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I think, like everything else I'm the game, it should be easy and reliable once it's set up, but getting set up is the challenge. You could have a reactor that produces waste that has to be piped away or stored in barrels but can be recycled back into fuel by another building. Recycling can be slow so you either need to have storage for the waste fuel or a huge complex devoted to recycling. Once you're set up, you've got a cheap and powerful energy source that produces a small amount of pollution.
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# ? Jun 28, 2014 23:21 |
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# ? May 25, 2024 15:32 |
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Xel posted:Here is a 21,600 x 11,700 (27MB) map of my base. Made it with an autoit script to take the images and python script to combine them. How long did that take you to make that entire base its just massive
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# ? Jun 28, 2014 23:24 |
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I've updated my calculator doodad:
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# ? Jun 28, 2014 23:44 |
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Beautiful, but sometimes when I try to type decimals everything just locks at "Infinite", usually solved by just typing it again. Also missing 'per minute'
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# ? Jun 28, 2014 23:52 |
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Hey modders, would it be possible to make multiple recipes for the same item? I'm interesting in turning burner inserters into inserters. I'm tired of taking my gray arms to back to the shed and shotgunning them.
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# ? Jun 29, 2014 00:01 |
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Evilreaver posted:Beautiful, but sometimes when I try to type decimals everything just locks at "Infinite", usually solved by just typing it again. Also missing 'per minute' Do you mean it stays "infinite" even after you've typed in a valid value? Since everything recalculates instantly as the underlying data changes (including calculator inputs) poo poo is gonna break while typing out part of an input which is invalid. It could be fixed, but it's such a transient issue, and you know, ... Per minute is still on the issue list don't worry (but hey if you're in a rush - calc.jsx is the file you want)
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# ? Jun 29, 2014 00:31 |
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Hey also, can you do anything with those "stone rock" formations other than shotgun them into nothing?
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# ? Jun 29, 2014 00:38 |
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UberJumper posted:How long did that take you to make that entire base its just massive 107 hours played at that point but keep in mind a good portion of things are placed by robots using blueprints. Unfortunately the game is starting to lag a bit much at this point. I'm not sure how to reduce the active entity count besides just deconstructing my solar farm. Xel fucked around with this message at 02:18 on Jun 29, 2014 |
# ? Jun 29, 2014 01:31 |
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Xel posted:Here is a 21,600 x 11,700 (27MB) map of my base. Made it with an autoit script to take the images and python script to combine them. You know, I was a tad confused about just where your factory complex was. And then I found it. That thing is tiny! Can you give a picture of it zoomed in and with and without the alt-detail? Edit: That's a weird structure you have around some of belt corners. A splitter to double the throughput around a corner? That might be a clever idea! Phobophilia fucked around with this message at 03:22 on Jun 29, 2014 |
# ? Jun 29, 2014 03:20 |
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Every time I play a new game, I end up using more and more features and marvelling at how easy they make things. This time around I used blueprints extensively, and had almost every product my factory produced routed to provider chests. It's amazing how fast you can grow your base when you can put down a block of 25 solar panels or 48 capacitors or a laser tower defense array with the click of a button. That's 30 iron furnaces and 27 copper, plus to the north a small extension with another 12 copper and 6 iron feeding a dedicated green circuit factory. I have to say, though, effectivity modules are the most useful while you're getting to the endgame, and they should be prioritized as soon as possible. This is the map of my endgame base: There's practically zero pollution despite this being taken at a time when I was cranking out L3 modules in preparation for building the rocket defense; I never had a single map tile go over the lowest shade of pollution indicator, and biter attacks were so rare that it was like playing in peaceful mode. I also was able to run the base on pure solar power from about 5 hours in, and never built more than a single row of steam engines. Look at how low that killcount is.
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# ? Jun 29, 2014 03:50 |
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Large factory image: Alt turned on: I uploaded the scripts and some lame instructions to pastebin if anyone wants it. AutoIt script: http://pastebin.com/CTwHtrdF python script: http://pastebin.com/NzPkwyCV instructions: http://pastebin.com/5trbzVn0
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# ? Jun 29, 2014 03:56 |
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Huh, so your factory is pure logistics bots, no belts.
