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Mr. Powers posted:You just back up the three way split/merge in each lane further away from the junction. If you go far enough, it ends up like a diamond with a cross in it rather than a cross and a diamond in the same small space. Lifesaver, thanks.
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# ? May 4, 2017 21:12 |
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# ? Jun 5, 2024 03:26 |
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Can someone repost goon island so I can bookmark it?
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# ? May 4, 2017 21:33 |
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Does anyone have a decent blueprint of a belt/underground belt/splitter factory all the way up to express?
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# ? May 4, 2017 21:41 |
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Firos posted:Does anyone have a decent blueprint of a belt/underground belt/splitter factory all the way up to express? https://factorioprints.com/view/-KYpTULTDIvDOsJfgjeS caveat, requires logistic bots to work.
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# ? May 4, 2017 21:49 |
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I can't see any logistics boxes there? Edit: Oh wait yes I can
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# ? May 4, 2017 21:52 |
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Loopoo posted:caveat, requires logistic bots to work. It'll work just fine, if you don't have logi boxes just replace them with normal ones. Those boxes are there for dumping old belts for recycling and automatically providing belts for player with logistics bots.
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# ? May 4, 2017 21:54 |
Operation square concrete goon island is under way
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# ? May 4, 2017 23:15 |
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I made a thing for blue science. It is very bad
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# ? May 4, 2017 23:50 |
Jack the Lad posted:I made a thing for blue science. It is very bad This is so bad that one of your assemblers decided not to make blue science! E: like a wad of angelhair
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# ? May 5, 2017 00:03 |
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vOv posted:Can someone repost goon island so I can bookmark it? https://pastebin.com/7CHG3CfB
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# ? May 5, 2017 00:20 |
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goon island is amazing.
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# ? May 5, 2017 01:15 |
Baloogan posted:goon island is amazing. to really complete the effect it should allow you to scatter garbage all over
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# ? May 5, 2017 02:13 |
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do you guys reccomend goon island as a first serious map? I've hosed around but never actually put time into this game, i wanna get a crazy factory going and the goon island looks neat.
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# ? May 5, 2017 03:30 |
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Nuclearmonkee posted:to really complete the effect it should allow you to scatter garbage all over and camp
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# ? May 5, 2017 03:35 |
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Here I was hoping that nuclear power would turn off coal power the way solar does, but it just runs at 50% capacity (while still using 100% of the nuclear fuel) and half my coal plant is still running. Do I need to design some fancy switch to turn the regular boilers on and off or is something broken?
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# ? May 5, 2017 06:05 |
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There's a mod for turbine priority: https://mods.factorio.com/mods/Kenira/TurbinePriority
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# ? May 5, 2017 06:07 |
You can also design a pretty low tech switch. Route all your coal steam engines through a power switch. Put an accumulator on the nuclear/factory side. Have the power switch activate if the accumulator is below a threshold (say 50). The coal plant will throttle back quickly when disconnected, and throttle up quickly when connected.
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# ? May 5, 2017 06:48 |
Nuclearmonkee posted:to really complete the effect it should allow you to scatter garbage all over It does! bitterandtwisted posted:I told an assembling machine to stop making a nuclear reactor
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# ? May 5, 2017 10:34 |
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Added a early expandable oil refinery setup to the goon factorio blueprint document, for those who struggle with oil. Again, if someone have input on improvements, please tell me. From the document: Oil refinery that you can expand easily with more of everything. Prepared for advanced oil processing and cracking, just need to change the refineries and pick recipes for the chemical plants. Hook up water to the top row of pipes, top left corner in the blueprint or elsewhere on that pipe. Oil goes into the tanks at the bottom left, marked with Oil. Coal goes into the belt that goes along the top, change it as needed. Add more tanks to the top if anything fills up, or add more cracking. http://imgur.com/BV3ISHo https://pastebin.com/tmmjM7Fk
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# ? May 5, 2017 10:57 |
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queeb posted:do you guys reccomend goon island as a first serious map? I've hosed around but never actually put time into this game, i wanna get a crazy factory going and the goon island looks neat. its fantastic, massive amounts of resources, definitely enough to make a landbridge to the mainland 10x times over. no biters, its 'enough' space
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# ? May 5, 2017 11:02 |
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It's great, I play in zero aliens mode because I don't want to bother with biters in the early to mid game but not having them around in the late game makes it kind of boring. Goon island is ideal because you can decide exactly when you strike out and you have a natural choke to protect the heart of your factory.
Sulphagnist fucked around with this message at 11:29 on May 5, 2017 |
# ? May 5, 2017 11:26 |
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If Stick Insect is still around in the thread, it might be time to update the OP for 0.15 And add a link to the Goon Island map string.
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# ? May 5, 2017 12:36 |
0.15.07 news posted:Balancing Guess that's why they call it the experimental branch, huh.
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# ? May 5, 2017 13:55 |
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That's tempting me to just start over a new factory now, drat. Red underground belts at 7 distance is cool and good.
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# ? May 5, 2017 13:58 |
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TBH that assembling machine was taking iron requirements for science pack 3 through the roof. Not that mining drill is vastly better...
