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Oodles posted:Yet I still struggle with how the inserters place the items onto which side of the belt. The wiki has a good section on this.
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# ? Jun 29, 2017 18:56 |
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# ? May 25, 2024 20:08 |
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Evilreaver posted: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" I do kinda wish the game dealt with water as a consumable/pollution affected resource.
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# ? Jun 29, 2017 20:21 |
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Even if you could plant trees, they turn withered and gray and (slowly, eventually) die from high pollution exposure in this game.
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# ? Jun 29, 2017 20:40 |
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GenericOverusedName posted:Even if you could plant trees, they turn withered and gray and (slowly, eventually) die from high pollution exposure in this game. Only if you plant them in polluted areas. There was a mod (haven't seen it for 0.15 yet) called homeworld that let you grow crops and harvest fish to send back to the homeworld. Those died in pollution so you had to clear areas away from your actual base in which to do the farming and shuttle the produce back.
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# ? Jun 30, 2017 00:59 |
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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. Who taught the biters to post?
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# ? Jun 30, 2017 01:34 |
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I always like making a little park inside my factory, where I leave a few trees standing and decorate it with a combination of walls, concrete, and stone brick to make paths, features etc. I call it "Nature, Tamed"
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# ? Jun 30, 2017 02:01 |
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mossyfisk posted:I always like making a little park inside my factory, where I leave a few trees standing and decorate it with a combination of walls, concrete, and stone brick to make paths, features etc. Is there a biter nest inside, with barbed wire and inward pointing turrets?
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# ? Jun 30, 2017 03:04 |
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I always get a lil excited when I find a biter nest on an isolated island next to the coast. I usually put a lab, a radar, and a map ping calling it "Biter Habitat". Sometimes I'll build a lil smoke generating furnace or steam engine to feed the lil guys.
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# ? Jun 30, 2017 04:05 |
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Oodles posted: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. Free your inserters!
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# ? Jun 30, 2017 12:56 |
Evilreaver posted: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" it would be good if extreme pollution actively corrupted the biome and made it hideous
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# ? Jun 30, 2017 17:13 |
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Nuclearmonkee posted:it would be good if extreme pollution actively corrupted the biome and made it hideous ... But... But... My factory lives there. I now have an idea for a mod that replaces every asset with a Glittermitten Grove asthetic. Replace all the logi and construction bots with fairies, replace ore with magic crystals, roboports are turned into flower circles, and polution is replaced with glitter dust. All of the ratios remain the same ofc
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# ? Jun 30, 2017 17:49 |
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What would belts and inserters be changed to?
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# ? Jun 30, 2017 19:18 |
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Rainbow roads and ent branches obviously
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# ? Jun 30, 2017 19:23 |
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KirbyKhan posted:Rainbow roads and ent branches obviously I was gonna go with a carpet of brightly colored cartoon worker ants for the belts.
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# ? Jun 30, 2017 19:26 |
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Surprised I haven't come across a halloween mod that just makes everything spooky. Lamps -> jack-o-lanterns, inserters -> skeleton arms. Actually that's where I ran out of ideas so that's probably why there isn't such a mod.
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# ? Jun 30, 2017 19:26 |
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Roflex posted:Surprised I haven't come across a halloween mod that just makes everything spooky. Lamps -> jack-o-lanterns, inserters -> skeleton arms. Actually that's where I ran out of ideas so that's probably why there isn't such a mod. But there IS! Youki made one last Halloween, I had it in the open game we had going at the time. It just converted chests into pumpkins of various sorts though, no arms.
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# ? Jun 30, 2017 19:39 |
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something i've figured out recently is when you have crappy modular armor and barely any batteries/power production, you frequently run out of power when doing a lot of construction bot stuff when the bots are flying around you trying to recharge, you can right click them to pick them up, and they'll immediately redeploy with a full charge
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# ? Jul 1, 2017 00:30 |
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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. https://mods.factorio.com/mods/Schmendrick/fws is mine.
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# ? Jul 1, 2017 00:36 |
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Gwyneth Palpate posted:something i've figured out recently is when you have crappy modular armor and barely any batteries/power production, you frequently run out of power when doing a lot of construction bot stuff This would have been super useful before I got the fusion reactor.
