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Kris xK posted: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. You can still go hunting, and you'll be attacked in return, they just don't come for your base. So if you didn't go mediveal on them when they were all small you'll have the pleasure of going at mediums and larges with no purple-derived gear.
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# ? Jul 11, 2014 22:12 |
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# ? May 13, 2024 07:28 |
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Caconym posted:You can still go hunting, and you'll be attacked in return, they just don't come for your base. So if you didn't go mediveal on them when they were all small you'll have the pleasure of going at mediums and larges with no purple-derived gear. Bah, okay. It was my first try anyways, so lesson learned.
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# ? Jul 11, 2014 22:13 |
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Kris xK posted:Bah, okay. It was my first try anyways, so lesson learned. You're situation isn't unsalvagable. Just a bit difficult. I put myself into a similar spot recently and I found turret walking lasers very effective. If the bases are small, you only need a small number of them, too. Or, if your dumb like me and set the nest enrichment settings to high and have to take down a 20 spawner nest with worms and big biters with only mk1 power armor and an smg (for some god-awful reason I never bothered to research combat robots), the number of turrets increases a bit. Like, by a factor of ten. I was victorious in the end, though.
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# ? Jul 11, 2014 22:38 |
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0.10.3 released, but no game-changing alterationscode:
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# ? Jul 11, 2014 22:39 |
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No. All it means is that the biters wont launch attacks against you. Theyll still spawn and have bases for you to raid and acquire alien artifacts from , however. 420 circle strafe rockets errday. Wait till you automate manufacture of arms and etc though. The fun begins.
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# ? Jul 11, 2014 23:58 |
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Does anyone have good tips for oil? I'm trying to figure out how to do oil properly instead of just building more when I noticed a resource was running low. I did some calculations and with 4 oil refineries it would require 1 heavy oil converter and 7 light oil converters in order to turn everything into petroleum. I'm using small pumps right after the storage tanks but I'm still running into issues where the 7 light oil plants are not getting enough oil. Adding another oil refinery seems to fix it most of the time. Does that seem right or am I doing something wrong?
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# ? Jul 12, 2014 00:57 |
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Drevoak posted:Does anyone have good tips for oil? What are you using that much oil for? I just have one line each for Sulfur, Solid Fuel, and Plastics. Sometimes two for sulfur if my battery production runs low. Think the only thing that takes plastic is the advanced circuits, right? Edit: Oh, I get it. Not a lack of oil, trying to balance them. And lubricant of course. Bondematt fucked around with this message at 01:14 on Jul 12, 2014 |
# ? Jul 12, 2014 01:09 |
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sloshmonger posted:0.10.3 released, but no game-changing alterations This doesnt include 10.1 or 10.2 updates FYI, since I was about to post something about those earlier builds. In 10.1 they included the following change: Fixes to make assembling machine/lab with burner energy source possible. Shouldnt that allow pretty much everything the fusion/nuclear mod thats bandied about needs? Except for the huge energy jumpstart maybe.
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# ? Jul 12, 2014 01:15 |
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Bondematt posted:What are you using that much oil for? I was mainly trying to find a ratio rule with oil like the 1/14/10 steam engine setup.
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# ? Jul 12, 2014 01:27 |
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Looks like the new version broke the rocket defense countdown - there's no timer and leaving the game to run for ten mins does nothing.
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# ? Jul 12, 2014 05:02 |
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Caconym posted: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. 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.
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# ? Jul 12, 2014 07:00 |
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DaveKap posted:Can't you fix this by cutting off the pipe source and draining them into storage tanks that you can watch fill up, delete, then fill up until all your pipes clear? You'll need a small pump as well, but this is essentially what I did when I accidentally mixed up my pipes.
