|
Maybe I want an artisan factory to manufacture for me a home-grown, bespoke refinery.
|
# ? Mar 20, 2017 19:16 |
|
|
# ? May 25, 2024 13:51 |
|
RyokoTK posted:Maybe I want an artisan factory to manufacture for me a home-grown, bespoke refinery. WOW. Is this the wrong game for that...
|
# ? Mar 20, 2017 19:25 |
|
The challange I always liked was "no hand crafting" using the burner assembler that someone made. Really forced you to actually lay out production for things rather than just mashing the iron pipe button 250 times and then going to get a drink.
|
# ? Mar 20, 2017 19:41 |
|
Nevets posted:WOW. No, it's not. It's exactly the right game for it. Is it sensible, efficient or time saving? No, of course not but this is a game. Something to enjoy wasting time in while getting older and waiting to die. If someone gets their kicks from using the game supplied materials and mechanics to implement something superbly nerdy - great. I love all these tangents people go off on, I'm way too lazy to bother myself (mostly) but more power to those willing.
|
# ? Mar 20, 2017 21:03 |
|
Ratzap posted:No, it's not. It's exactly the right game for it. Even if you hand craft each iron gear out of plates smelted from the finest grade ore, laboriously mined by your personal pickaxe, you still end up with a stack of identical gears that have no artistry or character. And then you work those gears into your refinery and it ends up identical to every other refinery built by anyone anywhere anyway. That's about as far from artisanal as I can imagine You want a game that embodies that philosophy I would recommend Dwarf Fortress.
|
# ? Mar 20, 2017 21:37 |
|
Drone_Fragger posted:The challange I always liked was "no hand crafting" using the burner assembler that someone made. Really forced you to actually lay out production for things rather than just mashing the iron pipe button 250 times and then going to get a drink. Got the achievement for that one. Not worth it.
|
# ? Mar 20, 2017 21:43 |
|
ikanreed posted:Got the achievement for that one. Not worth it. Woah hey now I didn't realise the Luddites were reforming jeese.
|
# ? Mar 20, 2017 22:06 |
|
Nevets posted:Even if you hand craft each iron gear out of plates smelted from the finest grade ore, laboriously mined by your personal pickaxe, you still end up with a stack of identical gears that have no artistry or character. And then you work those gears into your refinery and it ends up identical to every other refinery built by anyone anywhere anyway. I tried Dwarf Fortress and I wasn't terribly impressed but then it's not what we're talking about here either. You don't seem to grasp what we're on about with those constructs. It's not about hand made artisan produce, quite the opposite. It's that Factorio is Turing complete and allows such wonderful computational devices to be build. The video displays, audio player, Nyan train etc don't help you build your rocket faster but they're absolutely integral to the Factorio experience. His programmable assembler is simply gorgeous from an IT standpoint. If all you get from Factorio is to build an efficient, neat factory with no extraneous parts that's sad as there's so much more to do with the available materials. So to use the identical parts to build something unique and interesting. On that note I wish the guy making a 4 bit processor would update but I suspect he ran into UPS problems. Maybe he's waiting for the 0.15 optimizations.
|
# ? Mar 20, 2017 22:52 |
|
Factorio is Minecraft for real engineers
|
# ? Mar 20, 2017 23:40 |
|
Ratzap posted:You don't seem to grasp what we're on about with those constructs. It's not about hand made artisan produce, quite the opposite. Actually, I think you may be confused about my earlier post, let me elucidate: In response to my post about a build order system in Factorio being superfluous Ryoko posted this joke: RyokoTK posted:Maybe I want an artisan factory to manufacture for me a home-grown, bespoke refinery. To which I posted an unecessary and obvious reply: Nevets posted:WOW. That was it. It is literally impossible to add any value to an object in Factorio by hand crafting it or using different ingredients because those options do not exist and the end result is identical to a mass produced object. I wasn't talking about wasting time making music videos play on lights or spelling out PETA with biter corpses.
|
# ? Mar 20, 2017 23:42 |
|
Ratzap posted:If all you get from Factorio is to build an efficient, neat factory with no extraneous parts that's sad as there's so much more to do with the available materials.
