|
Antti posted:Also copper wire. Dear god, so much copper wire. Don't produce and belt copper wire. It's more efficient to stick with copper plates, belt those around, and then produce copper wires on site for your green chips or whatever. The copper wire assembly is the only recipe that yields more items than it consumes, so if you're just hauling around wire for wherever you're wasting space.
|
# ? Apr 26, 2017 17:05 |
|
|
# ? May 11, 2024 12:38 |
|
RyokoTK posted:Don't produce and belt copper wire. It's more efficient to stick with copper plates, belt those around, and then produce copper wires on site for your green chips or whatever. Agreed. In every other instance, a centralized, isolated facility is fine, but expanding recipes are best kept producing directly into their intended use. Iron gear wheels, however, should be segmented out pretty early, since it cuts down iron plate logistics by around a third.
|
# ? Apr 26, 2017 17:14 |
|
NeuralSpark posted:It's my hand-edited no-effort sandbox starting area, I was planning on loving around with the new speakers ala the Still Alive link posted earlier. Most of the .15 starting areas I've run with seem to be decent, though. They're not as nicely compact as that have created over, but I've gotten stone, ores, uranium and water all within one-and-a-half screens with every start so far. My biggest problem so far is that I can't get away from the central belt plans that have been burned into my brain. So far with green+red science it's been ok, but belted science isn't going to go well with tree specialized packs. I think a small sub factory with belts to per-research factory chests will work ok? Either that or double belted on each side of each research hut... R/g/b/p on one side, specialty packs on the other.
|
# ? Apr 26, 2017 17:15 |
|
On top of having three optional science packs, getting balanced production is further complicated by what seems to be a lot more recipes requiring differing amounts of packs, eg 2 red 2 green 1 blue. The only way now is to saturate everything, always.
|
# ? Apr 26, 2017 17:23 |
|
As it should be
|
# ? Apr 26, 2017 17:26 |
|
Zomborgon posted:Agreed. In every other instance, a centralized, isolated facility is fine, but expanding recipes are best kept producing directly into their intended use. Iron gears are always the very first thing on my production line, since a) most of the things it goes to are also low-tech items that are automated early, like belts and assemblers, and b) you need to automate yellow belt and fruit punch kool-aid production in the early game and iron gears can chew up a lot of iron, so you might as well do it early. If you have a lot of iron ore near your spawn, I'd even suggest having a dedicated stretch of drillers and furnaces just for iron gears because you don't want to choke your iron plate production just because you need a thousand belts to establish your belt system in the early game.
|
# ? Apr 26, 2017 17:32 |
|
Remember: one full belt of gears is two full belts of iron. If you don't have two belts of iron going into your gear production, you're not making enough gears.
|
# ? Apr 26, 2017 17:42 |
|
Jabor posted:Remember:
|
# ? Apr 26, 2017 17:44 |
|
God drat it. I was just puttering about paving/expanding my previously mentioned research facility. Goon Island is an amazing seed btw. Turns out using a seed from here has ....unintended consequences on my builds. Concrete is still in the works...Must. Pave. The. World. I present the deliberately unnamed "Research Facility 1"
|
# ? Apr 26, 2017 17:46 |
|
Retro42 posted:God drat it. Classic. All
|
# ? Apr 26, 2017 17:53 |
|
Having to automate basic grenades for gray tech is a huge fuckin' blessing since after >400 hours I've never bothered to just use them for clearing forests since I play on peaceful.
|
# ? Apr 26, 2017 17:55 |
|
Retro42 posted:Goon Island is an amazing seed btw. What is the Goon Island seed? Also, do you know about the Factorio Calc?
|
# ? Apr 26, 2017 18:14 |
|
gently caress, I've never bussed gears but those are persuasive arguments. My precious pure bus sullied by such a basic intermediate ingredient Echoing everyone saying do not bus copper wire. Make a giant green circuit complex with 3:2 wire:greencircuit assembler ratios. 2 fast inserters per wire-greencircuit connection, which = 3 fast inserters feeding wires to each greencircuit assembler.
|
# ? Apr 26, 2017 18:18 |
|
I still can't comprehend factories that aren't a tangled mess of belts, splitters and underground belts that you get half working and then abandon to make an even bigger abomination.
|
# ? Apr 26, 2017 18:27 |
|
accipter posted:What is the Goon Island seed? Onean posted:>>>AAAPAAAAYwACBQcAAAAEAAAAY29hbAEFBQoAAABjb3BwZXItb3Jl
|
# ? Apr 26, 2017 18:33 |
|
Further echoing belting gears and green circuits. This is the first map that I've done so, and holy hell it just makes things run so much better without having to have so much in situ gear/circuit construction.
|
# ? Apr 26, 2017 18:35 |
|
Solumin posted:Embrace the spaghetti. Figure out some basics. When you start automating some new part, try to make it as pleasing to you as possible. This is a good strategy. Thanks.
|
# ? Apr 26, 2017 19:03 |
|
Jabor posted:Remember: one full belt of gears is two full belts of iron. Does anyone have a gut (or spreadsheeted) feeling on if the new research needs more or less sum basis and rate basis of copper and iron for rockets yet?
