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Gwyneth Palpate posted:don't bus copper wires ever why
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# ? Aug 3, 2017 07:11 |
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# ? May 26, 2024 00:54 |
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copper wires take more way more space than plates, so it's always better to bus plates and make wires where needed man the u-235 ramp up when you finally unlock enrichment/mined the initial 40 is insanely satisfying. you obviously have logistics by then too so it's super easy to exponentially increase your uranium output.
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# ? Aug 3, 2017 07:35 |
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Because due one copper plate making two wires you'd need twice the infrastructure to move the wires directly.
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# ? Aug 3, 2017 07:36 |
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Zo posted:copper wires take more way more space than plates, so it's always better to bus plates and make wires where needed Chev posted:Because due one copper plate making two wires you'd need twice the infrastructure to move the wires directly. Thanks! That makes sense.
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# ? Aug 3, 2017 10:14 |
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Robots become so satisfying to use once you upgrade the first two tiers of speed / cargo capacity on them. Using them before that, they're just terrible cause they're so slow and frustrating.
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# ? Aug 3, 2017 20:47 |
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Q8ee posted:Robots become so satisfying to use once you upgrade the first two tiers of speed / cargo capacity on them. Using them before that, they're just terrible cause they're so slow and frustrating. Yesss... But not using them is even worse.
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# ? Aug 4, 2017 01:17 |
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it's really nice to have even the early slow robots for potion making since it's very low throughput but high complexity this game is taking over me and my buddy's life again. we finally began a .15 game (after not playing this game for like a year) and it's so much better than before with the added complexity, which is reasonable and fun unlike the fingernail pulling exercise which is angelbobs
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# ? Aug 4, 2017 02:49 |
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slow robots are still useful, because they can place blueprints with configured assemblers/machines and circuitry, which are things you can't do automatically by hand
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# ? Aug 4, 2017 02:56 |
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I've been playing with bobsmods and it's pretty over the top. In order to get level 2 factory units you needs basic circuit boards. Basic circuit boards need a greenhouse (which is built with glass that comes from refined quartz) to grow trees which can be cut into wooden boards and have resin extracted; then you add the copper wires to make even more basic boards, tinned copper wires, capacitors, and solder which is made by alloying lead and tin together. All this just to get a blue factory to make green science bottles.
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# ? Aug 4, 2017 10:05 |
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You're supposed to bootstrap it with wood from regular trees, no real need for greenhouses. And then you can do synthetic wood from oil later on.
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# ? Aug 4, 2017 10:10 |
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I always make the mistake when I first get construction robots up of thinking that I can finally pave this whole place. So I queue up a massive amount of concrete placement. I of course don't have anywhere near enough concrete production or stored, I don't have enough bots to do this, I don't have enough electricity to power the bots I do have, and I end up loving everything over and panicking trying to extinquish fires while the sad robot beeping echoes all around. And then I forget this until the next time I do a new game and reach that point.
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# ? Aug 4, 2017 12:57 |
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Unless you're doing Angel's petrochem, I think that removes the heavy oil->planks recipe. Once you get your greenhouses set up though it's infinite wood since they produce more than you put into them.
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# ? Aug 4, 2017 12:57 |
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GenericOverusedName posted:I always make the mistake when I first get construction robots up of thinking that I can finally pave this whole place. So I queue up a massive amount of concrete placement. I of course don't have anywhere near enough concrete production or stored, I don't have enough bots to do this, I don't have enough electricity to power the bots I do have, and I end up loving everything over and panicking trying to extinquish fires while the sad robot beeping echoes all around. Its okay, friend. Tiles paved is the true score in Factorio.
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# ? Aug 4, 2017 14:53 |
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I too dream of a concrete industrial hellscape to call home. Alas, I'm still learning to set up a complete science factory.
