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Michaellaneous posted:I'm still looking for a goon for some chill vanilla MP sessions? Drop me a PM or something. https://discord.gg/nHn5DQ9 is a goon factorio discord and a good place to start. I'm in CST and would be happy to play some tomorrow night unless my wife needs me for something.
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# ? Jan 26, 2018 04:15 |
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# ? Jun 12, 2024 10:59 |
DarkHorse posted:That feel when you build thousands of solar panels to get the Solaris achievement, wonder why it hasn’t cleared, and then you discover you can do it with just 47 Yeah as far as I remember you have to physically consume and recharge 10GJ worth of solar power in a real time hour, with no other sources of power.
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# ? Jan 26, 2018 04:23 |
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Didn't they do some changes to achievement blocking in 0.16 related to biters? Like you can't set them to "none" and still get most achievements? I don't know why I think this, probably making it up.
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# ? Jan 26, 2018 04:27 |
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necrotic posted:Didn't they do some changes to achievement blocking in 0.16 related to biters? Like you can't set them to "none" and still get most achievements? You can no longer get "No X" avhievements with biters set below medium ("No laser" runs turn out to be super easy when the biters aren't around)
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# ? Jan 26, 2018 04:37 |
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M_Gargantua posted:Yeah as far as I remember you have to physically consume and recharge 10GJ worth of solar power in a real time hour, with no other sources of power. By "physically" you mean "actually", right?
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# ? Jan 26, 2018 05:00 |
No, physically consume. Find a local 12.4kv substation and take a bite.
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# ? Jan 26, 2018 06:01 |
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You of all people should know how that ends.
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# ? Jan 26, 2018 06:19 |
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GotLag posted:You of all people should know how that ends. Man, now I want an electric fence that kills biters that try to eat it.
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# ? Jan 26, 2018 06:47 |
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GotLag posted:You of all people should know how that ends. You too judging by your avatar text
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# ? Jan 26, 2018 10:59 |
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So, just got this game off of the recommendations of a friend and this thread really, played through the tutorials and Yeah, this game. It's fantastic, and is going to be really fun getting into. Concept is great, execution is phenomenal, and dirt cheap for the expected hours of enjoyment I'll put into it, just like I like my games. I immediately began looking up tutorials, but I'm just going to ask here straight off: Other than what's in the OP, what should a new player know from start to not gently caress up down the road and be mostly efficient? I tried reading the central bus hub design guide things but it didn't make much sense to me. The logistics stuff I'll experiment on once I get there, I think. Now to design my autism spaghetti town.
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# ? Jan 26, 2018 11:15 |
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Nice piece of fish posted:I immediately began looking up tutorials, but I'm just going to ask here straight off: Other than what's in the OP, what should a new player know from start to not gently caress up down the road and be mostly efficient? I tried reading the central bus hub design guide things but it didn't make much sense to me. The logistics stuff I'll experiment on once I get there, I think. - Most important (and frequent) advice for newbies: you should never do a full restart. Your first base is inevitably going to be broken in some major way, but you can still use it to bootstrap building a new base a few screens away while still having access to your old production facilities. This also means that you shouldn't worry too much about efficiency early on, dealing with a spaghetti base provides invaluable experience for when you try to rebuild large scale. Also, it's hard to unlearn efficient design patterns once you know how to do them, so enjoy the chaos while you still can. - Biters can be a bit of a nuisance for early players. There's no shame in turning them down (or even remove them entirely) - "never attack first" is a decent setting to begin with, that way you still need to clear out the nests but will be able to build up without constant interruption. - The one thing everyone will get wrong no matter how experienced they are is leaving enough room. Try to space out your factory blocks, and always double whatever distance you think is enough. Then double it again. - Switching to beta client is generally a good idea - the devs are very active, and while they do break things from time to time it rarely lasts for longer than a day. There's a ton of small and big improvements in the current beta release (priority/filter splitters being a huge recent one, which significantly changes bus designs/belt balancing).
