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All steam power is the same priority, so if you have half your power needs after solar met by coal boilers and half by nuclear steam, the nukes will run at half capacity. Try putting some tanks on the end of your turbines and see if they fill with steam. e:you got it
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# ? Jun 12, 2020 18:35 |
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# ? May 24, 2024 22:27 |
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My favorite thing to do once past coal power is to plop an accumulator down next to the water pump feeding those boilers and use a logic wire to turn them off when above 20% charge. Makes for a nice backup power source at night when you start over growing your solar or nuclear builds.
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# ? Jun 12, 2020 19:22 |
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Orvin posted:My favorite thing to do once past coal power is to plop an accumulator down next to the water pump feeding those boilers and use a logic wire to turn them off when above 20% charge. Makes for a nice backup power source at night when you start over growing your solar or nuclear builds. This is simple but I could see it being a problem if you suddenly needed a lot of extra power. I use a latch and power switch, keeping the entire steam engine network isolated. Then if it switches on the power is immediately available, no need for the water to pump back in first and build the steam up again.
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# ? Jun 12, 2020 20:24 |
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Ambaire posted:You may be wondering: why so many grenades? Well, I sorta generated the map with trees set to MAX and they're needed to expand the building space. The aliens are also set to MAX everything, but with MAX ore richness, I should be able to progress to artillery and a laser wall powered by nuclear reactors before I need to go outside the 'safe' area. Would be a shame if a flamethrower accidently went off.
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# ? Jun 12, 2020 20:52 |
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necrotic posted:This is simple but I could see it being a problem if you suddenly needed a lot of extra power. I use a latch and power switch, keeping the entire steam engine network isolated. Then if it switches on the power is immediately available, no need for the water to pump back in first and build the steam up again. Now that I've mostly gone to solar instead of giant nuclear builds, I tend to just automate my power builds so that after a certain point I have so much excess power that I never need to worry about it and at that point I just bulldoze my entire steam (and/or nuclear) network. I pretty much just make sure my robots always have a solar power area to plop down the output from my solar cell/accumulator assembler(s) and because I play the game fairly slow, my power available tends to always be far in excess of what I could ever need. This is mostly because I'm lazy.
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# ? Jun 12, 2020 22:26 |
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Over building x is a good answer in general.
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# ? Jun 12, 2020 23:49 |
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And here it is, 49 hours in, I finally automated green science Now it's time to find bottlenecks, deal with some of the byproducts that I've been storing and then finally start setting up a rail network.
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# ? Jun 13, 2020 00:31 |
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Sometimes I think it's a marvel that the devs have managed to create such a seemingly polished game from what it was even ~3-5 years ago. I randomly stumbled across the black magic splitter post in the Factorio subreddit and it led to this bug report thread on the factorio forums where Kovarex himself claimed it was 'working by design, no bugs here, nope'... Anyone remember this nonsense? https://i.imgur.com/0yK9e6e.mp4 Or this stupid poo poo? https://i.imgur.com/5U9jeYF.gifv
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# ? Jun 13, 2020 00:49 |
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Don't forget the, items move slightly slower around the outside curve of belts, problem. And then there was the time where they messed up belt compression so you had to do some weird things with splitters in your smelting lines to get a full belt. Also the best patch, the one that caused trains to ignore signals.
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# ? Jun 13, 2020 00:59 |
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newb here: I've been playing for 3 hours in free play without managing to provoke the bugs somehow . My first game I managed to get owned after only an hour. Am I just lucky?
Stairmaster fucked around with this message at 01:48 on Jun 13, 2020 |
# ? Jun 13, 2020 01:40 |
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Unless you set the starting area size to max, you got incredibly lucky with the bug spawns. Once your cloud hits the nests, they start attacking like mad. Don't let nests exist in your cloud is basically rule #1 of Factorio.
