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I think these are good quality of life mods for single player: - blueprint flipper (allows mirroring blueprints) - blueprint string - flow control (better pipes) - larger inventory - long reach - rail tanker - upgrade planner FARL is not quite as essential anymore but is still cool and good. Hacked splitters sometimes comes in handy for certain types of belt balancing but isn't essential. Factorissimo isn't really QoL but is great anyway. I've never used autofill but I guess it's pretty handy, especially if you like turret walking. Other fun but not essential mods: FLAN, Foreman, Honk, Warehousing, Reactors, Tankwerkz, Flare Stack, Side inserters. TheFluff fucked around with this message at 06:20 on Oct 15, 2016 |
# ? Oct 15, 2016 06:16 |
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# ? May 24, 2024 05:48 |
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Honk is essential
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# ? Oct 15, 2016 06:30 |
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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. If you have Factorissimo, you know you can do the power buildings to generate a dick-ton of power in a pretty compact space with just coal (or solid fuel) as the input, right? About a dozen pages back a goon posted a nice image of the boiler and steam engine setups for each, which outputs about 50MW per building. Sure, you need a least a maxed red-belt shoving coal into it or maybe a yellow belt shoving fuel into it, and 8 water pumps shoving water as fast as it can, but by god, it can put out a lot of power. KS_power is super nice since the diesel generators put out a similarly vast amount of power, and give you some extra complexity in refining diesel fuel. Sure you could run excess heavy/light oil, but it's way more efficient to run diesel.
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# ? Oct 15, 2016 06:31 |
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TheFluff posted:I think these are good quality of life mods for single player: Kblueprints has all the blueprint stuff rolled into one mod and it exports/imports entire collections in one go. Warehousing just makes life easier. Chainsaw and Robot_Cleanup take care of tree clearance and YARM is for people who like to know when their resources are about to run out. Willfrey posted:Fun alternative: watch a factorio speed run. they launch a rocket in under 2 hours. That's the least of it. The guy doing those is still on 0.12 so he doesn't need to deal with any recent changes, it's a map with maxed resource patches IIRC and he's played it so often he knows pretty much to the second how long things take or how many artifacts he usually gets from a particular nest.
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# ? Oct 15, 2016 09:58 |
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So I played the demo of this and it seems promising. Not a fan of the combat, though I read that it got improved in a patch since release. Is that the case?
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# ? Oct 15, 2016 10:09 |
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Plan Z posted:So I played the demo of this and it seems promising. Not a fan of the combat, though I read that it got improved in a patch since release. Is that the case? Flamethrowers.
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# ? Oct 15, 2016 10:34 |
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Plan Z posted:So I played the demo of this and it seems promising. Not a fan of the combat, though I read that it got improved in a patch since release. Is that the case? The combat is optional to an extent (you can make them never attack first) and completely optional with mods. It's tedious make work with attacks on the base being 100% predictable and nest clearance just work (a combination of turrets and flamethrower is simplest at the moment). Don't let the combat put you off, if you just want to play the builder side you can pretty easily.
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# ? Oct 15, 2016 10:41 |
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I exclusively play on peaceful mode. You can play peaceful with aliens still enabled, allowing you to deal with natives in the more traditional European manner: ignore them until they're sitting on something you want, in which case kill them.
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# ? Oct 15, 2016 10:52 |
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If anyone can't wait for this upcoming fix in 0.15:Kovarex in latest blog post posted:
There's a mod that does exactly that already: https://mods.factorio.com/mods/Supercheese/Squeak%20Through
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# ? Oct 15, 2016 12:11 |
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eating_instructions posted:If anyone can't wait for this upcoming fix in 0.15: Squeak through is pretty extreme though. We have it on the DyTech save and you can run through anything including solid lengths of pipe. Convenient but it's like turning off clipping in an FPS.
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# ? Oct 15, 2016 13:43 |
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Ratzap posted:Squeak through is pretty extreme though. We have it on the DyTech save and you can run through anything including solid lengths of pipe. Convenient but it's like turning off clipping in an FPS. Yeah good point. It does feel a bit cheaty. No more need for underground pipes essentially. Is there another mod that does something less extreme?
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# ? Oct 15, 2016 13:54 |
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The only collision tweak I run is a custom one that reduces trees' hitboxes to the same size as the player's, so forests are passable. As far as pipes go, if you place underground pipes immediately adjacent (i.e. zero underground length), you can pass through the gap.
