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Thanks to the goon who suggested Raymond Scott - Powerhouse for background music, I performed this operation as a public service: http://labs.echonest.com/Uploader/index.html?trid=TRBSWBB145F1D8DB49
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# ? May 12, 2014 20:16 |
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# ? May 11, 2024 15:21 |
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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.
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# ? May 12, 2014 21:19 |
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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. 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.
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# ? May 12, 2014 21:26 |
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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.
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# ? May 12, 2014 21:40 |
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Ugh the flying robot frame recipe is a pain in the rear end.
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# ? May 12, 2014 21:53 |
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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. 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.
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# ? May 12, 2014 21:58 |
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xarph posted:Thanks to the goon who suggested Raymond Scott - Powerhouse for background music, I performed this operation as a public service: http://labs.echonest.com/Uploader/index.html?trid=TRBSWBB145F1D8DB49 Thanks to you, I have found a way to force people to commit suicide. http://labs.echonest.com/Uploader/index.html?trid=TRQRIFX13D3CEE1D5A&thresh=80&bp=100,100,100 KillHour fucked around with this message at 00:09 on May 13, 2014 |
# ? May 13, 2014 00:05 |
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Does anyone have any recommendations for mods? Just something that adds a little bit more to the tech tree without going absolutely insane?
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# ? May 13, 2014 00:35 |
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UberJumper posted:Does anyone have any recommendations for mods? Just something that adds a little bit more to the tech tree without going absolutely insane? More Inserters looks very useful without going overboard on new features. edit: the link in the first post doesn't work, look at the end of the thread for an updated version. Sunblood fucked around with this message at 01:04 on May 13, 2014 |
# ? May 13, 2014 00:44 |
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I have no idea what I'm doing but this seems to be working. Game owns, by the way. Now I just need to figure out how this steel and oil stuff works.
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# ? May 13, 2014 00:48 |
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Is there any way to recycle or scrap poo poo? Or is there a mod that lets you do that? Hell even a factory-type building you could have an inserter pump full of garbage from a chest or something. EDIT: I also find myself wanting something like a diverter where you could take something flowing down one side of a belt and just shift it to the other side. Would help out with the weird switchback conveyors and inserter madness.
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# ? May 13, 2014 00:48 |
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TheFluff posted:I have no idea what I'm doing but this seems to be working. Steel is easy as long as you don't make the output line on iron producing furnaces the same as the input line, because steel is just chucking sheets of iron into furnaces.
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# ? May 13, 2014 00:52 |
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I really just want roads for cars, gates for walls and some sort of under/overpass walkway you could build across conveyors and railroads
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# ? May 13, 2014 01:07 |
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UberJumper posted:Does anyone have any recommendations for mods? Just something that adds a little bit more to the tech tree without going absolutely insane? Sunblood posted:More Inserters looks very useful without going overboard on new features. I read on a twitch chat that theres a good tree planting, coke cooking mod about too, sadly i have no idea what its name was. Also for gently caress sakes factorio, stop being so compelling! I want to sleep.
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# ? May 13, 2014 01:19 |
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Hagop posted: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. Or look into the modding scene. It's incredibly easy to mod for. http://www.factorioforums.com/forum/viewforum.php?f=43 DyTech is my personal favorite. Adds tons of content AND changes a few things enough to make it challenging. Retro42 fucked around with this message at 02:23 on May 13, 2014 |
# ? May 13, 2014 02:19 |
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Oh gosh, I thought trains were fun, but I just got into logistics robots. Yes, tiny robots, fix my car
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# ? May 13, 2014 03:42 |
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Overwined posted:Is there any way to recycle or scrap poo poo? Or is there a mod that lets you do that? Hell even a factory-type building you could have an inserter pump full of garbage from a chest or something. I found out the way to scrap stuff is to put it in your car trunk and total the car, it turns out. I also didn't realize you could do drive-bys until this game since I was playing peaceful games until now. This game put me on a pretty conveniently large peninsula, though I'm probably gonna suck it clean fairly soon. At least I'll have trains by then though.
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# ? May 13, 2014 03:52 |
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Pornographic Memory posted:I found out the way to scrap stuff is to put it in your car trunk and total the car, it turns out. I also didn't realize you could do drive-bys until this game since I was playing peaceful games until now. This game put me on a pretty conveniently large peninsula, though I'm probably gonna suck it clean fairly soon. At least I'll have trains by then though. You can put stuff in a wooden chest and torch the chest with a flamethrower
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# ? May 13, 2014 04:06 |
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Here is my first real small red green factory. Should be easy to expand. Out of my way stone, I have stuff to build.
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# ? May 13, 2014 04:25 |
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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. Yeah, I'd like to see more more resources and difference between planet in addition to a bigger tech tree so you'll have to use different paths depending on how it generates. RTS-mode for sandbox play would also be great, most of the fun for me currently is building enormous production chains not replenishing turret ammo or walking around buildings
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# ? May 13, 2014 04:46 |
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Shadowlz posted:Here is my first real small red green factory. You know you can build on top of deposits, right? I felt kinda stupid at first because I thought you had to go around.
