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That's the beauty of a game like Factorio; there is never, ever one single solution. You don't even need to use a bus! Or belts!
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# ? Feb 8, 2017 01:35 |
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# ? May 26, 2024 06:39 |
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Alternatively, upgrade your belts if you haven't already? A saturated yet moving yellow belt can move ~8 items/second. A red belt is 16 and a blue belt is 24.
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# ? Feb 8, 2017 01:43 |
So on the surface your issue is you're belt bandwidth is at capacity at your furnaces. First you can improve that by upgrading your belts, each level doubles bandwidth. Next ensure your belts are fully saturated on both sides. Once you're almost entirely full inserters will occasionally miss a spot. To prevent that have the final inserter (or final two or four) output into an enterence to an underground belt that immediately resurfaces. As far as game logic is concerned, instead of trying to place it at an open spot on a belt you can instead imagine it as dumping items in a hole. As long as there is mathanaticly room to dump an item in it will, irregardless of where that one spot is open, leading to a saturated belt on the output. If you have your assemblers filling one side of a belt and want to fill both, find a point right about where the belt is full, use the underground belt trick to ensure they side is full, then do a jog in the belt and force it to side load onto the interior side of the belt as it continues, the inserters will always output to the far side. If you need to balance the load between two sides of a belt put it in a splitter, have them pull apart then sideload together again back to one belt. Now that you have full saturation coming from your source you can use splitter logic to determine how much each branch of your bus gets. If you split one belt into two you'll get exactly half on each until one side backs up. If you split, then split again, and rejoin half of the second to the first with another splitter (this time combining two into one) you'll get 25% branches off. If everything is running eventually your branches will only be getting 25% of 50% of 50% of etc. which is practicly nothing. At that point it's best to let the line die and simply run a new line from the source. Running multiple lines parallel and cycling which one is the branch point aliviates this. At some point you'll seek the final evolution. Which is a train unloading into a logistic network whose only purpose is to serve immediately adjacent specialized beacons factory's. Which eliminates the need for belts at all.
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# ? Feb 8, 2017 02:40 |
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Just do what I do and embrace the spaghetti mayhem: Splitter near where your copper belt is totally saturated, then a belt line that snakes around your factory and connects to where the copper belt is low. After 40 hours of gameplay you'll finally start looking at that solution and it'll drive you insane until you impulsively order your bots to deconstruct everything
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# ? Feb 8, 2017 02:54 |
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If you play Factorio long enough you'll go mad and summon Cthulhu.
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# ? Feb 8, 2017 03:25 |
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RoboJoe posted:I've had my eye on this game for a while and a couple of weeks ago I finally gave in and bought it. It is the most amazing game I have ever played, I haven't been able to stop playing it at all because it's so addictive. I love city builders like Anno and Sim City so this really gets my logistic juice flowing. 1) Faster belts or more parallel belts down the bus (with splitters to balance between them) 2) Smelt more ore somewhere else and refresh the bus halfway through Other broad options you might consider (possibly next game, or if you move your factory): 1) Bus higher level components, such as gear wheels and green circuits. This raises the effective capacity of your belts since more effective resources per unit get moved. If you decide to federate parts of your base and make things remotely with train stations, these components become a natural thing to outsource. 2) Order things on the bus by priority of production 3) Deliberately rate-limit the ability of earlier parts of the bus to consume things to avoid starving the line later (such as slower input belts for the consumers or output chests with most receptacles blocked off) 4) Outsource more and more things. The eventual end state of this could even be a completely modular base where each consumer requests resources that can come from anywhere (either a logistics system for simple low volume things or a smart train system for high-volume megafactories)
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# ? Feb 8, 2017 05:31 |
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M_Gargantua posted:If everything is running eventually your branches will only be getting 25% of 50% of 50% of etc. which is practicly nothing. At that point it's best to let the line die and simply run a new line from the source. Running multiple lines parallel and cycling which one is the branch point aliviates this. It won't work out this cleanly if you're oversaturating your earlier branches, though. Your first branch that uses copper plates probably can't handle 50% of your output, which means the belts feeding it will back up and stop accepting new inputs. The splitter will only end up feeding its rate of consumption and everything else will carry on down the bus line. This also means one brainded solution to the problem is just to brute force it and make sure you're ramming enough poo poo down the bus that everything is getting more than they need, which I'd assume works just fine until you're at fully upgraded belts with no room to add a new line and still can't manage enough throughput.
