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Loopoo posted:They call it Autism Simulator That's what I call it when someone asks me about it.
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# ? Mar 24, 2016 03:30 |
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# ? May 25, 2024 14:34 |
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Loopoo posted:They call it Autism Simulator Well they're not wrong. Sweet sweet candied autism
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# ? Mar 24, 2016 03:33 |
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RiotGearEpsilon posted:Well they're not wrong. Sweet sweet candied autism Considering how dumb some steam tags are, I'm surprised factorio isn't autism tagged. Yet.
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# ? Mar 24, 2016 03:56 |
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Indecisive posted:That's a good idea. I also don't use blueprints enough, I have one that's just a big square o concrete, and one for a very simple robotic-fed dual assembler combo. Most stuff I always just custom plant every time, I should really get that blueprint saving thing and make an actual decent science layout instead of cooking up some new bullshit everytime Concrete's actually really annoying to blueprint because bots aren't smart enough to carry more than one of it at a time. It ends up much easier to just drop the concrete yourself or use FARL to do it.
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# ? Mar 24, 2016 04:03 |
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I am very aggressive about cleaning off my old blueprints when I don't need them anymore. You guys know you can do that, right? Right-click the blueprint, it costs you one green circuit and then you can use it for something else. You should only need 3-4 "permanent" blueprints, I'd think.
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# ? Mar 24, 2016 04:11 |
Dirk the Average posted:Concrete's actually really annoying to blueprint because bots aren't smart enough to carry more than one of it at a time. It ends up much easier to just drop the concrete yourself or use FARL to do it. True, but I don't really care if it's done efficiently, they usually aren't doing poo poo anyway. It's annoying that construction bots are a separate entity that is idle so much of the time.
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# ? Mar 24, 2016 04:11 |
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Loopoo posted:They call it Autism Simulator It is Logistics Porn: the Game. And it is the best thing.
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# ? Mar 24, 2016 04:34 |
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Has anyone else had an issue where their steel furnaces occasionally just stop smelting steel midway? I can get them started again by moving the steel around.
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# ? Mar 24, 2016 04:47 |
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Kenlon posted:It is Logistics Porn: the Game. This is all I really came to the thread to say.
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# ? Mar 24, 2016 04:53 |
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Megafunk posted:Has anyone else had an issue where their steel furnaces occasionally just stop smelting steel midway? I can get them started again by moving the steel around. It might be because they get full (the max they can have inside them is 100 metal plates). Are your belts fully loaded, preventing the inserters from removing steel plates from the furnaces? It's the only thing I can think of that'd make furnaces stop all of a sudden. That, and no fuel.
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# ? Mar 24, 2016 05:06 |
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Megafunk posted:Has anyone else had an issue where their steel furnaces occasionally just stop smelting steel midway? I can get them started again by moving the steel around. This happens often if you've got a dumb inserter and your ore is on the same belt as your iron plates.
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# ? Mar 24, 2016 05:11 |
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Loopoo posted:Yeah the main reason I've never heavily used blueprints is due to the fact they're not transferred across saves or uploaded to your account so you can use them whenever. I only ever use blueprints for mundane stuff like walls, concrete, railway lines etc. I've never spent a good 20 minutes designing a super efficient assembly line and then blueprinting it for later use. Get the Blueprint String mod. It generates a string representing the blueprint along with a mechanism for importing those strings into your game.
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# ? Mar 24, 2016 05:15 |
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Solumin posted:Get the Blueprint String mod. It generates a string representing the blueprint along with a mechanism for importing those strings into your game. Foreman is also a great mod - you can save and load blueprints within a single game (and in theory you can do it across games as well, though I'm not experienced enough with the mod to know how).
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# ? Mar 24, 2016 05:31 |
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Dirk the Average posted:Foreman is also a great mod - you can save and load blueprints within a single game (and in theory you can do it across games as well, though I'm not experienced enough with the mod to know how). It is but blueprint string has become the defacto 'standard' for design exchange. See Factorio blueprints for examples. Simple text strings you can paste onto forums or email your buddies.
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# ? Mar 24, 2016 05:45 |
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Man this is like crack. I only just finished the tutorial and the first map. Getting red and green science automated for the first time was cool and very very very messy. Still discovering best practices plus the workspace feeling a bit small. So uh how do you repair things? Dumb question I know.
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# ? Mar 24, 2016 08:00 |
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Mindblast posted:Man this is like crack. I only just finished the tutorial and the first map. Getting red and green science automated for the first time was cool and very very very messy. Still discovering best practices plus the workspace feeling a bit small. You'll want to automate production of "repair kits", is the next step if you want low-spoiler hand-holding.
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# ? Mar 24, 2016 08:03 |
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Build some repair kits (they're next to the pickaxes) have them as the held/active item and left click the broken thing and hold until fixed. Robots can do it too but I'm not yet sure how.
