|
Or you can just stamp down massive solar farms
|
# ? Apr 1, 2016 22:16 |
|
|
# ? May 11, 2024 15:26 |
|
If you keep up with a circuit network as an inventory tracker, you can hook it up to any number of readouts built so you always have one on screen in the base. The most common uses would be where buffer chests fit or where inventory already lives, so that would put coal, science, and rail unloading on the map. Just set up some lights, wire it in, and set your inventory warning. Blueprints even save wiring and variable settings to just stamp it in any corner you would ever be looking at.
|
# ? Apr 1, 2016 22:32 |
|
memy posted:Or you can just stamp down massive solar farms Yeah, one you unlock them, get a factory or two pumping them out, and you really need accumulators to make it worth it. The wiki talks about using storage tanks as pseudo-accumulators, which makes no sense to me. Has anyone heard of this before or even tried it out?
|
# ? Apr 1, 2016 22:35 |
|
Since you can put hot water into a tank just as easily as oil or petrol, you fill it with hot water, then hook up the output pipe to boilers in case you need energy. Which sort of works because once water is heated, it doesn't stop being hot.
|
# ? Apr 1, 2016 22:43 |
|
Its usefulness is kind of suspect, because the sum of the idea ends up being you end up with the same amount of steam engines as if you didn't have solar, but you can have less boilers. Oh boy I can save on boilers which are made of dirt and burn dirt. You save pollution, sure. But you could also just put in battery making equipment before you overhaul your dirty gen system.
|
# ? Apr 1, 2016 22:48 |
|
I think there are some mods that will alert you when a circuit condition is tripped, so you could set a buffer chest and attach the mod to that and when the buffer chest does X it could alert you that you're running low on coal.
|
# ? Apr 1, 2016 23:00 |
|
memy posted:Or you can just stamp down massive solar farms Power really isn't an issue when you start stamping out gently caress hyueg solar arrays tbh. Worst that'll happen is production slows down at night but never enough to completely brown out your entire factory. You'll be able to keep tabs on your accumulator output, if they dip below 25% I know it's time to either build a new solar array, or add a few more steam engines. I usually opt to do the former. Also, having buffer chests at your boiler start (I use the red inserter method like that other user posted, where the first line of 14 boilers are fed, and then each parallel line behind that is fed from the first 14 boilers by red inserters [this has a really cool effect of seeing all your inserters mexican wave when they fill boilers up!]) is a surefire way to keep everything running long enough to fix any problems in power. If your coal mines dry up, you should notice due to lack of belt saturation, but hopefully still have plenty of coal in the chests to keep you chugging until you set up a new coal outpost. Solar arrays keep you going steadily in the day, and somewhat into the night. I've only ever had power problems in my early games of factorio when I was noob. Once you know how to deal with them, it's easy peasy.
|
# ? Apr 1, 2016 23:29 |
|
Regarding the power chat, is there any mods that adds a higher tier power generation? Making all types of factories is fun and challenging, stamping out the same powerplant five more times is a bit boring. Id love a nuclear plant or some other fossil fuel system. I fear the random mods though, Im not looking for a hyper grindy (/GregTech) mod, but something sane.
|
# ? Apr 1, 2016 23:36 |
|
So I decided to do the math on burner inserters vs. regular inserters for fueling boilers. One piece of coal has 8 MJ of energy, and lasts for about 20 seconds in a boiler. I found some dude's numbers that say that a burner inserter will move 47 items on one bit of coal - which means an average power consumption of 8.5 kW when fueling a full-speed boiler. A regular inserter, which uses 13 kW for the 1.2 seconds it's actually moving, and 400 W otherwise, averages more like 1.2 kW. Even after taking the reduced efficiency of turning that coal into electricity, it's still more than three times as efficient as a burner inserter. I guess maybe you could put a burner inserter on the 14th boiler (which doesn't run at 100%) and have it be more efficient? And maybe like the 12th and 13th as well, since you're typically not capping out your power consumption.
