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Arrath posted:Update to previous: Lol... no. No you don't (have more plastic than you'll ever need). Hahaha..
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# ? Sep 9, 2022 07:19 |
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# ? May 24, 2024 22:22 |
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light/heavy-oil is usually when I get fed up and just do if(heavy oil > 22k) turnOnPump() chains. And then later something else leads to me realizing I need to do the same for light oil to petroleum gas or whatever it is but I always forget until something shuts down because I forgot to do it. I hate oil.
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# ? Sep 9, 2022 07:21 |
Andohz posted:I hate oil. more and more people are saying this
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# ? Sep 9, 2022 08:49 |
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I dont know why...it's kind of easy now. Basic refining just gives you petro gas (back in my day we had no basic refining!). Advanced refining ratio is 8 refineries, 2 heavy to light plants, and 7 light to gas plants. All yer oil will be gas for plastic and a little for sulfur. Plop down 1 more plant and a storage tank for lube and you're set for quite a while. You dont need any other storage tanks for heavy and light oil or circuit controlled pumps. You'll have a good supply of lube saved up when you get to yellow science and blue belts. The more accurate ratio is 20-5-17 but that generally too much to start with or you use that when you eventually replace the 2-3 copies of the "simple" ratio. These ratios are without modules of course. Majere fucked around with this message at 13:00 on Sep 9, 2022 |
# ? Sep 9, 2022 12:54 |
Ratios? Who has time for that. Just throw production machines at it until the resources stop backing up! Current oil plant: I should probably stop loving with this and finally set up purple and yellow science production..
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# ? Sep 9, 2022 16:28 |
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I'm the delightfully lonely blue chip assembler. That is a very well-ordered setup though. Full points.
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# ? Sep 9, 2022 16:33 |
Slum Loser posted:I'm the delightfully lonely blue chip assembler. That is a very well-ordered setup though. Full points. Hand fed with red chips no less. Bootstrapped just to get myself power armor, really. Thanks!
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# ? Sep 9, 2022 16:40 |
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Arrath posted:Hand fed with red chips no less. Bootstrapped just to get myself power armor, really. Thanks! I'm counting down the posts until you say "Holy poo poo I need so many green chips what the gently caress"
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# ? Sep 9, 2022 17:34 |
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In the same tier of assembler without modules (or the same amount of speed modifier) blue chips and green chips are actually 1:1; one design I like to do just has a line of each assembler, two tiles apart.pre:>>> [I/O lane - Red chips in near, blue chips out far] IUI [Red chip input inserter] [Underground acid pipe, going up to a pipe bus a few tiles up] [Output inserter] BBB BBB [Blue chip assembler] BBB >>> [Iron plate belt] FL [Iron plate input fast inserter] [Long inserter feeding down to up] GGG GGG [Green chip assembler] GGG [The usual 3:2 green chip ratio down here] Although this does require a bit more raw resources than just feeding in green chips from the bus, it also makes a good transitional build from starter base to megabase - you will want additional lanes of iron and copper smelters to feed them, and you should have construction bots at this point or very shortly after. So you find the space to put down a new rail depot that brings in iron/copper ores and coal (or other furnace fuel of choice), build the start of your midgame smelter array, and feed that all into making blue chips. You could also do this somewhere away from the base and just send trains of blue chips back to home. I will often beeline to coal liquefaction because it means you can run an all-chips outpost on just 3 input trains - iron, copper, and coal (plus the handful of heavy oil barrels required to bootstrap liquefaction). Xerol fucked around with this message at 18:18 on Sep 9, 2022 |
# ? Sep 9, 2022 18:14 |
KillHour posted:I'm counting down the posts until you say "Holy poo poo I need so many green chips what the gently caress" Oh I have an inkling, I launched rockets once, years ago, in vague misty memories. As it stands, I have two red belts worth of green chip production onto my main bus, and a rail in/out satellite production base that can fulfill a further two red belts and can be copy/pasted as my needs grow.
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# ? Sep 9, 2022 22:08 |
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Arrath posted:Update to previous: *Laughs in production modules* E: I really should refresh the page when I post. Jagged Jim fucked around with this message at 22:22 on Sep 9, 2022 |
# ? Sep 9, 2022 22:18 |
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Huh, they just announced Factorio for Switch in the Nintendo Direct. October 28th is release date.
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# ? Sep 13, 2022 15:28 |
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Some more details https://www.factorio.com/blog/post/factorio-on-nintendo-switch quote:All of the game's content will be available. The gameplay is not simplified and there are no artificial limits.
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# ? Sep 13, 2022 16:06 |
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Tamba posted:Some more details The only annoying thing will be that if you want to play cross-platform multiplayer, you'll have to play with people using no mods. But that's probably Nintendo's fault.
