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Rexides posted:I was thinking about such a setup last night when I went to bed, glad that someone verified that it works. Does it work with electric furnaces too, with the powerlines in-between the inserters? That would make for a very compact design. It's probably going to be fixed at some point though You should play the item belting challenge campaign if you think it's going to be fixed.
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# ? Apr 27, 2017 13:17 |
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# ? May 11, 2024 10:50 |
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I mean, fix belts so that they don't intersect in physically impossible ways. They should obviously keep underground intersections in general. e: example: code:
code:
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# ? Apr 27, 2017 13:35 |
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Or just leave it as it is because it's not the end of the goddamn world
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# ? Apr 27, 2017 13:45 |
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Ambaire posted:Autosaves =/= manual saves. Always make a manual save of your factory when you go do something else / collapse for the night. I do like 'Adventures001' for my first save and then increment it each time I reach a good milestone or stop playing for the day. It was a normal save. I had saved the game as "Goon Island" and then gone to play with a friend. I went back yesterday and my "Goon Island" save had the friend's multiplayer game in it. Rexides posted:I was thinking about such a setup last night when I went to bed, glad that someone verified that it works. Does it work with electric furnaces too, with the powerlines in-between the inserters? That would make for a very compact design. It's probably going to be fixed at some point though You'll have to shift it about for the electric furnaces 3x3 shape but yes, it would work. And no, it's been in the game forever and sure as hell isn't getting fixed. I originally got the idea/design for the belt overlapping in this very forum back when Factorio was on version 0.13.x.
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# ? Apr 27, 2017 13:49 |
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It's not an exploit, it's clever use of game mechanics.
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# ? Apr 27, 2017 13:51 |
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Yeah, it's not a big deal. Like I said, I was thinking of doing what Alkydere did, but was just wondering if a future patch would render it impossible. e: Just to be clear, I started playing this game only last week and have no idea for how long interweaving belts have been around. e2: Dr. Stab posted:The second is something you need to do to complete the campaign. Wow, haha. Yep, definitely a feature then. Rexides fucked around with this message at 14:18 on Apr 27, 2017 |
# ? Apr 27, 2017 14:00 |
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Rexides posted:I mean, fix belts so that they don't intersect in physically impossible ways. They should obviously keep underground intersections in general. The second is something you need to do to complete the campaign.
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# ? Apr 27, 2017 14:08 |
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Collateral Damage posted:It's not an exploit, it's clever use of game mechanics. Yeah I'm pretty sure this is precisely how the devs feel. Your dude is able to craft and place a gun-turret that's bigger then him while back-peddling, with both hands full of SMG gunning down a horde of alien wildlife the entire time he does it. Realism is not the biggest deal to the devs.
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# ? Apr 27, 2017 14:25 |
Physics: you can pick up a locomotive that you're riding in and put it in your pocket.
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# ? Apr 27, 2017 14:30 |
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Now that there's all these train stopping improvements, I kinda wish there was damage to the locomotive when it slams into the end of a piece of track at speed rather than slowing down gracefully. Also, do the new pumps pump the same amount as the old pumps? Wondering how much I have to change my fluid designs because of them.
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# ? Apr 27, 2017 14:53 |
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No, they pump more. I think it's twice as much? Edit: Wait, pumps, not offshore pumps. Pumps do more as well, but I don't know off the top of my head how much. Edit Edit: Pumps are 4 time as fast now. Maybe offshore pumps are as well. They do also show how much they pump when you mouse over them, and machines that use liquids tell you how much they use. Onean fucked around with this message at 15:03 on Apr 27, 2017 |
# ? Apr 27, 2017 14:54 |
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Why am I being attacked in peaceful mode??
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# ? Apr 27, 2017 15:02 |
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RyokoTK posted:Why am I being attacked in peaceful mode?? Did you shoot at any biter stuff? They will engage in self defense on peaceful .
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# ? Apr 27, 2017 15:05 |
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Do they still do the thing where they occasionally dash in a random direction, and if they hit something turn hostile?