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# ? Mar 24, 2016 08:03 |
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Still think this game is pretty great but at the same time I kind of hate trying to make this piping work for refineries/chem plants.
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# ? Mar 24, 2016 08:32 |
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peepsalot posted:Still think this game is pretty great but at the same time I kind of hate trying to make this piping work for refineries/chem plants. I made a mod for this very reason: https://forums.factorio.com/viewtopic.php?f=93&t=20645 You should also have a look at GDIW if you haven't already, it adds versions of refinery and chemical plant recipes with mirrored input/output/both: https://forums.factorio.com/viewtopic.php?f=92&t=15315
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# ? Mar 24, 2016 09:50 |
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Someone mentioned this game in another thread, so I checked it out and then picked it up yesterday after reading several pages of the thread. My dreams last night were of item sprites moving along conveyor-belt sprites. I can't remember if I've eaten today. I would ask you guys to send help if I didn't know you would all spend at least a few minutes slapping down some last details here and there before calling 911 if your houses were on fire. e: so far all I'm juggling are water supplies for my steam complex, which is frustrating enough. Managed to remember the one line in the tutorial about needing to be 100C in order for the generator to function, and stacked extra boilers in front of them, but several of the furthest-out generators still aren't operating. Is it the case that I want to put extra boilers between the steam engines, in order to heat the water back up? Water pressure is fine, at one point several hours ago it had dipped but I connected another eight or nine intake pipes and it settled down again. LonsomeSon fucked around with this message at 10:57 on Mar 24, 2016 |
# ? Mar 24, 2016 10:52 |
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zedprime posted:
This is great. Thanks for the idea. Maybe you have some blueprint strings you want to share? That would cut in half the work
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# ? Mar 24, 2016 11:24 |
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LonsomeSon posted:Someone mentioned this game in another thread, so I checked it out and then picked it up yesterday after reading several pages of the thread. 1 intake pump, 14 boilers and 10 steam engines. Don't put more then that per line.
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# ? Mar 24, 2016 11:37 |
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RattiRatto posted:This is great. Thanks for the idea. Maybe you have some blueprint strings you want to share? That would cut in half the work That's the basic picker block I copy and pasted around. It basically just needs a wide red network connection supplying: A: This comes from a Decider Combinator, which is fed by enough Arithmetic Combinators to sum up all components, and the Decider checks if everything is there (set to 15 in the construction robot example). You can feed the Arithmetic Combinators summing up with the wide red network B: This comes from a Decider Combinator checking the count chest >0 The Arithmetic Combinator placed by the blueprint needs a new Output signal (Green in the blueprint) every placement to avoid crosstalk. Change the Smart Inserters looking at steel to look at whatever you are picking, and the upper inserter value (steel=2 in the blueprint) to however many you want to pick in a batch. Check the screenshots for the resting token position of the pipe and wall piece since they don't come along with the blueprint.
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# ? Mar 24, 2016 12:04 |
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After looking at this game for months i've finally bought it. Is there a way to insert coal into a furnace? I tried having an inserter on one side putting coal in and iron from the other, but the coal side just filled the burner, not the furnace. Am I being dumb? I'm probably being dumb.
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# ? Mar 24, 2016 12:23 |
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LonsomeSon posted:Managed to remember the one line in the tutorial about needing to be 100C in order for the generator to function, and stacked extra boilers in front of them, but several of the furthest-out generators still aren't operating. Is it the case that I want to put extra boilers between the steam engines, in order to heat the water back up? Steam engines don't need 100 degree water to function, but they do need it to output their full 510kW. A steam engine will only work as hard as it needs to to fulfill demand, which it does by consuming up to 6 water/sec and converting its stored heat to electricity. 1 degree of heat (minus water's baseline temperature of 15) in one unit of water will produce 1kJ, so if provided with 100 degree water (85 degrees, 85kJ/unit) it will produce 510 kJ/sec (kW). They do so with perfect efficiency; a steam engine provided with 16 degree water can provide up to 6kW (1 degree = 1kJ, times 6 water/sec) Boilers will add heat to any (less than 100 degree) water inside them, up to a rate of 390kW (and their 50% efficiency rating means they will burn twice that in terms of fuel: 0.780MJ/sec). Offshore pumps can produce 60 water per second. Basically what this means is that a single setup of steam will produce the lesser of 510kW * (operating steam engines; at most 10 per pump) or 390kW*boilers, with some soft limits related to how fast fluid can flow through pipes. Because steam engines work linearly, no matter what setup you use you're going to get a 50% conversion rate from fuel to electricity. Because all the components involved are cheap (at least after very early game), having 100 degree water or "perfect" ratios is more an issue of power/space efficiency, and space is generally pretty cheap, too. So either make something fancy and complicated (17:13 or ~1.3077 is a "perfect" ratio), use a 4 boiler : 3 engine ratio rule of thumb, or just spam lines of 1 pump - 13 or 14 boilers - 10 steam engines like most people do. Whatever you think looks/feels right.
