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With the rail laying pathfinding of .13, landfills, and the other QOL changes they made, I'd agree that at least one good stock run through the game again is warranted. Though I'll agree that long reach cuts a fair amount of tedium. Autofill is great, but can make it a little cheap to clear out Biters, as you can just gun-turret bomb a nest to death.
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# ? Aug 25, 2016 11:39 |
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# ? May 24, 2024 15:37 |
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I wouldn't recommend getting mods at the very beginning. I played a few vanilla games and then got mods that I felt would suit me well. I've gotten fully back into the swing of this game and it's amazing. RSO is brilliant. I'm a bit scared though cause I've only got about 100,000 stone and I can't seem to find any other deposits. I want to build one huge enclosing wall to protect my base as biter nests spawn so sporadically and come from all directions. Then I have to worry about being able to build enough rails to actually let my trains get to any new stone deposits I find. I'm eventually going to have to build a brand new, huge smelting facility to keep up with production. It's great.
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# ? Aug 25, 2016 13:03 |
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Loopoo posted:I'm eventually going to have to build a brand new, huge smelting facility to keep up with production. It's great. I started a new RSO game with a friend of mine, and I'm really looking forward to getting trains running and creating a huge factory for producing rockets! It's gonna be so much fun. You're better off smelting ore locally instead of shipping it if you're using trains, by the way. Ore is limited to stacks of 50 while plates stack to 100, so you can fit twice as much into one cargo wagon.
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# ? Aug 25, 2016 14:59 |
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On the other hand, more pollution in outposts instead of concentrating it in your hell-factory. Plus needing some sort of fuel if you aren't using electric furnaces. Trains are non-pollution producing so putting more of them on the tracks has very little trade off.
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# ? Aug 25, 2016 15:02 |
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Sage Grimm posted:On the other hand, more pollution in outposts instead of concentrating it in your hell-factory. Plus needing some sort of fuel if you aren't using electric furnaces. Trains are non-pollution producing so putting more of them on the tracks has very little trade off.
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# ? Aug 25, 2016 16:28 |
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I pretty much only play on peaceful mode anyway, since otherwise biters are just an annoying distraction from the important business of factory building.
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# ? Aug 25, 2016 16:49 |
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DelphiAegis posted:With the rail laying pathfinding of .13, landfills, and the other QOL changes they made, I'd agree that at least one good stock run through the game again is warranted. Long reach is nice, but once I learned I could just Shift+Click to place items and my construction bots would place them for me, the only place it's really useful now is the very beginning when you're trying to manage multiple furnaces and don't have coal belted to everything. Placing buildings can still be a pain early game, but by the time I'm really getting tired of it I've almost unlocked drones anyway.
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# ? Aug 25, 2016 17:25 |
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Warm up your Steam, 0.13.18 is ready.quote:FactorioBot » Thu Aug 25, 2016 5:06 pm Edit: missed it the first read - 0.13.18 has been promoted to stable. So 0.14 with the new MP code cannot be far off. Ratzap fucked around with this message at 23:33 on Aug 25, 2016 |
# ? Aug 25, 2016 18:53 |
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Ratzap posted:Edit: missed it the first read - 0.13.18 has been promoted to stable. So 0.14 with the new MP code cannot be far off. Is this why there are no more "beta" options in Steam? Will people automatically install 0.13.18 if they install Factorio?
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# ? Aug 26, 2016 02:39 |
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Loopoo posted:I wouldn't recommend getting mods at the very beginning. I played a few vanilla games and then got mods that I felt would suit me well. I've messed around with trains a good while ago. Is there a reason from a productivity perspective why multiple belts wouldn't be more efficient and easier to manage?
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# ? Aug 26, 2016 04:25 |
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MeLKoR posted:I've messed around with trains a good while ago. Is there a reason from a productivity perspective why multiple belts wouldn't be more efficient and easier to manage? Trains are more cost effective and easier to modify for income from new mineral patches. Rather than having to use the lubricant and massive iron costs for express belts, tracks only require iron and stone. Signals only need circuits and iron. Laying down track also takes up less time and space than the roughly equivalent four-or-so tile wide path. With auto-track-layer mods like FARL or a good blueprint set, it's little more than a quick jaunt to set up a railyard, but doing it manually is still much better than belts.
