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Is there a list anywhere that shows everything each ingredient is used to make?
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# ? Aug 16, 2014 22:37 |
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# ? Jun 8, 2024 09:34 |
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AuxPriest posted:These designs are so hot. The only reason to belt wire is to feed Advanced Chip factories, since the ratio is nuts like 1:9 wire:advchip or similar.
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# ? Aug 16, 2014 23:50 |
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Copper wire takes up twice as much space on a belt as a copper plate (because one plate makes two wires) so they're actually pretty hard to shuttle around, I just find it easier to turn copper into wire on demand, even if it means my copper wire assemblers sit idle most of the time.
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# ? Aug 17, 2014 01:03 |
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Well I am now the proud owner of the Alpha. Gonna automate everything, that demo was the bee's knees.
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# ? Aug 17, 2014 01:11 |
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SquadronROE posted:Well I am now the proud owner of the Alpha. Gonna automate everything, that demo was the bee's knees. Congrats! I think I've gotten more mileage out of this pre-release than any other in recent memory. Except maybe Minecraft.
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# ? Aug 17, 2014 01:18 |
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FISHMANPET posted:Copper wire takes up twice as much space on a belt as a copper plate (because one plate makes two wires) so they're actually pretty hard to shuttle around, I just find it easier to turn copper into wire on demand, even if it means my copper wire assemblers sit idle most of the time. I'm hoping the latest update fixed the "inserters pause on cargo trains" bug, because using them as GIANT FEEDER CHESTS saves a shitload of space, especially when dealing with copper wire.
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# ? Aug 17, 2014 02:13 |
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AuxPriest posted:These designs are so hot. The only time i use is copper wire on its own belt is for adv circuits: Adv circuits take 4 wire, but takes 8 seconds to craft an adv circuit. So it never has been much of an issue. If anyone is good at modding you should make a mod where you can craft eletrical poles with lights on top of it. I am pretty sure this is not possible though.
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# ? Aug 17, 2014 03:08 |
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UberJumper posted:The only time i use is copper wire on its own belt is for adv circuits: It is and it isn't. Entity types at the moment are kinda hard-code-y, so adding tweaking values of stuff is easy but adding new behavior [combinations] is really hit and miss (mostly miss), so I don't think it's possible to make an electric pole that emits light (I haven't checked, but, again, "mostly miss"). However, it would be very easy to make a light entity that gets placed whenever you place an electric pole. The catch is that while there is a lua event for the player placing items, there isn't one for construction bots. So a blueprint-placed electric pole wouldn't get a light attached. This is the way a lot of custom behavior is done in mods (by keeping track of specific items when placed), so at least people who use mods would be semi-familiar with the whole "this is special, won't work with bots" concept. fake edit: while there isn't a fast way to scan for objects, there is a lightning fast ( O(1) ) way to get the global count of a specific object, so (especially for a cosmetic thing like lights) you could write a function that spam-checked for inconsistency between this number and its own count and then while it knew it was missing some, checked the area within a generous range (enough to cover the player's visual surroundings) of the player for light-less poles, and it probably wouldn't be too terrible of a performance hit. Might be worth coding as an exercise, really.
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# ? Aug 17, 2014 06:57 |
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So the biggest bottleneck I'm trying to solve right now is how to research things quickly. Currently I can have some machines automate the crap out of the red science flasks, but the green ones are still a bit beyond me.. Is there an easy way to do this?
