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After a shamefully huge amount of hours playing vanilla+RSO I want to try something new, so I was thinking Bob+Angel that gets talked about a lot. There seem to be about 15 different Bob mods through. Do I need each one?
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# ? May 28, 2018 05:18 |
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# ? Jun 10, 2024 08:37 |
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Galvanik posted:After a shamefully huge amount of hours playing vanilla+RSO I want to try something new, so I was thinking Bob+Angel that gets talked about a lot. They're mix n' match. Pick the ones that sound good. If that's too much for you, my personal picks: https://cdn.discordapp.com/attachments/423244050548654093/431635732000538624/Angel_10.zip That's a savegame (3 seconds in), just "load" it, there's a 'sync mods to save' button, and you're good to go. [I don't know if linking from discord works, so its experiment time ] This is how I get folks to join multiplayer Angelbobs, since listing off 20+ mods to people of various levels of giving-a-gently caress is a fool's errand
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# ? May 28, 2018 05:26 |
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I'm mid-way through a playthrough where I was after a bit more complexity (but not nearly as insanity-inducing as AngelBobs) and I can recommend the following : Hard crafting - mining iron or copper gives you new different types of items such as iron-nuggets, gravel, dirt, copper-sludge (as well as actual ore), so you'll need to filter/sort your ore before smelting Simple Silicon - adds silicon wafers to a few recipes (like Red circuits) Steam Cracking - all advanced oil processing/cracking recipes now require steam (NB : Hard crafting adds an oil-sand resource which RSO seems to not handle, but you can turn off the oil-sand part of the mod) If you want more in the ore-stage you can throw in Ore Chaos too - but I suspect you'll either love it or hate it...
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# ? May 28, 2018 09:21 |
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My seablock had finally reached logistics chests I'm 100 hours in and have 3 red belts of slag being created and I'm still low on damned everything, especially plastic and copper and iron. Not sure what to redo first, maybe the ore refining line? It's a shame barreling is so inefficient @ 50u/sec because i'd love to get rid of pipe hell. My petrochem section that grew organically is just the worst.
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# ? May 28, 2018 12:55 |
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While we're talking about mod recommendations, what would be some good mods to make enemies more interesting?(Both in terms of changing/adding to the current enemies, adding more walls and turrets, etc)
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# ? May 28, 2018 15:19 |
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Anyone know of a scheme to prevent corner turrets from getting hosed up by spitters? Obvious answers are "don't have corners" or "use repair bots" but sometimes geometry requires a corner or maybe you don't have robots yet. With a line of flamethrowers and gun turrets I do pretty well, nothing ever takes damage, but as soon as there's a corner that one turret seems to constantly get peppered.. best guess is because biters charge at a 45 degree angle and it can't kill spitters before they get a shot off.
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# ? May 28, 2018 22:18 |
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Basically, you cut the corner (just chop out the corner turret entirely). The problem is when you have that one turret on its own trying to handle the spitters - if you just take that turret out entirely, the two turrets that were next to the corner will handle spitters together.
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# ? May 28, 2018 22:32 |
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Also, is there a better moment in this game than when you unlock artillery?
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# ? May 29, 2018 04:43 |
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awww that island's shaped like a heart I want one mom I WANT ONE I WANT ONE
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# ? May 29, 2018 11:49 |
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In my head it's been batman island because of that penninsula in the upper right. Followed by an internal conversation of "or does it look more like a dog? hmm. maybe a cat." This has probably been the most fun stock game I've had so far.. it's a deathworld, with trainworld type resources (though instead of very large patches, I set it to small or very small). The pressure to constantly expand made the first 10 hours a bit touch and go, I had to skip the quality of life techs so I could maximize gun turrets and get a car ASAP. I got it pretty much licked now, this island has enough resources I will probably get bored of the playthrough before I drain it.
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# ? May 29, 2018 16:56 |
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Nalesh posted:While we're talking about mod recommendations, what would be some good mods to make enemies more interesting?(Both in terms of changing/adding to the current enemies, adding more walls and turrets, etc) I don't know about the quality of any of the mods that change enemies or military stuff but I hear good things about Rampant. It doesn't sound like it changes the units but it overhauls the big picture AI of where and when they attack so they don't just follow the straight line into your turrets. They will avoid attacking where a lot of biters have already died so you can't focus on one spot. They are also supposed to probe and actively search for weak spots, retreat if they are overwhelmed, rally nearby biters (which makes leaving your defenses a lot more dangerous), and maybe some other things too.
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# ? May 29, 2018 17:14 |
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I finally pushed through the post blue science ADD for the first time since the research redesign and nuclear power is pretty neat. My first draft fuel control solution was fun to hammer out even though I had to admit I forgot everything about using combinator latches practically and made chest and belt state machines instead. Next stop yellow and purple science. I've been staring intensely at my spreadsheet for yellow science and gawking at the copper requirements. But whatever, I've got enough power to just dedicate smelting to the fancy sciences now.
