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Tamba posted:The devs also forgot to disable the hotkey if you don't have the tech, so as long as you know that it's N, you can use it before you have the research Bad news: They fixed the hotkey thing, so you can't use it before you have the tech for it now. Good news: Advanced logistics was moved down into the Research Lab 1 era e: OwlFancier posted:Do you want to use belts with farms? They and the markets are intrinsically sized so that you can pick up full truckloads which is what you use trucks for. Belts can be used for anything but they seem to be preferential for things which move tiny amounts of stuff short distances, i.e production lines. Just plug the potato farms straight into the food markets and ignore both belts and trucks until you feel like giving your people some better food. This can last you quite some time if you have enough space for 3-4 farms right next you your city Tamba fucked around with this message at 21:34 on Jun 5, 2023 |
# ? Jun 5, 2023 21:19 |
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# ? May 24, 2024 07:55 |
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OwlFancier posted:Do you want to use belts with farms? They and the markets are intrinsically sized so that you can pick up full truckloads which is what you use trucks for. Belts can be used for anything but they seem to be preferential for things which move tiny amounts of stuff short distances, i.e production lines. In my first game, the amount of trucks tasked to food moving jobs became untenable after a while, causing me to prefer it. Like any other transport task, belts simply free up your trucks to do other things on top of making flows more consistent. I belt everything to a storage area with a sorter, and stuff can be moved from there if it needs to be.
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# ? Jun 5, 2023 21:30 |
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WithoutTheFezOn posted:1) You need to research Advanced Logistics. This will let you say “all trucks assigned to this mining tower, dump your stuff here, here, and here”. Edit: you do that by clicking on the mining tower and press the + in the export section, then clicking on the storage bin. Point 2 is where I was messing up. God drat it, that seems so obvious now but at first glance, I kept hitting that invisible wall and couldn't figure out why all my stuff was grinding to a halt. Thank you.
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# ? Jun 5, 2023 21:30 |
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OwlFancier posted:Do you want to use belts with farms? They and the markets are intrinsically sized so that you can pick up full truckloads which is what you use trucks for. Belts can be used for anything but they seem to be preferential for things which move tiny amounts of stuff short distances, i.e production lines. That's separate from a need to belt farms because eventually you get complex foods needing several steps that you'll belt up anyway. Even that's not really necessary, and the main reason to belt up farms is by the time you plumb them into chemical production chains. Qubee posted:Point 2 is where I was messing up. God drat it, that seems so obvious now but at first glance, I kept hitting that invisible wall and couldn't figure out why all my stuff was grinding to a halt. Thank you. zedprime fucked around with this message at 01:00 on Jun 6, 2023 |
# ? Jun 6, 2023 00:57 |
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If I have a group of farms I’ll belt the food into T2 storage containers at the edge of the group then have trucks empty them at their leisure. At least then I can pretend I’m being efficient.
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# ? Jun 6, 2023 01:02 |
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I've been getting really into Football Manager which is challenging as someone who has barely even followed the world cup, but it's a lot of fun for people with my variety of spreadsheet enthusiasm. I just wish I knew how financial stuff like transfer budgets, GAM, TAM and so on worked in full. Oh well, in time I will.
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# ? Jun 6, 2023 01:13 |
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COI: My 3-stage Refinery with cracking is complete. Primary products are diesel and fuel gas. It is self-powered from burning fuel gas and heavy oil. Secondary products are rubber, sulfur and fertilizer II. There is an additional cracking module at the top for diesel surplus. If the output tanks are full it will crack the entire output to naptha, then to fuel gas, which is enough to run a pair of boilers at roughly 80%. I route that steam down to the desalinators and turbines on the left side. (I initially built the first half of that module with a solid fuel boiler running on woodchips and coal, so the steam from the fuel gas boilers cut its uptime dramatically.) So I also get a ton of water to run the refinery and export to my settlement and farms, + ~18mw of power. Before I built this monster I had completely drained the nearby aquifer and my coal power plant was putting a lot of strain on the mine. Now things are a lot more relaxed.
