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MeLKoR posted:I haven't played this in almost a year. I've dropped by to see if there were some major updates, been reading the last few pages and noticed something. No one mentions logistics robots?! Late game I used to remove every belt except iron/copper/coal etc and replace everything else with hundreds of logistic robots, it seemed to work pretty great as long as transportation distances were kept within reason. Am I missing something? People are talking about bots all the time, they're great. Wait till you get the Personal Roboport so you can have a swarm of constructobots at your command! As for logistics, the Belts Vs Bots debate is very much up to the user- belts are MUCH cheaper, almost always faster, and have a dramatically higher throughput until you have many dozens of bots on a particular line. On the other hand, for small-quantity or slow-complete jobs (like Modules) bots are super simple to keep you sane and keep your base clean.
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# ? Sep 30, 2015 17:43 |
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# ? May 11, 2024 15:42 |
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Yeah, logistic bots seem to be good for two things: - Come to me, my pretties, fly forth with my requested inventory when I return from another expedition! My iron plates, my ammo, my power lines! - Small item count logistics where the frequency and count of the ingredient used coupled with distance makes it infeasible to set up a belt compared to having on-demand couriering. They're great, but they're limited in how much they can do, and the power and materials requirements to tear up all of your belts and use bots is just prohibitive when belt busses can do just fine.
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# ? Sep 30, 2015 17:55 |
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I sometimes use bots to handle my stone infrastructure since I end up consuming my stone supplies so fast.
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# ? Sep 30, 2015 17:57 |
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Dr. Arbitrary posted:I like the idea of filling a train with tracks, walls, lasers and power lines and just sending it off to make a wall for as far as it can go. One of the FFFs was talking about being able to automate factory creation at some point in the future. I guess the creators have a Fantasia-style image where a factory will just create more factory forever if left unchecked. I think it sounds awesome.
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# ? Sep 30, 2015 22:36 |
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JimTheEternal posted:One of the FFFs was talking about being able to automate factory creation at some point in the future. I guess the creators have a Fantasia-style image where a factory will just create more factory forever if left unchecked. I think it sounds awesome. The upcoming space building stuff makes me envision ridiculous levels of expansion where I make a blueprint for an entire factory planet and just click on an empty neighboring planet to send a colony ship filled with a million construction bots over and wrap it entirely in mines, belts, and assemblers.
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# ? Sep 30, 2015 22:46 |
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Fractal factories until the machine gains sentience.
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# ? Sep 30, 2015 22:49 |
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Overwined posted:Fractal factories until the machine gains sentience. Is factorio Turing complete yet? I guess with all of the circuit logic stuff it should be.
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# ? Oct 2, 2015 13:29 |
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JimTheEternal posted:One of the FFFs was talking about being able to automate factory creation at some point in the future. I guess the creators have a Fantasia-style image where a factory will just create more factory forever if left unchecked. I think it sounds awesome. A Von Neumann factory
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# ? Oct 2, 2015 14:23 |
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At some point, that turns into Cookie Clicker; except while consuming all your computer's resources.
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# ? Oct 2, 2015 14:36 |
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KillHour posted:At some point, that turns into Cookie Clicker; except while consuming all your computer's resources. Yes, but the fun part is building the factory in the first place, and the endgame is the satisfaction of watching it run.
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# ? Oct 2, 2015 14:51 |
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KillHour posted:At some point, that turns into Cookie Clicker; except while consuming all your computer's resources.
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# ? Oct 2, 2015 16:29 |
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MeLKoR posted:I haven't played this in almost a year. I've dropped by to see if there were some major updates, been reading the last few pages and noticed something. No one mentions logistics robots?! Late game I used to remove every belt except iron/copper/coal etc and replace everything else with hundreds of logistic robots, it seemed to work pretty great as long as transportation distances were kept within reason. Am I missing something? Logistics bots are a trap. They are good for quick one-off things, but you can never match the effectiveness of belts with them.
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# ? Oct 2, 2015 16:43 |
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Kenlon posted:Logistics bots are a trap. They are good for quick one-off things, but you can never match the effectiveness of belts with them. Yeah, keep anything on the intermediate tab (with the possible exception of engines and robot frames) on belts for mass production. Robots have a hard time keeping up with supplying factories for making thousands of circuits a minute, for instance.
