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Vizuyos posted:don't want to have to deal with using [...] rail
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# ? Oct 10, 2023 16:11 |
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# ? May 24, 2024 01:50 |
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Been off Factorio for a while, but their expansion updates got me excited so I fired up a fresh game with Freight Forwarding. It's a light overhaul mod that focuses on long distance rail/boat transportation that fucks with stack size so that stuff doesn't stack as large but adds containers that hold 10x stack size. I'm really liking it! For me the most interesting part is that all the loading/unloading of the train are done with these Container Maker machines and then the trains have an inventory size of 5 so they pull up, an inserter swings like twice and a whole train load is on its way to wherever. It also adds an interesting logistical challenge that outposts need empty containers and production stops that use less containers than they require in input have to get rid of their empties somehow. Also the boats are neat even if they are just reskinned trains - I haven't gotten too deep in to them but I'm just getting in to the techs that are going to require more offshore drilling type stuff. As this is a train focused mod I also took this opportunity to check out Project Cybersyn. I've been using LTN for a long time and reddit has been gassing this mod up as the newer/better/easier to use LTN. It ... kind of is? I don't know, I find them to be pretty similar overall. At their base level of simple request / provide stations they are pretty similar in terms of complexity - number of entities needed and amount of circuit / wiring to set up. At the more complex end, Cybersyn seems to have more and easier options to explore - specifically with setting different request thresholds for different items making setting up mixed request stations a total breeze. It does lack some of the additional support that LTN has, though. There's no 'manager' type mods to get a glimpse in to your train network as a whole and it doesn't have as granular reporting on alerting you when requests can't be filled to let you know that something might be wrong somewhere. If you're looking for a Vanilla+ experience then I think I can recommend Freight Forwarding pretty strongly. I'd rate it at about Krastorio2 levels of difficulty, but in a different way. K2 adds more recipes and intermediates, but the increased difficulty in FF is more a logistical challenge.
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# ? Oct 10, 2023 16:36 |
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MerrMan posted:Been off Factorio for a while, but their expansion updates got me excited so I fired up a fresh game with Freight Forwarding. It's a light overhaul mod that focuses on long distance rail/boat transportation that fucks with stack size so that stuff doesn't stack as large but adds containers that hold 10x stack size. I'm really liking it! For me the most interesting part is that all the loading/unloading of the train are done with these Container Maker machines and then the trains have an inventory size of 5 so they pull up, an inserter swings like twice and a whole train load is on its way to wherever. It also adds an interesting logistical challenge that outposts need empty containers and production stops that use less containers than they require in input have to get rid of their empties somehow. Also the boats are neat even if they are just reskinned trains - I haven't gotten too deep in to them but I'm just getting in to the techs that are going to require more offshore drilling type stuff.
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# ? Oct 10, 2023 18:28 |
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MerrMan posted:Been off Factorio for a while, but their expansion updates got me excited so I fired up a fresh game with Freight Forwarding. It's a light overhaul mod that focuses on long distance rail/boat transportation that fucks with stack size so that stuff doesn't stack as large but adds containers that hold 10x stack size. I'm really liking it! For me the most interesting part is that all the loading/unloading of the train are done with these Container Maker machines and then the trains have an inventory size of 5 so they pull up, an inserter swings like twice and a whole train load is on its way to wherever. It also adds an interesting logistical challenge that outposts need empty containers and production stops that use less containers than they require in input have to get rid of their empties somehow. Also the boats are neat even if they are just reskinned trains - I haven't gotten too deep in to them but I'm just getting in to the techs that are going to require more offshore drilling type stuff. Oh man, wish I knew about freight forwarding before I started my current game. I wanted an island hopping biter fighting experience so I went with Krastorio 2, Rampant and cargo ships. But I ended up with a starter island, a couple of piddly islands and a massive overrun mainland. This has a way nicer looking customised island setup. vs 70 hours in and now I'm getting restart envy arrgh. E: Realistic Aircraft (where you have to build a runway) + the flying boat is an excellent addition, however. RockyB fucked around with this message at 19:19 on Oct 10, 2023 |
# ? Oct 10, 2023 19:16 |
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lol Freight Forwarding sounds like everything I described for my reasons I hate barreling, but for solid cargo as well Even in Factorio I guess I’m an anti-containerization nerd.
