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UberJumper posted:Does anyone have a good chemical/oil processing setup? I know someone posted a really nice modular setup but after going through the last 20 pages i cannot find it. You mean this one? http://lpix.org/1746792/dawdwdaw.png
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# ? Jul 26, 2014 08:50 |
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# ? May 27, 2024 02:00 |
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Evilreaver posted:Play -> Custom Scenario -> base/Sandbox The control.lua file from that scenario (/data/base/scenarios/sandbox) can be copied to a different scenario if that map gets stale. The relevant commands to remove the character and enable controller god mode are: code:
code:
To create a scenario, either make a map in the map editor and save it, or use an existing map and convert it with this command (via command prompt): \path\to\factorio.exe --map2scenario [map name] This has been crashing my Factorio lately, so YMMV. e: words snooman fucked around with this message at 18:55 on Jul 26, 2014 |
# ? Jul 26, 2014 18:44 |
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So I was loving around in Factorio and decided to see how small of a space I could squeeze a Steel Plate processing production line into. Then I had a brainwave. It takes raw Iron ore on the left, and deposits it on the conveyer to the right. You can see the filters on the two rightmost inserters, and the logic for the leftmost ones are as follows: Top > 4 Iron Plates in the crate. Bottom < 3 Iron Plates in the crate. Basically the logic stops more ore from being inserted into the furnace once the required number for a Steel Plate have been forged, then once the first plate from the box enters the furnace it switches the furnace to Steel production until the Steel Plate is finished, at which point it becomes available for Iron production again.
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# ? Jul 27, 2014 07:32 |
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You don't need that belt up there. Inserters will drop off onto and pick up off of the naked ground.
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# ? Jul 27, 2014 09:33 |
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Using inserters instead of conveyor belts is a fun way to make a gigantic rube goldberg machine! Try it oUUTTT!
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# ? Jul 27, 2014 10:29 |
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I can't follow this. How does the logic stop more iron ore being dumped into the furnace when you want to switch to steel? It seems like the iron ore inserter doesn't have any logic on it. I also don't see why you need the steel logic inserter - surely you want it to take ANY steel you produce and remove it? Caveat: I haven't got up to logic yet, so maybe I just don't understand how they work.
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# ? Jul 27, 2014 19:14 |
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boatiemathmo posted:I can't follow this. How does the logic stop more iron ore being dumped into the furnace when you want to switch to steel? It seems like the iron ore inserter doesn't have any logic on it. Because the furnace also produces iron, and you don't want to pull that out via the steel exit
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# ? Jul 27, 2014 19:29 |
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boatiemathmo posted:I can't follow this. How does the logic stop more iron ore being dumped into the furnace when you want to switch to steel? It seems like the iron ore inserter doesn't have any logic on it. See how the read wire connects the leftmost inserters to the chest? when a red wire is set up you can specify a condition for operation for connected Smart Inserters. The conditions are: Top > 4 Iron Plates in the crate. (i.e. when there are enough iron plates to craft a single Steel Plate, dump them into the furnace) Bottom < 3 Iron Plates in the crate. (i.e. stop putting in ore when there are 3 plates in the crate, which happens to coincide with there also being on plate undergoing smelting in the furnace, plus 1-2 iron ore preloaded onto the furnace, for a total of minimum 5 iron plates, allowing for steel smelting)
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# ? Jul 27, 2014 23:14 |
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The question is, do blueprints preserve logistics logic? Like, I'm not manually wiring up a 50 furnace system.
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# ? Jul 27, 2014 23:24 |
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Phobophilia posted:The question is, do blueprints preserve logistics logic? Yarp.
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# ? Jul 27, 2014 23:48 |
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Breetai posted:See how the read wire connects the leftmost inserters to the chest? when a red wire is set up you can specify a condition for operation for connected Smart Inserters. The conditions are: Aaah, thank you. For some reason I had my left and right confused - and I didn't know the red wire was logic. I assume that was some sort of advanced power pole or something.
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# ? Jul 28, 2014 00:24 |
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In my game at random power lines seem to be randomly un-wiring themselves, It is really weird and makes absolutely no sense. I was somewhat confused when my walls started to get destroyed by the aliens, only to start wandering over there and notice a big chunk of my power lines completely unwired. I though i accidently hit shift, and unwired them. But i just wandered away and setup some more steam boilers, and suddenly all the power lines from my smelter are gone: If i reload my save they show up for awhile, but eventually they just randomly start unwiring themselves. Anyone run into this issue before?
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# ? Jul 28, 2014 05:16 |
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UberJumper posted:In my game at random power lines seem to be randomly un-wiring themselves, It is really weird and makes absolutely no sense. I was somewhat confused when my walls started to get destroyed by the aliens, only to start wandering over there and notice a big chunk of my power lines completely unwired. I though i accidently hit shift, and unwired them. I started getting this with the most recent patch, removing the occasional post and replacing it will make the wiring fix itself. It's only a matter of time until other areas lose their wiring as well.
