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Aurium posted:I must be weird, but I love walking laser turrets into bases. It feels very Creeper World. Wonder what the overlap is like between people who liked any of those games and Factorio.
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# ? Jul 10, 2014 05:02 |
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# ? May 27, 2024 04:17 |
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Cirrial posted:It feels very Creeper World. Wonder what the overlap is like between people who liked any of those games and Factorio. Never heard of that game before, but whatever the overlap was before, it's +1 now. My save games are getting to be nearly 100 MB on account of the replay feature, which I never use. I discovered that if I disable the Scenario mod (I paid more for the extra content) it disables the replay. I'm sure there must be a dummy mod that doesn't do anything that you can use to disable replay saving, because the way the game saves the game is just awful.
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# ? Jul 10, 2014 06:09 |
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FISHMANPET posted:Never heard of that game before, but whatever the overlap was before, it's +1 now. You can go to the wiki and make a dummy mod in a second, it's just a text file. Here, why not: The whole process is case sensitive, and kinda picky on details so this is the minimum of things. 1) Make a new folder: .../factorio/mods/DummyMod 2) save the below as info.json pre:{ "name": "dummy-mod", "version": "1.0.0", "author": "Evilreaver", "title": "Dummy Mod", "contact": "evilreaver@gmail.com" } pre:data:extend { }
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# ? Jul 10, 2014 08:29 |
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I'm kind of surprised at all this talk of using AP ammo to clear out biter nests. If you go -real- early (before they start spitting back at you), you can take 'em out with iron armor, shotgun, smg, two turrets, and regular ammo. I don't even try to set up the turrets within firing range of the spawners, i just set them back a bit so I have someplace to rest. The four things you need to do: unequip the regular pistol, aim closer to you than the hive so the targeting takes out any threats charging at you, and walk close enough that the shotgun does some real damage, and switch back to the SMG every time something small runs at you. Even if the entire spread hits the hive, distance seems to have a dramatic output on that shotgun damage. Of course, I might just be misreading where exactly in the biter evolution cycle you're talking about. My most recent 'fresh' base has one big nest, but there are a lot of smaller nests I can easily clear out to limit the avenues of attack, as long as I don't get them spitting back at me.
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# ? Jul 10, 2014 08:37 |
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AP ammo is just easy. Pump some Steel and Copper into an assembler, and voila. You can just spacebar your way through waves of small biters, no fuss.
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# ? Jul 10, 2014 08:40 |
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I while ago I posted about making a main bus that was just the basic building blocks i.e. every component that couldn't be manufactures by an assembler, or that it would be impractical to manufacture on demand due to how much of them are used (i.e. green circuits). I also posted about leaving a 2-square gap between belts, as this would let you branch components off the bus without worrying about having to alter the belts of any other components. Its. So. Orderly. Left to right is steel, iron, copper, green circuits, plastic, batteries, red circuits. I'm manufacturing almost everything in assemblers rather than by hand, and can put down 48 accumulator/24 solar panel groupings and 8 turret & wall groupings using blueprints only. My research/science production is infinitely expandable, as is circuitry and smelting. You can just see where raw copper/iron plates enter the factory at the very bottom.
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# ? Jul 10, 2014 08:41 |
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Breetai posted:I while ago I posted about making a main bus that was just the basic building blocks i.e. every component that couldn't be manufactures by an assembler, or that it would be impractical to manufacture on demand due to how much of them are used (i.e. green circuits). I also posted about leaving a 2-square gap between belts, as this would let you branch components off the bus without worrying about having to alter the belts of any other components. Hey thanks, I was waiting for someone to post things like this. Standardized design "best practices" type ideas. What is this bussing you speak of?! Anyone have good ideas for building from the ground up? Belasarius fucked around with this message at 09:58 on Jul 10, 2014 |
# ? Jul 10, 2014 09:44 |
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See the series of seven parallel conveyors bringing the primary components to the various assemblies? That's the bus. Basically the main artery of the factory from which all of the other items are manufactured.
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# ? Jul 10, 2014 10:13 |
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Breetai posted:See the series of seven parallel conveyors bringing the primary components to the various assemblies? That's the bus. Basically the main artery of the factory from which all of the other items are manufactured. Yes I thought so but I don't think I've heard the terminology before. Belasarius fucked around with this message at 10:25 on Jul 10, 2014 |
# ? Jul 10, 2014 10:19 |
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There's no need to keep plastic flowing past the advanced circuit assemblers. It has no other use. Personally, I like to make plastic right at the advanced circuit section, as I find it simpler to bring petrol and lube to the solids area than to send various solids over to the liquid area. I've been using a bus with 2 belts per 4 rows to save a little space, but I don't think it's worth the hassle of the extra tunnels you have to build.