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# ? Sep 13, 2022 16:40 |
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KillHour posted:The only annoying thing will be that if you want to play cross-platform multiplayer, you'll have to play with people using no mods. But that's probably Nintendo's fault. Nintendo doesn't seem to care too much what third parties do, especially in an M game. They are weirdly protective in their own games, but Monster Hunter Tri U for the Wii U turned the mic on the game pad on every single time you connected to multiplayer and you had to go into options to turn it off (eventually it was remembered). Just freaking hotmicing everyone. Nintendo didn't care. They do suck at online, but that's in their games. And sometimes they are surprisingly competent in a single part of a title.
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# ? Sep 13, 2022 18:42 |
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No mod support really sucks. Once you beat vanilla a few times the wears off.
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# ? Sep 13, 2022 18:58 |
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pixaal posted:Nintendo doesn't seem to care too much what third parties do, especially in an M game. They are weirdly protective in their own games, but Monster Hunter Tri U for the Wii U turned the mic on the game pad on every single time you connected to multiplayer and you had to go into options to turn it off (eventually it was remembered). Just freaking hotmicing everyone. Nintendo didn't care. Are there any switch games with mods though?
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# ? Sep 13, 2022 19:09 |
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KillHour posted:Are there any switch games with mods though? They don't like custom content, they have seen too many softmods emerge from it. I guess I thought you were rehasing an older argument that's long been dead. This is completely fair and probably is Nintendo's fault for reasons I didn't think of. Oh ummm I think the DOOM ports have curated custom WAD files though. I don't have them on switch but Google says that feature wasn't stripped.
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# ? Sep 13, 2022 19:13 |
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pixaal posted:They don't like custom content, they have seen too many softmods emerge from it. I guess I thought you were rehasing an older argument that's long been dead. This is completely fair and probably is Nintendo's fault for reasons I didn't think of. What they probably don't want is porn mods being available, and they don't want to spend the resources to have someone at Nintendo proofing every mod for every game to make sure it is not objectionable.
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# ? Sep 13, 2022 19:15 |
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Cimber posted:What they probably don't want is porn mods being available, and they don't want to spend the resources to have someone at Nintendo proofing every mod for every game to make sure it is not objectionable. Bit of a dealbreaker, the “sexy conveyor belt” mod is a must-install for myself and presumably a lot of other people.
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# ? Sep 13, 2022 19:18 |
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Cimber posted:What they probably don't want is porn mods being available, and they don't want to spend the resources to have someone at Nintendo proofing every mod for every game to make sure it is not objectionable. Or it's probably that modding creates more technical and compliance hurdles. Mods that gently caress up Switches or worse, ends up creating homebrew back doors, seem like a far more likely concern.
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# ? Sep 13, 2022 19:18 |
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Also the Switch only has 4GB of shared RAM+VRAM, with 3.2GB or so available to games. They might have realized that opening it up to modding would leave it in a very stripped down state where some mods might work, others only if there aren't too many of them. Meanwhile parts of the modding community might feel pressured to make stripped down versions of mods for it if it got a large enough playerbase. (Sure, the majority of ram usage from mods is textures and the like, and a lot of that is saved when targeting 720/1080p, but it's still a large issue.) Not to mention, they probably scoped the port to use all the resources on the Switch, instead of hobbling the main game just to leave some extra overhead for mods in case someone wanted it.
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# ? Sep 13, 2022 19:56 |
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Cimber posted:What they probably don't want is porn mods being available, and they don't want to spend the resources to have someone at Nintendo proofing every mod for every game to make sure it is not objectionable. They may justify it that way but probably care much more about blocking the execution of arbitrary code from the internet which could enable jailbreaking
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# ? Sep 13, 2022 20:06 |
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Hmm I think the biggest worry isn't mods, but that screen. Might be too much visually for the switch's small screen. At least for me anyway. I hope there's a demo.
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# ? Sep 13, 2022 22:31 |
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Orc Priest posted:Hmm I think the biggest worry isn't mods, but that screen. Might be too much visually for the switch's small screen. At least for me anyway. I hope there's a demo. It supports the dock so it will go on the TV
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# ? Sep 13, 2022 23:09 |
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doesn't it still only render at 720p?
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# ? Sep 14, 2022 03:19 |
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nope dock is 1080
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# ? Sep 14, 2022 03:21 |
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It doesn't need mods on the Switch. PC gaming is like your wine collection, while mobile gaming is your flash of whiskey. You just need it to be good enough to get through whatever you're doing (airplane, commute, funeral).
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# ? Sep 14, 2022 07:03 |
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I don't care about playing it on the Switch, but this is good news for Steamdeck support.