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# ? Oct 15, 2016 13:55 |
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Ratzap posted:Squeak through is pretty extreme though. We have it on the DyTech save and you can run through anything including solid lengths of pipe. Convenient but it's like turning off clipping in an FPS. I like to think of it as the player hurdling the pipe.
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# ? Oct 15, 2016 15:37 |
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Ambaire posted:I like to think of it as the player hurdling the pipe. I looked at some pictures of oil pipelines, and it looked like the only ones that aren't easily hopped over are raised high enough to walk under. DEVS! Also, I guess Factorio does imitate life a fair bit in pipe madness:
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# ? Oct 15, 2016 15:52 |
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TheFluff posted: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. I'm just walking around poking at the setup and researching everything I don't need blue science for with no plan for how to expand.
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# ? Oct 15, 2016 17:23 |
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Are there any preferred settings for map generation when using RSO? I usually go with normal/standard everything.
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# ? Oct 15, 2016 20:01 |
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I usually go into the xml and crank up the oil setting that causes more discrete oil spots per patch because every oil spot is going to be 0.1/s some time soon, so a bunch of them in one spot helps me feel like I am not adding oil transport for no real reason.
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# ? Oct 15, 2016 20:27 |
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seravid posted:Are there any preferred settings for map generation when using RSO? I usually go with normal/standard everything. If anything I edit the config rather than map gen settings. Chance per region down usually (varies from 5% to 30% depending on how much open space I want, default is 60) and I set biter chance down too but the size up. Less of them around but you get a decent amount of artifacts from each clump.
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# ? Oct 15, 2016 20:34 |
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Would this kind of edit work on a current game? I assume it does but only for unexplored areas, right?
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# ? Oct 15, 2016 20:55 |
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seravid posted:Would this kind of edit work on a current game? I assume it does but only for unexplored areas, right? If you want, you can get it to regen the explored part too. Use these commands: /c remote.call("RSO", "regenerate", true") /c game.forces.local_player.rechart() Then look at the map and watch it "rediscover" the newly generated map. The true in there means don't regen the start area.
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# ? Oct 15, 2016 21:39 |
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Ratzap posted:If anything I edit the config rather than map gen settings. Chance per region down usually (varies from 5% to 30% depending on how much open space I want, default is 60) and I set biter chance down too but the size up. Less of them around but you get a decent amount of artifacts from each clump. The biter one is good, it is kinda nice if you have them on active mode. You still have the external threat- it's less common but harder hitting. (I still kinda like the biters)
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# ? Oct 16, 2016 00:03 |
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Anyone else having problems performance wise with the new experimental? For some reason saving games now takes 5 minutes (I wish I was exaggerating).
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# ? Oct 16, 2016 12:45 |
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Exewu posted:Anyone else having problems performance wise with the new experimental? It's been fine for me. Both the PC and the server. Is your disk full or something else on your machine causing problems? How big's the map?
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# ? Oct 16, 2016 14:11 |
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How can I see how big my map is? I tried starting a new game and that's as fast as ever so it must be something with the save game/map. perhaps I explored too much territory? I just think it's odd that performance wise my game became so much worse over the past few weeks. I didn't really expand much, only upgraded my game version. I did create a huge new logistic area. perhaps that's the problem?
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# ? Oct 16, 2016 15:59 |
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Another update to Reactors - this time adding a signal to tell the reactor to stop (and in the process swapping around some signal graphics): https://forums.factorio.com/viewtopic.php?f=93&t=33359
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# ? Oct 16, 2016 16:02 |
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Exewu posted:How can I see how big my map is? Look in the saves folder and see how big the zip file is. Or if you think it's your logistics area you can try the debug/diagnostics - F5. Your screen will show a whole load of numbers which include timings for a lot of the internal workings. If there's something wrong, it will be in there somewhere. Good luck.
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# ? Oct 16, 2016 16:20 |
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Trying to figure out if this is possible with signals or not... I want a train that will carry solar panels and accumulators to my solar robo network. I'm thinking two wagons, one full of panels, one full of accumulators. I want it to when one of the wagons is empty. Can that be done fairly easily, or should I just send two trains? Bonus, I also need to move substations and roboports (though in much smaller quantities). Any thoughts how I should do that? Really wish you could read the contents of a train from the train station.
