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Fans posted:Rocket Turrets then? Explosive cannon turrets
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# ? Jul 17, 2015 19:41 |
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# ? May 11, 2024 13:16 |
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Poison capsule turrets. Distraction capsule turrets. Train turrets.
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# ? Jul 17, 2015 20:22 |
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Sulfuric acid or burning oil projectiles would be pretty sweet.
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# ? Jul 17, 2015 20:41 |
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To edit ammo type, open demo-turrets.lua in Notepad++ or something and go down to line 285. Change ammo_category to "rocket", "shotgun-shell", "cannon-shell", or "flame-thrower" for the various ammos.
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# ? Jul 17, 2015 22:01 |
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Am I doing something wrong that I can't get my client to updated itself? I've enabled experimental updates etc, and even clicking "check for updates" says none available. I don't know why I care so much instead of just downloading the release...
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# ? Jul 17, 2015 22:18 |
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Does anyone have dedicated server running well on windows? Mine is fighting. Here's the command i'm using for the shortcut C:\Games\Factorio\bin\x64\Factorio.exe --mp-load-game Multiplayer1.zip --start-server I already created the save. Factorio pops up in task manager for a second, then closes.
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# ? Jul 17, 2015 22:59 |
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FISHMANPET posted:Am I doing something wrong that I can't get my client to updated itself? I've enabled experimental updates etc, and even clicking "check for updates" says none available. I don't know why I care so much instead of just downloading the release... Sounds like they disabled auto updating on x64 for some reason. You can directly grab the experimental release at https://www.factorio.com/download/experimental though.
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# ? Jul 17, 2015 23:20 |
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It's been so long since I played this game that I forgot how to do anything but I'm still really excited to try out this new patch.
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# ? Jul 18, 2015 00:32 |
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The stone paths are amazing. You can build them by using stone bricks on the ground. They even speed you up when placed under transport belts, for maximum going fast.
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# ? Jul 18, 2015 01:09 |
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Elth posted:The stone paths are amazing. You can build them by using stone bricks on the ground. They even speed you up when placed under transport belts, for maximum going fast. That seems like a bug....
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# ? Jul 18, 2015 02:22 |
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this game is addictive as hell like, "might actually harm my life and ambitions" addictive holy poo poo lol
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# ? Jul 18, 2015 03:30 |
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Does it feel like they turned the spawnrates of biters up a bit, at least at the beginning? I just started a new game, and got almost immediately attacked, with attacks coming regularly enough that I was diverting a significant percentage of my iron production to make magazines. With the same settings, previously, I could generally get to piercing ammo before the FIRST attack.
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# ? Jul 18, 2015 03:54 |
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MrYenko posted:Does it feel like they turned the spawnrates of biters up a bit, at least at the beginning? I just started a new game, and got almost immediately attacked, with attacks coming regularly enough that I was diverting a significant percentage of my iron production to make magazines. With the same settings, previously, I could generally get to piercing ammo before the FIRST attack. Yes. Attacks seem much more frequent. I'm only an hour in and biters already wiped out a defensive position with 2 turrets.
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# ? Jul 18, 2015 04:01 |
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Usually biters don't become an issue for me until I can get to efficiency modules even with 10 steam engines running. This time, though, I've hit a point where I'm getting multiple biter attacks from many different angles, and have to set up panic defensive positions. It's my fault for not preparing defenses earlier, but I did notice biters being way more aggressive, or at least pollution spreading farther than it used to.
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# ? Jul 18, 2015 06:12 |
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Patch is looking good so far. Interesting what they've done to balance the upper-tier combat items. Shields in power armor are definitely a bit more powerful; seem to recharge a lot more quickly. There's a new tier of biters and spitters. 5000hp on the behemoth biters!
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# ? Jul 18, 2015 08:15 |
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Is the rocket launcher and flame thrower useful yet or is the combat shotgun still the only useful weapon?
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# ? Jul 18, 2015 09:56 |
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Anybody tried playing multiplayer in the experimental yet? 3 us of took turns trying to connect to each other and no matter what we did, the game wouldn't be able to connect.
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# ? Jul 18, 2015 14:36 |
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Speaking of which, are there any goon multiplayer servers/games out there? Wanted to give multiplayer a shot, nobody else I know has the game.
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# ? Jul 18, 2015 17:15 |
Idles posted:Patch is looking good so far. Interesting what they've done to balance the upper-tier combat items. Shields in power armor are definitely a bit more powerful; seem to recharge a lot more quickly. I think re: the spoiled thing, they did that because the size of biter waves was getting too large and slowing down computers. The highest tier is purely a "there would be 50 big biters here, so instead we're going to spawn 4 superbiters and 10 regular ones" type thing.
