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Gwyneth Palpate
Jun 7, 2010

Do you want your breadcrumbs highlighted?

~SMcD

they're yellow :reject:

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Jabor
Jul 16, 2010

#1 Loser at SpaceChem

Gwyneth Palpate posted:

they're yellow :reject:

It's actually blue and black, looking yellow is just an optical illusion caused by unusual lighting.

BabelFish
Jul 20, 2013

Fallen Rib

M_Gargantua posted:

He's not bussing it, he's making it at the top of the stack

What really bugs me is that the output only uses one lane of that red belt

That many machines just barely fails to fill one side of a red belt, just stack two of this layout together and you just about fill a red belt on both sides. You could make it a little wider if you wanted, and twice as long to do the same thing, but that's a larger footprint.

concise
Aug 31, 2004

Ain't much to do
'round here.


Outputs almost 1 blue belt of green circuits.

I'm not happy with it yet because there is a bit much spaghetti, but it was a relatively easy replacement for my 3:2 setup from the beginning of the game. Requires Loader Redux.

Dirk Pitt
Sep 14, 2007

haha yes, this feels good

Toilet Rascal

Zo posted:

you can make green circuits off site since all they need is iron and copper, so this is what i do and then train in millions of green circuits so that i never worry about it

I just switched to this. A 1-1 train of green circuits comes in every now and then. All is well and now I can mass produce red and blue circuits.

NoNotTheMindProbe
Aug 9, 2010
pony porn was here
I bus copper coil all the time in angelbobs because you can cast it directly from an induction furnace into big coils that then get cut down by assemblers into regular coils. Plus there's also tinned copper wire, insulated wire, gold wire, solder wire....:sweatdrop:

Xerol
Jan 13, 2007


Dirk Pitt posted:

I just switched to this. A 1-1 train of green circuits comes in every now and then. All is well and now I can mass produce red and blue circuits.

Give it a month, when you'll have 2 unloading stations for 4-car trains and you still can't get them off the trains fast enough.

NachtSieger
Apr 10, 2013




So I'm trying to figure out why my genius (tm) idea for belting in water barrels and piping in petrol doesn't work to create sulfur, in that the sulfur plant doesn't accept anything into it for some reason. My setup looks like it should work.

NachtSieger fucked around with this message at 12:09 on Aug 29, 2017

Dirk Pitt
Sep 14, 2007

haha yes, this feels good

Toilet Rascal

NachtSieger posted:



So I'm trying to figure out why my genius (tm) idea for belting in water barrels and piping in petrol doesn't work to create sulfur, in that the sulfur plant doesn't accept anything into it for some reason. My setup looks like it should work.

I don’t think the sulfur machines output gas or water. I think it is only input.

NachtSieger
Apr 10, 2013


I've got the input/output correctly, I'm fairly sure.

poo poo, I'm gonna repost the picture because puush's alt shortcut hosed up the screenshot.

Gwyneth Palpate
Jun 7, 2010

Do you want your breadcrumbs highlighted?

~SMcD

NachtSieger posted:

I've got the input/output correctly, I'm fairly sure.

poo poo, I'm gonna repost the picture because puush's alt shortcut hosed up the screenshot.



You have the water and petrol going into the wrong inputs. Check the icons on the input -- water is going into the petrol input, and petrol is going into the water input.

NachtSieger
Apr 10, 2013


Oh poo poo, I didn't even notice that :doh:

Thanks!

Chev
Jul 19, 2010
Switchblade Switcharoo
There also isn't any water going into your acid plant.

Xerol
Jan 13, 2007


Reminds me of the problem I had a couple weeks ago with trying to figure out why this pump wouldn't connect to those pipes.

neogeo0823
Jul 4, 2007

NO THAT'S NOT ME!!

