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The way I did it was just to have your ore line terminate with smart inserters pulling onto separate lines. Then you could buffer the ores, but what I did instead was build out enough nickel plate capacity to keep the line flowing, and buffer the plate instead. Which has the upside of letting you turn off sulphur production and send all your petroleum into plastic. If you end up buffering nickel faster than you consume it for nitinol etc, you can set up advanced lead processing (which gives you even more sulphuric acid, and a respectable amount of silver so you don't need to mine as much).
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# ? Apr 3, 2016 16:57 |
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# ? May 25, 2024 13:28 |
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LLSix posted:How do you split out lead ore from nickel ore in Bob's Mod? Run the ore belt past 3 or 4 smart inserters on both sides? Lead will smelt in standard furnaces, so run the unsorted ore through your furnace stack, and then have a sorted buffer setup that pulls out the nickel and sends the lead back around to the input.
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# ? Apr 3, 2016 22:01 |
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Jabor posted:The way I did it was just to have your ore line terminate with smart inserters pulling onto separate lines. Kenlon posted:Lead will smelt in standard furnaces, so run the unsorted ore through your furnace stack, and then have a sorted buffer setup that pulls out the nickel and sends the lead back around to the input. I haven't figured out a use for nickel yet, it's just all going into boxes for now. Ditto sodium hydroxide or whatever it is that's a byproduct from the Hydrogen Chloride chain. On a related note - biter bases are crazy dangerous in Bob's Mod! On of the worms set my turret on fire. At least I think it was one of the worms, I didn't stick around to find out. I'm switching to sniper turrets from now on. Are there laser sniper turrets?
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# ? Apr 4, 2016 03:07 |
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Is there a clever way of making sure each Roboport has a stash of 50 repair packs or so? I tried using a smart inserter that would fill it if it was under 50 packs, but you can't connect circuit cables to roboports.
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# ? Apr 4, 2016 05:19 |
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Node posted:Is there a clever way of making sure each Roboport has a stash of 50 repair packs or so? I tried using a smart inserter that would fill it if it was under 50 packs, but you can't connect circuit cables to roboports. I just tend to have a passive provider with a hundred packs in it for reference. It never seems like an intense race to repair following an attack.
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# ? Apr 4, 2016 05:27 |
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LLSix posted:I haven't figured out a use for nickel yet, it's just all going into boxes for now. Ditto sodium hydroxide or whatever it is that's a byproduct from the Hydrogen Chloride chain. No, but remember that turrets can pull from each other for ammunition, which means you can get nice long chains of them going. Also, you can use the autofill mod to drop fully loaded turrets in a pinch, though that does make biter bases absolutely trivial to solve when you get a stack of 50 sniper turrets or so.
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# ? Apr 4, 2016 05:40 |
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zedprime posted:I intensely want to know what sort of biter menace people have wrought that it is critically important to reduce travel time between repair pack storage and defenses. It's just the desire for efficiency, I suppose. Plus, when I drive my tank into base for repairs, it'd be just a little faster.
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# ? Apr 4, 2016 05:55 |
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So what are trains good for? Sheer volume of delivery? Railways seem like a huge pain to put together and they eat up space to do their thing.
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# ? Apr 4, 2016 13:35 |
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Slime posted:So what are trains good for? Sheer volume of delivery? Railways seem like a huge pain to put together and they eat up space to do their thing. As ore deposits get further and further away from your main base, it becomes uneconomical to belt it all in (belts would be ridiculously long). So people start using trains to ship ore in from distant outposts relatively easily. Tracks are an absolute bitch to put down and I would recommend against doing it all manually. Download the FARL mod and use that, it lays tracks automatically for you.
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# ? Apr 4, 2016 13:57 |
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Yeah, I wouldn't want to manually lay track more than one or two completed games. Staying straight left/right or up/down is probably the best way of doing it manually but it gets tedious once you hit a patch of trees. Without RSO I'd say for the usual game you aren't going to be needing railways at all as patches are still within beltable distances.
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# ? Apr 4, 2016 14:07 |
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Jesus gently caress I just lost 30 hours to this game. I got destroyed by aliens really quickly the first round so I started taking turrets with me and dropping them to clear nests for me. Then I started pumping oil and kind of realized I don't know where to go from here, I was too preoccupied with killing aliens with my insane ammo production line. Starting fresh.
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# ? Apr 4, 2016 14:29 |
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I'll just be the odd man out and say that laying rail is trivially simple and actually kind of fun. Just make blueprints for straight, diagonal, and curves. Running and pressing the mouse button is not super taxing, so the only thing FARL really brings to the table is automatically removing trees and rocks, which is a bit cheaty.
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# ? Apr 4, 2016 14:50 |
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Never mind that you would need at minimum a roboport + construction drones + passive provider chests (and at maximum personal roboport(s) + construction drones + fusion cores!) in addition to the building supplies. I don't think you can call that trivial.
