Gravy Jones posted:Build a small station on a spur. Wire up the inserters from the train to the logistics chest to only unload if there is < X of a given item in the chest (50 miners, 100 walls, whatever else you need). Drop a robo-port and construction bots. They build the outpost, and the chests keep getting topped up until they're done, but don't empty the train. Blueprint the whole thing and use it for all outposts. Doesn't even have to be a small station. You should be running 2-4 trains (Two locomotives followed by 4 wagons), so a 1-1 can be loco-cargo (logistics supplies) or loco-fluid (sulfuric acid for uranium mining + light oil for flame turrets) all utilizing the same station.
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# ? May 16, 2017 18:15 |
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# ? May 25, 2024 10:42 |
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Dr. Stab posted:e: The actual metric you use to determine where to prioritize productivity modules is resource consumption per second. Smelting is bad, because it takes multiple seconds and only consumes one resource. Gear wheels are great, because the recipe takes twice the ingredients and a fraction of the time. A productivity module placed in a gear assembler makes ~9 times as much free iron as one placed in a smelter. Science producers work very slowly, but their ingredients are worth a lot of resources, more than enough to compensate for the low crafting speed. My ratios But hadn't thought of it this way, makes sense. Thanks.
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# ? May 16, 2017 18:25 |
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Gravy Jones posted:My ratios Yeah, you want to design your factory to accommodate the shifting ratios and also so that you can prioritize the assemblers with the most modules. It's a lot easier to have a "no module" build and a "full module" build that at some point you just replace one with the other, but it's better to be able to smoothly ramp up. For example. it's so much more effective to bus gear wheels than make them in place, so you can easily add and remove assemblers as the demand changes. It's also somewhat worth it to have the design input ingredients on one end and output products on the other. People like designs where input and output belts move in opposite directions, but that design prioritizes one set of assemblers when you're short on input, and another set when you're backed up on output. If both go the same direction, then you're prioritizing the same assemblers at all times.
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# ? May 16, 2017 18:49 |
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Dirk the Average posted:Why aren't you tying a circuit condition to the steam tanks and then automatically having an inserter place a fresh fuel cell when they run low?
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# ? May 16, 2017 19:35 |
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Thanks for the liquid loading tips. Unrelated, they really need to make centrifuges circuit-readable. For reactors the steam workaround is straightforward and maybe the circuits can't read the reactor directly due to EMP technobabble blah blah blah, but not being able to read centrifuges for Kovarex enrichment smacks of artificial make-work. The reasoning makes no sense, unlike "let me measure power demand via steam", and it looks dumb. Either you have a yellow inserter linked to stack inserters putting items on a belt and picking them back up immediately before the yellow inserter can catch up, or you have something similar worked out with logistics chests. Ugh.
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# ? May 16, 2017 20:51 |
rockopete posted:Thanks for the liquid loading tips. Why centrifugues? They're just like an assember, miner, or refinery where they turn one thing into another. You either want them running around the clock or just use a power switch to disable them when you have a big surplus of uranium (And no ammo/nukes to put it toward)
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# ? May 16, 2017 21:27 |
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M_Gargantua posted:Why centrifugues? They're just like an assember, miner, or refinery where they turn one thing into another. You either want them running around the clock or just use a power switch to disable them when you have a big surplus of uranium (And no ammo/nukes to put it toward) You are correct as far as uranium ore refining. However, Kovarex enrichment, also done in centrifuges (once you research it) goes like so: 40x U-235 and 5x U-238 to 41 U-235 and 2x U-238 If you have the standard inserter input and output as you would for assemblers etc, they will pull all 41 U-235 out as soon as the process finishes, meaning you need either another 40 U-235 on the input side, or some kind of mechanism to count or cycle it back in. If you can't connect assemblers or refineries to the circuit network, then this is at least consistent with that. I assumed you could wire them.
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# ? May 16, 2017 21:39 |
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I'm like 95% sure you can't connect assemblers or refineries to the circuit network, only inserters and pumps.
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# ? May 16, 2017 21:42 |
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Careful with the new update, heat pipes have been severely nerfed and have broken my factory. 16 reactors (plus another 12 currently in construction) can barely produce 1.7GW now. RIP
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# ? May 16, 2017 21:45 |
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Yeah I didn't know how that change read -- apparently they made it so that heat pipes lose their heat regardless of how you build it, over distance? I mean I guess it's not a huge problem, you just have to build more smaller reactors rather than one ultra-reactor, which I suppose isn't the end of the world but it's kind of a bummer.
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# ? May 16, 2017 21:54 |
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Apparently right now Notch is livestreaming Factorio. I can't watch because I'm at work right now but... there you go.