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# ? Jul 28, 2014 07:24 |
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AuxPriest posted:I started getting this with the most recent patch, removing the occasional post and replacing it will make the wiring fix itself. It's only a matter of time until other areas lose their wiring as well. Yeah apparently the developers know about the bug, apparently they will fix it eventually. In other factorio 0.10.4 news, there is a gamebreaking bug when you start using logistics robots. When your robots go outside a certain zone the game crashes. http://www.factorioforums.com/forum/viewtopic.php?f=30&t=4999 I downgraded back to 10.3.
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# ? Jul 28, 2014 22:33 |
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Well that explains all the crashing I'm getting. Thank goodness I keep my savegames in Dropbox.
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# ? Jul 28, 2014 23:01 |
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I've completed the campaign and started a sandbox game to mess around. I'm 20 hours in and getting the hang of it, but I do have a few questions: - Tier 4 research (purple) requires a hell of a lot of alien artifacts, is there any way to automate nest extermination (and artifact vacuuming) ? Gathering the hundreds of orbs necessary manually will take ages. - Speaking of nest extermination, my armor is much better at killing bugs than my weapons. What? - Can't construction bots build stuff themselves if the required materials are present? I guess I can put a provider chest at the end of every single line so nothing is ever missing, but it seems more reasonable for the construction bots to just pick up the thousands of iron plates and gears in storage and construct whatever the blueprint requires. - Oil production and consumption is pretty weird. I ran out of it near my base, so I figured I'd build a major, self-sufficient outpost in a strategic position, set up a barrel factory, transport every drop of oil in the area, pack it and send it to the main base's refinery complex. Brilliant, except the 10 drills I have right now can only support one, single, solitary barrel assembler; my train runs therefore mostly empty, but the worst part is that even this pathetic output is way more oil than I need. One minute everything's awesome, the next all my storage tanks are full, even with 5 refineries burning 24/7.
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# ? Jul 29, 2014 01:47 |
seravid posted:I've completed the campaign and started a sandbox game to mess around. I'm 20 hours in and getting the hang of it, but I do have a few questions: No. Get the highest tier combat bots (destroyer capsules?), they make short work of even tier 3 biter nests. quote:- Can't construction bots build stuff themselves if the required materials are present? I guess I can put a provider chest at the end of every single line so nothing is ever missing, but it seems more reasonable for the construction bots to just pick up the thousands of iron plates and gears in storage and construct whatever the blueprint requires. Nope, that would defeat the point of the game. quote:- Oil production and consumption is pretty weird. I ran out of it near my base, so I figured I'd build a major, self-sufficient outpost in a strategic position, set up a barrel factory, transport every drop of oil in the area, pack it and send it to the main base's refinery complex. Brilliant, except the 10 drills I have right now can only support one, single, solitary barrel assembler; my train runs therefore mostly empty, but the worst part is that even this pathetic output is way more oil than I need. One minute everything's awesome, the next all my storage tanks are full, even with 5 refineries burning 24/7. This isn't a question. But realtalk: Put speed modules in the drills if you want more output and put productivity or speed in the refineries. Ten drills is still a lot even if you're not using more than one assembler.
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# ? Jul 29, 2014 01:50 |
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Some of the intermediate factories produce their thing excessively fast: a single chemical factory can produce enough plastic to supply like eight red chip ASM2s, atleast until you start dicking with modules.
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# ? Jul 29, 2014 02:07 |
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Ten drills being enough for my five refineries is fine, I suppose, but those same ten drills only producing enough oil to support a single barrel-filling assembler (type 2) was surprising and disappointing. When I built the outpost I started with four of these assemblers and room for many, many more; I figured there would be barrels as far as the eye can see, waiting to be loaded in a gigantic train. Turns out one assembler and a mule would have been fine I guess I could reduce how much oil a barrel contains.
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# ? Jul 29, 2014 03:06 |
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The worst part is that an oil pipeline is higher-bandwidth, faster, simpler, and cheaper than a rail line, which renders the whole barrel setup obsolete except as an exercise. Rails require a buttload of steel, engines, fueling for trains, logistical setup, loading and unloading, filling and emptying on both sides... Pipes just require iron for pipes, and extremely long pipes benefit from a single electric pump, that's it.
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# ? Jul 29, 2014 03:16 |
Evilreaver posted:The worst part is that an oil pipeline is higher-bandwidth, faster, simpler, and cheaper than a rail line, which renders the whole barrel setup obsolete except as an exercise. Doing it by rail makes sense if it's both a long distance and you can run something else on the same train.
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# ? Jul 29, 2014 03:22 |
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Doing it by Rail also means i am 99% less likely to accidentally drive over pipes
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# ? Jul 29, 2014 03:24 |
UberJumper posted:Doing it by Rail also means i am 99% less likely to accidentally drive over pipes On the other hand, it means you're 99% more likely to be hit by a train at some point.