|
# ? Apr 2, 2016 02:41 |
|
Maimgara posted:Regarding the power chat, is there any mods that adds a higher tier power generation? Making all types of factories is fun and challenging, stamping out the same powerplant five more times is a bit boring. Id love a nuclear plant or some other fossil fuel system. I fear the random mods though, Im not looking for a hyper grindy (/GregTech) mod, but something sane. The nuclear plant stuff isn't finished yet. The author hasn't put in fuel consumption so if you manage the pipe and pump orgy required to set it up and make one set of fuel rods you'll have 144MW for free forever. Would not currently recommend. KS_Power is more interesting. It has early tech which really sucks (the wind turbine is particularly awful) but the late game diesel generator and oil burner are great. Combine with the Bergius process to turn coal to oil products on oil poor maps and you can squeak by. That's about it really. The rest are childish BS or still in progress.
|
# ? Apr 2, 2016 02:56 |
|
Ok, I get robots now. Thanks for the earlier responses. One question, though. I tried automating robots by having two smart inserters pull construction and logistics robots out of a chest if the amount of robots is under 100. However, robots don't actually go into logistics storage, so this would continue to create robots until the game crashes or the robots take over the world. Is there a way to automate robot construction, and keep the amount of robots in the network under a certain number? Or do I have to just manually disable the inserters so they stop pulling out new robots?
Node fucked around with this message at 03:16 on Apr 2, 2016 |
# ? Apr 2, 2016 03:04 |
|
Jabor posted:So I decided to do the math on burner inserters vs. regular inserters for fueling boilers. One piece of coal has 8 MJ of energy, and lasts for about 20 seconds in a boiler. I found some dude's numbers that say that a burner inserter will move 47 items on one bit of coal - which means an average power consumption of 8.5 kW when fueling a full-speed boiler. A regular inserter, which uses 13 kW for the 1.2 seconds it's actually moving, and 400 W otherwise, averages more like 1.2 kW. Even after taking the reduced efficiency of turning that coal into electricity, it's still more than three times as efficient as a burner inserter. if you still feel like doing math, could you compare it with fast inserters? The common wisdom is that fast inserters use more power per movement than regular inserters, but since they move faster, it works out to less power consumed overall. Node posted:Ok, I get robots now. Thanks for the earlier responses. One question, though. I tried automating robots by having two smart inserters pull construction and logistics robots out of a chest if the amount of robots is under 100. However, robots don't actually go into logistics storage, so this would continue to create robots until the game crashes or the robots take over the world. Is there a way to automate robot construction, and keep the amount of robots in the network under a certain number? Or do I have to just manually disable the inserters so they stop pulling out new robots? If you want to add robots to the network, you have to insert them into a roboport, not a chest. I'm not sure if it's possible to check the number of robots in the network for the purposes of using a smart inserter. But since you never actually lose robots, barring a really bad biter attack, does it really matter? Add however many you want and just don't add more.
|
# ? Apr 2, 2016 03:42 |
|
There's a mod called Robotic Combinators which in theory outputs the number robots in your network to a circuit network, but it doesn't work properly, and will sometimes "freeze" and stop updating when you load a saved game.
|
# ? Apr 2, 2016 03:46 |
|
I am uncharacteristically wasteful in that I usually just point the assembler output into a robot port and let it make logistics robots forever. If you're rate limited by robot frames in an assembler 1 its only one robot every 40 seconds. A simple production run limiter using the circuit system is a fairly uncomplicated affair and I will probably do that for my color inside the lines game.
