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Fleve posted: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. I solved it by having base/outpost networks connected by independent "corridor networks" and then using inserters at the ends to move the products between chests in different networks.
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# ? Oct 6, 2015 13:14 |
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# ? May 13, 2024 09:49 |
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MeLKoR posted:Depending on the geometry of your base you have to work this carefully, it took me ages to figure out why my bots were disappearing until I realized that sometimes they were trying to reach an outpost through a path not connected to the network and running out of energy midway. What I mean is imagine a cross shaped base, if the bots try to move from one arm to the other directly without going through the middle area they can fall before they get to their destination. I made "drone hubs" for this a 3x3 field of drone hives placed anywhere drones tended to accumulate. It uses ridiculous amounts of power though.
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# ? Oct 6, 2015 13:35 |
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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. I had a game where both me and my bro split off the main bus and separately made blue science factories e: "Alright, I got blue science comin' in now" "But I'm-- oh "
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# ? Oct 6, 2015 20:30 |
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I built a maintenance train and then put a "maintenance stop" in each of my remote bases. I was feeding my maintenance stops with walls, lasers, repair packs, and radar dishes. I'd use smart inserters to pull enough from the train to have I think 100 walls, 20 lasers, 5 radars, and 200 repair packs or something. Whenever I'd see that a remote base was missing repair packs or an item to rebuild, I'd send my maintenance train there manually. I have The Fat Controller mod so I can dispatch a train without having to physically go to it.
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# ? Oct 6, 2015 22:29 |
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concise posted: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. I'm giving Yuoki a try and it's really poorly documented. I'm setting up washers for my ore lines; is there any way to get rid of the contaminated water or does it have to sit in storage forever?
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# ? Oct 13, 2015 22:19 |
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Press it into contaminated dirt and toxic dust. The stacks of those can get huge so chests store a lot. After that you can process the dirt into green and blue dust, then unicomp. The toxic stuff can be made into sulfuric acid and probably other stuff. I use the unicomp made from contaminated dirt to recharge the catalyst used to turn coal dust into oil.
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# ? Oct 13, 2015 23:38 |
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Are there any mods for permanent resource drains? Such as research that requires thousands of each beaker with exponential drains just to keep my factory hungry?
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# ? Oct 23, 2015 18:58 |
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With vanilla you do have the option of launching untold amounts of rockets, which covers everything but stone. For stone you could pave the world in concrete, or just make a lot of silos (10k stone each). But yeah, some kind of mod that just adds a huge endgame resource drain would be a welcome addition to any modpack.
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# ? Oct 23, 2015 19:19 |
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Can biter bases spawn on concrete?
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# ? Oct 25, 2015 19:35 |
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Technically, biter bases shouldn't spawn within a certain radius of any man-made object. But I've just tested it with the console markers for potential biter locations, and after clearing out some existing biters and placing some concrete, the area is supposedly still viable for settlement. If you want to 'civilize' an area, use electricity poles.
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# ? Oct 25, 2015 21:14 |
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Fleve posted:If you want to 'civilize' an area, use turrets. pew pew!
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# ? Oct 27, 2015 03:13 |
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New dev blog: http://www.factorio.com/blog/post/fff-111quote:I had also the Factorio presentation in the university for the third time already (third year), and I realized it is the third time I said there that Factorio will be finished in a year. I want to believe it to be true this time so we will try to really make it happen. To try to make this happen they're not going to include the space platform in 1.0
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# ? Nov 6, 2015 23:29 |
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I'm disappointed about that, mainly because without it there's no real new content in the pipeline, just bugfixes and polish. What we have is what we'll get, at least for the next year, lacklustre endgame and all.
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# ? Nov 7, 2015 02:33 |
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I really wouldn't mind some sort of endless sandbox mode, but with this game being what it is, I do need something to eat up all the things my factory produces. The space platform would've been great for that.
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# ? Nov 7, 2015 18:03 |
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Stick Insect posted:I really wouldn't mind some sort of endless sandbox mode, but with this game being what it is, I do need something to eat up all the things my factory produces. The space platform would've been great for that. That's what I mean about endgame - once you've tapped out your research your factory consumption plummets. I'm totally happy building an ever-extending factory to meet an ever-growing demand but it needs to actually do that.
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# ? Nov 7, 2015 18:10 |
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Tenebrais posted:That's what I mean about endgame - once you've tapped out your research your factory consumption plummets. I'm totally happy building an ever-extending factory to meet an ever-growing demand but it needs to actually do that. There are mods that add endless upgrades such as weapon damage with ever-increasing research costs. At some point, I'd like to see a really deep military tech tree with the ability to do PvP. I always thought something like the WZ2100 tech tree would be suitably deep.
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# ? Nov 7, 2015 18:31 |
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KillHour posted:There are mods that add endless upgrades such as weapon damage with ever-increasing research costs. WZ2100 was great, I should play it again sometime. Yes though there needs to be a better military system such as some way of commanding military drones without you being there. Or being able to launch satellites and nukes. I mean yeah we have these large factories and automated production systems with some drone uses but a lot of the military side of things isn't even close to what we do know from a commanders point of view. I don't feel the player should need to be anywhere near the combat zone, that's a robots job, or a nukes.
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# ? Nov 7, 2015 18:54 |
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Apocadall posted:WZ2100 was great, I should play it again sometime. Yes though there needs to be a better military system such as some way of commanding military drones without you being there. Or being able to launch satellites and nukes. I mean yeah we have these large factories and automated production systems with some drone uses but a lot of the military side of things isn't even close to what we do know from a commanders point of view. Absolutely agree. And the enemy needs to be much more powerful to compensate.
