|
Kris xK posted:Okay thanks I had no loving idea what to do with it, I ended up just storing it while playing this weekend but I've now got two full factorissimo factories full of warehouses chocking on it. Ore crusher makes slag into crushed stone, assembler makes crushed stone to stone.
|
# ? Oct 11, 2016 20:25 |
|
|
# ? Jun 11, 2024 17:57 |
|
I wrote up a todo list for my factorio game today. Something is strange with how I have my fun.
|
# ? Oct 12, 2016 22:21 |
|
Show me your git issues page and then we'll talk I do not have a git issues page for my factory
|
# ? Oct 12, 2016 22:23 |
|
I started today with a problem I was thinking about all day and a method to fix it.
|
# ? Oct 13, 2016 04:14 |
|
Funny how this thread's died in the rear end since Shenzhen I/O was released. Reactors updated to 1.4.1 - wire connections are now preserved in reactor blueprints. This took far more effort than it should have, and involves some comical hacks (see below), but it works. Reactor and circuit connector hitboxes can't overlap, if they do then the circuit connector won't be saved in blueprints. This means I can't allow the reactor to be rotated (as it's not square), but there's no built-in way to force this. So every time a bot/player builds a reactor, it is immediately silently killed and a new one put in its place with default orientation, copying the recipe settings so it's seamless to the player. The script then checks for a ghosted interface where the reactor would normally spawn one, and if it exists it is revived (which preserves wire connections), otherwise a new one is created.
|
# ? Oct 13, 2016 10:17 |
|
GotLag posted:Funny how this thread's died in the rear end since Shenzhen I/O was released. I've been staying the gently caress away from that because I have things to do and need to remember to eat and bathe.
|
# ? Oct 13, 2016 17:10 |
|
GotLag posted:Funny how this thread's died in the rear end since Shenzhen I/O was released. Why did you have to tell me this existed
|
# ? Oct 13, 2016 18:37 |
|
Never heard of it til now. I've written in assembly language before, not gonna trick me into doing it again
|
# ? Oct 13, 2016 19:52 |
the manual owns just fyi
|
|
# ? Oct 13, 2016 20:56 |
|
I couldn't find a binder so my spec sheets and supplements are in their most natural state of being used as mouse surfaces and beverage coasters. As god intended.
|
# ? Oct 13, 2016 21:38 |
|
It's so realistic. I sit down to do circuit design and end up just playing solitaire.
|
# ? Oct 13, 2016 21:54 |
|
I honestly didn't understand even basic CPU design when I took a whole drat class in it, but I'm starting to now. The wonders of experimental learning. Too bad "Factorio and Shenzhen I/O" doesn't help on a resume.
|
# ? Oct 13, 2016 22:35 |
|
I've had this game for two and a half years and Steam says I have around 170 hours in it. I launched my first rocket today It was really fast to assemble once I set the silo up though (speed 3 beacons and productivity 3 in the silo), because my factory is pretty overdimensioned. I should just launch more rockets. Also, Factorissimo is hilarious. It really brings out my worst side, and while trying to automate a bit of everything I ended up with this bit of offensively stupid belt spaghetti: e: went back and checked my first post in this thread and found this screenshot: neither me nor the game have changed much since 2014 TheFluff fucked around with this message at 01:39 on Oct 14, 2016 |
# ? Oct 14, 2016 01:32 |
|
What's the structure above the assembler making copper wire? I don't recognize it.
|
# ? Oct 14, 2016 12:16 |
|
Zomborgon posted:I honestly didn't understand even basic CPU design when I took a whole drat class in it, but I'm starting to now. The wonders of experimental learning. If people can put 'leading WoW raids' on their resume and get away with it they should be able to list these, imo.
|
# ? Oct 14, 2016 13:02 |
|
Chakan posted:What's the structure above the assembler making copper wire? I don't recognize it. In the old screenshot? Radar, I think.
|
# ? Oct 14, 2016 13:51 |
|
TheFluff posted:Also, Factorissimo is hilarious. It really brings out my worst side, and while trying to automate a bit of everything I ended up with this bit of offensively stupid belt spaghetti: Lo Fluff. For some next level stuff, go back and put factories inside that factory to "tidy" it up. Recursion is a fine thing.
