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Pornographic Memory
Dec 17, 2008
I use a 1:1 ratio personally, with four fast inserters on the copper wire assemblers, with two inputting and two removing the wire, because if you have level 3 assemblers you will actually build wire so fast that your primary bottleneck in the process is simply removing wire from the assembler fast enough to trigger the next wire build.

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Evilreaver
Feb 26, 2007

GEORGE IS GETTIN' AUGMENTED!
Dinosaur Gum

Phobophilia posted:

What's a good ratio of copper wire assemblers to circuit board assemblers?

Wire makes 2 per 1/2 sec (4 per sec)
Circs demand 3 per 1/2 sec (6 per sec)

Thus 3:2 is the ideal ratio (12:12)

Parallel processing is generally better than making one lane faster and faster. I mean, a Assembler3 with 4 Speed3 mods, fed by 5 inserters taking from chests (fed by train) will make an absolute shitload of wire, sure, but it's much easier to just make 4 assemblers. I did actually make this layout (7 exit inserters, 2 feeding to chests, 2 to belts, 3 to assemblers got almost all of it), and christ it's a mess. Just make extra assemblers.

Evilreaver fucked around with this message at 07:42 on Jun 15, 2014

Renaissance Robot
Oct 10, 2010

Bite my furry metal ass

Phobophilia posted:

What's a good ratio of copper wire assemblers to circuit board assemblers?

Like Evilreaver says, 3:2. This is my setup:



It chews through a full train of copper in about two minutes, even less now that trains don't hold as much.

Michaellaneous
Oct 30, 2013

Honestly...just more. More all the time. If your iron production doesn't stop because the belts are full you are doing it wrong. Same with metal, gears, etc.

Like...I never had a problem with massive backstacks of materials all over my belts. It just shows me that I produce enough to saturate all my demands.

Phobophilia
Apr 26, 2008

by Hand Knit
One thing you can try to do with huge backstacks is put a little system of underbelt --> Inserter --> provider chest --> smart inserter --> underground belt, which means some of the throughput gets stashed away.

Here is my simplistic low-tech circuit board factory design:

.

It doesn't bother with any looping, and 2 inserters from each copper wire assembler feeds each circuit board assembler. I'll need to work out a better way of splitting out copper and iron bar outputs into each 3:2 assembler unit.

Also, I recently had a brainstorm for tessellating miners, here is my idea:


The whole point is that it uses both sides of the belt both ways, and its a repeating pattern. Doesn't work so well on smaller deposits, unfortunately.

Edit: aw crap, it's actually missing a section of transport belt, but its easy to spot and fix.

VictualSquid
Feb 29, 2012

Gently enveloping the target with indiscriminate love.
I recently remembered that there used to be a bee mod.
It just replaced the logistics bot's sprite with a bee.


I am trying to recreate this, but I suck at spriteing. Currently the mod uses a random bee sprite I found on google.
Is anybody interested in helping out? We could also change the bot's sound, if we find a suitable soundfile.

That kind of modding is relatively simple, you could just modify the files yourself too if you want:
https://www.dropbox.com/s/u9wbapwevxrx4o4/bees-0.1.zip

Michaellaneous
Oct 30, 2013

tonberrytoby posted:

I am trying to recreate this, but I suck at spriteing. Currently the mod uses a random bee sprite I found on google.
Is anybody interested in helping out? We could also change the bot's sound, if we find a suitable soundfile.

It would be awesome if you could get your hands on the SS13 bumblebee sprite becuase that is just the darndest little thing.

VictualSquid
Feb 29, 2012

Gently enveloping the target with indiscriminate love.
Some small tips on base defense. I was just catching up the the LP and some people seemed confused about the efficiency of various defense systems.

1)Turrets without ammo are very weak. Even if you have bots repairing them. Biters will just chew through them. Don't build them unless you have a way to keep them full of ammo. Bots will not refill turrets with ammo directly.
2)Laser turrets are significantly weakened if they don't get enough power to fire at full speed. Fire speed upgrades do not make them stronger in this situation either.

