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Assuming accurate physics models for a liquid like tar it really shouldn't be all that viable to pump it very far; tar is the kind of liquid that you really do want to transport in barrels.
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# ? Dec 3, 2014 04:47 |
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# ? May 11, 2024 16:04 |
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Neruz posted:Assuming accurate physics models for a liquid like tar it really shouldn't be all that viable to pump it very far; tar is the kind of liquid that you really do want to transport in barrels. True, my playing around with modding it was more an exercise in seeing what was possible. It IS completely possible to make a liquid that is almost impossible to transport by pipe if you drop that value lower.
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# ? Dec 3, 2014 04:59 |
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The fact that you need an entire assembler to barrel\unbarrel liquids is really excessive too; would make more sense if there was a specialized 'barrel tap' that you could build relatively cheaply and tape to the end of any pipe to put empty barrels in and get full barrels out. Requiring me to make and run power to an assembler just to put a hose in a barrel and fill it up with liquid is too much.
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# ? Dec 3, 2014 05:12 |
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Neruz posted:The fact that you need an entire assembler to barrel\unbarrel liquids is really excessive too; would make more sense if there was a specialized 'barrel tap' that you could build relatively cheaply and tape to the end of any pipe to put empty barrels in and get full barrels out. Requiring me to make and run power to an assembler just to put a hose in a barrel and fill it up with liquid is too much. That's logical if you're doing it by hand. But an assembler represents the idea of a device that can swap in a barrel, properly fill it to to the brim, cap it, and be ready for the next barrel.
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# ? Dec 3, 2014 05:20 |
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Neruz posted:The fact that you need an entire assembler to barrel\unbarrel liquids is really excessive too; would make more sense if there was a specialized 'barrel tap' that you could build relatively cheaply and tape to the end of any pipe to put empty barrels in and get full barrels out. Requiring me to make and run power to an assembler just to put a hose in a barrel and fill it up with liquid is too much. Honestly it could be done fairly quick and dirty. Just make a mini assembler(maybe using the small pump model?) with a new recipe class and link all the barrel fill stuff to it.
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# ? Dec 3, 2014 05:20 |
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Yeah, I know which values to gently caress around with, it's the actual loving around I have been avoiding. and the Liquid Stations mod adds barreling for all the vanilla fluids and, IIRC, adds a small specialized machine (1x1) just for barreling/unbarreling.
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# ? Dec 3, 2014 05:24 |
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ikanreed posted:That's logical if you're doing it by hand. But an assembler represents the idea of a device that can swap in a barrel, properly fill it to to the brim, cap it, and be ready for the next barrel. I can build a conveyor belt that runs forever with no power input out of nothing but some metal plates and gears Shintaro posted:and the Liquid Stations mod adds barreling for all the vanilla fluids and, IIRC, adds a small specialized machine (1x1) just for barreling/unbarreling. That would make using barrels to transport things over long distances a lot more attractive.
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# ? Dec 3, 2014 05:27 |
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Really there should just be liquid train cars, and I think the devs have said it's on the roadmap. Barreling and unbarreling oil is a fun intellectual exercise, but nobody moves oil like that.
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# ? Dec 3, 2014 07:10 |
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While we’re at it, why do train cars hold the same amount as man‐sized wooden chests?
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# ? Dec 3, 2014 07:33 |
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FISHMANPET posted:Really there should just be liquid train cars, and I think the devs have said it's on the roadmap. Barreling and unbarreling oil is a fun intellectual exercise, but nobody moves oil like that. I've found that modding up the stack_size for crude oil barrels goes a long way. 10 barrels per stack just isn't profitable no matter how you shake it out. 25 or 50 OTOH... Edit: Just for the sake of discussion here's my wishlist of tweaks that would "fix" oil/liquids. *Slower moving oil in pipes *25+ barrels per stack *large footprint barreling-only building *small footprint unbarreling/liquid storage buildings. Overall more focus on large scale drilling/refining operations with the capability to use barrels as ship-in resources for production lines. Slower moving oil in pipes would make long distance pipelines less feasible and make alternate methods of transport more appealing. You'd still be able to move oil long distance with pumps though. Retro42 fucked around with this message at 07:51 on Dec 3, 2014 |
# ? Dec 3, 2014 07:43 |
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Having just completed the train scenario I realize I am an idiot. I was meant to fix the train DURING the scenario, not wait for it to tell me to go fix it and just using conveyer belts to nearby deposits until I complete the mission without ever actually learning how to train. Please all gather round and look at the idiot king.
