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It's been a while since I played with Rampant Arsenal, are shotgun turrets still ridiculously good?
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# ? May 10, 2023 14:15 |
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# ? May 25, 2024 18:05 |
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Kras 2 really hitting the spot, thanks again for the recommendation. I added Bob's Enemies to it but I've not seen the new spawns yet, though I'm still pretty early game with first three sciences automated. Gonna go knock out the closest nests, probably get evo above 20% just in time for border walls and flamethrower tech, unless Kras really throws me for a loop there. Really like the windmill and greenhouse techs, though they seem a bit open to abuse. On the other hand at the level of automation to mass produce them I'd have a huge iron bus for the windmills or be ready to slam to green mods for the greenhouses to combat pollution.
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# ? May 11, 2023 09:57 |
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No need to bother with that. Krastorio also has air filters which just delete pollution from a chunk at the cost of air filters (that you can wash and reuse). Once you unlock that, biters which never bother you again.
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# ? May 11, 2023 10:45 |
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Do people not play seablock anymore? Holy poo poo I love seablock. Warptorio2 is also incredible, but it's basically a tower defence game.
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# ? May 11, 2023 11:04 |
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Tamba posted:No need to bother with that. Oooh. I may have to set up and test walls for fun a few times before I give into my turtle mindset and keep my cloud small. yoloer420 posted:Warptorio2 is also incredible, but it's basically a tower defence game. You've got my interest.
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# ? May 11, 2023 11:08 |
Meanwhile I'm the idiot who want to wishes to include Bobs/angels material processing and refining in a space exploration run. Some reason I love the crushing chunking purifying cycle of turning exotic rocks into smeltable ore
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# ? May 11, 2023 12:13 |
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Just saw this and thought it would be funny if a mod required Trinitite for some late game components/science https://www.atlasobscura.com/articles/trinitite-trinity-test-mineral-cultural-jewelry
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# ? May 11, 2023 12:25 |
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How do y'all set up labs for a megabase? 1k spm means setting up 1000 labs (or the equivalent with modules and beacons) which is a lot.
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# ? May 11, 2023 15:15 |
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We finally made it to matter science on hour 160 of our Krastorio 2 + Space Exploration + a million other mod pack play. Something I'm struggling with is I'm frequently getting low framerates now, like 5-10 FPS. My UPS is 60, my friend's FPS and UPS are both 60. It's hard to find good debugging options on google, most FPS issues are people playing on lovely laptops. I'm on a Ryzen 9 9300X, and I think the GPU is generally single core bottlenecked so my GPU shouldn't matter (3090, if it does).
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# ? May 11, 2023 15:25 |
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Solumin posted:How do y'all set up labs for a megabase? 1k spm means setting up 1000 labs (or the equivalent with modules and beacons) which is a lot. That'd be far past the point where I go from sustenance production to factory production so making a thousand of anything is just a matter of setting up the assemblers. Make a blueprint and tile it out, watch the bots do it.
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# ? May 11, 2023 15:44 |
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1k SPM needs way less than 1k labs. 1k SPM = 16.666... science per second. With all lab speed techs and no modules, each lab is doing a research point every 17 seconds. So without even adding modules or beacons you only need 283 labs. Adding in productivity modules (which should go in labs first, they are by far the most efficient use of them) and even a moderate amount of beacons you can get away with well under 100 labs. At maximum (12) beacons per lab you only need 43 labs to exceed 1k SPM. This was my setup last megabase, this was doing about 1.8k SPM (not fully fed) with about 80 labs. e: Bonus shot of 16 blue belts of green chips. Xerol fucked around with this message at 16:03 on May 11, 2023 |
# ? May 11, 2023 15:59 |
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Doomykins posted:You've got my interest. For context: this is about Warptorio 2 I've been trying this for a bit and it's a very cool and unique concept. You start out on a small platform which emits an immense amount of pollution, no matter what you do, biters will start attacking you in a few minutes. Every 20 minutes (this can increase with research) the platform will warp to another planet, only taking things with it that are on the platform, including yourself. On the new world the pollution and evolution timer are reset and the fun begin again. It's a very interesting mix of trying to stay on a specific world for a bit longer to mine resources, versus deciding to leave because you're spending more iron on bullets than you are mining. There's a ton of research to be done to increase the platform and add all sorts of interesting features to it. The entire thing turns into more of a tower defense type game, and it' can get pretty drat challenging but so far I've found it to be really fun.