|
# ? Mar 20, 2017 23:49 |
|
Factorio can be wherever you want it to be
|
# ? Mar 21, 2017 00:41 |
|
There's a lot of decisions to make in how your inputs and outputs are organized. In other words, you have to factor I/O.
|
# ? Mar 21, 2017 01:19 |
|
Nevets, I'm pretty sure thisRyokoTK posted:Maybe I want an artisan factory to manufacture for me a home-grown, bespoke refinery. Or did fly completely over my head and you're both collaborating on it?
|
# ? Mar 21, 2017 01:32 |
|
totalnewbie posted:And then you install bob/angel and you're back to square negative a million. Can't wait for 0.15 and the performance optimizations, hopefully I can then run this at a decent speed. I get slowdowns in vanilla by the time I build the first rocket. Angel's Petrochem specifically looks amazing and perhaps somewhat educational too.
|
# ? Mar 21, 2017 01:34 |
|
Ambaire posted:Nevets, I'm pretty sure this Nevets posted:In response to my post about a build order system in Factorio being superfluous Ryoko posted this joke:
|
# ? Mar 21, 2017 01:38 |
|
I knew we were all broke-brained autists for liking Factorio and this page is incontrovertible proof.
|
# ? Mar 21, 2017 01:52 |
Lorini posted:Factorio is Minecraft for real engineers We need a Keepcraft mod equivalent for Factorio soon. I'm learning LUA but not fast enough.
|
|
# ? Mar 21, 2017 02:19 |
|
Sage Grimm posted:There's a lot of decisions to make in how your inputs and outputs are organized. In other words, you have to factor I/O.
|
# ? Mar 21, 2017 02:47 |
|
Thanks. I think I'm just gonna go crawl into a hole and die. Unrelated: the anticipation for 0.15 is killing me.
|
# ? Mar 21, 2017 04:55 |
|
So, just finished depot MK II. Working fine so far, but I'm only running a paltry three trains at the moment. I know I'm halving my unloading speed by unloading only on one side, but I'm okay with the speed as is for now. Next factory, probably after .15 comes out, I'll factor that in. There is a regular signal at the very bottom where the exits converge that I missed in my editing, and I added a regular signal in the non-station line to let three trains use it rather than two. I am wondering about the chain signal where the waiting bays converge. Should that be a regular signal, stay a chain signal since trains can either go to the stations or the bypass line or is it not necessary? Otherwise, I think the rest of the signals are good.
|
# ? Mar 21, 2017 05:53 |
|
I never bother with Roboport unloading stations, cause the way Roboports are implemented at the moment, you end up having thousands of bots waiting on charge, cause their AI is too dumb to realise there's a free port two seconds away.
|
# ? Mar 21, 2017 06:00 |
|
I mean... (I do need to get more bots, I'm only running 500 atm and I definitely need more.)
|
# ? Mar 21, 2017 06:34 |
|
Loopoo posted:I never bother with Roboport unloading stations, cause the way Roboports are implemented at the moment, you end up having thousands of bots waiting on charge, cause their AI is too dumb to realise there's a free port two seconds away. Build 3x3 ports all over. I'm fairly certain that thousands of bots is the fastest way to move stuff around. Catberry fucked around with this message at 07:35 on Mar 21, 2017 |
# ? Mar 21, 2017 06:35 |
|
I'll do that then. I've always got 5000 bots sitting doing nothing cause I barely rely on them, cause I hate the horrendous charge times.
|
# ? Mar 21, 2017 06:41 |
|
Automate roboports into a passive chest, make a blueprint for as many ports as you can jam into a medium power pole, slap a loving wall of that poo poo down around your unloading terminal, it's the only way. Bot recharging logic is only semi-stupid, though, they will look at ports which are further away to see if they have a shorter waiting time, it's just that once they choose a port they're locked to the choice unless it loses power.
|
# ? Mar 21, 2017 10:21 |
|
Can you set it up so the power gets cut if there are more than x bots waiting to charge?
|
# ? Mar 21, 2017 10:52 |
|
I guess mass-placing ports will give me a reason to update my crappy steam engine area of the factory. It's been the same size for ages, because I've not made stuff that needs a huge amount of power. My solar arrays / accu's are more than enough to handle factory-wide electricity demand.
