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seravid posted:Assuming prod mods everywhere and one row of speed beacons per row of smelters (+170% speed), you'll need around 700 smelters (450 iron, 250 copper). Easy peasy, I'll report back with pictures once I can!
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# ? Dec 27, 2016 18:28 |
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# ? May 27, 2024 00:15 |
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Ultimate Shrek Fan posted:Any recommended mods and/or modsets? Anyone?
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# ? Dec 27, 2016 18:52 |
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Chakan posted:Easy peasy, I'll report back with pictures once I can! Good news! I forgot to take into account the four prod mods on the silo. Correct number of smelters (still with +170% speed) is 327 for iron and 158 for copper. You should probably round up to give yourself some breathing room. edit: Ultimate Shrek Fan posted:Anyone? Quality of life: FARL, YARM, Rail tanker, Long reach, Upgrade planner, Foreman, Auto deconstruct, Larger inventory, Late upgrades. Good stuff: RSO (and radarplus for it), FLAN, Reactors, Atomic locos, Flow Control, some mod to create water. seravid fucked around with this message at 19:19 on Dec 27, 2016 |
# ? Dec 27, 2016 19:03 |
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Ultimate Shrek Fan posted:Anyone? Not at home so I can't give you names, but everything by got lag, something to make your underground pipes and belts longer, and the mod that make concrete take iron rods instead of iron ore. Those are all the quality of life mods that I use. Also Robot army if you want biters in your game, but don't really like to go and fight them. As a note the robots are OP as gently caress and will complete rune any balance in the combat side of the game. So don't use if you like dealing for biters your self.
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# ? Dec 27, 2016 19:21 |
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emoji posted:Drop items on death, with items flagged to autopickup like alien cum. Packaged this as a mod. Source on github. If someone wants to kill themselves inside a factorissimo let me know how it goes. https://mods.factorio.com/mods/heptal/corpserun
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# ? Dec 27, 2016 21:04 |
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Ultimate Shrek Fan posted:Anyone?
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# ? Dec 27, 2016 21:58 |
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Get Honk if you play with trains, you'll still probably get run over occasionally but it helps a hell of a lot.
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# ? Dec 28, 2016 01:23 |
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Get Honk anyway, the background din of trains sounding their horns constantly adds a lot of flavor to your industrial hellscape.
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# ? Dec 28, 2016 01:26 |
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Kinetica posted:Get Honk if you play with trains, you'll still probably get run over occasionally but it helps a hell of a lot.
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# ? Dec 28, 2016 01:43 |
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Gonna make an OSHA mod so you can research and craft proper PPE.
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# ? Dec 28, 2016 01:54 |
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Ngl guardrails would be kinda useful
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# ? Dec 28, 2016 02:03 |
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Is there a mod where electricity is a liquid?
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# ? Dec 28, 2016 02:17 |
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That sounds like the most painful thing ever.
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# ? Dec 28, 2016 02:18 |
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ShadowHawk posted:Is there a mod where electricity is a liquid? It would be great that plus some sort of electric boiler could result in a perpetual motion machine/generator.
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# ? Dec 28, 2016 03:07 |
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ShadowHawk posted:Is there a mod where electricity is a liquid? Electricity is enough like a liquid except when it's not so it really rubbed me the wrong way even if I want some extra thought put into electricity in a way I can't suggest or articulate well.
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# ? Dec 28, 2016 13:00 |
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ShadowHawk posted:Is there a mod where electricity is a liquid? I had no idea I needed this until this post.
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# ? Dec 28, 2016 13:36 |
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zedprime posted:Someone linked one a few months ago, not sure it survived version changes. That was me. I tried it and it was pretty awkward to play with plus it wasn't really finished. It hasn't been updated for 0.14 https://mods.factorio.com/mods/Simdezimon/flownetwork
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# ? Dec 28, 2016 17:45 |
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It would be kinda cool if there were turrets that shot electricity, but I don't know if there's any real good way to implement.
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# ? Dec 28, 2016 20:12 |
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Kinetica posted:It would be kinda cool if there were turrets that shot electricity, but I don't know if there's any real good way to implement. It never occurred to me before just how much I want a tesla coil mod and a tesla gun in Factorio. There's just something so satisfying about the charge up noise and the discharge.
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# ? Dec 28, 2016 20:21 |
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Kinetica posted:It would be kinda cool if there were turrets that shot electricity, but I don't know if there's any real good way to implement. Something like this one? I'm not sure how good it is, though, I haven't really played much with it.
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# ? Dec 28, 2016 20:26 |
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I'd like them to implement, get this, electric fences. Common technology that even the most backwoods toothless hick is comfortable with. Just crank them up to Jurassic Park levels.
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# ? Dec 28, 2016 20:49 |
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scuba school sucks posted:I'd like them to implement, get this, electric fences. Common technology that even the most backwoods toothless hick is comfortable with. Just crank them up to Jurassic Park levels. That way when the Behemoth Biters attack, you can brown out entire sections of your factory?
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# ? Dec 29, 2016 12:36 |
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XkyRauh posted:That way when the Behemoth Biters attack, you can brown out entire sections of your factory? https://www.youtube.com/watch?v=oRyyJbkVtws Hoo! That was a big mama!
