Applewhite posted:Is there a way to cross water? Not yet. It is terrifying. Chunjee fucked around with this message at 16:21 on Feb 29, 2016 |
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# ? Feb 29, 2016 16:18 |
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# ? May 26, 2024 19:07 |
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SinineSiil posted:Also also, do biters attack lone power lines and pipelines? I haven't seen that happen yet, but I want to be sure. They go after things that cause pollution, but they'll bite pretty much anything around it if it gets in the way. Generally they'll leave power lines and pipes alone unless they're near a mine or factory.
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# ? Feb 29, 2016 16:18 |
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Crimson Harvest posted:Are oil products still a bitch to deal with? What I mean is, I kept having to delete/rebuild my storage tanks on the output side of the refineries cause I couldn't use up heavy oil fast enough to get it out of the system, so the refineries would stop. Use red/green wires to connect tanks to pumps, and set the pumps to activate depending on fluid levels. Use this to divert excess heavy/light/gas to cracking/solid fuel/whatever.
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# ? Feb 29, 2016 16:20 |
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They should do a trailer for this game set to Raymond Scott's Powerhouse (AKA the Looney Tunes factory music). Would probably go together pretty well.
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# ? Feb 29, 2016 16:37 |
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SinineSiil posted:Also also, do biters attack lone power lines and pipelines? I haven't seen that happen yet, but I want to be sure. When idling around the hives, they'll attack things nearby. When they decide to attack, they will follow the pollution until they find a 'peak'. While travelling they will ignore most buildings, but will attack buildings from the military tab (including radar and rocket silos!) on sight. Only once they reach what they think is the center of the pollution (lower pollution in all directions) will they go into an attacking frenzy. So in general you can protect mines, rail/power/pipe lines, or entire factories by casting an overwhelming cloud of pollution over them, and just protect the center of that cloud (huge steam plants work real well for this). And with vanilla settings, biters won't create new hives within aggro range of your stuff, so you'll rarely need to prune them back.
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# ? Feb 29, 2016 17:38 |
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What does Radar do anyway? Did I forget to check a box for Fog of War because my entire minimap is revealed at all times.
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# ? Feb 29, 2016 17:40 |
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Applewhite posted:What does Radar do anyway? Did I forget to check a box for Fog of War because my entire minimap is revealed at all times. Radar will slowly reveal up to a 15 chunk (chunk = 32x32 tiles) radius around where you build it, as well as keep an active view of a 7 chunk radius of where it's placed. Fog of War doesn't obscure revealed terrain, just active enemies within it. https://wiki.factorio.com/index.php?title=Radar
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# ? Feb 29, 2016 17:47 |
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Applewhite posted:What does Radar do anyway? Did I forget to check a box for Fog of War because my entire minimap is revealed at all times. There is no such checkbox, so maybe this is just a misunderstanding? The fog of war is slightly darker map tiles that don't show biters or trains. The minimap is about as big as your character's sight range, so you might need to hit 'm' to open the full map to notice it. Radars will reveal an area as big as your character's sight range, and will gradually scan an area twice as big. So they're good for some passive exploration, but like to chug a lot of power.
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# ? Feb 29, 2016 17:51 |
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Moddington posted:There is no such checkbox, so maybe this is just a misunderstanding? The fog of war is slightly darker map tiles that don't show biters or trains. The minimap is about as big as your character's sight range, so you might need to hit 'm' to open the full map to notice it. Oh ok. Makes sense. I wasn't saying there was a check box for fog of war, just wondering about its hypothetical existence as an explanation to why I didn't seem to experience fog of war.
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# ? Feb 29, 2016 17:55 |
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In multiplayer, is it possible for players to make war on each other? Follow up: This game needs ICBMs
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# ? Feb 29, 2016 18:42 |
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Chunjee posted:Not yet. Welcome to space Australia! Applewhite posted:In multiplayer, is it possible for players to make war on each other? That would be amazing. I wonder how it would deal with radioactive fallout. Maybe make the biter nests that get hit by the fallout cloud mutate and get worse?
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# ? Feb 29, 2016 19:00 |
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Applewhite posted:In multiplayer, is it possible for players to make war on each other? Someone mentioned earlier that players can be put on different teams using console commands. What the game really needs is more automation when it comes to combat. My (well, somebody's) factory can churn out hundreds of tanks per minute, yet I've got to climb in one myself to go plink away at biters.
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# ? Feb 29, 2016 19:14 |
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Kinetica posted:Welcome to space Australia! I wanna see two player owned factory cities go to war with one another like the robots in Phillip K. Dick's short story Autofac.
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# ? Feb 29, 2016 19:15 |
Applewhite posted:They should do a trailer for this game set to Raymond Scott's Powerhouse (AKA the Looney Tunes factory music). Would probably go together pretty well. The music in the official trailer sounds a lot like Breakfast Machine, which in turn sounds like Powerhouse, so it's already pretty close.
