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Overwined posted:Yup! Just use the splitter. So rather than one in, two out, make it two in, one out. I tried that, but they favour one side when the line is backed up. Platystemon fucked around with this message at 07:20 on May 24, 2014 |
# ? May 24, 2014 07:17 |
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# ? May 25, 2024 15:02 |
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Platystemon posted:I tried that, but they favour one side when the line is backed up. How about just merging the two lines into one so that each side of the new line carries one of the previous lines?
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# ? May 24, 2014 07:27 |
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Anyone enjoy minefields? edit timg Baloogan fucked around with this message at 13:38 on May 24, 2014 |
# ? May 24, 2014 09:42 |
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May want to Timg that screen shot
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# ? May 24, 2014 13:17 |
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CK07 posted:I did this: You need to download the updated version posted later in the mod thread. http://www.factorioforums.com/forum/viewtopic.php?f=14&t=1631&start=10#p25035
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# ? May 24, 2014 20:41 |
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So, right now I only have a train running between the MicroSteve and Harold Feit stations. If I wanted to have a separate train going to Kevin L.K. and using the MicroSteve station as well (both of my outposts are iron mines and MicroSteve has conveyors going straight to my furnaces), how would I need to use signals to keep my trains from wrecking? Do I only need to use signals at intersections?
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# ? May 25, 2014 00:48 |
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Signals break rail into blocks. A signal leads trains from one block to another. If there is a train in a block, signals leading to it will turn red and will stop incoming trains. If you hover over a piece of track, it will tell you which block it belongs to, and if you hover over a signal it will tell you which blocks it connects. It seems more complicated than it really is. But keep in mind that if you have even one signal in a system, you need to have a valid path between stations or the train will not run. EDIT: Looks like I forgot to mark the signal leading from block 1 to block 3. It should be obvious where it is. Block 3 is there purely to hold a waiting train.
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# ? May 25, 2014 01:13 |
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Oh my god Big Biters are a serious pain in the rear end. And I don't mean attacking me, they never get close with my lasers and mines, but I mean attacking an alien base to get some artifacts. I need more to get my fusion engine going! Also why can I make a portable fusion engine but not a big fusion engine?
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# ? May 25, 2014 01:30 |
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Deadmeat5150 posted:Oh my god Big Biters are a serious pain in the rear end. And I don't mean attacking me, they never get close with my lasers and mines, but I mean attacking an alien base to get some artifacts. I need more to get my fusion engine going!
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# ? May 25, 2014 07:15 |
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Anyone else lose interest as soon as you need to start pumping out green research? It's a headache trying to put it all together. I get that's kind of the point of the game but it feels like such a sudden ramp up in the production tree Also I don't think resources should run out. What's the point in slaving away over your perfect machine only to realise your main iron ore field has run out and brought the entire thing to it's knees Sweet game though
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# ? May 25, 2014 11:36 |
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Resources running out means you need to expand, clear out enemy nests, and start investing in train networks, which is cool.
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# ? May 25, 2014 11:53 |
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If you don't want to run out of stuff just load up a map in the editor and put a few million where there were a few thousand before. I think I'm done for now with the game, sunk a good 60 hours into it, got a huge factory with everything I wanted to mass produce going, waiting for the next update to do it all over again.
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# ? May 25, 2014 12:19 |
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Meliv posted:Also I don't think resources should run out. What's the point in slaving away over your perfect machine only to realise your main iron ore field has run out and brought the entire thing to it's knees You can edit Factorio\data\base\prototypes\entity demo-resources.lua and resources.lua and increase richness_base. 350k resources per tile isn't infinite, but it still is pretty close.
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# ? May 25, 2014 13:04 |
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Pornographic Memory posted:So, right now I only have a train running between the MicroSteve and Harold Feit stations. If I wanted to have a separate train going to Kevin L.K. and using the MicroSteve station as well (both of my outposts are iron mines and MicroSteve has conveyors going straight to my furnaces), how would I need to use signals to keep my trains from wrecking? Do I only need to use signals at intersections? Key points:
One solution to get you started, if you want: Any train leaving MicroSteve will reserve the central junction south of Harold Feit, causing the other train to wait at the boundary without blocking the way. This will only work for the two-train setup you want. If you add more, you'll need to break the station loops into multiple blocks to accommodate them. * What actually happens (I think) is that the train reserves all the blocks leading up to the one that it will reach in a certain amount of time, so with close-spaced signals you'll see that the faster a train goes the more blocks it reserves. You shouldn't be laying signals close enough together to notice this with single track though, as doing so can easily create head-to-head situations where neither train can get out by itself. Renaissance Robot fucked around with this message at 13:28 on May 25, 2014 |
# ? May 25, 2014 13:25 |
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Thanks for the explanations on train signals.Meliv posted:Anyone else lose interest as soon as you need to start pumping out green research? It's a headache trying to put it all together. I get that's kind of the point of the game but it feels like such a sudden ramp up in the production tree In addition to the map editing other people have suggested, you could just start a random map with richness/frequency settings for resources cranked to the max.
