I wish the oil worked differently. The way they implemented the RSO-like feature causes gigantic oil fields to spawn but they deplete just the same. If, maybe, they just had a production multiplier the further away, that would be great. In other words, instead of spawning 68 oil pools (I estimated 50 and brought 60 pump jacks, and was 8 short), maybe spawn half as many, but they produce twice the oil and decay to 0.2/sec. It takes so much time to setup 68 pump jacks and connecting them all to power and plumbing and it would give the same effect as half the pools providing twice the oil long term, or one quarter the pools for four times the oil. I feel like the ridiculous quantity is a work around to the way they implemented oil decay.
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# ? Jul 7, 2016 02:03 |
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# ? May 23, 2024 21:35 |
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Can't you personally change that yourself? Set oil richness a tad higher and set frequency lower?
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# ? Jul 7, 2016 02:22 |
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Loopoo posted:Can't you personally change that yourself? Set oil richness a tad higher and set frequency lower? That doesn’t change their end state of 0.1 units ∕ second. It just delays it.
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# ? Jul 7, 2016 02:33 |
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The fact that it doesn't decay to 0 already feels like a huge freebie to me. If you just want to make the game even easier then just mod a bunch of free resources or whatever.
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# ? Jul 7, 2016 02:36 |
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Ore is fun because I can make a blueprint of miners and tile it onto the ore field, oil is not fun because no matter what it has to all be done by hand, and is incredibly tedious.
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# ? Jul 7, 2016 02:50 |
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Also ore will always give you the same rate amount per miner if there is ore underneath. Oil varies so much and lowers quickly it adds to the pain of managing how much you are working with.
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# ? Jul 7, 2016 04:10 |
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Platystemon posted:Maybe they don’t have enough electrical power? I know I replaced them so they were going the right way, but power could be an issue, thanks.
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# ? Jul 7, 2016 04:42 |
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Lorini posted:I know I replaced them so they were going the right way, but power could be an issue, thanks. Replacement doesn't guarantee same facing. Always double-check.
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# ? Jul 7, 2016 05:20 |
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If you look closely at the art, there are a bunch of little arrows and triangles on things that show you what direction they are pointing. Inserters have 3 legs that form a triangle pointing in the output direction.
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# ? Jul 7, 2016 05:26 |
Zo posted:The fact that it doesn't decay to 0 already feels like a huge freebie to me. If you just want to make the game even easier then just mod a bunch of free resources or whatever. A set of 60 oil wells delivering .1/sec each is pretty miserable still. That's 6 oil per second. One assembler can fill barrels with that rate and still have time between fills. Oil is a PITA to deploy. If they changed oil to be just like an ore patch, I'd be fine with decay to zero. As long as I can plop down a grid of 16 pump jacks with pipes and power late game and not have to deal with the tedium of how it works now.
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# ? Jul 7, 2016 05:29 |
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Mr. Powers posted:A set of 60 oil wells delivering .1/sec each is pretty miserable still. That's 6 oil per second. One assembler can fill barrels with that rate and still have time between fills. Oil is a PITA to deploy. If they changed oil to be just like an ore patch, I'd be fine with decay to zero. As long as I can plop down a grid of 16 pump jacks with pipes and power late game and not have to deal with the tedium of how it works now. By the time fields are running dry you should be able to stack them with tons of speed modules and speed beacons. You can get most of them to around 400-500% speed. I've never had a single problem with oil at any stage of the game. More the opposite, since once you have enough pumpjacks, even completely decayed, you don't need to get more oil ever again. Each pump is a permanent increase in oil, which i think is pretty silly.
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# ? Jul 7, 2016 05:41 |
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a
emTme3 fucked around with this message at 03:02 on Mar 31, 2022 |
# ? Jul 7, 2016 06:12 |
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Phssthpok posted:If you look closely at the art, there are a bunch of little arrows and triangles on things that show you what direction they are pointing. Inserters have 3 legs that form a triangle pointing in the output direction. Or just press Alt to turn on detailed information, then in the settings change it to show inserter directional arrows. They do a great job making the art detailed enough to stand on its own though.
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# ? Jul 7, 2016 07:16 |
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Are stack inserters just a straight upgrade to fast inserters except for the big increase in power draw?
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# ? Jul 7, 2016 07:45 |
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RVT posted:Are stack inserters just a straight upgrade to fast inserters except for the big increase in power draw? And price, but yea
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# ? Jul 7, 2016 09:25 |
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quote:oil chat Oil production is the result of three variables: current amount, "normal" amount, and minimum. Pumpjacks extract [current]/[normal] units per second. When the amount drops to [minimum], it stops depleting but the pumpjack keeps producing oil. The default minimum is 1500 and normal is 15000. This means when a deposit is reduced to 1500 units, it will still yield oil at 1500/15000 = 0.1 units/second. A deposit with 46788 oil will yield 3.12 oil/sec, and will show a yield of 312% in the info panel. One thing to bear in mind about modding minimum values: minimum merely tells the game to stop depleting the deposit amount, if a field has a value below the minimum it will yield oil at below the minimum expected rate. Changing the minimum will not increase the yield of existing depleted oil fields. So all that said, the simplest way to raise your desired minimum yield is to lower the normal value. This will give you 0.5 oil/sec from existing depleted fields, for example: code:
code:
Bear in mind that pumpjack output is capped at 10 oil/sec GotLag fucked around with this message at 10:22 on Jul 7, 2016 |
# ? Jul 7, 2016 10:20 |
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In the interest of providing more multiplayer before the goddamn 4-bug is resolved, i have launched a second instance of my factorio server. It is a slightly different map than the other instance but that's just to keep things fresh. The connect info is all the same, except the port is 34100 If you need a refresher: it's all in this thread Both instances are capped at 3 simultaneous players which sucks, but such is life Regallion fucked around with this message at 12:06 on Jul 7, 2016 |
# ? Jul 7, 2016 12:02 |
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what's the 4-bug?
