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Xerol
Jan 13, 2007


I've reached the point where the main game is no longer a challenge, so I'm looking for a mod/mods that extend the game without making it "wider". Stuff like the extended research trees that add extra levels of bot speed/capacity, but also looking for something new to do in the rocket-building stage of the game. As-is I've mostly reached the same point I did in DF, where I've mastered the base game and all that's left is to plan out megaprojects.

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Foehammer
Nov 8, 2005

We are invincible.

My idea for a multiplayer gimmick: Fury Road

All petroleum is cracked and barreled on one side of the map, and must be delivered to other bases via car / tank through biter territory :black101:

Truga
May 4, 2014
Lipstick Apathy
Can biters even destroy trains if you have repair bots placed near a station? I'm pretty sure the train squishes them as easily as the player :v:

GotLag
Jul 17, 2005

食べちゃダメだよ

Foehammer posted:

My idea for a multiplayer gimmick: Fury Road

All petroleum is cracked and barreled on one side of the map, and must be delivered to other bases via car / tank through biter territory :black101:

Train tracks retextured to look like dirt road, players need to escort the slow-moving war rig (actually a train) across the map while in tanks/buggies. Optionally use scripts to kill off any player who exits their vehicle, as well.


Edit: Friday Facts has landed earlier than usual this week. Of note: RSO-like functionality coming to vanilla, along with rail tank cars and probably dirty/unrefined ores that allow you to optionally get more out of a mineral patch at the cost of extra processing infrastructure.

GotLag fucked around with this message at 16:09 on Mar 11, 2016

President Ark
May 16, 2010

:iiam:

widespread posted:

I might bum one of your guys' ideas because my current setup of "column of accumulators/powerlines/panels" isn't giving the accumulators any juice.



That's from when the panels hit max power.


GotLag posted:

They're not going to store power if there's no excess to store.

In case you're wondering about power, this is what those bars in the upper left are telling you. If consumption is maxed out and production isn't, that's good - it means you're using as much power as you can and you still have room to grow (you're generating excess power). If production is maxed and consumption isn't, that's bad, because it means your generators are running as hard as they can but things aren't getting enough power.

In your case, you're in the latter state, so build more generators.

seiken
Feb 7, 2005

hah ha ha
It really confuses me that the bars are that way round. If you're producing more than you're consuming, shouldn't the production bar be higher than the consumption bar? I mean, I've gotten used to it, but it seems inexplicable and completely backwards.

Truga
May 4, 2014
Lipstick Apathy
^^^ yeah it's not very intuitive.

IMHO the only real way to build solars is to automate the thing to build 500 solars and 400 batteries and then go place all of them down somewhere. You need craptons to achieve a good output.

Then cut of the steam and continue building solars as needed. Optionally, construct a contraption that restarts your steam in case batteries can't handle the laser load during the night.

Ratzap
Jun 9, 2012

Let no pie go wasted
Soiled Meat

Ineptitude posted:

There are EIGHTEEN different types of gems in BOBs? A resurce category that doesn't even exist in the base game. Holy poo poo i understand why people recommend to stay away from that mess.

6 base gem types which process 2 levels each yes. They're not essential but you can upgrade some things like laser turrets with them - they do more damage and are in different pretty colours :)

If you don't have a silly amount of free time to play, don't touch Bob's no. It's quite a lot more 'real', takes longer to play and consequently progress is slower. It's best to do MP - many hands make light work. My solo save is now almost 2 days of play time and I'm just over halfway through. I have no idea how people play this with biters active, though MP it probably works to have a guard or two and the rest building.

Dirk the Average
Feb 7, 2012

"This may have been a mistake."

Ratzap posted:

6 base gem types which process 2 levels each yes. They're not essential but you can upgrade some things like laser turrets with them - they do more damage and are in different pretty colours :)

If you don't have a silly amount of free time to play, don't touch Bob's no. It's quite a lot more 'real', takes longer to play and consequently progress is slower. It's best to do MP - many hands make light work. My solo save is now almost 2 days of play time and I'm just over halfway through. I have no idea how people play this with biters active, though MP it probably works to have a guard or two and the rest building.

Sniper turrets are hilariously overpowered and make dealing with biters trivial. It takes a lot of them, but they 1-2 shot everything.

Solumin
Jan 11, 2013

GotLag posted:

Edit: Friday Facts has landed earlier than usual this week. Of note: RSO-like functionality coming to vanilla, along with rail tank cars and probably dirty/unrefined ores that allow you to optionally get more out of a mineral patch at the cost of extra processing infrastructure.

