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I want consequences when you gently caress up liquid/ chem processing. Biters take out a tank of acid? Congrats, there's a huge acid cloud wafting over your base.
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# ¿ May 29, 2014 04:07 |
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# ¿ Apr 23, 2024 19:14 |
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Sunblood posted:I like DyTech's approach to multi-tier buildings, but it's all at the cost of a dozen new resources and increased difficulty and awful stuff like that. Hello new Gregtech Isn't there fusion power later on in the tree? Or is that just personal fusion for the power armor?
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# ¿ May 29, 2014 21:25 |
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Evilreaver posted:evilreaver-mod-ideas.txt - excerpt Interesting ideas, especially the multi-structure one. I think it'd be interesting to change how water works in the game, so that it's a slowly replenishing resource, rather than totally infinite. Make fusion require water cooling and have fusion require an absurd amount of water. Maybe hot water pipes/ fusion attracts worms? Evilreaver posted:Fission isn't even explosive in power-plant configurations anyway. At worst, it gets hot and radioactive, which are two things that can't really be simulated in the game as current other than "Pollution += #BWOAHSHIT" 1. Fission isn't fusion 2. Fusion isn't even really fusion 3. I am perfectly willing to accept SCIFI FUSION EXPLOSIONS as a tradeoff
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# ¿ May 30, 2014 01:05 |
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Deconstruction planners will command your bots to chop down trees! This changes everything!
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# ¿ Jun 1, 2014 21:06 |
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door Door door posted:Do you guys pipe your gas to your main factory for refining/cracking? If I process it at the field I can use trains to get the oil and solid fuel moving, but obviously can't with lubricant. Also, what does lubricant even do? lubricant opens the doors to robots. Lubricant is worth it.
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# ¿ Jun 3, 2014 06:36 |
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Gears for the gear god!
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# ¿ Jun 14, 2014 22:42 |
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Evilreaver posted:Productivity in the refineries, speed in the pumpjacks. There's a case for productivity before the jack goes dry (0.1/sec) but after that only speed helps. And if you do it before, it's another step to replace them later. And beacons literally nowhere, because they seem to be pretty terrible.
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# ¿ Jun 23, 2014 03:02 |
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Evilreaver posted:I made a post about that... what I like about this idea is the pollution -- right now it seems pretty transient for coal. Uranium pollution should stick around for a long time. Maybe attract worms near your plant regardless of where it's situated, or bring in a new kind of enemy, like a mutated biter, or irradiated biter.
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# ¿ Jun 28, 2014 23:03 |
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Hey modders, would it be possible to make multiple recipes for the same item? I'm interesting in turning burner inserters into inserters. I'm tired of taking my gray arms to back to the shed and shotgunning them.
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# ¿ Jun 29, 2014 00:01 |
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What's the command to remove the day/ night cycle?
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# ¿ Aug 2, 2014 01:02 |
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FISHMANPET posted:Copper wire takes up twice as much space on a belt as a copper plate (because one plate makes two wires) so they're actually pretty hard to shuttle around, I just find it easier to turn copper into wire on demand, even if it means my copper wire assemblers sit idle most of the time. I'm hoping the latest update fixed the "inserters pause on cargo trains" bug, because using them as GIANT FEEDER CHESTS saves a shitload of space, especially when dealing with copper wire.
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# ¿ Aug 17, 2014 02:13 |
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ModeSix posted:I guess I just don't have the patience to learn a second logistics system. I'd use more trains if there were TRAIN TUNNELS. That's all that I want.
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# ¿ Oct 19, 2014 01:30 |
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Jabor posted:Yeah, Bob's is mostly complexity for complexity's sake. For example, the green circuit equivalent, instead of being a two-assembler thing made from iron and copper, instead requires: The kind who washes his hands thirty times before touching each doorknob in the house, Jesus. Getting a basic blue circuit line is enough of a pain in the rear end as it is.
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# ¿ Apr 14, 2016 03:52 |
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Bhodi posted:This is a neat idea. Factorio: Snowpiercer edition.