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# ? Jan 26, 2018 11:38 |
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fezball posted:- Most important (and frequent) advice for newbies: you should never do a full restart. Your first base is inevitably going to be broken in some major way, but you can still use it to bootstrap building a new base a few screens away while still having access to your old production facilities. This also means that you shouldn't worry too much about efficiency early on, dealing with a spaghetti base provides invaluable experience for when you try to rebuild large scale. Also, it's hard to unlearn efficient design patterns once you know how to do them, so enjoy the chaos while you still can. Cool, exactly what I was looking for, thank you very much!
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# ? Jan 26, 2018 12:03 |
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I'll add to that to do everything yourself at first. When your setup is different to what you see in other's bases it's probably less efficient but you figuring out why and coming up with a better solution on your own is great. Also don't worry about restarting the whole game with different settings. If you're spending too much time fending off biters turn that poo poo down or go peaceful mode.
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# ? Jan 26, 2018 13:14 |
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fezball posted:- Most important (and frequent) advice for newbies: you should never do a full restart. Your first base is inevitably going to be broken in some major way, but you can still use it to bootstrap building a new base a few screens away while still having access to your old production facilities. This also means that you shouldn't worry too much about efficiency early on, dealing with a spaghetti base provides invaluable experience for when you try to rebuild large scale. Also, it's hard to unlearn efficient design patterns once you know how to do them, so enjoy the chaos while you still can. This advice has always been a sticking point for me. I get that you don't want your progress to go to waste, but in 99% of my maps, I simply can't find a location that has everything I need quite like the starting area. It's simply easier to start a new map when I only lost 15 hours tops (and I'm getting better and better at the early game as time goes on). This is because the game is specifically designed to generate an ideal starting area for you (of course, it doesn't always do that, but whatever). I get that's what trains are for, but I suck at trains, so... That being said, I do keep ALL of my save files in case I ever decide to heed this advice.
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# ? Jan 26, 2018 13:42 |
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Someone on the discord pointed out the blueprint books dont open in 16.19 and you can only open them from toolbelt.
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# ? Jan 26, 2018 13:48 |
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Inglonias posted:This advice has always been a sticking point for me. I get that you don't want your progress to go to waste, but in 99% of my maps, I simply can't find a location that has everything I need quite like the starting area. It's simply easier to start a new map when I only lost 15 hours tops (and I'm getting better and better at the early game as time goes on). This is because the game is specifically designed to generate an ideal starting area for you (of course, it doesn't always do that, but whatever). I get that's what trains are for, but I suck at trains, so... It's definitely not a hard rule, and getting swarmed by biters because you didn't build up defences can make a game hard to salvage. But a new player will usually get to the point where the base is totally hosed well before the starting resources run out, and even if not that's a good incentive to learn how trains work. The message that needs to get across is that all the impressive megabases you see around the web usually started as a tiny shithole that got paved over once it had served its purpose, and that restarting through the early buildup phase over and over again can be fun but is in no way required. Edit: One other common early player mistake to watch out for is buffer chests. While it is tempting to slap down chests all over the place to always be able to grab some products when you need them, they can be a massive resource sink if you don't set a reasonable size limit - for example, you'll rarely need more than a stack of Assemblers before construction bots, but a full chest of them represents an enormous investment early on. fezball fucked around with this message at 14:22 on Jan 26, 2018 |
# ? Jan 26, 2018 14:12 |
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It's good advice, given how many times I've seen posters in this thread be like "Yeah I've never actually launched a rocket in 500 hours of playtime cause my base always sucks too much and I gotta start over!"
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# ? Jan 26, 2018 14:21 |
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super fart shooter posted:It's good advice, given how many times I've seen posters in this thread be like "Yeah I've never actually launched a rocket in 500 hours of playtime cause my base always sucks too much and I gotta start over!"
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# ? Jan 26, 2018 14:50 |
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fezball posted:Edit: One other common early player mistake to watch out for is buffer chests. While it is tempting to slap down chests all over the place to always be able to grab some products when you need them, they can be a massive resource sink if you don't set a reasonable size limit - for example, you'll rarely need more than a stack of Assemblers before construction bots, but a full chest of them represents an enormous investment early on. As an addition to this, if you do want to stockpile some but not a full chest, you can use the red X on the inventory's interface to restrict the amount of slots used. If you restrict all but one slot, then they'll only buffer up to that one stack of items.
