|
RyokoTK posted:And at least blue assemblers are something you already build. Unlike gray assemblers which only exist to be the thing that goes into blue assemblers. I strategically also put lamp and steel pickaxe production next to rail production so I don't need to build more iron stick factories
|
# ? May 6, 2017 19:25 |
|
|
# ? May 25, 2024 09:22 |
|
Lack of Gravitas posted:Are you playing with the 0.15.x experimental build? If you are, the only resource that changes how the island looks is the water one (should be low frequency and very big size for Goon Island). Also it should drop you right in the centre of the island every time (you can see the whole island on the minimap, with a bit of the mainland appearing in the top right and at the bottom). I'm apparently still on 14.23, I'll get right on that. 15.x is the recommended version here, not some crazy unstable dev-version, I'm assuming?
|
# ? May 6, 2017 19:34 |
|
.15 is on the early days of a public run so no promises on stability, but the hard crash stuff is usually fixed same day so 0.15.x is fairly safe.
|
# ? May 6, 2017 19:37 |
|
The only trick is when they change recipes, which they did a couple days ago for blue and purple techs.
|
# ? May 6, 2017 19:39 |
|
I added my own upgradeable refinery setup to the Goongle doc.
|
# ? May 6, 2017 19:40 |
|
I take it I've succeeded in generating goon island, but now it seems to me that this is rather small? I read something about "landbridges", so it occurs to me that I'm gonna need some basic mods for this, but outside of a :blueprint mod", the OP doesn't really have details on that. Are there recommended mods or modpacks for this?
|
# ? May 6, 2017 19:51 |
|
Duzzy Funlop posted:
The item is "landfill" and it's green tech and a lot of stone. It's vanilla.
|
# ? May 6, 2017 19:53 |
|
There is a landfill recipe in the base game that allows you to turn 20 stone to one block of landfill, like the previous mod. Granted, I haven't generated goon Island yet but that doesn't seem right?
|
# ? May 6, 2017 19:55 |
|
thats goon island, before the terrorforming
Baloogan fucked around with this message at 19:57 on May 6, 2017 |
# ? May 6, 2017 19:55 |
|
Yup, that's Goon Island and there's plenty of space and resources to get nuclear power and purple and yellow science, even. There's a huge stone deposit on the southern end you can use to make landfill.
|
# ? May 6, 2017 19:59 |
zedprime posted:.15 is on the early days of a public run so no promises on stability, but the hard crash stuff is usually fixed same day so 0.15.x is fairly safe. the only hard CTD i've encountered in .15.x so far has been cars* and who cares about cars when you can have tanks *specifically, you can build and place them, and then getting in them causes a CTD e: does anyone have a basic one-reactor nuclear setup? all the layouts i see online are ridiculous 4-reactor monsters President Ark fucked around with this message at 20:45 on May 6, 2017 |
|
# ? May 6, 2017 20:35 |
|
President Ark posted:the only hard CTD i've encountered in .15.x so far has been cars* and who cares about cars when you can have tanks There is a reason for that - while 1 reactor works as 1, 4 reactors work as 12. That's kind of an incredible fuel efficiency boost you don't want to miss out on.
|
# ? May 6, 2017 21:30 |
DmitriX posted:There is a reason for that - while 1 reactor works as 1, 4 reactors work as 12. That's kind of an incredible fuel efficiency boost you don't want to miss out on. i'm aware but it also takes a shitload of resources and i figure for Baby's First Nuclear Reactor™ instead of building the entire thing whole hog i'll start with one reactor and build up to the megamonster as i need more power
|
|
# ? May 6, 2017 21:50 |
|
President Ark posted:i'm aware but it also takes a shitload of resources and i figure for Baby's First Nuclear Reactor™ instead of building the entire thing whole hog i'll start with one reactor and build up to the megamonster as i need more power
|
# ? May 6, 2017 21:54 |
|
The whole increasing underground belt length for better belts is maybe the most feel-good change among an unlistable amount of improvements. I do a lot of belt bullshit and it makes sneaking underground belts through what is normally inserter right of way so much easier.
