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Roflex posted:That actually works out to 0.75/sec (blue assemblers) or 1.25/sec (yellow assemblers). But the ratios will still be correct and balanced. Details like this are just number noise to new players. Bhodi fucked around with this message at 15:43 on Jun 27, 2017 |
# ? Jun 27, 2017 15:39 |
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# ? May 25, 2024 18:24 |
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It pays to overbuild on red/green/blue science, but that can wait till later. They're relatively cheap resourcewise late in the game and there are quite a few later researches that need multiple beakers per science "tick." If you look at the raw material costs of the fancier science packs compared to the first three (even accounting for producing 2 production/high tech per cycle), it'll make perfect sense.
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# ? Jun 27, 2017 16:42 |
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yeah, i don't really worry about the assembler multipliers if i'm trying to just get a ratio right just use the same type of assembler for all the parts and it'll balance out
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# ? Jun 27, 2017 17:24 |
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Just build more. Bottlenecks and shortages are just how the game tells you what to build more of next.
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# ? Jun 27, 2017 22:12 |
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Hint: you need more of everything
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# ? Jun 27, 2017 22:35 |
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necrotic posted:Hint: you need more of everything except trees, you always need less trees
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# ? Jun 27, 2017 22:57 |
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my main problem i ran into is i had maximized my blue belt of copper wire, but i needed still more green chips, and the way my bus was set up i couldn't get more wire to my green chip branch easily. so i just waited, but that was my main bottleneck. loving green chips.
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# ? Jun 27, 2017 23:49 |
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crabrock posted:my main problem i ran into is i had maximized my blue belt of copper wire, but i needed still more green chips, and the way my bus was set up i couldn't get more wire to my green chip branch easily. so i just waited, but that was my main bottleneck. loving green chips. If you build the wire in situ and feed directly to green chips, you can carry twice as much copper on that same belt.
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# ? Jun 27, 2017 23:54 |
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related to belting around stuff, on my current map i finally made a bus line for gear wheels, and man is it useful
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# ? Jun 27, 2017 23:57 |
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I have an awful-rear end main bus system for my 2 science/second current base (4 lanes each of copper/iron, with circuits/steel made on-site for each assembler block). To the surprise of no-one except me, at full production things further than halfway down the bus are starved for iron/copper. Also my train setup is a nightmare because I didn't plan ahead. So in order to scale up to 10 science/second (600 science/minute), with the eventual aim of 1000 science/minute I think I'm going to start up a new base on my current map where I: - smelt iron/copper at the outpost, rather than in my factory (should drop train requirements by 50%) - train iron plates to some copper outposts, and create green circuits there (probably another 10% off the number of trains) - smelt steel at some iron outposts (again probably another 10% off) And then in order to not have my UPS drop through the floor I'm going to go solar/accumulator for power and gradually decommission my nuclear setup (nuclear = lots of fluid flows = UPS hit) and minimise the number of belts I have in favor of bots. But then using lots of bots means lots of roboports (or charging queues forever) which means lots of power draw which ... augh. It all goes round in circles. The only answer is "more".
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# ? Jun 28, 2017 01:21 |
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on my last map i also centrifuged uranium ore on-site with the uranium resource patch, which increased train throughput A Lot whatever you do, though, don't build rocket parts off-site and then train them in, they stack to 10 and it's horrible always build all the rocket components on-site with your silo
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# ? Jun 28, 2017 01:26 |
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Dr. Stab posted:If you build the wire in situ and feed directly to green chips, you can carry twice as much copper on that same belt. This. "Never belt copper cable" should be a golden rule of Factorio. It's the only item in the game (aside from wood I guess) where the output takes up more space than the input.
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# ? Jun 28, 2017 01:30 |
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Out of curiosity, then, for those who play on Expensive settings where a Green Circuit needs 10(!) Copper Wire and 2 Iron Plate: Are you just slapping down 5 Wire Factories around the Green Circuit Factory, and then somehow getting Iron in, too? I saw posts earlier about the 3:2 ratio for Greens, and that's great for normal pricing--anyone got some slick Expensive setups?
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# ? Jun 28, 2017 04:38 |
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Belts: Conventional railcar cliche: Drive-thru version, if you can manage to load iron and copper plates into the same cargo wagon: Phssthpok fucked around with this message at 07:15 on Jun 28, 2017 |
# ? Jun 28, 2017 07:05 |
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You can also use this, but it requires a few levels of inserter stack size research. It's more easily tileable though.