|
# ? Apr 26, 2017 19:05 |
|
Factorio: >>>AAAPAAAAYwACBQcAAAAEAAAAY29hbAEFBQoAAABjb3BwZXItb3Jl AQUFCQAAAGNydWRlLW9pbAIFBQoAAABlbmVteS1iYXNlAwMDCAAAAGl yb24tb3JlAQUFBQAAAHN0b25lAQUFCwAAAHVyYW5pdW0tb3JlAgUFl0 Nk3oCEHgCAhB4AAwABAQF7FK5H4XqUPwEAAAAAAAAuQAEAAAAAAADwP wEAAAAAAFi7QAEAAAAAAOCFQAEAAAAAAFirQAEAAAAAAIjDQAEAAAAA AECfQAEAAAAAAEB/QAEAAAAAAECPQAEzMzMzMzPzPwEzMzMzMzPzPwF 7FK5H4Xp0PwEAAQAAAAAAAAhAAQAAAAAAAAhAAXsUrkfheoQ/AQABAQ GN7bWg98bQPgH8qfHSTWJgPwFpHVVNEHXvPgEBAQMAAAABBwAAAAECA AAAAQIAAAABmpmZmZmZuT8BAAAAAAAAAEABAAAAAAAA4D8BmpmZmZmZ 2T8BzczMzMzM7D8BBQAAAAEUAAAAAUA4AAABwEsDAAEQDgAAAaCMAAA BIBwAAAEAAAAAAAA+QAEAAAAAAAAUQAFmZmZmZmb2PwEzMzMzMzPjPw EzMzMzMzPTPwEAAAAAAAAIQAEAAAAAAAAkQAE8AAAAAR4AAAAByAAAA AEFAAAAAQAAAAAAAABAAQEBAAAAAAAAWUABBQAAAAEZAAAAAQAAAAAA ACRAATIAAAABAAAAAAAAPkABZAAAAAGamZmZmZnJPwEzMzMzMzPDPwE zMzMzMzPTPwEzMzMzMzPTPwEAAAAAAAAkQAEAAAAAAAA0QAEAAAAAAA A+QAEAAAAAAAAUQAEAAAAAAAA+QAEAAAAAAAAkQAEAAAAAAAAIQAEKA AAAAWQAAAABZAAAAAHoAwAAAQAAAAAAAOA/AdAHAAABAAAAAABAf0AD AAAAAAAAAAAAAADwP6nEiXc=<<<
|
# ? Apr 26, 2017 19:14 |
Nth Doctor posted:Factorio: >>>AAAPAAAAYwACBQcAAAAEAAAAY29hbAEFBQoAAABjb3BwZXItb3Jl This, completely unironically. I guess for a real thread title it would need an ellipsis after N characters.
|
|
# ? Apr 26, 2017 19:22 |
|
Does anyone have a clue what the best ratio for nuclear reactors to turbines is?
|
# ? Apr 26, 2017 19:29 |
Whiirrr posted:Does anyone have a clue what the best ratio for nuclear reactors to turbines is? You're forging new territory. There might be some threads on it on the Factorio forum, but it's still pretty new.
|
|
# ? Apr 26, 2017 19:39 |
|
Whiirrr posted:Does anyone have a clue what the best ratio for nuclear reactors to turbines is? Nuclear reactor to boilers is 1:4, unless you have two side by side, then heat output is double for the number of boilers per reactor (2:16), if you make a 2x2 block, then that's an additional increase of 4 boilers per reactor so you end up with 4:48. If you make some weird pattern of reactors, then here's simple math Lone reactor-4 boilers per reactor Touching 1 reactor-8 boilers per reactor Touching 2 reactors-12 boilers per reactor Touching 3 reactors-16 boilers per reactor In theory if you covered all four sides one reactor could support 20, but you couldn't fuel it automatically normally then. I think boilers to turbines is 1 per 2 though I'm not entirely certain of that for nuclear.
|
# ? Apr 26, 2017 19:44 |
|
Remember: you never have enough of anything. Ever.
|
# ? Apr 26, 2017 19:51 |
|
Retro42 posted:God drat it. You could put 24 green science and 20 red science production for the amount of intermediates production you have.
|
# ? Apr 26, 2017 20:17 |
|
Finally automated blue science. The new recipe is quite the lift compared the jump from red to green, though I think I this jump better than the old jump to blue science. I still don't have a real refinery setup yet, which was a neccessity when the old recipe required both plastic (via advanced circuits) and batteries.
