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Stack size is most important for train viability, loading 750 ore or 1500 plates is pretty slow 1 or 2 at a time, but pretty speedy 4+ at a time.
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# ? Jun 18, 2014 15:18 |
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# ? May 27, 2024 02:57 |
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Kenlon for next thread OP writer whenever that happens.
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# ? Jun 18, 2014 16:48 |
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I don't know, I don't see an Logistics bots in that layout, seems a little fishy to me.
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# ? Jun 18, 2014 16:48 |
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FISHMANPET posted:I don't know, I don't see an Logistics bots in that layout, seems a little fishy to me. My only use of logistics bots at this point are in the roboports integrated into my defensive perimeter for repair. The sheer size of my base means that forming a contiguous robo-net will require something on the order of two hundred 'ports to cover the central parts of my factory, and belts provide me with more than enough throughput to do everything. And, to be honest, I've been focused pretty much entirely on figuring out how to maximize production density this game, so I didn't get around to even starting to build bots until very recently. Having to reconstruct my entire core factory to find places to put the 'ports also holds no appeal. (This is also the reason why almost everything is still connected by medium power poles rather than having swapped to substations.) Bots are very handy when clearing new territories, though, since I can use deconstruction plans to wipe out swaths of forest and then build walls in quickly without having to manually walk things forward in the teeth of biter waves. I am going to be rerouting things a bit so that I have a 'robodepot' of provider chests with all the various factory outputs I am producing at the moment, so I can use logistics bots to request things in the field. I'll probably branch that off from the main bus shortly, now that I have my conveyor/inserter production lines fully in place. The other thing I'm in the process of doing is replacing all belts with express belts, as the inefficiencies inherent in my current depot layout are causing some problems maintaining throughput on all products with only fast belts. Kenlon fucked around with this message at 17:08 on Jun 18, 2014 |
# ? Jun 18, 2014 17:02 |
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Manually filling chests to produce anything just seems like an enormous hassle.
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# ? Jun 18, 2014 17:20 |
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FISHMANPET posted:Manually filling chests to produce anything just seems like an enormous hassle. For 95% of things, I don't have to at this point. It's only for things that I either a) only need a small quantity of and haven't integrated into my bus yet (like robot frames) or b) places where I can't be arsed to fix terrible layout decisions made early on (like the iron plates for sulfuric acid). Once I have that robodepot set up, I probably will use logistics bots to supply small-scale stuff, since I'll only need to re-engineer small amounts of my base to get 'port coverage in those areas. EDIT: Having power armor 2 plus four exoskeletons slotted makes the little bit of running around to top off chests trivial. And even before that, the ctrl-click trick for emptying my entire inventory into a chest made it pretty painless. Drop a smart chest, open it, ctrl click an open space in inventory and all inventory goes into the chest. Also useful to top off everything you have in your toolbelt, since it tops off your belt first when you ctrl-click everything back from the chest to your inventory. Kenlon fucked around with this message at 17:35 on Jun 18, 2014 |
# ? Jun 18, 2014 17:30 |
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I really hope they add a portable construction roboport one of these days soon. If not as a power armour module maybe as a car addon. It's just busy work setting up the port + chest + power on a new base.
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# ? Jun 19, 2014 19:29 |
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Hey if you own this game and have not taken a turn in the Factorio LP http://forums.somethingawful.com/showthread.php?threadid=3642000 We need like 11 more players to make it threw with no one taking more than one turn.
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# ? Jun 20, 2014 14:55 |
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.10.1 is out - anyone know if the turret bug is fixed? That's the one that's kept me from upgrading.
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# ? Jun 20, 2014 19:48 |
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Kenlon posted:.10.1 is out - anyone know if the turret bug is fixed? That's the one that's kept me from upgrading. code:
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# ? Jun 20, 2014 20:30 |
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I had the bug in the beginning of my game, but then it stopped and turrets work just fine now.