|
# ? Mar 21, 2017 11:39 |
|
Personally I like excessive steam power. Naturally I have a dual ten engines fourteen boiler setup as well as inserters and belts all blueprinted with all the parts being manufactured so bots can easily plop down a new one when needed. Having some accumulators to handle demand when firing lasers seem to help though.
|
# ? Mar 21, 2017 12:29 |
|
Poil posted:Personally I like excessive steam power. Naturally I have a dual ten engines fourteen boiler setup as well as inserters and belts all blueprinted with all the parts being manufactured so bots can easily plop down a new one when needed. Having some accumulators to handle demand when firing lasers seem to help though. Instead of having separate belts to each line of boilers, why not have a long-handed inserter flip over? Since the spacing of the steam engines is such that a long-handed inserter will keep them filled. I mean, for anything more than ~5 lines of 14 boilers at max tilt takes a blue belt chock full of coal to keep running, but it's still more space efficient than running extra belts. Or you could do the factorissimo method... 80 engines inside a powerplant building which is inside another powerplant building with all the requisite boilers for all 80 engines (works out to 112 engines, btw)
|
# ? Mar 21, 2017 12:35 |
|
I just prefer this design.
|
# ? Mar 21, 2017 12:37 |
|
I can't wait for the new steam mechanics, so I can make a mod for superheated steam.
|
# ? Mar 21, 2017 12:39 |
|
As long as it's possible to hook it up to steam turrets and boil some aliens.
|
# ? Mar 21, 2017 12:41 |
|
I haven't done a robotic unloading station because I'm insane and trying to get to 1 rpm without solar power. I just don't have the energy budget to fit in constant robot recharging. The time I tore up half my factory was enough to bring me to constant brownouts.
|
# ? Mar 21, 2017 12:44 |
|
Truga posted:I can't wait for the new steam mechanics, so I can make a mod for superheated steam. Superheated steam fence that vaporizes biters
|
# ? Mar 21, 2017 14:10 |
|
Metal processing station. It's all in a loop once the ore reaches the furnaces so if one side has less to do the ore moves to the other Edit: None of them have any upgrades yet which is why the output is so low.
|
# ? Mar 21, 2017 16:12 |
|
Catberry posted:Metal processing station. My first reaction was "why" but that looks real neat and super satisfying to watch so I guess I answered my own question
|
# ? Mar 21, 2017 16:15 |
|
And research station. The chests fill each loop of bottles and since they're all spinning then every research building can get what it needs and surplus bottles remain in rotation. Catberry fucked around with this message at 16:30 on Mar 21, 2017 |
# ? Mar 21, 2017 16:27 |
|
Renegret posted:My first reaction was "why" but that looks real neat and super satisfying to watch so I guess I answered my own question That is in most cases, availability logically doesn't matter because if stuff down the line is logjammed, stuff further up the line doesn't need to be producing anyway. If you have a line of N furnaces, and the final N-X are logjammed and not producing, making materials more available to the first X doesn't matter unless there are users in between those two sets of furnaces. To further dissect it, you're more worried about the overall equipment effectiveness of the whole of a block of equipment in most cases, at which point the throughput in and the throughput out are the major worries, and conformation of the delivery doesn't affect your overall figures whether you loop it or run it into a dead end. Its a neat way of building a wide spot in the line (which is not unlike the point of buses then) but wide spots in the line are often just whitewash over problems that need varnished.
|
# ? Mar 21, 2017 16:43 |
|
|
# ? May 25, 2024 13:51 |
|
zedprime posted:Yeah, its neat but doesn't do anything because of some the oddities of the practical effects of the mechanics. I don't remember what problem prompted that design. It's at least two years old. It could have been the output being jammed for one side and the system then relaying the ore to the other. I do remember it spawned from a real issue that it then solved. I keep my storage chests (as seen) split into two sections because a lot of the time the production line will need a blue belt feeding both sides worth of iron/copper. The output also feeds to both sides and then loops around in case one side is full. During low activity the game will take copper plates from a single side mainly but once the system goes into full production it feeds from both. Catberry fucked around with this message at 17:00 on Mar 21, 2017 |
# ? Mar 21, 2017 16:58 |