I'm interested to see what they do with green science. I know I've run into the exact problem they mention. You can practically set up a green science factory at the same time as your red one, and it doesn't really feel like there's much of a progression to follow. Hopefully they won't make green science too complicated though...

Ratzap
Jun 9, 2012

Let no pie go wasted
Soiled Meat

Dirk the Average posted:

Sniper turrets are hilariously overpowered and make dealing with biters trivial. It takes a lot of them, but they 1-2 shot everything.

I noticed they had a 2900% damage bonus and shot once every 2 seconds. Throwing numbers at it usually wins. You'd have to be really careful about pollution until you got going and there are just so many processes/things to build the disruption would be annoying. Maybe once I feel comfortable with the mods but for now, fighting the mods themselves is challenge enough.

Ratzap
Jun 9, 2012

Let no pie go wasted
Soiled Meat

Solumin posted:

I'm interested to see what they do with green science. I know I've run into the exact problem they mention. You can practically set up a green science factory at the same time as your red one, and it doesn't really feel like there's much of a progression to follow. Hopefully they won't make green science too complicated though...

That's another aspect Bobs alters. There are 4 science packs plus the alien one and the progression is much much smoother. I got the 2nd blue packs (4th pack) automated today and while it was a fair bit of time, it wasn't massively harder than the one before it.

Poil
Mar 17, 2007

I wish I could mount different weapons on the turrets. Slapping on a shotgun or a flamethrower. Rocket launcher would be fun too but would require a lot of repair bots.

Obama 2012
Mar 28, 2002

"I never knew what hope was until it ran out in a red gush over my lips, my hands!"

-Anne Rice, Interview with the President

Truga posted:

Optionally, construct a contraption that restarts your steam in case batteries can't handle the laser load during the night.

I thought this happened automatically--my last factory had mixed steam/solar and I would frequently go into the power page to see only solar producing power with steam appearing just during nighttime or aggressive biter raids stressing my laser grid.

Dirk the Average
Feb 7, 2012

"This may have been a mistake."

Ratzap posted:

I noticed they had a 2900% damage bonus and shot once every 2 seconds. Throwing numbers at it usually wins. You'd have to be really careful about pollution until you got going and there are just so many processes/things to build the disruption would be annoying. Maybe once I feel comfortable with the mods but for now, fighting the mods themselves is challenge enough.

Bullet speed upgrades reduce shot times. Damage bonuses are multiplicative. They end up one shotting almost everything and nothing stops you from dropping 10-20 in an area. They also outrange worms and do huge damage to bases while being incredibly ammo-efficient. There's nothing that a pack of 10-20 sniper turrets can't handle, and they get even more absurd as they go up in tier and get upgrades.

It gets even worse when you load the new bullets from the mod.

Baloogan
Dec 5, 2004
Fun Shoe
any idea on the ETA for the space station stuff ?

Khorne
May 1, 2002

Baloogan posted:

any idea on the ETA for the space station stuff ?
They stopped focusing on it a while ago to ship a "complete" base game instead of what they had at the time with space stations.

Ratzap
Jun 9, 2012

Let no pie go wasted
Soiled Meat

Dirk the Average posted:

Bullet speed upgrades reduce shot times. Damage bonuses are multiplicative. They end up one shotting almost everything and nothing stops you from dropping 10-20 in an area. They also outrange worms and do huge damage to bases while being incredibly ammo-efficient. There's nothing that a pack of 10-20 sniper turrets can't handle, and they get even more absurd as they go up in tier and get upgrades.

It gets even worse when you load the new bullets from the mod.

Cool, I'll have to play around with them. Today I started giving my bots a workout laying 20,000 concrete. I had planned to get modules started but I got sidetracked.

Toast Museum
Dec 3, 2005

30% Iron Chef
Anyone know how well this game runs on lower-power Skylake systems? I think I'm getting an i5 NUC soon, and while I'm not getting it for games, I might play on there once in a while if it runs okay.

LLSix
Jan 20, 2010

The real power behind countless overlords

How do you do trains well? I've switched to pulling all my resources from trains but I've got completely separate copper and iron train lines that don't touch at all which is probably not the most efficient way to do this. I'm dreading needing to set up a coal line too.

I'm uh, also only running a single train on each set of tracks. 3 engines & 6 cars. Most stops only provide enough iron to fill up 2 cars so now each stop is set up to feed a different pair of cars.


Obama 2012 posted:

I thought this happened automatically--my last factory had mixed steam/solar and I would frequently go into the power page to see only solar producing power with steam appearing just during nighttime or aggressive biter raids stressing my laser grid.

