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Slim Mat
Oct 3, 2015
WHAT IS THIS? :stonk:

https://www.youtube.com/watch?v=mgfwwqwxdxY

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Zetsubou-san
Jan 28, 2015

Cruel Bifaunidas demanded that you [stand]🧍 I require only that you [kneel]🧎

magical

Zomborgon
Feb 19, 2014

I don't even want to see what happens if you gain CHIM outside of a pre-coded system.

Mute that video and play this music instead:

https://www.youtube.com/watch?v=DNXxHCwqXF8

FadedReality
Sep 5, 2007

Okurrrr?
I'm about 17 hours into my first game and is it normal to be researching things way faster than I feel comfortable "graduating" to them? It was at least an hour or two after I researched trains before I felt ready to start building tracks. Now I have robotics and blueprints both done but haven't even finished building out my train network and I still have to make a bunch more blue chips for my power armor and I have to go clear out some biter hives that are getting too close and I have to make a dedicated iron smelting facility and I need to build up that second oil patch to the north and :psypop:

I love this game

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
Yep, that's going to be a natural occurrence because of the emphasis towards building a solid research factory first. Once you're more comfortable with everything you're going to be edging nearer and nearer your research capabilities until you start building an empty factory chain for what you're researching next.

Tenebrais
Sep 2, 2011

It's a good position to be in - better than needing a feature and not having researched it yet. I feel the number of researches required to get bots up and running helps pace this area out a bit.

Ghost of Starman
Mar 9, 2008
Without getting into too much in the way of specifics, is it fair to say that the general thrust of things goes like
Red + Green science; -> Steel; -> Oil
and then kind of branches out from there depending on what you want to do? I'm not quite to oil yet in my first free-play map, but I'm sort of wondering what comes after. Blue Science, I guess, and then... robots? Lasers? "Pave the Earth?"

zedprime
Jun 9, 2007

yospos
After blue science is bonus time. You can aim for the rocket without too much fussing over late game toys but that's kind of lame for a first game. The biggest bonus aspects between blue science and rocket launching are power armor and the logistics network. Power armor has cool modules, especially the personal roboport. The most useful part of the logistics network is delivery of ploppables to personal logistics slots and removal from personal trash slots but if its your first time knock yourself out fiddling with it with the caveat that using logistics for production is generally worse than belts unless sorting is involved.

Putting the two together let you mechanize expansion in a very satisfying way.

RyokoTK
Feb 12, 2012

I am cool.
After you set up a blue tech system it's pretty much open from there, but that's when I begin to really scale up my rail system and invest in bots.

pumpinglemma
Apr 28, 2009

DD: Fondly regard abomination.

I feel like after 0.15 comes out, a really nice idea for a mod would be a set of specialised, fairly simple-to-make science packs. Put technologies into small groups, and require a different specialised science pack for each group in addition to the usual ones. For example, Oil Processing, Fluid Handling, Engine, Advanced Material Processing, Solar Energy, and Electric Energy Distribution 1 all unlock things that need steel to make anyway, so in addition to red and green science they could require a Steelworking Science Pack that's made out of steel and repair kits. The ideal result would be that players only get a few technologies at once, so they're not overwhelmed, and they do it after making a conscious decision to go after something that's related or that uses the same infrastructure. A few technologies, probably including all the red ones and the quality-of-life stuff like Toolbelt, would just require the base packs so there's still a "reward" for getting past those milestones. It would be especially good if the mod played nicely with Bob's and Angel's, which are otherwise a bit ridiculous in terms of tech trees. I might do this myself, actually...

Talky
Mar 26, 2010
Yeah, I'd say that after you automate blue science your next major goal is / ought to be getting robots and then building yourself some power armor (so you can have personal roboports and probably shields and legs)

Once you have construction bots, logistics bots keeping you topped off, and a solid set of armor, the.building big becomes much easier and things open up a lot.

You can easily tear down and replace old parts of the factory if you want to redesign them. You can work on making the switch to solar power if you want, or replacing/enhancing your defenses with lasers. You could also work on getting destroyer capsules so you can wipe out biter bases much more quickly. You could also work on mass producing productivity and speed modules and reworking your factory to use beacons.