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# ? Dec 29, 2016 16:38 |
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Robot army trip report: the AI is kinda finicky and annoying, but when it works it does a great job of dealing with biters - terminator bots (modular armor + 10 proc units + 2 laser turrets) in groups of 25 can clear out a dozen chunks of evolution 1 biters, with default density. They'd probably eat poo poo on deathworlds, though. e: they have the pathing of SC1 dragoons though Zerg Mans fucked around with this message at 04:36 on Dec 30, 2016 |
# ? Dec 30, 2016 02:36 |
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How many T3 speed/prod modules does a typical 1RPM beaconed base use? I'm sitting on 1.5k of each right now.
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# ? Dec 31, 2016 03:56 |
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I didn't like Robot Army. Big performance drop and the robots needed too much babysitting. Regarding modules: don't know about typical, but I've used around 15k modules (roughly 1:1 between speed and productivity).
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# ? Dec 31, 2016 04:37 |
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seravid posted:I didn't like Robot Army. Big performance drop and the robots needed too much babysitting. I liked being able to set up assemblers for about 250 terminators, and then walk away and have a 5000 tile swath be clean. Going in with flamethrower and destroyer drones is just too laggy for me. Also does that 15k figure include beaconing oil? Related question - is it better to put prod or speed modules in a 0.1 oil? Common convention says productivity, but I wonder it would be better to have nothing but speed on it and the beacons since the 0.1 value won't ever run out
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# ? Dec 31, 2016 04:42 |
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Definitely speed. Not sure you can use prods in pump jacks anyway.
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# ? Dec 31, 2016 04:45 |
I use Productivity-3's early in a pumpjacks life, that way you get comparable oil out but with the benefit of slower depletion, so more oil overall. Once theyre down to 0.1/s i use pure speed.
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# ? Dec 31, 2016 04:55 |
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zegermans posted:Also does that 15k figure include beaconing oil? Related question - is it better to put prod or speed modules in a 0.1 oil? Common convention says productivity, but I wonder it would be better to have nothing but speed on it and the beacons since the 0.1 value won't ever run out It includes everything but, last time I played, some of my pumps still had a significant output, so I have nowhere near as many pumps as a fully depleted setup would. Assuming 0.1/s across the board and, say, 8 beacons per pump, I'd need another 10k modules. No big deal, but finding 500 new oil patches would be.
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# ? Dec 31, 2016 05:09 |
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Ion cannons own for cleaning out bases, and for keeping those drat things away from the walls. The green ones really soak up damage. For those who've done mega bases on RSO, how do you deal with raw materials? I'm currently using a train station with 10 stations-4 copper, 4 iron, 4 oil, 1stone and 1 coal. I've got it set up so each station has a waiting area, so I don't have a huge line to get to the individual station and when there are delays it only affects the one station as opposed to locking everything down. I'm seeing my trains mostly get slowed down when they are emptied and head back to the network. All of the tracks here merge into three lanes, then two, then one lane to return to the rest of the network and the slowdown really kicks in during the final merge. I was thinking I could make the station block have 2 return lanes until it reaches the main 4 way splitter, but that might force the problem to that junction making things even worse. I'm not seeing deadlocks due to signals, I've finally gotten those figured out. My next thought was moving the various plate production to sub bases, but that might actually make things worse because of the production modules on the electric smelters and the plates still need to get to the base. If I were to make three station groups at different parts of the base I would still have the problem of merging back into the railway, but in a different spot. I'm not sure what's the best way to fix this.
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# ? Dec 31, 2016 10:02 |
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Is the flamethrower gun as effective in clearing forests as the turrets? I'm using turret to clear enemy forests, but it's a hassle setting up the assembly station for oil barrels every time.
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# ? Dec 31, 2016 19:43 |
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Selklubber posted:Is the flamethrower gun as effective in clearing forests as the turrets? I'm using turret to clear enemy forests, but it's a hassle setting up the assembly station for oil barrels every time. I find it effective. It's not automated like the turret but it's portable and the fuel situation isn't burdensome. Why don't you give it a try? If you're making turrets, you are probably not too far away from making a gun, which I think is lower in the tech tree. There's no shortage of forests and biters to try it on. That said, if it feels less effective, you're probably gaining more from performing turret creep than the actual flaming/guns/damage portion. crazysim fucked around with this message at 19:52 on Dec 31, 2016 |
# ? Dec 31, 2016 19:50 |
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Selklubber posted:Is the flamethrower gun as effective in clearing forests as the turrets? I'm using turret to clear enemy forests, but it's a hassle setting up the assembly station for oil barrels every time. Poison capsules or grenades are a hundred times faster and more effective at clearing forests than fire
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# ? Dec 31, 2016 20:46 |
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super fart shooter posted:Poison capsules or grenades are a hundred times faster and more effective at clearing forests than fire Not nearly as cool, though.
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# ? Dec 31, 2016 21:33 |
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concise posted:Not nearly as cool, though. And, fire will spread throughout the forest cluster on its own too
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# ? Jan 1, 2017 05:38 |
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Kinetica posted:And, fire will spread throughout the forest cluster on its own too But it leaves burned out trees behind that have to be cleared separately. I do find it a lot more fun to torch forests regardless.
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# ? Jan 1, 2017 06:17 |
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If you start a big enough forest fire it can cause pollution on it's own.
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# ? Jan 1, 2017 14:47 |
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Yeah, using the flamethrower and setting poo poo on fire makes a decent chunk of pollution
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# ? Jan 1, 2017 17:11 |
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# ? May 27, 2024 00:15 |
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Do poison capsules cause pollution?
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# ? Jan 1, 2017 18:39 |