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# ? May 29, 2018 17:20 |
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I mean, once you get Kovarex Enrichment, there's not even a need to attempt to regulate your power usage. You just keep producing more and more U-235 and more and more fuel until the drat fuel chests are full, and you just keep burning it because who cares you can always get more. I cannot for the life of me understand why there are all these setups that read the level of steam in tanks and only feed fuel to a reactor under certain conditions... it's not like overheating is a thing yet. Just pump 'em full of fuel and expand to get more!
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# ? May 30, 2018 01:23 |
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XkyRauh posted:I mean, once you get Kovarex Enrichment, there's not even a need to attempt to regulate your power usage. You just keep producing more and more U-235 and more and more fuel until the drat fuel chests are full, and you just keep burning it because who cares you can always get more. I cannot for the life of me understand why there are all these setups that read the level of steam in tanks and only feed fuel to a reactor under certain conditions... it's not like overheating is a thing yet. Just pump 'em full of fuel and expand to get more! Totally agreed from a gameplay and resource scarcity standpoint. But counterpoint: It feels wrong and lame to setup a nuclear reactor with no controls. Like a real-life Homer Simpson shoveling as much glowing isotope in as she can handle with no consequences. Even though all I did was steal inserter circuit logic and an SR latch from Reddit, I still feel smug and self satisfied by cosplaying as a nuclear engineer.
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# ? May 30, 2018 01:28 |
For the same reason I design proper load shedding and backup generators: Because its elegant.
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# ? May 30, 2018 02:32 |
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Anyone got a fun islandly seed? with Rampant I feel like I should be allowed a few natural bottlenecks
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# ? May 31, 2018 14:38 |
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I do but you're gonna have to wait 9 hours for me to get home and copy it. (it's the one with the heart/batman island I posted a bit ago)
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# ? May 31, 2018 15:12 |
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I've also got one and am at work. I'll post it when I get home.
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# ? May 31, 2018 15:28 |
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seed '197739' yields this: After adjusting the water settings. The full string is code:
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# ? Jun 1, 2018 01:15 |
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Nalesh posted:Anyone got a fun islandly seed? with Rampant I feel like I should be allowed a few natural bottlenecks code:
Also, I've got a protip for making island maps: the map generator will push back large bodies of water from your starting location based on the starting area size. If you set water to [very] low frequency & [very] big, and set the starting area to very small, you'll have a much higher chance of getting an island/peninsula/isthmus.
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# ? Jun 1, 2018 02:04 |
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My map isn't quite an island actually, I forgot how huge the eastern side was. However, you may find it interesting as a rampant map still so here it is (the western point is actually disconnected):code:
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# ? Jun 1, 2018 04:38 |
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I know I added rampant to make enemies a bit more challenging, but this is ridiculous And I can't even find a setting to not spawn them so close to the spawn area.
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# ? Jun 2, 2018 23:16 |
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Rampant is mostly bad, but that doesn't really look like a Rampant issue so much as an unfortunate mapgen. Rampant makes the early game harder by preventing turtling meaning you actually have to give a drat about pollution, does nothing to midgame because you'll have walls up by then, and utterly loving ruins the late game by spawning infinite hordes of behemoths every five minutes (though you can at least limit the wave sizes in the mod settings) and making the AI overreact massively to any expension creep so you basically have to play Red Alert 1 turret spam to take new land unless you've got lots of water around. It also makes the AI much more likely to attack poles, belts, and the spawned hordes arise even if you've cleared out your pollution cloud. Plus the dev plans on adding burrowing so walling up is useless. And by default spit does a billion damage to walls all of a sudden. The 'spit is no longer homing' thing is good though, and the swarms acting in squads does at least look neat. For some reason I don't like 0.16 mapgen and the way water works. Even though I know they're acutally generating heightmaps and stuff now instead of just putting big arbitrary puddles everwhere the land:water ratio never feels quite right. Biter nest spawning also feels somehow off compared to 0.15 but I can't put my finger on why.
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# ? Jun 2, 2018 23:51 |
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My experience with Rampant's mostly the same as above, unless you tweak its settings, it's just an unfun slog. Running around and suddenly having waves coming from nests half a mile away just because you're physically "near" them is just ridiculous.
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# ? Jun 3, 2018 12:28 |
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Anyone good with filter splitters that can explain what I'm seeing here? I got a tidy little kovarex loop going and going into it I was worried I'd have to set up circuits to keep the belt loaded up, but as I was fussing with it I noticed that splitters with a priority will occasionally "leak" to the non prioritized side. In this example the belt is completely full so it happens pretty regularly, but it can happen any time there are several items clustered together (ie, they had been put on the belt by a stack inserter). With a completely saturated belt it ejects a U-238 from the left lane about every 9-10 seconds. The inside lane is more random but has a minimum of 14-ish seconds. It works way better than I could have planned and I'm curious if this is a game quirk or an intended behavior.
