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Mr. Powers posted:I've run into a problem with my belt balancers in that if you have a really high draw from one lane (in my case, I merge copper and iron onto a single belt for most of my old low rate production, which tends to draw mostly from one lane), that single lane can be overdrawn even through a belt balancer. I guess it's not really a problem, but I wish there were some advanced splitters that could perform lane balancing and things like "merge belt A into lane A of belt C, with belt B in lane B of belt C" so that lane load was even. The secret to balancing is that it's mostly for cosmetic/ocd purposes - once you have full throughout on a belt, it doesn't actually matter what side gets drained most. That said, it's definitely possibly to merge two belts into one in the way you're wanting. Just split the input lanes, sideload twice (once favouring the left lane, once favouring the right - you'll need something a little squirrelly to get everything on the correct side though), and then use a third splitter to merge that down into a single output belt.
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# ? May 24, 2016 01:25 |
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# ? May 26, 2024 07:53 |
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Jabor posted:The secret to balancing is that it's mostly for cosmetic/ocd purposes - once you have full throughout on a belt, it doesn't actually matter what side gets drained most. e. To be less snipey and make a practical point, the solution to the problem of "a mixed belt is getting one of its components drawn faster than can be supplied" would probably be to not have a mixed belt as a simple way of providing the throughput that seems to be needed downstream. zedprime fucked around with this message at 02:09 on May 24, 2016 |
# ? May 24, 2016 01:35 |
zedprime posted:Running near entitled throughput is where affects from balancing hit hardest since running near entitlement starts making the fractioning effects of splitting show up and you want to make sure you are taking 50% of either the biggest or averagest number available. But also if you are worried about throughput you can either build a bigger bus or put something smarter in place than a totally dumb bus. It's not the mixed belt that's a problem, and throughput isn't the issue. It really is just an OCD issue that one side of my furnace farm doesn't fire because it's eventual lane isn't getting pulled from at all. I can build the fancy balancer that was posted, though and that will solve my problem. Right now I have a single blue belt feed of copper and iron that I transport to the factory. A green circuit factory picks copper directly off this belt. After that it splits and one side gets merged with a split from the iron to feed my old factory. The other half of the split travels roundabout back to my new red circuit factory (a belt of each still). My factory is still probably a micro factory compared to what most people have.
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# ? May 24, 2016 02:46 |
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That article is crazy cause I figured anyone with 15+ hours who was interested in it would've fired a rocket. I'm not downplaying the work involved, but I restarted twice then did the whole thing pretty cleanly. Are there really people that have put a whole mess of time and still haven't fired a rocket? e: I should make clear, I'm talking more about the author, obviously the dude with 10+ launchpads and 500 hours has launched a rocket.
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# ? May 24, 2016 04:00 |
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Factorio is interesting because it accomodates all level of players. You want to just screw around, you can. You want to create an ultra-efficient mega-facility, you also can.
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# ? May 24, 2016 04:03 |
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Chakan posted:That article is crazy cause I figured anyone with 15+ hours who was interested in it would've fired a rocket. I'm not downplaying the work involved, but I restarted twice then did the whole thing pretty cleanly. Are there really people that have put a whole mess of time and still haven't fired a rocket? I've got 50 hours on steam factorio and I'd say easily ten times that in earlier versions of the game and I've never fired a rocket or built the old school rocket defense. There's no point to it, gameplay-wise, so why bother? It's obviously possible, it's not like it's a puzzle, so it's just about bothering to do it (or not). I'd rather do the stuff I find fun, ie, getting more of everything faster.
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# ? May 24, 2016 04:09 |
I think I have about 25-30 hours on my game and I'm only just getting close to researching the rocket launching item. I took a long meandering path and rebuilt things several times.
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# ? May 24, 2016 04:11 |
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awesmoe posted:I've got 50 hours on steam factorio and I'd say easily ten times that in earlier versions of the game and I've never fired a rocket or built the old school rocket defense. There's no point to it, gameplay-wise, so why bother? It's obviously possible, it's not like it's a puzzle, so it's just about bothering to do it (or not). I'd rather do the stuff I find fun, ie, getting more of everything faster. I've restarted so many times that with all the hours and all the saves that I have, I've never even come close to firing a rocket. The closest I've come in started researching the rocket, but then I got bored of the save and haven't touched it since.
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# ? May 24, 2016 04:31 |
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I'm all about launching rockets. My latest game was 420 rockets in just under 100 hours.
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# ? May 24, 2016 04:49 |
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I've played close to 50 hours and I haven't gotten anywhere near rockets.