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# ? Aug 4, 2017 15:17 |
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NoNotTheMindProbe posted:I've been playing with bobsmods and it's pretty over the top. In order to get level 2 factory units you needs basic circuit boards. Basic circuit boards need a greenhouse (which is built with glass that comes from refined quartz) to grow trees which can be cut into wooden boards and have resin extracted; then you add the copper wires to make even more basic boards, tinned copper wires, capacitors, and solder which is made by alloying lead and tin together. All this just to get a blue factory to make green science bottles. Every single time I start a new factory I think "I'm gonna do Bob's Mods this time, I'm ready for it." And every time I chicken out. I feel like I should just jump into the deep end of the cold pool and get it over with, but I can't summon the courage.
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# ? Aug 4, 2017 15:52 |
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Dr. Pangloss posted:Every single time I start a new factory I think "I'm gonna do Bob's Mods this time, I'm ready for it." And every time I chicken out. I feel like I should just jump into the deep end of the cold pool and get it over with, but I can't summon the courage. Bob's is definitely a type of madness you might want to bring a friend with. Either that or just take it slowly. I highly suggest mixing it with Archangel's stuff as well. It's a combination that works really well. A few tips though: -Don't future proof from the start. Slap together a baby factory that gets iron/gears, steel, copper, stone bricks, and level 2 wooden circuits up and running first before you really start getting into madness. Maybe even wait until you get into plastic circuits as well. -Your factory will be huge. No, bigger. No, BIGGER. If you go with angels ore processing (which is honestly amazing when you get it set up) you will have an ore processing facility as big as a mid-sized vanilla factory JUST for refining ores into various metals and intermediaries. Which means once you get past the early red/green/gun science stage you need to plan for space when you start setting up your REAL production. -It's gonna be messy. Deal with it, again plan for space. -Pick and choose your Angel/Bob mod components judiciously. If you're not a fan of constantly fighting aliens then Bob's Aliens aren't for you (which means Bob's Weapons is also totally unneeded). -Bob's offers a few alternate ways to make certain materials, pick the one best for you. Archangel's mods offer and refine several of those alternate creation methods for you to pick between. -If you do go with Angel's Ores/Refining just crush and cook base ores for iron/copper/lead/tin. Going straight into sorting is a massive trap, you should wait until you have at least flotation cells first.
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# ? Aug 4, 2017 17:00 |
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Alkydere posted:Bob's is definitely a type of madness you might want to bring a friend with. Either that or just take it slowly. I highly suggest mixing it with Archangel's stuff as well. It's a combination that works really well. If he keeps chickening out of trying just Bobs, for gods sakes don't tell him to add Angels as well. Just getting through a Bobs game would do him fine for starters. I'd agree with your tips, particularly don't do Bobs alien tech. In fact just play completely without any aliens and concentrate on getting your head round Bobs. This is from a Bobs game and shows what he means. You can see the bootstrap area and ores round the water. Tech is all red + green done together with some bits of blue that make this phase easier. To the left I've started building rail heads to get the next factory going. I usually aim to build a 3rd, "real", factory once science is finished (or in infinite stage with 0.15) using all the best high tech stuff.