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# ? Jul 12, 2014 08:17 |
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My factories are always disgusting mishmashes of conveyor belts and inefficient, backed up conveyor belts but it works goddammit. Now, what do robots do? conveyor belts and inserters have worked fine so far
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# ? Jul 12, 2014 08:35 |
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Breetai posted:Looks like the new version broke the rocket defense countdown - there's no timer and leaving the game to run for ten mins does nothing. Mine worked just today after patching. Did you remember to turn it on? You have to open it and hit 'go', and it has to be powered remember. WHAT A GOOD DOG posted:My factories are always disgusting mishmashes of conveyor belts and inefficient, backed up conveyor belts but it works goddammit. Like most things in this game, they work intuitively, don't be afraid to try them out! 1) Build a roboport. Might want to automate boxing up the materials so you can build more later. 2) Set a factory to make Robot Frames. Bots themselves are quick and easy to make by hand, but the frames are annoying. They take the same materials as laser turrets, plus an electric engine, most games I have one assembler that switches back and forth as needed. 3a) Build some Requester Chests (blue) 3b) Build some Logistics Bots 3c) Build some Passive Provider Chests (red) 4) Throw the Logistics Bots on the ground like grenades. It's fun! Bots will move items from Active Provider -> Storage AND requests Passive Provider -> ONLY requests Storage -> Requests and to Storage ONLY FROM Active Provider (and construction bots, and general overflow) Requests (chests, player, construction bots NOT FROM other Requests. Lastly, the orange square is 'logistics' and the green square is 'construction'. If two roboports have their orange squares connect, bots can move between them. Evilreaver fucked around with this message at 09:11 on Jul 12, 2014 |
# ? Jul 12, 2014 08:57 |
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What robots do is they move things, considering this is a game that revolves around moving things you can imagine that this might be useful.
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# ? Jul 12, 2014 09:16 |
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Evilreaver posted:Mine worked just today after patching. Did you remember to turn it on? You have to open it and hit 'go', and it has to be powered remember. Yup. Clicked on the button, got the message 'ship landing started', but no countdown timer or anything. e: Haaaang on. It may be because it's a custom map I set up; I went to a previous playthrough's savegame and placing the defense worked. Whoops!
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# ? Jul 12, 2014 16:27 |
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So what's the deal with replays? Every time I open the research menu, the replay immediately breaks 100% of the time.
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# ? Jul 12, 2014 21:58 |
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I think its a known bug. Also i tried using the railcar as a chest, and found it would occassionally stop and would have to be restarted. Any idea why or sugfestions to fix?
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# ? Jul 13, 2014 02:52 |
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Man, logistics robots change everything. Holy poo poo. The amount of materials a lategame factory goes through is utterly incredible. I'm starting to see why rails and stuff are in the game - it's about the only way to get enough copper and iron to feed the beast. Now I need to figure out how smart chests and inserters work so that I can better control how much stuff I make. Quick question - is there a way to have a bot factory auto-deploy bots?
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# ? Jul 13, 2014 05:00 |
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Dirk the Average posted:Man, logistics robots change everything. Holy poo poo. You can just use an inserter to place them into a roboport.
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# ? Jul 13, 2014 05:07 |
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Sunblood posted:You can just use an inserter to place them into a roboport. Bonus points if you have the logisitcs robots bring them from the assembler to the roboport.
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# ? Jul 13, 2014 05:28 |
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Replicant points if you have logi-bots cart around all the resources necessary to create more logi-bots. It's not a bad research line to rush into, I find. It lets you move away from buses and belts every which way to an assembly depot near a storage depot for anything that doesn't need gobs of mass-production. And I think you don't have to dip into blue research to get that far either.
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# ? Jul 13, 2014 07:03 |
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Sage Grimm posted:Replicant points if you have logi-bots cart around all the resources necessary to create more logi-bots. Factorio: Start Your Own VonNewmann Machine!
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# ? Jul 13, 2014 07:11 |
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Sage Grimm posted:And I think you don't have to dip into blue research to get that far either. So here's something I beat the game w/o ever touching. Red and green wires. What the heck are these things actually good for besides adding the "red wire" Minecraft Turing machine ability to Factorio?
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# ? Jul 13, 2014 07:22 |
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DaveKap posted:You do because the tech for the chests costs blue. You can make steam engines that only operate when your accumulators are empty during the hour or so that you transition from dirty to clean energy. You can make inserters only insert a certain number of items into chests - which is mooted by the ability to open/close chest slots. Although there may be one potential use for them - does anyone know if wires can be attached to roboports?