If your goal is to launch rocket(s) you'll need to set up rocket parts production, and to support that you'll probably want to really expand your production of green circuits and a bunch of other stuff.

Slim Mat
Oct 3, 2015
Just don't make the mistake I have done in my first game by sucking your oil wells dry for cool toys and then only being able to produce plastic at an insufferable rate for the rocket. I think it is going to take me another 2-3 hours to finish the last 30% but I'm nearing the point of being overrun by aliens.

For future games, how do I set the oil to last for a very long time?

Slim Mat fucked around with this message at 04:57 on Nov 23, 2016

Asimov
Feb 15, 2016

I'm just a scrub but I find setting crude oil size to Very Big and richness to Very Good on map creation will provide oil patches of 15-20 derricks, which combined with some level 1 efficiency modules in the oil refinery and 4-8 (steel) liquid tanks of crude oil will get you started. Later on with advanced oil processing you get the ability to crack light oil into petroleum gas and heavy oil into lubricant for blue belts. For me that means it's worth it to keep lots of dormant oil tanks sitting around until needed, especially since petro gas seems to be the limiting factor for oil chain production. Converting that light oil back to petroleum gas is a nice shot in the arm for the plastic industry.

After 10 hours played I was still pumping 1.0/sec to 1.5/sec oil from the original patch, but I only had 4 chemical plants making plastic. Your mileage and expansion needs may vary.

Asimov fucked around with this message at 05:26 on Nov 23, 2016

RyokoTK
Feb 12, 2012

I am cool.
You should be training in oil from other sites in order to get the production you need for the rocket. That's the presumably intended way to not have it take forever to build.

Solumin
Jan 11, 2013

pumpinglemma posted:

I feel like after 0.15 comes out, a really nice idea for a mod would be a set of specialised, fairly simple-to-make science packs. Put technologies into small groups, and require a different specialised science pack for each group in addition to the usual ones. For example, Oil Processing, Fluid Handling, Engine, Advanced Material Processing, Solar Energy, and Electric Energy Distribution 1 all unlock things that need steel to make anyway, so in addition to red and green science they could require a Steelworking Science Pack that's made out of steel and repair kits. The ideal result would be that players only get a few technologies at once, so they're not overwhelmed, and they do it after making a conscious decision to go after something that's related or that uses the same infrastructure. A few technologies, probably including all the red ones and the quality-of-life stuff like Toolbelt, would just require the base packs so there's still a "reward" for getting past those milestones. It would be especially good if the mod played nicely with Bob's and Angel's, which are otherwise a bit ridiculous in terms of tech trees. I might do this myself, actually...

Isn't this just a more granular version of what they're doing with the science packs in 0.15 anyway?

Gadzuko
Feb 14, 2005

Slim Mat posted:

Just don't make the mistake I have done in my first game by sucking your oil wells dry for cool toys and then only being able to produce plastic at an insufferable rate for the rocket. I think it is going to take me another 2-3 hours to finish the last 30% but I'm nearing the point of being overrun by aliens.

For future games, how do I set the oil to last for a very long time?

I have to ask, how are you getting overrun? That really shouldn't be a thing you have to worry about if you're producing rocket parts. Add more turrets, or thicker walls. You are using roboports for automated repairs/rebuilds right? Defense should be taking care of itself at this point.

Manyorcas
Jun 16, 2007

The person who arrives last is fined, regardless of whether that person's late or not.

pumpinglemma posted:

I feel like after 0.15 comes out, a really nice idea for a mod would be a set of specialised, fairly simple-to-make science packs. Put technologies into small groups, and require a different specialised science pack for each group in addition to the usual ones. For example, Oil Processing, Fluid Handling, Engine, Advanced Material Processing, Solar Energy, and Electric Energy Distribution 1 all unlock things that need steel to make anyway, so in addition to red and green science they could require a Steelworking Science Pack that's made out of steel and repair kits. The ideal result would be that players only get a few technologies at once, so they're not overwhelmed, and they do it after making a conscious decision to go after something that's related or that uses the same infrastructure. A few technologies, probably including all the red ones and the quality-of-life stuff like Toolbelt, would just require the base packs so there's still a "reward" for getting past those milestones. It would be especially good if the mod played nicely with Bob's and Angel's, which are otherwise a bit ridiculous in terms of tech trees. I might do this myself, actually...