|
# ? Apr 2, 2016 04:16 |
|
Node posted:Ok, I get robots now. Thanks for the earlier responses. One question, though. I tried automating robots by having two smart inserters pull construction and logistics robots out of a chest if the amount of robots is under 100. However, robots don't actually go into logistics storage, so this would continue to create robots until the game crashes or the robots take over the world. Is there a way to automate robot construction, and keep the amount of robots in the network under a certain number? Or do I have to just manually disable the inserters so they stop pulling out new robots? As a frame of reference, I have around four thousand robots and it's fine. Most of them are idle at any given point, but they swarm out for large projects and I have around 4-700 of them active moving ore most of the time.
|
# ? Apr 2, 2016 04:17 |
|
zedprime posted:I am uncharacteristically wasteful in that I usually just point the assembler output into a robot port and let it make logistics robots forever. Actually, you are doing things correctly, but chain a chest in there for extra buffer in case the port fills up. e: do this for construction robots too
|
# ? Apr 2, 2016 04:27 |
|
If you make 10,000 logistics robots and 10,000 construction robots you should be able to form Voltron for an alternate World Domination Victory
|
# ? Apr 2, 2016 04:29 |
|
Node posted:If you make 10,000 logistics robots and 10,000 construction robots you should be able to form Voltron for an alternate World Domination Victory I enjoy your views and would like to subscribe to your newsletter.
|
# ? Apr 2, 2016 04:31 |
|
Moddington posted:Actually, you are doing things correctly, but chain a chest in there for extra buffer in case the port fills up. Oh the horror! I play a game with 200 logistics and 300 construction (for the concrete spreading) thinking it's a vast robotic waste. I hope they put in robot upgrades sometime, you know, ones that move faster than an octogenarian with a zimmer frame
|
# ? Apr 2, 2016 04:31 |
|
5,000 of each is my initial target on a new map, you haven't hit the bigtimes until you're well into the six digits. Seriously people, make lots of robots, their main ingredient is assembly time, and you'll never regret it.
|
# ? Apr 2, 2016 04:34 |
|
Moddington posted:5,000 of each is my initial target on a new map, you haven't hit the bigtimes until you're well into the six digits. Seems like a terrible waste though. WTF can you DO with thousands of bots? How many roboports eating power does it take to even store that many.
|
# ? Apr 2, 2016 04:38 |
|
Well clearly you make hundreds of roboports backed up by tens of thousands of solar panels.
|
# ? Apr 2, 2016 05:23 |
|
Oh my loving god, I love the tank. Yes, it's exactly what I needed to take out all those goddamn hives. Blowing the poo poo out of worms before they are even close enough to hurt me and almost totally ignoring damage regular biters do, smashing through trees. Now I just need to rearrange my spaghetti factory and try to find a more efficient way of making explosives and shells. Might need to heavily invest in logistics robots... Speedball fucked around with this message at 05:35 on Apr 2, 2016 |
# ? Apr 2, 2016 05:32 |
|
IME the bottleneck on explosives is that you need sulfur for sulfuric acid, robots won't help much. That said, you don't need shells on the scale that you need chips, that should help.
|
# ? Apr 2, 2016 05:54 |
|
Solumin posted:if you still feel like doing math, could you compare it with fast inserters? The common wisdom is that fast inserters use more power per movement than regular inserters, but since they move faster, it works out to less power consumed overall. Fast inserters are just straight-up better. While they have a higher peak power consumption, they also move faster, to the point where the actual energy-spent-per-item-moved is lower by about 15%.
|
# ? Apr 2, 2016 06:01 |
|
What's everyone's favorite world generation settings? I've been stuck in a cycle of restarting for good initial setups for a while
|
# ? Apr 2, 2016 06:20 |
|
Eh, I've been working with default settings. Without RSO mod I have had to reset a number of times before I'm satisfied with my starting location. However I'm also working towards speed this time around so certain resource deposits don't quite work for me (no big iron nearby or big coal deposit = automatic restart). With RSO I've been happy with whatever it gave me.
