|
Basically the ask is something like how combat drones work now, but automatically deployable within the existing systems, or in a new way which doesn't conflict with or grate on the existing systems. Spidertron patrol path automation isn't enough, because it requires updating patrol paths once a path has been cleared; otherwise I'd say an upgraded drone-carrier Spidertron, or another vehicle running on the same path stuff. Seems like a way to detect and weigh spawner density, and then send updated waypoints to a Spidertron-alogue is the most straightforward way to accomplish that. Since I haven't seen any discussion about mods which do something like this, my guess is that it's not easy. There was a mod, I honestly think years ago is the last time I can remember it being discussed, which allowed you to manufacture and deploy "army drones," which basically would rally until some Biter-AI-sourced strength limit was reached and then clusterfuck around in a big wodge along a path you set; the idea was to spend huge amounts of resources sending wave after wave of your own killbots at the bases until eventually you come back to find a thousand of these things on patrol and set them a path a little further out. It was deeply janky, used an improbable amount of CPU time, and tended to send drones out one at a time after the initial group on a path departed, leading to a series of lone suicides after the initial pack was wiped out when it did actually work sort of correctly. It might have just been called Drone Army or Army Drones or something, it was a very basic and self-descriptive title.
|
# ? Dec 15, 2020 07:39 |
|
|
# ? May 24, 2024 18:25 |
|
neogeo0823 posted:Go to the logical conclusion. Give us a way to capture, pacify, and install biters into machines that allow us to harvest something from them that's vital to research. Maybe it could unlock a tech path that allows us to domesticate and train the biters to see our base as their nest and protect it accordingly. I, for one, would find it very fun to train up an army of insectoid guard dogs and unleash them upon their former comrades in glorious masse combat.
|
# ? Dec 15, 2020 07:59 |
Let me set up logistic spidertrons lugging huge caterpillar bins full of items
|
|
# ? Dec 15, 2020 08:55 |
|
LonsomeSon posted:Since I haven't seen any discussion about mods which do something like this, my guess is that it's not easy. https://mods.factorio.com/mod/aai-programmable-vehicles Basically, the AAI mods from Earendel I tried that thing once and in theory you can scan areas for biters and automatically send vehicles there. I managed to scan for resources in a small area and send mining vehicles, but it was very, very fiddly. Patrol paths may be easier and the mod says it works with vanilla vehicles.
|
# ? Dec 15, 2020 10:51 |
|
Figuring out I could use the bot system to sit in my base and automatically construct and supply huge lines of artillery forts across the map was probably my favourite moment of the game. That said, the endgame weapon should be nuclear-armed long range cruise missiles. Xaintrailles fucked around with this message at 17:10 on Dec 15, 2020 |
# ? Dec 15, 2020 11:09 |
|
RabbitWizard posted:https://mods.factorio.com/mod/aai-programmable-vehicles I made a seek and destroy circuit with AAI that dispatched vehicles to kill biters, but even with a really slow polling rate, it absolutely murders multiplayer servers. Works fine in SP, just be careful with this mod.
|
# ? Dec 15, 2020 15:11 |
|
Weird to slowly migrate to remote smelting and have the factory visibly stop at times. I know it's what it was already doing in terms of throughput, but having the same copper supply compressed to plate trains instead of ore trains means intervals of full production instead of constant slower production. And of course I already probably haven't future proofed enough, 4-train stacker and then promptly ran out of room, oops
|
# ? Dec 15, 2020 16:07 |
|
I like the idea of semi mobile smelting operations based around resource patches, but I still need iron ore for various brick recipes. So I just can't bring myself to do it for iron. I always just set up a huge iron plate smelter, and then also a huge steel mill. Usually the steel mill smelts its' own iron ore as well, so as not to put a huge drain on the iron smelter. This requires a lot of iron mining outposts and a lot of trains, but I enjoy setting that up. So this is fine. Uranium as well, there's too much infrastructure needed to just uproot that and plunk it down somewhere else. So I guess it works fine for copper.
|
# ? Dec 15, 2020 18:28 |
|
You could have an in-place operation if you find a stone and iron ore patch close together, then you aren't shipping in one or the other.
