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DelphiAegis posted:Coal is fantastically useful for poison capsules for clearing out large sections of medium/heavy worms that would otherwise eat into your rocket supply. It's also way more useful as rockets, come to think of it. Yea, the robo-port network connects as long as they are within logistics range of each other (the orange box), you'll see dotted lines indicating the connection. The green box indicates the distance that construction bots can build/repair. Also, if you haven't already: try to shift-click while placing something (make sure you have that item in your logistic storage), construction bots will build it for you. Colored wire is only useful for connecting smart inserters to smart chests, so you can turn inserters on/off based on inventory in those containers. Since the logistic network can do the same thing, wires are pretty much worthless once you have that network in place. I've never needed to use active providers, but I guess it might be handy if you have production in a really far-off place and want the results automatically stored in a central location.
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# ? Mar 6, 2015 00:45 |
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# ? May 11, 2024 14:17 |
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DelphiAegis posted:I look forward to when I finish all of the research though, THAT is when you do a teardown of your lab/science production and convert everything over to red/blue circuit production 24/7 to "finish" the game. Does finally placing the rocket defense item do anything? Does it say "Good job"? Pretty much. Once you place it, you're given an option to activate it, and if you survive the (bugged and doesn't happen at least last I knew) alien rush that follows for 10 minutes, you get the same "scenario won" window as in the scenarios (just like dying but with a happier sound and, obviously, different text). As the devs have said, it's a placeholder. You'll laugh when you place it.
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# ? Mar 6, 2015 01:20 |
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That said in the not too distant future it seems that the 'rocket defense' is going to get replaced with a straight up space rocket
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# ? Mar 6, 2015 03:03 |
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You do need to build rocket defense at least once to see the best texture work in the whole game.
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# ? Mar 6, 2015 03:37 |
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Neruz posted:That said in the not too distant future it seems that the 'rocket defense' is going to get replaced with a straight up space rocket I get it. I get jokes.
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# ? Mar 6, 2015 03:46 |
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DelphiAegis posted:Meanwhile, I have no loving clue how the red/blue wire logic conditions work, and removing a pole with a colored wire on it makes you lose the wire. At least it's cheap, but still. quote:I can't find a decent use for an active provider chests yet, just the passives. "I have all this poo poo in my inventory I want the robot swarm to file away."
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# ? Mar 6, 2015 22:24 |
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If you're not carrying around an Active chest so you can dump all your poo poo into great logistics system in the sky, then I don't even know.
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# ? Mar 6, 2015 22:26 |
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I experimented with using Active Providers on production in order to make sure products are brought to a central location, so when I return from, say, a mining trip or a bug hunt, I walk to one area and am immediately greeted by my Swarm and instantly restocked, rather than having some products taking longer to arrive and having to sit around a few precious, precious seconds. In reality it look me longer to set up the few conditionals to prevent overproduction (kinda annoying seeing 300 pumpjacks in the system) than time saved waiting. E: During that run I set some conditionals, "Make no more than 1000 straight rail" and "No more than 50 curved rail", but I set them to the wrong ones (so the straight would stop when the curved was 'done' and vice versa) so I ended up with 3000 curved rails. Woops! Evilreaver fucked around with this message at 22:42 on Mar 6, 2015 |
# ? Mar 6, 2015 22:39 |
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Poison caps are one of my favorite things in this game. There's something about having your factory mass produce chemical weapons that just makes me happy. That you can use them as a defoliant in addition to pesticide is just a huge bonus.
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# ? Mar 7, 2015 19:28 |
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SpookyLizard posted:Poison caps are one of my favorite things in this game. There's something about having your factory mass produce chemical weapons that just makes me happy. That you can use them as a defoliant in addition to pesticide is just a huge bonus.
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# ? Mar 7, 2015 23:34 |
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Dude, that's like on every page of this thread. Relatedly I love how it fits the whole you are a conquering bio-terrorist dickbag theme.
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# ? Mar 16, 2015 05:11 |
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I haven't played Factorio in a while but now it seems the itch is back. I've never tried any mods for the game and was wondering if people could recommend some. I've looked at the official forums a bit but it's hard to know what's good and what's crap. I'm mostly looking for mods that add new stuff to build/make/research/do.