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# ? Oct 2, 2015 17:03 |
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Unless you have bobs mods Im almost at the end of a play with bobs mod were im using bots for everything, the liquids are giving me a headache with the various sub-products of the electrolizer but its glorious seeing them fly around carrying everything at lightning speed. And the gods modules are amazing.
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# ? Oct 2, 2015 19:06 |
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I couldn't get into Bob's Mods but Yuoki Industries is pretty cool. I'm enjoying optimizing my green tech research base to reduce land use and pollution while retaining the same production output.
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# ? Oct 2, 2015 22:00 |
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All these giant mods a la Bob and that Yuoki look like giant clusterfucks to me. Are there any mods that add buildings or tech that is a more natural and gradual progression of vanilla mechanics instead of huge fuckoff tech- or production trees?
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# ? Oct 2, 2015 23:25 |
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Micr0chiP posted:Unless you have bobs mods Bob's Mods super-belts are still better than the bots. mirarant posted:All these giant mods a la Bob and that Yuoki look like giant clusterfucks to me. Are there any mods that add buildings or tech that is a more natural and gradual progression of vanilla mechanics instead of huge fuckoff tech- or production trees? The fact of the matter is that as soon as you look into adding more techs it's easy to just go whole hog. (There's a quote from Fear and Loathing in Las Vegas that would apply here.) Once you're put three hundred plus hours into Factorio, you'll want complexity too. . .
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# ? Oct 3, 2015 03:10 |
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mirarant posted:All these giant mods a la Bob and that Yuoki look like giant clusterfucks to me. Are there any mods that add buildings or tech that is a more natural and gradual progression of vanilla mechanics instead of huge fuckoff tech- or production trees? The nice thing about Yuoki is that it doesn't change the base recipes at all. So far I've found it to be fairly gradual, in that it makes wherever I'm at in the vanilla tree better with some added production. For instance: To double the output of iron with existing furnaces you can replace the supply of iron ore with a supply of purified iron. To make purified iron, you wash ore in a "Washer" and get contaminated water as a byproduct. This additional tech is just a small intermediate step in series with the iron production chain and comes with a huge upside. Once you have liquid storage it's a no-brainer. If you found the huge production chains required in Bobs Mods to be a little too insane, but are looking for something more I suggest giving Yuoki a try. If you hate it, it's easy to ignore and still play the base game without restarting your map.
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# ? Oct 3, 2015 03:40 |
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Kjoery posted:Every videogame turns into cookie clicker at some point. This is literally only true of resource building games. BRB, playing cookie clicker.
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# ? Oct 3, 2015 04:56 |
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Anyone have some tips for getting multiplayer working? I can launch a multiplayer game fine, but I can't connect to my buddy, and he can't connect to me. Running 12.10 and win7. Does it take some router tinkering? My firewall looks good as far as Factorio is concerned.
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# ? Oct 3, 2015 06:14 |
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Dirk the Average posted:Yeah, keep anything on the intermediate tab (with the possible exception of engines and robot frames) on belts for mass production. Robots have a hard time keeping up with supplying factories for making thousands of circuits a minute, for instance. I've got a factory that's making (and using) about 3k circuits per minute, supplied entirely by bots. Belts are used only to bring iron/copper/steel from mining outposts. Not the most gigantic factory by far, but the bots haven't even started struggling yet. If your bots are having a hard time keeping up, can't you always just build more bots?
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# ? Oct 3, 2015 06:22 |
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RVT posted:Anyone have some tips for getting multiplayer working? I can launch a multiplayer game fine, but I can't connect to my buddy, and he can't connect to me. This page is actually pretty useful.
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# ? Oct 3, 2015 06:40 |
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Triarii posted:I've got a factory that's making (and using) about 3k circuits per minute, supplied entirely by bots. Belts are used only to bring iron/copper/steel from mining outposts. Not the most gigantic factory by far, but the bots haven't even started struggling yet. If your bots are having a hard time keeping up, can't you always just build more bots? Eventually you run out of room for in-range roboports, and the bots start waiting in line to charge.
