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Fifty hours on and off over the last five months and I've finally launched my first rocket. Not really sure what to do now. Continue on the same map and improve the factory? Start over with more biters? (I had a huge starting area so didn't really have to deal with them much.) Copy+paste all my own setups as blueprints to make the next game faster?
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# ? Feb 5, 2021 18:44 |
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# ? May 24, 2024 13:08 |
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Ambaire posted:When was that added? I thought it was destroyed regardless. Sounds like an awesome feature, personally... It's been that way for years. It's handy to not waste fluids, but it was real annoying when there was no easy way to drain mixed pipe systems.
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# ? Feb 5, 2021 19:18 |
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Finally finished my first "megabase." >1000 per minute of each science pack on standard rail world settings. IDK what the standard is for megabases but I'm pretty happy with it. Since I'm doing 1000 per minute I prefer to call it a kilobase. Still definitely the hardest I've ever factorio'd.
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# ? Feb 6, 2021 01:07 |
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I wanna thank everyone talking about the Mining Depot in this thread because it's going to massively improve my new games, holy poo poo.
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# ? Feb 6, 2021 01:37 |
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Skiant posted:I wanna thank everyone talking about the Mining Depot in this thread because it's going to massively improve my new games, holy poo poo. Mining drones definitely take a lot of the tedium out of setting up large mining arrays on ore patches. I wish that they consumed power, and that there was some way to make that power consumption scale up as you put them on larger and larger ore patches so that they had at least somewhat similar power requirements, but eh.. I'll deal with that aspect to remove the repetitious part of setting up mining bases. It would also be nice if I had some way of knowing other than trial and error, just how many full 'x color' belts a single outpost at any given point can support. Also, not a huge deal as I just overbuild and add more depots!
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# ? Feb 6, 2021 06:40 |
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I'm at the stage of the game where I'm launching rockets, but I feel like I'm spending most of the time just constantly blazing new paths to ore patches (lots of grenades on trees and laboriously mining stone rocks, killing biter nests), setting up miners, turret walls, and a railway. Once I finish one, I've got to go do another. Are there any tips on making this faster or less tedious? Should I check out this mining depot thing?
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# ? Feb 6, 2021 20:00 |
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Love the game, but one UI thing I feel like I can't figure out - how do you efficiently lay rail? Like I can't figure it out. It feels like the game is super finicky about connecting two different lines together. I can have one line coming toward another line a little higher or lower, and if I hold shift, hold control, hold whatever, the game basically makes these crazy contraption loops and things that are just ridiculous, and even with that, I still usually can't get the two lines to connect. I've watched the in-game tutorials, which don't really seem to help (that's where I learned about shift and control). I might not be explaining it well, but it feels like the UI for connecting existing rail lines is really kludgy, and I feel like I'm missing something.
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# ? Feb 6, 2021 20:05 |
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It sounds like what's getting you is trying to connect two tracks that are directly parallel, which you can't do. Those two bottom rails, they're too close together to successfully merge. There needs to be 2 rails worth of space between rails to join them.
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# ? Feb 6, 2021 20:12 |
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Also the huge loops are probably from the planner, which takes rotation in to account. Try pressing r a few times to first get the endpoint pointing the way you want.
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# ? Feb 6, 2021 20:23 |
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I almost never use the rail planner unless I'm laying out long ghost lines. It's just a pain in the rear end. What others have mentioned is generally the issue. This is actually why I use a lot of diagonal rail between stations/"useful" runs - it's easy to adjust diagonals by one or two squares to line them up properly. (Partially same reason my stackers are diagonal.) It also helps to build backwards - start from where you want rails to join together and build out from there until you've got the connection done, then build to the connection from wherever it's coming from.