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# ? Jun 13, 2020 02:05 |
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Oh man. 23MW of iron mining goodness just coming online. Satisfactory has nothing on the satisfaction of mega madness that Factorio gives one. Daytime: 2x2 nuclear plant holding its own with plenty of room to spare. And the blueprint that I tiled over the patch. e. and of course the iron ore injection array to the output deprived original patch. Splitters are set to prioritize the old patch and feed their original lanes. I'll need a second iron ore unload area and a second iron train soonish. Ambaire fucked around with this message at 02:21 on Jun 13, 2020 |
# ? Jun 13, 2020 02:14 |
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Ambaire posted:Sometimes I think it's a marvel that the devs have managed to create such a seemingly polished game from what it was even ~3-5 years ago. I randomly stumbled across the black magic splitter post in the Factorio subreddit and it led to this bug report thread on the factorio forums where Kovarex himself claimed it was 'working by design, no bugs here, nope'... Splitters alternate between output belts on a per-item-type basis, rather than simply per-item*. This means that in the example above, the second splitter is fed a series of items that (per-type) always alternate between left and right lane, which means it will consistently output each input lane to a separate belt. They do this because it's better than the original behaviour of just alterating output belt of each item regardless of type. That resulted in things like a compressed belt of coal and another of iron ore passing through a splitter and emerging unmixed. Yes, it's working as intended. It works generally and you have to go out of your way to get funky results like the sorting system. In the example above an extra single plate of only one of the types had to be put through the second splitter and not the first. Otherwise it would just produce mixed output as you'd expect
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# ? Jun 13, 2020 02:21 |
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Freaksaus posted:Don't forget the, items move slightly slower around the outside curve of belts, problem. I remember that being a thing like 5 years ago. It's amazing how much time they have put into this game.
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# ? Jun 13, 2020 03:58 |
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Freaksaus posted:Don't forget the, items move slightly slower around the outside curve of belts, problem. I still have PTSD from this and get anxious when my belts have to zig and zag to get where they need to go
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# ? Jun 13, 2020 04:33 |
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RVWinkle posted:I remember that being a thing like 5 years ago. It's amazing how much time they have put into this game. Having played for the last 5 years the game is feeling super polished now.
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# ? Jun 13, 2020 05:31 |
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goooo fuuuuuck yourseeeelf i own you, angelbob. the end is in sight
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# ? Jun 13, 2020 05:36 |
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i say swears online posted:goooo Username/post matchup of the thread
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# ? Jun 13, 2020 13:17 |
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what should i do when my belts fill up they're causing jams in production?
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# ? Jun 14, 2020 05:15 |
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Since you're a newbie it will be easier to understand what you're talking about with a screenshot. The general answer would be either consume things faster, or possibly to buffer, but it depends. You can do math and calculate how much of something you need to produce for a given purpose. For example, a yellow belt can transport 15 items/second, so if you want to output a yellow belt of gears with blue assemblers, you would need (15 gears / .75 (blue assembler speed) * 0.5 (gear crafting time)) = 10 assemblers, and since each gear requires two iron plates, you'd need two belts of iron plates to supply them. Then you might think that two belts of iron is way too much given your current smelting capacity, so you build half of it and potentially output half a belt of gears. On the other hand, if you're talking about a remote mining base halting production when there isn't a train there to load, well that's why you put chests as buffers in between the belts and the cars. It's fine if parts of your factory aren't always producing. Gears are a good example of this - you'll need a ton when you're producing belts, but if you're just sipping away on a small number of belts for green science, your demand for gears will go way down and your production line will back up, which is totally fine.
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# ? Jun 14, 2020 05:29 |
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Stairmaster posted:what should i do when my belts fill up they're causing jams in production? Full belts shouldn't cause jams in production of end-of-the-line items. If you want to stockpile something, inserters can put stuff in chests. Are you putting more than one type of item on a belt lane? I would strongly suggest not doing that. It will cause you no end of problems and is easily avoided by running another belt if you really need to bring another item type to that area. Or do you mean a jam like you're smelter's aren't running because you're making more iron than you're using? If this is the problem, don't worry about it. That's what you want to happen. Keep playing and as you make more stuff you'll eventually reach a point where you are using more iron than you're smelting and need to add more furnaces and possibly another belt of iron plates to serve the assemblers that aren't getting enough iron.
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# ? Jun 14, 2020 05:52 |
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Is it possible to use bots to remove modules from machines in unmodded?
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# ? Jun 14, 2020 12:37 |
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So the redesign on the beacon got another overhaul. Aiming instead for sticking out less than production buildings, especially when alt-mode is on (since you don't need the visualisation of the modules when they're visible on the model). Tenebrais fucked around with this message at 13:11 on Jun 14, 2020 |
# ? Jun 14, 2020 13:08 |
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That's a much better redesign. Not sure what they were thinking with the first iteration that loomed over everything.
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# ? Jun 14, 2020 13:50 |
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All hail the sacred god that is t3 production modules. Finally got around to upgrading my green circuits and holy gently caress this is insane. Ratios may not be exact but getting 1.9x the copper (in circuits) from copper plates is simply silly. And then there's the copper smelting which is another 1.2x... so let's see. 50% mining productivity times 20% smelting prod times 40% copper wire prod times 40% green circuit prod times 40% red circuit prod times 40% blue circuit prod... that's stretching the base mines nearly 7x and that's not even counting science pack prod and lab prod. maybe one of these days I'll actually build a proper megabase instead of just messing around with stuff. I'm building my blueprint books from scratch, though, so some messing around is needed.