I'm phone posting right now so i can't link it, but when i get home I'll post a thing for a green circuit layout that makes two full blue belts of green circuits. It's been pretty nice having it around, except it melts through all my copper. I just need to make more mining outposts is all.

uPen
Jan 25, 2010

Zu Rodina!
Logistics train network is the best mod ever made, holy poo poo.

necrotic
Aug 2, 2005
I owe my brother big time for this!
I might look into that one now. I'm in the process of moving to a rail/bot only setup and it looks interesting. Is it pretty simple to use? I only glanced at the docs so far and it seemed like a lot going on, but it looked like mostly data for the network.

Drone_Fragger
May 9, 2007


2 full lanes of circuits? You are like a little baby. Observe:



Yea, it's probably not the most efficient setup but given space and power are essentially unlimited at this point in the game (since you can clone stamp out nuclear plants left right and centre and landfill every possible water obstruction) it suits my needs perfectly well.

Gwyneth Palpate
Jun 7, 2010

Do you want your breadcrumbs highlighted?

~SMcD

Drone_Fragger posted:

2 full lanes of circuits? You are like a little baby. Observe:



Yea, it's probably not the most efficient setup but given space and power are essentially unlimited at this point in the game (since you can clone stamp out nuclear plants left right and centre and landfill every possible water obstruction) it suits my needs perfectly well.

You might be able to save some space by using belt braiding to run a full belt of iron and copper in the same lane.

meowmeowmeowmeow
Jan 4, 2017
But you need a blue belt of copper and a blue belt of it on to make a blue belt if circuits. Can't braid belts of the same color.

Unreal_One
Aug 18, 2010

Now you know how I don't like to use the sit-down gun, but this morning we just don't have time for mucking about.

meowmeowmeowmeow posted:

But you need a blue belt of copper and a blue belt of it on to make a blue belt if circuits. Can't braid belts of the same color.

One blue of copper plus one yellow and one red of iron gets you there.

Platystemon
Feb 13, 2012

BREADS
Here’s mine:



Blueprint: https://pastebin.com/a1WEBXBE

Screenshot shows fast belts because that’s how I had it in my test world, but the blueprint string has express belts.

That’s as compact as it gets with 3:2 ratio and direct insertion. Modules/beacons ruin everything.

Platystemon fucked around with this message at 20:49 on Aug 29, 2017

Drone_Fragger
May 9, 2007


Honestly I could save more space by properly spacing the power poles better, but the braiding on that works pretty well anyway the way it is. can just get one belt of green out of each.

meowmeowmeowmeow
Jan 4, 2017

Unreal_One posted:

One blue of copper plus one yellow and one red of iron gets you there.

Didn't think of that, that's a neat trick.

KaiserSchnitzel
Feb 23, 2003

Hey baby I think we Havel lot in common
Well, finally ready to launch that first rocket and "win the game," although I'm certainly going to be playing on this map for many many more hours.

Of course, after playing the game now for a few weeks, I know that "winning" isn't the point at all.

If I were to offer some advice to the developers, I would change a few things:

1. Make a researchable jetpack that uses power armor equipment space, just so you can jump over obstacles (not infinite hover). Also, no firing of weapons while jumping. This is just for convenience and not getting hung up in a field of 250 miners.
2. There is tech to landfill in the game, but not a tech to excavate. This is simply baffling. I know there is a mod for this. And yes, of course I know it could be used to make moats - that's the point.
3. DOUBLE the size of the UI menus. My eyes are now permanently squinted and I have a hunchback after trying to distinguish between the different icons.
4. Make the blueprints not take up inventory space - or add a separate blueprint-only hotbar. Make blueprints easier in general to manage. They are easy to use, but a pain in the rear end to manage. The quick, temporary ones that you are using just to copy/paste a block section is just fine and can easily be disposed of; the ones that you plan to use again are more difficult than they need to be.
5. The way the hotbar works is painful. When you set up your hotkeys, those spaces are fine - but other spaces always turn into a mess, which isn't helped by the tiny icons.
6. For whatever reason, the circuits are completely obtuse and don't seem to work like any other circuits I've ever used before. Any tutorials on them are useless - they go from kindergarden to NASA in about three steps.
7. Requester chests come too late and I can't see a reason why those shouldn't be available at the same tech level as provider and storage chests.
8. The arbitrary 6 space placement distance limit is highly annoying. I know there are mods for this, but seriously.
9. There should be some method of transmission of power automatically between adjacent entities, or even automatic placement of power lines, or even power transfer via belts. Managing power cables was just about the most frustrating thing in the game.
10. Different levels of terrain elevation would make this into a much deeper game strategically and logistically. It would be awesome.
11. I had to quit my first game after like 20 hours because of biter infestation. I just couldn't take out their bases at all. The most I was able to do effectively was to leapfrog turrets in the direction of their nests and hope the turrets lasted long enough to get the job done. I know you can configure biter options, and that's great; but it really seems like the late-early game biter infestation is excessive.