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# ? Feb 6, 2021 20:33 |
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As far as blazing trails to new ore patches there are a few things. First are you using construction bots? Railways of any real complexity are pretty much a different game entirely if you use bots and blueprints. See the last few pages for more details of rail specific stuff but even a simple blueprint of a straight section with power poles and signals that you can tile will let bots clear the path and then build it for you. Hold shift when placing the blueprint itself and it will mark all the garbage in the way for deconstruction. If you have a personal roboport you can sit in your train and slowly move along as they clear and build in front of you. As far as clearing bitter bases to make room for all that there are a number of options once you have space science. Artillery will autotarget hives within range that radar scans. Once you have space science an upgrade or two of artillery range and fire rate makes this much more efficient. People often set up firebases along their railways that have some artillery plus a bunch of turrets to protect them. You can setup automated resupply with trains delivering shells, repair packs, and buildings as needed if you want. Again blueprints will make setting up a bunch of firebases a lot easier. If you want something a little more hands on than that consider nukes. The other big thing is that the amount of ore in a patch increases as you get further from the starting area. In general you want to make all your mining expansion in a single direction so the richness keeps increasing. You can also lay a really long railway in one direction skipping all the patches along the way until you get far enough that each patch has many millions of ore in it. That way you it will take a lot longer for a mining outpost to run out so you won't need to build new ones as often.
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# ? Feb 6, 2021 21:06 |
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the tingler posted:I'm at the stage of the game where I'm launching rockets, but I feel like I'm spending most of the time just constantly blazing new paths to ore patches (lots of grenades on trees and laboriously mining stone rocks, killing biter nests), setting up miners, turret walls, and a railway. Once I finish one, I've got to go do another. Are there any tips on making this faster or less tedious? Should I check out this mining depot thing? If you're launching rockets then you should have, or be able to acquire, a spidertron. They ignore collision for easy travel. You can either use rocket spam or construction bots to remove trees and rocks. Rocket spam also annihilates biters. And you should have blueprints for everything at this point, make mining outposts in various sizes and just slap it over the patch, click your wall blueprint a few times around it, station blueprint, then connect the rail and you're good to go.
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# ? Feb 6, 2021 21:12 |
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I never use bots to build rails because I am morally opposed to cliff explosives
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# ? Feb 6, 2021 21:12 |
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Rescue Toaster posted:. The input boxes will not back flow normally, even if you were to try to pump it out. In my scenario it was a constant, slow trickle of backflow
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# ? Feb 6, 2021 21:14 |
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the tingler posted:I'm at the stage of the game where I'm launching rockets, but I feel like I'm spending most of the time just constantly blazing new paths to ore patches (lots of grenades on trees and laboriously mining stone rocks, killing biter nests), setting up miners, turret walls, and a railway. Once I finish one, I've got to go do another. Are there any tips on making this faster or less tedious? Should I check out this mining depot thing? If you're launching rockets you should have construction bots. You should not be dealing with trees or rocks by hands, you should let bots do it. Then you should set up a basic tileable miner blueprint, as well as a basic mine train station (storage, loading, train limits). If you do that you should have no trouble setting up an outpost in a minute or two. Here's what I use: string: https://pastebin.com/c1ZUSaEQ And in practice it looks like this (I'm using mods, but everything here is completely doable in vanilla): https://i.imgur.com/LoOgmYx.mp4 (sorry i don't know how to timg a video) Then you just hook up your belts and connect the rail line and you're done.
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# ? Feb 6, 2021 21:14 |
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Thanks for that! I totally didn't realize the deconstruction planner could remove rocks, cliffs, and trees, that was my problem - makes stamping down the blueprints much faster. Also, how could anyone not want to blow up cliffs, they're infinitely worse than biters
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# ? Feb 6, 2021 21:24 |
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GlyphGryph posted:In my scenario it was a constant, slow trickle of backflow The easiest fix is to pick up the building and put it back down, right? It's not ideal (especially since I know I would forget to do it) but it would destroy the fluid.
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# ? Feb 6, 2021 21:31 |
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the tingler posted:Thanks for that! I totally didn't realize the deconstruction planner could remove rocks, cliffs, and trees, that was my problem - makes stamping down the blueprints much faster. Remember that you can customize deconstruction planners (and upgrade planners), so you can make one that will only target trees, rocks, and cliffs, so you can safely drag it over buildings and rails and belts without touching them, and just clear all the crap around them. This is really useful when laying down rails or starting a new outpost.
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# ? Feb 6, 2021 21:32 |
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Taffer posted:Here's what I use: If you're interested in improving the density in exchange for adding one more item type to the mix, you can do a tile of 6 miners feeding a center belt, with a medium power pole offset one tile from the center and an underground belt running under it. Lets you pack things a little tighter for more output per second.