|
# ? May 6, 2017 22:09 |
|
https://forums.factorio.com/viewtopic.php?f=23&t=46646&p=268073#p268073 quote:This one has already cost tens of hours across multiple players. Anyone who has more than one game going at a time (say, a single and multiplayer save) is affected. moderator posted:This is not a bug as it is working as intended, if you want it changed, make a development suggestion. Is there a way to reach out to a dev directly? The bug forum moderator is being silly.
|
# ? May 6, 2017 22:11 |
i know they read reddit so try posting it there
|
|
# ? May 6, 2017 22:20 |
|
What the OCD moderator says is probably the best way in terms of Factorio forum. Not flushing the save name auto-populate probably meets some specification somewhere but its kind of dumb and only really coming to light in the brave new multiplayer world that's hit critical mass in the last couple of patches. When you have that sort of Factorio OCD, better stick to the OCD forum organization. And yeah, reddit might help if you can reach upvote critical mass.
|
# ? May 6, 2017 22:20 |
|
President Ark posted:e: does anyone have a basic one-reactor nuclear setup? all the layouts i see online are ridiculous 4-reactor monsters code:
|
# ? May 6, 2017 22:23 |
|
e: nm..
|
# ? May 6, 2017 22:26 |
|
Is there a link to this Goon google doc of blueprints? im a lazy fucker
|
# ? May 6, 2017 23:03 |
|
MrYenko posted:Is there a link to this Goon google doc of blueprints? been looking for this myself
|
# ? May 6, 2017 23:28 |
|
Bhodi posted:If you can afford to, I suggest building four reactors but only fill one or two wings of turbines/tanks in. You'll still need a minimum of ~15 steam tanks to capture the heat of a single 4 fuel burn or you're wasting fuel. If you can capture a single burn completely and you have a modest factory of blue science you'll have multiple hours worth of power in the steam tanks. Why do people do this? The guy just said he doesn't want to build four because it costs an exorbitant amount of resources. Forget efficiency and all that, he wants to start off with one and build up to four. The only thing helpful in this post was the amount of steam banks he needs to capture the entirety of the energy output. https://www.youtube.com/watch?v=Q_Eh7sz1Pik&t=645s KatherineofSky has an amazing nuclear reactor setup video. Feel free to watch the entire thing, but I paused it where it shows the ratios required for one nuclear station. For the lazy MrYenko posted:Is there a link to this Goon google doc of blueprints? https://docs.google.com/spreadsheets/d/1UC9oTYiTcdsG1pTxGWxrdbOvf-FqLRs0ClsYA2DekNk/edit?pli=1#gid=1058988126 Y'all fuckers better add to it. Goon Blueprint library must grow and overshadow all other meagre libraries. https://drive.google.com/drive/folders/0BwVHGs2mds_XRUVCekwxYnNldnc?pageId=118385990598174182887 Here's KatherineofSky's personal blueprint library. I personally haven't used it, cause I know if I do I'll probably never add to the Goon library. But whatever, she's got tonnes and they're all probably fantastic.
|
# ? May 6, 2017 23:30 |
|
Loopoo posted:Y'all fuckers better add to it. Goon Blueprint library must grow and overshadow all other meagre libraries. You do not want this from me. All belts lead to spaghetti. Thanks for the link, though.
|
# ? May 6, 2017 23:52 |
|
MrYenko posted:You do not want this from me. All belts lead to spaghetti. No problem, and I mean, if you think a blueprint isn't worth adding or doesn't beat a pre-existing design, don't add it.
|
# ? May 6, 2017 23:59 |
|
How do you handle multiple trains and unloading? Seems infeasible to run a line for every resource.
|
# ? May 7, 2017 00:04 |
|
Dirk Pitt posted:How do you handle multiple trains and unloading? Seems infeasible to run a line for every resource. You can totally run a line for every resource. Between iron, copper, coal, stone, oil and now uranium it's not that many to build, just set out station terminals in parallel and run the belts under the other rail lines. If you're producing a lot of other stuff off-base you should be deep enough into the robot game that you can have general unloading stations unload into active provider chests and have bots sort them out, but you'll need enough to sort hundreds of items in seconds.
|
# ? May 7, 2017 00:10 |
|
Dirk Pitt posted:How do you handle multiple trains and unloading? Seems infeasible to run a line for every resource. Each resource gets its own stop, but they share the track otherwise. You need signals to make that happen. Train signals require a bit of figuring out, but luckily there's a tutorial for that now.