|
# ? Dec 15, 2020 18:31 |
Slung Blade posted:I like the idea of semi mobile smelting operations based around resource patches, but I still need iron ore for various brick recipes. I tend to play with biters off, and thus I also tend to set up remote smelting operations. Space is basically infinite so I just mine into the smelters right there, then train the plates to whatever needs them.
|
|
# ? Dec 15, 2020 18:32 |
|
Yeah, I'm just moving my copper remote. I'll probably end up with multiple smelting outposts for throughput reasons. Now that I've removed the old copper smelting array I can expand the iron one, but I'm also already basically capping out my bus since I don't use nearly as much iron as I do copper.
|
# ? Dec 15, 2020 18:44 |
|
Slung Blade posted:Uranium as well, there's too much infrastructure needed to just uproot that and plunk it down somewhere else. this ended up being the "fun" part to me -- loving around with combinators and smart builder trains to make outposts easy to automate. get out there, plop down a station, blueprint some miners / smelters and then the train arrives, deposit bots, and builds it all. I never got around to building the appropriate garbage train mechanics so I just have husks of mining + smelting laying around.... ... but not that many because, for me at least, I can only chew through like 2 or 3 patches of each type before mining productivity kicks in and I get bored.
|
# ? Dec 16, 2020 01:21 |
|
I've started a new game recently, with a few mods that change early gameplay (Glass, Superheating and a custom version of Titanium), and I'm noticing is that this makes steel production stand out a lot more as being, well, boring. How can I make it less "iron, but again"? I've been thinking about adding a recipe that takes iron ore, stone and coal to make "fluxed iron ore" that smelts directly to steel, does that appeal to anyone else? Unfortunately Factorio doesn't support furnace recipes with multiple ingredients (they were removed some time ago as an optimisation to reduce recipe search overhead), so it'd have to be crafted in assemblers before smelting.
|
# ? Dec 16, 2020 06:50 |
|
GotLag posted:I've started a new game recently, with a few mods that change early gameplay (Glass, Superheating and a custom version of Titanium), and I'm noticing is that this makes steel production stand out a lot more as being, well, boring. Unfortunately all my alternate thoughts would require steel precursors, which makes that rather more difficult. Possibly a bootstrap stage first, less efficient but functional to start, like basic oil processing for oil. That aside, here's a weirder question - they can't have multiple ingredients, but can fuel come from multiple sources? Idly pondering the mechanics of an electric arc furnace for Factorio. They work on reduced iron, and that's a direct treatment of iron ore with a reducing gas. The real thing uses carbon monoxide or hydrogen, but I believe there are sulfur compounds that do it too. React the iron ore and gas in an assembler, send it to an arc furnace, run it off electricity. Here's where the dual fuel comes in - if you were able to have a material fuel that this specific furnace *always* uses, in addition to the electricity, would that get around the ingredient barrier? If so, could have an electrode or something of the sort made with coal and copper (or whatever) as a consumable part for logistics. I'm just spitballing, I don't know the exact modding mechanics and I don't use mods to know what others have done. Doesn't solve the early game method but gives a potential later game one that's more interesting to set up.
|
# ? Dec 16, 2020 07:24 |
|
Krastorio has smelting with multiple ingredients (like steel = iron + coke, or the vulcanite stuff if you use Space Exploration as well), but you also need to manually select all smelting recipes, which might be a workaround for the recipe search problem. There's precursor recipes as well, so you can either directly smelt the ores, or turn them into enriched ore in chemical plants and smelt that, for more plates per ore.
|
# ? Dec 16, 2020 10:04 |
|
Internally, a furnace in Factorio is just an assembling machine that chooses its recipe automatically based on what is in its input inventory, so those Krastorio furnaces are assemblers. I don't want to modify the existing furnaces so I'll settle for crafting the precursor in assembling machines and then smelting that.
