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ConfusedUs posted:I've launched many rockets before, but now, for 1.0, I want to try something new and different. I want to do a run where resources are moved about in nontraditional ways, as much as possible. This means a minimum of belts and a minimum of logistics bots. No solar. If you stick to those rules for power generation it should get interesting with nuclear.
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# ? Aug 20, 2020 16:58 |
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# ? May 25, 2024 01:06 |
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Majere posted:Seablock was most assuredly written by a sadist. Mostly due to expensive recipes being on by default.
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# ? Aug 20, 2020 18:14 |
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lol, 283 hours later, "finally automated red science packs!" no.
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# ? Aug 20, 2020 18:16 |
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A few questions for you all: * I just got to making blue science, and it looks like my original base iron and coal are starting to run out. What are my options as far as generating power goes, if I'm mostly relying on coal for now? I can do more solar power, to lighten the load during the day. The other option is to train in a ton of coal from elsewhere. There's also uranium, but I'm not sure I even have access to a unanium power generator at the blue science stage. * Are trains with raw materials back to my main factory pretty much the primary way around my range to get access to more materials? I could always belt it in I suppose, gosh knows I have a ton of belts. * Any major quality of life upgrades I should look for around the blue science tier? Laser turrets are great so that you don't have to bother with ammo. Anything else?
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# ? Aug 20, 2020 19:00 |
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Solar is probably the traditional choice. You can definitely also ship more coal, or even ship oil in and put solid fuel in your boilers. Nuclear is an option too, though it’s complicated and expensive to research (800 blue science!) The good news is that once you set it up you’ll be set for ages on power. And let’s be honest, it’s much more stylish than the alternatives.
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# ? Aug 20, 2020 19:11 |
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Majere posted:lol, 283 hours later, "finally automated red science packs!" no. It's my understanding that pyblock ends up requiring so many resources that the only real way to build a base is cells. That sounds interesting at first, but I doubt it would be anything other than tedious once you've set up your 100th cell. Has anyone played it?
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# ? Aug 20, 2020 19:14 |
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DreadCthulhu posted:A few questions for you all: Solar is free in terms of resources and pollution but requires a shitload of panels to generate a significant amount of power, you always want plenty of backup power. Your best bet is to set up automated production for solar panels and then go out and build your next coal mining outpost. Then when you get back you'll have enough panels to do something meaningful with them. Make sure to automate production of accumulators as well. It's also possible to just skip solar power entirely, but I'd recommend them as the lack of pollution will slow down biter aggression. Nuclear power has a lot of setup costs and i wouldn't start building it until you have a short-term solution to your power problems. You need chests full of uranium and a row of centrifuges doing kovarex enrichment before you can start relying on nuclear for your power needs. DreadCthulhu posted:* Are trains with raw materials back to my main factory pretty much the primary way around my range to get access to more materials? I could always belt it in I suppose, gosh knows I have a ton of belts. You're going to want trains in the late game but it's definitely possible to launch the rocket by just belting all the ore you'll need. Probably safer to use belts for if you've never done trains before, you don't want your base to run dry while you're figuring stuff out. DreadCthulhu posted:* Any major quality of life upgrades I should look for around the blue science tier? Laser turrets are great so that you don't have to bother with ammo. Anything else? Set up assemblers to produce your infrastructure stuff if you haven't already. Assemblers, Inserters, Electric Smelters, Mining Drills, Upgraded Belts, etc. It will save you a lot of crafting time as the higher-tier science packs demand you scale up your bases production. Really nice to have all the stuff ready to go when you decide you need to triple your green circuit production (which will mean you need to double copper plate production, etc.). little munchkin fucked around with this message at 19:31 on Aug 20, 2020 |
# ? Aug 20, 2020 19:27 |
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Nuclear power is complicated, confusing, expensive and has a high start up time, but you definitely don’t need kovarex to use it. It’s absolutely possible to use nuclear reactors on blue science.
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# ? Aug 20, 2020 19:39 |
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i made a no-waste 2x2 reactor blueprint once when i first researched reactors and wanted to see how i'd go about it, and then never built the kovarex building ever because it's just not needed, IME. by the time you actually need to go through large amounts of uranium to power your megabase, you also have access to vast amounts of u235 just from all the deposits you discovered looking for other raw resources
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# ? Aug 20, 2020 19:45 |
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Nuclear really isn't that bad. The ratios are harder to figure out and setting up a good layout can be hard at first, but it's just another puzzle. You do need piles of steel, concrete, etc. though. That was the real bottleneck for me.
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# ? Aug 20, 2020 19:48 |
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DreadCthulhu posted:A few questions for you all: Belts are a perfectly normal way to accomplish everything on your first playthrough, but trains are cool and good. They're a major new system with their own complexities, but you don't have to understand everything you can do to get value out of them. Building a simple bidirectional train to bring in more of a resource is perfectly fine, even if it's something a veteran player with more mastery of the system is unlikely to do. It really comes down to if you're more interested beelining to launching a rocket and getting a victory under your belt, or in branching out and learning more aspects of the game. Blue science and with it oil gives you a boatload of options, it's where the game really opens up. Construction and logistics robots are really game-changing. Construction robots will build stuff for you, logistics robots will bring you stuff so you don't have to pick it up yourself. Later tiers let them move stuff around between different types of chests. The rocket launcher and tank are major new features for combat. Modular armor is a whole other system that lets you have power generation and things like roboports, exoskeletons to move faster, or various combat enhancements on your person. Cliff explosives are a nice thing to have if you don't want to deal with building around the environment.