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# ? Aug 17, 2014 17:47 |
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Shintaro posted:It is and it isn't. Entity types at the moment are kinda hard-code-y, so adding tweaking values of stuff is easy but adding new behavior [combinations] is really hit and miss (mostly miss), so I don't think it's possible to make an electric pole that emits light (I haven't checked, but, again, "mostly miss"). However, it would be very easy to make a light entity that gets placed whenever you place an electric pole. The catch is that while there is a lua event for the player placing items, there isn't one for construction bots. So a blueprint-placed electric pole wouldn't get a light attached. Yeah i just tried this and made a small quick mod that placed a small-lamp entity on top of the a medium-electric-pole. It works but its pretty ugly, sadly it seems like things that make light all have this behaviour as part of their object type. It would be really nice if most entities just had an optional light property (some do however it is tied to their specific behaviour type). SquadronROE posted:So the biggest bottleneck I'm trying to solve right now is how to research things quickly. Currently I can have some machines automate the crap out of the red science flasks, but the green ones are still a bit beyond me.. Is there an easy way to do this? This is probably one of the most efficent layouts for making science. But its pretty drat ugly. 1 inserter assembler and 1 belt assembler can comfortably feed 4 x green science assemblers. UberJumper fucked around with this message at 18:45 on Aug 17, 2014 |
# ? Aug 17, 2014 18:42 |
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SquadronROE posted:So the biggest bottleneck I'm trying to solve right now is how to research things quickly. Currently I can have some machines automate the crap out of the red science flasks, but the green ones are still a bit beyond me.. Is there an easy way to do this? Feed iron into two factories to male gears. One of those goes into belts , the other the inserters. Belt in green circuits for the inserts have the finished products dumped onto the same line. This should feed like six assemblers making green bottles. Blue bottles are little bit harder but 3/4ths of it will be on your belts anyway so the awkward part is the smart inserters.
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# ? Aug 17, 2014 18:47 |
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Been a while I’ve been playing this, but a nice (and fairly easy) way to keep your science production expandable, is to have a main buss or artery of conveyor belts to transport resources (like iron and copper plates) going in one direction (say south to north) and to branch off from there with splitters to supply every other production line. Parts and finished products go back into the artery and can then also branch off to other production areas further up the chain. This was how that worked in my last base, red/green and a bit of the blue packs marked. I wasn't entirely happy with how this ended up because I planned my base too cramped (there's water in the north, iron fields in the south).
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# ? Aug 17, 2014 19:26 |
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UberJumper posted:It would be really nice if most entities just had an optional light property (some do however it is tied to their specific behaviour type). Devs have alluded to having a generic entity type at some point in the future, but the focus isn't really on modding support at the moment. A few updates come every once in a while, but I don't expect we'll get versatile modding until near or after release. It's also been either implied or stated that we'll also be able to tweak recipes and tech at runtime, which excites me.
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# ? Aug 17, 2014 22:21 |
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I wonder what a good Factorio playlist would be. Music similar to what is in the trailer.
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# ? Aug 18, 2014 14:03 |
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SquadronROE posted:I wonder what a good Factorio playlist would be. Music similar to what is in the trailer. THIS In fact, pretty much anything by Raymond Scott.
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# ? Aug 18, 2014 14:26 |
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SquadronROE posted:I wonder what a good Factorio playlist would be. Music similar to what is in the trailer. https://www.youtube.com/watch?v=gyCDLW7n53A
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# ? Aug 18, 2014 14:33 |
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When I'm cutting down square miles of fortress to feed my pollution-belching machine maw, I like to play the Uruk-Hai theme.
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# ? Aug 18, 2014 17:40 |
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How do you guys handle driving through biomes with tons of annoying little plants? Drive slowly spamming shotgun or grenades in front of you? An armored car would be nice, maybe a fleet of bulldozers you can send off in a particular direction to clear a path....
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# ? Aug 18, 2014 17:48 |
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bimmian posted:How do you guys handle driving through biomes with tons of annoying little plants? Drive slowly spamming shotgun or grenades in front of you? An armored car would be nice, maybe a fleet of bulldozers you can send off in a particular direction to clear a path.... Agent Orange is the answer - start mass-producing poison capsules and flinging them about.
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# ? Aug 18, 2014 18:07 |
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If you don't use highly toxic chemical weapons as defoliants you're playing the game wrong. Scratch that, you're playing it wrong if you don't mass produce them.
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# ? Aug 18, 2014 18:10 |
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Not sure why I didn't think of doing that... Off to take revenge for a thousand blown up cars.
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# ? Aug 18, 2014 18:40 |
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Any tips for harvesting large amounts of stone for late game railroads? I feel that setting up a station for one stone mine is a waste.
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# ? Aug 18, 2014 19:20 |
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Krataar posted:Any tips for harvesting large amounts of stone for late game railroads? I feel that setting up a station for one stone mine is a waste. Set up a mining drill or two to dump directly into chests, forget about them for an hour, then drop by with a car and an empty inventory.