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# ? Nov 7, 2015 19:14 |
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Apocadall posted:I don't feel the player should need to be anywhere near the combat zone, that's a robots job, or a nukes. Yeah, but you'll have to get in there to disable their hand.
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# ? Nov 7, 2015 19:15 |
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Slickdrac posted:Yeah, but you'll have to get in there to disable their hand. If you aren't going for the MCV first, you're doing it wrong.
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# ? Nov 7, 2015 19:17 |
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Slickdrac posted:Yeah, but you'll have to get in there to disable their hand. Actually just watched that movie last night. Still hilarious.
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# ? Nov 8, 2015 00:23 |
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Kinda dead around here waiting for 1.3 but today's blog showcases better rail building and it looks awesome. Also, no more curved rails. Curved sections will just use up 4 straight rails. https://www.factorio.com/blog/post/fff-113
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# ? Nov 20, 2015 18:19 |
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Oh my god, rails won't suck anymore!
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# ? Nov 20, 2015 18:29 |
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Boogalo posted:Kinda dead around here waiting for 1.3 but today's blog showcases better rail building and it looks awesome. Good ol' A*. That poo poo's fast, and props to them for reusing nodes when the player moves the mouse.
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# ? Nov 20, 2015 18:30 |
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This is literally the thing that will get me to re-install for another couple of months and expand my megasave. Distant ore expansions aren't going to be as huge of a PITA anymore!
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# ? Nov 20, 2015 21:35 |
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Krysmphoenix posted:Good ol' A*. That poo poo's fast, and props to them for reusing nodes when the player moves the mouse. Yeah it definitely is a smart solution for a nice and welcomed feature, rails ahoy! I still love this dev team for going in and showing some solution details to the problems they encounter.
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# ? Nov 20, 2015 21:56 |
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This is also going to add a big factor to the rail vs conveyors argument, as building rail will be much, much easier over long distances.
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# ? Nov 20, 2015 22:06 |
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Finally, trains will be fun!
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# ? Nov 20, 2015 23:45 |
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LLSix posted:Finally, trains will be fun! They still need to add the ability to lay down two parallel rails at the same time though.
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# ? Nov 21, 2015 17:31 |
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Apocadall posted:WZ2100 was great, I should play it again sometime. Yes though there needs to be a better military system such as some way of commanding military drones without you being there. Or being able to launch satellites and nukes. I mean yeah we have these large factories and automated production systems with some drone uses but a lot of the military side of things isn't even close to what we do know from a commanders point of view. Holy loving poo poo, WZ2100 is open source and has been since 2004. See you in 3 weeks, bombarding poo poo with a battery of 25 rotary howitzers. Rotary. Howitzers.
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# ? Nov 22, 2015 23:33 |
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Caconym posted:Holy loving poo poo, WZ2100 is open source and has been since 2004. If you're not rushing down the indirect fire tree and filling your base with those, you're playing it wrong. Edit: Ripple rockets, too.
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# ? Nov 22, 2015 23:44 |
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Another week, another good update on trains. New rail building example without bots Some UI changes, and more logic conditions for train stations. Time passed - The only available in 0.12 Inventory full Inventory empty In-activity - No items were added or removed for specified amount of seconds. Item count - specific condition can be set, like train contains more than 30 iron plates etc. Circuit condition - The train stop will be connectable to the circuit network, so the condition can use it. and the blog: http://www.factorio.com/blog/post/fff-114
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# ? Nov 28, 2015 02:31 |
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Finally!
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# ? Nov 28, 2015 02:34 |
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So happy for the rail drawing. Making curves were an incredibly tedious affair and I never progressed heavily into blueprinting.
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# ? Nov 28, 2015 06:02 |
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One step closer to Open TTD.
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# ? Nov 28, 2015 11:57 |
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Don't care about trains, have never cared about trains.
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# ? Nov 28, 2015 18:24 |
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Bhodi posted:Don't care about trains, have never cared about trains. I would totally use trains but I am a giant baby who plays on peaceful mode with abundant resource deposits so I've never really needed them for any practical reason.
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# ? Nov 28, 2015 20:34 |
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Trains are best in multiplayer where i get frequent notifications that my coop partner has been run over while working on the rail network.
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# ? Nov 28, 2015 22:04 |
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Boogalo posted:Trains are best in multiplayer where i get frequent notifications that my coop partner has been run over while working on the rail network. I am extremely thankful that smashing a car into a concrete barrier at full speed doesn't really hurt me, the car or the barrier in a meaningful fashion, and that robots inside me automatically repair such idiocy. I even tried putting lights on em but at a zoom level where I can still see/avoid trees it's easy to miss upcoming walls. They really need a third tier of vehicle that's some kind of hovertank or something so I can at least zip around blasting aliens as needed without giving a gently caress about trees or my own walls.
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# ? Nov 28, 2015 22:08 |
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# ? May 13, 2024 09:49 |
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The first time you "get" trains, especially with routing and signaling, is so immensely satisfying. My current base has a single depot for coal, iron, copper, oil (using the oil tanker mod), and stone, with a single line in/out and no deadlocks (although the occasional queue happens). Hooking up a new deposit is as simple as plopping a station blueprint, dropping an intersection on my main line, and connecting the two with rails/power. The personal roboport makes this incredibly easy, as well.
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# ? Nov 29, 2015 00:02 |