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Why the gently caress can't I pause in this game? In TYOOL 2019, I need to step away from the computer sometimes and I don't want some speedy armadillo rear end in a top hat eating me while I'm taking a leak.
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# ? Jul 25, 2019 09:16 |
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# ? Jun 7, 2024 10:31 |
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Bug Squash posted:Why the gently caress can't I pause in this game? In TYOOL 2019, I need to step away from the computer sometimes and I don't want some speedy armadillo rear end in a top hat eating me while I'm taking a leak. You dont really need to worry about this unless you decide to take a piss when you're standing by a guarded resource node
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# ? Jul 25, 2019 11:46 |
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My Spirit Otter posted:You dont really need to worry about this unless you decide to take a piss when you're standing by a guarded resource node Well fine, but still... why? I don't like to leave things running while I'm away, and it's so pointless not to have it.
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# ? Jul 25, 2019 12:19 |
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Bug Squash posted:Why the gently caress can't I pause in this game? In TYOOL 2019, I need to step away from the computer sometimes and I don't want some speedy armadillo rear end in a top hat eating me while I'm taking a leak. You have concrete, right? Make a box around yourself. Decon the box when you get back.
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# ? Jul 25, 2019 12:43 |
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Bug Squash posted:Well fine, but still... why? I don't like to leave things running while I'm away, and it's so pointless not to have it. It's an always online game for whatever reason. I tried loading my game when I didn't have an internet connection and ended up as a new player with no items. Joined once I got connection back and I was back where I should have been. Just save and quit if you want to pause, but it doesn't really matter in the end.
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# ? Jul 25, 2019 13:21 |
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The only time you really need to pause / exit is in the first hours of the game. Once you get a stable fuel source idling only benefits you, since you should be filling up resource buffers. I’ve barely explored in my game, just the minimum needed to create an oil pipeline from the east of the first map, and I’ve yet to see a mob around my base aside from the few that spawn around you.
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# ? Jul 25, 2019 16:49 |
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Once you put down any sort of structure, mobs cease spawning in a radius around it. So as long as you're not venturing far away from your base, you should always be safe. If you're exploring, yeah, either get up on something high or build a box or something.
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# ? Jul 25, 2019 17:23 |
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It's dumb because sometimes I need to adult while I'm being chased by something that wants to kill me.
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# ? Jul 25, 2019 17:35 |
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Grow, my base, grow....
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# ? Jul 26, 2019 02:58 |
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I really should put everything in nice boxes like that. Kinda wish you could build ladders on the sides of walls or whatever. It is handy that most factory buildings have built-in ladders but come on guys.
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# ? Jul 26, 2019 03:13 |
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Approx. 10 minutes after the discovery of splitter/merger belts, my base has become a twisted madhouse. Time to redesign.
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# ? Jul 26, 2019 12:16 |
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Speedball posted:I really should put everything in nice boxes like that. You know you can climb the side of stackable conveyor holders, right?
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# ? Jul 26, 2019 12:17 |
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Ambaire posted:You know you can climb the side of stackable conveyor holders, right? Additionally, you can build a conveyor holder while on the ladder. So if you build one, climb on, and point your view upwards a little bit, you can click madly and hold up and build at the same rate you climb. Makes getting to those cliff-top hard drives a lot faster.
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# ? Jul 26, 2019 14:26 |
Bobulus posted:Additionally, you can build a conveyor holder while on the ladder. So if you build one, climb on, and point your view upwards a little bit, you can click madly and hold up and build at the same rate you climb. Makes getting to those cliff-top hard drives a lot faster. I've had some issues with building multiple stackers in the same location using this technique so it might be bugged
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# ? Jul 26, 2019 15:16 |
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Question: What is the fastest way to build long ramps with foundations? They don't let you lay them down edge to edge like with the flat foundations. So right now I have to lay down a flat foundation, then stack two more and then go fill in with ramps and deconstruct the flats to preserve concrete (or not)
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# ? Jul 26, 2019 16:28 |
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Joda posted:I've had some issues with building multiple stackers in the same location using this technique so it might be bugged They changed the clearances so that shouldn't happen anymore.
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# ? Jul 26, 2019 17:01 |
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I place a flat foundation, then ramp on that, then a flat attached to that, then a ramp on that, repeat. I usually just leave the flats in, takes too long to go remove them from anything big.
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# ? Jul 26, 2019 17:05 |
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If you're only concerned about walking, just make ramped walkways. The ones in the Logistics tab use iron rods and iron plates and are SO much easier to build and aim. When you consider that they use half the materials and can be spammed, they're hella nice as an option.
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# ? Jul 26, 2019 17:25 |
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I go Ramp > Ramp underneath rotated 180 degrees > Ramp attached to flat side of lower rotated Ramp. Then I go back and delete all the rotated 180 degree ramps.