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# ? Jun 29, 2014 05:15 |
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Breetai posted:Every time I play a new game, I end up using more and more features and marvelling at how easy they make things. This time around I used blueprints extensively, and had almost every product my factory produced routed to provider chests. It's amazing how fast you can grow your base when you can put down a block of 25 solar panels or 48 capacitors or a laser tower defense array with the click of a button. Do the items need to be premade for the construction bots to build it, or can you have them in the player storage and have the bots draw from there? EDIT Xel posted:Base from hell Kinetica fucked around with this message at 06:33 on Jun 29, 2014 |
# ? Jun 29, 2014 06:31 |
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Kinetica posted:Do the items need to be premade for the construction bots to build it, or can you have them in the player storage and have the bots draw from there? Have assemblers build everything you want to be able to auto place and get them to put completed structures into passive provider chests with 1-2 open slots so there is a reasonable stockpile and your bots will grab them and place them. Honestly you should build an assembler for everything you want to build in your base and never construct anything by hand once you've teched to steam power.
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# ? Jun 29, 2014 07:49 |
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Evilreaver posted:evilreaver-mod-ideas.txt - excerpt Honestly this sounds perfect; having you build nuclear power by actually building each of the seperate major 'parts' of a nuclear power plant and taping them together instead of just having a single 'nuclear power plant' that eats uranium and poops power is both entirely in line with Factorio's themes. Also to be fair fission or fusion power probably should replace coal power, or at least be definitively better than coal power though requiring a lot more resources, technology and fiddly bits to get set up. If you have a choice between even a primitive fission plant and a coal-fired plant the fission plant is going to be better than the coal plant in almost every concievable way except possibly the meltdown aspect but if you design your fission plant properly you can actually set them up so they can't go into meltdown as the very act of the core melting down causes it to shut off its own fuel source. So *shrug* We could definitely use some more lategame power generation options though; I'm getting real sick of mindlessly building giant fields of solar panels or endless lines of coal plants. Phobophilia posted:Edit: That's a weird structure you have around some of belt corners. A splitter to double the throughput around a corner? That might be a clever idea! I believe he is using splitters instead of having corners at all because a splitter is faster than a corner. Neruz fucked around with this message at 09:55 on Jun 29, 2014 |
# ? Jun 29, 2014 09:51 |
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Neruz posted:I believe he is using splitters instead of having corners at all because a splitter is faster than a corner. You're looking at the part where he's shifting a belt a few squares to the left using splitters, but if you look up at the wire conveyors you can see how he uses splitters to push more around corners.
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# ? Jun 29, 2014 10:05 |
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Dr. Arbitrary posted:You're looking at the part where he's shifting a belt a few squares to the left using splitters, but if you look up at the wire conveyors you can see how he uses splitters to push more around corners. Oh I see, huh, that's interesting. I've used similar structures to get it so that both sides of the conveyor are used but It never occured to me to build a second corner to increase the throughput that way.
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# ? Jun 29, 2014 10:15 |
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Nuclear Power is appearently on the roadmap after multiplayer and 0.12
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# ? Jun 29, 2014 10:19 |
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I think my favorite new feature of 0.10.x is that you can use smart inserters to insert into a passive provider and have it stop off of the total items in the logistic network with just two red/green wires. It means I can have as many assemblers as possible making my item and still keep consumption in check easily.
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# ? Jun 29, 2014 17:17 |
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Uh, you don't need any wires to do that.
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# ? Jun 29, 2014 17:34 |
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What do you use wires for anyway; it seems like the wire network is rendered completely supurfluous by the logistics network and some decent planning.
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# ? Jun 29, 2014 17:41 |
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Neruz posted:What do you use wires for anyway; it seems like the wire network is rendered completely supurfluous by the logistics network and some decent planning. Mainly, it's cheaper/easier to run wire to outlying facilities than it is to get a chain of drone hubs going out to there, especially if you're not going to do any drone work in the area.
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# ? Jun 29, 2014 18:33 |
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LordSaturn posted:Mainly, it's cheaper/easier to run wire to outlying facilities than it is to get a chain of drone hubs going out to there, especially if you're not going to do any drone work in the area. My outlying facilities are usually just raw materials mining and processing; shipping (training) tonnes of coal, iron and copper plates back to the main hub doesn't need 'smart' interactions so I guess that's why I've never needed to use wire.
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# ? Jun 29, 2014 19:57 |
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Breetai posted:Honestly you should build an assembler for everything you want to build in your base and never construct anything by hand once you've teched to steam power. Maybe I'm missing something obvious but it's annoying to have to build 100 units of Science pack 3 in order to gain the technology which allows automated production of Science pack 3.
