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Apoplexy
Mar 9, 2003

by Shine
I'm trying to get back into the game. What's a decent game speed adjustment mod? I had one a while back (2018) that I mapped to my mouse, but I can't seem to find it again.

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Teledahn
May 14, 2009

What is that bear doing there?


Apoplexy posted:

I'm trying to get back into the game. What's a decent game speed adjustment mod? I had one a while back (2018) that I mapped to my mouse, but I can't seem to find it again.

If your production is slow enough that you need to speed up time, sounds like you need to expand production.

XkyRauh
Feb 15, 2005

Commander Keen is my hero.
You can also just use the console commands to set the game speed, if you don't care about achievements.

Jagged Jim
Sep 26, 2013

I... I can only look though the window...

DelphiAegis posted:

So has anyone seen Dyson Sphere Program? Apparently coming into EA in a few days. Yet another early-access title building on the "build huge poo poo" genre.

I'm a couple of hours in and so far I'm quite enjoying it. I haven't gotten too far yet (I've just cobbled together automating the game's equivalent of red science packs) I can say it scratches a lot of the same itches that Factorio does and seems to be in a pretty good place right now. I'd give it a recommendation with the usual early access caveats.

DelphiAegis
Jun 21, 2010

Jagged Jim posted:

I'm a couple of hours in and so far I'm quite enjoying it. I haven't gotten too far yet (I've just cobbled together automating the game's equivalent of red science packs) I can say it scratches a lot of the same itches that Factorio does and seems to be in a pretty good place right now. I'd give it a recommendation with the usual early access caveats.

Thanks for this. I was dubious from the trailers due to the non-english lettering and it being a shady cash-grab in EA. From this and the reviews posted on steam being pretty positive as well I think I'll pick this up.

Should I get a Spidertron in my Factorio save first though? :v:

necrotic
Aug 2, 2005
I owe my brother big time for this!

DelphiAegis posted:

Should I get a Spidertron in my Factorio save first though? :v:

I vote yes, spidertron is a lotta fun!

SkyeAuroline
Nov 12, 2020

necrotic posted:

I vote yes, spidertron is a lotta fun!

Just remember to take the explosive rockets out before you let it guard your base.

Xaintrailles
Aug 14, 2015

:hellyeah::histdowns:

DelphiAegis posted:

Thanks for this. I was dubious from the trailers due to the non-english lettering and it being a shady cash-grab in EA. From this and the reviews posted on steam being pretty positive as well I think I'll pick this up.

Should I get a Spidertron in my Factorio save first though? :v:

I've used a spidertron >99% of time since building it, insanely good.

Gadzuko
Feb 14, 2005
Seconding that Dyson Sphere Project is pretty good. The tech tree seems nearly complete, and the win condition is available. It plays a lot like a fast start modded Factorio, you play as a mech suit with a built in generator that you have to feed and upgradeable construction bots to handle all the building placement for you. There's no burner phase, you start with crappy wind turbines and almost immediately upgrade to coal burning power plants. Fluids also come into play really quickly, but I haven't played around with them yet. The overall structure of the game is clearly very heavily Factorio inspired but with enough of a twist on it to feel fresh instead of a ripoff. The localization is slightly janky but it's more amusing than annoying, anyone who's played Factorio will be able to figure out what to do pretty easily I think.

e: forgot important note, it does not have blueprints yet as far as I can tell? So that might get annoying late game.

Gadzuko fucked around with this message at 00:30 on Jan 22, 2021

Isomermaid
Dec 3, 2019

Swish swish, like a fish
How is it on the whole... "geometric placement of things" thing? Because from the videos it looked like it was modelled more after Satisfactory (in that you can build stuff easily, but there's lots of open space and the "game" is in getting it to run efficiently by chasing the numbers). Rather than the "spend ages manually placing things and intricately hand-threading conveyors to fit in a confined space in a clever way" thing, which is the bit of the game I really enjoy.