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# ? Jun 6, 2023 01:56 |
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I've found piping steam overflow to turbines to be more trouble than it is worth. Since excess is by definition unpredictable, that means your power supply is unpredictable. And your power supply is the last thing you want to be unpredictable. Meanwhile boilers that have saturated the pipes just won't run, saving fuel when it isn't needed. You can even take advantage of that to have backup boilers for critical infrastructure, having gas backed up with coal for example, by routing the coal boilers through a balancer and setting the gas boilers to prio.
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# ? Jun 6, 2023 03:00 |
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OwlFancier posted:That may actually be possible because pumps have a set (but quite high) power cost so if you put enough wheels behind it you could make perpetual motion (until the water evaporates) Of course it does, Against The Storm taught us that beavers just dwarves except you do a find and replace on "metal" for "wood" and "ale" for "wine".
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# ? Jun 6, 2023 03:37 |
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Warmachine posted:I've found piping steam overflow to turbines to be more trouble than it is worth. Since excess is by definition unpredictable, that means your power supply is unpredictable. And your power supply is the last thing you want to be unpredictable. But I tend to agree the solution you want if only for visual management (maybe before super pressure steam forces your hand to have delinked base load and peak load) is steam going into balancers going into turbines.
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# ? Jun 6, 2023 03:40 |
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Warmachine posted:I've found piping steam overflow to turbines to be more trouble than it is worth. Since excess is by definition unpredictable, that means your power supply is unpredictable. And your power supply is the last thing you want to be unpredictable. Believe me, its priority balanced. Might play around with the new thermal storage later as well. Edit: Multi-tier mining operations. The excavators up top are clearing off a layer of mixed dirt and coal over the next tier of the mine to be worked. (So I can see where the seam is and place the retaining walls in the right spot the first time this time) By dropping their coal down to the lower lever using a stacker truck trips stay short and I don't have to re-set any of the machines working for the main mine. They automatically mine from the pile of pure coal since its higher than their mining designation. Polikarpov fucked around with this message at 09:38 on Jun 6, 2023 |
# ? Jun 6, 2023 04:12 |
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Polikarpov posted:Believe me, its priority balanced. Might play around with the new thermal storage later as well. Someone in discord last night was very convinced thermal storage was giving them more steam than they put in... which... it wasn't, but they were also doing some nonsense with 64 (!) desalinators of which probably 8 ever ran? The point of this conversation ended up being that for loads at are either all or nothing, the thermal storages could make one boiler seem like eight, since the boiler charges the storage when the system is at rest, and suddenly when you need it you can get 600 steam/min into the system for as long as the thermal reserves of the storage last. It's a very niche, but interesting, case of the thermal storage legitimately acting as a steam capacitor.
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# ? Jun 6, 2023 17:13 |
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Warmachine posted:It's more fun to Grapes of Wrath my farm products than try to figure out the production chains is what I'm saying. Capitalism? In a logistics simulator? Why I Polikarpov posted:COI: My 3-stage Refinery with cracking is complete. Primary products are diesel and fuel gas. It is self-powered from burning fuel gas and heavy oil. Secondary products are rubber, sulfur and fertilizer II. Always Be Constructing Desalination Extensions In the prior version, I was hard at work at creating a large aqueduct that would provide convenient access to salt water in the center of Vanilla Island, and equally important, a giant dumping hole for waste products. I had conveniently created Very Large Holes that were formerly filled with valuable raw resources nearby to place the excess dirt into!. From experimentation, it seems that CoI let you dig below the water level (or at least sea level), but would flood fill () any areas that were at 0 Z level and adjacent to sea water. So, I was constructing a very long trench with retention walls built into it, with the plan of digging a little bit of overflow at the end. I originally was hoping for a way to dock ships closer to where they needed to go, but 1) obscene amount of space required for docks and 2) the inability to dredge meant that it was only going to be a vanity project. Unfortunately, the bridges aren't meant for actually going over water, so it would have impacted truck travel. Fortunately, conveyor belts and pipes are able to do so, and CoI doesn't care about power lines!