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# ? Jul 7, 2016 14:19 |
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Loopoo posted:what's the 4-bug? At least my server has a cool bug, where in any version that start with 13 (not 12.35) the game will hang if more than 3 human players try to join. That means each instance can have a server+3 people in it, for a total of 4 entities, hence the 4-bug. I got no clue WHY that is so, but it's a v13 thing.
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# ? Jul 7, 2016 14:31 |
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I think I'm finally digging the new inserter mechanics, or at the very least adapting my builds to them. I'm unloading train cars with 4 inserters instead of the 12 I could potentially use, and going between belts and containers or assemblers is much nicer now.
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# ? Jul 7, 2016 17:01 |
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Last night I set up the rocket parts in my lazy bastard game, I thought about just going to sleep with it running. The ultimate Lazy Bastard, but I decided against it just in case. I only bothered to set up 5 assemblers for each because I just want to have it set up and let it run though and it got me thinking about 1 rocket/minute. For anyone who's done it, how many furnaces did you need because it feels like that's a massive number of iron/copper plates?
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# ? Jul 7, 2016 17:47 |
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Chakan posted:Last night I set up the rocket parts in my lazy bastard game, I thought about just going to sleep with it running. The ultimate Lazy Bastard, but I decided against it just in case. I only bothered to set up 5 assemblers for each because I just want to have it set up and let it run though and it got me thinking about 1 rocket/minute. For anyone who's done it, how many furnaces did you need because it feels like that's a massive number of iron/copper plates? But I had a sheet set up to do things without modules because that's usually how far I get in my game, so I plugged in a rocket per minute and came up with 6400 furnaces.
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# ? Jul 7, 2016 18:11 |
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FISHMANPET posted:I think I'm finally digging the new inserter mechanics, or at the very least adapting my builds to them. I'm unloading train cars with 4 inserters instead of the 12 I could potentially use, and going between belts and containers or assemblers is much nicer now. Same here. My designs have settled on 3 per side of each carriage with 8 spaces between each unloading station it just fits and gives me reasonable balancing.
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# ? Jul 7, 2016 18:41 |
But three is so annoying to evenly balance.
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# ? Jul 7, 2016 18:51 |
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Pfft, 12 Stack Inserters for trains per car. Empty that poo poo out in a hurry. Also load it in a big hurry too. I love the new smart trains, and being able to say "If you're at a station and a train comes up behind you more full than you are, get out of the way". Now I just have more metals coming in than I can deal with and my forges are permanently on. It's great Edit: Two ways to unload in a hurry; The Crazy Man's Way: And the Sane Man's Way: Evilreaver fucked around with this message at 19:11 on Jul 7, 2016 |
# ? Jul 7, 2016 19:01 |
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Evilreaver posted:Pfft, 12 Stack Inserters for trains per car. Empty that poo poo out in a hurry. Also load it in a big hurry too. I love the new smart trains, and being able to say "If you're at a station and a train comes up behind you more full than you are, get out of the way". Now I just have more metals coming in than I can deal with and my forges are permanently on. It's great Your posting in combo with your avatar makes me picture a cyborg george costanza just constantly prowling around a factory upgrading stuff, hilarious mental image. Keep it up, all of it.
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# ? Jul 7, 2016 19:05 |
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Has anyone tried the Uranium Power mod? It looks complex enough that the effectively infinite, huge power supply isn't too gamey, and anything that frees me from the tedium of solar panels sounds incredible.
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# ? Jul 7, 2016 19:23 |
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With new stack inserters and train logic it is cool to have fast unload and be able to reuse train cars for optimal car usage.
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# ? Jul 7, 2016 19:43 |
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Voxx posted:With new stack inserters and train logic it is cool to have fast unload and be able to reuse train cars for optimal car usage. reuse them how
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# ? Jul 7, 2016 19:56 |
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Evilreaver posted:Pfft, 12 Stack Inserters for trains per car. Empty that poo poo out in a hurry. Also load it in a big hurry too. I love the new smart trains, and being able to say "If you're at a station and a train comes up behind you more full than you are, get out of the way". Now I just have more metals coming in than I can deal with and my forges are permanently on. It's great The cars only fit 2k in, 6 inserters empty it pretty drat sharpish. I started building stations in 0.13 with filled sides but for me it wasn't worth the extra effort jamming the belts in. I lay on one unloading station per furnace and at least one train per station. Nostrum posted:Has anyone tried the Uranium Power mod? It looks complex enough that the effectively infinite, huge power supply isn't too gamey, and anything that frees me from the tedium of solar panels sounds incredible. We used it in a couple of MP games 6 months ago. It's stupidly complex to put together and the pipe work is a pure bitch (Drone did the build and hated it). Plus it doesn't ever use any fuel so it runs max power forever on the first set of rods you put in. It's not been completed. Reading the latest forum posts, fuel degradation will be part of the next version released.