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# ? Oct 17, 2016 22:36 |
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The thing is, in the case of solar panels and accumulators, you're unlikely to be using them for anything else. So why not just load them up and have the train come back for a refill when one of the two quantities runs dry (which you can specify using <Item 1> = 0 OR <Item 2> = 0)?
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# ? Oct 17, 2016 22:51 |
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Yeah that makes a lot of sense, glad I asked because I would have never thought of it that way. As soon as there's none of something in that network, send the train back to base until full, then repeat.
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# ? Oct 17, 2016 22:54 |
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FISHMANPET posted:Trying to figure out if this is possible with signals or not... reserve slots in the trains for the misc components in the proper ratios and just use standard full/empty logic?
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# ? Oct 17, 2016 23:20 |
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Exewu posted:Anyone else having problems performance wise with the new experimental? What mods are you using?
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# ? Oct 19, 2016 17:03 |
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174 hours played in this game and I haven't actually logged a win yet; in the past I've just been overwhelmed by how complex late-game manufacturing is, but this time I'm closer than ever. Reaching those big production milestones and watching your base output skyrocket is so satisfying. This time I've made it further than ever, now fully able to mass-produce blue belts and my base is now 100% using blue belts and it just looks sick as hell. Also having clouds of robots continuously supplying me with more blue belts so I never need to stop to refill, and more clouds of robots clearing trees out of the way so I have room. But now I need to actually increase my production again to justify the bandwidth. Guess I can start by replacing my blue assemblers with yellow ones. The struggle continues. What a loving satisfying game, though. The only thing I don't like is that there's no way to automate alien artifact harvesting. It feels a little weird to have to go manually collect stuff now.
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# ? Oct 19, 2016 20:09 |
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Can someone make a bizzaro spacestation 13 mod for this? I was thinking about it last night and it seems like a good bit of the fundamental systems are already implimented.
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# ? Oct 19, 2016 20:17 |
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RyokoTK posted:What a loving satisfying game, though. The only thing I don't like is that there's no way to automate alien artifact harvesting. It feels a little weird to have to go manually collect stuff now. Someone posted that in the recent FFF thread. kovarex posted:
Soooo, artillery train. Bringing drive-by shootings to a planet near you soon?
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# ? Oct 19, 2016 22:14 |
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RyokoTK posted:174 hours played in this game and I haven't actually logged a win yet; in the past I've just been overwhelmed by how complex late-game manufacturing is, but this time I'm closer than ever. Reaching those big production milestones and watching your base output skyrocket is so satisfying. This time I've made it further than ever, now fully able to mass-produce blue belts and my base is now 100% using blue belts and it just looks sick as hell. Also having clouds of robots continuously supplying me with more blue belts so I never need to stop to refill, and more clouds of robots clearing trees out of the way so I have room. But now I need to actually increase my production again to justify the bandwidth. Guess I can start by replacing my blue assemblers with yellow ones. The struggle continues. Try building a rocket. You'll discover all kinds of bottlenecks you didn't think of.
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# ? Oct 19, 2016 22:22 |
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I don't know, building a rocket is kind of simpler than building the sort of set up that lets you use blue belts without a second thought, ditto for assembler 3s.
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# ? Oct 19, 2016 22:28 |
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LtSmash posted:Try building a rocket. You'll discover all kinds of bottlenecks you didn't think of. I'm still teching to it. I'm playing on peaceful because biters just suck (it's really cool that you can make them passive) so I'm just getting around to farming up artifacts now.
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# ? Oct 19, 2016 23:12 |
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I've finally gotten into oil for the first time and holy cow, I can feel my brain melting. What do I do with all the heavy and light oil? Turn it into Solid fuel?
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# ? Oct 20, 2016 04:30 |
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Uncle Spriggly posted:Can someone make a bizzaro spacestation 13 mod for this? I was thinking about it last night and it seems like a good bit of the fundamental systems are already implimented. Only if I can toolbox the gently caress out of some biters
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# ? Oct 20, 2016 04:48 |
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# ? May 24, 2024 05:48 |
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James The 1st posted:I've finally gotten into oil for the first time and holy cow, I can feel my brain melting. Flamer fuel. Burn everything.
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# ? Oct 20, 2016 05:14 |