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# ? Jul 26, 2019 17:25 |
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This is going faster now that I have all the basic supplies made and don't have to run back to my first base for them. Up to computers, and going to work on supercomputers next. That huge building to the west is all oil refineries, because all the alternate recipes means I use a lot of rubber: Also dedicated another pure oil node to gas electricity. Up to 5,250 MW capacity, which I'm hoping will last me until I get nuclear components going, because the base is sitting at 2,500-3000 MW right now... edit: August update: base is running real rich (4,000 MWh with a portion of the machinery sitting idle), but I've got 2.8 turbo-motors per minute automated now. Bobulus fucked around with this message at 04:47 on Jul 31, 2019 |
# ? Jul 28, 2019 18:00 |
The lack of ability to easily copy-paste to scale up is really hurting my motivation to move into computer land.
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# ? Aug 4, 2019 03:59 |
M_Gargantua posted:The lack of ability to easily copy-paste to scale up is really hurting my motivation to move into computer land. Yeah. Also, at high levels there should just be unlimited inventory or like wormhole storage or whatever. Having to haul supplies across the map several times to set up remote bases or because you forgot something or miscalculated gets old real fast, and it doesn't really pose an interesting automation problem. It just sucks. The late game in general is just way too grindy.
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# ? Aug 4, 2019 04:08 |
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The problem is the game just doesn't scale like Factorio, performance wise. They need to prevent your expansion from growing exponentially because your computer would grind to a halt.
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# ? Aug 4, 2019 05:29 |
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Joda posted:Yeah. Also, at high levels there should just be unlimited inventory or like wormhole storage or whatever. Having to haul supplies across the map several times to set up remote bases or because you forgot something or miscalculated gets old real fast, and it doesn't really pose an interesting automation problem. It just sucks. I agree - I think it would be very awkward to have a blueprint system in 3D, but some sort of logistics network equivalent to have resources available to you from wherever would go a long way. In the Unreleased Content tagged section of the wiki there is a lot of quantum/dark matter related items we have never seen that specifically mention teleportation and dimensional manipulation. I believe we will get something for the end-game headaches with the next major content update.
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# ? Aug 4, 2019 06:04 |
And if not that update the next one. And if not that update, the next one. And so on
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# ? Aug 4, 2019 06:21 |
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Giving you guys a heads up on this one... the patch today made a slight change to how splitters work, and while it's mostly good, may give a few people a headache. Splitters and mergers now have an invisible internal inventory for a few items, which is designed to mitigate a bug where they would lock up when framerates got low. The bad part about this is that every conveyor belt with a splitter or merger in it is going to using its items to 'fill' those inventories, which means each one will suddenly have ten or more free belt slots. Which means that if you're like me and overbuild your supply and let demand determine when your machines turn on or off, you'll probably see a huge power spike when you log in today, as every single machine in your factory turns on. After a few minutes, all the belts will fill back up and your power will be back to normal, but you need sufficient power to run for those few minutes, so... Personally, I'm drat lucky I set up a huge buffer of spare power with nuclear just last weekend. Bobulus fucked around with this message at 20:11 on Aug 6, 2019 |
# ? Aug 6, 2019 20:08 |
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Bobulus posted:
How are you liking nuclear? To me it feels like the supply chain for the electromagnetic rods to run nuclear is too complex to rely on. I would be nervous trying to run my whole infrastructure on such a complex supply chain. Feels like any disruption in power/transport/etc will make you go dark and be very difficult to recover from. Coal/Gas is just so simple it supply and expand capacity on that seems hard to give that up.
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# ? Aug 6, 2019 22:53 |
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Coal is great because a single Miner mk2 can supply a pretty huge number of overclocked coal plants, it's just way easier in general. Nuke power should be a "one and done" endgame thing.
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# ? Aug 6, 2019 23:09 |
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Nukelear v.2 posted:How are you liking nuclear? To me it feels like the supply chain for the electromagnetic rods to run nuclear is too complex to rely on. I would be nervous trying to run my whole infrastructure on such a complex supply chain. Feels like any disruption in power/transport/etc will make you go dark and be very difficult to recover from. I somewhat agree with you. The way I have mine set up, I'm not using any of the alternate recipes for nuclear tech. So I'm running concrete, encased steel beams, and electromagnetic control rods up to the nuclear plans on a train. Harvesting of the uranium and creation of the nuclear fuel rods is done on-site. I've also got it set so that I consume two nuclear fuel rods per five minutes, but produce three. That way, even if the supply chain up to the plants is somehow disrupted, there should be a backup supply of ready rods to keep the current plants going or, in the extreme case, to temporarily get several more plants running on the fly. Also, since the two sites are only connected power-wise by the train line, all I have to do is disconnect the train station at my base and the the train and the NFR construction (which is less than 100 MWh of power) are completely disconnected from the rest of the grid, so if I had to get NFR construction going again, I could do it with some emergency biofuel generators. Still, the creation of all that radioactive waste is a pain, and what I'm thinking is that, I'm going to turn my nuclear power plants off until I need them. Right now, they're only running as buffers while my factory chugs away at making all those turbo motors that presumably will be needed for the next tier upgrade. Once I've got an industrial storage container full, my power usage should plummet, and then I'll go back to mainly relying on gas power. I might also, just for fun, network up all the geothermal plants on the map. I mean, why the hell not, right? Currently, you can't overclock them, but that will presumably eventually change.