|
# ? Oct 14, 2016 16:49 |
|
I always wonder what people are making with all their stuff in 40 hour no rocket yet but no research mod games. Is it just non stop equipment plopping? I can barely keep the pace of my plopping on track with the pace of research.
|
# ? Oct 14, 2016 16:58 |
|
50 hours in, rocket's at 20% ! Half of it was learning how to play the game again. The other half is fixing problems like coal shortage leading to a complete factory shutdown, so more learning I guess And, of course, a never-ending quest for oil: Eight oil deposits with a ninth in progress for a very modest factory. Crude tanks are constantly at 0.
|
# ? Oct 14, 2016 17:52 |
|
FFF for today is out: https://www.factorio.com/blog/post/fff-160 Worth a read for sure, Kovarex played through 0.15 to test the new science tweaks - it took him 46 hours without rushing. One important part is this quote:The overall feeling was, that we shouldn't add much to the game content anymore or it will become too complex and big for the newcomers. This means, that when we add nuclear power, dirty mining, and a few little things, that will be it for the vanilla part of the game. We can still do the expansion pack with additional stages of the game and space exploration later, but that is a different story. And this part made me so happy quote:Finding 3 - the most needed changes Dev plays game and finds a load of things to make it better. I hope they add DLC soon, they deserve more of my money.
|
# ? Oct 14, 2016 18:13 |
|
I agree with every item in that list of improvements, especially changing the crafting time for engines and all the robot and roboport improvements. I feel like I'm back in 0.12: I want to play the game again but I'd rather wait until the next big version is released because it's going to be so much better.
|
# ? Oct 14, 2016 18:29 |
|
And 0.14.14FactorioBot posted:
The changes for MP are nice. No need to render all those names and you'll be able to see the actual map. That alt-tab freeze got me a few times too.
|
# ? Oct 14, 2016 19:43 |
|
After nearly 9 (in game) days of play in my current map, it runs at about 20 UPS on my machine. So when it got as high as 35, I knew something was wrong. Turns out my entire rail system had gridlocked so nothing was happening anymore.
|
# ? Oct 14, 2016 20:19 |
|
I want some burner construction robots.
|
# ? Oct 14, 2016 20:32 |
|
Dr. Arbitrary posted:I want some burner construction robots. Steampunk Construction robot 1x iron plate 5x pipe 20x iron gear wheels, good sir
|
# ? Oct 14, 2016 22:31 |
|
super fart shooter posted:Steampunk Construction robot Honestly, not a bad idea, but maybe a boiler instead of the one iron plate. Perhaps made in a water-fed assembler, to introduce the idea of using liquids in assemblers a bit earlier? It threw me off a lot when I first saw the need for lubricant and sulfuric acid in assembler recipes.
|
# ? Oct 14, 2016 22:36 |
|
An assembler-sized megabot that you load with materials and fuel and it chugs along back and forth constructing a blueprint would be pretty rad. I wouldn't even care if it was less efficient than a swarm of regular construction bots, just seeing it mowing down a forest while it leaves a trail of concrete and conveyor belts would be great.
|
# ? Oct 14, 2016 22:50 |
|
Dr. Arbitrary posted:I want some burner construction robots. Burn the world mod is heading that way. It uses clockwork parts and you need water to produce little steam engines that go into things. It's still WIP but he's getting there.
|
# ? Oct 14, 2016 22:51 |
|
It'd be neat if there was something like a mechanized backpack you can research at the red and green level that increases your interaction distance and can build blueprint ghosts in that range every so many seconds.
|
# ? Oct 14, 2016 22:54 |
|
I'm approximately midway through my first game and I've hit a bit of a wall with regards to power production. The returns from solar power aren't impressing me, and steam engines aren't really cutting it anymore either. Things reached an ugly head when I added a factorissimo building, which had a cascade effect that I didn't notice until it was too late to prevent my entire factory from coming to a dead stop. Thanks to my tendencies to stockpile stuff, I had enough solid fuel to power one set of boilers long enough for the power grid to bootstrap itself back into working order. But this has left me looking for alternatives to what the vanilla game has to offer. So I'm looking for a mod that adds some better power options that aren't "mine even more coal and feed it into increasingly large clusters of boilers" or endless fields of solar panels. I'm going to add the reactors mod and give that a look, but are there any others that you all can recommend as well? All the stuff I've seen on the mods website seem to be either endgame fusion power plants or wind turbines that provide half of what a solar panel does, with nothing really in-between.