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# ? Feb 6, 2021 21:33 |
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If you really hate placing it all down there's the Outpost Planner mod. You select an ore patch and it fills out the miners, power and belts into however many outputs you decide. Then you just hook up your station. It's highly configurable (similar to FARL customization) but also includes sensible default setups, including the one posted above. edit: it only lays ghost items, doesn't actually build the thing. Use bots to actually build the outpost. There's also P.U.M.P. for oil layouts.
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# ? Feb 6, 2021 23:37 |
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SkyeAuroline posted:If you're interested in improving the density in exchange for adding one more item type to the mix, you can do a tile of 6 miners feeding a center belt, with a medium power pole offset one tile from the center and an underground belt running under it. Lets you pack things a little tighter for more output per second. As you get later in the game, one of the problems I always seem to run into is simply getting the ore out of the ore field faster. Even using a compact setup in vanilla, blue belts simply can't carry the amount of ore that the miners produce (after a decent number of mining upgrades) and half or less of the miners are actually doing work. This effectively caps the output of an ore field to 6-10 belts, depending obviously on how physically large the field is. At the cost of massive numbers of underground belts, this was my solution to double the output of a single ore field. Yes it would probably be more efficient to simply set up mining drills on more ore fields and train the ore somewhere, but I like doing on-site smelting sometimes, and running large beaconed/moduled smelters eats a lot of ore, really fast. Luckily none of this is ever really wasted, as the field runs out of ore everything that's not being used simply gets picked up and moved along to the next patch.
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# ? Feb 7, 2021 01:11 |
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At that point you just bot mine.
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# ? Feb 7, 2021 01:21 |
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You can get more belts out by running belts from the right half out to the right.
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# ? Feb 7, 2021 01:21 |
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Xaintrailles posted:You can get more belts out by running belts from the right half out to the right. Too easy man.. Also that specific spot was on the edge of an ocean when I initially tapped it and I was out of landfill. But yeah, perfectly valid option that is probably far too simple for me to figure out on my own.. haha.. So I just finally got around to building myself a spidertron for the first time in this game. Got it all ready to go, went to put the speed-legs in... and I can't put legs in the spidertron. Is that a vanilla nerf or is that a K2 mod thing? I'm not using that stupid thing if it's slow.
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# ? Feb 7, 2021 01:43 |
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You can definitely use legs in spiders in vanilla. I'm a little disappointed at the size of the spider's equipment grid, i had this wonderful idea of a spider for laying concrete, and it just doesn't have the grid space for a reactor, at least 1 legs, batteries AND enough roboports to really make a dent in paving large areas. I guess i'll have to make like 10 of them and send them off together
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# ? Feb 7, 2021 02:38 |
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The Locator posted:Too easy man.. Also that specific spot was on the edge of an ocean when I initially tapped it and I was out of landfill. But yeah, perfectly valid option that is probably far too simple for me to figure out on my own.. haha.. It's K2, and it's a mod option that you can change.
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# ? Feb 7, 2021 03:08 |
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Krastorio has "additional electric engine" addons to put in vehicles instead of exoskeletons
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# ? Feb 7, 2021 03:54 |
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Krastorio 2: launched another rocket! At this point I know there's a huge endgame I could tap into, but power crystals talked it out with me and convinced me to try his mega-mod list as I do want to move up in complexity, so now I'm playing....this: quote:base Not mentioned: a homebrew mod to make it all work together without exploding. I have turned off Angel's Ores so that it won't take 40000 years to mine stuff. I'm told this entire mod is more doable than pyanodons, and hell with it, we can finally talk about the same kind of problems in our games (as opposed to making him try to remember how vanilla or Krastorio works!)
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# ? Feb 7, 2021 04:07 |
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Clark Nova posted:Krastorio has "additional electric engine" addons to put in vehicles instead of exoskeletons According to the description those only assist with acceleration, not with actual speed. They make my nuclear train take off like a dragster, but the top speed is unchanged. Taffer posted:It's K2, and it's a mod option that you can change. Thanks, I'll look for it before I launch the game the next time.
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# ? Feb 7, 2021 04:20 |
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StrixNebulosa posted:Krastorio 2: launched another rocket! drat... I haven't even heard of half of those mods... that's a hell of a list!
