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LonsomeSon posted:Neocon wingnuts' wet dream of Bush maybe. factorio. you can pause the game, but not your head.
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# ? Mar 24, 2016 16:55 |
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# ? May 13, 2024 07:55 |
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I'd love it if the game was using weyland utani branding. It has everything to fit, including the from alien creatures.
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# ? Mar 24, 2016 16:59 |
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What is the basic solution to overflow on transport lines? I have a loop with coal, iron, and an assembly plant making gears, but the transport lines are going to be clogged up and have coal going to places where it won't be used (tech labs and such) and I'm not sure how to automate a solution to that yet.
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# ? Mar 24, 2016 17:48 |
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Don't mix things on the same lane on belts, it just doesn't work. Learn how to use splitters, inserters and underground belt entries to sort stuff onto the right belt side instead.
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# ? Mar 24, 2016 17:57 |
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Node posted:What is the basic solution to overflow on transport lines? I have a loop with coal, iron, and an assembly plant making gears, but the transport lines are going to be clogged up and have coal going to places where it won't be used (tech labs and such) and I'm not sure how to automate a solution to that yet. https://wiki.factorio.com/index.php?title=Transport_belts Here go for the basics.
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# ? Mar 24, 2016 18:02 |
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Node posted:What is the basic solution to overflow on transport lines? I have a loop with coal, iron, and an assembly plant making gears, but the transport lines are going to be clogged up and have coal going to places where it won't be used (tech labs and such) and I'm not sure how to automate a solution to that yet. Manage belt access by rushing logistics to get long inserters, underground belts, and splitter belts. Keep your forges clean: coal comes in on a belt, ore comes in on a belt (important for iron ore, KEEP IT ON THE SAME SIDE AS THE COAL BELT or else bad things happen when you research steel), a belt of plate comes out. Keep trunks of common raws like iron and copper plate. Use splitters and underground belts to split off a branch from the trunk for a manufacturing line. If you are making an intermediate like gears, keep in mind how it might get ratioed out. Like for example if anything uses 1 gearwheel and takes 0.5 crafting time, you can make its own dedicated gear assembler and feed directly from the gear assembler to the product assembler without putting it on a belt. One gearwheel assembler can feed multiple red science assemblers, so you can stick it on a dedicated local belt headed to a string of the things.
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# ? Mar 24, 2016 18:04 |
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zedprime posted:75% of the time you only want one thing on each belt. The last 25% is dedicated local routes such as for science where it goes to a big science farm or production block where everything can use both things on the belt. Keep the sides segregated in that case. untill you start getting the hang of the more weird ways to manipulate belts to put things on specific sides, split/combine things and such I wouldnt mix belts for a good while unless its multiple parts for one assembler Ask me about how somehow steel got put all throughout my loving factory resulting in chopping half the lines.
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# ? Mar 24, 2016 18:12 |
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SneakyFrog posted:untill you start getting the hang of the more weird ways to manipulate belts to put things on specific sides, split/combine things and such I wouldnt mix belts for a good while unless its multiple parts for one assembler
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# ? Mar 24, 2016 18:20 |
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The only way I can think of making blue packs in any serious quantity without mixed* belts would be to have 2 belts on each side of the assemblers, and a 3-tile gap between each pair, with an underground belt feeding the finished products out from the middle. I've started to use a common setup in new games I call the "utility bus", which is 3 belts and 2-3 rows of factories, something like this: pre:Copper/Iron>============== [W] [C] [W] [C] [W] =====>Circuits/Gears>===== [G] [G] [G] [G] [G] Iron>===================== *And by mixed, I just mean one item on each lane of a belt, not just one jumbled belt with items randomly placed
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# ? Mar 24, 2016 18:35 |
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Play > New Game > Start > ....Quit.