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# ? Mar 20, 2015 22:34 |
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So I've started a new game with the Marathon Mod, and it's certainly shaken up the early game. All it does is heavily ramp up the costs of some early fundamental items (like electric circuits) so the need for real efficiency is brought forward much sooner, and things like burner miners become useful much later since a single electric miner now requires hundreds of copper. Worth a try.
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# ? Mar 27, 2015 18:30 |
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Tenebrais posted:So I've started a new game with the Marathon Mod, and it's certainly shaken up the early game. All it does is heavily ramp up the costs of some early fundamental items (like electric circuits) so the need for real efficiency is brought forward much sooner, and things like burner miners become useful much later since a single electric miner now requires hundreds of copper. Worth a try. I've been waiting for Factorio's own version of GregTech to rear its ugly head...
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# ? Mar 27, 2015 22:45 |
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What are your favorite ways to set up oil processing? I always spend as much time fiddling with oil processing as I do with everything else and it never works out as well as I'd hoped. Is there a good way to integrate it with a central bus?
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# ? Mar 28, 2015 05:09 |
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LLSix posted:What are your favorite ways to set up oil processing? I always spend as much time fiddling with oil processing as I do with everything else and it never works out as well as I'd hoped. Is there a good way to integrate it with a central bus? Just get a "barrel any liquid" mod. Edit: let me clarify. If you're going to be boring and try and bus it. The point of fluid handling is that it represents a different class of challenge from belt based ones, forcing you to think more creatively. Trying to force it into the same paradigm is boring, but if you want to, you can with an easy mod.
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# ? Mar 28, 2015 05:32 |
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LLSix posted:What are your favorite ways to set up oil processing? I always spend as much time fiddling with oil processing as I do with everything else and it never works out as well as I'd hoped. Is there a good way to integrate it with a central bus? Central bus is the jerk's way to do it. After your furnaces, you make Chips and Gears and send them down the central bus just long enough to get to the 'make everything' line. code:
Oil is tricky since it's a dick to get it right where you want it, and if you misplace it is a HUGE dick to move. My recent factory I'm pretty proud of, no cheating at all and stupidly-high volume: a little more care could have made a few parts less messy (particularly poison caps) and the labs are gone and I'm out of copper, but everything else is there. Bonus "my best rail station to date"... there's 5 copper and 9 iron trains cycling through here (though the copper ones are pretty empty at this point) These pics are at the 24 hour mark. E: On a related note I might check out that Marathon mod, though "It'll be 1 hour to your first research" sounds annoying :/ E2: Fun fact, follow that fuel line on my furnaces, starting at the lower-right. That line worked, with coal, even with every single furnace on... in fact that's how the poisoncap factory got its coal, up by the steel. E3: I accidentally left the red undergound belt factory unrestricted and ended up with a full chest of them. Evilreaver fucked around with this message at 06:34 on Mar 28, 2015 |
# ? Mar 28, 2015 06:03 |
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I'm liking marathon mod, but I can't see how it's possible without turning on peaceful mode. The burners pollute so much and research takes so long that I'm getting medium biters long before I have a chance of fighting them.
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# ? Mar 28, 2015 17:15 |
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I might need to restart.
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# ? Mar 30, 2015 13:33 |
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Looks pretty safe from Biters to me. Time to call in the colony ship and chalk up another win.
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# ? Mar 30, 2015 14:57 |
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LLSix posted:What are your favorite ways to set up oil processing? I always spend as much time fiddling with oil processing as I do with everything else and it never works out as well as I'd hoped. Is there a good way to integrate it with a central bus? Relatedly, I've been trying to find a thread on the Factorio forums, it listed how much power you could make on an emtpy oil field with various combinations of modules and cracking, but I can't find it. Anyone know the one in talking about? Of course, as soon as I ask, I found it deep deep in my history Slickdrac fucked around with this message at 08:10 on Mar 31, 2015 |
# ? Mar 31, 2015 07:53 |
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Has anyone thought of/tried any good new challenges lately? I tried the no crafting one and a "linear" one, but those both played out about the same as a normal game with only minor differences. I was thinking about a no belt challenge, where you research directly to bots and then those are the only thing you are allowed to shuffle items around, but not sure if that would be too much CPU/GPU load to handle once the system gets large.