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# ? Feb 29, 2016 19:26 |
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Lowen posted:The music in the official trailer sounds a lot like Breakfast Machine, which in turn sounds like Powerhouse, so it's already pretty close. Watching the official trailer gave me the idea. It's very good "busy machine" music.
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# ? Feb 29, 2016 19:40 |
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Toast Museum posted:Someone mentioned earlier that players can be put on different teams using console commands. Here's a link to get you started on trying out the different teams: https://forums.factorio.com/viewtopic.php?f=3&t=13512&start=80#p92087 code:
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# ? Feb 29, 2016 19:45 |
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Toast Museum posted:
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# ? Feb 29, 2016 19:48 |
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Applewhite posted:I wanna see two player owned factory cities go to war with one another like the robots in Phillip K. Dick's short story Autofac. You won't get that far. I play with goons and you tend to get shot, set on fire, run over etc a lot. If you do multiplayer, install the gravestone mod. Losing all your poo poo when you did is 'lol, who cares' at the start but if you've just been gassed/run over by a tank yet again and lost hundreds of alien artifacts plus purple circuits of gear, it's a little more irritating. Just finished my slapped together blue research. I'm making a sandbox save with the biters on passive so I can experiment with designs to find the 'one true efficient' block and blueprint it.
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# ? Feb 29, 2016 19:49 |
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I've successfully modded a non-return valve. It takes up one tile, doesn't actively pump or store more liquid than a regular pipe, but only allows flow in one direction. It can also output signals to the circuit network. Everything it does can already be done with the combination of a storage tank and pump, but it's smaller, cheaper, and doesn't require power - and you don't have to wait for the tank to fill if your logic relies on that. Should I release it as a separate mod or roll it in to the rotatable pipes mod I posted earlier (and rename the mod something boring like Pipe Utilities or somesuch)? GotLag fucked around with this message at 19:54 on Feb 29, 2016 |
# ? Feb 29, 2016 19:51 |
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Toast Museum posted:What the game really needs is more automation when it comes to combat. My (well, somebody's) factory can churn out hundreds of tanks per minute, yet I've got to climb in one myself to go plink away at biters. Plink biters in a tank? Hell no, you run the bastards over! Full speed into the houses and big fat worms, weeeeee. Just be ready to run back to your defenses if the tank goes phut. If you use a personal roboport with construction robots and carry repair kids, your faithful bots will get out and trail behind your tank frantically fixing it while you continue mowing things down.
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# ? Feb 29, 2016 19:52 |
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This should maybe go in the OP: http://guide.factorio.com/GotLag posted:I've successfully modded a non-return valve. It takes up one tile, doesn't actively pump or store more liquid than a regular pipe, but only allows flow in one direction. It can also output signals to the circuit network. Everything it does can already be done with the combination of a storage tank and pump, but it's smaller, cheaper, and doesn't require power. Separate mod, IMO. They're related but do entirely different things. It'll be easier for users to manage two separate mods, and probably easier for you to development them separately too.
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# ? Feb 29, 2016 19:53 |
ianmacdo posted:What I would like would be a factory that builds terminator style robots and just sends them out in a cardinal direction, based on the rotation of the factory. Just to get some automatic alien killing action. Distance they travel before breaking down should be controlled by how many batteries/solar panels you cram in them.
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# ? Feb 29, 2016 19:54 |
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I'm just picturing a giant pile of robots at exactly 1KM away from the factory.
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# ? Feb 29, 2016 19:56 |
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ianmacdo posted:What I would like would be a factory that builds terminator style robots and just sends them out in a cardinal direction, based on the rotation of the factory. Just to get some automatic alien killing action. Advanced players could have devices that sort the robots into formation, load them up on transport trains and deliver them to the front lines.
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# ? Feb 29, 2016 20:08 |
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...along with returning trains filled with alien artifacts
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# ? Feb 29, 2016 20:17 |
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A fast paced competitive multiplayer mode akin to Total Annihilation / Supreme Commander would be quite cool. You can limit resource gain to nodes so that you always have a certain amount of resources going in and it's your job to optimize the output. Add in a few efficiency refinement steps that can multiply base resources and of course defenses and offense and you have quite the mean package. People would come up with "builds" like in Starcraft 2 where you absolutely have to have X up and running before the 8 minute mark. Devoting resources to offense (and having units built beeline straight for the enemy base) would add a certain tower defense element where you have to balance defense and offense so that you force the enemy to spend at least a few resources on defense, you could incentivize this by making offense cheaper than defense so it's a very good pressure investment. Iron + coal into basic smelters into crawler bots. Starting position is elevated which restricts pathing, higher tier units can climb steep cliffs. Expand into copper in order to make intelligent units that can prioritize targeting, go straight for pollution sources or hit ranged units / fliers. Introduce flowing rivers that bring pollution output to a central lake that gradually brings out radioactives that affect unit behavior and available resources. Okay I'm done sperging.