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# ? May 13, 2014 04:54 |
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Klaus Kinski posted:RTS-mode for sandbox play would also be great, most of the fun for me currently is building enormous production chains not replenishing turret ammo or walking around buildings It would be cool if you could build things anywhere within your construction drone range. Would save me from stumping around my base in constant train danger. Is it just me or are the Biters waaaay less aggressive if you don't have any nests in your pollution zone? I've killed the nests near me and since switching to electric furnaces and solar power (and an external mining base) my pollution is way down and I barely get attacked now. On the other hand the new mining base is like some sort of alien magnet. Ixjuvin fucked around with this message at 05:11 on May 13, 2014 |
# ? May 13, 2014 05:09 |
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Filthy Monkey posted:The bus-belt line I posted here makes blue science. Thanks, that's a lot cleaner than mine. I'll give that a shot. I took it up to power armor - but I'm wedged on research because I missed a purple x3 on my current one so I need to go murder more biter nests to finish. Do you lose everything if you change research? red/green/blue whatever, but purple is painful to lose.
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# ? May 13, 2014 05:15 |
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Harik posted:Thanks, that's a lot cleaner than mine. I'll give that a shot. Yes you do. I was halfway through Rocket Speed 2 when I found out The only mod I want is to switch the purple science recipe to an insane thing, like Processor+ElectricEngine+Lab. Anything is better than going out and farming those artifacts. Heck, throw Assembling Machine 3 on there. PARTS FOR THE PARTS GOD E: If anyone has looked at the blueprints and wondered what they were for, just try them (hint: they are a drag-select thing), holy cow they're nice. E2: That's it, I'm learning modding, how hard can adding one recipe be? E3: Hah! In a race against my assembler to get the last 5 modules to finish off the rocket defense, I came out ahead And then a second victory: There's no data I can find on the wiki regarding attaching this to a technology, but whatever, I'm not picky (I am an assembly-line masochist, apparently) On the off-chance anyone wants it, I'll host it somewhere I guess. Evilreaver fucked around with this message at 06:40 on May 13, 2014 |
# ? May 13, 2014 05:21 |
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mirarant posted:4,2 giga units perhaps? It's definitely an error: e/ I demolished the thing to take a better look, and the one patch of coal under it said -2550. Mining it yields coal and makes the negative number bigger Renaissance Robot fucked around with this message at 15:23 on May 13, 2014 |
# ? May 13, 2014 15:03 |
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^^^: Most likely a integer overflow.
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# ? May 13, 2014 17:16 |
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Congrats on your infinite Coal! You can fit four miners around it.
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# ? May 13, 2014 17:47 |
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Banemaster posted:Most likely a integer overflow. Almost certainly, since a 32 bit unsigned int has a maximum value of a little less than 4.3 billion, which would explain 4.3G (the reason my screenshot says 8.6G is because there are actually two broken squares under there).
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# ? May 13, 2014 17:54 |
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can anyone tell me why the boilers in this pic arent getting loaded?
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# ? May 13, 2014 19:18 |
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They're full. And I don't mean "64 stack" full, but "enough to keep burning for a bit" full, which is something like 5 coal if I remember right.
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# ? May 13, 2014 19:23 |
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Also, you need a bit of a reservoir of hot water to properly run the system; add some pipes between the boilers and the steam engine.
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# ? May 13, 2014 19:24 |
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Arnold of Soissons posted:
They are getting loaded, the selected one at least has coal. What you're seeing is a combination of two things: inserters only fill boilers/furnaces/factories to a certain low account, and then chill until it falls below that limit, and, engines only turn on as many boilers as are needed for current power demand. So, that boiler is off, and since it's not burning coal, it's not doing below the limit.
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# ? May 13, 2014 19:24 |
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oh well perfect then, thanks everyone
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# ? May 13, 2014 19:25 |
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Arnold of Soissons posted:oh well perfect then, thanks everyone A way to judge the health of an engine chain is to mouse over the engines down the line and see what temperature they're at and how much water they contain. Ideally you want as close to 100 (I assume C) and 10.0 water as you can get. If it dips at the end of the chain it may be too long. Consider inserting a boiler in the middle to heat things up again or starting a new chain. If the water levels dip down, build more pumps or reservoirs. Edit: I should note that related to the post above about engines shutting down unneeded boilers, it is natural to see a dip in temps at the end if the chain if you are vastly overproducing power. In this case no action is required to combat dropping temps. Overwined fucked around with this message at 19:37 on May 13, 2014 |
# ? May 13, 2014 19:32 |
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Per some advice I got previously in this thread, I tried to run 20 engines (in 5 chains of 4) off of 28 consecutively-chained boilers. That worked okay until I started drawing enough power to actually need all the boilers. It turns out it IS possible to overdraw your water system! I broke it into four systems of 5 engines/7 boilers each and everything went back to normal.
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# ? May 13, 2014 19:45 |
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The wiki says you need 1.31 boilers per engine and that you shouldn't run more than 14 boilers and 10 engines off of a single pump. It also suggests that storing hot water in liquid tanks is doable.
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# ? May 13, 2014 19:56 |
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I think 10 engines/14 boilers/1 pump is 'optimal.'
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# ? May 13, 2014 20:05 |
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Why can inserters not take pipes out of a box? I'm trying to set up a engine assembler and it doesn't take pipes out.
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# ? May 13, 2014 20:06 |
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TheFluff posted:The wiki says you need 1.31 boilers per engine and that you shouldn't run more than 14 boilers and 10 engines off of a single pump. It also suggests that storing hot water in liquid tanks is doable. 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.
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# ? May 13, 2014 20:06 |
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# ? May 11, 2024 15:21 |
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LordSaturn posted:I didn't used to be able to read that wiki at work! 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.
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# ? May 13, 2014 20:16 |