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# ? Jul 29, 2014 03:25 |
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President Ark posted:Doing it by rail makes sense if it's both a long distance and you can run something else on the same train. I guess, but barrels only stack to 8 (10 now that it's base 10 probably? It's been a while) The (very nearly) infinite bandwidth of Pipes is the main selling point, with the no-hassle logistics being #2. On the other hand, there is "run over your own pipes in a car" which is eventually obviated by wearing 6 exosuits.
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# ? Jul 29, 2014 03:27 |
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Dont pipes have a limit on the amount? Because i know it works that way with water. You cant just keep adding pumps to it.
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# ? Jul 29, 2014 05:38 |
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SpookyLizard posted:Dont pipes have a limit on the amount? Because i know it works that way with water. You cant just keep adding pumps to it. It's preposterous, like 200/sec. Use the "make oilwells amazingly overpowered" script and plug one into a tank and time how long it takes to fill. (If you set a well value to -1, it acts like 576,000/sec)
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# ? Jul 29, 2014 05:50 |
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Evilreaver posted:I guess, but barrels only stack to 8 (10 now that it's base 10 probably? It's been a while) Emphasis on the eventually though! That stuff takes a while to construct and research.
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# ? Jul 29, 2014 05:55 |
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seravid posted:I've completed the campaign and started a sandbox game to mess around. I'm 20 hours in and getting the hang of it, but I do have a few questions: Your armor probably have laser turrets in it, and while the medium and big biters are resistant to explosives and gunfire, they have zero resistance to lasers. Is one of your outputs clogged? Phone posting is broken.
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# ? Jul 29, 2014 06:39 |
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What I wanted to say, but couldn't because of my phone doubling everything I typed... If one of your oil refinery outputs are full, the refinery will stop working. So check on that. And filling oil barrels is fast and takes 25 oil, so you only really need a single filler. It is more effective to run it through pipes though, use underground to help prevent car related accidents. They go pretty far.
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# ? Jul 29, 2014 06:43 |
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Any time anything stops working, click it. Are all the reagents being loaded? Are any outputs backed up? Power level adequate?
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# ? Jul 29, 2014 06:45 |
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President Ark posted:On the other hand, it means you're 99% more likely to be hit by a train at some point. That is why you don't stand on train tracks. Don't do it in games, don't do it in real life. Trains go on train tracks, if you are not a train you do not belong on train tracks. Dunno-Lars posted:It is more effective to run it through pipes though, use underground to help prevent car related accidents. They go pretty far. I think underground pipes actually go further than the number of pipe segments required to make them too which is a little odd.
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# ? Jul 29, 2014 09:27 |
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Neruz posted:I think underground pipes actually go further than the number of pipe segments required to make them too which is a little odd. Underground pipe costs 10 pipe (1 iron each) and 10 iron. It reaches the same distance as 11 pipe.
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# ? Jul 29, 2014 12:52 |
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Hmm, maybe it's underground belts then? I could have sworn I added up the pieces required for either UG pipes or belts and discovered that they reached further than the pieces needed to make them. Maybe I'm just insane
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# ? Jul 29, 2014 13:05 |
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Neruz posted:Hmm, maybe it's underground belts then? I could have sworn I added up the pieces required for either UG pipes or belts and discovered that they reached further than the pieces needed to make them. UG express belts are nice because they only need gears and plates, no lube. If you have a gear supply, its easy to mass produce them by hand. Other than that
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# ? Jul 29, 2014 13:35 |
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Evilreaver posted:UG express belts are nice because they only need gears and plates, no lube. If you have a gear supply, its easy to mass produce them by hand. Maybe that was it. I dunno
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# ? Jul 29, 2014 14:43 |
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The day they implement a system that lets you hold-click and drag underground pipes like you can hold-click and drag electrical poles for maximum reach efficiency I'll be a happy man.
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# ? Jul 29, 2014 15:03 |
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Breetai posted:The day they implement a system that lets you hold-click and drag underground pipes like you can hold-click and drag electrical poles for maximum reach efficiency I'll be a happy man. Wait what? How do that with electrical poles
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# ? Jul 29, 2014 15:33 |
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Okay, place an electrical pole but hold the mouse button down instead of just clicking. NOW RUN LIKE THE WIND. You will place poles down at max range where your cursor is from the previous pole!
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# ? Jul 29, 2014 16:05 |
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Sage Grimm posted:Okay, place an electrical pole but hold the mouse button down instead of just clicking. NOW RUN LIKE THE WIND. You will place poles down at max range where your cursor is from the previous pole! Wow i never realized that. This will certainly make things easier since it seems to work for all types of electrical poles.
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# ? Jul 29, 2014 16:12 |
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# ? May 27, 2024 02:00 |
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This also works while driving a car or riding a train. Drag large power lines anywhere!
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# ? Jul 29, 2014 17:27 |