Xerophyte
Mar 17, 2008

This space intentionally left blank
Dyson Sphere Program 2-hour trip report:

- It's got a very cool scale to it, each planet seems to be just the right sort of size. They do a really good job of teasing you with the interplanetary and interstellar stuff.
- The writing is lovingly chinajank, don't read too closely.
- I find the pacing much too fast. Techs come in at a furious rate, each adding a bunch of stuff, and it seems like you never get to scale up with what you have.
- They're really fond of intermediate recipes. Even not-basic science packs are a big multi-step thing, and then it seems each tier adds new resources with new intermediaries.
- The loaders they use instead of inserters (and instead of undergrounds, to some degree) are really fiddly to place.
- Man I miss blueprints, especially with how fiddly the loaders are to place.
- There are bugs. Notably for me my mouse cursor tends to stop rendering, which is the main bug I really need fixed before trying it again.

It is quite pretty, in spite of a bunch of placeholder graphics. Here's my dumb little starter base, currently in the process of researching not-chemical science:


I'm very much in the Factorio part of the game, not so much the Dyson Sphere part of the game. It all seems quite labor-of-love with a lot of cool ideas, hardly a cash grab (in spite of being in the popular logistics automation & beltporn genre that you know the kids love). I also don't think I'd recommend DSP in its current state of earliness. It's not bad but the masochistic-fiddling-to-meaningful-puzzling ratio seems like it skews the wrong way. If you're the sort of person who likes the various masochistic fiddling mods for Factorio and have a hankering for more jank then it might be worth 15€ to check it out, but it's not currently a smash hit must buy.


[E], re: space constraints, at least on my little DSP planet it seems like real estate will be pretty limiting and planning your bus is a thing. Looking at the tech that's coming it doesn't seem like there's a lot of land to go around to place production all nicely, and compared to Satisfactory your belts take up much more real estate. Might be different if you use the vertical more than I did. What made me not feel like scaling is partly that tech seems come very fast and invalidate a lot of your past stuff, partly that building things involves a lot more fiddling than even Factorio in the manual stage. Adding just a single assembler with loaders takes a lot of clicks.

[E2]: Here's a non-crappy youtuber -- they do cuts! truly next level -- playing through the basic science bit of the game, for some sort of context
https://www.youtube.com/watch?v=ETKn-4L-v2w

Xerophyte fucked around with this message at 01:53 on Jan 22, 2021

Gadzuko
Feb 14, 2005

Isomermaid posted:

How is it on the whole... "geometric placement of things" thing? Because from the videos it looked like it was modelled more after Satisfactory (in that you can build stuff easily, but there's lots of open space and the "game" is in getting it to run efficiently by chasing the numbers). Rather than the "spend ages manually placing things and intricately hand-threading conveyors to fit in a confined space in a clever way" thing, which is the bit of the game I really enjoy.

Definitely has some space constraints to worry about and you can end up in spaghetti nightmare very quickly if you don't plan your layout properly. Verticality doesn't unlock for a bit and until then you have to use sorters (inserters basically) to move product over intersecting conveyor belts. Never mind, I misunderstood what the 'vertical construction' research was. You can build 3d conveyor layouts from the start.

I just realized while browsing the planetary map that my starting planet is in fact a moon of a gas giant. That explains the irregular nights! The game models axial tilt, rotation speed and other realistic planetary stuff, which combined with my orbit around the gas giant means that solar panels are, uhhh, complicated to try to figure out how much power I will gain per day on average. I don't think I will be using those for now.

Gadzuko fucked around with this message at 02:50 on Jan 22, 2021

Tamba
Apr 5, 2010

Gadzuko posted:

Fluids also come into play really quickly, but I haven't played around with them yet.

They barely qualify as fluids. You just get cubes of oil on your belt instead of iron or whatever.

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


Tamba posted:

They barely qualify as fluids. You just get cubes of oil on your belt instead of iron or whatever.