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# ? Apr 4, 2015 20:25 |
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Slickdrac posted:Has anyone thought of/tried any good new challenges lately? I tried the no crafting one and a "linear" one, but those both played out about the same as a normal game with only minor differences. I was thinking about a no belt challenge, where you research directly to bots and then those are the only thing you are allowed to shuffle items around, but not sure if that would be too much CPU/GPU load to handle once the system gets large. Have you tried restricting yourself to a thin map? I've seen a few players try a game where they limit the map to 10-20 tall and try to make it work. Obviously reload if you're on an island.
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# ? Apr 5, 2015 02:51 |
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Slickdrac posted:Has anyone thought of/tried any good new challenges lately? I tried the no crafting one and a "linear" one, but those both played out about the same as a normal game with only minor differences. I was thinking about a no belt challenge, where you research directly to bots and then those are the only thing you are allowed to shuffle items around, but not sure if that would be too much CPU/GPU load to handle once the system gets large. Arms Only.
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# ? Apr 5, 2015 03:00 |
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Trabisnikof posted:Have you tried restricting yourself to a thin map? I've seen a few players try a game where they limit the map to 10-20 tall and try to make it work. Obviously reload if you're on an island. That's what linear is. Kinda screwy since you can use the borders as an infinite water source. A_Raving_Loon posted:Arms Only. Isn't this a faster method of transport than even belts with inserter upgrades?
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# ? Apr 5, 2015 03:37 |
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Nope. A basic belt can match the throughput of 6 smart/fast arms. Unless you arrange for all your moves to run from box to box for stack multipliers.
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# ? Apr 5, 2015 04:35 |
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Slickdrac posted:Has anyone thought of/tried any good new challenges lately? A_Raving_Loon posted:Nope. A basic belt can match the throughput of 6 smart/fast arms. I might actually try this next time I have 12+ hours to burn.
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# ? Apr 5, 2015 05:23 |
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Buy the scenario pack. The time limit one makes for a really hectic game.
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# ? Apr 5, 2015 07:43 |
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Slickdrac posted:Has anyone thought of/tried any good new challenges lately? I tried the no crafting one and a "linear" one, but those both played out about the same as a normal game with only minor differences. I was thinking about a no belt challenge, where you research directly to bots and then those are the only thing you are allowed to shuffle items around, but not sure if that would be too much CPU/GPU load to handle once the system gets large. Dirty industry. You aren't allowed to use electric miners OR furnaces, and anything involved in the mining or smelting of metal needs to use burner inserters too. Enjoy coal shortages, massive pollution, and building an oil set-up the size of a late-game oil set-up in midgame simply to provide the required amount of solid fuel to keep your mines going. No solar panels or accumulators.
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# ? Apr 5, 2015 15:28 |
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Some science porn from /r/factorio:
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# ? Apr 5, 2015 20:27 |
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It's funny because that setup runs out of red circuits in like five seconds or something. Looks nice, though.
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# ? Apr 10, 2015 05:33 |
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How is it getting power?
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# ? Apr 10, 2015 10:52 |
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You can build your entire base extremely compactly when you don't have to worry about belts and splitters. You just need several thousand bots...
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# ? Apr 11, 2015 04:47 |
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Any idea what's going on here? Not getting any attack warnings, and nothing is traveling over any uncovered space.
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# ? Apr 13, 2015 09:21 |
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Slickdrac posted:
You've got bots moving a ton of poo poo from point A to B. Build 3000 more to prevent this in the near future.
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# ? Apr 13, 2015 11:04 |
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Derp, should have clarified, I mean the counting down of the total. And yes, I've been in constant need of more bots the whole time and 3000 is a lowball number of additionals.
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# ? Apr 13, 2015 11:10 |
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Are they dying due to lack of power
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# ? Apr 13, 2015 11:14 |
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Slickdrac posted:Derp, should have clarified, I mean the counting down of the total. Ahh, didn't even notice that. You're not using one of the old versions, where running out of power was fatal to robots, right? Maybe you've got some pathing over a nest?
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# ? Apr 13, 2015 11:15 |
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Some of your robots have formed a fight club
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# ? Apr 13, 2015 11:26 |
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# ? May 11, 2024 14:17 |
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thehustler posted:Are they dying due to lack of power That’s not supposed to happen any more, is it?
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# ? Apr 13, 2015 11:48 |