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# ? Jun 28, 2017 08:55 |
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I've also realized that I'm utterly terrible at this game. I'm trying a proper rail world run with factories set up as distinct "towns" that train resources in, make one or two product each, then train them back out. I spent three hours last night trying to build a green circuit factory and just tearing it down over and over because I wasn't happy with the train station for it. How do you get over your desire for making something perfect from the start and as a result never actually finishing it? Collateral Damage fucked around with this message at 09:34 on Jun 28, 2017 |
# ? Jun 28, 2017 09:29 |
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Make lots of towns, each one a little better than the last. Stop by your old towns later on and roll your eyes at how half-formed your ideas were. One of the nice things about railworld distances is that you can really easily make long queues for entering towns, and that didn't even occur to me for my first outposts.
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# ? Jun 28, 2017 09:38 |
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Also put your towns far away enough from everything that you can easily upgrade and expand them with the help of robots. What specific problems do you have with your trainstations?
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# ? Jun 28, 2017 10:42 |
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Just trying to come up with a flexible design that doesn't limit me from expanding in any direction and doesn't look like garbage.
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# ? Jun 28, 2017 13:28 |
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Collateral Damage posted:Just trying to come up with a flexible design that doesn't limit me from expanding in any direction and doesn't look like garbage. You'll never get this right on the first try. Don't try to make everything future-proof. Build something that's good enough but flawed, then use it until you need more, then tear it down and rebuild it.
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# ? Jun 28, 2017 13:38 |
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RyokoTK posted:This. "Never belt copper cable" should be a golden rule of Factorio. It's the only item in the game (aside from wood I guess) where the output takes up more space than the input. It's "never bus copper cable". You absolutely need to belt it for red circuits, science packs
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# ? Jun 28, 2017 13:46 |
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RyokoTK posted:This. "Never belt copper cable" should be a golden rule of Factorio. It's the only item in the game (aside from wood I guess) where the output takes up more space than the input. Iron sticks too, but you only ever need those in mass quantity for lamps and rails. Re: Things to bus - I've found it extremely convenient to have a belt of gears and a belt with one lane of gears / one lane of pipe. The latter feeds into my mall, engine builds, steam stuff, and a few other things. You can put the factory for this at the very beginning of your bus and it's basically 3 lanes of iron equivalent, so I can get away with just having 4 lanes of iron going the rest of the way. Needs an additional non-bus iron source though (I like to feed it from the end of my steel factory once the steel bus gets saturated).
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# ? Jun 28, 2017 14:36 |
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Thanks for the info nerds. Was thinking something more like this for circuits though https://www.youtube.com/watch?v=MedApxoUuo0 something that explains how to actual use the circuit network. Seems relatively easy as it is just basic logic but have to figure out all the weird fuckery the game does to implement it. Also I found out the hard way that making a giant production line that slaps everything on one belt is prolly not the best idea. Have to wrap my head around that I can expand indefinitely in any direction and that making small specific production lines is better than creating massive modular lines. I just wanted to future proof
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# ? Jun 28, 2017 15:05 |
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Roflex posted:Iron sticks too, but you only ever need those in mass quantity for lamps and rails. Eh, pipe is 1-1, so I prefer making it on site. Gears are great to bus though, as the compression is helpful.
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# ? Jun 28, 2017 16:13 |
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Phssthpok posted:Belts:
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# ? Jun 28, 2017 16:22 |
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Dirk the Average posted:Eh, pipe is 1-1, so I prefer making it on site. Gears are great to bus though, as the compression is helpful. It simplifies a lot of builds farther down the bus, which is why I've become a fan of it. For engine builds you just need to bring your mixed belt + steel in, and they're slow enough that unless you're doing super-beaconed ultrabuilds a yellow belt is sufficient (even with needing 2 pipes). You'll probably never need to make more than a steel chest of steam engines, so mixed belt + iron belt is good enough. And it's really nice to throw down an underground-belt mall for pumpjacks, chemical plants, and (if you can slip stone bricks in) refineries.
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# ? Jun 28, 2017 16:30 |
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I dont belt copper cable for red circuits either though.