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# ? Jul 10, 2014 10:21 |
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Belasarius posted:Yes I thought so but I don't think I've heard the terminology before. Err how is it fed? Fullscreen the pic and look closely. Down the very bottom there's only conveyors for iron and copper (and plastic, but that was added later in the game). All of the other lines are created by branching off basic components with a splitter (running them under nearby bus conveyors if there are any in the way using underground belts), running them to assemblers, and then for certain components running lines back from those assemblers and adding a line to the main bus.
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# ? Jul 10, 2014 10:30 |
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I assumed they were called a bus because that's what the big fat cable that comes off your motherboard is called.
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# ? Jul 10, 2014 10:57 |
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Your mother's so big and fat she has to take the bus to get from non-volatile storage to primary RAM.
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# ? Jul 10, 2014 11:02 |
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Phssthpok posted:There's no need to keep plastic flowing past the advanced circuit assemblers. It has no other use. It's a bit situational, I'm extending it upwards as there's a couple of deposits to the north that I'm going to use to set up a dedicated secondary red chip factory for when required throughput exceeds the ability of a nondedicated factory to handle.
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# ? Jul 10, 2014 11:14 |
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Phobophilia posted:I assumed they were called a bus because that's what the big fat cable that comes off your motherboard is called. This is indeed where the terminology comes from. Consider the belts as multiple data lines.
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# ? Jul 10, 2014 11:22 |
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yo momma so fat shes the reason why dos uses a file allocation table
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# ? Jul 10, 2014 12:57 |
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Baloogan posted:yo momma so fat shes the reason why dos uses a file allocation table yo momma give blowjobs like a failed os interface unveiling; ain't no-one wanna see her bob
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# ? Jul 10, 2014 13:09 |
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yo mama so nasty she set the biter evolution factor to 2
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# ? Jul 10, 2014 16:59 |
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yo mama is so fat, three fast belts are not fast enough to keep up with her food intake
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# ? Jul 10, 2014 17:06 |
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Is it possible to edit existing maps? I'm getting tired of the lack of oil close to my base.
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# ? Jul 10, 2014 17:15 |
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What does your resource extraction and transportation layout look like? I wasn't posting too clearly.
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# ? Jul 10, 2014 18:54 |
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Not pictured: 10-15 pumpjacks scattered around the factory. All the oil goes into the top two tanks, which are perpetually empty. Under the refineries are storage for petroleum, light and heavy, from left to right. All the plants under the tank storages crack heavy into light and light into petroleum. I can barely feed a plastic assembler with this setup! Only one refinery is ever running. Am I doing it wrong? edit: alt is better is for screenshots Colonel J fucked around with this message at 19:08 on Jul 10, 2014 |
# ? Jul 10, 2014 19:02 |
Colonel J posted:
Have the pumpjacks hit 0.1 oil/sec yet? Are you using speed modules on all the pumpjacks and productivity on the oil refineries? Do the really far away pumpjacks have electric pumps on the pipes going out of them so the pressure stays high enough for decent throughput?
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# ? Jul 10, 2014 19:06 |
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Colonel J posted:
No - once you floor your oil wells, you'll almost never have any crude backed up (unless you fill up your output tanks). Make sure you put speed modules in your pumps, and hunt down as many new sources of oil as possible. Not much else you can do. Once you have filled up your storage depots for plastics/advanced circuits, you'll get a chance to build up some reserves.
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# ? Jul 10, 2014 19:09 |
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Its easiest to just click the refineries that aren't working. Do they have 10 oil coming in? No? Add oil. Do they have output backing up? Add sinks/tanks.
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# ? Jul 10, 2014 19:10 |
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I've started turning oil up, both deposit size and frequency, because the wells are just too drat far away for it to be any fun. I think I went too high though, because I more than maxed out my pipes with just the deposits in my base.
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# ? Jul 10, 2014 19:10 |
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Those are all good points. I actually just figured out many of my pumpjacks were lacking power, I didnt reconnect them after some work on the base. It all works for now but it won't for long, everything shoud floor out quick. I already had speed modules and pumps, but the productivity modules in the refineries are a better idea than speed.