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# ? Jul 1, 2017 02:10 |
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Roflex posted:Thought a bit more about using different tiers to get correct ratios instead of different numbers of machines. this is from a while back but i just wanted to thank you for this, it's quite helpful
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# ? Jul 1, 2017 14:45 |
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I've only just remembered I got this ages ago and finally played it properly. I started at around 4pm and didn't stop till nearly 5am. Think I found a winner here. Any suggestions for mods? Uniquely for me, I'm kinda not impressed with most of the mods I've seen since for games like this, I enjoy building smoke-spewing factories and logistics networks, but the vanilla game kinda includes everything I need. The only things I might find interesting is farming stuff and organics (which seems pointless as the character doesn't eat and there's no-one to sell it to) and military stuff (I've installed the Ion Cannon mod but not tried it yet). Also, seconding the person upthread who wanted pollution to turn the map into a smoggy vomit puddle.
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# ? Jul 1, 2017 15:54 |
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I mainly use ease of use mods like FARL, RSO, Fat Controller, Factorissimo, Long Reach. Bottleneck, Upgrade Builder & Planner, Squeak trough. Not necessary but helpful and cool.
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# ? Jul 1, 2017 15:59 |
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Samopsa posted:I mainly use ease of use mods like FARL, RSO, Fat Controller, Factorissimo, Long Reach. Bottleneck, Upgrade Builder & Planner, Squeak trough. Not necessary but helpful and cool. As far as major additions go, for biological stuff, Bio-Industries seems relatively popular but I've never tried it. If you want to make the game far more difficult, then go for Angel's mods and Bob's mods (they combine) and/or AAI, possibly with Marathon Mod Automated or SpaceX for a longer game. If you're totally insane, use the Sea Block modpack. You'll never have to set up a mining outpost again!
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# ? Jul 1, 2017 16:57 |
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There's also Anonymods for super complex. Pyanons new version is in beta now - farming, different science, coal products and his take on chemistry. Or for just loads of useful/weird/pretty stuff there's Youki industries (and all the rail addons). Plus you could try 5dims suite - again complex but not terribly popular these days. I'm not too fond of it myself either. I can't put my finger on why but it just feels off.
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# ? Jul 2, 2017 01:48 |
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Samopsa posted:I mainly use ease of use mods like FARL, RSO, Fat Controller, Factorissimo, Long Reach. Bottleneck, Upgrade Builder & Planner, Squeak trough. Not necessary but helpful and cool. RSO is great, but you should get RSO Radar to compliment it
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# ? Jul 2, 2017 04:02 |
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Thanks folks, that's a lot of suggestions. I'll take a look at a bunch once I've finished the game at least once, so I can have a fair idea of the baseline experience. I think my one complaint right now is that the campaign missions seem to take forever - the mission where you take over a wrecked base and have to repair the train system to deliver stuff from distant mines took me hours and hours, most of it just trying to produce the materials it arbitrarily asked me to load into the car. It doesn't help that the research itself takes forever as well. I know it needs to pace itself, but the missions themselves should probably be much shorter and take the form of tutorials to demonstrate concepts; only be around long enough to teach the player the concept and then take them onto the next lesson. The fact I was willing to put up with those hours of waiting still says a lot about the game though.
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# ? Jul 2, 2017 14:52 |
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PiCroft posted:Thanks folks, that's a lot of suggestions. I'll take a look at a bunch once I've finished the game at least once, so I can have a fair idea of the baseline experience. The first couple are sort of tutorials, the later ones are kind of more like challenge stages. I think most Factorio players skip them to be honest. Normally if something is taking too long or research is slow, you just add more until it's acceptable but those stages are quite restricted.
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# ? Jul 2, 2017 14:55 |
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PiCroft posted:Thanks folks, that's a lot of suggestions. I'll take a look at a bunch once I've finished the game at least once, so I can have a fair idea of the baseline experience. I did the tutorial ones but as soon as I loaded up the second campaign and saw how long it was taking I quit and started my own map.