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# ? May 11, 2023 16:56 |
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Oh hell yes that's going on the list. Thank you!
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# ? May 11, 2023 16:59 |
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yoloer420 posted:Do people not play seablock anymore? Holy poo poo I love seablock. I still tinker with my marathon seablock world occasionally but the sheer amount of infrastructure needed to keep it going means hours of handplaced buildings. 'Rushing' sniper turrets was also required to be able to expand as the worms tended to instantly murder normal turrets.
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# ? May 11, 2023 17:02 |
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Oh, I had completely forgotten about lab productivity research. That changes everything. I found a handy calculator: https://codepen.io/Tickthokk/full/NBbKPZ/
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# ? May 11, 2023 17:44 |
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https://www.youtube.com/watch?v=01qux-5Qx_Y It's a map visualizer, not a game, but Also getting strong C&C cutscene vibes, particularly with that last scene.
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# ? May 12, 2023 06:17 |
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TasogareNoKagi posted:https://www.youtube.com/watch?v=01qux-5Qx_Y Holy poo poo, this is awesome
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# ? May 12, 2023 13:31 |
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Anyone have tips for dealing with framerate issues that are multiplayer only? I've been often dropping to 5 FPS for a period of time and it's been rough to play. I loaded the game save in single player, and it runs 60 FPS no problem, so it's something with networking. Next time we're going to try switching me to hosting instead of him, but it's better if he hosts because he plays longer than me usually, so I'd rather fix the issue on my end as a client.
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# ? May 12, 2023 16:31 |
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Speaking from experience years ago, whoever has the weaker computer is going to suffer. I was playing some 3- and 4-p with my friends, and my poor computer was the weakest of the bunch. Every time the host sent a nuke into the max-density cluster of nests out on the periphery of our base, my computer choked, wheezed, and died for the better part of a minute as hundreds of biters tried to pathfind to the center of our base. After they were mowed down by turrets, I could move again.
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# ? May 12, 2023 16:51 |
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TasogareNoKagi posted:https://www.youtube.com/watch?v=01qux-5Qx_Y Seconded the "Holy poo poo! This is awesome!"
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# ? May 12, 2023 21:20 |
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Thought I was a smart guy getting blue science automated in K2, then the new purple and yellow rolled up on me. But this is great! Pure time burning Factorio fun. I've got my first exos, personal robots and big mall set up so the world is my oyster, which is great since it's time to set up some really aggressive border walls for factory space and resources. Bob's Enemies has been a touch dull. Is Rampant the sort of thing that goes well with mid-game saves? I'm giving it a brute force try anyway and half my base hasn't despawned so here's hoping. Edit: Ah yeah, goes in perfectly and already more interesting. Sweet. Doomykins fucked around with this message at 22:18 on May 13, 2023 |
# ? May 13, 2023 20:34 |
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TasogareNoKagi posted:https://www.youtube.com/watch?v=01qux-5Qx_Y I approve of the Factorio trains rumbling by at "gently caress you, Squishy Meat Being" speeds. Satisfactory trains lack that proper menace: they're relatively quiet and phase right through the player.
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# ? May 13, 2023 23:14 |
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Alkydere posted:I approve of the Factorio trains rumbling by at "gently caress you, Squishy Meat Being" speeds. Satisfactory trains lack that proper menace: they're relatively quiet and phase right through the player. I've massively increased the number of trains in my base over the last couple days. Coincidentally, I've died 5 times. Nuclear fuel makes trains go fast.
