FARL + 3 locomotives + 20 wagons + four locomotives and 12 of the wagons are just filled with concrete. Only peasants drive over dirty grass
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# ? Nov 5, 2019 07:07 |
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# ? May 25, 2024 06:09 |
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M_Gargantua posted:2-4 is gods one true locomotive-cargo arrangement With Nuclear Locomotives that's 1-4
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# ? Nov 5, 2019 07:53 |
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just build a single train that is long enough to cover the entire track at all times. eventually the superior throughput will compensate for all latency issues
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# ? Nov 5, 2019 08:39 |
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M_Gargantua posted:2-4 is gods one true locomotive-cargo arrangement I tend to start out with 1-2, then moving to 1-4-1 since that lets me reuse the unloading stations between the train types. (That's 1-4-1 with both locomotives pointing the same direction.)
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# ? Nov 5, 2019 09:24 |
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4-4-0 is the best arrangement
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# ? Nov 5, 2019 10:15 |
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scaevola posted:I tend to start out with 1-2, then moving to 1-4-1 since that lets me reuse the unloading stations between the train types. (That's 1-4-1 with both locomotives pointing the same direction.) This is what I do for the same reason. You can further expand this by just adding more 1-4-1 groupings every time you need larger trains, to the point where I've had 1-4-2-4-2-4-2-4-1s before. Bonus because you can reuse unloading/fueling blueprints for each 1-4-1 segment. Main thing is to just make sure the locomotives are always in the same spot. Why would you mix trains of different lengths anyway? Main reason is cargo size relative to recipe requirements - you want your ore trains moving tons and tons around, so I go with the 4 or 8 car trains for those. If outposting production, I'll move plates around in 4 car trains, and sometimes green chips and gears. The 2 car trains are mostly for later intermediate products like red chips. Oil tankers are usually 1-1 because most of the time is spent loading at the outpost.
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# ? Nov 5, 2019 10:57 |
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Get in at the ground floor on an exciting lovely mod idea! I don't like the unsightly damage to the forest near my base, so I am planning a mod to add two capsules. Fertiliser capsules that "heal" trees by undoing one level of leaf loss for each tree in their area of effect Tree-planting capsules that are kind of like a cluster grenade but instead of explosions each secondary impact create a near-dead tree Treenade submunitions will only successfully plant if they land on unpaved tiles and aren't colliding with a building or existing tree. I want to keep the new items to a minimum so instead of adding intermediate ingredients I'm thinking the fertiliser capsule would be made in a chemical plant from explosives, steam, stone and maybe also coal. The treenade would be made of fertiliser capsules and wood. I could enforce severe cooldowns by giving the new trees less than full health and lowering tree health when re-leafing them, and only letting fertiliser move trees up a level when they're at full health. Thoughts?
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# ? Nov 5, 2019 11:17 |
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I use 1-2 to start, and then expand to 1-4-1 so I don’t have to redo my stations (and also because I like the looks of it, I guess). But yeah, LTN is the real way to go, you can even mix and match train sizes.
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# ? Nov 5, 2019 11:57 |
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GotLag posted:Thoughts? You monster.
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# ? Nov 5, 2019 14:06 |
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Truga posted:4-4-0 is the best arrangement 4-8-8-4
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# ? Nov 5, 2019 22:27 |
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GotLag posted:Get in at the ground floor on an exciting lovely mod idea! I'd like repair capsules for trees. Wanna point out tho that bio industries already has tree-planting rockets with fertilizer mechanics and growing.
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# ? Nov 5, 2019 22:41 |
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I know there are a bunch of harvesting and planting mods. I just want to repair my polluted forests and maybe expand them a little without having to jump through a series of tech/processing hoops. Also most tree-growing/sapling mods have abysmal art.
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# ? Nov 5, 2019 23:08 |
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Bio Industries actually improved a lot on the graphics recently, and the tech needed to actually shoot seed rockets is very easily reached. If you don't like it that's your choice of course, just recommending to look a second time.
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# ? Nov 6, 2019 00:32 |
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Get in on the ground floor of my mod idea instead: Enterprise Factorio, which integrates serviceNow
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# ? Nov 6, 2019 02:30 |
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https://www.reddit.com/r/factorio/comments/b67isk/anyone_else_use_a_workflow_automation_system_like/
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# ? Nov 6, 2019 02:36 |
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I just like the idea of having to get on a call with the change advisory board, and then get your change denied because you didn't assign a ctask to the storage team, which is required when you use steel chests.
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# ? Nov 6, 2019 02:58 |
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Dr. Arbitrary posted:I just like the idea of having to get on a call with the change advisory board, and then get your change denied because you didn't assign a ctask to the storage team, which is required when you use steel chests. We had an HOA-like architecture review board last time I played Minecraft, that kind of thing is honestly a great way to run a multiplayer server with friends that want to coöperate and are huge nerds.
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# ? Nov 6, 2019 03:44 |
GotLag posted:Get in at the ground floor on an exciting lovely mod idea! I mean I am a player who deliberately deforests and paves the world, so I am not your target audience. But for fertilizer capsules I'd like the recipe to be defender capsules + coal + wood. Since defender capsules are cheap but nobody ever uses them. And for Tree planting capsules I'd go with the something similar to the cluster grenade, eg 2 explosives, a fertilizer capsule, and 5 wood.
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# ? Nov 6, 2019 06:35 |
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Make biters drop an object on death. Make that object the fertilizer.
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# ? Nov 6, 2019 08:34 |
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Breetai posted:Make biters drop an object on death. That's been done. Youki Industries has had bio stuff for years that lets you grow things from ground up bugs.
