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Krysmphoenix
Jul 29, 2010
or just upgrade to construction robots and make them do the hard work.

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FISHMANPET
Mar 3, 2007

Sweet 'N Sour
Can't
Melt
Steel Beams
I just stripped out my steam engines and boilers from my island to move them to a better position, since I ran low on coal on the island and can't really ship new resources in. But everything else I'll probably leave? My OCD just can't handle having inactive steam engines showing up in my power screen.

Trabisnikof
Dec 24, 2005

Krysmphoenix posted:

or just upgrade to construction robots and make them do the hard work.

Oh yeah, I wouldn't do it by hand.

It's more this:


Tenebrais posted:

It's not like you ever need to remove the initial factory. Space isn't exactly at a premium, unless it's occupying an important tactical position or something. Just leave it as a relic. Pave the world. Nuke the whales.

Which reminds me. I want a water pollution mod that makes it so pollution can accumulate in water and negatively impacts the effectiveness of the water used. Give me a reason to pipe in water from farther and farther away (fix the way long pipes work too) as the ocean around my starting base becomes polluted enough to reduce production slightly.

Then also let us dump into water at a very very high pollution cost.


edit: don't get me started about the grass edge on the lakes. I'm assuming that'll be fixed eventually because it is a cause of much anger.
It just bothers me to see such blue water under my pollution cloud.

Trabisnikof fucked around with this message at 23:16 on Aug 31, 2015

Tenebrais
Sep 2, 2011

Trabisnikof posted:

It just bothers me to see such blue water under my pollution cloud.

It's not pollution, but there's a finite water mod that drains lakes as you draw water from them.

Truga
May 4, 2014
Lipstick Apathy

Tenebrais posted:

It's not pollution, but there's a finite water mod that drains lakes as you draw water from them.

This would be better if excessive steam use also caused major rainfall that filled new puddles :v:

FISHMANPET
Mar 3, 2007

Sweet 'N Sour
Can't
Melt
Steel Beams
A wild 0.12.6 appears. Nothing groundbreaking here.

Boogalo
Jul 8, 2012

Meep Meep




We hit that logistics circuit bug and it corrupted our map. Glad to see it fixed quick. (autosaves to the rescue)

Ratzap
Jun 9, 2012

Let no pie go wasted
Soiled Meat

Tenebrais posted:

It's not like you ever need to remove the initial factory. Space isn't exactly at a premium, unless it's occupying an important tactical position or something. Just leave it as a relic. Pave the world. Nuke the whales.

Ah, you'd like playing with Dred... he has a fetish with concrete. Square miles of concrete, concrete everywhere.

FISHMANPET posted:

A wild 0.12.6 appears. Nothing groundbreaking here.

I've been playing Big Pharma while the last few mods I was using get fixed. Time to check again perhaps.

Dirk the Average
Feb 7, 2012

"This may have been a mistake."

Ratzap posted:

Ah, you'd like playing with Dred... he has a fetish with concrete. Square miles of concrete, concrete everywhere.

Are there Factorio players who don't pave the world in concrete? I mean that's half the point of the game!

RazNation
Aug 5, 2015

Dirk the Average posted:

Are there Factorio players who don't pave the world in concrete? I mean that's half the point of the game!

I just D/L the game after about three months and new PC later.

Love the grind at first but I haven't tried the new stuff, stone and concrete along with the other stuff.

Dirk the Average
Feb 7, 2012

"This may have been a mistake."

RazNation posted:

I just D/L the game after about three months and new PC later.

Love the grind at first but I haven't tried the new stuff, stone and concrete along with the other stuff.

Trust me. You'll build a tiny patch of concrete, notice the speed boost, and begin paving the world immediately.

It's also a really fun way to mark territory, even if it negatively impacts pollution.