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# ? Feb 8, 2017 07:24 |
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Great, thanks for all the advice everyone, that helps me out a lot. I do need to figure out more optimum ways of moving around things my factory consumes in huge amounts so you've all given me lots of think about. I'll probably split the source from my smelters and have a dedicated line going up to the green circuit production area (because bloody hell do those eat copper and iron at a phenomenal rate and I'm constantly running out), that seems possibly the best solution for now at least. Voyager I posted:This also means one brainded solution to the problem is just to brute force it and make sure you're ramming enough poo poo down the bus that everything is getting more than they need, which I'd assume works just fine until you're at fully upgraded belts with no room to add a new line and still can't manage enough throughput. This is part of the problem I have, all my belts are blue and not enough gets to the end but it's still backing up at the smelters. I pretty much have most things set to requester and passive chests with huge clouds of logistic bots flying over my base delivering the majority of items to various factories which is usually end goods like filter inserters which are made in a separate complex that gets iron and copper delivered by belt, but the finished items are taken away by bots. Although I can very clearly see parts of my base I just want to strip down entirely and rebuild better elsewhere or fix somehow... I have also discovered the joy of Flamethrowers and biter nests. Combined with power armour, fusion generators, shields, and 5 pairs of legs I am a sprinting fireball of doom
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# ? Feb 8, 2017 12:58 |
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If it's backed up at production, and you're not saturating consumption, then you've got a bottleneck somewhere. Either you simply don't have enough belts on the bus to handle what you're making, or there's somewhere non-obvious where you're merging belts and reducing throughput.
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# ? Feb 8, 2017 13:27 |
Voyager I posted:until you're at fully upgraded belts with no room to add a new line and still can't manage enough throughput. If you failed to plan a wide enough belt you can just blueprint the less populated side of factories, strip them out and slam them back down 10 or so tiles further and MAKE room. Alternatively, you can setup another train stop for a fresh metal producing unit further down the line and merge it into your depleted belt or pull a belt from your original smelting operation all the way around your factory to merge it back in at the desired point. This of course will harm your perfect autism factory's aesthetics so you should just pick it up and move things a few tiles.
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# ? Feb 8, 2017 18:21 |
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Alkydere posted:Alternatively, upgrade your belts if you haven't already? I feel compelled to correct these numbers. A saturated blue belt will move 40 items per tile per second, or 20 per lane. Red belts are 2/3s that (26.6...) and yellow belts are 1/3 (13.3...).
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# ? Feb 9, 2017 00:38 |
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Estimated release pushed back to end of march, an interesting look at the new recipe/tech complexity feature, and some optimisations: https://www.factorio.com/blog/post/fff-177
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# ? Feb 11, 2017 02:10 |
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I'm glad they're taking the time to make sure 0.15 is as polished as possible and all the 0.14 bugs have been handled -- that's the level of quality we've come to expect from them. On the other hand, I really want to play 0.15.
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# ? Feb 11, 2017 02:58 |
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alexandrun85 posted:Feb 10 @ 9:23am
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# ? Feb 12, 2017 02:57 |
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As someone who finally gave in and bought this game and was immediately sucked in and addicted, have the devs said what their idea of "finished" is going to be? I've barely scratched the surface and there's seems like a poo poo ton of content.
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# ? Feb 12, 2017 03:12 |
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that cheeky oval office. I've been watching this game since it was mainly placeholder graphics and only had 6 or so different items you could place. these are some of the best devs I've had the pleasure of backing.
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# ? Feb 12, 2017 03:13 |
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Loopoo posted:these are some of the best devs I've had the pleasure of backing. Yeah. ...weeeeeeell, except for that time they used the game's weekly blog post to rant about taxes being theft and EU grants a slippery slope to a hellscape where Big Government tells us what games we're allowed to play.