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# ? Oct 10, 2023 20:56 |
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Witness the end of Dosh's Bean Odesy: https://www.youtube.com/watch?v=FHyuCJfDFk0
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# ? Oct 11, 2023 11:22 |
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LonsomeSon posted:lol Freight Forwarding sounds like everything I described for my reasons I hate barreling, but for solid cargo as well You're kind of half right. Barrels are annoying because they introduce a huge logistical challenge for basically no benefit - tanker trains do a better job of it in practically every case. But what if literally every item had to be put in to a barrel to get put on a train? Now you're solving that difficult logistical problem for your whole base rather than for some little niche use so it feels more fun? I've never hosed with barrels in vanilla or really in any of my modded runs either, I don't think. But trying to figure out how to collect empties where they gather and distribute them to where they are needed without just printing a billion of them and burning through steel has been a cool challenge. And, like, a different challenge than just adding a bunch of extra intermediaries to make building the next science pack more tedious.
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# ? Oct 12, 2023 18:24 |
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Funnily enough, Freight Forwarding still has tanker ships, so you still don't need barrels. I can also second that recommendation, it's been an interesting changeup for the base game. My main complaint is the fastest boat is still extremely slow, making surveying for oil even more annoying than usual. Another interesting feature of the mod: there are no water-placeable power poles. You can do it with landfill, of course, but you're encouraged to set up local power generation on each island. I'm tempted to solve this problem by carting around super-heated steam.
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# ? Oct 12, 2023 18:38 |
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So in the real world if you ship barrels you'd palletize them. Does this mean you can ship crates of barrels of superheated steam?
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# ? Oct 12, 2023 19:37 |
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Containerisation mods are going to be brutally annihilated by quality, I suspect.
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# ? Oct 12, 2023 19:38 |
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Drone_Fragger posted:Containerisation mods are going to be brutally annihilated by quality, I suspect. I only ship steam in legendary barrels on legendary pallets in legendary containers on epic cargo ships bc I didn't roll well enough on need
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# ? Oct 12, 2023 19:45 |
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Alkydere posted:Witness the end of Dosh's Bean Odesy: Py when I watched this yesterday and it is a thing of beauty
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# ? Oct 12, 2023 20:12 |
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I do enjoy Dosh's sequential modular designs
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# ? Oct 12, 2023 20:17 |
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KillHour posted:Py when In the last community poll where Dosh asked his viewers which mod he should play one of the options was "Pyanodon's (I absolutely will not play this but you can click this option for fun)"
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# ? Oct 12, 2023 20:25 |
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KillHour posted:Py when I asked Dosh when he'll do Pyanadon's and he said, "I'm going to say, definitely not until after I've played the expansion"
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# ? Oct 12, 2023 20:28 |
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Alkydere posted:So in the real world if you ship barrels you'd palletize them. Does this mean you can ship crates of barrels of superheated steam? It seems that Freight Forwarding does not support palletized barrels, sadly.
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# ? Oct 12, 2023 21:05 |
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DarkSol posted:I asked Dosh when he'll do Pyanadon's and he said, "I'm going to say, definitely not until after I've played the expansion" This is an entirely reasonable response. Honestly I suspect that Py's likely going to be the last major modpack he does.
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# ? Oct 12, 2023 21:23 |
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I'm impressed he finished seablock. My run petered out the same place the last one did, where my starter base could make all sciences necessary for tech unlocks and top tier buildings and circuits, top-minus-one tier bots, and lvl 1 modules but pretty slowly. Setting up puffers/biters for top tier modules, garden replication, rockets, and doing a 10-40x scale up with trains I just didn't want to embark on. You can tell how crazy he got by the end lol.
