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Foehammer
Nov 8, 2005

We are invincible.

(Disclaimer: I just bought the game, still playing through the campaign.)

Is there any good way to supply coal to furnaces? I keep getting lost while trying to create a row of furnaces with a three-belt system that feeds in coal and ore, and feeds out the smelted plates. Is it better to just feed them coal by hand until I can upgrade them to electric?

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Foehammer
Nov 8, 2005

We are invincible.

Ah, I don't think I had access to the long handed inserters in the earlier missions, so I forgot about them. That will work!

Foehammer
Nov 8, 2005

We are invincible.

It'll just pull in the appropriate resource from either side of the belt as needed?

Foehammer
Nov 8, 2005

We are invincible.

quote:

- Burner inserter will use item with fuel value for itself when it has empty inventory.
I'm curious to see the full implications of this one, it seems like you could use it to drive logic.

quote:

- Logistic and Construction robots slowdown to 20% of regular speed when out of energy (instead of dying).
Sweet, this is easily the best new feat-

quote:

- Puff of smoke when locomotive stops.
:3:

Foehammer
Nov 8, 2005

We are invincible.

bitcoin bastard posted:

Haven't tried yet but supposedly you can put stuff in a wooden chest then blow it up. But yeah it would be nice to be able to just highlight an item and hit the delete key or drag it to a trash can icon.

It works, but it leaves ugly wreckage on my otherwise beautiful and pristine alien hellscape.

Foehammer
Nov 8, 2005

We are invincible.

Building solar and accumulator arrays with construction bots and blueprints is the greatest thing, I can't believe I built my existing 400 panel array by hand.

I love not having to worry about walling myself in, I just sit back while all my little hover-dudes go plop things down :3:

Foehammer
Nov 8, 2005

We are invincible.


:allears:

Good stuff! I love how many different possible solutions there are for problems in this game, multiplayer is going to be fascinating.

Foehammer
Nov 8, 2005

We are invincible.

One strategy I've heard of, but not tried, is to build a laser cluster safe zone, run up and aggro all of the biters, and then huck a bunch of distractors into the base. The distractors will be able to kill all the spawners while you benny-hill it back around your lasers.

Personally, I usually build a roboport with 100 construction bots, and then blueprint in some laser towers and walls right next to the base. It works well if you don't bite off more than you can chew, in which case you'd better have some backup defenses you can kite to.

Foehammer
Nov 8, 2005

We are invincible.

I finally beat the drat train mission in the campaign, and ended up ghost riding cars into the spawners by the iron mine to kill them, stupid crippled tech tree :argh:

Foehammer
Nov 8, 2005

We are invincible.

senae posted:

Storage chests will be your friend. whenever a bot is holding something without a destination, they put it into one of those,

I must have 100 thousand wood at this point. I wish I could do something with it, but oh well :shrug:

Feed it into your train engines!

Foehammer
Nov 8, 2005

We are invincible.

Some science porn from /r/factorio:

Foehammer
Nov 8, 2005

We are invincible.

You guys might be interested in Big Pharma: http://bigpharmagame.com/

Scratches a lot of the same itches.

Foehammer
Nov 8, 2005

We are invincible.

Trains

Foehammer
Nov 8, 2005

We are invincible.

Fans posted:

Rocket Turrets then?

Or :flame:

Foehammer
Nov 8, 2005

We are invincible.

Sulfuric acid or burning oil projectiles would be pretty sweet.

Foehammer
Nov 8, 2005

We are invincible.

Ineptitude posted:

I had forgotten how annoying it is to have to remove all those trees. In the game i started i was right in the middle of a huge rear end forest. I suppose i could have restarted until i started in a desert or something, but id rather have a better system for dealing with trees than that. Maybe a tree removing robot you can build early on in the game?
The electricity distribution is also fairly annoying. The basic pole has abysmal coverage and reach so you need these things everywhere. What really gets my blood pressure up though is that the best pole does nothing to rectify the situation, you still need 1 on each side of an assembler to give both inserters power.

Use poison capsules for deforestation until you research construction bots, then make them 'deconstruct' the forest.

Medium poles give better area coverage than the large ones, and substations are even better yet. The only advantage to large poles is how far apart you can place them.

Foehammer
Nov 8, 2005

We are invincible.

Zephyrine posted:

Are explosive cannon shells any good.

No, but with the regular shells + piercing ammo you can shred bases.

Foehammer
Nov 8, 2005

We are invincible.

I always go for a power setup like this: http://www.factorioforums.com/forum/viewtopic.php?f=8&t=8854

or this:

Foehammer
Nov 8, 2005

We are invincible.

ToxicFrog posted:

I mentioned earlier that it would be fantastic to have something like this, it's bizarre that the whole theme of the game is automation and you can automate everything else except the destruction of your enemies.

The two things I would love to have in this game would be long range artillery, and some clockwork men a la Rise of Legends:

Foehammer
Nov 8, 2005

We are invincible.

FISHMANPET posted:

I have passenger stations at various points throughout my base, and I wanted their station names to be at the top of my list. I name my stations with the resource first, so alphabetically my first station is Battery Deposit. Because I'm :spergin: (duh, I'm playing Factorio) I didn't want to just name my passengers stations "AAA Passenger station" and wanted them to be a real word, so I used Bahnhof, which is German for Railway Station.

https://www.youtube.com/watch?v=8LXOogEoQIc

^ dude has some strong opinions about trains, but some good ideas as far as station naming goes.

Foehammer
Nov 8, 2005

We are invincible.

ikanreed, can you update your server to 0.12.2?