Bhodi
Dec 9, 2007

Oh, it's just a cat.
Pillbug
Post the hottest blueprints u got


Green+Blue Packs from Bus

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Green Circuits from Bus

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Red Circuits from Bus

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5ySNvc8/AAA=

Tileable Stone Furnaces (same size)

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Tileable Electric Furnaces (same size)

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Solar Grid with roboport (proper ratio)

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Pipe/Engine/Belt, to be put left of the red/green packs

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fVKe/QOQBr2ngBYAAA==


I still need to come up with a good inserter chain. My belt/pipe/engine setup is OK but not great, it needs to be reworked to be cleaner.

Bhodi fucked around with this message at 20:16 on Sep 2, 2015

FISHMANPET
Mar 3, 2007

Sweet 'N Sour
Can't
Melt
Steel Beams
Did someone say... Bus?


For what it's worth, here's what I'm doing for inserters. Also pictured, my red belt assembly, but that's pretty easy to make.

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Bhodi
Dec 9, 2007

Oh, it's just a cat.
Pillbug
Hmm. you don't make gears to order? And a separate inserter factory per chain?

Dirk the Average
Feb 7, 2012

"This may have been a mistake."

Bhodi posted:

Hmm. you don't make gears to order? And a separate inserter factory per chain?

Gears are more compact than iron, which makes them efficient to bus.

FISHMANPET
Mar 3, 2007

Sweet 'N Sour
Can't
Melt
Steel Beams
I always belt gears. The way I see it, if the finished product takes up less space than the raw materials to create it, I'll belt it rather than make it on demand. Which means the only thing I make on demand is copper wire.

Also to be fair, that's my mega bus for my crankin' out rockets factory, that I'm currently still building.

This is my original factory:

Gears are the first thing I make, to feed into science packs, then I make circuits. I know the layout isn't optimal, with some of the circuit assemblers waiting for wire from the wire assemblers, but, I just don't care. Factories are cheap, and I think they're easier to build that way rather than doing the 3 into 2 shenanigans.

Then this is my red and green science:


I make belts and inserters on demand there, because I don't bother to belt those, and I don't want to draw those from a general supply because I don't have a general supply of standard belts or inserters (I don't use the standard belt or inserter, just their faster versions).

I'm also huge on logistic bots, so I don't make much on my bus. You can see it in the second picture, but I'll split off a line of my main resources to go into supply chests so that my logistics bots have access to those.
This is all the stuff I'm making with logistics bots:

Those are things that I only want a small handful of and there's no need to belt them. If there are useful intermediaries, like fast underground belts or the fast splitters, I just have them feed into the next level (express underground belts or express splitters) but then also feed a supply chest. I keep enough of them on hand that any single request won't overwhelm the system.


And finally, my advance circuit production:

Plastic and ECircs share a belt, copper wire is made on demand and placed on its own belt there. I'll probably redesign that for my rocket factory to at least be double sided and not require the lane balancer on the copper wire, but not sure if I'll belt them or keep them in the logistics network.

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FISHMANPET
Mar 3, 2007

Sweet 'N Sour
Can't
Melt
Steel Beams
Alright, got myself an advanced circuit that I'm happier with:

That's just the important part, the circuit factories themselves tile up much farther. It's 4 wire assemblers feeding 32 advanced circuit factories. An express belt is fast enough to feed them all with plastic and electronic circuits. Not sure if it could go up to 48 or 64, but 32 is plently long. Blueprint also involves my hook off of my bus because I'm too lazy to make a version without that:

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sloshmonger
Mar 21, 2013
how are you able to extract that string to import a blueprint?

Phssthpok
Nov 7, 2004

fingers like strings of walnuts
Install the Blueprint String mod and click the "Blueprint" button in the upper left. It saves in a folder called "blueprint-string" somewhere.

Foehammer
Nov 8, 2005

We are invincible.

Here's a chain signaled T-junction for a right hand drive system:



code:
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Ratzap
Jun 9, 2012

Let no pie go wasted
Soiled Meat

Phssthpok posted:

Install the Blueprint String mod and click the "Blueprint" button in the upper left. It saves in a folder called "blueprint-string" somewhere.