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# ? May 14, 2023 09:05 |
Solumin posted:I've massively increased the number of trains in my base over the last couple days. Coincidentally, I've died 5 times. Nuclear fuel makes trains go fast. With the supersonic trains mod sometimes they're going so fast the collision box doesn't even have time to interact with you.
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# ? May 14, 2023 13:23 |
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Megabase (mostly vanilla) talk - I've got Phase 2: The Adhoc 2700spm Large Base nearing the finish line, with Yellow about to go in and then another resource expansion to pay for White. With unlimited upgrades finally available Phase 3 will involve removing belts and going localized botnets. Given what I've seen this would involved quad-rail wrapped tracks (probably using something like 2-8 or 4-16 with all the rail infrastructure built into the "blocks" and the defineable blocks shown in-world/on the map via some mod. Query 1: What's that mod? I've seen it in a few map shots. Query 2: Any known blueprints that have those sorts of rail blocks already? Preferably with landfill? Trying to figure out how to piece the corners together. Solumin posted:I've massively increased the number of trains in my base over the last couple days. Coincidentally, I've died 5 times. Nuclear fuel makes trains go fast. I've just got them on rocket fuel and I've died... a lot. I know I've died a lot, I know to watch for trains, but I have so many trains and so much track that having one show up in your blind spot is a one-way ticket to slooooooowly walking back across the base... which is made of of track that trains run on. When I finally launch a rocket I'll probably convert over to nuclear just to get them in and out faster, but they're terrifying enough as it is.
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# ? May 14, 2023 13:34 |
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If by 'blocks' you mean chunks/chunk borders, that's not a mod that's a debug setting. They show up by default when you pause the game but you can also use the debug options menu (F4) to set them to be always on or have them only show up when you toggle on debug view (F5).
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# ? May 14, 2023 13:43 |
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Mailer posted:
1. Setup an area at your respawn site (0,0) with replacement armor and exos and poo poo so you can get back going immediately. 2. Setting up “safe cross walks” with some circuits and gates can be a fun exercise and give you some safety running around the base.
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# ? May 14, 2023 17:41 |
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Or 3. Never get out of your spider.
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# ? May 14, 2023 18:21 |
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I guess there’s 4: massive robot port network and play like an RTS from map view.
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# ? May 14, 2023 18:41 |
necrotic posted:I guess there’s 4: massive robot port network and play like an RTS from map view. There's a mod for that called Brave New World. It removes your character entirely and you start as a roboport with some basic defenses. I believe it makes use of Earendel's various drones for mining and such.
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# ? May 15, 2023 00:21 |
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I have all the factories for 1kspm built. I have (I think) all the mines necessary. Now I just need to deploy several dozen trains to get all those resources moved around. Please, do any of you have a mod or something to automate train deployment? This tedium is going to burn me out fast. Edit: Wait I can just blueprint them? Solumin fucked around with this message at 02:06 on May 15, 2023 |
# ? May 15, 2023 00:57 |
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Solumin posted:Please, do any of you have a mod or something to automate train deployment? This tedium is going to burn me out fast. Yes, typically the first step in railway deployment is to either find or create your basic rail layouts complete with power and signals. Standardize the size of train you want (for signal reasons) and just build for that. In terms of "I have X outposts, go figure out a rail network in between them" then no I don't believe a mod exists. I don't even know how that'd work given the possibilities and complexity. One way or another you or your bots are going to have to place that track. Beyond that it's how much you want to cheat. Mods like Full Automated Rail Layer and Auto Track Laying let you build rail as you drive along it to varying degrees of complexity. You could also just open /editor and do it all without waiting on bots and having to go back for resources. If the tedium is going to stop you from enjoying more of the game never not cheat. Two things I'd definitely recommend and (imo) are mandatory: Burny's train station builder gives you strings for basic stations. Blueprint Sandboxes is the best mod ever. There's a bunch of train mods listed on the forums though the only one I use is LTN.