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# ? Apr 4, 2016 15:04 |
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If you're using a blueprint then you can just force-place to get rid of trees, so I don't get why you're calling FARL cheaty for that particular reason and not for any of the other things it brings to the table like "being able to move at train-speed instead of however fast your bots can place stuff".
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# ? Apr 4, 2016 15:08 |
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Lookit all these scrubs who aren't running around filled to the brim with personal roboports. I also have trouble understanding how FARL works, whenever I try and use to continue my existing network it just doesn't work. It seems like it'd be great to draw a long line from A to B, but I can't really figure out how to use it to connect to an existing network.
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# ? Apr 4, 2016 15:20 |
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FISHMANPET posted:Lookit all these scrubs who aren't running around filled to the brim with personal roboports. It's just a replacement train locomotive that copies a blueprint you place in your hot bar and then lays track following that pattern. You can do as many or as few rails as you want in either direction, you just have to set the driving side with a single chain signal in the blueprint instead of the regular signals. Signal regularity is set in the FARL settings, seen when you enter the train. Adding the large or medium electric poles will add those in as well.
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# ? Apr 4, 2016 15:23 |
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Jabor posted:If you're using a blueprint then you can just force-place to get rid of trees, so I don't get why you're calling FARL cheaty for that particular reason and not for any of the other things it brings to the table like "being able to move at train-speed instead of however fast your bots can place stuff". What is the button to do this?
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# ? Apr 4, 2016 15:31 |
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Shift click when placing a blueprint. It will mark any trees for deconstruction and also just generally "force" the blueprint down. It won't remove non tree things, but it will ignore conflicting items and place whatever it can. Just, in general, try shift and ctrl clicking things, there's a lot hidden behind those buttons.
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# ? Apr 4, 2016 15:35 |
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FISHMANPET posted:Lookit all these scrubs who aren't running around filled to the brim with personal roboports.
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# ? Apr 4, 2016 15:46 |
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Can unmodded construction bots build rail sections from a blueprint? Like, could I lay down 10 diagonal tracks in a row, blueprint, and copy? I've never found much use for blueprints since I usually have to lay things out from scratch to fit a specific area. At most, I use them to clone a single assembler or furnace with the arms already set up. If you could easily save blueprints between maps, that would be helpful - it's really tedious to set up basically the same smelting area every game.
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# ? Apr 4, 2016 15:58 |
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WhiteHowler posted:Can unmodded construction bots build rail sections from a blueprint? Like, could I lay down 10 diagonal tracks in a row, blueprint, and copy? Yes you can. Doing it with diagonals though is a pain in the rear end though as the blueprint has a tendency to make two lines right on top of each other. You can even click and hold and build stretches like that as well. The added benefit FARL provides is it will clear trees and rocks out of your way as well, that's really where the tedium of long train lines comes from.
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# ? Apr 4, 2016 16:13 |
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WhiteHowler posted:Can unmodded construction bots build rail sections from a blueprint? Like, could I lay down 10 diagonal tracks in a row, blueprint, and copy? Download the mod Blueprint Strings.
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# ? Apr 4, 2016 16:15 |
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CanOfMDAmp posted:Download the mod Blueprint Strings. Being able to go into one of my end-game saves, design a new factory, export it, and drop it into a newer save is really awesome. Blueprints are convenient before construction bots, they just aren't as easy as when you have construction bots active. Edit: I have come to the conclusion that biters only exist as minor annoyances that force you to automate walls, turrets and ammunition early on, and give you an excuse to use your military research. Maybe they would be more of a problem if I was playing solo, but right now I just have to run around and repair/replace/refill turrets every once in a while. Solumin fucked around with this message at 16:39 on Apr 4, 2016 |
# ? Apr 4, 2016 16:29 |
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Just launched my first rocket last night at 36 hours into the save. My first free play game. Some thoughts: - biters are the worst. Not because they're difficult but because they are annoying and just get in the way. I was at the point of wanting to expand and find some more iron / oil but every time I found a new deposit worth setting up a train station it was just covered in biter nests. I had tanks and gun turrets working to clear them out, it was just tedious. I had them on passive mode for this game, but in future games I'm just going to turn them off entirely. I'm not opposed to having enemies in this game, and I can imagine an opposing force adding some elements to the game... The biters just aren't the enemies we're looking for - not by themselves at least. - I had great success building a shitpile starter base and then moving to something with "proper" busing after I had bots working. Once you have construction bots it's a good time to start thinking about modular designs that are trivially scalable, because then you can just use the bots to plop down copies of those designs. I watched Arumba's LP up to ep12 or so. I didn't take notes or refer back to it for anything, I just absorbed a bunch of possible solutions to problems and overall design ideas. I recommend it - it turned out not to solve all my problems at all, just give me solutions that I then had problems implementing. My busing was hilariously bad by the end, while I had iron and copper set up I was doing some very ill-advised things to get plastic where it needed to be, and red circuits were just as silly. I think my next game is definitely going to be with biters off entirely and using RSO so I have to make a train network early - I was able to get by with extremely long belt mining configurations for almost the entire game, and when I finally did set up trains it was really fun. This game is more dangerous than any drug.