I wonder if that's part of their roadmap or a permanent thing

Thinking about it I find I'm not especially fussed either way

SkyeAuroline
Nov 12, 2020

Is there a reason why my blueprints are saving my red wires but not green ones? Trying to copy my simple rail unloader, and thankfully the complex wiring is all red wire, but the green wires hooking up the inserters to the chests don't get copied with the rest.

Majere
Oct 22, 2005

by Fluffdaddy

(and can't post for 11 years!)

Here, I finished up part of muh big base. Made an effort post on reddit tho!

https://www.reddit.com/r/factorio/c...web2x&context=3

CapnAndy
Feb 27, 2004

Some teeth long for ripping, gleaming wet from black dog gums. So you keep your eyes closed at the end. You don't want to see such a mouth up close. before the bite, before its oblivion in the goring of your soft parts, the speckled lips will curl back in a whinny of excitement. You just know it.
I just got this because I felt the need to build something complex, and boy does it deliver. I'm still in the tutorial -- first time I've ever spent 6 hours in a tutorial -- and I finally got to the railroad part. I appreciate how for this one they're giving me a lot more freedom to build my factory, and I finally got it to the point where I could generate red and yellow research so I could start researching stuff. It looks like this:



I'm trying to use splitters whenever multiple things need the same resource, just for my own sake. I find it simpler and much more easy to follow to go "okay, a new thing needs this, let's split off a new belt with a source for that" than to go "okay, let's extend this belt to them too somehow, but also I only want one of the two things that previous process needed so I guess I'm just routing some resources where they don't need to be and I'll actually have to force them out because I need something else to join the first thing on the belt and". But it did occur to me that that's a somewhat naive move, because basically the first thing gets 50% of that resource, then the next gets 25%, then the next 13%, and so on. So as a bandaid I did this:



Complete with idiotic loop-around to get them back on the same side of the belt. It's not great, but what I'd really like is a splitter where I could specify a percentage to split off, or something smart where I can go "okay you're twinned to that assembly machine down there, only send it what it needs and let the rest pass through". Do I get anything like that later on?

Also, I'm colorblind and the research screen is awful for me, there's absolutely no color difference between "things you can research right now" and "things you have already researched", and as far as I can tell there's no setting to fix that. Is there a mod?

The Locator
Sep 12, 2004

Out here, everything hurts.





Majere posted:

Here, I finished up part of muh big base. Made an effort post on reddit tho!

https://www.reddit.com/r/factorio/c...web2x&context=3

That's insane. I've cracked 1000spm in a functional base twice. I've started building out for larger, like 4000, but just seem to always peter out before I get them up and running.

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


CapnAndy posted:

I just got this because I felt the need to build something complex, and boy does it deliver. I'm still in the tutorial -- first time I've ever spent 6 hours in a tutorial -- and I finally got to the railroad part. I appreciate how for this one they're giving me a lot more freedom to build my factory, and I finally got it to the point where I could generate red and yellow research so I could start researching stuff. It looks like this:



I'm trying to use splitters whenever multiple things need the same resource, just for my own sake. I find it simpler and much more easy to follow to go "okay, a new thing needs this, let's split off a new belt with a source for that" than to go "okay, let's extend this belt to them too somehow, but also I only want one of the two things that previous process needed so I guess I'm just routing some resources where they don't need to be and I'll actually have to force them out because I need something else to join the first thing on the belt and". But it did occur to me that that's a somewhat naive move, because basically the first thing gets 50% of that resource, then the next gets 25%, then the next 13%, and so on. So as a bandaid I did this:



Complete with idiotic loop-around to get them back on the same side of the belt. It's not great, but what I'd really like is a splitter where I could specify a percentage to split off, or something smart where I can go "okay you're twinned to that assembly machine down there, only send it what it needs and let the rest pass through". Do I get anything like that later on?