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# ? Oct 12, 2023 21:36 |
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Fuzzy Mammal posted:I'm impressed he finished seablock. My run petered out the same place the last one did, where my starter base could make all sciences necessary for tech unlocks and top tier buildings and circuits, top-minus-one tier bots, and lvl 1 modules but pretty slowly. Setting up puffers/biters for top tier modules, garden replication, rockets, and doing a 10-40x scale up with trains I just didn't want to embark on. You can tell how crazy he got by the end lol. Yeah, it's funny that once you're past the initial hump of not being able to really automate anything, you can just cruise through the game doing stuff that makes sense. Then you hit something like that and you gotta sprint to the finish before you burn out. I've tried a couple times and decided that I don't have enough free time to warrant playing. Maybe if I win the lottery I'll come back to seablock, but there might be other things I want to do at that point. It's a real accomplishment for him to complete it, especially recording the whole thing. Kudos to him.
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# ? Oct 12, 2023 23:58 |
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I can't believe the puffer buildings make fart noises in a mod where you're expected to wait a while for them to spool up. Like "trying to kill someone through the internet" can't believe
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# ? Oct 12, 2023 23:59 |
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Phobeste posted:I can't believe the puffer buildings make fart noises in a mod where you're expected to wait a while for them to spool up. Like "trying to kill someone through the internet" can't believe i had my puffer buildings way out in an isolated outpost and I still actually opened up the mod zip and deleted the sound file for that dumb fart it stands out way too much from the rest of the Factorio soundscape
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# ? Oct 13, 2023 00:49 |
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Fuzzy Mammal posted:I'm impressed he finished seablock. My run petered out the same place the last one did, where my starter base could make all sciences necessary for tech unlocks and top tier buildings and circuits, top-minus-one tier bots, and lvl 1 modules but pretty slowly. Setting up puffers/biters for top tier modules, garden replication, rockets, and doing a 10-40x scale up with trains I just didn't want to embark on. You can tell how crazy he got by the end lol. Finishing that is insane to me. Took him 338 hours and 170 days real time. I usually get bored of my factories when I get over 100 hours in, but I'm not nearly as efficient as Dosh so it would probably take me at least twice as long as it took him to finish, and it would look like trash.
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# ? Oct 13, 2023 01:00 |
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Solumin posted:Funnily enough, Freight Forwarding still has tanker ships, so you still don't need barrels. Speaking of dredging, I actually do use barrels for that. The dredging process involves washing the dredged nodules in sulfuric acid to get the ores out, which is best done on the dredging platform. It uses a small enough quantity of acid that IMO, it's worthwhile to carry barrels of acid in mixed cargo with the batteries you also need to supply the dredging platform, rather than use a separate tanker.
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# ? Oct 13, 2023 07:15 |
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New FFF again. All about remote viewing, building, adjusting, ghost entities, etc. Seems like the expected set of changes and maybe a bit more. I feel like there are a few odd hints at new features in some of the images they showed, but I don't have time to really pick through it right now.
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# ? Oct 13, 2023 13:46 |
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The new ghosts look really cool, imo
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# ? Oct 13, 2023 14:44 |
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Things I noticed: - New "no ore" warning icon for miners, similar to the "no power" icon. - ghosts are wibbly wobbly blue animated things now (edit: this is explained at the end of the post and is very interesting from a technical perspective!) - three new buttons in the minimap/research progress box. Two of them are explained in the post: space map and platforms map. This all sounds like a great QoL improvement, plus a stronger incentive to cover everything in roboports. The one thing I'm uncertain about is being able to mine items through the map, because that's _definitely_ something I'll accidentally do and not notice until it's too late. Solumin fucked around with this message at 16:47 on Oct 13, 2023 |
# ? Oct 13, 2023 16:44 |
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Jabor posted:The new ghosts look really cool, imo Ghosts changing tint based on if a bot has been assigned yet to put the building down or not is such a simple yet absolutely wonderful tweak.