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# ¿ Jun 2, 2016 18:23 |
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Ratzap posted:
The car could shoot itself , a child's guide to Factorio
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# ¿ Aug 17, 2016 23:18 |
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Sage Grimm posted:Nope. Go wild with your Agent Orange. I've filed a bug with the devs on this issue.
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# ¿ Jan 1, 2017 19:16 |
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Torpor posted:I just want 3d multi level factorio so I can build gigantic factory hellscapes that belch fire. Never go full dwarf fortress. That's my advice to you.
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# ¿ Mar 15, 2017 04:02 |
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scamtank posted:nah, the basic robotics look to be the same as they ever were. the active providers and requesters are just sealed behind 150 vials of grape and gold now A Mardi gras of science vials, if you will.
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# ¿ Apr 26, 2017 04:14 |
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NeuralSpark posted:It's my hand-edited no-effort sandbox starting area, I was planning on loving around with the new speakers ala the Still Alive link posted earlier. Most of the .15 starting areas I've run with seem to be decent, though. They're not as nicely compact as that have created over, but I've gotten stone, ores, uranium and water all within one-and-a-half screens with every start so far. My biggest problem so far is that I can't get away from the central belt plans that have been burned into my brain. So far with green+red science it's been ok, but belted science isn't going to go well with tree specialized packs. I think a small sub factory with belts to per-research factory chests will work ok? Either that or double belted on each side of each research hut... R/g/b/p on one side, specialty packs on the other.
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# ¿ Apr 26, 2017 17:15 |
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seravid posted:y Factorio: every unhappy factory is unoptimized in its own way. redleader posted:How do you make the mental adjustment to go from one factory using a standard and lovely bus, to multiple factories connected by trains and poo poo? I get intimidated when scaling up and don't know how to make that transition. I was feeling the same way. I managed to break out of that rut by starting a lazy bastard run. Optimizing away hand built components really made me rethink how I was going to place things in a way that kept the factory growing while being sustainable with a lower overall output.
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# ¿ May 3, 2017 20:53 |
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Loopoo posted:any risk of thermonuclear meltdown? I was wondering if there's any roadmap for having all of the crazy rear end dangerous stuff that factories store be a danger to the factory. If you have a silo of acid that biters destroy, shouldn't it dissolve surrounding things?
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# ¿ May 4, 2017 18:39 |
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Collateral Damage posted:Add an unlockable tech that gives a second tier of Big Electric Poles which can also charge robots. OH MY GOD this is the best idea since the honking train
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# ¿ Jul 20, 2017 00:34 |
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Snak posted:I'm super lazy and usually just build turrets towards nests until the turrets are shooting the nest. Flame turrets if it's a big one. Being able to drop an assembler, throw a barrel of oil it, and feed a flame turrets from it is really handy. Wait, what? I thought flame thrower turrets needed all 3 inputs to fire. I'm furious with myself
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# ¿ Jul 28, 2017 19:30 |
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Zo posted:also they're purple circuits you loving mongrels What would you say is wrong with your eyes?
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# ¿ Aug 29, 2017 03:55 |
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zedprime posted:Don't get rid of old friends. They can still make friendship you can use to stay not depressed while trying to attract more friends. Meet new friends and smelt the old/ one is iron and the other wood/ My belts are round/ They have no end/ That's how long we'll be your friend.
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# ¿ Dec 8, 2017 02:10 |
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mastermind2004 posted:Just switch to using trains to move products around, and embrace the spaghetti on a much larger scale. Use cargo wagons as oversized chests, double your trash spaghetti layouts. E: where are my requester cargo wagons?
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# ¿ Dec 14, 2017 21:54 |
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I'm really enjoying .16 vanilla, although every world I've generated had very little water - .15 had tons of scattered lakes and oceans that I'd just gotten used to. Having far less water really changes the dynamics for defense and power generation. Cliffs are an interesting addition, but I'm surprised that pipes and underground belts don't have any interaction with moving between z levels. Makes me wonder if the devs are going to go full Dwarf Fortress with complete z-levels.