|
# ? Apr 26, 2017 20:29 |
|
Dr. Stab posted:You could put 24 green science and 20 red science production for the amount of intermediates production you have. Yeah, I'm slowly ramping it up as I go. Also working on a few other things so it's kind of low priority at the moment. I've actually shunted off the overflow gears/circuits/belts for now. All will come in handy when I make the changeover to red belts and start a large scale oil/steel industry. Edit: Is it worth sticking something to cap my power plants? Figure it might help in the occasional power request spike. Retro42 fucked around with this message at 20:45 on Apr 26, 2017 |
# ? Apr 26, 2017 20:37 |
|
FISHMANPET posted:Finally automated blue science. The new recipe is quite the lift compared the jump from red to green, though I think I this jump better than the old jump to blue science. I still don't have a real refinery setup yet, which was a neccessity when the old recipe required both plastic (via advanced circuits) and batteries. Yeah blue tech requires so much less oil handling than it used to that it's much more manageable, and I think a lot better. Especially because batteries were really tricky to keep up with sometimes, and oil handling before you have Advanced Oil Processing is a real bitch. Plus there are several green-level techs that require red chips (electric furnaces and stack inserters come to mind), and of course you need engines for trains, but at the green tech level you were pretty much only building batteries for blue tech since you probably didn't have the means to mass-produce solar panels. Compared to all that, requiring gray assemblers as well seems almost like an afterthought. But honestly I think I'm happiest that they don't call for filter inserters, since that was something I pretty much exclusively built for blue tech; if I wanted filter inserters, which was rare to begin with, I was building the stack filter inserters anyway. RyokoTK fucked around with this message at 20:49 on Apr 26, 2017 |
# ? Apr 26, 2017 20:46 |
|
Retro42 posted:Is it worth sticking something to cap my power plants? Figure it might help in the occasional power request spike. That won't help with power spikes, since max output of a boiler is exactly 2 engines worth of steam. It will hold a pretty huge buffer though, so if you suddenly run out of coal you'll have a few minutes to react.
|
# ? Apr 26, 2017 20:50 |
|
RyokoTK posted:Don't produce and belt copper wire. It's more efficient to stick with copper plates, belt those around, and then produce copper wires on site for your green chips or whatever. That makes so much sense. I feel like an idiot now. I guess it's because everything else like said makes sense to belt.
|
# ? Apr 26, 2017 21:00 |
|
Can someone post a good smelter layout for me? I am bad at figuring one out on my own
|
# ? Apr 26, 2017 21:15 |
|
Truga posted:That won't help with power spikes, since max output of a boiler is exactly 2 engines worth of steam. I like redundancy so that works for me. Between the backup solars, the auxiliary coal storage, and the steam tanks I'm looking to have at least 5-10 minutes of backup power if the worst case happens.
|
# ? Apr 26, 2017 21:16 |
Truga posted:That won't help with power spikes, since max output of a boiler is exactly 2 engines worth of steam. Coal shortages will destroy you rapidly with these new steam engines. The each boiler at full bore will run through a coal lump in 2 seconds, so it really starts to snowball if your belt isn't supplying enough. And if they're electric miners it hits even harder.
|
|
# ? Apr 26, 2017 21:20 |
|
So I was all ready to go with my first oil train when I realized I have no idea how you actually load/offload the fluid wagon. I think you use pumps, right? Do you just place them next to the rails pointing at each chamber of the wagon? I checked the stop & scheduling tutorial hoping it would cover this but it doesn't
|
# ? Apr 26, 2017 21:20 |
|
You only need one pump for wagon if all the tanks are connected i the wagon (click the wagon to connect or disconnect tanks inside it). But yes, point the pump at the wagon to load it, point the pump away from it to unload it. You'll know it's working because the pump arm will extend to the wagon to load or unload it. The new fluid wagon really is amazing.
|
# ? Apr 26, 2017 21:24 |
|
Firos posted:Can someone post a good smelter layout for me? I am bad at figuring one out on my own huge filesize warning: https://udba.org/f/screenshot-tick-2522613.png There's no space to upgrade to electric because it'll get abandoned anyway once I start training poo poo around. If you want to upgrade in-place, leave an extra spot between furnaces (nice for power poles anyway), and also an extra spot between the furnace and the output belt. Then just flush the coal and replace with electric.
|
# ? Apr 26, 2017 21:27 |
|
FISHMANPET posted:You only need one pump for wagon if all the tanks are connected i the wagon (click the wagon to connect or disconnect tanks inside it). But yes, point the pump at the wagon to load it, point the pump away from it to unload it. You'll know it's working because the pump arm will extend to the wagon to load or unload it. Got it, thanks. I wasn't sure because there's no visual indicator that's it's set up right when it's not active I guess Edit: oh wait, there is a visual, but not until you build some of the adjacent piping for some reason Also, I still have a long way to go before this, but I'm really excited by the possibilities that the new fluid barreling will provide. I've always thought that piping fluids around my factory is one the most annoying and inelegant parts of the logistics game, so it's really great that I'll just be able to have my bots fly around the small amounts of water, sulfuric acid, and lubricant that a lot of products require super fart shooter fucked around with this message at 21:39 on Apr 26, 2017 |
# ? Apr 26, 2017 21:35 |
|
Have we tried Factorio: Commencing
|
# ? Apr 26, 2017 21:40 |
|
Factorio: Are you telling me that this sucker is NUCLEAR?
|
# ? Apr 26, 2017 21:42 |
|
|
# ? May 11, 2024 12:38 |
|
Heads up, they reduced the red circuit production time to 6, so the new copper wire factory: red circut factory ratio is 1:6 now. Spent forever trying to figure out why I couldn't get full saturation.
|
# ? Apr 26, 2017 21:49 |