On the other hand ignorance of those facts leads to people underestimating the power of fully functional defense systems. This tempts people into building things like 3 lines of laser turrets wasting all the power.

This kind of defense setup will stop even large biter attacks:

Note that there are 5 spaces between each laser, and one space between each normal turret.
If your turrets get damaged, which rarely happens anyways, you can just add another layer of wall.

Michaellaneous posted:

It would be awesome if you could get your hands on the SS13 bumblebee sprite becuase that is just the darndest little thing.
I never really played on goonstation, if you can post a picture maybe I can edit it to fit.

Michaellaneous
Oct 30, 2013

tonberrytoby posted:

I never really played on goonstation, if you can post a picture maybe I can edit it to fit.

MS Paint
Sep 21, 2007
Probation
Can't post for 10 years!
Alright,

The amount of :effort: involved was considerable, but I have finished uploading a copy of my savegame to a box account. Its a .98 savegame. Who wants it and wants to convert it? I can PM you the link.

VictualSquid
Feb 29, 2012

Gently enveloping the target with indiscriminate love.
Those need a bit more work then I can provide:


vvvvv https://www.dropbox.com/s/ykvszgndy9fiqlu/bees-0.2.zip

VictualSquid fucked around with this message at 18:24 on Jun 15, 2014

Michaellaneous
Oct 30, 2013

tonberrytoby posted:

Those need a bit more work then I can provide:


:allears: Amazing

Morning
Aug 10, 2008

Phobophilia posted:

One thing you can try to do with huge backstacks is put a little system of underbelt --> Inserter --> provider chest --> smart inserter --> underground belt, which means some of the throughput gets stashed away.

Here is my simplistic low-tech circuit board factory design:

.

It doesn't bother with any looping, and 2 inserters from each copper wire assembler feeds each circuit board assembler. I'll need to work out a better way of splitting out copper and iron bar outputs into each 3:2 assembler unit.

This is pretty much how I do mine as well

khy
Aug 15, 2005

Please explain oil to me.

Specifically, it lists its yield in % instead of an amount. Does it technically never run out, but the input gets slower and slower? Or will the yield eventually hit 0% and it's gone?

Michaellaneous
Oct 30, 2013

khy posted:

Please explain oil to me.

Specifically, it lists its yield in % instead of an amount. Does it technically never run out, but the input gets slower and slower? Or will the yield eventually hit 0% and it's gone?

It will go down to 0.1 litre per second iirc. I think 100% yield is 1 litre per second? But I am not entirely sure about that.

What I do know is the more the merrier.

e: Always use buffer tanks. In every step of your production. The crude oil gets into a process plants. This plant has three exists - petrol, light and heavy oil. Once again, put some buffer. When one production stops because it cannot put the oil anywhere, the whole plant will stop.

Now you have to get the right kind of oil to the right chemical plant. Most important is petrol for sulfur and then sulfric acid. You will need this chain for rubber and batteries.

Also, there are two kinds of modes for your processing plant. The normal mode and the advanced one. Both have to be researched, the second gives you more petrol and less of heavy/light oil, but needs water as well. Not much trouble but really worth it.

Later on you can use chemical plants to split light/heavy oil into petrolium with the use of water. Also quite important since you always need more rubber for your circuits.

Michaellaneous fucked around with this message at 11:16 on Jun 16, 2014

Phobophilia
Apr 26, 2008

by Hand Knit
Ever since I've learnt how to blueprint out enormous solar and accumulator complexes, I've skipped the solid fuel recipe and just spammed out a crazy number of solar panels. 2000+ of each thus far, and I don't feel like stopping. The only limiting factor is working out my train lines. I need a more rational train station design.

Morning
Aug 10, 2008

Michaellaneous posted:

It will go down to 0.1 litre per second iirc. I think 100% yield is 1 litre per second? But I am not entirely sure about that.


