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Hagop posted:Is dytech no longer the gregtech of factorio. I tried back in .9 and it was sooooo bad I have never even dared go back to the sub-forum. Nope, that would be bobs mods. Any one of them. Take them all for extra fun.
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# ? Jul 1, 2015 23:03 |
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# ? May 11, 2024 10:40 |
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Toast Museum posted:Is there a good detailed oil tutorial? My oil setup always feels sloppy and probably bottlenecked in twelve ways I'm not even aware of. There was a great oil layout way back in the thread that I stole, but it may have been lost to time. Found it http://lpix.org/1746792/dawdwdaw.png Wasn't the one I was thinking of, but uses a similar technique. Bhodi fucked around with this message at 03:42 on Jul 2, 2015 |
# ? Jul 2, 2015 03:29 |
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Toast Museum posted:Is there a good detailed oil tutorial? My oil setup always feels sloppy and probably bottlenecked in twelve ways I'm not even aware of. Welcome to the real world of oil. Bhodi posted:There was a great oil layout way back in the thread that I stole, but it may have been lost to time. What version is that? Those chemical plants look strange to me.
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# ? Jul 2, 2015 04:36 |
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Bhodi posted:There was a great oil layout way back in the thread that I stole, but it may have been lost to time. You can tell that's my picture because a) I'm researching Robot Count 20 b) I still have burner miners on the toolbelt
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# ? Jul 2, 2015 04:44 |
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How do you guys mass produce red/blue belts? Fuckloads of iron for the gears? Any recycling of old bits?
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# ? Jul 2, 2015 09:14 |
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I have yellows feed into a limited chest, which (when I have the tech) feeds into a red belt assembler, which goes into a limited chest, which goes to the blue assembler and output chest. When I replace belts, say yellows with reds, I drop the yellows in the proper chest for it to be recycled. And yea, factory work pretty much grinds to a halt when blue belts first get researched.
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# ? Jul 2, 2015 09:46 |
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Speaking of Mods, is there any mods Goons want to recommend? Vanilla is great and all, but I'm not opposed to some Quality of Life mods or "Cool thing" mods to mess about with while we wait for the next patch to drop. Any mods that significantly change the game that aren't terrible?
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# ? Jul 2, 2015 13:09 |
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It's been a while since I used DyTech, but it sounds like it hasn't changed that much. I enjoyed my playthrough, but at the end of the day it just added more but not really a lot of different. There are some other mods that do cool stuff but I haven't dug in too much. I try to avoid a lot of mods because they seem pretty game breaking (like a tree farm, that kind of fundamentally changes the pollution mechanic). But someone made an oil tanker car which looks pretty cool. I may try that out next time.
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# ? Jul 2, 2015 15:37 |
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A problem I have with a lot of mods is that the designers don't even tell you what they do.
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# ? Jul 2, 2015 15:44 |
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Thanks to all the traffic in this thread lately, I pulled the trigger on buying this game. So far, I'm enjoying myself. I managed to automate some red science packs this morning, which felt good. Had to stop on the greens before I was late for work.
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# ? Jul 2, 2015 15:53 |
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My previous postJames The 1st posted:A problem I have with a lot of mods is that the designers don't even tell you what they do. Most of my stuff is pretty simple/self explanatory, but if you have any questions I'm happy to answer.
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# ? Jul 2, 2015 16:40 |
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I'd like to see some other people's factory layouts or smaller layouts they've worked out for specific products; I've noticed all my factories are starting to look kinda samey these days and it'd be nice to get some new ideas.
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# ? Jul 2, 2015 16:42 |
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Bhodi posted:There was a great oil layout way back in the thread that I stole, but it may have been lost to time. That's actually a pretty terrible layout - you're going to run out of room drat quickly, and you have an extremely limited way to expand. I prefer the Infinitely Tessellated Tankfarm: It can expand up (or down) and to the right forever, adding capacity for both refining and storage. Branching off chem plants from this is dead easy, too. Extend pipes out up (or down) from the leftmost set of tanks, and then use underground pipes to pull off to the side: You can see the water tanks that feed up into the refinery farm here as well. This is a bit messy, since it's from one of my earlier fortresses, but you can get the idea from it.
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# ? Jul 2, 2015 18:19 |
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You aren't playing factorio unless you build with no plan and your expansions are constantly screwed up due to earlier layout mistakes.
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# ? Jul 2, 2015 20:09 |
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Kenlon posted:That's actually a pretty terrible layout - you're going to run out of room drat quickly, and you have an extremely limited way to expand. I prefer the Infinitely Tessellated Tankfarm: That looks very un-factorio. This is how a factorio oil refinery looks: A right proper mess that expands where it can when it can expands like it needs. Edit: I just downloaded a huge patch. Do we have nuclear weapons or artillery yet? Surely there must have been a lot of toys in that one.
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# ? Jul 2, 2015 21:25 |
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Zephyrine posted:That looks very un-factorio. What version are you running now? If it's 11.22 then you must have just gotten the current version.
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# ? Jul 2, 2015 21:36 |
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Well since no one seems keen to rave about mods I found one that you may all want. Tree Collision Box http://www.factorioforums.com/forum/viewtopic.php?f=14&t=12365 Why? It lets you run through forests without bumping into a tree every five cocking seconds.