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# ? May 25, 2014 14:07 |
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If you max Richness, you'll never run out. Typical nodes are ~2000 (x25 = 50k per mine footprint), Very Rich nodes are ~6500 (162k). My last game got Rocket Defense without having a single mine turn off. E: That said, last game was a speedrun of sorts (peaceful, high resources). I got 16 hours, but I got lazy at the last few steps and coulda maybe got it down to 12-14 I think. Evilreaver fucked around with this message at 17:27 on May 25, 2014 |
# ? May 25, 2014 17:12 |
Meliv posted:Anyone else lose interest as soon as you need to start pumping out green research? It's a headache trying to put it all together. I get that's kind of the point of the game but it feels like such a sudden ramp up in the production tree Meliv posted:Also I don't think resources should run out. What's the point in slaving away over your perfect machine only to realise your main iron ore field has run out and brought the entire thing to it's knees Think about your factories and mining operations as separate entities. All of my factories are set up to be 100% self sufficient so that as long as I supply the raw material to a certain conveyer belt or pipe everything will run fine. This makes it a lot easier to set up new mining operations as all you have to worry about is setting up the miners/pumps and connecting them to the input points for the factory. On my most recent build I just killed an iron deposit. I went out with 4x miners, and enough power lines/conveyers to lead back to base. I had a new source of iron in ~5 minutes that will probably last over 2 hours.
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# ? May 25, 2014 20:17 |
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KodiakRS posted:The sudden jump is what makes the game fun. Figuring out how to manage the complex resource chains required to make the next level of science is a massive pain in the rear end, but the satisfaction when it all comes together is amazing.
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# ? May 25, 2014 20:21 |
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Is there a good primer somewhere on the fluid mechanics? Got oil up and running for the first time, but I'm confused as to how to best optimize my pumps and pipes.
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# ? May 25, 2014 20:33 |
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DarthJeebus posted:Is there a good primer somewhere on the fluid mechanics? Got oil up and running for the first time, but I'm confused as to how to best optimize my pumps and pipes.
I'm pretty satisfied with my latest refinery iteration... Not perfect, I miscounted a few things laying down the original lines so one of the crackers is kinda squeezed in there, but you can get the idea. Evilreaver fucked around with this message at 21:08 on May 25, 2014 |
# ? May 25, 2014 21:00 |
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Logistics bots are basically the coolest thing.
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# ? May 25, 2014 21:03 |
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Skyl3lazer posted:Logistics bots are basically the coolest thing. I love them. In my current game I've made the whole master bus feed who-ha and things have gotten so complicated at the end of the line. It's nice to be able to say "gently caress logistics" and just let the bots sort it out. I'm seriously thinking about supersperging and removing all feed lines for slow-to-consume hard-to-produce goods and just let the bots handle it.
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# ? May 25, 2014 21:06 |
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My first base has twenty‐six oil deposits within spitting distance. How lucky am I?
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# ? May 26, 2014 02:26 |
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This may be a stupid question, but is there a way to mass-delete entire sections of construction? I just had to move my science factory because I way underestimated how much space I'd need for blue science (God knows what I'll do when I get to purple), and removing all of the old stuff is a right pain in the rear end. It's all outdated tech, too, so I don't even want it. Speaking of which, is there a way to permanently delete items? I've got dozens of iron chests scattered randomly about with garbage that I didn't want to deal with anymore.
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# ? May 26, 2014 02:34 |
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Sarrisan posted:This may be a stupid question, but is there a way to mass-delete entire sections of construction? I just had to move my science factory because I way underestimated how much space I'd need for blue science (God knows what I'll do when I get to purple), and removing all of the old stuff is a right pain in the rear end. It's all outdated tech, too, so I don't even want it. Not as far as I know. Apparently 1) put in chest 2) blow up chest works.
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# ? May 26, 2014 02:37 |
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I haven't found any way to delete items yet. It would be nice to have an incinerator that could either destroy or recycle items and output either nothing, or their constituent parts. Edit: Ah, blowing up a chest sounds like a good idea.
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# ? May 26, 2014 02:39 |
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Sarrisan posted:This may be a stupid question, but is there a way to mass-delete entire sections of construction? I just had to move my science factory because I way underestimated how much space I'd need for blue science (God knows what I'll do when I get to purple), and removing all of the old stuff is a right pain in the rear end. It's all outdated tech, too, so I don't even want it. Construction Bots can be told to deconstruct areas with research.
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# ? May 26, 2014 02:41 |
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Yeah, destroying containers seems to destroy all the items contained inside too. So, get a car or shotgun or grenades and go to town on some chests full of whatever you want gone. Incidentally the discovery that I can shotgun forests to death is awesome. Since I don't have AP rounds yet my combat shotgun is kind of crappy for taking the fight to biters, but its great for high speed deforestation. Not as good as grenades though, which I accidentally manufactured thousands of because I didn't think to limit the chest they were being put into to a half dozen stacks maybe.
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# ? May 26, 2014 02:42 |
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I should have known explosives were the answer.
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# ? May 26, 2014 03:40 |
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Or just deconstruct forests with bots and use the trees for something.
