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d3c0y2 posted:So how the hell do boilers work, ive got 5 in a row, fueled and everything and yet the water is still only going into the engine at 10 degrees. The wiki says speed affects it but I have no idea how to slow the water down. Are you actually drawing any power from the steam engine? I needs to use up the cold water at hideous inefficiency before it draws hot water...
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# ? May 27, 2014 23:27 |
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# ? May 13, 2024 06:54 |
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FISHMANPET posted:You need to feed the hot water into a steam engine. I've never done it personally, but I hear it works.
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# ? May 27, 2014 23:32 |
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Caconym posted:Are you actually drawing any power from the steam engine? I needs to use up the cold water at hideous inefficiency before it draws hot water... Alternatively, you can just remove a couple pipe sections after your boilers. This will give you a buffer of hot water to output into your steam engine. Then it will burn through your cold water super fast and straight into hot water.
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# ? May 28, 2014 00:21 |
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I'm going to go ahead and say this (and it's the spergiest thing I've ever said on these here forums): I do not believe that the bus system is the most efficient overall layout. I feel like there's way too much product on the line and I feel like it bottlenecks way too easily. There must be a better way. And we will find it. I entertained the notion of a circular bus which would certainly be interesting if not logistically challenging.
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# ? May 28, 2014 00:51 |
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I looked for an answer for this question on Google, but I couldn't find it. I know you can set filters on your tool belt with middle mouse, but how do you remove the filter? Middle mouse again on the box just pulls up a window to pick a different item to filter instead of being able to delete it. It was a pain in the rear end when I had filters for building and then tried to switch gears to combat items.Rhonyn Peacemaker posted:So I started playing this late last night. Got a steam engine going, with boilers being fed by a coal electric miner, copper and iron miners being fed to steel furnaces outputting to iron chests. Most of my play time is spent with me thinking "I don't know what the gently caress I'm doing," and I just plop down some garbage everywhere and my factories look ultra complicated. It's just part of learning how everything works. Things are working better with every factory I design now.
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# ? May 28, 2014 01:27 |
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Overwined posted:I'm going to go ahead and say this (and it's the spergiest thing I've ever said on these here forums): I do not believe that the bus system is the most efficient overall layout. I feel like there's way too much product on the line and I feel like it bottlenecks way too easily. There must be a better way. And we will find it. The most efficient overall layout has multiple inputs, not even dual express belts can carry enough for a single point of entry to completely filter through a Truly Mighty (tm) factory. The Bus works pretty great as a single-point-of-entry, and is probably the best in that regard, but ideally halfway through your "bus" should be an endpoint and a new entry point- for example another furnace bloc. Ideally you even have things made off-site and dumped in, like having a massive circuit board factory that delivers whole trainloads of boards directly into your end-product-assemblers.
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# ? May 28, 2014 01:34 |
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With large buses, it’s annoying that underground belts can only span four tiles.
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# ? May 28, 2014 01:43 |
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Why does my inserter not load the red research unit into the lab? It just ignores them as they stack up on the conveyer belt?
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# ? May 28, 2014 02:52 |
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d3c0y2 posted:Why does my inserter not load the red research unit into the lab? It just ignores them as they stack up on the conveyer belt? Do you have an active research project? Labs won't "pre-load" science packs if they are idle.
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# ? May 28, 2014 02:54 |
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So letting all my stuff run while I was at work was a good idea. I came home to chests full of iron plates and copper plates and an inventory relatively full of tier 1 and 2 science packs. Time to research some poo poo.
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# ? May 28, 2014 02:55 |
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DarthJeebus posted:Do you have an active research project? Labs won't "pre-load" science packs if they are idle. Not to mention they hold no more than 2 when active. I always hit ALT when I play so you can see what's going on. If you see a red science pack hanging over the lab, then the lab likely doesn't need one and won't grab another until it does.
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# ? May 28, 2014 02:56 |
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d3c0y2 posted:Why does my inserter not load the red research unit into the lab? It just ignores them as they stack up on the conveyer belt? Either you're not researching anything, or the lab already is loaded up. Inserters only put in enough materials to make about two products' worth of whatever the facility is producing, so if you're researching something with red science you'll only have about two red beakers loaded into the lab at a time. Then when a unit of research is completed, one beaker will be consumed, and one more will be loaded. Also with your boiler thing I suspect you were mixing up the indicator of water flowing through the pipes (which maxes out at 10) and temperature.
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# ? May 28, 2014 02:57 |
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Pornographic Memory posted:Either you're not researching anything, or the lab already is loaded up. Inserters only put in enough materials to make about two products' worth of whatever the facility is producing, so if you're researching something with red science you'll only have about two red beakers loaded into the lab at a time. Then when a unit of research is completed, one beaker will be consumed, and one more will be loaded. Yeah you where right on both counts. I have a huge surplus of boilers I realised when I worked that out. And only taking 2 seemed stupid to begin with, but I realised it would cause a facility to hog far more resources than it'd use it it was elsewise. Thanks for all the tips.
