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necrotic
Aug 2, 2005
I owe my brother big time for this!

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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Trabisnikof
Dec 24, 2005

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" :unsmigghh:

I do kinda wish the game dealt with water as a consumable/pollution affected resource.

GenericOverusedName
Nov 24, 2009

KUVA TEAM EPIC
Even if you could plant trees, they turn withered and gray and (slowly, eventually) die from high pollution exposure in this game.

Ratzap
Jun 9, 2012

Let no pie go wasted
Soiled Meat

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.

Dirk the Average
Feb 7, 2012

"This may have been a mistake."

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?

mossyfisk
Nov 8, 2010

FF0000
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"

Brainbread
Apr 7, 2008

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.

I call it "Nature, Tamed"

Is there a biter nest inside, with barbed wire and inward pointing turrets?

KirbyKhan
Mar 20, 2009



Soiled Meat
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.

:eng101::krakken:

GotLag
Jul 17, 2005

食べちゃダメだよ

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.

Yet I still struggle with how the inserters place the items onto which side of the belt.

Free your inserters!

Nuclearmonkee
Jun 10, 2009


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" :unsmigghh:

it would be good if extreme pollution actively corrupted the biome and made it hideous

KirbyKhan
Mar 20, 2009



Soiled Meat

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

GenericOverusedName
Nov 24, 2009

KUVA TEAM EPIC
What would belts and inserters be changed to?

KirbyKhan
Mar 20, 2009



Soiled Meat
Rainbow roads and ent branches obviously

Alkydere
Jun 7, 2010
Capitol: A building or complex of buildings in which any legislature meets.
Capital: A city designated as a legislative seat by the government or some other authority, often the city in which the government is located; otherwise the most important city within a country or a subdivision of it.



KirbyKhan posted:

Rainbow roads and ent branches obviously

I was gonna go with a carpet of brightly colored cartoon worker ants for the belts.

Xerol
Jan 13, 2007


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.

Ratzap
Jun 9, 2012

Let no pie go wasted
Soiled Meat

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.

Gwyneth Palpate
Jun 7, 2010

Do you want your breadcrumbs highlighted?

~SMcD

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

Loren1350
Mar 30, 2007

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.

necrotic
Aug 2, 2005
I owe my brother big time for this!

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

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

This would have been super useful before I got the fusion reactor.

Gwyneth Palpate
Jun 7, 2010

Do you want your breadcrumbs highlighted?

~SMcD

Roflex posted:

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.

this is from a while back but i just wanted to thank you for this, it's quite helpful

PiCroft
Jun 11, 2010

I'm sorry, did I break all your shit? I didn't know it was yours

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.

Samopsa
Nov 9, 2009

Krijgt geen speciaal kerstdiner!
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.

pumpinglemma
Apr 28, 2009

DD: Fondly regard abomination.

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.
All of these are good and worth checking out, although Factorissimo is basically a new style of game. Bullet Trails, Laser Beam Turrets and the assorted Color Picker mods are cool visual additions, and Honk! is a cool audio addition. Alien Biomes gives you some shiny new terrain. Nixie Tubes and Text Plates give you nice ways of labelling things. Picker Extended Version has an absurd amount of quality of life features to the point of being slightly cheaty, ditto Nanobots. Our very own GotLag has made a lot of nice small quality of life mods, notably including Fluid Control (which gives you valves and finer control over how pipes merge), Wireless Networks (for long-range circuit networks) and Nuclear Locomotives (because why wouldn't you). GDIW and GDIW Hotkey let you swap fluid inputs around for chemical plant and refinery recipes. EvoGUI gives you some useful information about pollution and biter evolution.

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!

Ratzap
Jun 9, 2012

Let no pie go wasted
Soiled Meat
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.

concise
Aug 31, 2004

Ain't much to do
'round here.

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

PiCroft
Jun 11, 2010

I'm sorry, did I break all your shit? I didn't know it was yours

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.

Ratzap
Jun 9, 2012

Let no pie go wasted
Soiled Meat

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 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.

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.

uPen
Jan 25, 2010

Zu Rodina!

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 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.

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.

Cockmaster
Feb 24, 2002

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

Samopsa
Nov 9, 2009

Krijgt geen speciaal kerstdiner!
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.

LLSix
Jan 20, 2010

The real power behind countless overlords

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:

https://mods.factorio.com/mods/bendb918/bot-start

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.

Breetai
Nov 6, 2005

🥄Mah spoon is too big!🍌
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.

Oodles
Oct 31, 2005

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.

Collateral Damage
Jun 13, 2009

Relieving the petroleum bottleneck is really one of the best reasons to upgrade to 0.15

RyokoTK
Feb 12, 2012

I am cool.

Oodles posted:

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.

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.

Collateral Damage
Jun 13, 2009

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.

Pornographic Memory
Dec 17, 2008
they also just flat out increased the yield of depleted oil wells

Collateral Damage
Jun 13, 2009

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.

Peepers
Mar 11, 2005

Well, I'm a ghost. I scare people. It's all very important, I assure you.


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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Oodles
Oct 31, 2005

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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