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# ? Aug 26, 2016 04:43 |
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You can also use a train system as an automated tram for fast travel, and for automated resupply of outposts. It's much more flexible.
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# ? Aug 26, 2016 04:49 |
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Yeah when something goes wrong in that really far away mining outpost its much faster to take a train there than it is to walk or drive. You can just drop one in the tracks, put some wood in and blast off.
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# ? Aug 26, 2016 08:27 |
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Furthermore, trains are cool.
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# ? Aug 26, 2016 12:37 |
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Solumin posted:Is this why there are no more "beta" options in Steam? Will people automatically install 0.13.18 if they install Factorio? Looks like it. Oh boy, 14.0 experimental now.
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# ? Aug 26, 2016 12:40 |
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Oh buoy i need to check that poo poo OUT. Maybe that'll solve the gosh darn 4-bug. https://forums.somethingawful.com/showthread.php?threadid=3777542&pagenumber=1&perpage=40#post460296714 Well it is a touch too bugged for that. Hold onto yer britches Regallion fucked around with this message at 14:10 on Aug 26, 2016 |
# ? Aug 26, 2016 12:47 |
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The 0.14 release notes have a wee nugget in themquote:FactorioBot » Fri Aug 26, 2016 11:26 am This should allow mods to let vehicles use armour, power supplies, roboports etc.
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# ? Aug 26, 2016 12:59 |
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Can someone mod a factorissimo car/train yet
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# ? Aug 26, 2016 13:33 |
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So that means that if you have enough resources, you could run solar-powered trains! Better yet, what'd be REALLY awesome is if you can just throw a whole bunch of batteries into it and run the whole thing like an electric locomotive. Hook the stations up to your main grid, limit the draw to what the individual draw of the batteries are, times the number of batteries... Better yet, I could see an expansion to FARL that'd allow you to lay an in or out ore station, too. Technically you could already do this, but this would mean you wouldn't even have to leave the train! Oh the possibilities...
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# ? Aug 26, 2016 14:48 |
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Nuclear powered trains would be awesome and also overkill, probably. But a better question: can you give them exoskeletons?
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# ? Aug 26, 2016 15:18 |
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Man I would settle for just being able to read the contents of train cars.
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# ? Aug 26, 2016 16:03 |
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Full base perimeter track + exoskeleton "legs" + solar trains = large-entity particle shield Never use turrets again! Just maul everything that nears your base with fifteen endlessly circling automotives, each moving at 0.1c!
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# ? Aug 26, 2016 16:11 |
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So when are we getting the spider mech? Full release?
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# ? Aug 26, 2016 16:17 |
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Zomborgon posted:Full base perimeter track + exoskeleton "legs" + solar trains = large-entity particle shield
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# ? Aug 26, 2016 16:22 |
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They posted an update of the 0.15/0.16 plans now that 0.14 is out.quote:Update (26. August 2016): We have just released 0.14, so we updated the roadmap to show our plans for 0.15 and partially also for 0.16 (which will become 1.0 when stabilised). Hell yes. So much good stuff planned for 0.15, here's hoping it all gets in.
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# ? Aug 26, 2016 16:35 |
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quote:Surprise with 8-10 legs I can't wait for the spider mech.
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# ? Aug 26, 2016 16:41 |
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GRANNYS PEACH TEA posted:So when are we getting the spider mech? Full release? quote:Maybe: Well, that was a fun coincidence. Aww yeah, dirty mining sounds like a great way to jazz up mineral production! I hope it's more than just "+prod, +pollution;" I'm thinking something like getting two-for-one mining with waste materials. It would be neat if waste became something you had to find storage solutions for up to midgame, then could get techs to recycle it into useful material. Zomborgon fucked around with this message at 16:46 on Aug 26, 2016 |
# ? Aug 26, 2016 16:42 |
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quote:Blueprint preservation (Export/import blueprints) Yes! These are the two biggest features I've been waiting for in vanilla at this point.
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# ? Aug 26, 2016 16:42 |
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Its kind of weird that if they wanted blueprint sharing it has waited this long considering how robust the mod has been despite updates, doubly weird if the bar is lowered to locally because blueprints are already saved in the save game. But liquid bulk transport getting into the inner workings and not just modded in will be awesome.
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# ? Aug 26, 2016 16:49 |
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Banana Man posted:Can someone mod a factorissimo car/train yet Then you can reenact snowpiercer.