Also, I'm colorblind and the research screen is awful for me, there's absolutely no color difference between "things you can research right now" and "things you have already researched", and as far as I can tell there's no setting to fix that. Is there a mod?
No, there's no way to customize how much stuff is taken from or split off a belt. You can filter which items go which way, and which direction has priority, but that's your lot.
I solve the resource problem you described by building more supply, and keep building until the belts fill up. Need more iron plates? Mine up more iron ore. Iron ore backed up? Add smelters until you're not mining enough iron anymore. Repeat... well, ad infinitum or ad nauseam.

(As an aside: it took me a long time to realize that belts are buffers, and you lose nothing for producing too much. It used to worry me when belts would back up :v:)

I was gonna ask if you were colorblind, because the 2nd science is green. As are the circuits made from copper wire, I forget their actual name I just call em green chips now lol (and it's even worse later, because one science vial is yellow/gold!)

It looks like there's a few attempts at fixing UI and graphics for at least a couple different forms of colorblindness, but I'm not sure how well some will work if they haven't been updated. The Mods area in the main menu is a fully-fledged mod manager with search, dependencies and all, probably easiest if you give em a whirl

Ciaphas fucked around with this message at 21:58 on Jan 23, 2021

Squibbles
Aug 24, 2000

Mwaha ha HA ha!
Not a big surprise really but it seems like they are starting work on an expansion pack for Factorio (most likely)

https://www.reddit.com/r/factorio/comments/l3ary4/expansion_confirmed/

SkyeAuroline
Nov 12, 2020

Ciaphas posted:

No, there's no way to customize how much stuff is taken from or split off a belt. You can filter which items go which way, and which direction has priority, but that's your lot.
I solve the resource problem you described by building more supply, and keep building until the belts fill up. Need more iron plates? Mine up more iron ore. Iron ore backed up? Add smelters until you're not mining enough iron anymore. Repeat... well, ad infinitum or ad nauseam.

(As an aside: it took me a long time to realize that belts are buffers, and you lose nothing for producing too much. It used to worry me when belts would back up :v:)

So this is going off memory, and it would be pointlessly overcomplicated for minimal benefit, but couldn't you set up a circuit to read belt contents, increment a counter, and have the inserter activate to pull one out of every (x) items? I don't think it necessarily does what OP is hoping and circuit logic is the more advanced bit of the game, but I don't think it's impossible.

(Green chips are "electronic circuit" last I checked. Red is advanced circuit, blue is processing unit.)

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


SkyeAuroline posted:

So this is going off memory, and it would be pointlessly overcomplicated for minimal benefit, but couldn't you set up a circuit to read belt contents, increment a counter, and have the inserter activate to pull one out of every (x) items? I don't think it necessarily does what OP is hoping and circuit logic is the more advanced bit of the game, but I don't think it's impossible.

(Green chips are "electronic circuit" last I checked. Red is advanced circuit, blue is processing unit.)

NGL I completely forgot the circuit network system :doh: you're probably right, but damned if I know how to go about it - most i've done is enabling pumps based on oil tank levels to control cracking

Didn't that actually get proven Turing-complete at some point, or am I mixing this up with Baba Is You

(edit) not quite but close, according to google

Ciaphas fucked around with this message at 22:31 on Jan 23, 2021

SkyeAuroline
Nov 12, 2020

Ciaphas posted:

NGL I completely forgot the circuit network system :doh: you're probably right, but damned if I know how to go about it - most i've done is enabling pumps based on oil tank levels to control cracking

Didn't that actually get proven Turing-complete at some point, or am I mixing this up with Baba Is You

The extent of my circuit knowledge is about the same as yours, plus a few concepts isolated from larger contraptions. I'd look into counter mechanics, and the rest should flow from asking the questions of "how do I make this count belt items" and "how do I make a target number send a signal to the inserter and reset the count" - I don't know them but they've definitely been answered at some point.

Unreal_One
Aug 18, 2010

Now you know how I don't like to use the sit-down gun, but this morning we just don't have time for mucking about.