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# ? Dec 3, 2014 11:49 |
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Fans posted:Having just completed the train scenario I realize I am an idiot. I was meant to fix the train DURING the scenario, not wait for it to tell me to go fix it and just using conveyer belts to nearby deposits until I complete the mission without ever actually learning how to train. Nobody does the train scenario well. Everyone's first time is a goddamn disgrace, it's just one of those rites of passage to becoming a Factoriologist
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# ? Dec 3, 2014 18:21 |
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I spent the whole time manually driving the train back and forth because I couldn't figure out how to make it switch directions. gently caress the mission after that. I gave up after my row of 20 turrets fell like a paper wall.
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# ? Dec 3, 2014 19:02 |
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What value do the biters/spitters use to determine targets? Would it be possible to mod a sort of Beacon device in the vein of Starship Troopers/Starcraft/every sci-fi with bug aliens ever? A sort of high powered emitter to set up as a target and then defend. Or is it still just "Set up a radar station"
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# ? Dec 3, 2014 20:17 |
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I had to watch some massive dork's youtube video to work out how to get the trains to run between stations.
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# ? Dec 3, 2014 21:09 |
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Gibbo posted:What value do the biters/spitters use to determine targets? Would it be possible to mod a sort of Beacon device in the vein of Starship Troopers/Starcraft/every sci-fi with bug aliens ever? You do know what radar is right?
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# ? Dec 4, 2014 02:21 |
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Not to mention it's one of the highest consumers of your power.
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# ? Dec 4, 2014 02:51 |
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New version is up! One gamebreaking bug has been found already. They're usually quick at fixing those, so I'd expect 0.11.5 tomorrow. It is an odd crash when holding a splitter and interacting with a belt. http://www.factorioforums.com/forum/viewtopic.php?f=3&t=7074 quote:So the batch of fixes is finally here. Boogalo fucked around with this message at 03:35 on Dec 5, 2014 |
# ? Dec 4, 2014 19:26 |
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Neruz posted:You do know what radar is right? I get that, but even with Radars up I've had other targets attacked. I want a full on placeable beacon. One I could drop a short ways outside of a nest site and they'd all leave the nest site and go check it out and you could gently caress poo poo up while they're gone instead of just walking turrets in.
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# ? Dec 4, 2014 22:32 |
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quote:Multiple players can connect to the MP game at the same time. Well, this would explain a few nights ago. Also, is there some way to disable replays? I hear that makes map transfers quicker.
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# ? Dec 4, 2014 23:43 |
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Is there still the issue that after some playing time, joining a server again is impossible because it takes half an hour to download the map?
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# ? Dec 4, 2014 23:51 |
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quote:Balancing Finally the thread title is true, you can now automate everything! Up until now, you had to craft refineries yourself due to using 5 ingredients. Not any more!
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# ? Dec 5, 2014 05:36 |
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0.11.5 is up! No external link yet.quote:Bugfixes My belt hell map is still desyncing Boogalo fucked around with this message at 16:22 on Dec 5, 2014 |
# ? Dec 5, 2014 15:52 |
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My current game was going fine until all of a sudden the Inserters forgot how to pick things up and just wobble about uselessly occasionally manage to grab something. It's a bit broke.
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# ? Dec 5, 2014 16:54 |
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Fans posted:My current game was going fine until all of a sudden the Inserters forgot how to pick things up and just wobble about uselessly occasionally manage to grab something. It's a bit broke. Do you have yellow or red inserters trying to pick things up off express belts? because the poor babby inserters can't keep up with express belts, get some fast inserters in there.
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# ? Dec 5, 2014 17:46 |
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senae posted:Do you have yellow or red inserters trying to pick things up off express belts? because the poor babby inserters can't keep up with express belts, get some fast inserters in there. I've just realized it's because I'm really low on power. My bad. MORE STEAM POWER!