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# ? Jun 14, 2020 18:14 |
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Sage Grimm posted:That's a much better redesign. Not sure what they were thinking with the first iteration that loomed over everything. Agreed.
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# ? Jun 14, 2020 18:18 |
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I have a question about updating the game. I run the game on a windows machine that isn't connected to the internet. I'm writing this post on a mac. I'd like to update the game to 0.18, ideally by just downloading an .exe or installer file to my mac, then USBing it over to windows. I have the game on steam. I feel like an old man for not being able to figure this out, but I have yet to find a way to do this. Is it possible?
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# ? Jun 19, 2020 20:49 |
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https://www.factorio.com/download -- you can log in with Steam and download the Windows installer.
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# ? Jun 19, 2020 20:55 |
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Mario posted:https://www.factorio.com/download -- you can log in with Steam and download the Windows installer. Much appreciated!
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# ? Jun 20, 2020 14:32 |
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About 100 hours into my PyAL playthrough, still in green science, still moving things to my rail grid but it's getting there. Had several power problems which took a while to fix Also resource problems (First it was tin, then lead, then aluminium) which completely shut down my rail production, making any attempt of getting it back a real pain. I cn finally start moving circuits to their own blocks and then start looking at the next science.
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# ? Jun 21, 2020 02:40 |
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Someone just mentioned this mod on a factorio discord I'm in and now I need this for 0.18 https://mods.factorio.com/mod/belt-overflow
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# ? Jun 22, 2020 13:20 |
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Um no. The occasional item explosion from removing your power armor incorrectly would be nothing compared to the hell of that mod. It can die in a fire.
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# ? Jun 22, 2020 16:19 |
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Canuckistan posted:Um no. The occasional item explosion from removing your power armor incorrectly would be nothing compared to the hell of that mod. It can die in a fire. I guess some people just hate fun...
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# ? Jun 22, 2020 18:05 |
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It mostly just seems like extra tedium of wiring inserters to belts and setting circuit conditions.
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# ? Jun 22, 2020 18:37 |
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Ambaire posted:All hail the sacred god that is t3 production modules. Finally got around to upgrading my green circuits and holy gently caress this is insane. Ratios may not be exact but getting 1.9x the copper (in circuits) from copper plates is simply silly. And then there's the copper smelting which is another 1.2x... Buddy, messin' about is how you lose track of several months. 1.5M Iron Plate/min & about 212K Steel/min in that screenshot. I've made some UPS improvements since then, chugs along at 56-60 UPS...making about 1M Copper Plates too. Majere fucked around with this message at 19:04 on Jun 22, 2020 |
# ? Jun 22, 2020 18:50 |
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I've been playing Satisfactory lately (because my wife will play it but not Factorio). Every annoyance I have with Satisfactory has already been solved in Factorio. It is amazing to me how good the UI is and how smooth playing Factorio is.
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# ? Jun 22, 2020 22:07 |
LLSix posted:I've been playing Satisfactory lately (because my wife will play it but not Factorio). Every annoyance I have with Satisfactory has already been solved in Factorio. It is amazing to me how good the UI is and how smooth playing Factorio is. Factorio is a rare and special gem. It's a game of optimization and scalability designed by people who loving love optimization and scale. I moved on to Oxygen Not Included which scratches my same itch of designing complicated machines to accomplish a task. Fun game. Klei makes good poo poo. ONI is good poo poo. But. I sorely miss some of the basic features that Factorio has. Why are there no copy/paste options? Why can't I ctrl-z to undo a misplaced item? Why do I have to manually deconstruct a wall (taking care to get JUST the wall, not the pipes/wires/vents behind it) before I can place a door in it? Why can some buildings be rotated, but not others? Why does the performance degrade so much over time?
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# ? Jun 22, 2020 22:23 |
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Help, I've fallen into shapez.io and I can't get out
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# ? Jun 22, 2020 23:33 |
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Majere posted:Buddy, messin' about is how you lose track of several months. Wow. Any more screenshots?
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# ? Jun 23, 2020 01:02 |
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# ? May 24, 2024 22:27 |
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since a lot of people only check bookmarks, you should know that our admin, lowtax, has been credibly accused of abusing his partner. https://forums.somethingawful.com/showthread.php?threadid=3928980 please do what you believe to be ethical.
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# ? Jun 24, 2020 11:01 |