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# ? Oct 13, 2023 16:45 |
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K8.0 posted:New FFF again. The tinting stuff rocks. All of this rocks. So many good changes already in these initial FFF posts.
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# ? Oct 13, 2023 17:32 |
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Everything in this expansion feels like they took all the great things from SE and put it in the base game. I do hope there's a method to toggle the right click to destruct - I have a habit of holding down right click when multitasking and deleting things without even knowing it is gonna be a pain. I hope they put the beacon changes next. Gimme those wide beacons and tiny beacons hell yeah.
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# ? Oct 13, 2023 19:24 |
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I’m realizing that most of the new things they’re adding are going to invalidate a number of my prior ‘quality of life’ mods. Good. Integrating refinements and smoothing rough edges is excellent.
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# ? Oct 13, 2023 19:40 |
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Teledahn posted:I’m realizing that most of the new things they’re adding are going to invalidate a number of my prior ‘quality of life’ mods. They better include squeak-through!
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# ? Oct 13, 2023 22:13 |
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It will all be meaningless to me unless they include Honk
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# ? Oct 13, 2023 23:15 |
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LonsomeSon posted:It will all be meaningless to me unless they include
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# ? Oct 14, 2023 10:08 |
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Half-wit posted:Disco Science One of the best Factorio mods.
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# ? Oct 15, 2023 02:28 |
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There are elevated and ramping rail tracks as buildable items in one of the preview images; the one showing off the planet selection ui.
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# ? Oct 15, 2023 03:10 |
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Aertuun posted:There are elevated and ramping rail tracks as buildable items in one of the preview images; the one showing off the planet selection ui. They're also in the first preview image, and also there was an entire FFF about them two weeks ago
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# ? Oct 15, 2023 03:16 |
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It has been at least a week since I last expanded production capacity, built something new, or moved up the tech tree at all. Which, I mean, the massive infrastructure project to shift from one base at my starting area to dedicated outposts and a massive train system running materials from place to place is necessary and should see dividends when I get it all up and running, but God, so much work. And my neighbors are starting to get a bit snippy with me.
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# ? Oct 16, 2023 19:19 |
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This is a dumb question, but how do you "win" Bob/Angels? I've automated rocket launches, slowly. I've been looking at the tech tree and I don't think I see anything that says to me "endgame." Is there a "win" condition or is it just a matter of keeping on optimizing my base until everything runs on it's own? Here's the terrible megabase, probably not the most optimized but it mostly works.
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# ? Oct 16, 2023 20:40 |
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diremonk posted:This is a dumb question, but how do you "win" Bob/Angels? I've automated rocket launches, slowly. I've been looking at the tech tree and I don't think I see anything that says to me "endgame." Is there a "win" condition or is it just a matter of keeping on optimizing my base until everything runs on it's own?
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# ? Oct 16, 2023 20:56 |
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# ? May 24, 2024 01:50 |
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Ok, Freight Forwarding has presented me with a problem that I have NO idea how to solve: How do I get rid of steam? Titansteel, the end-game resource plate, produces 500 degree steam as part of its output: Ok, fine. I pipe this in to some turbines, but it only gets used at a rate proportional to my used/generated power as a whole - and I way overdid power by building a 2x2 nuclear reactor so I'm only using about 30% of my capacity right now. Which means steam is getting used verryyyyyyyy slowly. I thought maybe I could disconnect it from my main grid and let it power itself - which is fine, but it's a pretty large power surplus even when handling the byproduct (slag) on the same network so it backs up just the same. I'm not sure how to prioritize this in particular, because if I put the nuclear plant on a switch then I don't have enough OTHER power to maintain the base. Not that I have any clue how to wire that switch since they are loving forever away from one another. The mod doesn't include any flare stack / chimney type building by default. I suppose I could just set up a non-necessary little factory to eat up the extra power - like that's where I churn out my Speed/Prod 3 modules, or something... I don't have a good idea of how much of the Titansteel I'm going to need but that might be my best solution in the short term.
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# ? Oct 17, 2023 01:18 |