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# ? Jul 7, 2016 20:58 |
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I finally started playing this game again. I have no idea what I'm doing anymore. It's kind of fun.
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# ? Jul 8, 2016 00:52 |
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Loopoo posted:reuse them how The new circuit mechanics are really fun. I was particularly proud of a joint iron/steel outpost that turned off the steel production whenever there was more of it than plates waiting to be loaded.
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# ? Jul 8, 2016 05:42 |
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Persistence paid off. I've got a near perfect map for the spoon run now - not too many trees, 2 large iron patches, 2 coal, 2 copper and 1 stone all near each other. A huge oil patch right next to them and space to expand into. There's a lake in the middle of the building area but I can landfill that soon as I get green science going. I reckon I need blue science working by 3-4 hours in for this to work. This is the map string if you want to save yourself the trouble:code:
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# ? Jul 8, 2016 14:48 |
I know there was some talk earlier about the steam workshop instead of roll-your-own mod portal. Here's a recent post from the C:SL thread.Metrication posted:it seems one of the best asset makers ngon has had a massive tantrum and removed all his content from the workshop (leaving big gaps in my city) This is a pretty big strike against the workshop.
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# ? Jul 8, 2016 15:16 |
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But then also Kerbal Space Program had issues both with forhetting to renew their own mod hub's address and sending them to a boilerplate ad and malware squatter. As well as a home grown mod download hub getting boycotted over licensing rights.
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# ? Jul 8, 2016 15:37 |
zedprime posted:But then also Kerbal Space Program had issues both with forhetting to renew their own mod hub's address and sending them to a boilerplate ad and malware squatter. As well as a home grown mod download hub getting boycotted over licensing rights. With Factorio integrating it in game, I would hope they've just got it on something like modportal.factorio.com so that they won't forget. I'd also hope they have some sort of authentication of the server, maybe by SSL Cert. It's a lot of hope.
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# ? Jul 8, 2016 16:55 |
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Mr. Powers posted:With Factorio integrating it in game, I would hope they've just got it on something like modportal.factorio.com so that they won't forget. I'd also hope they have some sort of authentication of the server, maybe by SSL Cert. It's a lot of hope. It is indeed https://mods.factorio.com/ and since you can use https I'm pretty sure it's secured.
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# ? Jul 8, 2016 16:58 |
Solumin posted:It is indeed https://mods.factorio.com/ and since you can use https I'm pretty sure it's secured. That doesn't mean the game client validates the cert. Running an MP server, though, it seems they've got a good handle on authentication, so they have the brains to authenticate the server, it's just a question of whether they do or not.
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# ? Jul 8, 2016 17:14 |
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Mr. Powers posted:That doesn't mean the game client validates the cert. Running an MP server, though, it seems they've got a good handle on authentication, so they have the brains to authenticate the server, it's just a question of whether they do or not. Right, forgot about in-game. They do generally seem pretty competent, but then again people have been pointing out how half-assed the mod portal is.
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# ? Jul 8, 2016 17:34 |
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# ? May 23, 2024 21:35 |
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So I'm trying to learn circuits and advanced fun features. I got the easy stuff (signal transmission, linkups, basic a->b stuff), I just need some help with the tougher stuff (deciders, conditionals, math, memory) I'm trying to get a 10-segment Lamp 'progress bar' to keep track of an inventory, from 1-100%. That part's dead simple. I would also like: a) The bar to be green if the number is increasing or steady relative to, ideally, a minute ago (though previous tick is also ok) and red otherwise b) The 'top' segment of the bar to be the only color-changer, the rest are white, or ideally 'chosen color' via Constant Combinator c) The bar is easily blueprintable and can be hooked to anything with just changing a Constant-- the 'easy' progress bar needs to have all 10 lamps with their X>Y set in divisions of 10% by hand, it would be much easier to have lamp 1,2,3 be >10%, >20%, >30% getting a 1-100 number from a signal regardless if you're tracking 1-50 or 1-2000 items (the Constant is set to 50 or 2000, etc). I've seen a bunch of circuit wizardry, and I'm reasonably confident these things can be done (maybe not [b]). If I work it out before I get a response I'll let you know Edit: Got [c] working in a vacuum (probably won't work combined with [a,b]). Const set to desired max# on signal A, Arth to A/10 send B, one Arth per Lamp to B*[1..10] send C, each lamp on if [item] > C. Total combinators 12. Evilreaver fucked around with this message at 19:08 on Jul 8, 2016 |
# ? Jul 8, 2016 18:16 |