Other than that, the balance of tech, production, and resource management is some of the best I've ever seen in a game. Although I'm a noob and certain mechanics are completely inscrutable to me at this point, I feel that they can be mastered - and the feeling of achieving things on a large scale like efficiency and volume of production is very satisfying. Well - except for the first hour of the game, which could be skipped entirely as far as I'm concerned.

But, what a great game. Lots of fun.

crabrock
Aug 2, 2002

I

AM

MAGNIFICENT






KaiserSchnitzel posted:

10. Different levels of terrain elevation would make this into a much deeper game strategically and logistically. It would be awesome.

i think a kinda of 2.5 like the original starcraft could be fun. just kinda more chokepoints and impassable obstacles. right now setting up defense is mostly "here is my super long wall of turrets" which isn't very fun to set up. pushing in and clearing out an area and setting up at the next choke point would be more fun imo.

Main Paineframe
Oct 27, 2010

KaiserSchnitzel posted:

6. For whatever reason, the circuits are completely obtuse and don't seem to work like any other circuits I've ever used before. Any tutorials on them are useless - they go from kindergarden to NASA in about three steps.
7. Requester chests come too late and I can't see a reason why those shouldn't be available at the same tech level as provider and storage chests.

6. The basic point of circuits is to see how many things are in a chest, belt tile, inserter, or whatever, and then activate or deactivate some other thing based on that. For example, detecting a backed-up belt (by reading the number of things on a particular tile) and then stopping the supply for that belt (by turning off an inserter or disabling another belt tile). A common example of a more advanced usage is to balance your train stop loading/unloading by using arithmetic combinators to average out the contents of your train stop chests, and then only activating the inserters if the number of items in the chest is over or under the average.
7. Provider chests and storage chests also supply construction bots, while requester chests are only used by logistics bots. It's a deliberate choice to put logistics bot usage higher on the tech tree than construction bot usage.

Snak
Oct 10, 2005

I myself will carry you to the Gates of Valhalla...
You will ride eternal,
shiny and chrome.
Grimey Drawer
You can scale the UI in the graphics options.

misguided rage
Jun 15, 2010

:shepface:God I fucking love Diablo 3 gold, it even paid for this shitty title:shepface:

KaiserSchnitzel posted:

11. I had to quit my first game after like 20 hours because of biter infestation. I just couldn't take out their bases at all. The most I was able to do effectively was to leapfrog turrets in the direction of their nests and hope the turrets lasted long enough to get the job done. I know you can configure biter options, and that's great; but it really seems like the late-early game biter infestation is excessive.
You might not have had the tech at that point but once you have a tank and personal construction robots (and maybe a level or two of robot flight speed) you can drive around running over nests and just ignore the biters themselves.

concise
Aug 31, 2004

Ain't much to do
'round here.

Roflex posted:

Give it a month, when you'll have 2 unloading stations for 4-car trains and you still can't get them off the trains fast enough.

With loaders you can get something like 12 blue belts per car and with warehouses you have 24 I/O slots, so 1 warehouse per car would max out your throughput.