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# ? Aug 18, 2014 22:07 |
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Finally figured out rail signals (for the most part i suppose) today, really nice when it actually works. Now for the fun part I suppose, the only substantial oil deposits I've found are at the very south of the map below. Looks like it's hunting time.
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# ? Aug 24, 2014 03:15 |
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gently caress you, game.quote:>>>AAAKAAgAAAADAwYAAAAEAAAAY29hbAMDAgoAAABjb3BwZXItb3Jl
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# ? Aug 24, 2014 22:33 |
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MrYenko posted:gently caress you, game. I know base64 when I see it, but I can't figure out what you're trying to say.
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# ? Aug 24, 2014 22:42 |
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ikanreed posted:I know base64 when I see it, but I can't figure out what you're trying to say. Its a map exchange seed. Factorio hates me.
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# ? Aug 24, 2014 22:47 |
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MrYenko posted:gently caress you, game. Haha, that's great.
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# ? Aug 24, 2014 22:52 |
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But hey, look at all that oil!
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# ? Aug 24, 2014 23:06 |
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I think I've had that seed or a very very similar one before. Got island locked, lots of oil nearby, and that colour of tree.
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# ? Aug 25, 2014 01:10 |
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bimmian posted:Finally figured out rail signals (for the most part i suppose) today, really nice when it actually works. What's the use for networks like these? As a longtime TTD player I'm all about them trains, but ore deposits dry out so fast I can never justify building a proper rail system.
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# ? Aug 25, 2014 01:10 |
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I find larger deposits can still last awhile for me, long enough to justify building the rail system. The majority of the work is just into the backbone, making little forks to deposits is quick and easy. If you build into a resource rich area, it easily justifies the effort, more so when you don't have whatever resource near your base. Can't imagine how I could even continue on this map without a train network to get oil alone.
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# ? Aug 25, 2014 01:57 |
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Have they put bridges anywhere in their roadmap yet?
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# ? Aug 25, 2014 02:43 |
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bimmian posted:I find larger deposits can still last awhile for me, long enough to justify building the rail system. The majority of the work is just into the backbone, making little forks to deposits is quick and easy. If you build into a resource rich area, it easily justifies the effort, more so when you don't have whatever resource near your base. Can't imagine how I could even continue on this map without a train network to get oil alone. True, I hadn't thought of that. Though when I think about laying out a long-rear end track in this game, "quick and easy" are definitely not the first words that come to mind. Mind sharing a couple screenshots?
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# ? Aug 25, 2014 04:15 |
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I should have known better when I started this game, but I stuck it out like a moron for nearly 18 hours: I think I accidentally turned the biter bases up to maximum because holy poo poo. And this is with Dytech Warfare so Big Biters are just the beginning. FISHMANPET fucked around with this message at 06:02 on Aug 25, 2014 |
# ? Aug 25, 2014 05:56 |
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So, I heard from a little bird that modders will finally have write-access to fluid data in the next major version. And we might be getting build/mine events for bots soon, too.
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# ? Aug 29, 2014 07:05 |
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Shintaro posted:So, I heard from a little bird that modders will finally have write-access to fluid data in the next major version. And we might be getting build/mine events for bots soon, too. Wait, no, it's late, you probably mean 'lua events when buildings are deconstructed'
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# ? Aug 29, 2014 07:08 |
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Mining robots would actually be a logical end-game for the mining process; drop a Remote Ore Processing Station down next to some ore spots, stuff some mining robots in it and they float out, mine nearby ore spots and return the ore to the station where it gets spat out onto a belt.
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# ? Aug 29, 2014 08:03 |
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SquadronROE posted:I wonder what a good Factorio playlist would be. Music similar to what is in the trailer. Anno 2070 tycoons soundtrack, nothing alike the trailer but thematically appropriate
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# ? Aug 29, 2014 13:16 |
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# ? Jun 8, 2024 09:34 |
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Pyromancer posted:Anno 2070 tycoons soundtrack, nothing alike the trailer but thematically appropriate Oh god yes, the soundtrack for that game was amazing. The Tycoon stuff is very, very good for the "somber industrial hellhole" feeling.
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# ? Aug 29, 2014 13:25 |