Yields can go much higher, I routinely up to around 2.5 per second.

I've actually seen a 13.2 one once, although I've never seen one like that again.

Baloogan
Dec 5, 2004
Fun Shoe

FISHMANPET
Mar 3, 2007

Sweet 'N Sour
Can't
Melt
Steel Beams
On my latest game I turned up the richness and frequency of oil, because gently caress searching for oil. And this time I built the first refinery system that doesn't make me gouge my eyes out:

MS Paint
Sep 21, 2007
Probation
Can't post for 10 years!

Phobophilia posted:

One thing you can try to do with huge backstacks is put a little system of underbelt --> Inserter --> provider chest --> smart inserter --> underground belt, which means some of the throughput gets stashed away.

Here is my simplistic low-tech circuit board factory design:

.

It doesn't bother with any looping, and 2 inserters from each copper wire assembler feeds each circuit board assembler. I'll need to work out a better way of splitting out copper and iron bar outputs into each 3:2 assembler unit.

Also, I recently had a brainstorm for tessellating miners, here is my idea:


The whole point is that it uses both sides of the belt both ways, and its a repeating pattern. Doesn't work so well on smaller deposits, unfortunately.

Edit: aw crap, it's actually missing a section of transport belt, but its easy to spot and fix.


I...uhh...Never realized you could use long-handled inserters to reach over a belt to another belt.

So last night I built a new production line without chest-buffering and instead just welt for mass-production, full-throughput.

Holy poo poo is it fast. Like, multiple speed card 2's a minute fast as a final product while making solar panels and everything for it. I haven't even maxed out the lines.

It is...cray.

Popy
Feb 19, 2008

Ok dumb question. Why the gently caress wont a Inserter put Coal in a Boiler?

Morning
Aug 10, 2008
It should be able to do it as long as you've got the inserter grabbing from a belt. Bug report it I guess?

President Ark
May 16, 2010

:iiam:

Popy posted:

Ok dumb question. Why the gently caress wont a Inserter put Coal in a Boiler?

If the boiler has ~5 coal in it already the inserter won't put more in, and if the water is at 100 degrees already the boiler won't turn on and actually burn the coal.

Sunblood
Mar 12, 2006

I'm a freakin' blur here!

Popy posted:

Ok dumb question. Why the gently caress wont a Inserter put Coal in a Boiler?

Inserters won't put more resources in machines beyond a stack of 5 or so. If it's not putting anything in at all, that's an issue. Post a screenshot.

Popy
Feb 19, 2008

Oh ok. I was topping it off manually didn't know about the stack of 5 thing. Everything is fine now whew.

Loren1350
Mar 30, 2007
I made another small mod, Magnet, mainly because someone in the stream was talking about it and I realized it would be pretty easy to make.

Mainly useful for those filthy DyTech users, or the occasional chest explosion, or maybe if you're using my other, Scrap Mod, after a biter apocalypse.

Or just as a curiosity.

Terebus
Feb 17, 2007

Pillbug
My starting position.

http://imgur.com/gH01013

MrYenko
Jun 18, 2012

#2 isn't ALWAYS bad...


Well... You're safe, at least.

Phssthpok
Nov 7, 2004

fingers like strings of walnuts
How do you take screenshots with all the inserter arrows showing?

Stick Insect
Oct 24, 2010

My enemies are many.

My equals are none.
You enable it in the option menu, it then shows with the overlay that appears when you press ALT.

Kenlon
Jun 27, 2003

Digitus Impudicus
I haven't seen many larger factory setups linked, so let me drop mine in: http://imgur.com/a/RCNFZ

Going and clearing out biter spawns really early and setting up radar outposts was really handy, kept them far away until I had time to get defensive walls built. At which point I went maximum Isengard and flooded the world with pollution. (Running around chucking Agent Orange at the trees to make it so I never had to bother with them getting in the way certainly didn't help with that.) At this point my walls are pretty much under constant attack, even with how far out they are.