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# ? Dec 5, 2014 19:31 |
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So am I crazy or did we get a bunch of new experimental versions the other day.
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# ? Dec 6, 2014 16:40 |
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Sometimes when you fix a bunch of bugs, you're so relieved about them you develop a blind spot to a few more you expose that you don't notice until you triumphantly put your fixes to the public. Don't know if that happened here, but it is a thing.
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# ? Dec 7, 2014 13:10 |
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My group played a few games at 11.13 until blue science, upgraded to 11.14 and it was unplayable, then upgraded to 11.15 and now it's perfect, we're on the way to a Rocket Defense, with bugs set to High/High/High. It's like starship troopers out here.
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# ? Dec 7, 2014 18:38 |
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so, couple of really dumb questions here: 1)is there any charts somewhere demonstrating, say, how many stone furnaces a single coal/iron/copper mine can support at once? 2) Any particular way to get an inserter to alternate which items it pulls out of a single chest so i can have my red science line consistently running properly?
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# ? Dec 7, 2014 19:33 |
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So any other multiplayer attempts I can get in on?
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# ? Dec 7, 2014 23:52 |
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Nick Esasky posted:so, couple of really dumb questions here: 1 mine = 2 furnaces quote:2) Any particular way to get an inserter to alternate which items it pulls out of a single chest so i can have my red science line consistently running properly? Hard to answer this without seeing a screenshot on how you have set up your supply chain. In general you could use smart inserters, but you would need 2 of them.
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# ? Dec 8, 2014 00:24 |
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Desyncs halted our multiplayer progress so I've been playing the map in single. Belt hell status: Beltier! More belts along with module and capsule production. I still don't understand how my friend fit chem in that little space.
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# ? Dec 8, 2014 03:16 |
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Yeah, I'd love to know about some groups doing multiplayer so I could find some folks to play with, especially if I could just drop in. I'm not a very good player
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# ? Dec 8, 2014 03:21 |
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Join the goontorio steam group, add people as friends from the people in there, and message us. I don't really hang out in steam chats but if someone schedules a game with me I'd be up for it.
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# ? Dec 8, 2014 06:00 |
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Did the new version fix the issues with the loading time on joining a server that was up for a while? The half hour map download thing?
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# ? Dec 8, 2014 06:05 |
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Nick Esasky posted:so, couple of really dumb questions here: 1 burner miner to 1 normal furnace. 1 electric miner to 2 normal furnace. 2 burner miner to 1 steel or electric furnace. 1 electric miner to 1 steel or electric furnace. Then I think it's one to one on iron to steel, but I'm not 100% sure.
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# ? Dec 8, 2014 06:35 |
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Dunno-Lars posted:Then I think it's one to one on iron to steel, but I'm not 100% sure. Yes Nick Esasky posted:2) Any particular way to get an inserter to alternate which items it pulls out of a single chest so i can have my red science line consistently running properly? Some logic-wizard set up a system that put all 4 BlueSci items on a belt in sequential order, and sent nothing if something was missing. I went looking when you first posted, but I couldn't find it again.
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# ? Dec 8, 2014 06:38 |
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Dunno-Lars posted:1 burner miner to 1 normal furnace. If you want to get Time to mine: Stone: burner 2.72 s, electric 1.90 s Metal: burner 3.57 s, electric 1.54 s Time to smelt: Stone furnace 3.5 s, steel/electric 1.75 s These numbers, while rounded, are still way more precise than ever likely to matter, given limited space and inserter speed. Steel takes 5 times as long to make than iron, so as long as you're using the same furnace type it's 1-to-1. If for some weird reason you're mixing stone with others, it'd be 2 stone to 1 other, whichever way.
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# ? Dec 8, 2014 16:00 |
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# ? May 11, 2024 16:04 |
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Shintaro posted:If you want to get I like Why do stone go from faster on the burner drill to slower on the electric? With the numbers not quite rounded, that only matters if you are running hundreds of furnaces, right? If it's stone, you will get a stone or two at the end of a belt, for metals, the last furnace might be out of work for a second. Unless you flood the place with way to much ore, and way to many furnaces, and spend thousands of ores per second. Which you will once you grow a big enough factory!
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# ? Dec 9, 2014 10:07 |