My first thought was "Wait then you'd build this infrastructure for this stuff you'd only use for like 20 minutes tops" but then I realized the real genius here: it would force players quickly to learn that those little reagents should be mass-produced anyways. It would help players realize quicker that "oh, having these assemblers build miners constantly is kind of nice, I'll leave it and build the next research area somewhere else".

Rather than making all new science packs though, maybe have them go to a specialized laboratory building whose requested items change based on what you want to research, so that only the specialized laboratories need to be moved/edited as research completes while the current labs keep their infrastructure relatively static (and cutting down on crafting menu bloat). It'd be hard to squeeze any more science packs into labs with the science pack changes in .15 too, from a logistics stand point.

Slim Mat
Oct 3, 2015

Gadzuko posted:

I have to ask, how are you getting overrun? That really shouldn't be a thing you have to worry about if you're producing rocket parts. Add more turrets, or thicker walls. You are using roboports for automated repairs/rebuilds right? Defense should be taking care of itself at this point.

First time around in a fully fledged game and using robots so my factory is not optimized for making intermediates that the robots can pick up or replace things with, but repair yes. It was more that I couldn't aggressively expand and there were only two oil patches for as far as I could get to. I didn't want to waste any crude making tank shells or flamer ammo to burn down alien hives so that I could explore more - they would have spawned faster than I could produce the ammo. I got there in the end.

The oil was really thin. It wasn't even enough to finish all the research and then I had to start rocket production with maybe 10 wells at .1/s. I was definitely bringing in plastic and etc from another site by train, but it was the only one I could find. I found that you can random generate maps and then edit them so I'll do that next time for sure as well as set the richness to 1000% or something awesome. Even if I just edit the nearby wells that it generates to last ages, that way if I want to produce faster I still have to expand and find new wells.

emTme3
Nov 7, 2012

by Hand Knit
a

emTme3 fucked around with this message at 03:15 on Mar 31, 2022

seravid
Apr 21, 2010

Let me tell you of the world I used to know

Slim Mat posted:

The oil was really thin. It wasn't even enough to finish all the research and then I had to start rocket production with maybe 10 wells at .1/s. I was definitely bringing in plastic and etc from another site by train, but it was the only one I could find. I found that you can random generate maps and then edit them so I'll do that next time for sure as well as set the richness to 1000% or something awesome. Even if I just edit the nearby wells that it generates to last ages, that way if I want to produce faster I still have to expand and find new wells.

With speed modules and beacons, exhausted pumps can output up to .7/s. Doesn't seem like much, but it adds up.

Be prepared for beacons to become your number 1 electricity consumer.

pumpinglemma
Apr 28, 2009

DD: Fondly regard abomination.

Manyorcas posted:

My first thought was "Wait then you'd build this infrastructure for this stuff you'd only use for like 20 minutes tops" but then I realized the real genius here: it would force players quickly to learn that those little reagents should be mass-produced anyways. It would help players realize quicker that "oh, having these assemblers build miners constantly is kind of nice, I'll leave it and build the next research area somewhere else".
Exactly - just like green science makes absolutely sure people are mass-producing transport belts and inserters. :)

quote:

Rather than making all new science packs though, maybe have them go to a specialized laboratory building whose requested items change based on what you want to research, so that only the specialized laboratories need to be moved/edited as research completes while the current labs keep their infrastructure relatively static (and cutting down on crafting menu bloat). It'd be hard to squeeze any more science packs into labs with the science pack changes in .15 too, from a logistics stand point.
That's a really nice idea. It seems like it might be quite hard from a programming perspective, though - I haven't actually written any mods, but I'd guess research is implemented as a recipe you can make in a lab that makes a hardcoded research progress counter go up. So it would be much easier to change the recipe than to effectively add a second counter (for the specialised labs) and change the way research completion works. I guess an alternative solution would be to make (say) green science a strict upgrade to red science and require red science as an ingredient, then do the same for blue science and purple science. (So any technology that requires green science no longer directly requires red science, and any technology that requires red science accepts green science as a substitute.)

Ratzap
Jun 9, 2012

Let no pie go wasted
Soiled Meat
Remember back in August?

Ratzap posted:

Picer posted:

That's it. That guy just won the game. Noone can beat that.