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# ? Mar 24, 2016 19:07 |
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zedprime posted:Who wants overcomplicated inventory control? I've got overcomplicated inventory control. That's both Clever as gently caress and horrifying. If you're not producing as much of everything as your factory can manage, every single moment, you are Doing It Wrong. zedprime posted:Manage belt access by rushing logistics to get long inserters, underground belts, and splitter belts. Keep your forges clean: coal comes in on a belt, ore comes in on a belt (important for iron ore, KEEP IT ON THE SAME SIDE AS THE COAL BELT or else bad things happen when you research steel), a belt of plate comes out. Keeping your coal line on the same side as your ore input, or worse yet, on the same belt, is not a particularly good way to do it. For coal-fired smelting, you want this layout: It has the advantage of being easy to add additional smelting columns to as you need more capacity without overfilling your output belts (or running your input belts out of ore). It also has no chance of cross-contamination between your coal and output lines, because the long inserter isn't facing a short inserter (ask me how I know about that problem). Here's a closer look: Also, if you look at the leftmost column in the large image, you can see how the iron plate lines widen out - that's because there's another column of forty furnaces up there making steel - take the output lines of the iron smelting and turn them into the input lines of the steel column and Bob's your uncle. zedprime posted:That's the safe advice as you can probably launch a rocket with no mixed lanes ever. But its worth taking your medicine sooner rather than later because automating things with 4 ingredients takes some hijinx if you don't have shared belts. If you need high throughput on something with four ingredients, it's simple to do without mixing belts: Or you can put them two and two, top and bottom, and if you need really high input carrying capacity you can do three and three top and bottom and weave your output lines in between the assemblers, using underground belts to jump over the input lines. Sacrificing belt bandwidth to put multiple things on the same belt is convenient, but caps out how long you can make your assembler column, so it's a tradeoff.
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# ? Mar 24, 2016 19:20 |
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That's a lot of real neat high level stuff that I think I have applied accidentally in places and never learned how it might be better than ways I normally do it. I think I'd mostly settled on coal and ore co-sided because I never actually learned the trick to why that inserter placement you've got works over ones that don't. A lot of my building ends up informed by being incredibly space conscious, maybe because I played Big Pharma first before ever touching this game. So even though I have the whole map to make big bus trunks and very orderly manufacturing lines branching off, I get really dense clusterfucks of woven belts and condensing things into the bare minimum belt footprint around an assembler. My rocket launch was almost entirely predicated around half of my factory being off at any given moment due to inventory management (the normal way with chest slots, not that logic car crash) or accidentally purposeful bottlenecks. I've started working on an RSO game with the intent of getting really big wads of materials moving around and seeing how much
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# ? Mar 24, 2016 19:38 |
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Ak Gara posted:Play > New Game > Start > ....Quit. As least you knew it right away. One of my first games I played for about 6 hours before realizing I was on an island just big enough that wandering around the starting area didn't clear enough fog to tell. And I didn't know about landfill at the time (not that it would help in your case)
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# ? Mar 24, 2016 19:50 |
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so is the multiplayer a co-op or competitive thingy? Is it able to be launched as a big persistent server that multiple idiots can play around in?
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# ? Mar 24, 2016 19:50 |
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Slickdrac posted:As least you knew it right away. One of my first games I played for about 6 hours before realizing I was on an island just big enough that wandering around the starting area didn't clear enough fog to tell. And I didn't know about landfill at the time (not that it would help in your case) If you had landfill installed at least you could cheat in a small handful of it.
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# ? Mar 24, 2016 20:09 |
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Slickdrac posted:As least you knew it right away. One of my first games I played for about 6 hours before realizing I was on an island just big enough that wandering around the starting area didn't clear enough fog to tell. And I didn't know about landfill at the time (not that it would help in your case) No one will probably get this.
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# ? Mar 24, 2016 20:16 |
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dogstile posted: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. When I first started, I had the same issue. Most inserters will only place items in an object if the inserted item is low enough. Inserters don't overstock an item (be it a furnace, assembly machine, boiler). If you stick 100 coal in a furnace, an inserter will only start putting coal in once the furnace's internal coal dips below 5, I think.
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# ? Mar 24, 2016 20:21 |
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Ak Gara posted:No one will probably get this. Much better as a gate - nobody used their last reagents on an unknown rune.
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# ? Mar 24, 2016 20:22 |
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Ak Gara posted:No one will probably get this. WTFMAN?
