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they're yellow
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# ? Aug 29, 2017 04:22 |
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# ? May 19, 2024 16:25 |
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Gwyneth Palpate posted:they're yellow It's actually blue and black, looking yellow is just an optical illusion caused by unusual lighting.
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# ? Aug 29, 2017 05:08 |
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M_Gargantua posted:He's not bussing it, he's making it at the top of the stack 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.
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# ? Aug 29, 2017 07:00 |
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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.
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# ? Aug 29, 2017 08:03 |
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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.
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# ? Aug 29, 2017 09:49 |
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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....
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# ? Aug 29, 2017 10:17 |
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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.
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# ? Aug 29, 2017 10:56 |
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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 |
# ? Aug 29, 2017 11:56 |
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NachtSieger posted:
I don’t think the sulfur machines output gas or water. I think it is only input.
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# ? Aug 29, 2017 12:05 |
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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.
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# ? Aug 29, 2017 12:08 |
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NachtSieger posted:I've got the input/output correctly, I'm fairly sure. 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.
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# ? Aug 29, 2017 12:10 |
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Oh poo poo, I didn't even notice that Thanks!
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# ? Aug 29, 2017 12:15 |
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There also isn't any water going into your acid plant.
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# ? Aug 29, 2017 12:22 |
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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.
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# ? Aug 29, 2017 12:41 |
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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.
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# ? Aug 29, 2017 17:17 |
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Logistics train network is the best mod ever made, holy poo poo.
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# ? Aug 29, 2017 18:11 |
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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.
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# ? Aug 29, 2017 19:40 |
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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.
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# ? Aug 29, 2017 20:08 |
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Drone_Fragger posted:2 full lanes of circuits? You are like a little baby. Observe: 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.
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# ? Aug 29, 2017 20:11 |
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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.
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# ? Aug 29, 2017 20:40 |
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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.
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# ? Aug 29, 2017 20:42 |
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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 |
# ? Aug 29, 2017 20:45 |
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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.
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# ? Aug 29, 2017 20:47 |
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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.
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# ? Aug 29, 2017 20:53 |
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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.
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# ? Aug 29, 2017 21:25 |
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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.
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# ? Aug 29, 2017 21:39 |
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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. 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.
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# ? Aug 29, 2017 21:51 |
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You can scale the UI in the graphics options.
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# ? Aug 29, 2017 22:01 |
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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.
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# ? Aug 29, 2017 22:01 |
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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.
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# ? Aug 29, 2017 22:06 |
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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 |
# ? Aug 29, 2017 22:08 |
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Platystemon posted:
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 |
# ? Aug 29, 2017 22:20 |
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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.
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# ? Aug 29, 2017 22:23 |
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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.
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# ? Aug 29, 2017 22:31 |
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KaiserSchnitzel posted:2. There is tech to landfill in the game, but not a tech to excavate. This is simply baffling.
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# ? Aug 29, 2017 22:36 |
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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.
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# ? Aug 29, 2017 22:37 |
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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
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# ? Aug 29, 2017 22:41 |
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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.
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# ? Aug 29, 2017 22:45 |
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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 belts axis, they favour the right side (relative to the belts direction of travel). The up/down of the inserters doesnt help. Yeah, I keep forgetting they favor relative to the belt and not the inserter.
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# ? Aug 29, 2017 22:50 |
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# ? May 19, 2024 16:25 |
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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 |
# ? Aug 29, 2017 23:38 |