|
# ? Dec 16, 2020 10:46 |
|
GotLag posted:I've started a new game recently, with a few mods that change early gameplay (Glass, Superheating and a custom version of Titanium), and I'm noticing is that this makes steel production stand out a lot more as being, well, boring. This sounds like a good mod idea. In my previous game, I was actually using the DoubleFurnace mod and deliberately using the Steel Double Furnace and feeding it coal (not solid fuel or other fuels). This worked pretty well, but still felt a little bit "not quite right". So if you can improve on that, sign me up! Personally, I'd be put off from it if it was visually using assemblers to do any high-temp or chemical parts of the ore -> steel chain - that's what furnaces & chemical plants are for! But it sounds like that might not be possible?
|
# ? Dec 16, 2020 13:54 |
|
Taconite released, feedback welcome
|
# ? Dec 16, 2020 14:47 |
|
GotLag posted:Internally, a furnace in Factorio is just an assembling machine that chooses its recipe automatically based on what is in its input inventory, so those Krastorio furnaces are assemblers. You could make an assembler recipe that takes iron plate and coal to make steel bars. In an actual steel mill, the steel would get cast into big thick billets before being reheated (usually) and rolled out on a series of stands.
|
# ? Dec 16, 2020 15:52 |
|
Making modules en masse takes soooo many green circuits... I need more copper...
|
# ? Dec 16, 2020 19:23 |
|
Steakandchips posted:Making modules en masse takes soooo many green circuits... I need more copper... But mining more copper takes more power....
|
# ? Dec 16, 2020 19:27 |
|
echo465 posted:But mining more copper takes more power.... Ah, but more power requires more copper, and/or prod modules to reduce the costs. The vicious cycle strikes! I'm at the "more power" stage currently, working on a reactor that looks less like a drunken octopus.
|
# ? Dec 16, 2020 19:28 |
|
I'm slowly working towards a fully rail-grid based botbase from a slightly bodged endgame bus base, and significantly overbuilt my copper and iron production.... it's really satisfying to have a stacker of full plate trains ready to dump anywhere. I'm dreading figuring out whether to transport or produce certain science ingredients on-site, though. And naturally i should have picked a better grid size to prevent bot areas from connecting. It wouldn't be a large project without stupid technical debt OH WELL It's also a strange feeling having 3+ gigawatts of power going directly to beacons.
|
# ? Dec 16, 2020 20:40 |
|
GotLag posted:Taconite released, feedback welcome I'd like to request a companion mod, Taco Night, where you make delicious tacos instead of steel.
|
# ? Dec 16, 2020 21:12 |
|
Dirk the Average posted:I'd like to request a companion mod, Taco Night, where you make delicious tacos instead of steel. Me too, and now I'm envisaging an Overcooked-themed total conversion mod where you harvest meats and milk from various animals and set up automated farming crops to pick vegetables as you make an enormous automated kitchen. Milk can be used to make thickshakes or turned into cheese that can later be sliced as a burger component, and has a chance to produce a spoiled product until you research and implement pasteurization. Furnaces become ovens, and the inclusion of Timed Inserters allows you to determine whether a bit of steak is rare, medium, or well-done, making belt blockages an important concern. Call it 50 Billion Served, and make that the endgame goal.
|
# ? Dec 16, 2020 21:39 |
|
GotLag posted:Taconite released, feedback welcome From a realism standpoint, should probably be 2 iron, 2 coal and 1 stone. Maybe even 5:4:1, and makes 2 steel. Game design wise, 3:1:1 or 8:1:1 would play nicer with base expectations from an input standpoint while still making it a different problem than normal. Unreal_One fucked around with this message at 22:52 on Dec 16, 2020 |
# ? Dec 16, 2020 22:49 |
|
Breetai posted:Me too, and now I'm envisaging an Overcooked-themed total conversion mod where you harvest meats and milk from various animals and set up automated farming crops to pick vegetables as you make an enormous automated kitchen. Milk can be used to make thickshakes or turned into cheese that can later be sliced as a burger component, and has a chance to produce a spoiled product until you research and implement pasteurization. Furnaces become ovens, and the inclusion of Timed Inserters allows you to determine whether a bit of steak is rare, medium, or well-done, making belt blockages an important concern. you have to feed biters, so there's a reason to expand to find more of them
|
# ? Dec 17, 2020 01:33 |
|
Fishbus posted:you have to feed biters, so there's a reason to expand to find more of them Will you use the burger launcher? Or the rapid fire nugget gun?