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# ? Mar 24, 2016 20:40 |
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GotLag posted:I made a mod for this very reason: Cool I'll definitely check that out. Still pretty new to this game and haven't tried any mods yet.
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# ? Mar 24, 2016 20:49 |
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Loopoo posted:When I first started, I had the same issue. Most inserters will only place items in an object if the inserted item is low enough. Inserters don't overstock an item (be it a furnace, assembly machine, boiler). If you stick 100 coal in a furnace, an inserter will only start putting coal in once the furnace's internal coal dips below 5, I think. The limit for fuel is 5, and the limit for assemblers is double the amount needed for the recipe. The wiki has more details.
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# ? Mar 24, 2016 20:50 |
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Ak Gara posted:No one will probably get this. That is indeed my jam.
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# ? Mar 24, 2016 20:53 |
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Ak Gara posted:No one will probably get this. One tile isle was the best rune ever. Gate someone gullible -> dispel the gate as soon as they go through it. I would look for a picture but I'm honestly surprised "one tile isle" or "one tile isle uo" doesn't show it on Google.
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# ? Mar 24, 2016 20:59 |
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One thing you may notice when building your power plants to the 1:14:10 ratio though is that the furthest out engines will have a small drop off in water amount, say 9.4 instead of the 9.9 in the front ones. If you split the water two ways at the head and put in a small pump on each line of now 7 boilers and 5 engines, you get 9.7 to 9.8 on the rear engine. It's not much of a difference but I use it in my standard blueprint and every little helps.code:
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# ? Mar 24, 2016 21:02 |
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Huh. More cool people here than I thought. Garfu posted:WTFMAN? Imanewbie, I believe WTFMan currently plays on UOForever. Or at least posts on their forums.
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# ? Mar 24, 2016 21:06 |
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Ak Gara posted:Huh. More cool people here than I thought. old hally mage UO is best UO
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# ? Mar 24, 2016 21:29 |
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Ratzap posted:One thing you may notice when building your power plants to the 1:14:10 ratio though is that the furthest out engines will have a small drop off in water amount, say 9.4 instead of the 9.9 in the front ones. If you split the water two ways at the head and put in a small pump on each line of now 7 boilers and 5 engines, you get 9.7 to 9.8 on the rear engine. It's not much of a difference but I use it in my standard blueprint and every little helps. This actually doesn't matter, because if you mouse over the boiler it's still at full potential, even if it's only getting 9.4 units of water instead of 9.9.
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# ? Mar 24, 2016 21:32 |
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FISHMANPET posted:This actually doesn't matter, because if you mouse over the boiler it's still at full potential, even if it's only getting 9.4 units of water instead of 9.9. So you're saying the amount of water reaching the engines doesn't matter? I know the boilers are fine and the water is 100 degrees on all the engines but I remember a post from a while back on the factorio forums where the amount of water available to each engine mattered as well. I'll have to set up a load and check now, see if the production changes under full load.
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# ? Mar 24, 2016 21:39 |
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At any rate, by splitting the row like that you're doubling the amount of waterfront your power plant requires. Just add more rows, that final bit of water only matters if you're drawing a full load from your steam engines, and if you are something's wrong anyways.
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# ? Mar 24, 2016 21:47 |
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The amount may matter at very low amounts, but I don't think it will matter at 9.4 vs 9.9
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# ? Mar 24, 2016 21:57 |
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Moddington posted:At any rate, by splitting the row like that you're doubling the amount of waterfront your power plant requires. Just add more rows, that final bit of water only matters if you're drawing a full load from your steam engines, and if you are something's wrong anyways. I just loaded up a save and checked. I ran power from solar to the pump area but cut the factory off and shut down all other power sources to force a full load (the factory draws 14MW or so). The water amount is irrelevant so long as it doesn't reach zero. I was getting 5.1MW even with the back engines down to 4.8 water. So yes, I can switch to using straight lines.
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# ? Mar 24, 2016 21:58 |
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I think it's a boundary condition on tick (the water gets consumed first, then pumped in) so when it gets below however much it consumes per tick, there's not enough in there to make the full amount of power. I've actually found there's enough extra water (and heat) to be able to hook up a 21st engine behind each pair of engine banks, to squeeze out a little more power in the early game. I also throw down an underground pipe between the 5th and 6th boilers in the line just to leave some room for traversing the power plant. Also a good spot to stick some turrets, especially if you can make it a chokepoint on the way to the boilers (biters love attacking the boilers early on).