Foehammer
Nov 8, 2005

We are invincible.

ikanreed posted:

I didn't know anyone was still using it. Sure. I'll do that tonight.

I wasn't using it, but I'd like to join and screw around with some multiplayer

Foehammer
Nov 8, 2005

We are invincible.

I use this one for solar:


Also, this should end well:

Foehammer
Nov 8, 2005

We are invincible.

FISHMANPET posted:

Can anyone that uses these various solar/capacitor farms post the Blueprint strings (http://www.factorioforums.com/forum/viewtopic.php?t=13651) for them? Much easier than manually copying the design.



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qjQ7MSMsWniim0/4x+Ny3q4Pb6Ys16+LwynZ/WefqOfNYrffrB9+Pi/Wr/8DeKbMeXVFAAA=

Foehammer
Nov 8, 2005

We are invincible.

My main issue with double header trains is that if I ever want a train to carry multiple resource types in different cars, I need to add new stops in even increments, since it's going like a slinky from station to station.

Foehammer
Nov 8, 2005

We are invincible.

Truga posted:

What is "lrpc artillery"?

It's from Total Annihilation, he's probably referring to one of the artillery pieces in http://www.factorioforums.com/wiki/index.php?title=Mods/SupremeWarfare

Foehammer
Nov 8, 2005

We are invincible.

Can you make spotting shells that do no damage? I don't know how you'd show the impact on the minimap.

Foehammer
Nov 8, 2005

We are invincible.

Lorini posted:

The government paying for games (other than the military games the pentagon paid to have developed) in the US would be a disaster. Ted Cruz and his buddies would threaten to shut down the government unless only games based on his interpretation of the Bible were funded.

https://en.wikipedia.org/wiki/38_Studios

Foehammer
Nov 8, 2005

We are invincible.

Here's a chain signaled T-junction for a right hand drive system:



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Foehammer
Nov 8, 2005

We are invincible.

Torpor posted:

https://www.google.com/maps/place/3...1s0x0:0x0?hl=en

Found real life Factorio.

You can just slowly zoom out to get a sense of scale. That type of thing extends for miles and miles to the north, south, and east of that point it is pretty staggering.

https://en.wikipedia.org/wiki/Midway-Sunset_Oil_Field

Neat!

Foehammer
Nov 8, 2005

We are invincible.

0.12.7 is out:

http://www.factorioforums.com/forum/viewtopic.php?f=3&t=16040

quote:

Changes:
  • Added 5th level of character logistic slots research. :siren:
  • New command line options for the headless server: --disallow-commands and --peer-to-peer
  • Entries in the mod list GUI are highlighted in red only when enabled and invalid at the same time.
  • Added natural case-insensitive string ordering for the mod list GUI.
  • There is now only one spawn position per each force and per each surface. This means that only one spawn position can be defined in the map editor as it currently supports only the default surface and the "player" force.
  • Added force-opengl value in config (under graphics). When set to true, it forces to use opengl on windows instead of D3D.
  • Map scrolling speed now changes with zoom level. :siren:

Foehammer
Nov 8, 2005

We are invincible.

http://www.factorio.com/blog/post/fff-126

http://store.steampowered.com/app/427520/

:woop:

Foehammer
Nov 8, 2005

We are invincible.

For my current run I'm attempting to get off of coal as early as possible. I bootstrapped my way directly to solar research with a single steam engine running some assemblers and a lab, then I scrapped the engine and boilers.

I built a small plant to produce solar panels, and was able to expand it by taking its output and adding them to its own power supply.

My entire factory shuts down at night (for now, while I work toward accumulators), but my pollution footprint is nearly non-existent :yayclod:

Next steps will be switching over to electric furnaces, and building a plant to produce efficiency modules.

Foehammer
Nov 8, 2005

We are invincible.

I remember being so self-satisfied when when I got red and green fully automated, and then looking at the requirements for blue... "mother fucker"

Foehammer
Nov 8, 2005

We are invincible.

Applewhite posted:

Wait is there a way to cut and paste whole sections of factory or do you mean run around and duplicate it by hand?

Blueprints + Construction Robots = You'll start designing all your factory sections to be modular so you can stamp out 1000 of them.

Foehammer fucked around with this message at 15:44 on Feb 29, 2016

Foehammer
Nov 8, 2005

We are invincible.

Applewhite posted:

Is there a way to cross water? I can't access the wiki at work.

Not without mods. It makes a good natural barrier against the biters, so use the water layout to build laser-filled choke points.

Foehammer
Nov 8, 2005

We are invincible.

Crimson Harvest posted:

Are oil products still a bitch to deal with? What I mean is, I kept having to delete/rebuild my storage tanks on the output side of the refineries cause I couldn't use up heavy oil fast enough to get it out of the system, so the refineries would stop.

Just build more tanks :getin:

Foehammer
Nov 8, 2005

We are invincible.

Applewhite posted:

What does Radar do anyway? Did I forget to check a box for Fog of War because my entire minimap is revealed at all times.

Radar will slowly reveal up to a 15 chunk (chunk = 32x32 tiles) radius around where you build it, as well as keep an active view of a 7 chunk radius of where it's placed.

Fog of War doesn't obscure revealed terrain, just active enemies within it.

https://wiki.factorio.com/index.php?title=Radar

Foehammer
Nov 8, 2005

We are invincible.

...along with returning trains filled with alien artifacts

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Foehammer
Nov 8, 2005

We are invincible.

As an alternative to creating the T-800 hellscape, it would be cool to have pheromone research to let me take over hives and pit bugs against each other.

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