:14 |
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1-indexed arrays? gently caress me it's like the bad old days all over again
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# ¿ Aug 30, 2020 19:06 |