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# ? Nov 6, 2019 17:18 |
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Cocoa Crispies posted:We had an HOA-like architecture review board last time I played Minecraft, that kind of thing is honestly a great way to run a multiplayer server with friends that want to coöperate and are huge nerds. This idea is kind of silly, but I agree, it'd enable some truly enormous multiplayer games in Factorio. I also like the idea of using logic signals that can create incidents, whether it be for low power, resource overflow/shortage or biters. I also like the idea of someone who has "played" hundreds of hours of Factorio, but hasn't actually ever installed the game, he just does incident SLA breach analysis.
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# ? Nov 6, 2019 19:46 |
Dr. Arbitrary posted:I also like the idea of someone who has "played" hundreds of hours of Factorio, but hasn't actually ever installed the game, he just does incident SLA breach analysis. Ah, EVE Online organizational gameplay...
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# ? Nov 6, 2019 21:11 |
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Dr. Arbitrary posted:I also like the idea of someone who has "played" hundreds of hours of Factorio, but hasn't actually ever installed the game, he just does incident SLA breach analysis. Slashrat posted:Ah, EVE Online organizational gameplay... Yeah, that's kind of touching why I don't play Eve anymore and have slowed down quite a bit on Factorio: too much like real life.
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# ? Nov 6, 2019 21:33 |
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I guess the difference is super nerd level of optimisation and planning is optional in factorio and the game is still fun without it. Aethetics is more important then optimization anyway and you'll never convince me otherwise
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# ? Nov 7, 2019 01:08 |
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Aesthetics is just one of the many potential, differently-weighted priorities you can optimize for.
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# ? Nov 7, 2019 01:29 |
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My aesthetic is absolutely multi-planetary brutalism.
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# ? Nov 7, 2019 02:51 |
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Refoliant released Haven't yet added the tree-planting capsules, trying to find a way to get random tree results from the capsule without resorting to implementing the entire logic in lua run-time scripting.
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# ? Nov 7, 2019 13:41 |
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GotLag posted:Refoliant released So just-woke-up-ideas-person suggestion, but would it be possible for each submunition from the cluster grenade explosion create a different uniform tree sprite, letting you plant several slightly nonconcentric circles of lower-density forest?
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# ? Nov 7, 2019 17:24 |
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It's Factorio Friday Facts. This one's about changing the color of stuff and preparing for 1.0
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# ? Nov 8, 2019 16:46 |
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Chakan posted:It's Factorio Friday Facts. These guys are awesome. How many devs would be mod-friendly enough to include a script to update the colors of custom art in mods when they re-do their own colors?
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# ? Nov 8, 2019 18:05 |
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That night shot looks amazing. Fantastic use of colour.
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# ? Nov 8, 2019 19:34 |
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They're making Factorio look really, really nice! I'm excited for the 1.0 release.
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# ? Nov 9, 2019 03:08 |
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Me too. I did a full playthrough when .17 was released. When 1.0 drops I think it's time to do a mod game. Angel Bob is the most popular one? I don't think i have it in me to play Seablock.
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# ? Nov 9, 2019 04:24 |
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Canuckistan posted:Me too. I did a full playthrough when .17 was released. When 1.0 drops I think it's time to do a mod game. Angel Bob is the most popular one? I don't think i have it in me to play Seablock. Seablock is easier than angelbob imo. It's awesome, do it!
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# ? Nov 9, 2019 09:02 |
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Take my advice, if you're going to try AngelBob's for the first time, turn down/off biters. You're a lot slower to get your military tech going than the normal biter development expects. If you know what you're doing with the mod I'm sure you can keep up fine, but when you're still exploring your options like I was you're probably going to get overwhelmed while you don't have the flexibility to get adequate defences built quickly. Tenebrais fucked around with this message at 20:34 on Nov 9, 2019 |
# ? Nov 9, 2019 20:31 |
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Any tips for designing a oil industry that doesn't grind to a halt when it gets full of one of the three raw oil products? I just want to design something i ideally never have to touch again. Open to mods fixing it too.
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# ? Nov 12, 2019 01:00 |
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Calculate how much heavy oil your refineries can produce per second. Build enough chemical plants to crack it all to light oil. Put a pump in between the tank your heavy oil goes to and the chemical plants. Wire to the tank. Set it to enable if heavy oil > 24k. Do the same with light oil > petroleum gas cracking. If you are overrunning on petroleum gas, something is seriously wrong with your factory.
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# ? Nov 12, 2019 01:04 |
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Dongattack posted:Any tips for designing a oil industry that doesn't grind to a halt when it gets full of one of the three raw oil products? I just want to design something i ideally never have to touch again. Open to mods fixing it too. You can't really. The closest you can get is sinking the different flavors of oil somewhere that gets used reliably, such as solid fuel routed to steam generators. This usually backfires once you get nuclear or big solar online, so also route it to fuel trains (and prefer it to coal for fueling trains). You can use a pump wired to a tank to only feed the solid fuel plants if you have over X amount of refined oil in your holding tank, but it's the standard story of building a more effective footgun for your future self.
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# ? Nov 12, 2019 01:06 |
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When all else fails, stock up on flamethrower ammo
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# ? Nov 12, 2019 03:18 |
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# ? May 25, 2024 06:09 |
First: Make lubricant as fast as possible Make solid fuel from light. Make plastic and sulfer from petrol. Second: Tank + Pump controlled by an RS Latch combinator setup If you have too much heavy crack it to light If you have too much light crack it to petrol If you still have too much of either then turn it into solid fuel Third: If you somehow have to much solid fuel turn it into rocket fuel If your full up on rocket fuel start burning the solid in burners directly At this part your so far down the chain that you should just be consuming more plastic in the first place.
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# ? Nov 12, 2019 03:39 |