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# ? May 28, 2014 05:03 |
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Did I dream that this got into a bundle?
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# ? May 28, 2014 05:13 |
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For those of you who think their factory is a rat's nest, I present to you... my rat's nest.
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# ? May 28, 2014 06:27 |
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Here is the core area of my base after 70 hours in-game. Oil barrels, copper plates, coal Solar power and batteries http://imgur.com/a/i9Iph for more images
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# ? May 28, 2014 08:09 |
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I've been doing a fair amount of poking in the lua files supplemented by lots of experimenting, and if anybody was curious, here are some useful and not-so-useful-but-possibly-interesting factoids, some of which you probably already know:
Depending on how cheaty you think it feels, you can pull up the game's lua console with ~. From there, code:
code:
If you just want to build carefree without actually invoking the godmode of the sandbox scenario, you may want to use one or more of: code:
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# ? May 28, 2014 13:15 |
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Platystemon posted:With large buses, it’s annoying that underground belts can only span four tiles. Their is a mod the fixes this called upgrade.
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# ? May 28, 2014 14:11 |
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Is there a way to tell construction bots to build something if you don’t have at least one of the building in your inventory?
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# ? May 28, 2014 14:35 |
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texasmed posted:I looked for an answer for this question on Google, but I couldn't find it. I know you can set filters on your tool belt with middle mouse, but how do you remove the filter? Middle mouse again on the box just pulls up a window to pick a different item to filter instead of being able to delete it. It was a pain in the rear end when I had filters for building and then tried to switch gears to combat items. I can never remember the right answer, but I believe it's some combination of Shift, Ctrl, and either the middle or right mouse button. Some combination of those will get you what you need, and then you'll probably forget it 5 minutes later like I always doo.
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# ? May 28, 2014 15:07 |
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sloshmonger posted:I can never remember the right answer, but I believe it's some combination of Shift, Ctrl, and either the middle or right mouse button. Pretty sure it's just Right click.
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# ? May 28, 2014 15:18 |
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Platystemon posted:Is there a way to tell construction bots to build something if you don’t have at least one of the building in your inventory? Ask a logistics bot to deliver you one, then use it to place a bunch of ghosts?
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# ? May 28, 2014 15:28 |
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Platystemon posted:Is there a way to tell construction bots to build something if you don’t have at least one of the building in your inventory? I've stared making blueprints for things like my solarpanel farms and stuffing a storage chest with what's needed to make several. Once I plop down the blueprint they go gather the stuff and build it. Edit: Guys I think I have a biter problem. No really, there are so many now my game chugs. I'm getting maybe 5fps rigght now. Deadmeat5150 fucked around with this message at 17:47 on May 28, 2014 |
# ? May 28, 2014 16:14 |
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Deadmeat5150 posted:Edit: How do you make this happen?
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# ? May 28, 2014 17:56 |
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Shintaro posted:[*]Boilers convert fuel into water temperature at an advertised 50% efficient rate of 2J fuel => 1 unit of water * 1 degree, making the units of water in this game... something funky. So all 3 furnaces us 180Kw of energy, any insight into how that works out? Does the stone and steel convert fuel into energy at the same rate as a boiler?
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# ? May 28, 2014 18:12 |
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Pornographic Memory posted:How do you make this happen? Must have left some food lying around.
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# ? May 28, 2014 18:21 |
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So while the above picture is obviously going to do horrible things to many computers, how good of a computer does this require? Does it scale like say Dwarf Fortress until your computer turns into a fireball, or is it better optimized than that?
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# ? May 28, 2014 18:28 |
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It plays extremely smoothly for me-- admittedly, I have a high-power game rig () but for the amount of things the game has to track and update constantly, it plays really, really well.
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# ? May 28, 2014 18:31 |
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I was reading some of what the dev was saying about graphics optimization = apparently the game's big stunt is that all those sprite graphics are loaded into video memory at once on startup, greatly speeding up the game at runtime since everything's all loaded and ready to go. So aside from needing a reasonable amount of VRAM, everything else is more CPU-bound than anything.
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# ? May 28, 2014 18:34 |
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Before going to bed, I setup a sci pack 1 and 2 production line using solar panels and a steam engine backup. I woke up to over 1k of each and my iron furnace ran out of coal. (i had a chest manually feeding them because I built the whole thing late to be a proof of concept in complex auto-assembly). Holy poo poo did it work great. Fast belts, fast inserters, the whole works. It definitely needs way more iron on the production line. Splitting and splitting again results in a hungry tertiary production. I think I need to build in a desert or something.