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# ? May 16, 2017 22:12 |
rockopete posted:You are correct as far as uranium ore refining. However, Kovarex enrichment, also done in centrifuges (once you research it) goes like so: Yeah you can't connect assemblers, refineries, centrifuges, etc to the circuit network. And as circuit heavy as most of my factories are I can't see why you'd ever want to hook any of those to a network anyway. The other thing is that all machines differentiate between input and output slots. You still need to get the outputs out of the centrifuge and the inputs in. Doesn't matter that one of the outputs is reused in the input. Even if you could hook up a circuit to it that wouldn't do any good. For Kovarex just have two cycling belts. Stack Filter inserters output 235 onto one belt, and 238 onto another, and regular stack inserters pull them in. Then at the ends it just loops around, and you use splitters + wired belts to siphon off the excess or add more raw. RyokoTK posted:Yeah I didn't know how that change read -- apparently they made it so that heat pipes lose their heat regardless of how you build it, over distance? You just have to keep your Heat exchangers closer to the reactor and pipe the steam to the turbines further away. Make it a little more of a logistical challenge to setup huge reactor setups. The most compact I've gotten is 16 in an 8x2 grid. Any more than that and you can't fit enough exchangers to utilize the heat.
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# ? May 16, 2017 23:49 |
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M_Gargantua posted:Yeah you can't connect assemblers, refineries, centrifuges, etc to the circuit network. And as circuit heavy as most of my factories are I can't see why you'd ever want to hook any of those to a network anyway. I see. Thanks, I grabbed a blueprint earlier. Does anyone know the new/corrected 15.11 ratio or max heat pipe length before loss?
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# ? May 17, 2017 00:33 |
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M_Gargantua posted:You just have to keep your Heat exchangers closer to the reactor and pipe the steam to the turbines further away. Make it a little more of a logistical challenge to setup huge reactor setups. The most compact I've gotten is 16 in an 8x2 grid. Any more than that and you can't fit enough exchangers to utilize the heat. Yay, more big pipe mazes, because those are so much fun when setting up big petroleum plants
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# ? May 17, 2017 00:38 |
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M_Gargantua posted:You just have to keep your Heat exchangers closer to the reactor and pipe the steam to the turbines further away. Make it a little more of a logistical challenge to setup huge reactor setups. The most compact I've gotten is 16 in an 8x2 grid. Any more than that and you can't fit enough exchangers to utilize the heat. To be fair, it does make some sense, you're just adding more surface area for heat to radiate away through no matter how good the insulation is (and let's be honest, none of the materials used to make heat pipes are any good as insulation, they're like 90% copper). So the more you build out your stuff, the more of the heat escapes, the less efficiency you get.
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# ? May 17, 2017 00:38 |
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The change makes no sense though if steam still never loses heat.
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# ? May 17, 2017 00:48 |
is there a way to disable biter expansion on an already-made world, as i made what i thought was a railworld no-expansion game but the fuckers are expanding so i clearly put in something wrong e: and i'm in pretty deep (all but yellow/space science) so i don't want to restart
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# ? May 17, 2017 00:50 |
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President Ark posted:is there a way to disable biter expansion on an already-made world, as i made what i thought was a railworld no-expansion game but the fuckers are expanding so i clearly put in something wrong Press ~ and type code:
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# ? May 17, 2017 01:08 |
Dootman posted:Using this will disable achievements, however. don't give a poo poo, thanks
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# ? May 17, 2017 01:12 |
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President Ark posted:is there a way to disable biter expansion on an already-made world, as i made what i thought was a railworld no-expansion game but the fuckers are expanding so i clearly put in something wrong I have the same problem, started with railworld settings on goon island and thought the biters would be gone for good when the first bases were gone, but they quickly moved back into cleared areas. Has anyone made a map that for certain didn't have biters expanding? I'm kind of curious if it could be bugged to not work on the rail world default settings. Also, is there a way to view map creation settings on a map that's currently being played? I may have simply forgotten to turn them off at map creation or didn't have it set to rail world properly, and I didn't see any console commands like that on the wiki.
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# ? May 17, 2017 01:37 |
Grab the map exchange string and see what settings it picks.
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# ? May 17, 2017 01:49 |
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Manyorcas posted:Has anyone made a map that for certain didn't have biters expanding? I'm kind of curious if it could be bugged to not work on the rail world default settings. Something's up on your end, I'm playing rail world default settings and can confirm biters do not expand. In other news, updated heat pipes can suck it. There's no way to salvage my dear power plant. But I guess it was a good excuse to come up with something better. ...now for the difficult part: finding a way to install that thing in my actual factory.