Now what we need is a mod that functions as a blueprint string librarian. If I wasn't working again I might start on one.

Telarra
Oct 9, 2012

You mean like this?



http://www.factorioforums.com/forum/viewtopic.php?f=92&t=14243

scuba school sucks
Aug 30, 2012

The brilliance of my posting illuminates the forums like a jar of shining gold when all around is dark

Foehammer posted:

Here's a chain signaled T-junction for a right hand drive system:



I want to point out that I appreciate this kind of thing not for the code that lets me copy it exactly, but just because the up-close look at these small pieces helps me understand signaling better.

FISHMANPET
Mar 3, 2007

Sweet 'N Sour
Can't
Melt
Steel Beams
I've been stealing a lot of junctions from this album:
http://imgur.com/a/CxXxd
Currently using the simple 4-way with a pleasing apperance, and I don't think it can handle the load I'm throwing at it. I'm using bi-directional trains with 2 engines and 2 cars, and their acceleration is baaaaad. So I'm getting a lot of buildups at my 4 way junction. I may re-engineer the whole thing to not be a 4-way anymore and instead be a series of 3 way junctions, but otherwise wonder what people think of 4-way junctions.

Ratzap
Jun 9, 2012

Let no pie go wasted
Soiled Meat

Sweet thanks, that'll do nicely.

Torpor
Oct 20, 2008

.. and now for my next trick, I'll pretend to be a political commentator...

HONK HONK
https://www.google.com/maps/place/3...1s0x0:0x0?hl=en

Found real life Factorio.

You can just slowly zoom out to get a sense of scale. That type of thing extends for miles and miles to the north, south, and east of that point it is pretty staggering.

Torpor fucked around with this message at 14:50 on Sep 9, 2015

Foehammer
Nov 8, 2005

We are invincible.

Torpor posted:

https://www.google.com/maps/place/3...1s0x0:0x0?hl=en

Found real life Factorio.

You can just slowly zoom out to get a sense of scale. That type of thing extends for miles and miles to the north, south, and east of that point it is pretty staggering.

https://en.wikipedia.org/wiki/Midway-Sunset_Oil_Field

Neat!

ModeSix
Mar 14, 2009

Torpor posted:

https://www.google.com/maps/place/3...1s0x0:0x0?hl=en

Found real life Factorio.

You can just slowly zoom out to get a sense of scale. That type of thing extends for miles and miles to the north, south, and east of that point it is pretty staggering.

That's pretty goddamn amazing.

I wonder what the production speed on their rocket defense is.

Foehammer
Nov 8, 2005

We are invincible.

0.12.7 is out:

http://www.factorioforums.com/forum/viewtopic.php?f=3&t=16040

quote:

Changes:
  • Added 5th level of character logistic slots research. :siren:
  • New command line options for the headless server: --disallow-commands and --peer-to-peer
  • Entries in the mod list GUI are highlighted in red only when enabled and invalid at the same time.
  • Added natural case-insensitive string ordering for the mod list GUI.
  • There is now only one spawn position per each force and per each surface. This means that only one spawn position can be defined in the map editor as it currently supports only the default surface and the "player" force.
  • Added force-opengl value in config (under graphics). When set to true, it forces to use opengl on windows instead of D3D.
  • Map scrolling speed now changes with zoom level. :siren:

Xerol
Jan 13, 2007


Just a heads up something broke the Landfill mod in 12.7 (everything's fine until you try to place one, then it just exits) so watch out for that if you use it.

KillHour
Oct 28, 2007


I decided to try Bob's Mods out for a change/new challenge. Just completed blue science.



This is what a blue science factory looks like. gently caress you, Bob!

KillHour fucked around with this message at 07:32 on Sep 14, 2015

Dirk the Average
Feb 7, 2012

"This may have been a mistake."

KillHour posted:

I decided to try Bob's Mods out for a change/new challenge. Just completed blue science.