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# ? Feb 7, 2021 04:23 |
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The Locator posted:drat... I haven't even heard of half of those mods... that's a hell of a list! It is! I freely admit that if I didn't have someone I could poke for how-tos I wouldn't be in something this complex already. I tend to play Factorio by feel - no ratios, no blueprints, no plans, just me and "I need green circuits" and working backwords until I've made copper cables and whatever else it needs. So this is tough but doable, and I'm having fun working backwards to build weirder things!
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# ? Feb 7, 2021 04:29 |
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Since I have been called out, would you like (from my game using that set): Turning corn into science and turning the waste merchant signs into reputation? Or nobody-else-has-this Angel processes for Yuoki materials? Or "ores that don't normally exist in the world", with bonus points for the "Bee Hell" my friend tagged (where he is trying to produce every ore from bees)? This mod I will probably release to the public at some point in the next few weeks (I am the kind of programmer who is obsessed with making things perfectly organized before anyone sees them) because it does all kinds of fun stuff like control overall ore rarity so you can have ultra-sparse worlds (see third screenshot above) if you want. That's also a world with Bob's, Angel's, and Omnimatter active, and which has Bob's ores and Omnite but not Angel ores, which is normally not possible at all as Angel removes Bob's and Omnimatter removes every ore but its own.
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# ? Feb 7, 2021 04:37 |
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I um.. think I'll stick with K2, I never even really make it to mega-base or end game even at this complexity, and I've got days into this base. I do admire the dedication of people that are willing to both code the crazy mods like that, and play them.
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# ? Feb 7, 2021 05:01 |
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The Locator posted:I um.. think I'll stick with K2, I never even really make it to mega-base or end game even at this complexity, and I've got days into this base. I do admire the dedication of people that are willing to both code the crazy mods like that, and play them. More power to you! I enjoyed K2 a lot but knew it was time to scale up in mods when it felt like making rocket components and stuff was solved/too easy? I want more - and fortunately I think I’m ready for it, and even better I appreciate learning/training via K2.
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# ? Feb 7, 2021 05:11 |
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The Locator posted:According to the description those only assist with acceleration, not with actual speed. They make my nuclear train take off like a dragster, but the top speed is unchanged. They give top speed and acceleration in every vehicle except for trains. In trains they just add acceleration.
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# ? Feb 7, 2021 06:10 |
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Taffer posted:They give top speed and acceleration in every vehicle except for trains. In trains they just add acceleration. Cool, thanks. Too bad the grid is so small in the Spidertron, really limits how many toys I can play with.
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# ? Feb 7, 2021 07:12 |
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StrixNebulosa posted:Krastorio 2: launched another rocket! If you're already going Angel-Bob-Clowns combo-pack (which looks to be the base big-changers of that list of mods), you might as well toss in https://mods.factorio.com/mod/PCPRedux as well.
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# ? Feb 7, 2021 13:36 |
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Me when I first started playing this game: Alright, I built a second line of 10 coal smelters, I think I'm building to scale now and I even left a little room to expand. Me a week later: Alright, I built all 118 smelters to saturate this belt with steel, that was a lot! But I think I'm building to scale now and I even left a little room to expand! Me another week later: Wow, two saturated belts. Geeze, that was a lot of work, but that should be more than I'll ever need! Me this morning, starting a brand new save: Alright that's... *double checks* 720 steam turbines up and running, that should be enough power to get me started, time to start building out the smelting lines! I need to start thinking about where the next power generation sector will go.
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# ? Feb 7, 2021 14:15 |
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Half-wit posted:If you're already going Angel-Bob-Clowns combo-pack (which looks to be the base big-changers of that list of mods), you might as well toss in https://mods.factorio.com/mod/PCPRedux as well. Ahhh, no thank you, that looks like even more difficult complexity for the sake of itself. That's part of why I turned off Angel's Ores!
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# ? Feb 7, 2021 15:26 |
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# ? May 24, 2024 13:08 |
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the tingler posted:Thanks for that! I totally didn't realize the deconstruction planner could remove rocks, cliffs, and trees, that was my problem - makes stamping down the blueprints much faster. Aside from the construction bot option, my favourite (and most option) uses the tank, which will run down trees and rocks without stopping leaving a gap precisely wide enough to admit rail tracks. Put down your tank so that it's aligned with your track, select track, hold down w and continuously click behind your tank. You'll make a track through anything except cliffs, which you can use bots to get rid of without getting out of your tank. Plus, if you run into biters, you're already in your tank!
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# ? Feb 7, 2021 15:40 |