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# ? Feb 29, 2016 20:17 |
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As an alternative to creating the T-800 hellscape, it would be cool to have pheromone research to let me take over hives and pit bugs against each other.
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# ? Feb 29, 2016 20:22 |
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Demiurge4 posted:A fast paced competitive multiplayer mode akin to Total Annihilation / Supreme Commander would be quite cool. You can limit resource gain to nodes so that you always have a certain amount of resources going in and it's your job to optimize the output. Add in a few efficiency refinement steps that can multiply base resources and of course defenses and offense and you have quite the mean package. People would come up with "builds" like in Starcraft 2 where you absolutely have to have X up and running before the 8 minute mark. Devoting resources to offense (and having units built beeline straight for the enemy base) would add a certain tower defense element where you have to balance defense and offense so that you force the enemy to spend at least a few resources on defense, you could incentivize this by making offense cheaper than defense so it's a very good pressure investment. Yes all of this please, except maybe the resource nodes. I could see protecting your drills and refiners and such playing a big part. I'm thinking a very Phillip K. Dick/Kurt Vonnegut (Player Piano) vibe with robot tanks patrolling perimeters marked by radio antennas and insidious "second variety" type robots that crawl and dig while packs of mechanical hounds scour the countryside to savage unwary travelers.
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# ? Feb 29, 2016 20:28 |
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Foehammer posted:As an alternative to creating the T-800 hellscape, it would be cool to have pheromone research to let me take over hives and pit bugs against each other. I don't know about taking over hives, but it's definitely possible to get biters on your team. They're just considered a separate force, so a mod could give you a weapon that converts them to your team. In fact, the wiki's modding tutorial walks you through this -- search for "FriendMaker".
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# ? Feb 29, 2016 20:31 |
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Solumin posted:This should maybe go in the OP: http://guide.factorio.com/ Actually I developed it as part of rotatable pipes, by copying and pasting entity definitions, so it was a little tedious to separate it out. But it's complete and uploaded: https://forums.factorio.com/viewtopic.php?f=94&t=20668
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# ? Mar 1, 2016 02:48 |
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GotLag posted:Actually I developed it as part of rotatable pipes, by copying and pasting entity definitions, so it was a little tedious to separate it out. Awesome! How many mods for this game have you made at this point?
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# ? Mar 1, 2016 03:02 |
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I dunno, I just play for a bit, wish I had something, then spend the next day or two modding it in. I've never actually played long enough to do blue science because I keep getting sidetracked with modding.
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# ? Mar 1, 2016 03:31 |
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... I'm a moron. I was going through the second level of New Hope, running out of Iron Ore trying to get the materials before realizing I should probably rebuild that railroad... the game probably wanted me to research it for a reason. buuut I already scrapped a bunch of the railroad infrastructure to make way for stuff to manufacture Science Pack 2's with, so I'll probably just redo the entire level from scratch. Takes forever, though.
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# ? Mar 1, 2016 08:35 |
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Yea i just finished that level. The next one it basically "kill a lot of biters and you don't have a base", but i find it even harder than the previous one. It seems like campaign is really hard
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# ? Mar 1, 2016 09:38 |
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So I cracked green science automation yesterday, and with the leftover parts I built a turret factory. I'll post screenshots of my factory this evening. It's definitely not as orderly as the Bus. It's very sort of cobbled together. I wonder if the factories players design are reflections of our own psychology and priorities. Anyway my next big project is automating red circuits and batteries so I can start building fancy things and blue science modules.
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# ? Mar 1, 2016 12:21 |
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I think in almost 2 years of playing this game, I've automated blue science packs... twice... I'm never happy with my factories so I start over...
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# ? Mar 1, 2016 13:21 |
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Its funny seeing everyone stress over blue science after playing the bobs mod suite. If you want to really twist your noggin check that stuff out. In my latest game though i've neglected to install his Metal/Chemicals/Intermediary and ore mods because they ramp the complexity just a little too much for me to find fun. You can still install the rest of his mods though and get all of the new fun stuff (pretty much everything gets upgraded versions) but without the total headache of the new material chains. Its worth checking out the whole thing once regardless just for the holy poo poo factor.
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# ? Mar 1, 2016 13:52 |
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Factorio mods are going down the bullshit unfun Minecraft mods route that ramp up the absurdity of collecting poo poo to 11. You need 4 hours to get any basic sort of machinery going, but then it doesn't get faster, no. It only gets more complex.
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# ? Mar 1, 2016 13:54 |
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I'm sticking to the vanilla version for now.
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# ? Mar 1, 2016 14:05 |
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# ? May 26, 2024 19:07 |
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The only mod I'd recommend is FARL because laying train track is straight up bullshit right now. Roll on 0.13. Bob's Mods looks like a crazy hole I don't even want to begin to go down.
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# ? Mar 1, 2016 14:08 |