EDIT: Also, all these screenshots predate me getting a logistics network up, so everything was placed by hand. :suicide:

Kenlon fucked around with this message at 04:27 on Jun 18, 2014

Phobophilia
Apr 26, 2008

by Hand Knit
Nice, organised, rational factory designs. I still don't have the hang of that.

Going around piercing mag rushing biter nests early on is quite valuable, you can get a stock of 80 something artifacts before medium biters show up, and small biters get shredded by piercing bullets.

I've also recently discovered the joys of distractor capsules. They sound worthless, but you can basically spam hundreds of disposable gun turrets biters, and they can both block pathing and tank for you.

thehustler
Apr 17, 2004

I am very curious about this little crescendo

Kenlon posted:

I haven't seen many larger factory setups linked, so let me drop mine in: http://imgur.com/a/RCNFZ

Going and clearing out biter spawns really early and setting up radar outposts was really handy, kept them far away until I had time to get defensive walls built. At which point I went maximum Isengard and flooded the world with pollution. (Running around chucking Agent Orange at the trees to make it so I never had to bother with them getting in the way certainly didn't help with that.) At this point my walls are pretty much under constant attack, even with how far out they are.

EDIT: Also, all these screenshots predate me getting a logistics network up, so everything was placed by hand. :suicide:

This is incredible work, can you please explain what your steam engine setup is doing there though. Are the solid fuels passed along from right to left as needed? It seems like the long handed inserters pull the solid fuel from the next boiler to the right and put it in the boiler on their left? This means that only needed boilers/engines get used?

Mellow_
Sep 13, 2010

:frog:
Eagerly awaiting multiplayer on this game.



First time starting a factory where I feel things are going smoothly and am in a position to go places. What are some things I should expect outside of the occasional small biter attacks? The only base that has been attacking me so far has been to the left of my factory, and it's well defended over there.

Is walling my entire factory in a decent idea? And is there a better alternative to stone walls?

Loren1350
Mar 30, 2007

AuxPriest posted:

Is walling my entire factory in a decent idea? And is there a better alternative to stone walls?

Not in vanilla, unless you count walls + conveyor belt defense.

Kenlon
Jun 27, 2003

Digitus Impudicus

thehustler posted:

This is incredible work, can you please explain what your steam engine setup is doing there though. Are the solid fuels passed along from right to left as needed? It seems like the long handed inserters pull the solid fuel from the next boiler to the right and put it in the boiler on their left? This means that only needed boilers/engines get used?

Mostly right. So, on the right side, I have a chest. Inserter grabs fuel, puts it into the boiler. The inserter to the left of the boiler goes, "Hey, there's something in this container!" grabs the fuel, and moves it, prompting the rightmost inserter to feed more fuel. Continue this all the way down the line until all boilers are at 5 fuel and fuel transfer stops.

As far as fuel use goes, the amount of water needed scales with the amount of power draw. If your power needs are low, you only need a low flow of water, and only a few of your boilers will be needed to heat it. If you're running flat out, all fourteen boilers will be running to get the water temp up to 100. This is how steam power always works. Lower your power need, and you lower your fuel need.



AuxPriest posted:

First time starting a factory where I feel things are going smoothly and am in a position to go places. What are some things I should expect outside of the occasional small biter attacks? The only base that has been attacking me so far has been to the left of my factory, and it's well defended over there.

Is walling my entire factory in a decent idea? And is there a better alternative to stone walls?

Walling is pretty much vital by the time you're producing enough pollution to really piss off the biters. What you want to do early on is to build chains of power poles out to the outskirts of your base, and put radar stations to give vision of as large an area as possible. This will a) let you know where the biters will come from (watch your pollution cloud spread on the map) and b) help you figure out terrain chokepoints where you can wall off more easily.