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# ? Apr 27, 2017 15:10 |
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GenericOverusedName posted:Did you shoot at any biter stuff? They will engage in self defense on peaceful . Absolutely nothing, I've hardly left my base, but I'm still being attacked. It's not as often as if I were playing on regular but I didn't expect to have to build any defenses and so I lost a ton of crap. e: I even got the achievement for triggering a biter attack by pollution. e2: Biter bases are also attacking me when I walk by them without me firing a shot, and I used the console to make sure peaceful mode is active, so I don't know. RyokoTK fucked around with this message at 15:26 on Apr 27, 2017 |
# ? Apr 27, 2017 15:09 |
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Sounds like they may have broken peaceful mode? It might be worth checking the official forums, see if anyone else has had it happen. Now that you don't need alien artifacts to launch a rocket, I turned alien bases off completely. Much easier than peaceful mode.
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# ? Apr 27, 2017 15:30 |
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RyokoTK posted:Absolutely nothing, I've hardly left my base, but I'm still being attacked. It's not as often as if I were playing on regular but I didn't expect to have to build any defenses and so I lost a ton of crap. I had it happen to me ran this and it hasn't been an issue again: code:
code:
Dirk Pitt fucked around with this message at 15:52 on Apr 27, 2017 |
# ? Apr 27, 2017 15:50 |
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Dirk Pitt posted:I had it happen to me This is what I did too. gently caress it, you don't need purple jelly anymore so I'll just delete them off the planet.
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# ? Apr 27, 2017 15:52 |
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I've discovered a grave oversight: there's no uranium axe.
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# ? Apr 27, 2017 16:19 |
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Jamsque posted:Also nuclear seems like a bit of a boondoggle unless you are willing to search far and wide for ore patches, or stockpile for a long time until you make it to enrichment tech. I mined out one large (25k+) patch of uranium and got maybe a few dozen usable fuel loads out of it. Maybe it's because I'm playing on railworld, but the 25k patch I have is literally too small to fit 9 miners on. The patches on the edge of what I could easily handle with tank are upwards of 1mil.
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# ? Apr 27, 2017 16:21 |
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Collateral Damage posted:
This furnace setup, by itself, out works anything I came up with running three other furnace areas.
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# ? Apr 27, 2017 17:08 |
Dirk Pitt posted:This furnace setup, by itself, out works anything I came up with running three other furnace areas. But it's terribly inefficient, tons of extra space and belt used? Why the splitters when you can just load underground belts directly? Arrrggghhh inefficiency
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# ? Apr 27, 2017 17:11 |
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It balances lanes a bit, which isn't terrible I guess. But yes, it's inefficient and there's not even space for beacons? I'm the last person to use beacons (modules are crazy expensive, plopping down an extra 3000 furnaces costs about the same amount of materials and effort with blueprints and the new placing blueprints straight from the map), but if you're going to make a convoluted design like that at least make space for the beacons
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# ? Apr 27, 2017 17:18 |
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any good youtubers doing a .15 run?
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# ? Apr 27, 2017 17:29 |
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Truga posted:It balances lanes a bit, which isn't terrible I guess. But yes, it's inefficient and there's not even space for beacons? I'm the last person to use beacons (modules are crazy expensive, plopping down an extra 3000 furnaces costs about the same amount of materials and effort with blueprints and the new placing blueprints straight from the map), but if you're going to make a convoluted design like that at least make space for the beacons Counterpoint: 3000 furnaces are worse with bots. 350 furnaces with beacons and modules are a lot easier on space which allows bots to be more efficient. Efficient is good (only) in the late game.
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# ? Apr 27, 2017 18:01 |
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But furnaces use belts, not bots
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# ? Apr 27, 2017 18:10 |
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Chakan posted:Counterpoint: 3000 furnaces are worse with bots. 350 furnaces with beacons and modules are a lot easier on space which allows bots to be more efficient. Efficient is good (only) in the late game. Why would you be using bots in a furnace rig?