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# ? Jun 28, 2017 16:48 |
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at least in normal mode, yeah, you can usually get away with building copper wires in place the only place where it sucks is for the yellow science packs, as the ratio is 15 copper wire to 14 yellow science i guess running the yellow science a second late each time isn't the end of the world though
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# ? Jun 28, 2017 17:01 |
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For my yellow science I built 16 assemblers (instead of the 15 I would need to be consistent with everything else) and have one copper wire assembler feeding into 2 yellow science assemblers. I figured "close enough" since I'm usually starving on Blue or Red circuits for yellow science anyway.
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# ? Jun 28, 2017 17:57 |
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Thought a bit more about using different tiers to get correct ratios instead of different numbers of machines. This is ratio-perfect and infinitely extendable (until your belts run out, of course). Replace the speed3 in the level 2 assemblers with a speed1 + speed2 to save a little on materials. Spread the rows apart by two extra spaces and use a long inserter or buffer chest to add beacons. Can also add beacons between on the sides by using extra undergrounds. edit: Each column will produce a module every 80 seconds.
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# ? Jun 28, 2017 21:30 |
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I am close to spooling up blue circuit and module production for my first time. I was waiting until I found a copper patch as that was about to run dry and finally found one that's a minute train ride out. Can't wait for it to be not enough. It's the only copper patch I have found so far, while iron/stone/coal are plentiful. Setting up my train system has been very enjoyable. Looking forward to building it out even more and adding circuitry to pickup stations. I think my next big push will be nuclear power. I haven't touched it yet. What are some hot takes on getting started with it?
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# ? Jun 28, 2017 23:38 |
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Our friendly thread factorio host recently started a new map with Bobs mods (no angels). Come join us!Roflex posted:Thought a bit more about using different tiers to get correct ratios instead of different numbers of machines. Neat. Beacons are 3x3; just move the bottom two belts down 1 and you can squeeze beacons in just fine in the same column the belts are in.
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# ? Jun 28, 2017 23:43 |
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blue chips suck. they basically siphon a whole belt of green chips dry in seconds. i feel like i need a dedicated green chip production JUST for blue chips.
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# ? Jun 29, 2017 03:26 |
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For those looking for a bit more complex game and not just Bobs/Angels again, the author of Anonymods released for 0.15 today. Get it here It's not as full on as the EVE was (he seems to have stopped doing that mod) but it's quite a lot more than usual.
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# ? Jun 29, 2017 03:33 |
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crabrock posted:blue chips suck. they basically siphon a whole belt of green chips dry in seconds. i feel like i need a dedicated green chip production JUST for blue chips. Now you're getting it.
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# ? Jun 29, 2017 03:43 |
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I've just started using the bus system. My layout was an embarrassment beforehand, it's still an embarrassment but it's at least more efficient. I've got a pretty solid red and green science production, now moving onto blue. Yet I still struggle with how the inserters place the items onto which side of the belt.
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# ? Jun 29, 2017 08:00 |
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Roflex posted:Thought a bit more about using different tiers to get correct ratios instead of different numbers of machines.
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# ? Jun 29, 2017 09:29 |
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ShadowHawk posted:Note that if you just replace the lower tier assembly machines with higher ones you'll instantly gain power and pollution efficiency for free. They'll be "unbalanced" but that's often a lot easier than stamping out more power capacity. I did eventually figure this out when I did the math. I started to do the math for efficiency modules but then realized the top machine is drawing 80% of the total load in the system and that has no room for efficiency so there's not really that much to gain. Might as well slap any spare eff1s you have in the free slots in machines 2+3 though.
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# ? Jun 29, 2017 09:40 |
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Am I the only one who wants the ability to plant trees? I'm plying on vanilla, but I love the idea of having small factories all over, connected by rail and walking/driving paths with huge swaths of trees filling in the gaps once I'm done building an area. I feel like I clear out enough trees but sometimes I over do it. Or I'd like to fill in a mined area so there isn't a big hole in a forest.
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# ? Jun 29, 2017 17:24 |
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# ? May 25, 2024 18:24 |
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El Jebus posted:Am I the only one who wants the ability to plant trees? I'm plying on vanilla, but I love the idea of having small factories all over, connected by rail and walking/driving paths with huge swaths of trees filling in the gaps once I'm done building an area. I feel like I clear out enough trees but sometimes I over do it. Or I'd like to fill in a mined area so there isn't a big hole in a forest. I want the opposite. I want the land to brown over, then black out with rivers of acid flowing down my roads as my pollution goes upwards past "out of control" and into "global warming worse than on Venus"
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# ? Jun 29, 2017 17:32 |