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# ? Jan 26, 2018 15:01 |
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One of the best things to do is to try to automate the production of anything you use more than a little bit. Things like belts, inserters, power poles, rails, etc. A lot of stuff you'll end up automating anyways to make science dranks, but any time you look and see you're manually crafting a lot of stuff, go ahead and make a little factory to stockpile some of that item in a chest (and use the red X to lock down slots so you don't suck up tons of resources.) Doing a Lazy Bastard run is a good way to get into this habit, but obviously that's not something to do for your first game.
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# ? Jan 26, 2018 15:33 |
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Is using the tank flamethrower the best way to get rid of a poo poo load of trees at once? I noticed that doesn't actually burn the trees and just removes them but if there's a way to make my robo slaves do it that'd be awesome too.
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# ? Jan 26, 2018 15:59 |
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explosivo posted:Is using the tank flamethrower the best way to get rid of a poo poo load of trees at once? I noticed that doesn't actually burn the trees and just removes them but if there's a way to make my robo slaves do it that'd be awesome too. Select the trees with the deconstruct (red) blueprint. Bot's will harvest trees and rocks the same way they deconstruct belts and assemblers, etc.
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# ? Jan 26, 2018 16:08 |
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You can deconsruct trees and robots in construction range will take them to a storage chest, no burning required. Nukes are fun, too, and you don't have a million pieces of wood when blowing then up.
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# ? Jan 26, 2018 16:10 |
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LLSix posted:Select the trees with the deconstruct (red) blueprint. Oh that's good to know. Somehow I always glossed over the red blueprint button. Thanks!
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# ? Jan 26, 2018 16:10 |
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Grenades are also quite accessible early game tree clearers. I actually upgrade grenade damage specifically so they'll one-shot trees.
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# ? Jan 26, 2018 16:11 |
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Nice piece of fish posted:So, just got this game off of the recommendations of a friend and this thread really, played through the tutorials and Yeah, sorry about that. Blame your friend for exposing you to digital crack.
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# ? Jan 26, 2018 16:17 |
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explosivo posted:Is using the tank flamethrower the best way to get rid of a poo poo load of trees at once? I noticed that doesn't actually burn the trees and just removes them but if there's a way to make my robo slaves do it that'd be awesome too. Red blueprint, grenades, and flamethrower are all good ways of clearing out concentrated forests. You can also bulldoze a path using the tank if that’s all you need. I like burning down the forest myself
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# ? Jan 26, 2018 16:18 |
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Vic posted:You make it sound like a bad thing
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# ? Jan 26, 2018 16:25 |
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As of late-0.15, explosive rockets became my go-to clearing (trees, biters) mechanism. Which was nice when cliffs and cliff explosives came along, since I was already mass-producing the materials i needed for those.
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# ? Jan 26, 2018 16:57 |
Inglonias posted:I simply can't find a location that has everything I need quite like the starting area. So this is a point I’ll contest, specifically that you don’t need to find a new starting area. Find an iron patch and belt coal to it for smelting. Or alternately find a coal patch and belt iron and copper ore to it. Once you have trains this becomes your primary means of resource handling. If you’re worried about your long belts being attacked by biters either add turrets and cull the biters or turn on peaceful mode Even on medium resources an efficient player can launch a rocket just on the resources in the starting area alone, but that doesn’t mean you need them all in one spot. Find a desert with no resources at all as far as the eye can see and build your new factory there so you have nothing getting in the way.
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# ? Jan 26, 2018 17:22 |
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fezball posted:Edit: One other common early player mistake to watch out for is buffer chests. While it is tempting to slap down chests all over the place to always be able to grab some products when you need them, they can be a massive resource sink if you don't set a reasonable size limit - for example, you'll rarely need more than a stack of Assemblers before construction bots, but a full chest of them represents an enormous investment early on. As someone who's launched 4-5 rockets (and one fish) into space I keep doing this. I'll set up production for something, then 45 minutes later wonder why I have no iron. Turns out I just made 1.2K long inserters because I forgot to limit the size of the container to 1 stack.