Platystemon
Feb 13, 2012

BREADS

Gwyneth Palpate posted:

You might be able to save some space by using belt braiding to run a full belt of iron and copper in the same lane.



Staggering the assemblers slims it.

Three blue belts. Nothing tricky.

I still need to optimise the beacons and use both sides of the output belt.

Platystemon fucked around with this message at 22:10 on Aug 29, 2017

BabelFish
Jul 20, 2013

Fallen Rib

Platystemon posted:



Staggering the assemblers slims it.

Three blue belts. Nothing tricky.

I still need to optimise the beacons and use both sides of the output belt.
Couldn't you put iron on the green circuit belt and vice versa? That would fill both sides of the output belt.

Edit: Never-mind, you could use a split after two green circuit factories to re-balance

BabelFish fucked around with this message at 22:37 on Aug 29, 2017

Ratzap
Jun 9, 2012

Let no pie go wasted
Soiled Meat

KaiserSchnitzel posted:

6. For whatever reason, the circuits are completely obtuse and don't seem to work like any other circuits I've ever used before. Any tutorials on them are useless - they go from kindergarden to NASA in about three steps.

Here you go, study this to get a better grasp of how they work (who am I kidding, just enjoy)

https://forums.factorio.com/viewtopic.php?f=193&t=52270

Why tab out to use a calculator when you can make one with circuits.

crabrock
Aug 2, 2002

I

AM

MAGNIFICENT






i wish the base game came with better lane control. like easier splitting lanes, blocking half a belt, etc. i know you can do a lot of it with half an underground belt but it's annoying.

Chev
Jul 19, 2010
Switchblade Switcharoo

KaiserSchnitzel posted:

2. There is tech to landfill in the game, but not a tech to excavate. This is simply baffling.
Water is a resource in this game, not just an obstacle. They want you to have to take this constraint into account and not just be able to build a water supply out of nowhere.

Platystemon
Feb 13, 2012

BREADS

BabelFish posted:

Couldn't you put iron on the green circuit belt and vice versa? That would fill both sides of the output belt.

No. When inserters insert along the belt’s axis, they favour the right side (relative to the belt’s direction of travel). The up/down of the inserters doesn’t help.

sharkbomb
Feb 9, 2005
The ability to place water tiles would make walls completely obsolete. Not that I'd care, the defense aspect of Factorio is mainly a chore

uPen
Jan 25, 2010

Zu Rodina!

necrotic posted:

I might look into that one now. I'm in the process of moving to a rail/bot only setup and it looks interesting. Is it pretty simple to use? I only glanced at the docs so far and it seemed like a lot going on, but it looked like mostly data for the network.

It's very simple. You setup depots where your train idles and then requested and provider stations. You tell the station what it is, what it wants and what it has using a single constant combinator for each stop. Once it's running your train system basically works like a bot network with trains being automatically dispatched to fill requests on demand.

BabelFish
Jul 20, 2013

Fallen Rib

Chev posted:

Water is a resource in this game, not just an obstacle. They want you to have to take this constraint into account and not just be able to build a water supply out of nowhere.

There's also mods for things like "water pumps" you can use if you want things like that too.


Platystemon posted:

No. When inserters insert along the belt’s axis, they favour the right side (relative to the belt’s direction of travel). The up/down of the inserters doesn’t help.

Yeah, I keep forgetting they favor relative to the belt and not the inserter.

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neogeo0823
Jul 4, 2007

NO THAT'S NOT ME!!

Now that I'm home, this is the green circuit layout I use for late game. Takes a hell of a lot of modules to work fully, but it's end game for a reason. For early game, I use this, minus the beacons, modules, and with simpler belt layouts. Iron along the sides of the circuit assemblers, copper along the long edge of the coil assemblers, 1 belt out for the circuits themselves.

neogeo0823 fucked around with this message at 23:43 on Aug 29, 2017

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