You know the lights can change colours now right? That's black and white, wait a little while and someone will come up with a full colour version.



Tada! This is just fabulous but someone out there is likely to be beavering away on something to beat it. I love this game :swoon:

1000 Brown M and Ms
Oct 22, 2008

F:\DL>quickfli 4-clowns.fli
I think this was asked before but no one quite knew - how exactly is that stuff done? Is it just some massive array of logic combinators controlling each lamp individually? Or something cleverer?

Zetsubou-san
Jan 28, 2015

Cruel Bifaunidas demanded that you [stand]🧍 I require only that you [kneel]🧎

Ratzap posted:

Remember back in August?

referring to this, btw:

https://www.youtube.com/watch?v=Kry8lbrHjeY

1000 Brown M and Ms posted:

I think this was asked before but no one quite knew - how exactly is that stuff done? Is it just some massive array of logic combinators controlling each lamp individually? Or something cleverer?

from the comments to that video:

quote:

4200 frames, 20fps, 60x60. Any item can hold 30 pixels. That means you need 8 constant combinators to hold one screen. The screen is the blue square in the middle on the map that I show at the end. The giant rectangle on the right is all the animation for the right side. Same for the left rectangle.

32 bit integers. I used 30 bits.

I wrote a script to generate all the blueprints. The decoders for the screen are the columns of combinators just to the left and right of it. There's no trick, you need combinators for every frame. There might be a way to compress it by only storing the difference between frames, but I didn't bother with that.

uXs
May 3, 2005

Mark it zero!

1000 Brown M and Ms posted:

I think this was asked before but no one quite knew - how exactly is that stuff done? Is it just some massive array of logic combinators controlling each lamp individually? Or something cleverer?

The video has a link to how it was done in its description: https://forums.factorio.com/viewtopic.php?t=37490

Slim Mat
Oct 3, 2015
I found a cool Earth map https://www.reddit.com/r/factorio/comments/4deve9/map_earth_v121_wip/

I don't know how to load it, though. I followed the instructions but when I click on it in the Custom Scenarios box I only get a create button and it generates a new map. Any ideas?

seravid
Apr 21, 2010

Let me tell you of the world I used to know
MBison.gif

Dr. Arbitrary
Mar 15, 2006

Bleak Gremlin

seravid posted:

MBison.gif



Just scale that up by a factor of 52 and you've won!

Ratzap
Jun 9, 2012

Let no pie go wasted
Soiled Meat
Interestingly enough, the FFF for today (https://www.factorio.com/blog/post/fff-166) mentions the video player after talking about combat changes.

quote:

This player also proved to be a good chance to test the circuit network optimizations in 0.15, and in comparison to 0.14, it runs about 18x faster.

A pretty extreme case but it's cool that they use community supplied saves to test changes.

seravid
Apr 21, 2010

Let me tell you of the world I used to know

Dr. Arbitrary posted:

Just scale that up by a factor of 52 and you've won!

That would mean smelting 1.5 million iron ore per minute :stonklol:

Going from launching a single rocket and calling it a day to launching one every minute required a radical change in playstyle. I know you were joking, but I see no point now in scaling up to whatever number per whatever unit of time as I'd just be doing the same things, only bigger.

Pictures!


Smelting Facilities



Oil Refinery


Circuit Production (very messy, couldn't be bothered to start from scratch)


Power



edit: drat, Steam compressed the hell out of these.

Dr. Arbitrary
Mar 15, 2006

Bleak Gremlin

seravid posted:

Circuit Production (very messy, couldn't be bothered to start from scratch)


This is gorgeous compared to the stuff I do.

Breetai
Nov 6, 2005

🥄Mah spoon is too big!🍌
For those of you who are doing the one rocket per minute thing, what are your resource settings like? I cant imagine churning that much raw materials out of mines using default settings.

seravid
Apr 21, 2010

Let me tell you of the world I used to know

Breetai posted:

For those of you who are doing the one rocket per minute thing, what are your resource settings like? I cant imagine churning that much raw materials out of mines using default settings.

I'm playing with RSO - default settings.

1RPM requires 25K iron ore per minute and half that of copper ore, it's not that bad. 21 3-wagon trains supply my iron smelting facility, keeping a 1M buffer: they sit at the mines until the buffer drops to 999K, then deliver 5 minutes worth of iron ore (126K), enough time to get back to the mines and reload - assuming the resource patch is in the green.