I'm 95% sure the power priority order is solar > steam > accumulators. So it'll run off solar during the day but if you're seeing your batteries used a lot at night that means you don't have enough steam engines to power your whole base anymore. Which is fine after switching to solar & accumulator farms I certainly don't worry about keeping my steam engines up to date anymore.


Ratzap posted:

Cool, I'll have to play around with them. Today I started giving my bots a workout laying 20,000 concrete. I had planned to get modules started but I got sidetracked.
How do you get bots to put down concrete? I've got a couple of blueprints with concrete in them but they never grab any.

Obama 2012
Mar 28, 2002

"I never knew what hope was until it ran out in a red gush over my lips, my hands!"

-Anne Rice, Interview with the President

LLSix posted:


How do you get bots to put down concrete? I've got a couple of blueprints with concrete in them but they never grab any.

Make a blueprint that's nothing but concrete (I use an 8x8 square). The blueprint tool will preference equipment ON a surface before the surface itself, so if there's any equipment selected when you make a blueprint it will ignore the concrete it's on.

Makes sense, since it would be a pain in the rear end if it kept making the floor part of your blueprints when you didn't want it to.

Evilreaver
Feb 26, 2007

GEORGE IS GETTIN' AUGMENTED!
Dinosaur Gum

LLSix posted:

How do you do trains well? I've switched to pulling all my resources from trains but I've got completely separate copper and iron train lines that don't touch at all which is probably not the most efficient way to do this. I'm dreading needing to set up a coal line too.

I'm uh, also only running a single train on each set of tracks. 3 engines & 6 cars. Most stops only provide enough iron to fill up 2 cars so now each stop is set up to feed a different pair of cars.

Train HOT TIPS FOR COOL PEOPLE!!! : [Listed in order of importance, 4+ is mostly opinion]
1) Two lanes, coming and going, allows for very high traffic rail lines (20+ trains). Use signals to make them drive on what your country thinks is the correct side so it's easy to remember. 2-headed trains that go both ways :heysexy: are slow and an embarrassment to rapid transit.
2) If you have multiple stations with the same name ("Home Iron" etc) trains will treat them all as one station, so you can have multiple trains unloading at once. Use chain signals to make sure they always pick empty stations to go to (otherwise they stack up behind full stations and jam everything up)
3) Make a blueprint of one signal block, this lets you lay down even track simply. My go-to blueprint is a signal on track 1 and track 20 on both lanes. Also make a blueprint of a 4-way intersection (usually a circle). Consider adding a Large Power Pole in there too. T-junctions are for assholes
Edit: 16 track per block/blueprint makes maximum use of Large Power Poles, align them even with track 1 and track 16, overlap on each build
4) Blueprint of a mine loading station with two loading stations is standard in my book. Be sure to include stations, a roboport (load with ~10 cons bots and a stack of repkits) and turrets to taste.
Edit: Note that stations aren't rotated 'right' when horizontal is rotated to vertical (or vert->horz) make one direction and stick with it
5) One engine + one cargo car is plenty. More cars = slower train + bigger stations/signal blocks
Edit: I swear by two-destination trains. If a station provides more than one train can handle, put another on the same line. Most "big" ore fields support about 2.5 single-car trains, so 3 is a good magic number.
5) Have a 'launching track', ie a dead-end track on which you can place, configure and launch new trains without blocking traffic
6) Have 'personal stations' at each point that are simple dead-ends, so you can always hop on a train and tell it to take you somewhere without fighting traffic.
7) Unloading a train using two ranks of long-handed inserters, then two chests, then two more Longs, allows you to quickly half-fill two belts with ore. You can then simply merge them to one full belt, OR you can mirror the inserters from a nearby station so that between the two stations, two whole belts are filled. Fits nice. Also, this gets you double buffer chests for double capacity.
8) Gates make good "THERE'S A loving TRAIN COMING TO gently caress YOU UP" advanced warning signals. Also, you can survive being hit by a train with 5 Mk2 Shields :eng101:

Edit: Automate train engine and cargo car production [limit 5 (one stack)]. Automate signal and station production [limit 2 stacks each], making these things on the spot is usually a chore.

Evilreaver fucked around with this message at 02:17 on Mar 12, 2016

Jabor
Jul 16, 2010

#1 Loser at SpaceChem
So how does everyone manage belt balancing? It seems like the usual way is that miniature side-loading design, which looks like it works but actually has a ton of bias once you start getting backpressure on one lane (perhaps because the inserters taking stuff off the belt are stacked on one side), as you can see here:

(the loop back into the initial chests is there to simulate unbalanced load, and the extra chests simulate producing more than you consume)

The smallest "true" balancer I've found is this monstrosity, which doesn't really fit in anywhere. Does anyone have anything more compact, or do you all just live with the bias?