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# ? Jun 6, 2023 20:02 |
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Warmachine posted:The only real thing I have issue with in COI at this point is food production. Farming feels like the least fun system in the game for me to engage with, between the amount of space needed for farms, the vagaries of food output based on rotation and fertility, and the need to sort everything if you put it on belts--which you'll want to do at any sort of scale. It all just comes together in a way that feels janky and unknowable, and I'm honestly more inclined to overbuild and dispose of waste rather than try to balance everything and then have to rebalance things when my population grows. I mean hey you can always compost it to make fertilizer to make more crops to compost to make fertilizer. Or convert it all to animal feed to burn for steam.
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# ? Jun 6, 2023 21:17 |
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It’s been a while since I was playing late game CoI, but how much water do you guys need? Specifically, after adding large cooling towers (or whatever they’re called), I don’t remember struggling for lack of water.
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# ? Jun 6, 2023 23:54 |
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WithoutTheFezOn posted:It’s been a while since I was playing late game CoI, but how much water do you guys need? I'm pretty sure the answer to this is "always more." It is a production game, after all.
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# ? Jun 7, 2023 00:18 |
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Yeah but you get tools over time, seemingly more so with water than other materials, that lets you get more efficient. Off the top of my head you get cooling towers to capture steam, desalination gets more efficient, you can partially turn wastewater into clean water, and you can eventually convert brine to water. I don’t know, maybe I’m remembering it wrong. And I haven’t gotten to the new nuclear stuff.
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# ? Jun 7, 2023 05:55 |
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Polikarpov posted:I mean hey you can always compost it to make fertilizer to make more crops to compost to make fertilizer. Or convert it all to animal feed to burn for steam. Yeah, this is what I mean. The game doesn't have a 'dump fruit into ditch and cover in lye' recipe.
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# ? Jun 7, 2023 14:13 |
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Water becomes your magic alchemy catalyst for things like bioplastic and biodiesel. You can start replacing peaking oil with renewable water. As mentioned you can also just feedback into the farms themself through organic or chemical fertilizer. Alchemy draws also include the more efficient arc furnace recipes. You can generally find somewhere to use all the water you can get to reduce or replace other things.
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# ? Jun 7, 2023 14:26 |
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Time to * Satisfactory in the OP peeps?
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# ? Jun 7, 2023 14:52 |
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Mayveena posted:Time to * Satisfactory in the OP peeps? While we're at it, I think replacing Railway Empire with 2 makes sense.
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# ? Jun 7, 2023 15:04 |
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I don't know the criteria of notable but the top 3 games in the factory genre imo are Factorio, Satisfactory, and DSP.
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# ? Jun 7, 2023 15:05 |
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SettingSun posted:I don't know the criteria of notable but the top 3 games in the factory genre imo are Factorio, Satisfactory, and DSP. The thing about DSP is that there's going to be combat added soon, so I think I'd rather wait on the * until after folks have had some experience with that. OK Will update Railway Empires to 2.
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# ? Jun 7, 2023 15:11 |
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dwarf fortress goes unstarred what beardless nonsense is this
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# ? Jun 7, 2023 16:18 |
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Elf sympathizers in this thread, release the tamed giant cave spiders
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# ? Jun 7, 2023 16:19 |
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Synthbuttrange posted:dwarf fortress goes unstarred what beardless nonsense is this I have no beard. However I added the * anyway.
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# ? Jun 7, 2023 16:21 |
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Synthbuttrange posted:dwarf fortress goes unstarred what beardless nonsense is this
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# ? Jun 7, 2023 16:24 |
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It's not about having a beard on your face, it's about having a beard in your soul.
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# ? Jun 7, 2023 16:24 |
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I had to shave my actual beard off for work so I am generally supportive of the concept of soul beards and fearful of the concept of ingrown soul beard hairs.