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# ? Oct 3, 2015 07:21 |
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Triarii posted:I've got a factory that's making (and using) about 3k circuits per minute, supplied entirely by bots. Belts are used only to bring iron/copper/steel from mining outposts. Not the most gigantic factory by far, but the bots haven't even started struggling yet. If your bots are having a hard time keeping up, can't you always just build more bots? This is more or less my experience as well, with proper factory design to keep high consumption areas as close as possible I managed a huge factory with fewer than a 1000 logistics bots and there were always plenty free. The only things on belts were iron/copper, their respective plates, copper wire and steel. It took 100% roboport coverage which was an enormous project in itself but well worth it I think. And it was pretty awesome getting anything I wanted delivered to me wherever I was in a matter of seconds, I even created chains of roboport outposts deep into enemy territory to help with ammo on long raiding trips. Extending the factory was a simple matter of laying the blue print and programming the requester chests.
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# ? Oct 3, 2015 08:41 |
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Triarii posted:I've got a factory that's making (and using) about 3k circuits per minute, supplied entirely by bots. Belts are used only to bring iron/copper/steel from mining outposts. Not the most gigantic factory by far, but the bots haven't even started struggling yet. If your bots are having a hard time keeping up, can't you always just build more bots? 3K a minute isn't exactly high production, so bots can keep up with that.
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# ? Oct 3, 2015 13:49 |
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How do you use walls now? By midgame there are tons of mobile ranged bugs now. In order to keep my turrets intact I end up putting down enough turrets to wipe out the entire mob at max range. Anything else tends to result in turrets getting picked off one at a time. I don't see how to use walls to improve my defenses.
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# ? Oct 3, 2015 14:58 |
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LLSix posted:How do you use walls now? You set em out in front of the turrets not as walls per se but as baffles so that mobs running through them to get to the turrets (which they can still path to and thus will ignore the walls.) That way a larger group gets broken up into more of a stream so your stated turret strat has more time to work on a larger group with fewer turrets. Putting some conveyors facing out through your baffles helps too, so that anyone coming in is fighting wrong-way conveyor action while having to run the baffles while getting shot by the laser turrets.
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# ? Oct 3, 2015 16:24 |
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Do you mean buffers? Also it sounds like you're talking about tower-defense game style mazing.
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# ? Oct 3, 2015 17:46 |
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lohli posted:Do you mean buffers? That's pretty much what baffle means, yes.
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# ? Oct 3, 2015 18:42 |
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KillHour posted:That's pretty much what baffle means, yes. All I'm seeing in that diagram is wasted space where more turrets could be placed.
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# ? Oct 3, 2015 23:38 |
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Well you wouldn't place them so they compete for space. You put enough guns to take out behemoths one at a time, then put walls to help them arrive one at a time. Do conveyor belts still have any effect on enemies? Phssthpok fucked around with this message at 03:08 on Oct 4, 2015 |
# ? Oct 4, 2015 03:06 |
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100+ hours into a game and I never knew about pumping stations. My current base needs about 200-250 plastic per minute to not be bottle-necked, and I just couldn't figure out why the drat petroleum didn't want to move from the buffer storage tanks to the factories. The tanks were full, but the pipes just didn't seem to want to shift stuff. At first I thought it was that my 30 refineries and 100-something light-to-petroleum things were all feeding into one central petroleum pipeline which was perpetually at 10, and doubling that with a parallel pipe helped a bit but not much. Throwing a bunch of pumps on the pipes along the way to the factories didn't seem to help at all, in fact, it seemed to throttle the speed at which I was producing. Two pumping stations later and my petroleum tanks are empty and I need to build more refineries. Is there a way to automate rocket launches from the launch pad? It would still take some substantial expansions but I'm getting closer to producing rockets without interruption. Other than some odds and ends, without the rocket there's no production, and I feel sad when the graph lines plunge. Edit: actually scratch that, I'm nowhere near continuous rocket production. I can switch it on for 5 rockets or something and things go splendid, but then I discover that I have problems everywhere. Apparently all my mines ran out of ores while I was building new oil bases, which have also run out, and I'm also not smelting enough, and seeing as how everything just blacked out for a second, I'm guessing we're not producing enough energy anymore either. gently caress me. The rocket is like pouring buckets into a black hole. Fleve fucked around with this message at 22:35 on Oct 4, 2015 |