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# ? Aug 26, 2016 16:53 |
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And the FFF for this week went up. It just really talks about the 0.14 release and their plans plus request for suggestions about equipment in vehicles. https://www.factorio.com/blog/post/fff-153 They had 67 players in one game when they tested internally on Wednesday so the outlook is good.
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# ? Aug 26, 2016 17:12 |
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zedprime posted:Its kind of weird that if they wanted blueprint sharing it has waited this long considering how robust the mod has been despite updates, doubly weird if the bar is lowered to locally because blueprints are already saved in the save game. But liquid bulk transport getting into the inner workings and not just modded in will be awesome. It's interesting that they're adding both rail tankers and universal barreling. It seems to me that rail tankers are usually the better option, since you don't have to worry about creating, filling and emptying barrels. On the other hand, barrels can be carried by logistics robots. All those features sound really great, I'm looking forward to it! I'm going to stay away from 0.14 until at least 0.14.1 or .2, I think, and let the worst of the bugs get ironed out.
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# ? Aug 26, 2016 18:03 |
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Solumin posted:It's interesting that they're adding both rail tankers and universal barreling. It seems to me that rail tankers are usually the better option, since you don't have to worry about creating, filling and emptying barrels. On the other hand, barrels can be carried by logistics robots.
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# ? Aug 26, 2016 18:18 |
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How do you guys set up your train unloading?
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# ? Aug 26, 2016 20:01 |
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Azhais posted:How do you guys set up your train unloading? Six Stack Inserters on each side of each wagon shoveling directly in to Logistic Active Provider chests, with the entire train stop surrounded by plentiful Logistic Storage chests and robo-ports to keep the lil' helpers fueled. The robo ports at the train shouldn't be connected to the larger logistic network; they should be focused 100% on shoveling poo poo out of the train and in to the logistic storage chests, and from the logistic storage in to Logistic Requesters that'll fill belts of materials going away from the train stop. To be honest, that's kind of overkill most of the time, but it's the ideal.
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# ? Aug 26, 2016 20:11 |
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Once the tankers and equipment grid stuff is in, I hope someone makes a mini-flame turret that can be mounted on tankers full of fuel to incinerate passing biters. Or a turret that uses sulfuric acid; I always produce way more of the stuff than I actually need and melting some biters would be nice.
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# ? Aug 26, 2016 20:20 |
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RiotGearEpsilon posted:Six Stack Inserters on each side of each wagon shoveling directly in to Logistic Active Provider chests, with the entire train stop surrounded by plentiful Logistic Storage chests and robo-ports to keep the lil' helpers fueled. The robo ports at the train shouldn't be connected to the larger logistic network; they should be focused 100% on shoveling poo poo out of the train and in to the logistic storage chests, and from the logistic storage in to Logistic Requesters that'll fill belts of materials going away from the train stop. So I found this picture, I assume that's basically what you're talking about? Is there any good way to load balance the unloading stations? Can you just name all 4 lanes in this example "offload" and the trains will just go to the first open one?
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# ? Aug 26, 2016 20:27 |
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Yeah stations can share names. I'm not exactly sure how the trains pick what station to go to. I think they pick whichever one is closest, but if they get stuck at a light, they switch to another one after a little bit. So make sure you use chain thoughtfully to keep your trains from backing up.
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# ? Aug 26, 2016 20:45 |
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Azhais posted:So I found this picture, I assume that's basically what you're talking about? Azhais posted:Is there any good way to load balance the unloading stations? Azhais posted:Can you just name all 4 lanes in this example "offload" and the trains will just go to the first open one?
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# ? Aug 26, 2016 20:49 |
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# ? May 24, 2024 15:37 |
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Also that's a really old picture. The basics haven't changed but the specifics have, there are now high capacity inserters is the biggest change relevant. Also I don't understand the point of all those yellow chests in that picture. When you unload into red chests, the items stay there until another chest (like those blue ones) requests it. If the cars emptied into purple chests, logistics bots would immediately move the items into the yellow chests, at which point request from blue chests would be fulfilled from the yellow chests. I think that may be another sign of how old that picture is, because that could have been waaaay back before purple chests and when red chests acted like purple chests do now.
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# ? Aug 26, 2016 20:53 |