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# ? Jun 30, 2014 18:47 |
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snooman posted:Maybe I'm missing something obvious but it's annoying to have to build 100 units of Science pack 3 in order to gain the technology which allows automated production of Science pack 3. The only Science I've had to (or wanted to) make manually was Red. What part of Blue can't you make without Blue research?
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# ? Jun 30, 2014 18:52 |
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You definitely don't need to handcraft blues.
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# ? Jun 30, 2014 19:09 |
snooman posted:Maybe I'm missing something obvious but it's annoying to have to build 100 units of Science pack 3 in order to gain the technology which allows automated production of Science pack 3. You only need Assembler 2 (the blue one) to make Science 3, not Assembler 3 (the yellow one).
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# ? Jun 30, 2014 19:10 |
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Sunblood posted:The only Science I've had to (or wanted to) make manually was Red. What part of Blue can't you make without Blue research? Maybe he's thinking about needing Advanced Oil because he isn't using storage tanks? Either that or he thinks you needs level 3 assemblers, which you don't. e: partially beaten
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# ? Jun 30, 2014 19:12 |
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Shintaro posted:Maybe he's thinking about needing Advanced Oil because he isn't using storage tanks? Either that or he thinks you needs level 3 assemblers, which you don't. Nope, just ignorant and apparently blind. After building and using a score of them, all this time I thought assembling machine 2 could only take three ingredients.
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# ? Jun 30, 2014 19:32 |
snooman posted:Nope, just ignorant and apparently blind. After building and using a score of them, all this time I thought assembling machine 2 could only take three ingredients. That'd do it. I'm not even sure what Assembler 3s are used for. Can they hold more upgrades or something? The only things I can think of that need more than 4 ingredients are some of the power armor components (which you're only going to build like 3 of anyway) or the rocket defense (which is built in half a second).
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# ? Jun 30, 2014 19:36 |
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President Ark posted:That'd do it. They hold four modules and craft faster than the assember 2s do. e: If the wiki is correct, rocket defense (and oil refineries) need five ingredients and can only be hand crafted. snooman fucked around with this message at 19:46 on Jun 30, 2014 |
# ? Jun 30, 2014 19:41 |
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President Ark posted:That'd do it. The Assembler 1 crafts at 0.5x speed (i.e. if the player can craft it in 1 second, Assembler 1 crafts it in 2.) Assembler 2 is 0.75x speed, and Assembler 3 is 1.25x speed, so it's a pretty nice increase in speed, especially if you use it for something like Advanced Circuits which take a good amount of time. That's the only difference between 2 and 3 though.
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# ? Jun 30, 2014 19:44 |
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snooman posted:They hold four modules and craft faster than the assember 2s do. They are also more power- (and pollution-, if you care about such things) efficient on a per-item basis than any of the other assemblers.
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# ? Jun 30, 2014 19:45 |
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Yellow Assemblers use more power than Blue (210 kW vs 150 kW) but emit less pollution by default (1.8 vs 2.4).
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# ? Jun 30, 2014 21:02 |
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I wish the pipe infrastructure in the game was easier to deal with, even going with underground pipes where possible is just a mess. I'd like to see a piece that lets you cross pipes, so the exit from a oil refinery isn't a mess. Or, something that could join two/three pipes, then a pipe piece that has multiple tubes, and a splitter at the end.
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# ? Jun 30, 2014 21:19 |
I find a group of T's coming out of the refineries that lead to tanks placed to the left or right of them is the easiest and cleanest method that allows for the most clean expansion. Not straight from the refineries to the tanks. Dementedghost fucked around with this message at 21:47 on Jun 30, 2014 |
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# ? Jun 30, 2014 21:28 |
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Some way of running pipes right next to each other without having them interconnect in all directions would be nice.
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# ? Jun 30, 2014 21:36 |
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I'm using this mod, it's good. http://www.factorioforums.com/forum/viewtopic.php?f=14&t=4135 I think I could make this less messy though.
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# ? Jun 30, 2014 21:45 |
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Oil refinery takes 5 ingredients so you can't automate them with assemblers.
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# ? Jul 1, 2014 00:58 |
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# ? May 25, 2024 15:32 |
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Xel posted:Oil refinery takes 5 ingredients so you can't automate them with assemblers. I guess we need level 4 assemblers.
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# ? Jul 1, 2014 01:34 |