|
# ? Apr 2, 2016 06:43 |
|
Usually:
A better option would be RSO, of course! I'll try it out sooner or later... Usually the only factors for choosing a good starting point are: is there iron, copper, coal and stone, all relatively close to each other? Great! Is one of those missing/really far away? Try again. Water will always be nearby so whatever, and nearby trees are basically a new useful bonus.
|
# ? Apr 2, 2016 06:54 |
|
Jabor posted:All furnaces use exactly the same amount of energy per unit smelted. That said, don't forget that you can also put efficiency mods into electric furnaces, which makes them superior, energy-consumption-wise.
|
# ? Apr 2, 2016 07:21 |
|
Electric furnaces feel side gradey until you run out of space in your conventional layout for more coal and are living off of solar power anyway. I'm 21 hours into my third test game, and at about 40% rocket. The rocket launch part of the game is incredibly tedious. By the time I got it to 10% the game was basically unlosable save by me suicide charging alien nests (which I did with gusto). I kind of understand that it gives you time to play around with your shiny late game toys (destroyers rule), but really I'm just going to leave it open in the background for the next couple hours. That said I'm still the "blue science is too hard" guy. I managed to get six running, which felt pretty comfortable for tech pace for most of the game, but it was a real struggle to get the whole thing to work smoothly.
|
# ? Apr 2, 2016 08:17 |
|
I've never used log bots before and I have the ingredients for blue science packs dumping out at opposite ends of my base, how do I get these jerks to collect poo poo and dump it into factories?
Pound_Coin fucked around with this message at 09:01 on Apr 2, 2016 |
# ? Apr 2, 2016 08:49 |
|
Okay, I understand I'm about to make a very bad post by saying what I'm about to say but it's worth trying considering there are a couple smart cookies in this thread and perhaps, just maybe, someone would want to pick this up. I'm not bothering to post this on Factorio's forum because I'd trust a goon before I trust a greg. I've got a mod idea that I want to say shouldn't be too hard to implement but I honestly don't know. I feel like my biggest problem with the multiplayer in Factorio is that there's not really a good way to do competitive in such a way that 1: a person can't lose hours of work, get mad, and rage quit and 2: handles the persistence of a server that anyone can log into and out of at any moment to play and thus completely gently caress over someone else while they're gone. I think I've got a good idea for how to handle this way better but it will take some work. I can get into more details but I don't want to waste my time typing it all out if there's literally nobody interested in giving it a shot and I am, after all, just making a bad post. In summary, however, the idea is simply a matter of building your factory to gain resources which you can, in turn, spend to spawn your biter armies inside an "arena" of sorts. Think of it being like Battle Bots but your bots are budgeted by how many resources you're willing to divert away from factory maintenance/improvement and towards winning scheduled battle bot arena matches. In the end, nobody sees or interacts with each other's factory but everyone watches the arena battles. Winners could get resource rewards or just victory points, whatever, we'll figure that out later because the important part is that if you can set up a kind of "proxy war" that your factory is supporting, it sets up for a "meta game" that you can play in multiplayer without requiring actual direct battle which, to me, seems like a competitive type of multiplayer that should be in the final game. I do dabble in programming (python/bash primarily for work though I've also worked with LUA making SA:MP and JC2:MP mods) but I really don't have the time to pick up and figure out the modding for Factorio. That said, I'd be more than willing to work with someone else to get my idea into production. As far as numbers, balancing, flow (all the design doc bullshit) don't worry, I can take care of all of that (I've done it for actual-released games before.) So, yeah, I just made a lovely "I have ideas! Someone else make them!" proposal except I'm willing to contribute to the code; I just need someone who can scaffold. Any takers? Or just do this VV DaveKap fucked around with this message at 10:27 on Apr 2, 2016 |
# ? Apr 2, 2016 10:01 |
|
I want modded huge seas, turning factorio's world into an archipelago with ships (that can have factories, etc) on them with multiple decks that can sail around on the seas using different propulsion methods (steam engine, diesel engine, eventually nuclear propulsion) plus I want engines (steam engines etc) to provide 'shaft torque' and you have to direct this shaft torque into dynamos or electric generations etc or into the shaft on your ship THEN I want a system like the train stops for the ships so you can tell them where to go THEN I want pvp multiplayer where the weapons are things like cannons and such so people sail up beside enemy islands and broadside them etc and fight at sea with broadsides blowing the hell out of the other guy's ship anyhow someone make this plesase.