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# ? Mar 24, 2016 12:24 |
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dogstile posted:After looking at this game for months i've finally bought it. Is there a way to insert coal into a furnace? I tried having an inserter on one side putting coal in and iron from the other, but the coal side just filled the burner, not the furnace. Yeah you can insert coal into a furnace. Share a pic of what you're doing and someone will be able to point out where it's going wrong.
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# ? Mar 24, 2016 12:31 |
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Fans posted:Yeah you can insert coal into a furnace. Share a pic of what you're doing and someone will be able to point out where it's going wrong. Sure thing, i'll post it when I get home. In short however === I F I === = is belt I is inserter F is furnace Coal is on top, ore is on bottom.
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# ? Mar 24, 2016 12:33 |
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dogstile posted:After looking at this game for months i've finally bought it. Is there a way to insert coal into a furnace? I tried having an inserter on one side putting coal in and iron from the other, but the coal side just filled the burner, not the furnace. Make sure your inserter is pointing in the correct direction, pulling from the coal and inserting into the furnace. (It sounds like this is the case but it doesn't hurt to make sure.) Also, inserters only fill up things that use fuel with 5 units of fuel. It'll add more once the furnace burns some of the fuel it already has. Hope that helps, it's kind of hard to tell you what can be wrong without seeing your setup! Edit: just saw your other post. Is the furnace full of iron plates? It won't continue smelting if it's output is full. You need another inserter pulling the iron out.
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# ? Mar 24, 2016 12:36 |
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It's probably I tend to load them up with a bunch of coal when I first make them so that's why its not loading it in. I only played through the tutorial maps so I didn't have enough time for anything to run out of coal. That solves that problem, i'll be onto the next later i'm sure. Thanks!
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# ? Mar 24, 2016 12:46 |
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ok I have played around enough in sandbox mode how the hell do you do this with hippies wrecking your glorious industrial revolution?
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# ? Mar 24, 2016 13:46 |
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You're American, you know how this works. First. You're going to need to build a wall... Though really just a few turrets will do just fine. Biters love to charge head first into them and get shredded.
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# ? Mar 24, 2016 13:49 |
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Fans posted:You're American, you know how this works. .... so.. I have to role-play as trump? waitaminute...
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# ? Mar 24, 2016 13:52 |
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zedprime posted:http://pastebin.com/8TSUhSuT Great. Maybe the OP (is he still around?) should update and place this in it. It's kind of neat. I'll play with it see if i can come up with even something better
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# ? Mar 24, 2016 13:57 |
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SneakyFrog posted:.... so.. I have to role-play as trump? waitaminute...
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# ? Mar 24, 2016 14:02 |
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SneakyFrog posted:.... so.. I have to role-play as trump? waitaminute... Think of it: that's actually what Drumpf wants. Everywhere steel, factories and pollution. Guns and bullets in every corner. And yes, you can even come up with a wall! As the actual one, it would be basically useless, as the turrets can do all the job already
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# ? Mar 24, 2016 14:06 |
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zedprime posted:You've been Trump from the beginning. You're a lone captain of industry, bootstrapping himself to a vertically integrated monopoly on smog, weapons, and rocket production. OK, space rockets are a little out of character but its still a small step to slaughtering the locals wholesale. not enough bankruptcy and it actually seems to be producing tangible products
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# ? Mar 24, 2016 14:08 |
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Who wants overcomplicated inventory control? I've got overcomplicated inventory control.
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# ? Mar 24, 2016 15:30 |
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zedprime posted:Who wants overcomplicated inventory control? I've got overcomplicated inventory control. nice.
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# ? Mar 24, 2016 15:32 |
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SneakyFrog posted:.... so.. I have to role-play as trump? waitaminute... Not quite, you can also go exterminate them pre-emptively. It's really a little bit more like Bush...
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# ? Mar 24, 2016 16:03 |
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# ? May 25, 2024 14:34 |
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Dirk the Average posted:Not quite, you can also go exterminate them pre-emptively. It's really a little bit more like Bush... Neocon wingnuts' wet dream of Bush maybe. Also, I haven't slept but I did take a break to bathe, eat, and take my meds. Something tells me that ADD with an amphetamine prescription could be dangerous in combination with this game, but I really want to rework my steam generation complex into the optimal strings which were explained earlier. Before I knocked off, I enlarged my basic-turrets-behind-basic-walls box, should be way more than enough space even for 14 generators or whatever. Probably going to fancy poo poo up every few generators with underground pipes so I can run through areas if I want, should be pretty loving cool. I started out on a pretty big peninsula, which I managed to wall off entirely with autocannon batteries at known attack points and occasional towers along the rest of the perimeter. I was thinking in the shower about how it would be a lot more convenient to have lighting at some of the remote killzones, and if I was going to run wire out there I might as well do it along the whole perimeter with a light at every pole. What is happening to me.
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# ? Mar 24, 2016 16:52 |