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# ? Sep 16, 2022 23:03 |
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I ran into an interesting problem in my late K2 game recently. What’s the best way to handle “overflow” goods in a train-based base? I’m using vanilla trains, with a simple “nearly enough trains” system; for each item transported I have stations in various places named things like “Foobar Pickup” and “Foobar Dropoff”, then enough trains on a loop between those two station types to drive the goods around. Several useful products also produce sand. For a long time I just baked the sand into glass and shipped that over as an ingredient in various glass-based products, but I’m now running enough of these production chains that I have too much glass. As far as I can tell, my options are: Just destroy the sand on-site. This will definitely work but wastes the sand. Create a glass destruction facility, and set up an alternate train route, with stations for “Glass Destruction Pickup” and “Glass Destruction Dropoff”. This wastes the sand too, but at least if my factory needs more sand later I can go change the pickup station’s name and stop wasting it. Create a destruction facility and just add it to the normal Glass Pickup and Glass Dropoff network. This won’t work: since trains travel to their nearest destination, the destruction facility may receive glass while some actual factory stops are starved of it. Something to do with matter? To be honest I’ve been avoiding matter because it seems like a really dedicated matter base would make everything feel generic and no fun. But for this case I think it’d be fine. There’s no glass to matter converter but iirc there is one for quartz. Something to do with LTN. I’m not doing this, but I wouldn’t be surprised if it were possible to fix this with LTN. (Really what I’d want is two train stops which both request glass, but where if both need glass, one always receives it first.) How did other folks deal with this problem? I’m playing at 5x science costs so my scale is a bit higher than I’m used to.
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# ? Sep 17, 2022 07:48 |
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nrook posted:Something to do with LTN. I’m not doing this, but I wouldn’t be surprised if it were possible to fix this with LTN. (Really what I’d want is two train stops which both request glass, but where if both need glass, one always receives it first.) Export sand wherever it's created (high priority for byproducts, low priority for any dedicated sand producers if you have those). Import sand for your glass making (high priority) and sand destruction (low priority). Optional: if you have some dedicated sand production, only turn it on if there isn't enough sand for the glass makers in the network. e: oh, you already have too much glass. But the idea is the same: High priority for the things that actually need glass and / or low priority for the glass destruction and LTN should take care of the rest. Tamba fucked around with this message at 08:03 on Sep 17, 2022 |
# ? Sep 17, 2022 07:58 |
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What recipes produce sand as a byproduct? It's been a little while since I played, but I don't recall ever having to deal with sand byproducts in any production chains.
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# ? Sep 17, 2022 22:44 |
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Immersite powder is the big one, iirc.
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# ? Sep 18, 2022 01:43 |
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This was one of the first challenges I had to tackle in Nullius, as that mod has a lot of processes that make side products that can gum up production. My solution, which doesn't require LTN, was to set up disposal and warehouse stations in addition to pickup and dropoff. Sand made as a by-product gets trained from a pickup station to the disposal station. From there it's belted to the warehouse station, and I have another train line running from the warehouse to dropoff stations that need the sand for something productive. When the warehouse station fills up, the sand gets rerouted by belt to whatever machines void it.
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# ? Sep 18, 2022 16:17 |
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New FFF https://www.factorio.com/blog/post/fff-370 quote:That's nice, but what about the expansion?!
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# ? Sep 23, 2022 13:14 |
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quote:This is the first time we had to make sure the game is deterministic between ARM and x86. We should be fine, C++ is portable, right? Just don't use undefined behaviour. Turns out we use quite a lot of undefined behaviour... Lmao
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# ? Sep 23, 2022 15:06 |
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The game runs on ARM? Factorio cell phone game when?
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# ? Sep 23, 2022 18:33 |
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Charles 1998 posted:The game runs on ARM? Factorio cell phone game when? The Switch is ARM. I wouldn't look beyond that right now.
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# ? Sep 23, 2022 18:39 |
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I do find it funny that the expansion development team considers "game too long" a problem and not a feature in a game where the most popular mods pride themselves on insanely long completion times. Speaking of which, 140 hours into Space Exploration and starting to hit yet another wall as I start putting offworld resources together to break into level 2 of the space sciences. Finally learning some basic circuit functions so I can automate my supply rockets and beacons so I can take advantage of SE's modules. Learning tons of stuff in this run that I never even had to think about in the base game. Next up is learning how to properly signal trains as I'm still relying on single-line rail systems for each of my trains:
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# ? Sep 23, 2022 22:06 |
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# ? May 24, 2024 22:22 |
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Factorio should make Factorissimo2 native dangit. How did I play without it
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# ? Sep 23, 2022 22:12 |