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LordSaturn posted:Yeah, the just-in-time approach is what I prefer. It goes really well with drones, since you can just get as close as possible without drones and then automate a couple of the really complicated things like blue science. You can - level 2 assemblers (the blue ones) can actually make products that require four components. I got hung up on this too for a while but it turns out you don't need level 3 assemblers to make blue science. Still, considering the amount of components necessary to make blue science it can be a pain in the rear end laying out the belts to create it.
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# ? May 18, 2014 15:54 |
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# ? May 13, 2024 10:36 |
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Pornographic Memory posted:You can - level 2 assemblers (the blue ones) can actually make products that require four components. I got hung up on this too for a while but it turns out you don't need level 3 assemblers to make blue science. Still, considering the amount of components necessary to make blue science it can be a pain in the rear end laying out the belts to create it. Oh, I see. Yeah, Blue Beakers are as fiddly as poo poo, but in the end it's possible with just standard conveyers and L2 assemblers. Here's a detail of my set-up.
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# ? May 18, 2014 15:58 |
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Breetai posted:SAY HELLO TO MY LITTLE FRIEND That looks awesome, I'll keep this in mind for when I get that far in the tech tree. I'm assuming that the suit has 4 small energy turrets on it?
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# ? May 18, 2014 17:22 |
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^^^ Count again, that's 8 turrets ^^^LordSaturn posted:My current least-favorite thing about the game is that you can't automate blue science production without spending 100 blue science. I'm wondering about this too, I usually have blue science automated before I'm out of green things to research, and that's with 10 labs going. E: Oh, new page
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# ? May 18, 2014 18:46 |
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Does anyone else think it's odd that there are no switches in this game? I wish I could switch sections off the factory off at certain times but I can't think of a way of doing that without manually removing things or turning them the wrong way.
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# ? May 18, 2014 19:04 |
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Breetai posted:SAY HELLO TO MY LITTLE FRIEND Now realize that you can have the same 8+ lasers firing using follower drones, and use the freed turret space to fit 3 speed boosters and like 5 shields, and out-run and out-tank EVERYHTING. You don't actually run faster than a car, but it's pretty drat close.
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# ? May 18, 2014 19:23 |
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Any one good with train logic? I would like to unfuck this situation using the rail signals. So that I don't have to rebuild anything, but I can't seem to figure the things out. *edit: Now with travel directions. Hagop fucked around with this message at 19:32 on May 18, 2014 |
# ? May 18, 2014 19:24 |
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Rapacity posted:Does anyone else think it's odd that there are no switches in this game? I wish I could switch sections off the factory off at certain times but I can't think of a way of doing that without manually removing things or turning them the wrong way. There are no manual switches, but if you can think of a way to tie your desired behaviour to the production of a particular number of a certain item, it's fairly easy to set it up so that production stops and starts automatically. My current set up uses this to maintain a buffer of 1000 science packs in a single chest without the belts between it and the assemblers needing to be backed up: You make a network out of smart chests, smart inserters, and red/green wire (manually strung between any power poles; it's easiest to use existing power poles mainly, but you can see I've put down a few just for the logic network by removing the wires (shift+click) to keep things uncluttered). The total number of all items in the all smart chests connected to a particular network are broadcast throughout that network, allowing you to set conditions for the inserters like this: This says "this inserter will operate (handling any object) only if there are fewer than 1000 red science packs in this logic network". If the chest in the top image has 1000 or more red science in it, this inserter won't run (this one is the input on one of my red science assemblers). This is an easy one, other things will take a bit of brain bending to figure out, like the set up for turning off steam engines at night if your accumulators are charged.
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# ? May 18, 2014 19:38 |
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if you want a basic on/off, note that you can rotate an inserter after it's been built by hovering over it and hitting R. I use them as cheap on off switches by rotating them to a N/S position in an otherwise E/W flow. Now of I could automate the rotation of an inserter... xarph fucked around with this message at 20:11 on May 18, 2014 |
# ? May 18, 2014 20:07 |
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Hagop posted:
Simply place 4 signals per intersection, on the right side of the train. One before the intersection, one after. This will cut that intersection into five blocks - the intersection itself, two incoming lines, two outgoing lines. If the intersection is blocked by a train, the second incoming train will stop & wait. Gotdammy fucked around with this message at 20:27 on May 18, 2014 |
# ? May 18, 2014 20:25 |
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Here is my first attempt at a factory, if you have any pointers on how I can make it more effiecent I would appreciate it. I started with peaceful mode as I have no loving clue as to what I am doing 90% of the time, I am just excited to have finally got green lab potions being made.
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# ? May 18, 2014 21:33 |
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GotDonuts posted:Here is my first attempt at a factory, if you have any pointers on how I can make it more effiecent I would appreciate it. I started with peaceful mode as I have no loving clue as to what I am doing 90% of the time, I am just excited to have finally got green lab potions being made. Eliminate the loop at your labs, it'll just screw things up. The inserters always place on the far side of the tracks but when there's a curve it gets screwy, reroute the tracks like shown. You should end up with two halves of the belt, one red one green. When one side fills up, the factories stop building and that's ok.