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# ? Jun 20, 2014 20:36 |
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xarph posted:Kenlon for next thread OP writer whenever that happens. Agreed! I haven't actually played with enemies enabled, myself. I love the designs for the refineries, keeping that one in mind for when I inevitably restart.
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# ? Jun 20, 2014 20:38 |
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FISHMANPET posted:I had the bug in the beginning of my game, but then it stopped and turrets work just fine now. Gun turrets seemed to only be able to track moving things- as soon as the bugs stopped to chew on walls, the turrets turned off. Laser turrets never had the trouble, and if you had enough guns to splatter anything that showed up you'd never see it.
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# ? Jun 20, 2014 20:39 |
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wave your inserters around like you just don't care
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# ? Jun 20, 2014 21:37 |
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Evilreaver posted:Gun turrets seemed to only be able to track moving things- as soon as the bugs stopped to chew on walls, the turrets turned off. Laser turrets never had the trouble, and if you had enough guns to splatter anything that showed up you'd never see it. Oh wow, I thought they had put some sort of minimum range into the turrets. My fix was...more turrets.
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# ? Jun 20, 2014 22:54 |
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I know alpha is not the time for knee-jerk reactions, but lights look lovely as gently caress in 10.1. I turned up the multisampling though, and it's pretty smooth looking at low to medium zoom. I'd suggest that to anyone who was as upset about this change as I was
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# ? Jun 20, 2014 23:13 |
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I'm playing around with doing on-demand manufacturing for higher-tech components rather than just running everything from a central bus and branching. The reduced footprint is nice, but things can get byzantine when you run low on space! Try and work out the flow of everything here. Engine manufacturing is a little better. I could probably rework it to only need one cog factory, but eh.
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# ? Jun 21, 2014 04:22 |
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Now that we can share seeds, does anyone have any sort of interesting seed starts?
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# ? Jun 21, 2014 06:20 |
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Anyone know why I'm unable to pull the update? Tried checking for update with experimental checked and without. Says no new updates available.
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# ? Jun 21, 2014 06:32 |
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Garfu posted:Anyone know why I'm unable to pull the update? Tried checking for update with experimental checked and without. Says no new updates available. I was reading their boards, apparently there are some technical problems, so you can only download it manually for the moment.
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# ? Jun 21, 2014 07:21 |
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I seem to have problems loading saves with the new update. I don't mean old saves either, but saves from newly started maps. I get a message that "package lock (read) is active", and it doesn't load.
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# ? Jun 21, 2014 14:13 |
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Does anyone seem to get complete pauses of the game randomly? It's only factorio that just stops for like 5 seconds, rest of the computer can be doing other things. It seems to have just started this patch.
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# ? Jun 21, 2014 15:32 |
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Morning posted:Does anyone seem to get complete pauses of the game randomly? It's only factorio that just stops for like 5 seconds, rest of the computer can be doing other things. It seems to have just started this patch. That sounds like autosave hitching.
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# ? Jun 21, 2014 15:39 |
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Yeah, that's more than likely the autosave. The default autosave is something like once every two minutes, set it to something more sane like once every half hour and see if the "hitching" doesn't go away. (edit) Finally beat this game for the first time.
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# ? Jun 21, 2014 16:14 |
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I have a problem with the .10.1 where it it can't load saves made in the .10.1. http://www.factorioforums.com/forum/viewtopic.php?f=7&t=4440 Of course I only found this out after working on a factory for 4 hours.
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# ? Jun 21, 2014 17:40 |
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Is there a machine that automatically chops trees?
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# ? Jun 21, 2014 19:05 |
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Sam. posted:Is there a machine that automatically chops trees? A roboport stocked with Construction bots will do it, with the Deconstruction Planner. It's pretty high-tech, though, but crazy fast. If you want wood, that's the way to go. Or manually. If you want the trees gone, grenades and poison capsules are the way to go.