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# ? Aug 4, 2017 19:22 |
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Ratzap posted:If he keeps chickening out of trying just Bobs, for gods sakes don't tell him to add Angels as well. Just getting through a Bobs game would do him fine for starters. I'd agree with your tips, particularly don't do Bobs alien tech. In fact just play completely without any aliens and concentrate on getting your head round Bobs. It goes either way honestly. Angels does ad complexity, but at the same time that complexity makes Bob's simpler. At least for me. It also makes the map a LOT nicer and not a candy vomit of a dozen flavor of ores and liquid extractors which Bob's on its own can become. Angels ore processing takes up a bunch of space, but at the same time you can smelt your copper directly into spools of wire, or the tinned or gilded wire you need. Not just wire pieces, but a condensed spool that will expand into 16 individual wires for crafting for space saved on your bus. Running out of iron? Mix it with manganese or silicone to double it. Mix with cobalt and nickle to triple your iron production. Either way though, the best way to take Bobs, or Angelbobs, is one step at a time and/or with a friend. I will say Angel's Petrochem is an utter clusterfuck: I've got some muliphase oil pumps feeding into separators splitting them into oil and natural gas. The oil makes mineral/fuel/naptha oils (lube, fuel and..."stuff" respectively), the natural gas makes acids and a crazy, incestuous mess of organic chemistry that leads into plastics and other useful products. Edit: Oh and no matter what, if you're getting into mods, look up the Alien biomes mod! Alkydere fucked around with this message at 19:57 on Aug 4, 2017 |
# ? Aug 4, 2017 19:55 |
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Alkydere posted:Bob's is definitely a type of madness you might want to bring a friend with. Either that or just take it slowly. I highly suggest mixing it with Archangel's stuff as well. It's a combination that works really well. This did little to calm my nerves about starting. That said, thank you. Ratzap posted:This is from a Bobs game and shows what he means. You can see the bootstrap area and ores round the water. Tech is all red + green done together with some bits of blue that make this phase easier. To the left I've started building rail heads to get the next factory going. This is usually how I handle my factories now (bootstrap factory, then a real factory once I'm rail-enabled. Good to know I at least have that going for me thinking about getting into Bobs. Alkydere posted:Edit: Oh and no matter what, if you're getting into mods, look up the Alien biomes mod! Is that what's driving the different colors in that picture?
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# ? Aug 4, 2017 20:13 |
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Dr. Pangloss posted:Is that what's driving the different colors in that picture? Yup. You get red, yellow, green, blue, purple, etc. biomes with the alien biomes. Even a grey tundra and white snowpack. The latter actually kinda sucks since it actually slows foot/car/tank speed across it.
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# ? Aug 4, 2017 20:20 |
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Dr. Pangloss posted:This did little to calm my nerves about starting. That said, thank you. Bobs especially benefits from planning on having multiple factories fade into obsolescence. One bootstrap factory won't cut it. You'll probably want to bootstrap up several times. The last time I played Bobs I started on my good factory too early and it added a lot of overhead and walking time. I suspect Bobs would benefit a lot from a rail-based factory with lots of single product stops with input materials getting railed in and a train to pick up the output for transport to one or more other stops.
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# ? Aug 4, 2017 20:37 |
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LLSix posted:Bobs especially benefits from planning on having multiple factories fade into obsolescence. One bootstrap factory won't cut it. You'll probably want to bootstrap up several times. The last time I played Bobs I started on my good factory too early and it added a lot of overhead and walking time. Bobs is meant to be based around bots (according to posts ages ago by the author). Especially later on with the hypersonic mk4 ones you build modular sections of factory with a ton of robots doing a lot of the grunt work instead of trying to belt intermediates and older versions around.
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# ? Aug 4, 2017 22:56 |
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Ratzap posted:Bobs is meant to be based around bots (according to posts ages ago by the author). Especially later on with the hypersonic mk4 ones you build modular sections of factory with a ton of robots doing a lot of the grunt work instead of trying to belt intermediates and older versions around. Oh yeah, another Bob's hint: Start with the quick-start mod on medium which gives you modular armor with a fusion core, personal roboport and 50 construction bots from the get-go. Like, FUUUUCK doing everything by hand. Especially if you're Angelbobbing.
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# ? Aug 4, 2017 23:07 |
What sort of weird junction is that at the bottom?
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# ? Aug 5, 2017 02:08 |
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M_Gargantua posted:What sort of weird junction is that at the bottom? it's a four-way junction (that goes nowhere yet)
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# ? Aug 5, 2017 02:20 |
That's one of the strangest four way junction layouts I've ever seen. Could we get a closeup? It that I don't understand it, but just curious as to the why
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# ? Aug 5, 2017 02:26 |
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M_Gargantua posted:That's one of the strangest four way junction layouts I've ever seen. Could we get a closeup? Seems pretty standard to me. What do you use?