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# ? Feb 12, 2017 03:44 |
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Loopoo posted:that cheeky oval office. I've been watching this game since it was mainly placeholder graphics and only had 6 or so different items you could place. these are some of the best devs I've had the pleasure of backing. Pass out the pitchforks and torches, raise the mob and burn the unbeliever! Mind you, the guy seems barely literate so WTF do you expect? With 0.15 delayed a bit, I've reloaded all my old saves, updated mods and saved fresh files now 0.14 is nice and stable. That should make the transition smoother when it does get released. Of course my Angels/Bobs game with over 3 days played comes up as 'corrupted file'. I have a feeling the file is fine but the author has changed so much since I loaded it last November that it's dying. One save I've been playing round with is with platforms. Not having infinite open space to build in really makes you break the usual build habits and it pretty much forces heavy train usage. RSO supports it now too but I'm not using Factorissimo for since that would negate the whole jist of it. Conversion of the start platform into furnace plus circuits Start of the oil refinery - platform that just manages to fit 5 refineries
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# ? Feb 12, 2017 03:48 |
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it's always painful loading up games I haven't touched in months, cause they're always massive sprawling factories with so many moving parts. it's hard to remember what I was working on, until I get the reminder via biter invasion that I was working on reinforcing a weak segment of my wall.
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# ? Feb 12, 2017 05:14 |
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robziel posted:As someone who finally gave in and bought this game and was immediately sucked in and addicted, have the devs said what their idea of "finished" is going to be? I've barely scratched the surface and there's seems like a poo poo ton of content. If they literally just stopped now and said boom, finished, it would be $15 tremendously well spent.
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# ? Feb 12, 2017 06:15 |
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One of my friends an I are planning on banging out a multipler game - what would some fun mods be? To give some useful info, we klike trains and so probably RSO, but stuff that changes up the game a bit would be good (platforms?) Bob's mod is probably to much. Shortlist so far: advanced-logistics-system_0.4.0.zip blueprint-string_4.0.0.zip building-platform-tweaks_1.0.2.zip building-platform_1.0.5.zip EvoGUI_0.4.108.zip factorio_mods0-14.7z FARL_0.7.4.zip Landfill_2.1.11.zip Orbital Ion Cannon_1.4.5.zip Ore Expansion_1.0.4.zip RailTanker_1.4.0.zip ShuttleTrain_1.1.4.zip SmartTrains_1.1.7.zip TheFatController_1.0.2.zip upgrade-planner_1.2.14.zip Cthulhu Dreams fucked around with this message at 09:48 on Feb 12, 2017 |
# ? Feb 12, 2017 09:06 |
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Today I learned that the resource placement algorithm seems to place the water last, and it has no regard for the existing resources. So if you play with high water levels and low other resources, it's entirely possible they get covered entirely by water. The result of this was a single oil patch across an enormous distance. I gave up.
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# ? Feb 12, 2017 11:07 |
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RyokoTK posted:If they literally just stopped now and said boom, finished, it would be $15 tremendously well spent. From what little I've seen I totally agree, I was just wondering if the devs had said anything about what they want to add.
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# ? Feb 12, 2017 14:01 |
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They seem to have a roadmap but are not publicizing it because its in permanent flux, like how orbital platforms seemed to have come and gone. The general temperature is that we are really close to 1.0 and after a few more major content revisions they'll probably buckle down on interface stuff for a year.
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# ? Feb 12, 2017 14:05 |
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Cthulhu Dreams posted:One of my friends an I are planning on banging out a multipler game - what would some fun mods be? KBlueprint is a better replacement for blueprint string - it lets you save/load collections of BPs and will import blueprint string ones too. building-platform-tweaks is not necessary if you use the railway tanker. Plus the tanker is superior to barrels anyway (that should get the eternal barrel/tanker debate burning again) Landfill is now part of the base game, remove it. TheFatController is now part of the base game, remove it. For an MP game, you'll want black box or gravestones so you can die/kill each other without losing all your poo poo. Some mods I like to use: autofill Chainsaw Concrete lamp EvoGUI Flowcontrol KS_Power Laser beam turrets Sane concrete RobotCleanup Warehousing YARM
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# ? Feb 12, 2017 14:06 |
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robziel posted:From what little I've seen I totally agree, I was just wondering if the devs had said anything about what they want to add. This is their roadmap to 0.16, which is their current candidate for "build 1.0". They also have vague plans for post-1.0 development, including space platforms.