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# ¿ Dec 18, 2017 21:31 |
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Collateral Damage posted:Shooting them at enemy bases would be a good use for obsolete stone and steel furnaces. "I made a cannon that shoots guns!"
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# ¿ Dec 19, 2017 01:46 |
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Gwyneth Palpate posted:I do kinda wish that you could do sweet jumps off of cliffs though. Skateboard mod inbound
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# ¿ Dec 26, 2017 23:31 |
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Poil posted:Only if you can stick nuclear fuel into the skateboards as well. Oh my god, are cliff explosives wired for logic? Imagine taking your car off a cliff while explosions go off all around you. You'd be like the Evel Knievel of Factorio.
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# ¿ Dec 27, 2017 00:56 |
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Jamsque posted:Yeah this week's Friday Facts is a must-read and also something that will probably make you want to stop playing until the changes it discusses are in the game. Besides the splitter changes, which will make a bunch of new and different setups possible, it also seems like a fairly serious nerf to logistics bots is not far in the future. I don't read this necessarily as a potential nerf for bots. It sounds like they're really trying to find a way to make belts competitive with bots. All the discussion is about improving belts in ways that are useful late-game where bots currently rule. and that balancer update is the hottest poo poo yet in .16.
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# ¿ Jan 13, 2018 00:03 |
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M_Gargantua posted:Trains > Bots anyway Yes, but have you considered train-bots?
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# ¿ Jan 13, 2018 01:16 |
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Gwyneth Palpate posted:Bot nerf: implement collision in mid-air for logistics bots Factorio: (constant bonking and clanking noses)
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# ¿ Jan 13, 2018 01:29 |
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It's weird to see the devs write about belts being the fun way to play the game when the tech tree is geared towards favoring bots. I think if there were more upgrades in the tree for belts and belt systems we wouldn't be having the conversation. And I don't just mean "more tiers" types of things, but some kind of improvement similar to bot improvements - improved blue belt speed, improved density, better transfers with inserters, better recipe costs, almost anything, really. ... Diagonal belts?
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# ¿ Jan 15, 2018 07:44 |
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super fart shooter posted:
Tangential to your post, but one of the biggest gently caress yeah moments I had way back when was designing my first automation station that assembled bots and then inserted them right into a roboport. I'm pretty sure people in the next room heard the light bulb going off in my head.
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# ¿ Jan 16, 2018 05:43 |
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Vic posted:Did you just describe a bridge as a tunnel that's not in the ground? I feel like I'm having a heart attack reading this
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# ¿ Jan 18, 2018 00:50 |
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ShadowHawk posted:The complexity of the sushi belt shouldn't change the longer it gets. Here's the focus of my current game: 100 labs, fully sushi belted. I'm pretty happy with it so far. Right now I'm working on bringing high tech packs into this. I'm making them a few screens north near a small oil patch. I've been dealing with some power problems, so am waffling between getting nukes online or going full solar farm at the same time.
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# ¿ Feb 5, 2018 00:34 |
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I thought a sushi belt was a loop with a splitter entrance so that new items could always enter the loop, but never really exit. This pattern helps with distributing items and helps to make blueprints tileable too.
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# ¿ Feb 5, 2018 00:51 |
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Interesting! I first ran across the term sushi belt with this blueprint. I thought that the looping entrance was what made it a sushi belt. I thought the term for the single line setup in Unreal_One's video was a mixed belt. I was always wary of those even with circuit networking because I was always worried that there'd be a half item gap in the detector that'd prevent a new pack from dropping in. boo_radley fucked around with this message at 01:23 on Feb 5, 2018 |
# ¿ Feb 5, 2018 01:17 |
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# ¿ Apr 23, 2024 19:14 |
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Jabor posted:Have you ever been to a restaurant with a sushi train? That's literally where the term comes from. It's a continually-looping belt with all the items on it, so the inserters can just pick off the ones they want. That's not a sushi train, this is a sushi train: https://www.youtube.com/watch?v=pKQpYKxgeIU Thanks for setting me straight, thread.
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# ¿ Feb 5, 2018 01:48 |