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# ? Jun 7, 2023 17:25 |
OwlFancier posted:I had to shave my actual beard off for work so I am generally supportive of the concept of soul beards and fearful of the concept of ingrown soul beard hairs.
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# ? Jun 7, 2023 17:35 |
Stayed up till 01:30 chipping away at my Timberborn save, I think I finally grok this game and I'm having a blast managing the hydrology projects. Found this article with the dev about the water system https://www.gamedeveloper.com/design/deep-dive-timberborn-s-water-mechanics I really hope this game inspires someone to make a game about managing terraced farms for rice cultivation. skooma512 fucked around with this message at 19:31 on Jun 7, 2023 |
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# ? Jun 7, 2023 19:20 |
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waited for the Captain of Industry update before getting too far into a new game. just got the first couple of advanced distillers up and running, not really noticing anything different, other than the brick chain. making Bricks is way better than Cement blocks. i'm hard pressed to understand why I would want to switch to Cement Blocks from bricks
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# ? Jun 7, 2023 20:49 |
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Grevlek posted:waited for the Captain of Industry update before getting too far into a new game. Takes way more coal and actually a ton of dirt to make bricks, primarily. Concrete is pretty efficient and with pseudo-limited resources efficiency is the name of the game. You can also be making concrete as a form of waste disposal, getting rid of slag and/or rock. In most games including my most recent one I don't even make a brickworks.
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# ? Jun 7, 2023 20:55 |
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I literally phased out my brickworks area due to the reasons mentioned above. It takes a metric truckload of dirt - which is a hassle more than anything, as well as coal, which is a useful and finite reasource. Cement bricks on the other hand take a waste product from your bustling foundry sector, which keeps the foundries working constantly.
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# ? Jun 7, 2023 21:24 |
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Qubee posted:I literally phased out my brickworks area due to the reasons mentioned above. It takes a metric truckload of dirt - which is a hassle more than anything, as well as coal, which is a useful and finite reasource. What's the waste product? Silica? Just curious.
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# ? Jun 7, 2023 21:26 |
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I dived back into Timberborn again after the latest updates. It’s still frustratingly opaque in some ways. The tutorial tells you to build a water wheel but doesn’t tell you where. Mine kept stopping and killing my district’s power. I had to dig into reddit for some folk wisdom about how the wheel spins more in narrower waterways but not so much when it’s three pixels away from a bend in the waterway (???).
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# ? Jun 7, 2023 21:29 |
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VelociBacon posted:What's the waste product? Silica? Just curious. Slag. Concrete takes: Water + [gravel/crushed slag] + [sand/manufactured sand] You CAN make concrete just by crushing rock into gravel/manufactured sand, but its generally considered better to use slag if possible. Especially if your concrete setup is near your smelting setup and you can just send a belt over.
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# ? Jun 7, 2023 21:32 |
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I'm still on my first playthrough, but I've found myself keeping both brick and block chains going just because having at least one of them churning is so foundational and I don't want to run into unfortunate surprises based on what cover my mines happen to have at the moment. I should probably get into the habit of doing significantly more wood production and hammering the early wood-for-masonry trade on cooldown, since that's fully renewable.
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# ? Jun 7, 2023 21:36 |
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Alkydere posted:Slag. Concrete takes: Oh my god sorry I thought I was in the real life construction thread. I was like drat this guy's got a foundry and belts?
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# ? Jun 7, 2023 21:37 |
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# ? May 24, 2024 07:55 |
Vegetable posted:I dived back into Timberborn again after the latest updates. It’s still frustratingly opaque in some ways. The tutorial tells you to build a water wheel but doesn’t tell you where. Mine kept stopping and killing my district’s power. I had to dig into reddit for some folk wisdom about how the wheel spins more in narrower waterways but not so much when it’s three pixels away from a bend in the waterway (???). Yeah I used wheels on the starting river but once it was dammed the flow wasn't as good, which is fine because I could at least supplement it with windmills. I'm probably going to make a channel just for the wheels and move all the industry to there.
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# ? Jun 7, 2023 21:38 |