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# ? Jul 2, 2017 18:46 |
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Samopsa posted:I mainly use ease of use mods like FARL, RSO, Fat Controller, Factorissimo, Long Reach. Bottleneck, Upgrade Builder & Planner, Squeak trough. Not necessary but helpful and cool. I've noticed a mod which starts you out with the parts for basic construction robot capability (modular armor, persona roboport, bots, blueprint, etc). Has anyone tried anything like that? It sounds like it'd be great for copy/pasting things things in your base for large scale production while you work your way to building your own robots: https://mods.factorio.com/mods/bendb918/bot-start
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# ? Jul 2, 2017 20:19 |
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I use this one: https://mods.factorio.com/mods/Pasukaru/quick-start The large setting is huge overkill, but nice if you just want to skip a phase of base building.
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# ? Jul 2, 2017 20:22 |
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Cockmaster posted:I've noticed a mod which starts you out with the parts for basic construction robot capability (modular armor, persona roboport, bots, blueprint, etc). Has anyone tried anything like that? It sounds like it'd be great for copy/pasting things things in your base for large scale production while you work your way to building your own robots: I use tiny start which starts you out with a personal roboport and 20 construction robots. It's pretty much the best thing ever. I use standardized modules for my factories anyways and being able to have the robots stamp them out instead of relaying out a furnace line for the 50th time is fantastic.
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# ? Jul 2, 2017 22:46 |
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Is there a mod that allows you to change the player logistics network request to a multiple of the components required for a selected blueprint? Because there needs to be.
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# ? Jul 3, 2017 00:42 |
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Running version 14.23 I've got to the point where I really wish I had coal liquefaction and uranium. I can see why liquefaction was added, as natural gas has become my bottleneck for red chips. And uranium as my whole town goes dark when I have a biter/spitter attack.
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# ? Jul 3, 2017 11:11 |
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Relieving the petroleum bottleneck is really one of the best reasons to upgrade to 0.15
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# ? Jul 3, 2017 11:25 |
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Oodles posted:Running version 14.23 I've got to the point where I really wish I had coal liquefaction and uranium. Liquefaction actually wasn't what made the oil game easier in .15, they also reduced the oil cost of plastic by 1/3 and that's the real lifesaver.
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# ? Jul 3, 2017 13:38 |
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There's also a ton more oil being spawned on maps. You don't get a single oil patch here and there, you get actual oil fields now.
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# ? Jul 3, 2017 13:40 |
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they also just flat out increased the yield of depleted oil wells
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# ? Jul 3, 2017 13:47 |
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To be fair I wonder if they didn't overdo it a little. More oil patches, more oil from each patch, coal liquification and lesser petroleum needed for plastic means you rarely even have to think about oil any more.
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# ? Jul 3, 2017 14:02 |
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necrotic posted: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? There's 2 important ratios to remember. The first is that each nuclear reactor will support 4 heat exchangers, plus 4 for each adjacent operating reactor. A 2x2 square of reactors will support 48 exchangers. The second ratio is steam turbines to heat exchangers, which is almost, but not exactly, 5:3. The 2x2 reactor setup powers 80 steam turbines. If you're starting really small-scale, you can store steam in tanks and use it to run your turbines for much longer than just the burn length of a fuel rod. The first reactor I put down, I tanked the steam and wired the fuel rod inserter to only operate when the tanks were running low. There's some efficiency lost as the reactor warms up each time, but my power draw was low enough that it still made sense. You'll probably want 6+ centrifuges processing ore just to start out with. At some point you'll definitely want to get Kovarex enrichment up and going as it completely eliminates the scarcity of U-235.
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# ? Jul 3, 2017 14:08 |
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# ? May 25, 2024 20:08 |
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Collateral Damage posted:There's also a ton more oil being spawned on maps. You don't get a single oil patch here and there, you get actual oil fields now. I found a patch of 5, which I've depleted so they're only doing a combined 1.5/sec. My next closest is a patch of 20 and they're surrounded by spawners. So I need to Desert Storm my way in, clear them out and steal their oil.
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# ? Jul 3, 2017 14:17 |