Ciaphas posted:

NGL I completely forgot the circuit network system :doh: you're probably right, but damned if I know how to go about it - most i've done is enabling pumps based on oil tank levels to control cracking

Didn't that actually get proven Turing-complete at some point, or am I mixing this up with Baba Is You

(edit) not quite but close, according to google

It's as Turing complete as anything real can be. Nothing, including possibly the universe, has an infinite number of states, and therefore nothing is Turing complete.

Tamba
Apr 5, 2010

SkyeAuroline posted:

So this is going off memory, and it would be pointlessly overcomplicated for minimal benefit, but couldn't you set up a circuit to read belt contents, increment a counter, and have the inserter activate to pull one out of every (x) items? I don't think it necessarily does what OP is hoping and circuit logic is the more advanced bit of the game, but I don't think it's impossible.
But that requires "red" and "green" wires :v:
...Factorio is not very friendly for colorblind people, but there are some mods here that might help:
https://mods.factorio.com/query/colorblind

Taffer
Oct 15, 2010


CapnAndy posted:

It's not great, but what I'd really like is a splitter where I could specify a percentage to split off, or something smart where I can go "okay you're twinned to that assembly machine down there, only send it what it needs and let the rest pass through". Do I get anything like that later on?

Yes and no. When you do things with bots later on in the game part of this problem will start to disappear. But mostly your problem here is scale. Lets say you have a demand for 3 lanes of iron plates (you're not there yet, but you will be). If you do like you described, you'll have exactly this problem, where split 1gets 50%, split 2 get 25%, and split 3 gets 12.5%.



But the answer isn't to split each at 33%, it's to refill the lane so the next split is maxed. Notice the arrows showing "output priority", meaning the lane getting split off will always get full bandwidth unless it's already saturated.



You can extend this with more and more belts depending on demand. This is one of the main ways to manage a "bus" design, which is a common early-game base layout, where all your main materials are going on a central "highway", and then splitting off into assemblers to produce what you need. Just helps avoid the spaghetti that many people struggle with early on (though some people live for it).

If you're working with low demand, none of that is necessary. The split feeding one machine will saturate, meaning the feed line will continue one with a full (or nearly full) lane to the next split, and so on. It's a bit confusing at first but after you mess around with it a few times it'll all start to make sense.

Taffer fucked around with this message at 00:07 on Jan 24, 2021

MrYenko
Jun 18, 2012

#2 isn't ALWAYS bad...

Squibbles posted:

Not a big surprise really but it seems like they are starting work on an expansion pack for Factorio (most likely)

https://www.reddit.com/r/factorio/comments/l3ary4/expansion_confirmed/

gently caress.

Boogalo
Jul 8, 2012

Meep Meep




Its probably the space platforms and launching part they really wanted to get into 1.0 but had to cut so it wouldn't take another 5 years to release.

DelphiAegis
Jun 21, 2010

DelphiAegis posted:

Should I get a Spidertron in my Factorio save first though? :v:

Welp, turns out that despite thinking I did, I did not properly back up my profile/app data in upgrading to win10. I lost all of my saves, including the original save that I started playing Factorio with. Sure it no longer loaded, but now I'm really bummed and have lost all will to play. :(

I'm six hours into Dyson sphere program and it's pretty good at least?

FnF
Apr 10, 2008

CapnAndy posted:

Also, I'm colorblind and the research screen is awful for me, there's absolutely no color difference between "things you can research right now" and "things you have already researched", and as far as I can tell there's no setting to fix that. Is there a mod?

This won't directly help with the research screen, but should help in distinguishing between the different research vial types : https://mods.factorio.com/mod/cb-science

Majere
Oct 22, 2005

by Fluffdaddy

(and can't post for 11 years!)

CapnAndy posted:


Also, I'm colorblind and the research screen is awful for me, there's absolutely no color difference between "things you can research right now" and "things you have already researched", and as far as I can tell there's no setting to fix that. Is there a mod?