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# ? May 18, 2014 21:44 |
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# ? May 18, 2014 22:03 |
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That did make a hell of a difference, the bottles now dont get all mixed up wierdly, odd that the bend before the lab portion keeps the bottle on the same side. I tried to remove it and it started mixing bottles again.
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# ? May 18, 2014 22:07 |
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Pretty nice I guess but have fun figuring out how to shovel blue science directly in too.
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# ? May 18, 2014 22:09 |
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GotDonuts posted:That did make a hell of a difference, the bottles now dont get all mixed up wierdly, odd that the bend before the lab portion keeps the bottle on the same side. I tried to remove it and it started mixing bottles again. The inserter tries to put things on the far end of the belt, but on a curve, that ends up being the wrong side. You could also rearrange the power pole and move the inserter up by one square and that'll let you remove the bend, but I'd keep it because if you want to add another bottle factory it'll be simple to just extend the belts.
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# ? May 18, 2014 22:10 |
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LordSaturn posted:My current least-favorite thing about the game is that you can't automate blue science production without spending 100 blue science. I don't think this is true because I've never manually produced any blue science.
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# ? May 18, 2014 22:45 |
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Spot the difference! Isometric view mapped to perfectly square grid = geometric fuckery: a train of two carriages is one square longer when horizontal compared to when it's vertical (also the station marker (not pictured in the vertical shot for reasons) needs to be one step, i.e. two squares, closer) Supplementary pet peeves re. trains: tracks and stops can only be placed on even-numbered tiles. This makes laying track a little easier, but means you have to put down stations before you spend 10 minutes constructing your loading bay, lest the whole thing be one square away from where it needs to be. And the carriages aren't even a whole number of squares long! All I want to do is be able to have a consistent scalable station design. tl;dr: games are a double-edged sword e/ Don't let this post leave you with the impression that I'm not having a blast with my shiny new train set though Renaissance Robot fucked around with this message at 23:24 on May 18, 2014 |
# ? May 18, 2014 23:06 |
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MacGyvers_Mullet posted:I don't think this is true because I've never manually produced any blue science.
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# ? May 18, 2014 23:08 |
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GotDonuts posted:Here is my first attempt at a factory, if you have any pointers on how I can make it more effiecent I would appreciate it. I started with peaceful mode as I have no loving clue as to what I am doing 90% of the time, I am just excited to have finally got green lab potions being made. Avoid loops and backfeeds, and try to avoid having complex items being manufactures in the opposite direction than their dependancies in terms of the general 'flow' of your factory. For illustration, open my factory pic from the last page to fullscreen and study it: Note that the basic building blocks i.e. steel and copper plates feed inwards meaning that as demand increases I can just expand the appropriate line horizontally, and that items from bottom to top progress up the tech tree, and that there's room on either side of the main line for me to just keep plopping down factories for whatever parts I want if my supply gets to low. The oil handling section on the right is the same thing in a microcosm.
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# ? May 18, 2014 23:46 |
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Still playing my base from yesterday. I spent a long time getting trains up. I eliminated an enemy base with a flamethrower and steel armor too, which ratcheted up the enemy difficulty. I am constantly being attacked, sometimes with groups of 20+ now, including medium biters. I've handbuilt a LOT of laser turrets. I set up a small train line to bring in resources. My first successful train line outside of that campaign mission. Here is the iron stop. I get a lot of attacks here. And the copper stop. It is close enough that I probably could have belted it, but I wanted to play with trains. I am going to need to secure more resource points, especially copper. It will necessitate taking out more enemy bases though. Resources aren't that easy to come by on my map, which actually makes it kind of fun. I am not terribly green. Still using coal water boilers, and efficiency modules are not yet on the menu. I idle at about half of my power capacity, but I like to keep excess for the constant biter attacks. I did just get blue beakers up and running. It would have been sooner, but I spent so long working on the railroad. The end of my line turned into a little bit of a mess, as I was hurrying between biter attacks. Still need to repair the occasional piece of masonry. Circuitboards are the shortage on my line right now, and that is because the factories on that line eat copper wire faster than the belt can move it. Going to need to do a little rejiggering there. My oil industry is functional, but could use a little rework too. I am starting to drain my wells pretty badly. I've turned pretty much all of my heavy oil into lubricant, in case I decide to go drone crazy.
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# ? May 19, 2014 04:05 |
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Am I alone in the fact that the enemies haven't been a threat at all to me? I had almost no attacks starting out and I stockpiled tons of ammo really early, which let me defeat any incoming wave easily. I went around my base eventually and killed like 10-15 spawners with the assault rifle and the piercing rounds. My whole production is running on about 15 coal-powered boilers. The medium biter attacks have been ramping up, there's a few per day now but they barely make it to the double wall circling my factory before the turrets get them. I've even had a full train operation running completely unprotected for days and it's not been theatened once.
