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Slime posted:Is there a mod or something that lets you designate a mass replacement of something via construction bots? I want to replace all the old yellow belts I have lying around with red ones and doing it completely manually is a pain in the rear end. Upgrade Planner yo: https://mods.factorio.com/mods/Klonan/upgrade-planner My own mod question - any way to change the priority of the various electricity generators while in game?
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# ? Oct 6, 2016 16:04 |
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# ? May 19, 2024 17:27 |
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You can set things up with power switches and circuit conditions. I have my steam engines only set to cut in if my accumulator storage drops below 20% and cut off when they hit 50% again.
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# ? Oct 6, 2016 16:07 |
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Can anyone explain Angel's infinite ore (or link somewhere where it is explained)? I see the richness goes down to .1 like it does with oil. I also see a miner that has a total of .1/s minerals in its cachement area goes through the mining action but doesn't output anything (or outputs so infrequently that I don't see it). How exactly does this work and how should I be mining these resources? I don't have any of the other Angel's mods, so these are just vanilla resources (with RSO generation).
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# ? Oct 6, 2016 18:30 |
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Wandering Orange posted:Upgrade Planner yo: https://mods.factorio.com/mods/Klonan/upgrade-planner Yes, there's a mod for it. https://mods.factorio.com/mods/Valerate/GeneratorPriority FISHMANPET posted:Can anyone explain Angel's infinite ore (or link somewhere where it is explained)? I see the richness goes down to .1 like it does with oil. I also see a miner that has a total of .1/s minerals in its cachement area goes through the mining action but doesn't output anything (or outputs so infrequently that I don't see it). How exactly does this work and how should I be mining these resources? I don't have any of the other Angel's mods, so these are just vanilla resources (with RSO generation). It's exactly like oil yes but unless you have something like bobs high end mining drills and/or modules, mining the clapped out tail ends of a patch is not really worth the bother of sending a train to pick it up. Like oil, you'll find better infinite bits further out.
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# ? Oct 6, 2016 19:14 |
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FISHMANPET posted:Can anyone explain Angel's infinite ore (or link somewhere where it is explained)? I see the richness goes down to .1 like it does with oil. I also see a miner that has a total of .1/s minerals in its cachement area goes through the mining action but doesn't output anything (or outputs so infrequently that I don't see it). How exactly does this work and how should I be mining these resources? I don't have any of the other Angel's mods, so these are just vanilla resources (with RSO generation). Pretty sure that every cycle it has a 10% chance of outputting something. Not really worth mining if you have other options (and you really should have other options unless you want your factory to slow to a crawl).
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# ? Oct 6, 2016 19:19 |
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GotLag posted:Did you remember to put a satellite in it? CanOfMDAmp posted:Only one rocket?
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# ? Oct 7, 2016 12:31 |
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New friday facts https://www.factorio.com/blog/post/fff-159 Science packs rebalancing And liquid wagon! Looks sexy
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# ? Oct 7, 2016 21:35 |
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And none of it's dependent on killing biters, so biterless games are no longer blocked off from research at the top end.
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# ? Oct 7, 2016 21:38 |
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holy poo poo three processing units for a single science pack?!
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# ? Oct 7, 2016 21:46 |
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I wonder if this will be the first time for many people that they mass-produce grenades. Overall, cool overhaul, though I do wonder what shenanigans I'll have to do to get a compact science factory again.
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# ? Oct 7, 2016 21:47 |
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I like how it shows the raw materials requirments in terms of actual raw materials instead of the most raw material being whatever you couldn't hand craft. E: And between infinite research and the production pack requiring stone, there can finally be an infinite drain on stone! FISHMANPET fucked around with this message at 21:52 on Oct 7, 2016 |
# ? Oct 7, 2016 21:48 |
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Lessons learned the hard way: after getting bot automation online, don't immediately set up roboports everywhere and replace all your stone flooring with concrete unless you have the power to back it up.
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# ? Oct 7, 2016 22:23 |
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It needs to be said that the Factorio devs are pretty awesome.
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# ? Oct 7, 2016 22:35 |
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James The 1st posted:It needs to be said that the Factorio devs are pretty awesome. I'll second that any day of the week. That's some good poo poo right there and deal with a lot of the science type problems with the game.
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# ? Oct 7, 2016 22:58 |
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bbcisdabomb posted:holy poo poo three processing units for a single science pack?! Oh nice, I can use Reactors' plutonium as a handy shortcut for high tech. Makes more sense than turning it into alien artifacts.
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# ? Oct 7, 2016 23:59 |
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Man, that new science stuff adds some complexity. I'm looking forward to trying to plan these suckers.
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# ? Oct 8, 2016 00:03 |
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I just realized we can edit blueprints in the preview window!!!
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# ? Oct 8, 2016 00:50 |
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Oh loving hell really. Now I gotta figure out how to do a 6 item belting to labs. Great.
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# ? Oct 8, 2016 00:57 |
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StealthArcher posted:Oh loving hell really. They demonstrated exactly this! Presumably alien artifacts will still see use in the high-end armour modules and stuff, so this all looks like good changes. I also like the requirement for assembly 2s and electric furnaces to say to newer players "you should be automating these by now".
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# ? Oct 8, 2016 01:09 |
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StealthArcher posted:Oh loving hell really. There was a post on the official forums about "rainbow belts" which is using circuit conditions on belts to ensure a good mix of any set of items on a single looping belt. https://forums.factorio.com/viewtopic.php?f=8&t=28414 I've been trying it out in my latest Bob's/Angel's campaign and I like it. I've also wanted to try using it on one of those big Arumba streams just to see how hard he gets triggered, but that takes too much effort to join in and stuff.