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# ? May 15, 2023 03:36 |
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No, I meant, I have a handful of train routes (mines to depot, depot to forge, forge to factory, etc.) and I need to create several dozen trains to handle all those routes. I've got the train network set up already, with TSM and all. I was hoping for an easy way to configure those train routes (e.g. set up number of engines, number and type of cargo wagons, and their schedule) so I could press a button to deploy more of that kind of train.
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# ? May 15, 2023 03:46 |
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In addition to blueprints you can also copy/paste train schedules from one locomotive to another just like you do with buildings. Not sure how that interacts with TSM though.
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# ? May 15, 2023 04:36 |
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Sure, but it gets tedious. I was hoping for an easier way. It's not a big deal, I'll manage. Edit: Blueprinting is exactly what I needed. Took only a few minutes to create them, and it's real easy to pump out handfuls of trains. Solumin fucked around with this message at 05:48 on May 15, 2023 |
# ? May 15, 2023 04:41 |
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Ah, that kinda depends on how TSM works. I haven't used it, but with LTN the process is handled entirely at the requester/provider ends. The trains themselves are just dummies at a station waiting for orders. If a requester needs fluid, it picks a fluid train. No input needed from my end and the stations work it out themselves. Schedules are a one-time ephemeral tasks list for a given train. I always refuel at the depot so I don't have to futz around with hundreds of refueling stations. There's probably more interesting math behind it, but a long time ago "1:4 engine:car" got burned into my brain, so I always use a multiple of that. My current base is in a similar position to yours and I'm running 1-4s. When I scale out to self-contained factories importing raw resources I'll move up to 2-8s or 4-16s. While I know people have done it and with enough planning/effort it's fine, I'll always standardize on a single train size within a given network just to reduce the chance of weird things happening.
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# ? May 15, 2023 06:19 |
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LTN never clicked with me, though after trying TSM I may give it a second chance -- assuming I ever want to build a factory large enough to warrant it again. I'm doing 2-4 for mining trains and 1-1 for almost everything else. Plastic is 1-2 because most red circuit factories ended up needing 2 wagons of plastic per minute, and I'm doing stone as 1-3s for the same reason. Even with nuclear fuel, 1-3 feels a lot slower than 1-1 though. I've reached the second stage of train base: fixing traffic congestion in the network. The intersection blueprints I've been using for years (that I designed myself) are perhaps not optimal.
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# ? May 15, 2023 07:58 |
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Is this what you want? https://mods.factorio.com/mod/TrainGroups
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# ? May 15, 2023 17:20 |
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Mailer posted:Ah, that kinda depends on how TSM works. I haven't used it, but with LTN the process is handled entirely at the requester/provider ends. The trains themselves are just dummies at a station waiting for orders. If a requester needs fluid, it picks a fluid train. No input needed from my end and the stations work it out themselves. Schedules are a one-time ephemeral tasks list for a given train. I always refuel at the depot so I don't have to futz around with hundreds of refueling stations. The basic math is that one engine can pull 4 cars before losing speed / acceleration. An engine weighs two cars. So an “optimal” one way is 1-4 and an “optimal” 2 way is 1-2-1. 8 cars? 2 engines for one way, or four for two. Etc…
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# ? May 15, 2023 17:22 |
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# ? May 25, 2024 18:05 |
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How does one go about refueling in vanilla anyway? The condition to start/stop for certain numbers of items seems to only use the cargo and not the contents of the locomotive proper, so I can't just do something like add a coal stop to the schedule and top it up if it's under 50 coal or what have you. I guess I could set it up so that it just stops there for 10 seconds unconditionally and it gets whatever fuel it gets. I'm on the verge of setting up solid fuel lines and just sending them to the intake stations of my base to get inserted at all of those, which is going to be a pain in the butt but at least I'll never have to worry about traveling halfway across the world to be AAA for a single wayward train...
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# ? May 15, 2023 19:40 |