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# ? Aug 20, 2020 20:00 |
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nrook posted:Nuclear power is complicated, confusing, expensive and has a high start up time, but you definitely don’t need kovarex to use it. It’s absolutely possible to use nuclear reactors on blue science. Youre probably right, it's been a long time since I've done nuclear in a vanilla game
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# ? Aug 20, 2020 20:03 |
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The way the nuclear "ratios" shake out in vanilla is that you need 3.333 miners to saturate 1 centrifuge doing ore processing, and 1 centrifuge produces on average enough U235 to run around 1 reactor (1.166 to be more exact). Since U235 is random and you want to save some for enrichment down the line you will want more than 1 centrifuge/reactor, but you can absolutely run a starter 1-2 reactor nuclear power plant on a very modest ore patch and still be virtually guaranteed to run a surplus.
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# ? Aug 20, 2020 20:26 |
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little munchkin posted:Solar is free in terms of resources and pollution but requires a shitload of panels to generate a significant amount of power, you always want plenty of backup power. Your best bet is to set up automated production for solar panels and then go out and build your next coal mining outpost. Then when you get back you'll have enough panels to do something meaningful with them. Make sure to automate production of accumulators as well. This is actually pretty overstated. You need 8 miners to produce the necessary uranium to keep a reactor running full time. A decent sized patch will give you enough extra miners to bank up the 40 necessary to kick off kovarex much much later. Early nuclear rules.
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# ? Aug 20, 2020 20:41 |
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First playthrough, like 12 hours in. Trains are fiddly, but there is no way I am getting that oil from all the way over there back to my home factory using pipes. Similarly, there's nothing else near that oil. So I'm using trains. Once I spent some time playing around with them (and doing the game's built-in tutorial), I feel pretty confident in my abilities to make a barebones working design. So far the game has done a great job easing you in so you're always doing something new and interesting, but not overwhelming you. The game's praise has been quite warranted for me.
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# ? Aug 20, 2020 20:54 |
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ScouSin posted:First playthrough, like 12 hours in.
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# ? Aug 20, 2020 21:32 |
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I am nearing 5 digits of hours in this game and will still sometimes just throw down a single bullshit track to connect up some extra coal in the midgame. Proper fully signaled rail networks can wait until I have clouds of bots to follow me around. Make it work now, make it work well after it's working.
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# ? Aug 20, 2020 22:42 |
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Then you start messing around with LTN and suddenly things get even more complex but more satisfying
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# ? Aug 21, 2020 01:07 |
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DreadCthulhu posted:A few questions for you all: Alternatively and what I usually do is just feed the power plant solid fuel instead.
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# ? Aug 21, 2020 01:24 |
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I always forget that solid fuel is an option. It doesn't really seem worth the investment, probably because my oil refining always ends up on the opposite side of the factory from my power plant.
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# ? Aug 21, 2020 01:32 |
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Solumin posted:I always forget that solid fuel is an option. It doesn't really seem worth the investment, probably because my oil refining always ends up on the opposite side of the factory from my power plant. sounds like a problem to be solved with trains
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# ? Aug 21, 2020 04:25 |
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Solumin posted:I always forget that solid fuel is an option. It doesn't really seem worth the investment, probably because my oil refining always ends up on the opposite side of the factory from my power plant. I usually set up a spot near oil and water to create just solid fuel for steam power. Relatively cheap to get a full red belt of solid fuel which can get you enough steam power to go pretty far (360MW I think).
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# ? Aug 21, 2020 04:59 |
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Multiple rail shipping areas around the factory as it grows, with a corresponding siding for your own personal train; one of the smuggest ways to pillage the natural riches of Nauvis. I also have separate service sidings for every outpost, so I can autopilot there while taking a dab ~
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# ? Aug 21, 2020 05:23 |
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LonsomeSon posted:Multiple rail shipping areas around the factory as it grows, with a corresponding siding for your own personal train; one of the smuggest ways to pillage the natural riches of Nauvis. What color are your taxi trains?
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# ? Aug 21, 2020 15:23 |
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XkyRauh posted:What color are your taxi trains? Oddly I also wondered this. No I'm not autistic you're autistic.