|
# ? Apr 2, 2016 10:07 |
|
Baloogan posted:I want modded huge seas, turning factorio's world into an archipelago with ships (that can have factories, etc) on them with multiple decks that can sail around on the seas using different propulsion methods (steam engine, diesel engine, eventually nuclear propulsion) Ships would be cool as hell. I wouldn't mind bridges for my transport belts and trains either, I've had a few instances where those would come in handy. Plus, then we get water aliens! Destroyers! Cruisers! Battleships!
|
# ? Apr 2, 2016 10:36 |
|
I want pirate raids, where you sneak onto someone else's island and steal a bunch of high tech products from them, like red and blue circuits
|
# ? Apr 2, 2016 10:38 |
|
Ratzap posted:Once you have advanced oil processing, build 2 small pumps, some storage tanks and a couple of bits of red/green wire. Put a pump on the output of your heavy and light storage tanks, click the wire on the tank then on the pump. Click the pump and set the wire condition to heavy or light oil depending on which tank you're doing and > 500 (or some other arbitrary number). Then attach all your cracking factories to the pump output and nowhere else. Walk away because you now never need to come back. Heavy will still go to make lubricant but it it builds up over the number you set it gets cracked. Light gets cracked over the number you set. If you have sufficient cracking capacity (1 heavy 6 light I think it was for 5 refineries) the only time it will back up is when the LPG tanks are full. you can directly monitor liquids using the circuit network? I've been filling barrels with liquid , then emptying them back into storage - If the full barrels back up, then storage is full so stop producing the thing. I generally don't use red/green wire unless I want less than a full stack of something produced (modules, turrets, power suit bits). Are there any other non-smart chest features of the wires?
|
# ? Apr 2, 2016 10:40 |
|
Zetsubou-san posted:I generally don't use red/green wire unless I want less than a full stack of something produced (modules, turrets, power suit bits). Are there any other non-smart chest features of the wires? Right now, circuit networks only interact with smart chests, smart inserters, fluid tanks, electric pumps, combinators and lights, as far as I know. Patch 13.0 will bring in interaction with trains and the power network. Edit: Apparently offshore pumps can be hooked up as well. I do not know under what circumstances you would ever want to not pump water. I've mostly only used the networks and combinators to balance out where outputs go, eg turning my stone bricks into concrete, stone walls and electric furnaces at a 100:10:1 ratio, or to set up my oil crackers to only go when there's more than 1k or so of that type of oil (or less than 1k or so petroleum).
|
# ? Apr 2, 2016 11:29 |
|
Tenebrais posted:Right now, circuit networks only interact with smart chests, smart inserters, fluid tanks, electric pumps, combinators and lights, as far as I know. Patch 13.0 will bring in interaction with trains and the power network. I guess you could use it to switch on/off your steam engines based on how your accumulators are holding up, instead of wiring up a dozen smart inserters to conditionally put coal in the boilers. That's about all I can think of though.
|
# ? Apr 2, 2016 12:31 |
|
Node posted:Ships would be cool as hell. I wouldn't mind bridges for my transport belts and trains either, I've had a few instances where those would come in handy. Plus, then we get water aliens! Destroyers! Cruisers! Battleships! Giant factory ships and archipelago style maps.
|
# ? Apr 2, 2016 13:46 |
|
|
# ? May 11, 2024 15:26 |
|
If I hear the red alarm siren one more time I will kill myself. One more time. I will embrace the sweet release of death and end my life.
|
# ? Apr 2, 2016 13:55 |