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# ? Feb 12, 2017 14:12 |
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Ratzap posted:For an MP game, you'll want black box or gravestones so you can die/kill each other without losing all your poo poo. I want to emphasise this. Get the Black Box mod. There is nothing more annoying then losing your entire inventory when you die. Dying in the middle of a biter nest and having to run back in to get your stuff back is more fun than having to start over. Also, it feels a little like Dark Souls.
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# ? Feb 12, 2017 15:04 |
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zedprime posted:They seem to have a roadmap but are not publicizing it because its in permanent flux, like how orbital platforms seemed to have come and gone. The general temperature is that we are really close to 1.0 and after a few more major content revisions they'll probably buckle down on interface stuff for a year. Tenebrais posted:This is their roadmap to 0.16, which is their current candidate for "build 1.0". They also have vague plans for post-1.0 development, including space platforms. Ahhh cool, thank you both.
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# ? Feb 12, 2017 15:31 |
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Is there a tech or mod that gives your little guy flying? i.e. same as "god mode" but with a dude
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# ? Feb 12, 2017 17:23 |
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Putting together a MP modpack for someone who wanted to try bobs + angels It's the minecraft sperg mods all over again. I like it
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# ? Feb 12, 2017 18:04 |
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TasogareNoKagi posted:Putting together a MP modpack for someone who wanted to try bobs + angels Just grab Arumba's modpack with angels ores and bobs mods. Easy package, has everything. (It's spergy kitchen sink poo poo)
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# ? Feb 12, 2017 18:06 |
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Solumin posted:I want to emphasise this. Get the Black Box mod. There is nothing more annoying then losing your entire inventory when you die. Yeah we slammed this in. Massive improvement particularly because I blindly wander into trains on an hourly basis
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# ? Feb 13, 2017 14:35 |
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Cthulhu Dreams posted:Yeah we slammed this in. Massive improvement particularly because I blindly wander into trains on an hourly basis Yeah, even with honk you can get to the point where there is a never ending screech and still get hit by trains. This can be avoided if you plan around where your train nexus is going to go instead of putting several tracks through your base but I can't be bothered to move it
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# ? Feb 13, 2017 21:08 |
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okay im super loving digging bobs + angels but how the gently caress do i filter my loving ore holy gently caress im doing this manually im so far away from filter inserters its like some caveman looking up into the sky and seeing a B-52
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# ? Feb 13, 2017 21:44 |
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Baloogan posted:okay im super loving digging bobs + angels but how the gently caress do i filter my loving ore holy gently caress im doing this manually Loaders. The other option is to run your crushed outputs past a series of assemblers set to make stone. They'll pull crushed stone out and process it for you.
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# ? Feb 13, 2017 21:51 |
Baloogan posted:okay im super loving digging bobs + angels but how the gently caress do i filter my loving ore holy gently caress im doing this manually I think the ratio is two assemblers making stone per ore crusher, but the inserters will only grabbed the crushed stone from the belt and leave the ore.
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# ? Feb 13, 2017 21:56 |
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pretty sure this is the reason the angels pack has those mondo silos available right from the start just put one right next to each assembler, it'll eventually fill up with junk byproducts but by that time you should have unlocked some other ways to deal with the issue
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# ? Feb 14, 2017 02:39 |
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Kinetica posted:Yeah, even with honk you can get to the point where there is a never ending screech and still get hit by trains. I just don't pay attention, I'll be thinking about something or talking on VOIP and realise I died at some point.
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# ? Feb 14, 2017 04:14 |
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My project is almost ready: Just need to add the pit lane, roboports, belts, the lap timer, and a bit more signage.
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# ? Feb 14, 2017 06:02 |
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# ? May 26, 2024 06:39 |
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Roflex posted:My project is almost ready: Did you put that all down by hand?! Also, I'm thinking of how awesome Factorio would be if the devs added some sort of road-laying machine. You hop in, start driving, and it'll automatically put down concrete from it's inventory at a designated width you provide. Would allow you to connect outposts via road network which would be fantastic. I hate the current method of hopping in a car and doing it by hand cause I always end up with wonky roads which triggers my OCD.
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# ? Feb 14, 2017 06:14 |