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# ? Jan 26, 2018 17:30 |
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Alkydere posted:As someone who's launched 4-5 rockets (and one fish) into space I keep doing this. I'll set up production for something, then 45 minutes later wonder why I have no iron. Turns out I just made 1.2K long inserters because I forgot to limit the size of the container to 1 stack. If you use blueprints, the size limits on containers are saved there now. Might help mitigate this.
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# ? Jan 26, 2018 18:10 |
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Inglonias posted:If you use blueprints, the size limits on containers are saved there now. Might help mitigate this. I do this for my entire mall, but my friend hijacked my blue underground belt assembler to build something else (I guess because the circuit belts were nearby in the mall for splitters?) instead of just building his own assembler, and cleared the chest limit When I reverted it back, I forgot to check the limit, and now we have >1k express undergrounds... about 260,000 iron's worth
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# ? Jan 26, 2018 18:42 |
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Foehammer posted:I do this for my entire mall, but my friend hijacked my blue underground belt assembler to build something else (I guess because the circuit belts were nearby in the mall for splitters?) instead of just building his own assembler, and cleared the chest limit No joke a recycling building that could break components into constituent materials (with some efficiency factor) would be nice sometimes. Maybe even have levels of buildings to get one, or two, or more resources out as you tech up. I mean it doesn’t really make sense on an infinite world with infinite resources, but it sucks when you have a bunch of stuff you know you aren’t going to use and no way to recover the resources expended
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# ? Jan 26, 2018 19:13 |
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DarkHorse posted:No joke a recycling building that could break components into constituent materials (with some efficiency factor) would be nice sometimes. Maybe even have levels of buildings to get one, or two, or more resources out as you tech up. Seriously, just a recourse for burner drills besides "stick in chest, shoot chest"
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# ? Jan 26, 2018 19:15 |
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Burner drills are about the furthest from my mind They have conciously added recycling and destruction where they want it, like with wood poles being fuel and low tier stuff being components in high tier. So we can assume the use for burner miners is, well you can still stick them in coal patches with little penalty. And for furnaces, why knock down the fueled one's when you can build electric one's elsewhere? Maybe not the answer you're looking for but also I make like 4 or 6 burner miners, who cares what happens to them compared to the furnace question or what to do with a chest of high tier underground belts.
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# ? Jan 26, 2018 19:23 |
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DarkHorse posted:No joke a recycling building that could break components into constituent materials (with some efficiency factor) would be nice sometimes. Maybe even have levels of buildings to get one, or two, or more resources out as you tech up. Pretty sure there's a mod that does exactly that. Yep, here are two: https://mods.factorio.com/mod/reverse-factory https://mods.factorio.com/mod/ZRecycling
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# ? Jan 26, 2018 19:24 |
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i wish there was a crate that only had 2 slots or something. i usually just use wood ones as my "store a limited amount of things" chests but i feel like i'm using so many "2 open slots" chests it be worth a dedicated item, at least from a graphical point of view. this is probably the easiest mod to make.
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# ? Jan 26, 2018 19:53 |
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crabrock posted:i wish there was a crate that only had 2 slots or something. i usually just use wood ones as my "store a limited amount of things" chests but i feel like i'm using so many "2 open slots" chests it be worth a dedicated item, at least from a graphical point of view. What would be the difference between a two slot chest and any chest that's had its size restricted to two slots via the red X?
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# ? Jan 26, 2018 20:01 |
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# ? Jun 12, 2024 10:59 |
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Gwyneth Palpate posted:What would be the difference between a two slot chest and any chest that's had its size restricted to two slots via the red X? About 3 seconds of effort per placement, the mental toll of having to remember to set the limit, and the pain in the rear end that is double checking that you correctly copied & pasted the stack restriction down a line of chests. I just wish I could crush stone furnaces into 3 or 4 stone.
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# ? Jan 26, 2018 20:15 |