MrYenko
Jun 18, 2012

#2 isn't ALWAYS bad...

FISHMANPET posted:

I can make sure I get maximum lube.

Your post history in this thread is hilarious.

GotLag
Jul 17, 2005

食べちゃダメだよ

Jabor posted:

So how does everyone manage belt balancing? It seems like the usual way is that miniature side-loading design, which looks like it works but actually has a ton of bias once you start getting backpressure on one lane (perhaps because the inserters taking stuff off the belt are stacked on one side), as you can see here:

(the loop back into the initial chests is there to simulate unbalanced load, and the extra chests simulate producing more than you consume)

The smallest "true" balancer I've found is this monstrosity, which doesn't really fit in anywhere. Does anyone have anything more compact, or do you all just live with the bias?


I use this:


It's an adaptation of this design. My version is one block longer but symmetrical, which I find easier to squeeze in. It balances under conditions of both excess input and excess output, and works with one or two input or output lanes.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem

GotLag posted:

I use this:


It's an adaptation of this design. My version is one block longer but symmetrical, which I find easier to squeeze in. It balances under conditions of both excess input and excess output, and works with one or two input or output lanes.

Ah, very nice. I guess the underground "bypass" is only necessary if you're trying to push two belts through it? If you remove that then it's only three tiles wider and one tile longer than the biased side-loading one.

RiotGearEpsilon
Jun 26, 2005
SHAVE ME FROM MY SHELF
Someone mod in a single-tile perfect balancer already, argh

Sillybones
Aug 10, 2013

go away,
spooky skeleton,
go away
I want a mod that terminates one side of a belt.

Xerol
Jan 13, 2007


This is from the album of my last game, I pretty much just have three blueprints for all rail-related things.



My entire rail system is designed around 1-4-1 trains (one locomotive, 4 cargo cars, and another locomotive - all pointed the same direction) and right-sided driving. If a train starts out in the correct orientation it's impossible for it to get on the "wrong" side of the tracks.

Top bit is a loading station, attached to any junction above or below. Includes the rails, belts, inserters, chests, station, and power poles. Feeding the 4 splitters at the top of the station is an exercise left to the reader (half-assed example on left, not completely balanced). This is actually an older version that I found would potentially plug up if two different trains tried to enter the same station - a pair of signals on each of the diagonal rails right before/after the last curves at the top alleviates this.
The circle is a junction, blueprint includes the power pole, signals, and lights.
Finally there's the straight sections, just rails and power poles. For particularly long blocks I put a few extra signals in the middle to reduce queueing but most of my spur lines have two trains travelling at most, so it's never been a huge issue.

I didn't get a screenshot of the rail yard sorting area, but you can see it in this map:



There is a signal at the head of the split area, one at the end of each diagonal line, and another before and after each actual station area. The straight section right before each station is a queueing area where incoming trains can wait for a station to clear without blocking the sorting area. If I had more than 2-3 outposts of a particular resource going at once (each outpost gets a dedicated train) I'd either add a longer queueing area or more unloading stations. Once oil outposts get down to 0.1/s output I just have one train that goes around and collects from all of them; fresh oil outposts get a dedicated train. The merge area at the exit is all one signal block but there are also extra signals a little farther down to allow outgoing trains to wait for an intersection to clear without blocking the merge area.

Here's the actual unloading stations:



These can unload a full car in about 13 seconds (with max inserter upgrades). I think next game I'm going to leave one more vertical rail space between each station to give enough room for the output belts and power poles to fit in a repeatable manner.

GotLag
Jul 17, 2005

食べちゃダメだよ

Jabor posted:

Ah, very nice. I guess the underground "bypass" is only necessary if you're trying to push two belts through it? If you remove that then it's only three tiles wider and one tile longer than the biased side-loading one.

No, the underground portion of the left belt is required. What this construction does is to split the incoming belt(s), swap the left and right lanes of one of those belts, and then combine the split belts again.

GotLag fucked around with this message at 05:07 on Mar 12, 2016

widespread
Aug 5, 2013

I believe I am now no longer in the presence of nice people.


President Ark posted:

In your case, you're in the latter state, so build more generators.

And more solar panels were stapled on.



81 panels, 49 accumulators, and I think I'm starting to get positive. Or at least it's running all night instead of eating poo poo.

Side note: I got robotic logistics in now. But how should I set this blue science thing up to ensure that it's mostly automated?

LLSix
Jan 20, 2010

The real power behind countless overlords

Roflex posted:

This is from the album of my last game, I pretty much just have three blueprints for all rail-related things.