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# ? Jun 3, 2018 17:23 |
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Intended, sort of. The one side is prioritized, but unless the filter explicitly states "send X to the left", then when more than one (side of a) belt's worth of items hits the splitter, the 'extra' goes to the non-prioritized side, just as if you had two incoming lanes that could not both fit when compressed into one outgoing lane. VVV Correct Evilreaver fucked around with this message at 17:44 on Jun 3, 2018 |
# ? Jun 3, 2018 17:36 |
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I get that, I just don't understand the details of why it doesn't drain the obviously backed up priority belt. Is it because the belt is still technically moving, and it doesn't eject to the non-priority until it completely stops for a frame or two (like when there's a tiny hole in the belt, an inserter fills that hole, and the game shuffles everything around by a pixel to make room)?
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# ? Jun 3, 2018 17:40 |
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One side has to stop. it's technically not backed up when the thing can just run in a loop with what's on the belt, forever. If you want to make it work, just replace one section of the belt loop with a stack inserter.
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# ? Jun 3, 2018 23:46 |
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Actually it does work like it is now.. better than I could have designed. All the unneeded U-235 ships off to my ammo factory and the U-238 loops back around for conversion into fuel. I was just curious how it worked, and maybe whether it's gonna blow up on me at some point. So far it's been maintenance free for about 4 hours of play so it's probably fine.
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# ? Jun 4, 2018 00:05 |
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Could also artificially create gaps by turning off the belt before the inserter belt section unless that belt has less than 6 enriched. (would that work? not ingame atm)
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# ? Jun 4, 2018 00:11 |
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Ambaire posted:Could also artificially create gaps by turning off the belt before the inserter belt section unless that belt has less than 6 enriched. (would that work? not ingame atm) It wouldn't work with one tile being read specifically, cause a single lane will have at most 4 of an item per tile; 6 of two tiles would work, though. A simpler solution is put a single yellow belt somewhere. Immediately after the inserter gets you the most agile setup, I think.
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# ? Jun 4, 2018 00:22 |
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me to my wife: "look at how efficiently my trains run now." her (a normal person): "isn't that the whole game?" me: "kinda... yeah, i guess"
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# ? Jun 4, 2018 04:06 |
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Watching it in game it seems like a bit of weirdness from the game engine. I had one side of a belt split off when it wasn't saturated, while the other was and took 10 more seconds to split. My guess is it's kind like how underground belts work(ed?) by being boxes with different graphics, so every once in a while the input and outputs don't sync up right, and it splits to the low priority side. If you're worried about the setup breaking at some point because of a bug fix or optimization, maybe put a yellow belt in there right after the "out" splitter on the high priority side. Which would work like this when the centerfuges aren't at capacity. Then this once the belt gets full to any more than 1/2 saturation.
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# ? Jun 4, 2018 08:46 |
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question on main bus design, do you pull the metal/copper plates for circuits from (the start of) the main bus towards the circuit assembly area or do they get their own dedicated smelting area? Also how many tiles do you usually reserve for roads and trains and such?
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# ? Jun 4, 2018 09:59 |
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I usually just pull from the main bus, using a 4x2 layout (as in, 4 bus lanes, then 2 spaces, then 4 bus lanes, and so on). Haven't really done much with trains yet however (I got into Bob's Angels and have been crazy enough to bus everything, think my record was about 50 lanes and horribly inneficient ).
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# ? Jun 4, 2018 11:50 |
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How do you all load/unload trains? I found this design on Reddit which looks and seems really neat, but because the top inserters have to wait for the bottom belts to be empty it's not very even:
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# ? Jun 4, 2018 12:00 |
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This is my unloader. Fills belts instantly and is easy to spam. Only downside is you can only use four chests and you have to offset by a tile for multi-car trains.
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# ? Jun 4, 2018 14:21 |
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double nine posted:question on main bus design, do you pull the metal/copper plates for circuits from (the start of) the main bus towards the circuit assembly area or do they get their own dedicated smelting area? I usually start by pulling off the bus but once you get to blue chips you are probably going to want dedicated smelting for chips if want a decent rate of reds and blues without totally starving the rest of your factory. Jack the Lad posted:How do you all load/unload trains? I found this design on Reddit which looks and seems really neat, but because the top inserters have to wait for the bottom belts to be empty it's not very even: I found this version of that unloader (blueprint string in link) that uses circuits to make the inserters swing in sync so its evenly unloaded. I haven't tried it since the belt/compression changes so it might not work right anymore.
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# ? Jun 4, 2018 14:26 |
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Cool, thanks. I guess the important thing with these is mostly having 12 stack inserters to actually load and unload, since once whatever you're unloading it hits the boxes it only takes like 3 stack inserters to saturate even a blue belt from the boxes.
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# ? Jun 4, 2018 20:40 |
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# ? Jun 10, 2024 08:37 |
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I think the main reason for maximizing chests is to get the train unloaded as fast as possible. The mega factory folks seem to value that really highly, but I don't play at that scale so don't really chase after it. As long as my belt is full and the furnaces are all glowing I'm happy.
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# ? Jun 4, 2018 20:50 |