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# ? Aug 6, 2019 23:13 |
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There's geothermal plants?
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# ? Aug 6, 2019 23:17 |
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Dreadwroth2 posted:There's geothermal plants?
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# ? Aug 6, 2019 23:33 |
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Just got home and checked... my base, as is, normally runs at about 4,000 MWh. This update made it jump to 6,100 MWh for a few minutes. Not crushing, but if you're already running near the limit, you might be in trouble.Dreadwroth2 posted:There's geothermal plants? Yeah. Currently they're not that great, because it only produces 300 MWh for a fairly expensive list of assembly parts, but once you have it up, it runs forever, so that's nice.
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# ? Aug 6, 2019 23:48 |
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Nukelear v.2 posted:How are you liking nuclear? To me it feels like the supply chain for the electromagnetic rods to run nuclear is too complex to rely on. I would be nervous trying to run my whole infrastructure on such a complex supply chain. Feels like any disruption in power/transport/etc will make you go dark and be very difficult to recover from. You could create an isolated power network fueled by gas/coal just for uranium supply.
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# ? Aug 7, 2019 20:34 |
It's a good idea to build a lot more fuel rods than you consume. And fortunately, fuel rods are consumed at such a slow rate that a big box of them will last forever. More than enough time to fix your system. Unless you've made like two dozen reactors. But if you've got two dozen nuclear reactors and a power spike your system can't handle... what the gently caress have you done. But I kind of agree with the warning about nuclear power production. I'll look into ways to cut off my non-nuclear production from the power grid, in case something goes horribly wrong. But I feel if the nuclear plants can't provide the power for their own fuel rod production, something must have gone incredibly wrong for hours. As long as I don't leave my game on overnight I'm not worried.
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# ? Aug 8, 2019 21:09 |
Uh, smart splitter? I'm getting wrong items on the belts. The belt containing mostly control rods and then a few encased beams is set to "everything else" while the belt containing only encased beams is set to encased beams. Did they change something about the "everything else" rule so it can also accept overflow or such?
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# ? Aug 18, 2019 13:33 |
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Yeah. They added a new rule that's "everything else" and the old rule functions the same as if you had put every item in the game on the list individually.
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# ? Aug 18, 2019 17:29 |
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I finally got turbomotors automated
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# ? Aug 19, 2019 04:22 |
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When I start setting up automatic power production, the very first thing I do is make a separate power grid for making the fuel. With coal, it's simple. Miners on the coal nodes. A coal power plant. That power plant connects to the coal miners and nothing else. One of the coal mines feeds to the coal power plant before it goes anywhere else. Then the rest of the coal goes into coal power plants that connect to the grid. Even if the grid overloads, the miners will still have power and will never stop producing. More complex with oil. But with a little jiggling (and a few temporary biofuel plants to power the oil pumps long enough to get the first batch of crude), one fuel power plant produces the wattage to power the oil pumps and oil refineries that supply the oil power plants. When I need to refine enough crude into fuel to run that out, I connect the second on the same system and it doesn't touch the main grid. Even if the grid overloads, the fuel production will be stable. Got complicated when I switched over to turbofuel, but I managed. But I confess that it was a stone-cold bitch to do with nuclear. The power requirements to make nuclear fuel rods are SO large that I actually have a regular fuel production line that powers it. And, to make sure THAT stays stable, there is its own dedicated power supply net. So I have a self-powering fuel generator that powers the fuel generators (plural) that power the nuclear plant. It was a COLOSSAL loving headache to plan and build and keep straight, but I felt so accomplished when I finally threw the switch and lit up my base with the light of nuclear fission.
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# ? Aug 19, 2019 07:19 |
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Cobbsprite posted:When I start setting up automatic power production, the very first thing I do is make a separate power grid for making the fuel. That seems a bit overly complicated for coal and gas with no real benefit that I can see. You can always just pull excess resources out of a neighboring power plant/miner and split the stacks to fuel your new powerplants. But usually I would just turn off the machine(s) that tripped the circuit, expand power capacity and then go turn them back on. Nuclear is of course a whole other problem and I think would need that level of production and power disconnect from main production. As pointless as nuclear seems now at least the rods are an apex product that you can actually use. My ever growing stock pile of turbo motors is looking kind of useless.
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# ? Aug 19, 2019 20:40 |
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# ? Jun 7, 2024 10:31 |
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I'm setting up my first oil outpost, about 2km away from my base. I don't have the tech for oil power yet, so I'm wondering how to power it. Nearest coal is 1k away, so my options are a dedicated truck system for coal, or stretch power lines through 2km of coastline. Which is the least stupid system until I can get that sweet oil power?
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# ? Aug 20, 2019 22:26 |