To get enough oil (around 300/s) you either have to extract it from a few very rich, very fresh fields or use a ton of beacons on depleted pumps. I'm doing both, which is why I can get away with only 80 pumps (for now).

Solumin
Jan 11, 2013
Are you using a ton of productivity modules in your refineries and chemical plants? I thought you needed way more than 300 crude oil/s, though my math could have been at off.

Truga
May 4, 2014
Lipstick Apathy
I'll take arguments for using non-productivity modules in factories, but anything oil related (minus depleted pumpjacks, anyway) should always use productivity. Building another 100 refineries and chem plants isn't a big deal, but finding and plugging in another 200 pumpjacks isn't anyone's idea of fun I think.

zedprime
Jun 9, 2007

yospos

Truga posted:

I'll take arguments for using non-productivity modules in factories, but anything oil related (minus depleted pumpjacks, anyway) should always use productivity. Building another 100 refineries and chem plants isn't a big deal, but finding and plugging in another 200 pumpjacks isn't anyone's idea of fun I think.
You need to be slightly careful about that or you end up plugging in extra pump jacks to make the modules. A prod 3 is like 190 some petroleum.

E. To not completely poo poo on the idea, the solution isn't no prods, its prods in the slots and speeds in the beacon.

zedprime fucked around with this message at 18:49 on Nov 26, 2016

seravid
Apr 21, 2010

Let me tell you of the world I used to know

Truga posted:

I'll take arguments for using non-productivity modules in factories

What arguments? Loss of fps is a lot more important than increased energy consumption and pollution. For mass production of rockets, equipping P3 modules in every single building that accepts them (drills too, of course) is the only sane choice. Even then, my framerate was cut in half.

I'm not counting satellite production with any of these numbers, by the way, since I'm still going through the 200+ I inadvertently stockpiled. Add 5k iron ore/m, 2k copper/m and 30 oil/s.

edit: ^^^^Indeed, beacons should be equipped with speed mods to compensate for the prod mods and further reduce the number of buildings needed. Also, drills are best equipped with two P3 and one S3 (giving them a 20% boost in speed and production) since speed beacons aren't viable in mining outposts.^^^^

seravid fucked around with this message at 19:05 on Nov 26, 2016

crazysim
May 23, 2004
I AM SOOOOO GAY

Ratzap posted:

Interestingly enough, the FFF for today (https://www.factorio.com/blog/post/fff-166) mentions the video player after talking about combat changes.


A pretty extreme case but it's cool that they use community supplied saves to test changes.

I think I recall hearing the creator ran and captured the video at 1FPS(/1UPS?). If that's the case, with some further framerate drops, that save/approach could probably play a viewable Sandstorm at fairly real time.

FadedReality
Sep 5, 2007

Okurrrr?
I'm up to 25 hours on my first save and only have 5 or 6 researches left before rocket silos after I took a detour into upgrading my logistics bots and the giant mess I'm trying to untangle now that I know requester chests are a thing makes me want to restart and do it better.

Also, I've looked at a few video tutorials and the official wiki's tutorial for chain signals and I can't figure them out for the life of me. I ended up just building this inefficient, ugly monstrosity and placing/deleting regular signals until it worked:



Ore comes in from the east, goes to the bottom track to dump, train goes around the loop to turn around and pick up plates from the center track, goes west to drop off plates, then back east along the top track to pick up ore.

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Zomborgon
Feb 19, 2014

I don't even want to see what happens if you gain CHIM outside of a pre-coded system.

I don't know much about trains, but I'm pretty sure that a two-header doesn't need loops. You can easily do linear stations with only minimal signalling, which tend to take up less space and ease arranging things.

I can advise a bit on those belts. First off, you're better off loading trains into chests, then into belts, or the reverse for loading. This will allow the train to load/unload fully without waiting for belt transit. Then, pull from the chests into a belt balancer. Make sure to put items from the chest onto multiple belts, then sideload or otherwise merge the belts to that both lanes get used (without using long inserters, they're too slow for most train-related uses).

Is the lack of chests the reason for the belt loops? Otherwise, you've baffled me.

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