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# ? Oct 8, 2016 01:24 |
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Tenebrais posted:They demonstrated exactly this! My only complaint with adding them is the frankly massive iron drain they represent. Iron is already in short supply and I'd like to see copper used a bit more in the blue+ packs.
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# ? Oct 8, 2016 01:36 |
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Dirk the Average posted:My only complaint with adding them is the frankly massive iron drain they represent. Iron is already in short supply and I'd like to see copper used a bit more in the blue+ packs.
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# ? Oct 8, 2016 01:48 |
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The answer is always more trains
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# ? Oct 8, 2016 03:33 |
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I actually wish they would expand on using alien artifacts in science, but only on the combat related research. That way peaceful progression is uninhibited but there's still a reason to go biter hunting.
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# ? Oct 8, 2016 03:38 |
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Psawhn posted:There was a post on the official forums about "rainbow belts" which is using circuit conditions on belts to ensure a good mix of any set of items on a single looping belt. Absolute mind blowing insanity. I continue to be amazed by what people cook up using the circuit network...
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# ? Oct 8, 2016 15:39 |
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I've got the game on Steam, but I've just noticed that the default version right now is still on 13.20, but that I can upgrade to the latest 14.x builds via the betas tab. Do these break save compatibility? What have they even changed in version 14? I've browsed through some of the changelogs and it looks like it's mostly bugfixes and under-the-hood stuff
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# ? Oct 8, 2016 18:17 |
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There's no save incompatibility, unless you're using a mod that's not compatible with 0.14.x. And even then, you can still play the save, you'll just lose whatever the mod added. 0.14 is mostly about upgrading the multiplayer system, so it's not a huge change unless you're hosting a multiplayer server. There's been a few other small changes but nothing really important off the top of my head. Changelogs are here: https://forums.factorio.com/viewforum.php?f=3&sid=3b626f8380140065b04a7399f76fa4b1
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# ? Oct 8, 2016 18:25 |
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Updated Reactors to 1.4.0, (finally) wrote some sort of guide: https://forums.factorio.com/viewtopic.php?t=33359
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# ? Oct 9, 2016 05:28 |
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Ambaire posted:Absolute mind blowing insanity. I continue to be amazed by what people cook up using the circuit network... What I find the most amazing is how simple it is. It doesn't need any power or combinators, just wires. It's also self-balancing, so it doesn't matter if ingredients are used in a 1:1 ratio or not. It just *works*.
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# ? Oct 9, 2016 08:23 |
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Psawhn posted:What I find the most amazing is how simple it is. It doesn't need any power or combinators, just wires. It's also self-balancing, so it doesn't matter if ingredients are used in a 1:1 ratio or not. It just *works*.
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# ? Oct 9, 2016 09:17 |
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super fart shooter posted:I've got the game on Steam, but I've just noticed that the default version right now is still on 13.20, but that I can upgrade to the latest 14.x builds via the betas tab. Do these break save compatibility? What have they even changed in version 14? I've browsed through some of the changelogs and it looks like it's mostly bugfixes and under-the-hood stuff Just yesterday I loaded an early/mid 0.12 game into 0.14.13 (my toxic forest game, the last mod finally updated this week). It flashed up and enormous and very worrying list of changes, deletions, translations but it did it successfully. 3 missing pieces of belt from a mod that is no longer needed due to changes in 0.13 but that's all.
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# ? Oct 9, 2016 11:18 |
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GotLag posted:Updated Reactors to 1.4.0, (finally) wrote some sort of guide:
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# ? Oct 9, 2016 15:02 |
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As I understand it, it will appear in chunks you explore after adding the mod.
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# ? Oct 9, 2016 15:30 |
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GotLag posted:As I understand it, it will appear in chunks you explore after adding the mod. This is how map generation generally works, so I would assume so.
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# ? Oct 9, 2016 15:45 |
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GotLag posted:As I understand it, it will appear in chunks you explore after adding the mod. If you don't mind invalidating achievements for that save, you can use regen and rechart console commands to force it to repopulate your map. If you haven't explored much though this is a bad idea.
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# ? Oct 9, 2016 16:04 |
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Be your own (wo)man, unlock achievements with SAM when you feel you've earned them.
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# ? Oct 10, 2016 08:10 |
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Playing with Bobsmods and Angel Ores, what the hell do you guys do with all your slag?
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# ? Oct 11, 2016 16:01 |
Kris xK posted:Playing with Bobsmods and Angel Ores, what the hell do you guys do with all your slag? Use acid to reprocess it.
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# ? Oct 11, 2016 18:24 |
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Kris xK posted:Playing with Bobsmods and Angel Ores, what the hell do you guys do with all your slag? ^^^ that or you can turn it into crushed stone which goes to stone and that to landfill/concrete. Personally I do the former and get extra iron/copper from it but it's a fairly convoluted process with filters etc. If you don't have void chests you might want to grab it (needs a json edit to work in 0.14 but nothing else). It's a godsend for angels/bobs with all the unbalanced chains.
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# ? Oct 11, 2016 19:54 |
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# ? May 19, 2024 17:27 |
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Okay thanks I had no loving idea what to do with it, I ended up just storing it while playing this weekend but I've now got two full factorissimo factories full of warehouses chocking on it. Do recall what sort of machine you can use to get it to crushed stone? That seems the easiest and god knows I need a shitton of concrete.
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# ? Oct 11, 2016 20:11 |