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# ? Jul 10, 2014 19:14 |
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-edit- Nevermind, newbie mistakes. This game is incredibly addicting. Sipher fucked around with this message at 03:48 on Jul 11, 2014 |
# ? Jul 11, 2014 03:25 |
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As expected, I bought this thing. Should I stick to the stable release or is the experimental okay?
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# ? Jul 11, 2014 05:11 |
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seravid posted:As expected, I bought this thing. Should I stick to the stable release or is the experimental okay? 10.0 is fine 10.1 has some small bugs (turrets only fire at moving targets, etc) 10.2 has no bugs I know of except that it will eat your saves, but this can be worked around (load any mod, load your save to fix it) Each version has a bunch of new features. I'd recommend 10.2 personally.
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# ? Jul 11, 2014 05:40 |
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Evilreaver posted:10.0 is fine Somebody a couple pages back was complaining about 100mb+ save files, looks like 10.2 fixes that. http://www.factorioforums.com/forum/viewtopic.php?f=3&t=4593
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# ? Jul 11, 2014 06:46 |
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DaveKap posted:For anyone interested, here's what you make when you go through the missions straight and then start up a sandbox game and get to the end game without reading a single hint about how you're supposed to build anything. It's freakin' insane how easily expandable this setup is compared to what may as well have been a rats nest in my quoted images. My tech is flying off the shelf and I'm really excited for the prospect of needing to build some trains soon. For some reason needing to build railways always got me super excited. Thanks for scratching that OpenTTD itch, Factorio! In any case, thanks to the goon with that idea.
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# ? Jul 11, 2014 07:37 |
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Evilreaver posted:10.0 is fine 10.0 has the shotgun nerf bug (only fires one pellet).
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# ? Jul 11, 2014 08:15 |
10.0 (at least, maybe others) also has a bug where if you're holding LMB to autplace power poles and your mouse happens to be on top of a tree when it's trying to place one your game crashes.
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# ? Jul 11, 2014 13:20 |
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bitcoin bastard posted:Somebody a couple pages back was complaining about 100mb+ save files, looks like 10.2 fixes that. http://www.factorioforums.com/forum/viewtopic.php?f=3&t=4593 I'm not sure if it "fixes" it or not, or if it's just broken by design, but save games are still huge. Which isn't a problem itself, but the way the game saves is it zeros out the file and rewrites it entirely, so a 100mb save takes a while to save, and the game freezes while it's saving.
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# ? Jul 11, 2014 16:45 |
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I'm really surprised they haven't put this on Steam already. It's better than like 90% of the poo poo they have on the New Releases. And is there any good mods that expand research out without making it awful? The only one I found was some big pack that fucks with everything.
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# ? Jul 11, 2014 20:02 |
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DaveKap posted:So thanks to this thread, I jumped back into Factorio (it has barely changed since I stopped playing, you can see the images above for my no-exposure-to-advice end-game factory) and start a new sandbox game. I decided to take the advice of 1 person in this thread and went for the spaced-out belt idea and got this. You're still going to get expansion issues with your green circuit factories running into your labs. You'll hit 15-20 circuit factories easy. Moving the labs should be easy though, at least if you do it now before you happen to build all your refineries next to them or something.
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# ? Jul 11, 2014 21:14 |
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Pretty much anything can be torn up and replaced quickly (or instantly with bots) except refinery complexes. Managing the squid of belts is pretty much all hands-on. Liquids!
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# ? Jul 11, 2014 21:17 |
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Evilreaver posted:Pretty much anything can be torn up and replaced quickly (or instantly with bots) except refinery complexes. Managing the squid of belts is pretty much all hands-on. Liquids! Nothing better than loving around with the pipes and suddenly realizing you've got water in your petroleum gas pipes or something. Welcome to tearing out the entire pipe system and starting from scratch.
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# ? Jul 11, 2014 21:44 |
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# ? May 27, 2024 04:17 |
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Caconym posted:Nothing better than loving around with the pipes and suddenly realizing you've got water in your petroleum gas pipes or something. Welcome to tearing out the entire pipe system and starting from scratch. Yeah I often run into this problem. Now I just barrel all the crude oil I get and conveyer belt it to the plant complex in my primary base. Question: for the big babies among us who are playing on peaceful, am I screwed for getting purple beakers?
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# ? Jul 11, 2014 22:06 |