They added colorblind options in the graphics settings a while ago.

Xerophyte
Mar 17, 2008

This space intentionally left blank
Dyson Sphere Program, 15-hour trip report that should possibly be in a different thread at this point.

First, the devs very promptly hotfixed the disappearing mouse bug that stopped me from playing more on Friday. Their English remains amusingly bad, but I still get the feeling they really love their little janky space factory sim and they seem to be on the ball.

It's definitely growing on me, and my impression is better now than it was at 2 hours. Tech slowed down to a pace where I could keep up, and it started requiring I scale my basic production harder and think about my logistics which solved two of my biggest complaints with the early game. It's also gotten a lot easier to set up assembly lines as I've gotten used to controls, although I still think their inserter-equivalent requires a little too much mouse exercise. I still miss blueprints, and also easy upgrading, and also circuit networks (balancing your petrochemical production in DSP is ... challenging) but most of that is apparently on the roadmap.

The space stuff is occasionally a little basic, especially the travel -- you basically point your mouse at a planet, hold 'shift' to accelerate and 'w' to orient towards it, then slam into it at a couple of km/s a while later -- but really cool, and has some neat logistics implications. Some resources are only available on certain planets, but you also get different and simpler recipes for rare resources to incentivize settling more places. It seems like much of your mid-late game power is largely beamed down from your solar sail swarm and later your in-progress Dyson Sphere, so you need to make giant power receiver dishes and place them strategically around then planet so enough of them have line of sight to receive transmissions. Likewise, solar power is more interesting and attractive when half your planet is always in sunlight. Your starting planet is the moon of a gas giant which matters in fun ways since you get inconvenient solar eclipses and your orbital launchers have a hard time aiming, which I like since it incentivizes diversifying your poo poo in an unobtrusive way. Overall I'm impressed with how complete the later bits seem to be: with EA releases I expect that the last 2/3ds of the game do not exist and never will but this seems like it has a complete sandbox campaign arc out of the gate.

Finally, it's very pretty. I really dig the Model Planet scale, and once you start launching solar satellites and such you get to watch them being fired into glittering orbital rings by your giant EM cannons. Watching drones carry goods to and from your logistics ports and passing by your laden interplanetary transport shuttles as you hurl yourself through space is, likewise, real cool.

Map view at night:


Play view at day:

The Locator
Sep 12, 2004

Out here, everything hurts.





Might have to check out this new Dyson Sphere game someday.

For now, I started up a new game, this time with Krastorio 2. I've never really played K2, although I had a pretty good 1000spm base set up in K1 a long time ago, so I knew things would be different from vanilla, but also different from K1.

I purposely have done no looking ahead as far as planning my tech or figuring out what I'll need ahead of time, instead just sort of derping my way through as I hit the need for different things. I went for an embarrassingly long time before realizing that the standard smelting stack will eat all of a single yellow input belt with only half the furnaces working, while producing only a 1/2 belt of output. I should have expected this since I did see the ratio of 2:1 for ore/plates... but welp..

The greenhouses make it almost too easy to control pollution in the early game. I set up a long line of greenhouses to make wood to turn into coke, and I placed it alongside my steam powerplant, and it makes a pretty good pollution barrier. I didn't realize until quite a while later that the greenhouses actually absorb pollution instead of making it (-5 pollution). Pollution still sneaks out, but it's really spreading very little (I ended up on a pretty green/full of trees map). I also set up a bunch of greenhouses making trees, and any time I notice the pollution cloud creeping too much I run down to the edge of the creep and plop down 4 or 5 hundred trees, and bam.. pollution stopped.

At this point in the game I think I could make pretty damned effective pollution barriers simply by building lines of greenhouses, but I'm not 100% sure if they have to be actually operating, or just powered up and waiting to do the absorption.