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# ? Mar 24, 2016 22:08 |
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Ak Gara posted:No one will probably get this. We can be friends I think. I miss UO sometimes.
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# ? Mar 24, 2016 22:12 |
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Clicking around the tech tree, I see electric boilers (for the steam engine) there. Do I ever get other types of power besides steam generators? It looks like you can refine oil into a variety of products, which then can get refined into even more products, but common to all of them is fuel. I guess that replaces coal late-game? My new factory is more organized than my last one but due to the terrain being weird I have to adapt my plans to what nature gave me; can't do that ultra-efficient scores-of-belts everywere thing yet. Getting there, though. My plan for laboratories is to automate the construction of red and green science bottles and put them on a revolving track going around in a circle around the labs.
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# ? Mar 24, 2016 22:50 |
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concise posted:We can be friends I think. I miss UO sometimes. UOForever SA thread so we don't derail the Factorio thread too much. http://forums.somethingawful.com/showthread.php?threadid=3733735
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# ? Mar 24, 2016 22:51 |
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Speedball posted:Clicking around the tech tree, I see electric boilers (for the steam engine) there. Do I ever get other types of power besides steam generators? Eventually you can get solar power and accumulators. Solar panels just need steel and green circuits, but accumulators need batteries, so you have to set up petroleum refining first. Solar panels basically give you infinite electric energy for free, but you need accumulators to store the power. Fuel is more energy-dense than coal, twice as powerful if I remember right. Once you have a petroleum refinery setup, you shouldn't burn coal, you should use it all to produce plastic and burn solid fuel in any place you were using coal before.
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# ? Mar 24, 2016 23:03 |
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Underground belt pro-tip: if you want to be able to walk through, you don't need to leave an empty space. Have the pipe come back out of the ground in the very next square and there's still enough space between the hitboxes for you to walk through.
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# ? Mar 24, 2016 23:42 |
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Speedball posted:Clicking around the tech tree, I see electric boilers (for the steam engine) there. Do I ever get other types of power besides steam generators? W-wait, electric boilers? These I do not recall. When do they unlock? (Edit: Or did you install a mod...?) Solid fuel is ~3x more dense than coal (25 MJ versus 8 MJ), so you need less of it to power all of your boilers and furnaces. (This does not factor in the cost of actually producing solid fuel.) I usually don't bother using it unless I have a plethora of oil and my local coal fields are starting to run dry. It makes great fuel for vehicles though! You also need it for making rocket fuel later. I strongly suggest not doing the loop of science. I did that in my first save and it was an evil clusterfuck that was hard to maintain, hard to extend and impossible to update. You can definitely make it one long track around the labs, but don't join it into a full circle! Solumin fucked around with this message at 01:07 on Mar 25, 2016 |
# ? Mar 25, 2016 00:59 |
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Can biters spawn from anywhere to attack your base or will they always come from the direction of a spawner? I just lost a few buildings to them and want to know how to plan my defenses. And I hope they don't swim. Node fucked around with this message at 01:08 on Mar 25, 2016 |
# ? Mar 25, 2016 01:05 |
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# ? May 13, 2024 07:55 |
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Roflex posted:I think it's a boundary condition on tick (the water gets consumed first, then pumped in) so when it gets below however much it consumes per tick, there's not enough in there to make the full amount of power. I've actually found there's enough extra water (and heat) to be able to hook up a 21st engine behind each pair of engine banks, to squeeze out a little more power in the early game. I loaded up a late bobs game I have (large supplies of everything and loads of space so it's easy to muck around trying things out) and built out a line on stock items: iron pipe, boilers and steam engines. If I ran 2 lines of 14 on one offshore pump, half the engines ran out of water as you'd expect. If I do the same with the mk3 engines, it doesn't happen so they must use less water in addition to producing more power. Or the adjustment to make more power dropped the water usage as side effect.
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# ? Mar 25, 2016 01:06 |