This is what a blue science factory looks like. gently caress you, Bob!

I find turning off the electronics makes the whole thing so much more enjoyable. No more loving around with transistors and electronic components and all that other bullshit, and it still gives you a progression with all of the ores/plates/whatever to upgrade your stuff with.

Robzilla
Jul 28, 2003

READ IT AND WEEP JEWBOY!
Fun Shoe

KillHour posted:

I decided to try Bob's Mods out for a change/new challenge. Just completed blue science.



This is what a blue science factory looks like. gently caress you, Bob!

GregTech strikes again

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...
I know it's a little old, but the overhaul that improved processing to allow for larger factories without slowdown also improved laptop battery life when playing by about the same ratio.

I'm just glad that my game didn't kill the battery by the time I'm done my commute :)

Kenlon
Jun 27, 2003

Digitus Impudicus

KillHour posted:

I decided to try Bob's Mods out for a change/new challenge. Just completed blue science.



This is what a blue science factory looks like. gently caress you, Bob!

That, right there, is why Bob's Mod is the best thing once you've played a ton of Factorio and are bored because it's too simple.
It's also why Bob's Mod is the worst thing before you get to that point. That's an incredibly undersized setup in many ways - you've got an enormous amount of lost efficiency by having a setup that's solely devoted to producing science. There's nowhere near enough smelting, you're only using a handful of belts to carry materials, so you can't scale it up, and so on.

If you're not going to go Full Isengard and build an enormous smoke belching death fortress, what's the point? I'm actually in the preparation stages of a modded Factorio Let's Play, featuring Bob's Mods.

LLSix
Jan 20, 2010

The real power behind countless overlords

Kenlon posted:

That, right there, is why Bob's Mod is the best thing once you've played a ton of Factorio and are bored because it's too simple.
It's also why Bob's Mod is the worst thing before you get to that point. That's an incredibly undersized setup in many ways - you've got an enormous amount of lost efficiency by having a setup that's solely devoted to producing science. There's nowhere near enough smelting, you're only using a handful of belts to carry materials, so you can't scale it up, and so on.

If you're not going to go Full Isengard and build an enormous smoke belching death fortress, what's the point? I'm actually in the preparation stages of a modded Factorio Let's Play, featuring Bob's Mods.

Please link it if/when you start it. I'd be interested in following it.

Kenlon
Jun 27, 2003

Digitus Impudicus

LLSix posted:

Please link it if/when you start it. I'd be interested in following it.

Will do. Currently messing around with my start settings to get enough nearby resources to start with, while still needing to expand. Getting the balance right with RSO has been interesting.

Dirk the Average
Feb 7, 2012

"This may have been a mistake."

Kenlon posted:

Will do. Currently messing around with my start settings to get enough nearby resources to start with, while still needing to expand. Getting the balance right with RSO has been interesting.

Yeah, one of the most interesting things about Bob's mods is just how much less iron you end up needing. Steel only costs two iron plates instead of five, and circuits don't use iron, so you end up using comparatively little.

Sniper turrets also are so massively ammunition efficient that you end up using fewer resources on ammo too, and it is viable to use regular bullets with sniper turrets for the whole game.

drunkill
Sep 25, 2007

me @ ur posting
Fallen Rib
I haven't played in a bit over a year. Is the multiplayer just 2 player co-op or can you have more players in the current build?

I'll probably get back into it a bit after seeing the additions and new graphics for some items. That space tileset he teased looks awesome.

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Evilreaver
Feb 26, 2007

GEORGE IS GETTIN' AUGMENTED!
Dinosaur Gum

drunkill posted:

I haven't played in a bit over a year. Is the multiplayer just 2 player co-op or can you have more players in the current build?

I'll probably get back into it a bit after seeing the additions and new graphics for some items. That space tileset he teased looks awesome.

I don't think there's a player limit, other than an 8-bit limit of 65000ish. I've played with 6 before and it's a blast!

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