You can't solely rely on stone walls, though. You have to back it up with turrets, and gun turrets stop being worthwhile very quickly. Making a beeline to laser is your best bet.


Phobophilia posted:

Also, I recently had a brainstorm for tessellating miners, here is my idea:


The whole point is that it uses both sides of the belt both ways, and its a repeating pattern. Doesn't work so well on smaller deposits, unfortunately.

This right here is Doing It Wrong - you're massively overcomplicating things. The most efficient way to do things is to pack your miners as closely together as possible. This maximizes the rate at which you produce resources.

Place your miners in long strips, with a single belt in between for both rows of miners to output onto. Between each double row, leave one space to put the power poles you'll need.

Like so:


Or for a more zoomed in view:


You will, of course, want to use buffer chests further downstream to help store the ore and avoid things backing up too much. I cleared off the belts to show it in action - the splitters push half your mine output over to the input side of the belts, while allowing the other half to pass directly through. Having the input side rejoin the main line after the buffer means you lose very little throughput (there's a small amount from the turns, but not enough to matter), while still buffering a large amount of ore. Once your incoming ore dwindles sufficiently, the chests will output onto the main line, automatically emptying the buffer.

Kenlon fucked around with this message at 10:48 on Jun 18, 2014

thehustler
Apr 17, 2004

I am very curious about this little crescendo
poo poo that's loving ace.

I've been trying to use buffer chests for my labs but it gets complicated when you have two belts, one taking in red and green off one belt, and one taking in blue from another belt.

The issue is that the long handed inserters will take from 2 squares away, but can't insert into something 1 square away. How can I deal with this issue so that I can have some buffer chests for each lab? Anybody got any good designs I can steal?

thehustler
Apr 17, 2004

I am very curious about this little crescendo
Oh, another question. Stack size bonuses. I don't "get" them :)

Does it make inserters move more than one item at once? If so, how is this useful for anything other than unloading/loading trains and moving from chest to chest?

If you're going assembler to assembler apparently the bonus applies too, but usually you get one item made at a time, so there's no benefit from the bonus, surely?

Can somebody give me a quick run through, the wiki is very shittily written in places.

Kenlon
Jun 27, 2003

Digitus Impudicus

thehustler posted:

poo poo that's loving ace.

I've been trying to use buffer chests for my labs but it gets complicated when you have two belts, one taking in red and green off one belt, and one taking in blue from another belt.

The issue is that the long handed inserters will take from 2 squares away, but can't insert into something 1 square away. How can I deal with this issue so that I can have some buffer chests for each lab? Anybody got any good designs I can steal?

You're putting the buffer in the wrong place, most likely:



Having a single chest for each color of science makes this dead easy. The fast inserter and smart inserter pick up items at the same rate, so no matter how much science is in the chest, it'll get doled out and scooped back up without clogging things. Science is one of those things that you produce in small batches (4-5K at a time). Set up some assemblers next to your lab, drop the inputs into chests, and then manually move the science over once it completes - you can see I recently did this with blue science.

thehustler posted:

Oh, another question. Stack size bonuses. I don't "get" them :)

Does it make inserters move more than one item at once? If so, how is this useful for anything other than unloading/loading trains and moving from chest to chest?

If you're going assembler to assembler apparently the bonus applies too, but usually you get one item made at a time, so there's no benefit from the bonus, surely?

Can somebody give me a quick run through, the wiki is very shittily written in places.

It speeds up chest-to-chest transfers, yes (and things like my steam setup), but the biggest thing is in chest-to-assembler transfers. Makes slapping down a quad of assemblers to crank out specialty items much quicker. Like so:



Drop the inputs in the central chests, and it'll grind through what you need quickly. Stack size bonuses aren't enormously useful, but you will notice a speed difference if you do this sort of "workshop" assembling periodically.

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Foehammer
Nov 8, 2005

We are invincible.


:allears:

Good stuff! I love how many different possible solutions there are for problems in this game, multiplayer is going to be fascinating.

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