My entire rail system is designed around 1-4-1 trains (one locomotive, 4 cargo cars, and another locomotive - all pointed the same direction) and right-sided driving. If a train starts out in the correct orientation it's impossible for it to get on the "wrong" side of the tracks.

Top bit is a loading station, attached to any junction above or below. Includes the rails, belts, inserters, chests, station, and power poles. Feeding the 4 splitters at the top of the station is an exercise left to the reader (half-assed example on left, not completely balanced). This is actually an older version that I found would potentially plug up if two different trains tried to enter the same station - a pair of signals on each of the diagonal rails right before/after the last curves at the top alleviates this.
The circle is a junction, blueprint includes the power pole, signals, and lights.
Finally there's the straight sections, just rails and power poles. For particularly long blocks I put a few extra signals in the middle to reduce queueing but most of my spur lines have two trains travelling at most, so it's never been a huge issue.

I didn't get a screenshot of the rail yard sorting area, but you can see it in this map:



There is a signal at the head of the split area, one at the end of each diagonal line, and another before and after each actual station area. The straight section right before each station is a queueing area where incoming trains can wait for a station to clear without blocking the sorting area. If I had more than 2-3 outposts of a particular resource going at once (each outpost gets a dedicated train) I'd either add a longer queueing area or more unloading stations. Once oil outposts get down to 0.1/s output I just have one train that goes around and collects from all of them; fresh oil outposts get a dedicated train. The merge area at the exit is all one signal block but there are also extra signals a little farther down to allow outgoing trains to wait for an intersection to clear without blocking the merge area.

Here's the actual unloading stations:



These can unload a full car in about 13 seconds (with max inserter upgrades). I think next game I'm going to leave one more vertical rail space between each station to give enough room for the output belts and power poles to fit in a repeatable manner.

Thank you. That's very helpful. Any reason you put the second train engine in back? I guess that makes it easier to run 1-2 trains to start and then expand up to 1-4-1 later without tearing down part of the stations.

DelphiAegis
Jun 21, 2010

LLSix posted:

Thank you. That's very helpful. Any reason you put the second train engine in back? I guess that makes it easier to run 1-2 trains to start and then expand up to 1-4-1 later without tearing down part of the stations.

I'm assuming due to speed, since 1-4 would run super slow otherwise.

I'm really waiting on the new patch with the auto-placement of rail lines before I play again. I want to play with trains, but the game never makes it worthwhile unless you really love trains. And you CAN get them before bots, but the infrastructure to do blueprints via personal roboport almost ensures you're outpacing what trains do.. Ugh. I overthink this game way too much.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



DelphiAegis posted:

I'm assuming due to speed, since 1-4 would run super slow otherwise.

I'm really waiting on the new patch with the auto-placement of rail lines before I play again. I want to play with trains, but the game never makes it worthwhile unless you really love trains. And you CAN get them before bots, but the infrastructure to do blueprints via personal roboport almost ensures you're outpacing what trains do.. Ugh. I overthink this game way too much.

https://forums.factorio.com/viewtopic.php?f=61&t=13553

DelphiAegis
Jun 21, 2010
I was referencing the pathfinding to auto-lay tracks in the best configuration to connect points teased right before steam release. This is kinda neat though.

GotLag
Jul 17, 2005

食べちゃダメだよ


Got more heavy oil, light oil or gas than you need? Don't have cracking researched yet? Why store it when you can burn it?

pisshead
Oct 24, 2007
Is this game more interesting if I crank the enemy frequencies up? I'm about 18 hours in and have played a couple of the tutorial missions and a couple of normal games. It's getting to the point where I'm pretty much just putting the same layout down over and over again with little challenge, which is normally when I get bored of this sort of game. I didn't even see an enemy until I was fully walled and had turrets all over.

MrYenko
Jun 18, 2012

#2 isn't ALWAYS bad...

GotLag posted:



Got more heavy oil, light oil or gas than you need? Don't have cracking researched yet? Why store it when you can burn it?

A few thousand of these, and my dream of recreating New Jersey in Factorio can come true!

GotLag
Jul 17, 2005

食べちゃダメだよ

MrYenko posted:

A few thousand of these, and my dream of recreating New Jersey in Factorio can come true!

I was thinking more Blade Runner, but yeah. I just need to do some finishing work and I'll release it tomorrow.

You can also use them to light your base if you have enough oil and insufficient pollution.

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Bhodi
Dec 9, 2007

Oh, it's just a cat.
Pillbug
I just put a steam engine on it. Doesn't generate power but it eats the oil up.

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