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# ? May 17, 2017 04:15 |
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What is the first tool used here, which is dragged over the patch of ore? I've made blueprints before, but don't there need to be constructions there? https://gfycat.com/VioletPoliteHomalocephale
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# ? May 17, 2017 04:22 |
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That guy's tool uses single walls to map out the location
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# ? May 17, 2017 04:25 |
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Dr. Stab posted:You can always upgrade later and use the modules you took out to fuel further upgrades.
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# ? May 17, 2017 04:25 |
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Mr. Powers posted:Grab the map exchange string and see what settings it picks. ShadowHawk posted:Note this is rather easy to do -- you can control click higher level productivity modules into an assembler and it'll replace the lower level ones with them. Yeah turns out I just accidentally left all the default values on, didn't even set it to rail world. Funny thing is I tried the map exchange thing once and went "Oh, that's just for the land and water layout, it sets all the resource settings to default for you to change! "
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# ? May 17, 2017 06:05 |
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Filthy Monkey posted:What is the first tool used here, which is dragged over the patch of ore? I've made blueprints before, but don't there need to be constructions there? It's here
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# ? May 17, 2017 06:50 |
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Manyorcas posted:Yeah turns out I just accidentally left all the default values on, didn't even set it to rail world. Funny thing is I tried the map exchange thing once and went "Oh, that's just for the land and water layout, it sets all the resource settings to default for you to change! " I think you can change basically anything but water and still get more or less the same map. The resources will obviously vary but the main thing that matters is the seed and the water. Starting area changes it some but you'll still recognize the important details. In the case of Goonisland the seed is 3731112855 with water low and very big. Interestingly anything other than the biggest setting for starting area still gives you an island. I've been dicking around with the settings and generating maps and the general island shape is still there with a lake in the right place. On a big starting area it's just barely separate but on the biggest you get a blob of land with a partial ring of water but some big connections. I couldn't get a very small island to ever generate something playable (it was always missing at least one important resource...can't imagine playing the game without copper) but if you set the frequency of resources to high on a small island you can get everything. I found Goonisland to be too cramped so I went bigger but I can see the challenge of a smaller one being interesting in its way. ToxicSlurpee fucked around with this message at 09:38 on May 17, 2017 |
# ? May 17, 2017 09:02 |
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If someone ever finds an archipelago map string please post it.
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# ? May 17, 2017 09:18 |
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Now why didn't you build that east-west instead of north-south?
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# ? May 17, 2017 09:31 |
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Right now when I want to lay down a blueprint I hit B, click the blueprint (I'm not using books yet because I'm lazy), and place it. Then I hit q when I'm done. This means I get a copy of the blueprint in my inventory, which is annoying. Is there any way to fix that?
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# ? May 17, 2017 09:32 |
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There might be a mod for it, but otherwise no. Make a book and put your blueprints in that. While this blueprint system is better than the previous, I think they could still streamline it more by getting rid of physical blueprint items altogether and just having it a part of the UI.
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# ? May 17, 2017 09:35 |
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Collateral Damage posted:If someone ever finds an archipelago map string please post it. Is this good enough? https://www.reddit.com/r/factorio/comments/6bk3fx/i_wanted_something_new_so_i_created_waterworld/
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# ? May 17, 2017 11:00 |
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vOv posted:Right now when I want to lay down a blueprint I hit B, click the blueprint (I'm not using books yet because I'm lazy), and place it. Then I hit q when I'm done. This means I get a copy of the blueprint in my inventory, which is annoying. Is there any way to fix that? Make a blueprint book. Put blueprints in the book. When you want to use a blueprint, use the book, shift+scrollwheel to the blueprint you want to use, then place your blueprint as you normally would.
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# ? May 17, 2017 12:41 |
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It still makes too many blueprint items.
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# ? May 17, 2017 13:05 |
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Right click the blueprint and click on the red garbage can to delete it. Books as well. Books can also be saved in the blueprint menu. Then, using multiple books in different categories reduces the annoyance of finding any individual design and the inventory clutter. I could see a separate blueprint hotbar, bound to alt-#, and removing them entirely from the item inventory working. They'd have to rework the blueprint menu, but at least it's already there. Edit: I do vaguely recall one of the FFFs mentioning they didn't want to do this for some reason or other, though I may be misremembering.
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# ? May 17, 2017 13:29 |
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GotLag posted:Now why didn't you build that east-west instead of north-south? ... Goddamn it
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# ? May 17, 2017 14:05 |
seravid posted:... And you can throw a line of belts on the east side for that little bit of flair.
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# ? May 17, 2017 15:17 |
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GotLag posted:Now why didn't you build that east-west instead of north-south? No ring, so he didn't want to embarrass himself.
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# ? May 17, 2017 15:18 |
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# ? May 25, 2024 10:42 |
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GotLag posted:Now why didn't you build that east-west instead of north-south? Too many fingers. Or is that from the radiation?
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# ? May 17, 2017 15:49 |