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# ? Apr 27, 2017 18:23 |
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Blue belts only move so fast and at some point you setup everything to be bots because you're going for a more modular and scalable factory. requester chest> inserter> assembly3/furnace> inserter> passive provider chest e: I have transcended the concept of a bus, I go from awful spaghetti with yellow belt bus to a clean, perfect factory. Chakan fucked around with this message at 19:17 on Apr 27, 2017 |
# ? Apr 27, 2017 19:14 |
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Doorknob Slobber posted:any good youtubers doing a .15 run? KatherineofSky does a very structured 20-30 minute episode length series updated daily. She's got a very Midwestern cat lady vibe. She's got a cool community thing going on and regularly uploads her blueprints strings for use. ARavingLoon does a more relaxed long play, around 2-5 hour long episodes per week. He's has a much more bonsai tree approach to the game and streams live on hit box on Wednesday. Also litterally every youtuber that has done a Factorio thing came back for 15.
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# ? Apr 27, 2017 19:17 |
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Foreman doesn't work for 0.15 I need my ratio flowchart program, where can I find one that works for the latest version?
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# ? Apr 27, 2017 21:49 |
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Woah, woah, woah... the nuclear reactor needs 40MW to operate? So I've gotta have like 50 conventional steam engines just to jump start this thing?
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# ? Apr 27, 2017 22:04 |
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super fart shooter posted:Woah, woah, woah... the nuclear reactor needs 40MW to operate? So I've gotta have like 50 conventional steam engines just to jump start this thing? The whole deal with the nuclear reactor seems to be that it requires a massive boondoggle of logistics for serious late-game power generation. I'm surprised you can unlock it as early as you can, really. There's no way it could possibly be useful when you're still getting to grips with oil and bots. It should require at least purple science, possibly gold.
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# ? Apr 27, 2017 22:05 |
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super fart shooter posted:Woah, woah, woah... the nuclear reactor needs 40MW to operate? So I've gotta have like 50 conventional steam engines just to jump start this thing? No, it only runs on fuel cells which is where the 40MW comes from.
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# ? Apr 27, 2017 22:07 |
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Oh I see. I just noticed that the boiler also has 1.8 MW consumption in it's tooltip, now I get it. I'm thinking I might not get this thing running for a while, but in the meantime, is there any point to using turbines, heat exchangers, or heat pipes in conjunction with conventional boilers & steam engines, now that I've got all that stuff unlocked?
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# ? Apr 27, 2017 22:10 |
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Does the rate at which a uranium fuel cell depletes in a reactor change based on the number turbines or heat exchangers attached?
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# ? Apr 27, 2017 22:25 |
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Tenebrais posted:The whole deal with the nuclear reactor seems to be that it requires a massive boondoggle of logistics for serious late-game power generation. I got the research, set up one reactor with 4 heat exchangers and 4 turbines, which isn't even close to max capacity, and it completely replaced my 28 steam engines. Each piece of 235 also gives 10 fuel canisters, and canisters last long enough I'm able to get more 235 than I use. I think it's absolutely worth setting up nuclear power when you get the research. I'm just a tiny bit sad I'm not pushed to use the nifty solar/accumulator design I put together that uses 100 solar and 84 accumulators in a pleasing look. Spaseman posted:Does the rate at which a uranium fuel cell depletes in a reactor change based on the number turbines or heat exchangers attached? The rate changes based on your power consumption, actually. Onean fucked around with this message at 22:30 on Apr 27, 2017 |
# ? Apr 27, 2017 22:27 |
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Nuclear weapons are the goal, nuclear power is just a neat side bonus.
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# ? Apr 27, 2017 22:32 |
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Truga posted:It balances lanes a bit, which isn't terrible I guess. But yes, it's inefficient and there's not even space for beacons? I'm the last person to use beacons (modules are crazy expensive, plopping down an extra 3000 furnaces costs about the same amount of materials and effort with blueprints and the new placing blueprints straight from the map), but if you're going to make a convoluted design like that at least make space for the beacons And there's room for beacons too.
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# ? Apr 27, 2017 22:32 |
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Ambaire posted:You may find this imgur album of some use. It's a set of v.14 cheat sheet slides. Thank you!
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# ? Apr 27, 2017 22:37 |
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# ? May 11, 2024 10:50 |
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I don't know if its been mentioned but the stack inserter upgrades are REALLY worth researching as they do give a boost to standard inserters as well. All my fast inserters are able to move 2 items at a time right now which really changes things.
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# ? Apr 27, 2017 22:39 |