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# ? Aug 21, 2020 15:30 |
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XkyRauh posted:What color are your taxi trains? I set up a 2x4 FARL; color has changed over the years, and since .17 came out at least I’ve been using as close to high-vis yellow as the game will render, which still looks a little dirty on the engine sprite. First car FARL pickup trash, second car full of rails, third for signaling, poles, landfill, and a stack of landscaping explosives, fourth car misc outposting supplies and ammo. They get automated emptying/resupply in that order of priority, with manually-set slot filters on the last two. Factorio experience for me is largely a long list of things which I have previously hosed up, and the list of automatically-deployed cutouts and failsafes I’ve assembled to avoid (e) loving them, again, up ~ LonsomeSon fucked around with this message at 18:42 on Aug 21, 2020 |
# ? Aug 21, 2020 17:02 |
DreadCthulhu posted:A few questions for you all: Solar in my professional opinion is a useless resource sink. The cost of panels and the effort needed to clear land and lay fields of them for such a small amount of power means your time is better used shipping in coal until you eventually switch to nuclear. Nuclear is absurdly cheap for the amount of power it puts out, just takes a large down payment for all the hardware. And once you have nuclear you can use power switches and logic to setup your old coal plant as a standby power generator. Steam engines are also a great place to throw excess wood and solid fuel. While solar doesn't pollute you still often have to deal with biter bases to open enough real estate to place a useful quantity. Setting up giant train networks is a lot of fun in my opinion but mid game a single double ended train on a single isolated track moves plenty of resources even up to your first rocket. Mostly you should be shipping plates/chips/coal rather than raw ores, but highly dependent on the layout. As a rough guideline each cargo wagon is equivalent to a red belt in throughput, just they do it in bursts rather than slowly and continuously. They make long distance shipping exponentially more efficient than belts. Laser Turrets are great because they don't require ammo BUT gun turrets remain king of DPS in trade. The next Quality of life is in the construction robots and then into the logistic robots at which point you can have your character remain stationary in the middle of your base and continue expanding your factory entirely via the map screen. little munchkin posted:Nuclear power has a lot of setup costs and i wouldn't start building it until you have a short-term solution to your power problems. You need chests full of uranium and a row of centrifuges doing kovarex enrichment before you can start relying on nuclear for your power needs. As already pointed out, 1 centrifuge (no modules) running continuously statistically produces enough 235 to make enough fuel cells to run 1 reactor continuously. kovarex is for mass producing nuclear weaponry for fun and profit.
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# ? Aug 21, 2020 17:31 |
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I was an inch away from finishing the automation tutorial and then my base got ran over by biters cause I forgot to wall up, is it worth finish it to do the train tutorial or can I brute force through even that and just try freeplay Seems like I can get away with basic resource hauling with trains,off to destroying a planet Professorjuggalo fucked around with this message at 18:17 on Aug 21, 2020 |
# ? Aug 21, 2020 18:14 |
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Professorjuggalo posted:I was an inch away from finishing the automation tutorial and then my base got ran over by biters cause I forgot to wall up, is it worth finish it to do the train tutorial or can I brute force through even that and just try freeplay just freeplay, go nuts
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# ? Aug 21, 2020 18:19 |
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Really glad the tutorial taught me to rush turrets otherwise I woulda lost almost had to restart, feel like after 5ish hours I’m at a good point to just scale the hell up
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# ? Aug 21, 2020 20:11 |
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Great tips you all, thank you so much. Regarding research that I should "rush" past blue science, what do you recommend? I remember reading that unlocking the personal fusion reactor is amazing because it allows you to get exosuits and lasers and all sorts of other stuff that you just can't support on a battery and personal solar panels alone. Seems like construction drones are a similar game-changer too. Anything else quite like it?
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# ? Aug 21, 2020 20:19 |
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Probably artillery, and nuclear power.
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# ? Aug 21, 2020 21:20 |
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The military stuff, if you're finding it hard to hold off the biters. It's usually not too necessary though.
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# ? Aug 21, 2020 22:02 |
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I'll echo the fusion reactor, if you're using personal roboports it is a massive upgrade for them. And if you want to go bot heavy in general get the later logistics science with the last three chests asap.
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# ? Aug 21, 2020 22:28 |
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'I'll play it again when it hits 1.0' 4 years later Hi guys, how's Factorio?!
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# ? Aug 22, 2020 12:35 |
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victrix posted:'I'll play it again when it hits 1.0'
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# ? Aug 22, 2020 13:48 |
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I too am just getting back into this. November 2016 for me. I spent a few minutes angrily trying to connect a building to a power pole with copper wire before I realized that this isn’t Satisfactory and I’m going to have to learn this from scratch.
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# ? Aug 22, 2020 15:03 |
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Going from satisfactory to factorio seems weird. Backwards.
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# ? Aug 22, 2020 15:06 |
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ikanreed posted:Going from satisfactory to factorio seems weird. Backwards. I felt the opposite!
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# ? Aug 22, 2020 15:10 |
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# ? May 25, 2024 01:06 |
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Power poles are a great example of the difference between them. Factorio has power poles because they create an additional bit of complexity in design. Satisfactory has power poles because Factorio has them. They do absolutely nothing other than make you waste a bunch of time, because you can put power anywhere and clip through things. It's a huge design philosophy difference. Factorio is a game, Satisfactory is a tedium simulator.
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# ? Aug 22, 2020 15:23 |