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# ? May 26, 2014 04:37 |
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Sarrisan posted:I should have known explosives were the answer. Explosives are always the answer. Unless the answer is bots.
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# ? May 26, 2014 04:45 |
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Rapner posted:Explosives are always the answer. Unless the answer is bots. All this game needs is a third type of drone that drops primed explosives everywhere.
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# ? May 26, 2014 04:47 |
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The Shortest Path posted:All this game needs is a third type of drone that drops primed explosives everywhere. Well as somebody showed above, you can make a minefield and then have construction drones continually replenish it, which is pretty close. I also didn't realize you could use drones for deforestation. Goddamn drones are awesome.
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# ? May 26, 2014 04:50 |
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Sarrisan posted:This may be a stupid question, but is there a way to mass-delete entire sections of construction? I just had to move my science factory because I way underestimated how much space I'd need for blue science (God knows what I'll do when I get to purple), and removing all of the old stuff is a right pain in the rear end. It's all outdated tech, too, so I don't even want it. There are Red Deconstruction Plans that will make nearby Construction Robots pick up anything marked and put it in Logistics Storage chest. Handy! E: Just make sure you don't pick up things like the power poles leading to your Roboport E2: Also, you can place new things (blue assemblers, red belts, etc) on top of old things (grey assemblers, yellow belts) without having to tear it up first. E3: (I probably should have read your post all the way though) Most of those old things (yellow inserters/belts, grey assemblers) are parts of new things (fast inserters/belts/assemblers) so don't just destroy them! The only things worth destroying are your pistol and coal-powered miners, then steel furnaces later I guess. E4: At least purple science is "easy". Evilreaver fucked around with this message at 05:20 on May 26, 2014 |
# ? May 26, 2014 04:51 |
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I basically rush drones asap. Its an investment at first but than when you wanna construct something but don't wanna set up a whole production line you set up a real simple system of requesters assemblers and providers in your 'droneyard', plop down some plans and just auto-build an entire loving solar-field with minimal supervision.
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# ? May 26, 2014 04:55 |
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Just built my first logistic robots, and now I want to convert basically everything except for my smelters to their use. And I just built my new science factory, too. Ah, well. Factorio.
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# ? May 26, 2014 05:34 |
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Question, My oil rigs are pulling the oil out of the dirt TOO SLOW I want them to pull it out SO FAST how do I make faster how make faster? In fact all my liquid production in general is slow except water... it glurges through the pipes real slow. Motherfucker fucked around with this message at 07:47 on May 26, 2014 |
# ? May 26, 2014 07:35 |
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Keep in mind, robots have a miserable throughput compared to belts. Defining throughput [tp] as items per second... Belts carry ~7 items per square (similarly, they store ~7 items per square in queue) Basic belt: 1.8 tiles/sec = 13 tp Fast belt: 3.6 tiles/sec = 25 tp Express belt: 5.4 tiles/sec = 38 tp Source: Wiki I tested inserters by dropping a stack of 64 things in a chest, then patiently waiting for the inserter to work with a stopwatch. Burner: who cares Basic Inserter: 64 items in 76 seconds = 0.84 tp Fast/Smart: 64 in 32 sec = 2 tp Long-handed: 64 in 55 sec = 1.2 tp When relevant, multiply by stack size research. Trains are tricky. One car holds 15 stacks; usually 960 ore. Testing on a huge straightaway, 640 tiles, an unburdened engine took just about twelve seconds!! to complete. The engine said it was going 1.2 Speed. In practice, I saw my typical trains averaging 0.7 Speed, and two-headed trains averaging 0.5, plus acceleration, your mileage may vary. So call a train 0.5 speed on average, or 27 tiles/sec, with 960 items, is 25600 tp. The typical empty return trip halves the tp to a "mere" 12800, plus ten seconds of stopping at stations when optimized. This is variable, with longer distance stations taking less of a hit to tp than closer stations- especially since the train is more likely to cap its speed. Also, multiply that by the number of cars in your train. Yea. Logicstics robots carry 1+Upgrades items over several seconds dependent on speed upgrades and distance, but even in the best case I doubt they could hit whole numbers of tp. My personal rule of thumb is to use logistics robots on things that take several seconds to craft only: processors, robot frames, science, and electric engines. E: Fun fact: You can do the old Wallace and Gromit 'lay tracks in front of a speeding train' trick Evilreaver fucked around with this message at 08:11 on May 26, 2014 |
# ? May 26, 2014 08:03 |
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Motherfucker posted:Question, My oil rigs are pulling the oil out of the dirt TOO SLOW I want them to pull it out SO FAST how do I make faster how make faster? Maybe you ran out of oil or all of your storage tanks are full, which makes production zero if the refinery does not have space to store each liquid.
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# ? May 26, 2014 08:09 |
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# ? May 25, 2024 15:02 |
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Most likely, the oil spot ran dry. They floor out at 0.1/sec, so you gotta go place more pumpjacks or cram Speed modules into them. E: The good news is once you place enough, you're set, since they never hit 0. You might need 20+ pumpjacks, though. Evilreaver fucked around with this message at 08:16 on May 26, 2014 |
# ? May 26, 2014 08:10 |