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# ? May 24, 2016 05:03 |
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Chakan posted:That article is crazy cause I figured anyone with 15+ hours who was interested in it would've fired a rocket. I'm not downplaying the work involved, but I restarted twice then did the whole thing pretty cleanly. Are there really people that have put a whole mess of time and still haven't fired a rocket? 15+ hours. What? I guess if someone is using guides and YouTube to see optimal everything. 15 or even 30 hours teaches you basic facility setup and slight optimization. I would not expect anyone to get to rockets in their first 50 hours without googling the hell out of setting things up, which in my opinion is sort of counter fun.
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# ? May 24, 2016 05:39 |
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ModeSix posted:15+ hours. What? I guess if someone is using guides and YouTube to see optimal everything. I Launched my first rocket in 23 hours with only wiki help for railroads?
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# ? May 24, 2016 05:56 |
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Yeah, I guess I'm in the minority. Apart from "I was looking into what this game is and saw a good furnace column setup" and what a roboport is, I didn't really look anything up, launched a rocket around hour 20-25 total. I get not launching one because you're disinterested, though. I reset because my green science production was measly, then because my stuff was everywhere and so doing a rocket would've been miserable, then I launched a rocket. Different strokes I guess.
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# ? May 24, 2016 13:00 |
Gibbo posted:I Launched my first rocket in 23 hours with only wiki help for railroads? You must be playing the game wrong, or something.
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# ? May 24, 2016 13:01 |
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this game is pretty fun but I'm very bad at it I had to put on peaceful mode because biters kept eating my base
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# ? May 24, 2016 13:22 |
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Renegret posted:this game is pretty fun Were you trying to start on a desert? Desert starts seem easy because of all the space but then your cloud spreads extra far and unless you're pruning, biters get pissed off earlier than they would normally.
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# ? May 24, 2016 13:34 |
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Gibbo posted:Were you trying to start on a desert? Desert starts seem easy because of all the space but then your cloud spreads extra far and unless you're pruning, biters get pissed off earlier than they would normally. no Since I'm still kinda learning what I'm doing, it took me forever to get steel processing up to make the good ammo. I didn't do any pruning because my turrets were holding my perimeter just fine, until they weren't. Then my whole base got overrun in a matter of minutes and I wasn't able stabalize because the attacks were too frequent. I said gently caress this and started a new game because really I just wanted to build pretty base building simulator and peaceful mode exists for a reason. Now I'm playing pretty base building simulator and enjoying it violence free (until I need purple science ) Next base when I actually know what I'm doing, I'll turn the biters on and go overkill with turrents
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# ? May 24, 2016 14:17 |
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I said I was gonna sperg about Turret Kill Times and now I have!!! TLDR: Gun Turrets destroy Laser, DPS-wise pre:Base Dmg Base Rate DPS | Max Dmg Max Rate DPS Gun Turret 10 10/sec 100 | 48.4 26.0 1258.4 Las Turret 20 3/sec 60 | 48.0 7.8 374.4 Time To Kill Biters (In sec) (W/ AP rounds) pre:Base Gun Base Las Max Gun Max Las Sml 0.15 0.25 0.01 0.04 [No Armor] Med 1.25 1.56 0.06 0.22 [4/0% Phys Armor] Lrg 18.75 6.25 0.36 1.00 [8/0% Phys Armor] Bhm 312.50 83.33 5.95 13.35 [8/20% Phys Armor] The only time Laser wins is if you haven't bothered to upgrade Guns to ~green-limited tech by the time Larges show up, otherwise Guns win every DPS race by a comfortable margin. Things To Consider When Building Your Wall Of Turrets
My (subjective) testing indicates that a mix of turrets is ideal, if you want to bother feeding ammo to guns. Lasers obviously do their job just fine, and you can slap a block of them anywhere without a care in the world, but why not try a hybrid defensive line? You won't be disappointed when you see those chainguns light up a horde of Behemoths Evilreaver fucked around with this message at 16:01 on May 24, 2016 |
# ? May 24, 2016 15:55 |
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Can Gun turrets hit spitters though? I'd always switched to lasers asap because I was under the impression that the guns couldn't hit them.
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# ? May 24, 2016 16:04 |
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When Spitters were *first* introduced, that was a problem. They hotfixed it the next week, now Spitters and Guns have about the same range.
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# ? May 24, 2016 16:06 |
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OTOH, if you're at behemoth spitters, you should really install factorio basics/extended and have the upgraded lasers. That mod is so good and breathed life back into my long game, even if just for the mk3 power armor filled with exoskeletons.