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# ? May 19, 2014 04:26 |
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Really depends on the surrounding area. If enemy bases are far away, and if you have trees nearby, you can stay underneath the enemy radar. If there are close bases and nothing to suck up pollution, prepare yourself. Edit: Attacks have died down a lot now. I did some cleaning of a few nearby bases, thanks to distractor capsules. I put efficiency modules in anything that can fit one. I did notice that suddenly all of my iron was disappearing, even though I have twenty electric furnaces working nonstop. Notice that three gear wheel factories, after the first split, are not backing up. That means they are keeping up with somewhere around nine furances worth of production, which is impressive. I wonder where all of those gear wheels are going. This is the end of the line for the gear wheels, and they still aren't backing up. I had figured I would put in an express transport belt factory to eat though some of my eight tanks of lubricant. Turns out they are super, super gear hungry. Just one express transport belt factory eats an AMAZING amount of iron. This half-chest is a huge iron investment. Filthy Monkey fucked around with this message at 10:54 on May 19, 2014 |
# ? May 19, 2014 04:31 |
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Any ideas on what combinations of modules work best? Also, does heating up fluids other than water have any point, other than to make number go up?
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# ? May 19, 2014 11:10 |
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Trees seem to stop pollution quite well, my first base was inside a forest and only the closest minor alien spawners ever sent any attacks towards me. I've since cleared up a lot of the trees and the pollution has been spreading a lot further, I'm now getting attacked by quite distant spawners. Everything but the rightmost and uppermost parts of this screenshot used to be forest. Bonus blue science production:
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# ? May 19, 2014 11:23 |
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Since we're postin bases:
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# ? May 19, 2014 11:46 |
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my collectors arent doing anything, they just sit there w a flashing red no charge signal even when they are the only thing next to a pole thats directly tied to a solar array / boiler. what am I doing wrong?
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# ? May 19, 2014 13:41 |
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Can't really say without a picture it sounds like you're not making any power at all though.
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# ? May 19, 2014 13:52 |
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Renaissance Robot posted:Can't really say without a picture it sounds like you're not making any power at all though. in this one they are in the NW to the right of the boilers, clustered around a substation http://cloud-2.steampowered.com/ugc/3278930422981608667/E266C70B6622A5E989A2913501028EAAE5DE6C36/ I can take some closer ones when I get home, but this is the only shot I have where you can see them
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# ? May 19, 2014 13:57 |
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Are you sure you have a line between the poles? Try picking the pole up and putting it back down.
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# ? May 19, 2014 14:00 |
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Arnold of Soissons posted:in this one they are in the NW to the right of the boilers, clustered around a substation Looks like you're running an energy deficiency, they won't charge up unless you're producing more electricity than you can use.
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# ? May 19, 2014 14:00 |
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Sockerbagarn posted:Looks like you're running an energy deficiency, they won't charge up unless you're producing more electricity than you can use. I cant power all the laser turrets at once while everything else runs, thats true, but when they arent firing I have no trouble w power and the collectors look the same Filthy Monkey posted:Are you sure you have a line between the poles? Try picking the pole up and putting it back down. Ill double check and take a closer screenshot
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# ? May 19, 2014 15:22 |
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http://steamcommunity.com/sharedfiles/filedetails/?id=261521629 http://steamcommunity.com/sharedfiles/filedetails/?id=261521589 http://steamcommunity.com/sharedfiles/filedetails/?id=261521552 I tried placing them and removing the pole and replacing it and that didnt work either.
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# ? May 19, 2014 15:36 |
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Your Electric Demand Satisfaction is at like 66%. You just don't have any spare power.
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# ? May 19, 2014 15:41 |
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LordSaturn posted:Your Electric Demand Satisfaction is at like 66%. You just don't have any spare power. oh I see that kind of blows but it explains why nothing was working
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# ? May 19, 2014 15:44 |
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Optiquest posted:Since we're postin bases: What's up needlessly long main bus buddy
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# ? May 19, 2014 15:52 |
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Hagop posted:
Could you show how the topmost items get to your factories? The image is too zoomed out for me to make out how you sorcelled that together.
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# ? May 19, 2014 16:16 |
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I've been out of the loop for quite a few versions. I decide to come back and... now there's oil? And trains!? Oh holy poo poo! I've taken to watching this guy mess around with it in order to get a handle on all the changes. He's a pretty good watch and a good example of what to do and what NOT to do.
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# ? May 19, 2014 16:25 |
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Bettik posted:Could you show how the topmost items get to your factories? The image is too zoomed out for me to make out how you sorcelled that together. Sure after lunch I'll put together some section shots. *edit: Here is a standard belt cross settup. And here it what it looks like when it is done let me know if their is anything else you want to see. Hagop fucked around with this message at 17:35 on May 19, 2014 |
# ? May 19, 2014 16:52 |
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# ? May 13, 2024 10:36 |
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Picked this up yesterday, been making a base for the last few hours, and this is what I've ended up with: Pretty happy with it so far, just starting to expand into plastics.
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# ? May 19, 2014 21:57 |