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# ? Apr 4, 2016 18:04 |
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For biter nests, I usually just drop some gun turrets and then turn the biters into smaller biter bits with rockets.
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# ? Apr 4, 2016 18:28 |
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Speaking of personal roboports, how do they work? I have one on my armor, with power, but it doesn't seem to do anything.
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# ? Apr 4, 2016 18:56 |
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MrYenko posted:Speaking of personal roboports, how do they work? I have one on my armor, with power, but it doesn't seem to do anything. Do you have any construction robots?
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# ? Apr 4, 2016 18:59 |
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You gotta have construction bots in your inventory as well, each personal roboport controls 10 bots. Also each roboport will expand their construction range as well, I typically carry 3 in my Mk2 armor. Your personal roboport creates a construction radius around you. You can mark trees for deconstruction and your bots will run out and grab them. You can place blueprints and your bots will build them out of stuff in your inventory. You don't need to be in range of a standard roboport network, so you can be out in the wilds and build stuff with them. They totally changed the way I played the game.
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# ? Apr 4, 2016 18:59 |
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FISHMANPET posted:You gotta have construction bots in your inventory as well, each personal roboport controls 10 bots. Also each roboport will expand their construction range as well, I typically carry 3 in my Mk2 armor. I'm at the point now where I just start myself with bots and use blueprints for everything. I really wish I could use blueprints with manual placement - plop down the print and walk by the ghost images to automatically insert stuff from inventory. It'd make the early game a lot less tedious.
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# ? Apr 4, 2016 19:12 |
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FISHMANPET posted:You gotta have construction bots in your inventory as well, each personal roboport controls 10 bots. I think this was the key that I was missing, thanks guys.
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# ? Apr 4, 2016 19:15 |
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FISHMANPET posted:You gotta have construction bots in your inventory as well, each personal roboport controls 10 bots. Also each roboport will expand their construction range as well, I typically carry 3 in my Mk2 armor. Would this let you construct mobile defenses on the fly? Like, have your bots drop some solar panels, some accumulators, laser turrets from your inventory to quickly set up a little something for taking out nests.
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# ? Apr 4, 2016 19:15 |
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Dessert Rose posted:Just launched my first rocket last night at 36 hours into the save. My first free play game. you literally cannot finish the game if you have biters turned completely off Also the problems with biters are that the small ones are too weak and that worms don't evolve. Like until the evolution factor gets high enough that you start seeing mediums and spitters they are a total non-issue offensively, but you still can't clear their nests because big worms can show up from the very start of the game and will gently caress your poo poo up if you try to fight them with early game weapons. Fixing either of those problems would make biters better. Either they'd actually be a big threat in the early game that you would have to play around, or you could just clear out the nearby nests early on and then ignore them until the mid-game when they become somewhat threatening.
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# ? Apr 4, 2016 19:15 |
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cock hero flux posted:you literally cannot finish the game if you have biters turned completely off I've been cheesing worms by very carefully inching turrets closer. A laser turret can solo one easily.
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# ? Apr 4, 2016 19:17 |
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Slime posted:Would this let you construct mobile defenses on the fly? Like, have your bots drop some solar panels, some accumulators, laser turrets from your inventory to quickly set up a little something for taking out nests. They help to pick everything up when you're done though.
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# ? Apr 4, 2016 19:21 |
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cock hero flux posted:you literally cannot finish the game if you have biters turned completely off Yeah I forgot to mention that I'll also be using the "use R+G+B science to make purple science / alien artifacts" mod. Basically I'd rather that purple science was a logistics problem like everything else in the game.
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# ? Apr 4, 2016 19:25 |
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cock hero flux posted:you literally cannot finish the game if you have biters turned completely off Resident goon GotLag has a great mod to fix that: https://forums.factorio.com/viewtopic.php?f=93&t=14258
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# ? Apr 4, 2016 19:26 |
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Construction robots will only ever make stuff out of pre-built stuff, right? They can't handcraft anything like you can off of stored materials.
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# ? Apr 4, 2016 19:48 |
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Correct. Their three jobs are placing stuff (that you tell them to), removing stuff (ditto) and repairing stuff (if they have repair kits). Personal roboports are the poo poo and make designing factories so much fun. The only annoying thing is when you deconstruct a large area and bots from your normal network show up to cart things away.
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# ? Apr 4, 2016 19:55 |
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Solumin posted:Correct. Their three jobs are placing stuff (that you tell them to), removing stuff (ditto) and repairing stuff (if they have repair kits). Or vice versa, when you're too close to dismantling a smelting area and your bots swarm out to fill your inventory with assorted crap.
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# ? Apr 4, 2016 19:57 |
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# ? May 25, 2024 13:28 |
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Hmm, so if I want to pave huge areas with pre-designed stuff, I'm gonna need to have all the stuff that will be built either in my inventory already, including facilities, or in Logistics storage. Looks like I might need to automate a hell of a lot more stuff, then. Hmm...automate the creation of automated factories....doable!
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# ? Apr 4, 2016 19:57 |