|
# ? May 7, 2017 00:43 |
|
Dr. Stab posted:Each resource gets its own stop, but they share the track otherwise. You need signals to make that happen. Train signals require a bit of figuring out, but luckily there's a tutorial for that now. And once you get over the initial fear of trying to understand them, they're actually very, very simple. I remember when I first got into using trains, signals mindfucked me so hard. But now it's second nature and I scratch my head wondering how I ever got confused by it.
|
# ? May 7, 2017 00:48 |
|
I have a "core" double-line and then everything just branches out from there. I run a strict right-hand-drive on my railways, so trains can never meet head to head.
|
# ? May 7, 2017 00:57 |
|
I'll try and add my main train junction- 4 ore on one side, 4 for fluids in the center, and 4 for ore on the other side for a total of 12 stations to play with. Each station has 2 waiting bays, and a train going into the group of four can move to another station if there is a train already there. I seem to have solved the merging problem as the trains leave the stations, but it may be over-engineered at this point. Also will add the 4 lane/4 way junction that comes out of the bottom for the higher traffic area. Since I'm phone posting, is there a command that zooms out further? It's much larger than the normal zoom size.
|
# ? May 7, 2017 04:18 |
|
Made the mistake of tearing down my entire factory so that I could rebuild it nicer. Now all my assemblers and belts are in neat little chests, and I don't actually have a clear plan for rebuilding nicely ;_;
|
# ? May 7, 2017 04:18 |
Dirk Pitt posted:How do you handle multiple trains and unloading? Seems infeasible to run a line for every resource. Wait, you mean as a rail line or as a belt line.................................
|
|
# ? May 7, 2017 05:10 |
|
M_Gargantua posted:Wait, you mean as a rail line or as a belt line................................. I meant as a big line point to point. The unloading infrastructure takes up a lot of space. I guess I will do like Collateral Damage and run two main rails and at my factory branch some stops with infrastructure to unload and ship to my smelters.
|
# ? May 7, 2017 06:08 |
|
ShadowHawk posted:https://forums.factorio.com/viewtopic.php?f=23&t=46646&p=268073#p268073 "That's not a bug, if you want it changed you need to make a specification change" is the sort of software development bureaucracy that doesn't really have a place when you are developing a game and ordinary people are playing the beta. Jeez. redleader posted:Made the mistake of tearing down my entire factory so that I could rebuild it nicer. Now all my assemblers and belts are in neat little chests, and I don't actually have a clear plan for rebuilding nicely ;_; The perfect factory is the one that exists in my mind. The moment I have to put down any part of it I am making a compromise with reality and it's no longer perfect.
|
# ? May 7, 2017 08:24 |
|
So on my rail world game I've taken to using the car to get between my outposts. To facilitate this I'm building concrete roads all over the place, to mark where I cleared trees and rocks out of the way. The car isn't as fast as getting a train and setting it to go where I want, but I can freely change direction, and I can be much more liberal with my road network since I don't have to worry about messing up the pathfinding with loops. The train network is a strict tree but I can build roads wherever I want to be going. Plus, you know, pave the world.
|
# ? May 7, 2017 12:30 |
|
redleader posted:Made the mistake of tearing down my entire factory so that I could rebuild it nicer. Now all my assemblers and belts are in neat little chests, and I don't actually have a clear plan for rebuilding nicely ;_; Factorio.txt
|
# ? May 7, 2017 12:32 |
|
idea for remote powering outposts: have a regular steam stack but leave off the steam engines - put the steam in tanks and load onto short (1 engine + 1 tanker) train - insert train into train network outposts have a pump and tank powered by 1 solar panel and a couple of accumulators, tank connected to enough engines to power outpost useful for outposts that you can't be bothered running power lines to.
|
# ? May 7, 2017 12:33 |
|
That sounds a lot more complicated than just running power lines over to an outpost, and also it's really silly that steam can be transported like that.
|
# ? May 7, 2017 13:27 |
|
|
# ? May 25, 2024 09:22 |
|
id like some way to burn oil instead of turning it into solid fuel
|
# ? May 7, 2017 13:29 |