|
# ? Dec 17, 2020 01:53 |
|
Fishbus posted:you have to feed biters, so there's a reason to expand to find more of them Instead of attacking you, they swarm around and beg for food, making themselves a nuisance. I love this idea.
|
# ? Dec 17, 2020 01:56 |
|
Unreal_One posted:From a realism standpoint, should probably be 2 iron, 2 coal and 1 stone. Maybe even 5:4:1, and makes 2 steel. Game design wise, 3:1:1 or 8:1:1 would play nicer with base expectations from an input standpoint while still making it a different problem than normal. Thanks for the feedback, I'll switch it to up the coal and drop the stone. That should move raw resource usage a little closer back to vanilla as well.
|
# ? Dec 17, 2020 02:20 |
You want to to factorio into a minecrafty stardew valley? Completely unacceptable, this game is about industry and pollution and steel, get the gently caress out of here with your goddamn lieberal food products.
|
|
# ? Dec 17, 2020 02:22 |
|
Pryor on Fire posted:You want to to factorio into a minecrafty stardew valley? Completely unacceptable, this game is about industry and pollution and steel, get the gently caress out of here with your goddamn lieberal food products. Someone's hangry.
|
# ? Dec 17, 2020 02:26 |
|
Pryor on Fire posted:You want to to factorio into a minecrafty stardew valley? Completely unacceptable, this game is about industry and pollution and steel, get the gently caress out of here with your goddamn lieberal food products. Relax as the Gourmand Positioning System takes the load off of your feet, and allow the Feed Armature to enter your passages. Pressures are carefully modulated to provide Maximal Fill without significant compromise of Gourmand physical integrity, in some cases!
|
# ? Dec 17, 2020 02:54 |
GotLag posted:Taconite released, feedback welcome I was wondering why this wasn't showing up in the mod browser then I realized I hadn't updated to 1.1 yet. Dumb on my part Playing around with it in sandbox the crafting time feels very slow on the Taconite. Set up some smelter banks and I feel that contrary to the current recipe the crafting time should be 0.5s rather than 4s. Ratios it down so that if you have the resources you can fill a yellow belt to your smelters with 10 blue assemblers, which nicely compacts the whole ordeal and makes it feel like a huge upgrade from stock. Yellow belt of steel is a lot early game but doing a 5:1 belt compression is worth the complexity and extra step to set it up so you don't just have 600 entity smelter arrays
|
|
# ? Dec 17, 2020 03:21 |
|
LonsomeSon posted:Relax as the Gourmand Positioning System takes the load off of your feet, and allow the Feed Armature to enter your passages. Pressures are carefully modulated to provide Maximal Fill without significant compromise of Gourmand physical integrity, in some cases! Who said this farming business can't be horribly evil...
|
# ? Dec 17, 2020 03:50 |
|
Harvest biter meat. Feed to biters.
|
# ? Dec 17, 2020 03:58 |
|
The feedlot must expand in order to meet the demands of the growing feedlot
|
# ? Dec 17, 2020 04:12 |
|
Dirk the Average posted:I'd like to request a companion mod, Taco Night, where you make delicious tacos instead of steel. Oddly enough, Taco Bell just revamped their menu and removed all items that are not made out of pellets of ore, coal and flux Clark Nova fucked around with this message at 06:33 on Dec 17, 2020 |
# ? Dec 17, 2020 04:44 |
|
Unreal_One posted:From a realism standpoint, should probably be 2 iron, 2 coal and 1 stone. Maybe even 5:4:1, and makes 2 steel. Game design wise, 3:1:1 or 8:1:1 would play nicer with base expectations from an input standpoint while still making it a different problem than normal. M_Gargantua posted:I was wondering why this wasn't showing up in the mod browser then I realized I hadn't updated to 1.1 yet. Dumb on my part Updated based on this feedback, thank you. Recipe is now 2:2:1 coal:iron:stone, and pellet crafting time has reverted to the default 0.5 seconds.
|
# ? Dec 17, 2020 06:43 |
|
|
# ? May 24, 2024 18:25 |
|
Breetai posted:Will you use the burger launcher? Or the rapid fire nugget gun?
|
# ? Dec 17, 2020 11:04 |