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# ? May 5, 2017 13:59 |
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The jump from green to blue and blue to purple science was still a little steep so this smooths the curve out somewhat.
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# ? May 5, 2017 14:00 |
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I definitely like the idea of those changes, need to see how they'll play out now. I of course now need to restart after spending 3 hours calculating and designing my factory last night
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# ? May 5, 2017 14:10 |
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This makes me happy, kinda. My current save is hosed in a perpetual purgatory of me biting off more than I could chew, so it'd take me at least 5 hours to set things up properly before it even starts working. Gonna restart and hopefully pick a better save and not have it be so awful.
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# ? May 5, 2017 14:13 |
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I'm gonna need a bigger bus. Digging the underground belt changes. I mean I'm sure it's something I could of got a mod for in the past... just chose not to. Always amuses me that I've come up with some kind of arbitrary internal list of what mods are allowed and which are "cheating".
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# ? May 5, 2017 14:18 |
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quote:Inserters will no longer take fuel from locomotives and instead will take the burnt result items if the locomotive fuel uses that system. Now to get back to work on my reactor circuit interface mod.
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# ? May 5, 2017 14:27 |
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Of course those tech changes come after I got all the non-space tech research. Although blue tech requiring an electric driller now is actually worse since they take longer to build and require 1 more iron plate than a gray assembler.
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# ? May 5, 2017 14:34 |
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Mr. Powers posted:You can also design a pretty low tech switch. Route all your coal steam engines through a power switch. Put an accumulator on the nuclear/factory side. Have the power switch activate if the accumulator is below a threshold (say 50). The coal plant will throttle back quickly when disconnected, and throttle up quickly when connected. Do boilers automatically scale back consumption of coal and pollution produced if the engines aren't running? (= not consuming steam) scamtank posted:Guess that's why they call it the experimental branch, huh. Wow, I can't remember them ever adjusting tunnels before. And glad I decided to dive in and automate miners early on this time.
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# ? May 5, 2017 14:50 |
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RyokoTK posted:gray assembler You know, I hadn't thought about assemblers in color terms, but that raises an interesting question. I wonder if the devs have considered a unified color scheme for different levels of products. Belts go yellow -> red -> blue, assemblers go grey -> blue -> yellow, science packs go red -> green -> blue, etc. On one hand, having a single scale might make it easier to evaluate a factory at a glance. On the other hand, it might make factories look too dull or samey. Unrelated, the underground belt length upgrades sound amazing.
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# ? May 5, 2017 14:51 |
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rockopete posted:Do boilers automatically scale back consumption of coal and pollution produced if the engines aren't running? (= not consuming steam)
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# ? May 5, 2017 14:57 |
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Thanks, good to know.Toast Museum posted:You know, I hadn't thought about assemblers in color terms, but that raises an interesting question. I wonder if the devs have considered a unified color scheme for different levels of products. Belts go yellow -> red -> blue, assemblers go grey -> blue -> yellow, science packs go red -> green -> blue, etc. On one hand, having a single scale might make it easier to evaluate a factory at a glance. On the other hand, it might make factories look too dull or samey. The only mildly consistent things thing I've noticed are the inserters and the belts. yellow = basic, red = faster (sort of, with the long extender), blue = fastest
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# ? May 5, 2017 15:05 |
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Toast Museum posted:You know, I hadn't thought about assemblers in color terms, but that raises an interesting question. I wonder if the devs have considered a unified color scheme for different levels of products. Belts go yellow -> red -> blue, assemblers go grey -> blue -> yellow, science packs go red -> green -> blue, etc. On one hand, having a single scale might make it easier to evaluate a factory at a glance. On the other hand, it might make factories look too dull or samey. I'm glad that the colors aren't unified for this exact reason. Provided you have the materials there's not really any reason not to have the fastest and strongest of everything once you're in the late game, but I'm glad my entire factory isn't blue from top to bottom.
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# ? May 5, 2017 15:06 |
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rockopete posted:Do boilers automatically scale back consumption of coal and pollution produced if the engines aren't running? (= not consuming steam) As GotLag said this is true for boilers and steam engines, but it's not the case for nuclear power, but it sounds like you're not there yet anyway.
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# ? May 5, 2017 15:18 |
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RyokoTK posted:Although blue tech requiring an electric driller now is actually worse since they take longer to build and require 1 more iron plate than a gray assembler. To do 1 science a sec, you're only going to 2 assembler2s from 1 assembler1, plus a little more iron. The pumpjack removal is a massive change, though. It (used to) take 5 assemblers for the pumpjack, plus 3 for the pipe to support it, plus steel, plus the circuits. That's all down to one assembler with a iron/gear and circuits.
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# ? May 5, 2017 15:28 |
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Whoops. Inserters are now unable to fuel vanilla locomotives. Nuclear locomotives working perfectly though.
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# ? May 5, 2017 15:29 |
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# ? Jun 5, 2024 03:26 |
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I can't get the island map string to work, from 0.15.1 to current. It always generates the same terrain on different resource settings but is definitively not island-like. For other people who couldn't get it to work, was it like this? Platform? (MBP w/ Win8.1 in Bootcamp here).
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# ? May 5, 2017 16:08 |