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# ? Jul 2, 2015 22:32 |
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I like to build refineries like this. It's easy to expand in two dimensions based on immediate needs. It's on a regular 6x6 grid, there's room to walk between the rows, and there's an entire tank as a hopper for each processor. Edit: in retrospect, the lube would go better on the top instead of the bottom, so downward expansion wouldn't have to skip over it Phssthpok fucked around with this message at 23:09 on Jul 2, 2015 |
# ? Jul 2, 2015 22:48 |
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This is our most recent fossil fuel nightmare Also, behold the fish-go round: http://i.imgur.com/RNn9yaZ.webm
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# ? Jul 2, 2015 23:17 |
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Boogalo posted:This is our most recent fossil fuel nightmare I get a very Blue Ball Machine feel from this.
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# ? Jul 3, 2015 00:09 |
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Just do everything with bots. Refine your ores and your oil. Make your fuel blocks and of course, all the things. It only takes a small army to do it
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# ? Jul 3, 2015 01:26 |
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Torpor posted:You aren't playing factorio unless you build with no plan and your expansions are constantly screwed up due to earlier layout mistakes. This is true for real factories too
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# ? Jul 3, 2015 02:08 |
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b00n posted:Nope, that would be bobs mods. Any one of them. Take them all for extra fun. So are you saying that Dytech is actually good and/or balanced now?
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# ? Jul 3, 2015 03:03 |
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ModeSix posted:So are you saying that Dytech is actually good and/or balanced now? "Good and/or balanced" is not mutually inclusive with "fun."
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# ? Jul 3, 2015 04:12 |
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KillHour posted:"Good and/or balanced" is not mutually inclusive with "fun." Fair enough. Some of the poo poo that Dytech adds just seems unnecessary.
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# ? Jul 3, 2015 04:38 |
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ModeSix posted:Some of the poo poo that Dytech adds just seems unnecessary. Fans posted:Tree Collision Box This should be in the OP.
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# ? Jul 3, 2015 08:12 |
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Fans posted:Well since no one seems keen to rave about mods I found one that you may all want. Running through forest? Are you some kind of a hippy tree-hugger? Just make it get out of your way, with grenades.
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# ? Jul 3, 2015 08:18 |
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Just have your factory mass produce chemical weapons and fling them from your speeding car.
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# ? Jul 3, 2015 12:36 |
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SpookyLizard posted:Just have your factory mass produce chemical weapons and fling them from your speeding tank. Fixed that for you.
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# ? Jul 3, 2015 14:44 |
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If you're having problems with trees, get the Explosive Termites mod. It adds two new items, Explosive Termites and Alien Explosive Termites, which will literally take out an entire forest a few hundred tiles in diameter. I've been using them liberally in this modpack.
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# ? Jul 3, 2015 18:21 |
I may have to make a Big Pharma thread today. edit: oops; http://forums.somethingawful.com/showthread.php?threadid=3725473 Chunjee fucked around with this message at 19:18 on Jul 4, 2015 |
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# ? Jul 4, 2015 18:03 |
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Chunjee posted:I may have to make a Big Pharma thread today. There is a Big Pharma thread.
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# ? Jul 4, 2015 18:11 |
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Is there a mod to alter output amounts? I'd like to be able to create 2 iron plates per go Instead of 1 but I haven't been able to find a mod that does this. Maybe a goon knows of one?
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# ? Jul 5, 2015 04:13 |
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Furnaces choose their recipe based on what is put into them, so having an ambiguous situation like that might get weird/buggy; I'm not sure, I haven't tried it. You could make a "double furnace" though with its own recipe category and then just double and copy all smelting recipes to take double input, double output, and double processing time. Though the True Factorio answer is just to make more furnaces.
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# ? Jul 5, 2015 11:59 |
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The factory that builds 60 rocket defenses in an hour got a call out in this week's Friday update by the devs. Did one of the posters here make it? I remember hearing about it before and I don't read the game forums. Oh, and they're targeting next week for 0.12.
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# ? Jul 6, 2015 02:09 |
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Nah, EvilReaver was more inclined towards speedrunning though I do remember him building a factory to automate rocket defenses at one point.
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# ? Jul 6, 2015 02:56 |
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Sage Grimm posted:Nah, EvilReaver was more inclined towards speedrunning though I do remember him building a factory to automate rocket defenses at one point. Yea that was my area, but 60/hr is outta my league. My best runs are 8 hours for one RD, and 24 RDs in 24 hours, which I believe aren't even records in and of themselves. E: In order to get 60/hr, that would have to be a long-running game (100+ hours) and I never run longer than 30 hours. E2: Looking at it, 100+ hours nothing, I'd be surprised if it was less than 300+ hours Evilreaver fucked around with this message at 04:10 on Jul 6, 2015 |
# ? Jul 6, 2015 03:55 |
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Record for one RD is just under 4 hours, so you still need to cut that in half. That 1 RD/minute save has a play time of 238 hours.
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# ? Jul 6, 2015 04:29 |
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Well just look at the loving size of the thing and look at the size of the factory he used to build that compound; I'd guess at least 100 of those hours were spent just in transit from point to point.
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# ? Jul 6, 2015 04:30 |
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# ? May 11, 2024 10:40 |
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Cool, once .12 hits I'm gonna get back into this.
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# ? Jul 6, 2015 07:05 |