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# ? May 28, 2014 19:46 |
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FISHMANPET posted:So all 3 furnaces us 180Kw of energy, any insight into how that works out? Does the stone and steel convert fuel into energy at the same rate as a boiler? Stone furnaces and steel furnaces both use 'burner' as an energy source, which unless advertising otherwise (boilers) can be assumed to be 100% efficient. Furnaces however, unlike boilers, don't follow a semi-realistic formula like converting input energy into heat energy, they simply execute recipes of the "smelting" category. Recipes have ingredient inputs, ingredient outputs, and an "energy_required" value which is a bit of a misnomer; it isn't really energy so much as it is time. Your character (which cannot craft certain recipe categories, like "smelting" or "chemical") has a crafting rate of 1 and spends no actual energy-as-measured-in-joules to do so. Assembling machine 1's have 90 kW energy consumption and a crafting rate of .5, meaning they will take 180kJ and 2s to do what you could do in hand in 1s. Smelting isn't really any different, except that you can't smelt in hand. All smelting recipes in vanilla are energy_required = 3.5, except for steel which is 17.5. Stone furnace: 180 kW, Steel furnace: 180 kW, smelting speed 2: ore smelting costs 180 kW * 1.75s = 315 kJ of fuel Electric furnace: 180 kW, smelting speed 2: ore smelting costs 315 kJ electric Because the only conversion method available in vanilla for fuel->electricity is 50% efficient, this means electric furnaces are less fuel efficient than steel furnaces. However, they take modules and require less external support and can be powered by solar, requiring no fuel at all. They are also lesser sources of pollution (on the tin, anyway). While we're on the subject though, if you're using 100% steam power, every 65 kW a machine uses effectively adds 1 to its pollution rating (boiler is 390kW for 6 pollution), giving electric furnaces a pollution score just a tad higher than steel furnaces. So if you aren't using modules and use steam as your main power source, steel engines are actually better than electric ones both in energy efficiency and pollution, as long as you're willing to trek fuel over to them. edit: the pollution cost of fuel types is another story entirely and I haven't really bothered to math at them yet. As far as energy cost, solid fuel is better than coal in pretty much any setup that isn't a single depleted pumpjack laboring under basic oil production. Loren1350 fucked around with this message at 20:34 on May 28, 2014 |
# ? May 28, 2014 20:29 |
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I'm pondering modding - most of the mods I've seen so far have been relatively uninteresting "bigger numbers" mods. What sort of actual interesting things would people want to see added to the game? The first thing I thought of is proper depots in 2x2 and 3x3 size, to allow for storage with larger input/output speed from more inserters. Or maybe 2x2 and 2x4. The other thing I want is more things to do with petroleum - oil fired boilers, for one thing, plus the ability to barrel up other liquids than raw crude. What other distillates would make sense to have, though? And what to use them for?
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# ? May 28, 2014 21:36 |
Kenlon posted:The other thing I want is more things to do with petroleum - oil fired boilers, for one thing, plus the ability to barrel up other liquids than raw crude. What other distillates would make sense to have, though? And what to use them for? Oil-filled trenches you can ignite for a wall of fire.
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# ? May 28, 2014 21:38 |
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Kenlon posted:What sort of actual interesting things would people want to see added to the game? GUN TRAIN CARS
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# ? May 28, 2014 21:47 |
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How about an artillery type structure. Load it with grenades, rockets, or a unique ammo type and it will autonomously shell aliens and their nests from long range.
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# ? May 28, 2014 22:01 |
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Yeah, turrets on train cars. Mortars. Laser fences.
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# ? May 28, 2014 22:02 |
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Kenlon posted:I'm pondering modding - most of the mods I've seen so far have been relatively uninteresting "bigger numbers" mods. What sort of actual interesting things would people want to see added to the game? The first thing I thought of is proper depots in 2x2 and 3x3 size, to allow for storage with larger input/output speed from more inserters. Or maybe 2x2 and 2x4. I would love me some artillery. Long range turrets with low fire rate and explosive ammunition. As mentioned before, high-tech power plants would be nice too. You could pump water from the lake, electrolyze it in a chemical plant into Oxygen and Hydrogen, and feed the Hydrogen into a Fusion Plant. Flame thrower turrets would be a cool low-energy alternative to lasers, and give you a reason to pipe fuel everywhere in your base.
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# ? May 28, 2014 22:04 |
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I'd like if the input locations for refineries weren't fixed. Aka the crude oil doesn't always go on the left and the water always on the right. Also a grabber/putter that would put on the near side of a belt, rather than the far side? And some stuff to push items to one side of the belt or spread them out. Right now I use two joiner/splitters and a funky belt setup to get stuff equally distributed on both sides of the belt.
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# ? May 28, 2014 22:05 |
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A mod that brings spacechem into factorio.
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# ? May 28, 2014 22:09 |
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# ? May 13, 2024 06:54 |
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Pad-to-pad teleporters, with an appropriately gigantic charge-up cost. A device to call up my trains from off-screen and change their routes/order them to come to a specific station.
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# ? May 28, 2014 22:13 |