I had a pretty tiny starting coal patch, and no other coal reasonably close (rail world settings) so I transitioned 100% to coke power and the only things using coal are ammunition assemblers and the coke stack. It's an interesting way to stretch the life of the coal patch, and also reduce the pollution output slightly (from 250% to 225%) of all the things burning coke vs. coal.

Have basic, green, and red science going at about 35spm while I now try to figure out a plan to make a real base, as the starting area is a big ol' mess, as expected. Not a truly wondrous mess like my first few bases, but badly organized and a fair amount of belts snaking through to get to the oddball assembler setups needed to make basic base building materials.

In my brilliance there is no room for any sort of decent bus at all beyond the 6 single lanes I'm already using because of poor decisions on where to place stuff relative to the ore patches.

I'm certainly not going to be breaking any speed records to getting a rocket launched, but having fun figuring out all the different stuff, but it's not so annoying that I give up relatively early like all my attempts at Bobs/Angels/Seablock.

Kafouille
Nov 5, 2004

Think Fast !
I've picked my first Seablock attempt back up, just got to blue science and I'm finally hitting the reality that I need to refactor my base into something a little more organized.

As you can see it's a mess :


So I'm starting to make some not quite cityblocks, smaller little modular chunks dedicated to one thing only, but in any size I need, just aligned on chunk borders. Here's my Slag 2 design, that fits into a 3x1 space, and produces 100 slag/s with nothing but power and a little bit of charcoal :

Tamba
Apr 5, 2010

The Locator posted:

At this point in the game I think I could make pretty damned effective pollution barriers simply by building lines of greenhouses, but I'm not 100% sure if they have to be actually operating, or just powered up and waiting to do the absorption.


You could, but you don't need to because You'll get access to actual air filter buildings soon that are even stronger

RabbitWizard
Oct 21, 2008

Muldoon

Xerophyte posted:

Dyson Sphere Program, 15-hour trip report that should possibly be in a different thread at this point.
There is a dedicated thread now https://forums.somethingawful.com/showthread.php?threadid=3956868.
I stopped with Factorio for now, 466 hours in the last 4 months was enough.

StrixNebulosa
Feb 14, 2012

You cheated not only the game, but yourself.
But most of all, you cheated BABA

As I settle into playing Krastorio and enjoying it a lot I'm still mad that the Space Exploration mod is so resistant to tweaking. What if I don't want my robots to randomly blow up? What if I want infinite ores? What if I want this without having to edit the files?

ugh, why are mod authors this way

The Locator
Sep 12, 2004

Out here, everything hurts.





StrixNebulosa posted:

As I settle into playing Krastorio and enjoying it a lot I'm still mad that the Space Exploration mod is so resistant to tweaking. What if I don't want my robots to randomly blow up? What if I want infinite ores? What if I want this without having to edit the files?

ugh, why are mod authors this way

I solve this by not using any mods by this author. I'm using K2 and K2 Extended Endgame, guess I'll see what that's about as it will be all new to me.

GlyphGryph
Jun 23, 2013

Down came the glitches and burned us in ditches and we slept after eating our dead.

Ciaphas posted:

Created my first beaconed factory, a steel smeltery :D Maybe from memory, I'm genuinely not sure; I think I saw a layout for smelting like this somewhere



I can't help but ask - why exactly are you staggering all these smelters instead of just putting them in a row? The only purpose of doing so seems to be requiring you to build tunnels for some reason.

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palamedes
Mar 9, 2008

GlyphGryph posted:

I can't help but ask - why exactly are you staggering all these smelters instead of just putting them in a row? The only purpose of doing so seems to be requiring you to build tunnels for some reason.

I think it reduces the footprint. Only 5 tiles between rows of beacons instead of the 7 you get with your basic belt-inserter-smelter-inserter-belt row layout.

Two things that might improve it off the top of my head. If the beacons are offset by one tile horizontally, you can get more beacons covering each smelter. And if the plate output belt is blue then once the smelters have production modules it can carry the output from a red belt of ore.

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