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# ? Jul 18, 2015 20:43 |
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Does anyone have a battery or laser turret automation setup they like? Every time I try to make batteries it turns into a giant mess because of the transition from liquids back to solids.Elth posted:Anybody tried playing multiplayer in the experimental yet? 3 us of took turns trying to connect to each other and no matter what we did, the game wouldn't be able to connect. I'd be down for a multiplayer game. Just took a look at the MP interface and it looks a little difficult to find a pickup game with though. Maybe it will get better with the upcoming steam integration.
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# ? Jul 19, 2015 01:10 |
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President Ark posted:I think re: the spoiled thing, they did that because the size of biter waves was getting too large and slowing down computers. The highest tier is purely a "there would be 50 big biters here, so instead we're going to spawn 4 superbiters and 10 regular ones" type thing. Are laser turrets still the answer to everything?
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# ? Jul 19, 2015 01:15 |
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FISHMANPET posted:Am I doing something wrong that I can't get my client to updated itself? I've enabled experimental updates etc, and even clicking "check for updates" says none available. I don't know why I care so much instead of just downloading the release... More specifically, quote:The windows update package is now not operational because of a bug, but the update packages are so big that re-downloading is equally fast. my own Question: Since when did trees explode when you chop them down? answer: since 0.12, and not only that but pollution can kill trees. I wonder if it can clear them completely so I don't have to. It is a lot easier to spot trees on the map screen, should make driving around a lot less of a hassle.
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# ? Jul 19, 2015 07:27 |
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Poison caps are fantastic for defoliation. You can have your factory mass produce chemical weapons and throw them from your speeding car!
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# ? Jul 19, 2015 10:15 |
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Zephyrine posted:Is the rocket launcher and flame thrower useful yet or is the combat shotgun still the only useful weapon? Piercing combat shotgun is still vastly superior to anything else by far dipwood posted:Are laser turrets still the answer to everything? Technically, gun turrets are now well superior to laser turrets with the sizes being equal, but both bullets and gun turrets getting upgrade bonuses. Of course, you need to have enough resources to be able to pump enough munitions for a small country, so probably only best if used sparingly.
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# ? Jul 19, 2015 10:32 |
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Slickdrac posted:Technically, gun turrets are now well superior to laser turrets with the sizes being equal, but both bullets and gun turrets getting upgrade bonuses. Are large bitters still immune to everything except piercing shotgun and lasers?
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# ? Jul 19, 2015 10:47 |
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Zephyrine posted:Are large bitters still immune to everything except piercing shotgun and lasers? Resistances are the same as before. the behemoth biters have an additional 20% physical resistance though also do we really need to spoiler tag that? Running some numbers with full upgrades Gun turret is 48.4 damage at 26/sec (1258.4) with 17 range Laser is 44 at 7.8/sec (348) with 25 range They were "balanced" in dps/space before due to the size difference, but ammo requirement obviously was a thing making guns useless. Large biters have 8 raw resistance to physical and bring gun damage down to 40.4 below laser, but still is triple laser damage factoring speed. Spitters only have explosive resistance. Behemoths 20% means that shots do only 30.72 per go, but still is 798 for dps, given the range difference, the new biter size kind of negates the boost given to gun turrets. Double the dps isn't really great given the resource requirement.
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# ? Jul 19, 2015 11:57 |
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I always end up doing really well in red/green production, but falter hard in blue. Is there any efficient way to move plastic/batteries closer to main production without it becoming a cluster-gently caress? Having to divert iron and copper plates for batteries and sulfuric acid is one of my main limiting factors. Fake edit: I'd also be up for trying to get some multiplayer going today if anyone's interested. Steam name same as forum name (with a picture of saturn) and we could communicate via CTS mumble.
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# ? Jul 19, 2015 13:19 |
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Slickdrac posted:Resistances are the same as before. the behemoth biters have an additional 20% physical resistance though also do we really need to spoiler tag that? What if you mod turrets to accept piercing shotgun shells?
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# ? Jul 19, 2015 13:40 |
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I'd be up for trying multi. There are a few ways to do it imo, if you look at the wiki builds there is a cube shaped structure that has a decent way of doing it. I don't now how many builds work with the new inserter belt change though.
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# ? Jul 19, 2015 13:43 |
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What if you mod turrets to accept other turrets as ammo? Automated turret-creep.
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# ? Jul 19, 2015 14:10 |
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Phssthpok posted:What if you mod turrets to accept
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# ? Jul 19, 2015 14:22 |
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Also this is probably in the patch notes, but I just found it out (the hard way): With the change to science packs having a percentage so less is "wasted", if you switch away from a partially completed research, you lose all progress on that research, no matter what.