# ? Oct 4, 2015 20:48 |
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There's a mod that does auto rocket launching. It's a sattellite dish type building you place, and whenever a rocket silo in its range finishes, it launches the rocket. http://www.factorioforums.com/forum/viewtopic.php?f=93&t=15308
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# ? Oct 5, 2015 01:58 |
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FISHMANPET posted:There's a mod that does auto rocket launching. It's a sattellite dish type building you place, and whenever a rocket silo in its range finishes, it launches the rocket. Do we have nuclear warheads yet? That would be neat. How is this game in multiplayer? What do people do? Do they take different roles or does everyone run around adding things? Zephyrine fucked around with this message at 21:01 on Oct 5, 2015 |
# ? Oct 5, 2015 19:01 |
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Zephyrine posted:How is this game in multiplayer? What do people do? Do they take different roles or does everyone run around adding things? You do what you want, no set roles to it. It normally ends up either with everyone cooperating very well or a massive case of the right hand not knowing what the left's doing.
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# ? Oct 6, 2015 08:01 |
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FISHMANPET posted:There's a mod that does auto rocket launching. It's a sattellite dish type building you place, and whenever a rocket silo in its range finishes, it launches the rocket. Thanks, I'll give that a try. Although I seem to have to revise my idea of continuous rocket launches. I'm afraid it depletes my resources so quickly that I can't keep up with maintenance while actually expanding input. By the time I explore and clear a new (oil, probably oil) resource patch something else is bound to have run out. But at least I've got a bus running that I'm finally happy with. Does anyone have a neat solution for supplying outposts with repair kits and the occasional replacement wall or turret? I thought about making a service station at the main base, which is easy, but I can't come up with a way to unload at the outposts other than making service stations over there as well. If I use the existing stations, there's no place for unloading cause the full length of two wagons is already used for loading ores.
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# ? Oct 6, 2015 11:56 |
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Fleve posted:Thanks, I'll give that a try. I just placed requester chests all along my walls and outposts with repair kits / ammo / walls / pylons to allow quick automatic repair of any damage suffered in an attack.
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# ? Oct 6, 2015 12:11 |
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MeLKoR posted:I just placed requester chests all along my walls and outposts with repair kits / ammo / walls / pylons to allow quick automatic repair of any damage suffered in an attack. That'd work, I'd have to connect my outposts to the bot network I guess. Currently each outpost is a network on its own, connecting them all would be a lot of bot buildings, but if I just draw 'connecting lines' with roboports....that might be workable. It takes a full minute by train to go from my most northern to the furthest southern outpost, but having bots lug that poo poo around instead of making the rounds myself every few hours is definitely preferable. Edit: ↓ yeah gonna go with that I think. Fleve fucked around with this message at 14:12 on Oct 6, 2015 |
# ? Oct 6, 2015 12:50 |
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Fleve posted:Does anyone have a neat solution for supplying outposts with repair kits and the occasional replacement wall or turret? I thought about making a service station at the main base, which is easy, but I can't come up with a way to unload at the outposts other than making service stations over there as well. If I use the existing stations, there's no place for unloading cause the full length of two wagons is already used for loading ores. You could probably spare one inserter on each train car at the remote end without compromising throughput too much - AFAIK a full set of maxed-out inserters will load or unload a train car in the 5 second minimum wait time with room to spare, so if you're sufficiently upgraded you might even be able to do it with no downside.
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# ? Oct 6, 2015 12:57 |
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# ? May 11, 2024 15:42 |
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Little Abigail posted:You do what you want, no set roles to it. It normally ends up either with everyone cooperating very well or a massive case of the right hand not knowing what the left's doing. Sounds like when I tried to play minecraft with some people. I tilled a field and planted crops. Paved a road and then they built a swimming pool in the middle of the field with a jumping board about 50 blocks high.
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# ? Oct 6, 2015 13:06 |