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# ? May 24, 2016 16:07 |
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Renegret posted:
And then you will realize that biters are just a minor annoyance that makes you have to babysit turrets every once in a while. Peaceful mode is more fun IMO but I really enjoy the factory-building aspect of the game, so perhaps I am biased.
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# ? May 24, 2016 17:20 |
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Something about the biters being aggressive just makes the whole thing feel more honest. Like if they could just get to the power plant to lodge a complaint with the planning commission they just might save their ancestral home, but they better be ready for those turrets. RSO's default spawn density is personally a favorite middle ground between normal settings and pacifist mode.
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# ? May 24, 2016 17:26 |
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The factorio speedrun time is now under 2 hours. https://www.youtube.com/watch?v=IL-kB3gdVIs
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# ? May 24, 2016 23:41 |
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Bhodi posted:OTOH, if you're at behemoth spitters, you should really install factorio basics/extended and have the upgraded lasers. That mod is so good and breathed life back into my long game, even if just for the mk3 power armor filled with exoskeletons. I love all the mods for this game. There's so many nice quality of life things out there and neat new mechanics for the game.
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# ? May 25, 2016 04:44 |
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I hope the Speedrun achievement is ~12 hours, that's something I could hit without my heart exploding. My reaction times ain't what they used to be.
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# ? May 25, 2016 05:53 |
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If anyone is interested in running a dedicated server but doesn't want to deal with installing Factorio, starting/stopping it, and copying save/mod files around, try this. It's like a personal roboport for your server. Source code and instructions: https://github.com/jjclark1982/factorio-control-panel
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# ? May 25, 2016 15:21 |
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I should try it out sometime, the current manager i am using for my server is kinda inferior. On that note, the server is still accepting new players, you can find the info in the dedicated thread https://forums.somethingawful.com/showthread.php?threadid=3777542 Regallion fucked around with this message at 20:14 on May 25, 2016 |
# ? May 25, 2016 15:54 |
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Evilreaver posted:I said I was gonna sperg about Turret Kill Times and now I have!!! Thanks, I'm glad you went to the bother of doing this. It makes me feel better about evangelising gun turrets. Once they're upgraded with green science they'll rip anything apart. It makes clearing the area around a base a snap - no running wires out, just 20 turrets and a pocket full of ammo.
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# ? May 25, 2016 17:03 |
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Will the contents of trains themselves be in the circuit network in the new patch?
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# ? May 25, 2016 20:34 |
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ShadowHawk posted:Will the contents of trains themselves be in the circuit network in the new patch? The last dev post that mentioned it said they are still implementing the train circuit stuff and did not mention contents. They did say that we'd be able to control trains using the content of station chests (among other things). We'll find out if they post again with more details or when 0.13 comes out in a week or two.
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# ? May 25, 2016 20:53 |
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I wish robots could put things into and take them out of assemblers.
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# ? May 26, 2016 02:33 |
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Stereotype posted:I wish robots could put things into and take them out of assemblers. Smart chest + smart inserter? Works just as well
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# ? May 26, 2016 03:23 |
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Suspicious Dish posted:Smart chest + smart inserter? Works just as well True enough, though that adds an extra step.
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# ? May 26, 2016 03:33 |
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Ratzap posted:The last dev post that mentioned it said they are still implementing the train circuit stuff and did not mention contents. They did say that we'd be able to control trains using the content of station chests (among other things). We'll find out if they post again with more details or when 0.13 comes out in a week or two. I know in the patch the train stop itself will be connectable to the circuit network. That might be an intuitive place to add the contents of the train. That way you could do fancy things like turn train stops off if they don't have enough stuff to load, allowing trains to skip that destination and keep going.
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# ? May 26, 2016 06:00 |
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Being able to tell trains "Stay at station until full" and "stay until empty" is basically going to be the best, everything else is gravy
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# ? May 26, 2016 06:12 |
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Oh hey, version 01234 is out! It's only bugfixes, and mostly deals with people who use the forces assigning feature, or play campaign, but y'know still nice to see it.
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# ? May 26, 2016 22:00 |
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Hopefully tomorrow they'll give an update on the 0.13 release date. As it stands, it's supposed to be released on June 1st, less than a week away!
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# ? May 26, 2016 22:27 |
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Are there any fanmade campaigns that are good? I looked around last night and could only find tower defense levels which aren't necessarily what I'n looking for right now?
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# ? May 26, 2016 22:36 |
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# ? May 26, 2024 07:53 |
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ShadowHawk posted:I know in the patch the train stop itself will be connectable to the circuit network. That might be an intuitive place to add the contents of the train. That way you could do fancy things like turn train stops off if they don't have enough stuff to load, allowing trains to skip that destination and keep going.
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# ? May 27, 2016 01:48 |