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# ? Jul 13, 2014 09:39 |
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Is there a maximum bandwidth limit to the bus that anyone has reached yet? I had a feeling that, with one line of copper plates, my copper wire factories weren't getting fed properly, but then I added a few more smelters and that fixed it. Got me thinking though that if I were to expand even further, at some point the copper plates from one belt aren't going to cut it to feed the entire system. Is that where you need to give wires a dedicated plate supply, or decentralize wire/circuit production? Finally finished my first game. The rocket defense isn't a very fun goal though and I'm glad the developers seem to realise that as well. I didn't even get attacked during the 10 minutes I had to wait. I was actually kinda looking forward to getting a large attack, what with having roughly 200 laser turrets set up and gate-like defenses for my train depot.
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# ? Jul 13, 2014 13:26 |
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If you find yourself needing more than one belt is capable of providing use a second belt
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# ? Jul 13, 2014 14:03 |
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Really if your goal at any time isn't to expand demand so that you oh boy oh boy oh boy get to add another belt !!! of copper/iron plates then you need to reevaluate your priorities.
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# ? Jul 13, 2014 14:17 |
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DaveKap posted:You do because the tech for the chests costs blue. Speaking of that, this is the best I can do on a first attempt to make logic gates and I'm wondering if they can be simplified. I'd love to see any pics of cool logic/automation stuff. http://imgur.com/a/fn2UL
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# ? Jul 13, 2014 18:31 |
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You can add a second belt, or upgrade the first belt with a faster belt, or both! Alternately, you can get fast inserters to grab plates along the line and put them into passive provider chests so that your logistics network can get to them. Remember that you can use splitters to even out the flow of goods to both sides of the belt for more carrying capacity as well.
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# ? Jul 13, 2014 18:35 |
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Does anyone (who likes to read the code) happen to know exactly what the floor of output is for a depleted oil field? The game says something like 0.1 per second but I'm curious if that's actually it or if it's some smaller number that isn't represented in the game. In other words, is it even worth keeping rigs on depleted oil fields? I'd venture to guess "yes" is the answer because some oil is better than no oil but I'm wondering if having 10 depleted rigs vs 1 depleted rig even makes a difference.
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# ? Jul 13, 2014 22:09 |
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The late game's most dangerous enemy is low fps. I don't know how to get back above 30 fps without just starting a new game.
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# ? Jul 13, 2014 22:46 |
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DaveKap posted:Does anyone (who likes to read the code) happen to know exactly what the floor of output is for a depleted oil field? The game says something like 0.1 per second but I'm curious if that's actually it or if it's some smaller number that isn't represented in the game. Yes, .1 is the "floor". They never deplete all the way, they just slow to a tenth of normal output. 10 depleted rigs are as good as 1 rig operating at 100%. If you're desperate for oil, you can even squeeze more out by using Speed modules in depleted rigs, which makes you get that .1 more often.
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# ? Jul 13, 2014 22:54 |
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It wont help you compared to having actual like, oil , but its better than nothing. With any luck itll let you keep you in enough plastic to make circuits and etc.
SpookyLizard fucked around with this message at 23:42 on Jul 13, 2014 |
# ? Jul 13, 2014 23:27 |
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I keep seeing people throw out wanting roads as something they want in, yet no one has linked the mod that actually does it. Roadworks
While it doesnt do tire gripping/steering like some want and Im always leery of adding one use resources, it does seems like a good start.
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# ? Jul 14, 2014 03:03 |
gently caress, I can barely drive my car without hitting something and blowing up as it is, making it go even faster would be a nightmare
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# ? Jul 14, 2014 04:48 |
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I do like that the mod adds them as 'floors' but the price of the roads is pretty steep, unless "one road" is 3x3 or something.
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# ? Jul 14, 2014 05:28 |
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DreamShipWrecked posted:gently caress, I can barely drive my car without hitting something and blowing up as it is, making it go even faster would be a nightmare Exactly this. How the hell do you guys control the car so well that you want it to go even faster?
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# ? Jul 14, 2014 11:37 |
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The trick is to slow down around bends and hazards.
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# ? Jul 14, 2014 12:01 |
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# ? May 13, 2024 07:28 |
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Slow down and shotgun all the trees. First few times I had a car, I promptly exploded them against my walls because apparently I put the car on-screen pointing straight at my wall instead of away from it.
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# ? Jul 14, 2014 12:27 |