|
# ? Oct 14, 2016 22:56 |
|
DoubleNegative posted:I'm approximately midway through my first game and I've hit a bit of a wall with regards to power production. The returns from solar power aren't impressing me, and steam engines aren't really cutting it anymore either. Things reached an ugly head when I added a factorissimo building, which had a cascade effect that I didn't notice until it was too late to prevent my entire factory from coming to a dead stop. Factorissimo blocks full of power generally works for me but I can see where you're coming from. Solar needs vast fields with batteries to cover you but once you get it there you can just forget everything else. You could look at KS_power - the oil burner gives an alternative to solid fuels or the diesel generator which I like. You've picked up on the other alternatives.
|
# ? Oct 14, 2016 23:42 |
|
zedprime posted:I always wonder what people are making with all their stuff in 40 hour no rocket yet but no research mod games. Is it just non stop equipment plopping? I can barely keep the pace of my plopping on track with the pace of research. Fun alternative: watch a factorio speed run. they launch a rocket in under 2 hours. though it seems a bit cheat-y playing a no aggression game Willfrey fucked around with this message at 00:21 on Oct 15, 2016 |
# ? Oct 15, 2016 00:17 |
|
Efficient runs get me rock hard which is why I don't understand what people are doing with resources for 40 hours if not launching rockets if they didn't download one of those research requirement multiplier mods.
|
# ? Oct 15, 2016 00:32 |
|
zedprime posted:Efficient runs get me rock hard which is why I don't understand what people are doing with resources for 40 hours if not launching rockets if they didn't download one of those research requirement multiplier mods. Hand crafting things
|
# ? Oct 15, 2016 00:40 |
|
zedprime posted:Efficient runs get me rock hard which is why I don't understand what people are doing with resources for 40 hours if not launching rockets if they didn't download one of those research requirement multiplier mods. loving around making things more efficient before working on oil, testing out new production chains, making tier 3 modules (this is a huge drain), hooking up more resources with trains. There's a lot that can be done to just screw around and have fun.
|
# ? Oct 15, 2016 00:57 |
|
I've got 120hrs on steam, and probably another 150hrs before it came out on steam, and I've never even built the rocket... base... thing. Let alone actually launch a rocket.
|
# ? Oct 15, 2016 01:01 |
|
I'll probably launch a rocket eventually, but I'm in no rush. Right now I'm producing resources so I can more efficiently produce resources. It's more exciting to dump resources into building higher level speed modules faster. Because that will allow you to produce more faster, which will allow you to ...
|
# ? Oct 15, 2016 01:44 |
|
Dirk the Average posted:loving around making things more efficient before working on oil, testing out new production chains, making tier 3 modules (this is a huge drain), hooking up more resources with trains. There's a lot that can be done to just screw around and have fun. Trabisnikof posted:Hand crafting things Both of these, plus just being easily distracted and obsessed with making it work ~perfectly~ and then also not having enough iron/copper/coal because I didn't plan ahead and have enough room for smelting.
|
# ? Oct 15, 2016 02:05 |
|
zedprime posted:I always wonder what people are making with all their stuff in 40 hour no rocket yet but no research mod games. Is it just non stop equipment plopping? I can barely keep the pace of my plopping on track with the pace of research. Mostly letting stuff sit on belts. I'm not actually very good at planning things so actually building takes a very, very long time and I spend a lot of time just loving around and thinking about what to do next.
|
# ? Oct 15, 2016 05:02 |
|
|
# ? Jun 11, 2024 17:57 |
|
Finally finished my "getting reacquainted" game, I'm ready to mod now. The OP didn't help, though. I'm thinking mostly quality of life stuff like FARL, RSO, tanker wagons, long reach (maybe?), the goon-made nuclear reactor. Coincidentally, those are pretty much all the mods I'm aware of (besides factorissimo, bob's and angel ores but I'm not interested in those for now), so anything else? How does RSO deal with oil?
|
# ? Oct 15, 2016 05:41 |