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# ? Jul 19, 2015 14:34 |
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^That has always been the case. Bullets-a bit more effective than lasers Flamethrower-comically useless Rockets-hilarious, but you're basically certain to have them blow themselves up Cannon-useful if you can setup a corridor to force mobs to cluster, otherwise brutal but expensive Shotguns-you can't have walls, but take your combat shotgun and make it shoot even faster and harder...you can take out a moderately sized based with a single gun turret and piercing shells
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# ? Jul 19, 2015 14:34 |
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DelphiAegis posted:Also this is probably in the patch notes, but I just found it out (the hard way): I also found that there may be some small rounding error in the way labs deal with science packs. I had a single lab running, at the beginning of the game, with ten red packs in it, researching military I, I think. I lost power to the science lab momentarily, and after restoration, the science lab started working again. However, it consumed the last science pack, but was still a gnats rear end shy of finishing the assigned research. I slapped an extra pack in, and it completed almost instantly. It just managed to lose a percent of a pack there somewhere.
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# ? Jul 19, 2015 14:46 |
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DelphiAegis posted:Fake edit: I'd also be up for trying to get some multiplayer going today if anyone's interested. Steam name same as forum name (with a picture of saturn) and we could communicate via CTS mumble. That's a good idea. I'll be idling for a few hours in CTS in one of the open channels at the bottom of the list since I don't know how to create a new one. Hanging in your "Lawman or Mine Joker" channel right now. Edit: DelphiAegis posted:I always end up doing really well in red/green production, but falter hard in blue. Is there any efficient way to move plastic/batteries closer to main production without it becoming a cluster-gently caress? Having to divert iron and copper plates for batteries and sulfuric acid is one of my main limiting factors. I don't know about efficient, but I'm trying the setup below in my current game and I'm a lot happier with it than with everything I've tried before. Actual battery production is setup like this which makes it easy to expand downwards if I need to. It would probably be a lot more efficient to feed the sulfur into a train car instead of a belt like that though so you could use stack size boosts. The copper and iron plates I joined into a stream off my main line and then brought that down on one belt. To get the iron I split it off using a smart inserter like so: Really though, looking at it now, you don't need to do that. You could either use a long inserter to pull from the same line as the battery factories or remove the cross-connecting pipe so you can use a short inserter. The bottleneck for sulfuric acid production is the sulfur though, so you don't need the speed of a fast inserter when getting iron plates. The batteries lead back up to where-ever you need them. LLSix fucked around with this message at 15:23 on Jul 19, 2015 |
# ? Jul 19, 2015 15:05 |
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This is what mine looks like. At the top are conveyors with raw materials. Below are conveyors with processed materials and further down are four pipelines. Sulfuric acid, Petroleum, Heavy oil and water. These systems then feed into the production line as needed while the whole system can expand eastward to infinity.
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# ? Jul 19, 2015 16:07 |
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It's not directly related to the questions above, but here's the setup I found on the factorio forums for an efficient and tight 4-science build. It's also good at showing the relative ratios for various pieces and parts, like how I always try to have a 3-2 ratio for copper wire to green chip The hardest part is keeping the Iron and Copper satisfied. A few strategic smart inserters with a nearby box can pick off the buffer for most pieces. I sometimes have a smart inserter at the end of my battery and red production if they stay too backed up. For later research times you can use more science buildings and just expand down the line, or add Speed modules. Note that it needs the second tier of oil processing. You can kind of get around this by researching it first, and just having enough fluid tanks sitting nearby for the red and yellow oils.
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# ? Jul 19, 2015 16:19 |
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Myself and Bhodi are in-game right now so if the few people who friended on me want to hop on CTS and into one warframe sub-channel, we're there. I'm using Hamachi to handle the IP end for now; it seems pretty stable.
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# ? Jul 19, 2015 17:33 |
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Krysmphoenix posted:It's not directly related to the questions above, but here's the setup I found on the factorio forums for an efficient and tight 4-science build. It's also good at showing the relative ratios for various pieces and parts, like how I always try to have a 3-2 ratio for copper wire to green chip FYI, you need a level 1 speed chip in the purple science assembler. With 5 red, 6 green, and 12 blue, you can get 1 pack per second (modified by whatever speed your factories are at). Purple science creates 10 in 12 Seconds so a +20% speed boost on that assembler evens it out.
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# ? Jul 19, 2015 18:32 |
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# ? May 11, 2024 13:16 |
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I'd be up for trying out multiplayer. Was actually going to try to see if any of the mods i use had been updated and then start a new game. Do we have like an IRC channel or a mumble/teamspeak spot for this game? Or set something up if we decided to do weekly games. Edit: I enabled experimental updates and checked for updates. Restarted as well, it can't seem to find the .12 update. Am I missing something? Krataar fucked around with this message at 01:34 on Jul 20, 2015 |
# ? Jul 20, 2015 01:29 |