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# ? Jun 21, 2014 19:07 |
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Sam. posted:Is there a machine that automatically chops trees? With the deconstruct blueprint you can mark an area of trees that is within the green radius of a roboport. They will be deconstructed by construction robot. Or grenades. Grenades work too. ^^^ Beaten
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# ? Jun 21, 2014 19:08 |
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Sam. posted:Is there a machine that automatically chops trees? The more low-tech way is a flamethrower.
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# ? Jun 21, 2014 19:08 |
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I can't seem to load either 0.9* nor 0.10 maps with the latest alpha. I guess I could be starting a new factory even if I was happy having my army of bots rebuild my old one from the ground up. This is definitely one of those games where having to start from scratch is not too bad at all!
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# ? Jun 21, 2014 19:28 |
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Flamethrowers are terrible at clearing trees. The SMG with piercing ammo cuts through trees just like that.
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# ? Jun 21, 2014 23:04 |
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Breetai posted:I'm playing around with doing on-demand manufacturing for higher-tech components rather than just running everything from a central bus and branching. The reduced footprint is nice, but things can get byzantine when you run low on space! I like the emtpy space between the main bus lines. I've been doing a main bus design myself and it gets pretty cramped, this should really help making branch-off points. This is one I'm keeping in mind for my next factory.
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# ? Jun 22, 2014 02:12 |
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Buses are for sissies who can't handle massive sprawling factories that utilize a complex system of trains to keep product moving.
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# ? Jun 22, 2014 03:21 |
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Stick Insect posted:I like the emtpy space between the main bus lines. I've been doing a main bus design myself and it gets pretty cramped, this should really help making branch-off points. This is one I'm keeping in mind for my next factory. One the idea struck me it wouldn't go away, so I ended up reinstalling, and it makes the occasional branch-off to feed a product line so much easier. Mind you, leaving a 2-space gap allows you to do this, which is even easier. I'll be doing it my next game. Deadmeat5150 posted:Buses are for sissies who can't handle massive sprawling factories that utilize a complex system of trains to keep product moving. Eh. I think that for four components in particular - Iron/Steel/Copper plates and also Green Circuits, they're a fundamental part of any base. Running off a massive line of green inserters, however, is just wasteful. Breetai fucked around with this message at 04:16 on Jun 22, 2014 |
# ? Jun 22, 2014 04:13 |
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Logistics networks almost feel like cheating to me, once I get them set up I rip out most of my belts, except for copper, iron, gears, wires, and circuits. The rest gets moved by logistics bots. Currently 1449 in my network.
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# ? Jun 22, 2014 04:36 |
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Steel is also worth bussing. But are gears and wire really worth bussing? I just make those on the spot.
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# ? Jun 22, 2014 04:45 |
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FISHMANPET posted:Logistics networks almost feel like cheating to me, once I get them set up I rip out most of my belts, except for copper, iron, gears, wires, and circuits. The rest gets moved by logistics bots. Currently 1449 in my network. I hope you sit in an area where you can see lots of them going by frequently so you can cackle and shout "Fly my pretties!"
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# ? Jun 22, 2014 04:49 |
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Phobophilia posted:Steel is also worth bussing. But are gears and wire really worth bussing? I just make those on the spot. Gears maybe, wire no. Circuits probably.
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# ? Jun 22, 2014 05:55 |
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Circuits, absolutely. On the thread's advice, I've been fabbing them on the spot every time I find a deposit of iron and copper. Edit: I think I've finally gotten the hang of trains. I've been making double-rails with a space between them (so I can always potentially thread an underground belt through it. After that, I put up some signals, and they're easy to place because double-rails make alot of sense. It turns out you can't place train signals on curved rails, meaning any time you cross the main path, it has to be via a straight rail. Phobophilia fucked around with this message at 07:01 on Jun 22, 2014 |
# ? Jun 22, 2014 06:58 |
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# ? May 27, 2024 02:57 |
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I bus wire into circuit plants, mostly because I'll have had it setup from before I had logistics bots.
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# ? Jun 22, 2014 08:56 |