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# ? Aug 5, 2017 02:44 |
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M_Gargantua posted:That's one of the strangest four way junction layouts I've ever seen. Could we get a closeup? looks like it's this junction: https://factorioprints.com/view/-KcgsIRR4gAK7ZsWZEEN
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# ? Aug 5, 2017 02:45 |
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Ratzap posted:Bobs is meant to be based around bots (according to posts ages ago by the author). Especially later on with the hypersonic mk4 ones you build modular sections of factory with a ton of robots doing a lot of the grunt work instead of trying to belt intermediates and older versions around. Eew.
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# ? Aug 5, 2017 03:32 |
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My biggest element of confusion from this picture is that there's only one vehicle shown. I usually have five or six buggies strewn about my base from when I get out, wander off, and then see where one is ( ), and just build a new one. It's like my minecraft worlds likewise littered with crafting tables.
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# ? Aug 5, 2017 04:17 |
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Gwyneth Palpate posted:looks like it's this junction: https://factorioprints.com/view/-KcgsIRR4gAK7ZsWZEEN Heh, time flies when you're in Factorio... It's the compact version of that one. Dr. Pangloss posted:My biggest element of confusion from this picture is that there's only one vehicle shown. I usually have five or six buggies strewn about my base from when I get out, wander off, and then see where one is ( ), and just build a new one. It's like my minecraft worlds likewise littered with crafting tables. After I get exo legs I don't use vehicles again, running is faster. Cars in Factorio are annoying due to the sheer number of obstacles lying around.
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# ? Aug 5, 2017 04:23 |
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Cars are convenient in single-player (fewer exo-legs means more space for personal roboports!), but the one time I tried in multiplayer the latency made it super rough.
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# ? Aug 5, 2017 05:09 |
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How the gently caress do you charge batteries for exoskeletons? I have 10 solar panels, and even when I'm standing in one spot for 10 minutes setting something up, my batteries don't charge for poo poo.
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# ? Aug 5, 2017 07:19 |
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Equipment has an internal buffer that will charge before batteries do. If you right click the armor and then hover over internal parts you can see the stuff charging.
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# ? Aug 5, 2017 07:29 |
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Cool. It's still frustrating how useless portable solar panels seem to be. If having 10 solar panels isn't enough to ever charge 1 exoskeleton all the way and start charging a battery, what's the point of them?
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# ? Aug 5, 2017 07:32 |
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For powering most other things. There are tons of good uses for power armor besides exoskeletons that solar panels can satisfy just fine. Exoskeletons specifically are difficult to use prior to fusion reactors.
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# ? Aug 5, 2017 07:36 |
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What else do you put in them? Personal defense lasers, I guess. I found the personal roboport almost entirely useless, since it conflicted with the main roboports...
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# ? Aug 5, 2017 07:37 |
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I wish there was an intermediate step between solar panels and the fusion reactor. Comedy option, portable burner generator. e: ^^ There's a mod I forget the name of which disables the personal roboport when you're within the construction area of roboport buildings.
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# ? Aug 5, 2017 07:40 |
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Snak posted:What else do you put in them? Personal shields. The solar panel will give you enough juice to not get one-shot by a spitter and let you get out of a bad situation. NoNotTheMindProbe fucked around with this message at 08:15 on Aug 5, 2017 |
# ? Aug 5, 2017 08:12 |
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# ? May 26, 2024 00:54 |
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I used the mod that disable personal roboports when you are in range of a normal one, but removed it. It just makes you wait forever instead of having your personal squad do it right away. If you want the base robots to do it, I take the armor off. Thank you for that rail crossing, I have been trying to remember how it were for ages to show a Factorio buddy. A small note however, replace the entry normal signal with a chain signal.
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# ? Aug 5, 2017 08:23 |