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Disco Science and Honk are must have QoL mods.
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# ? Feb 10, 2023 20:31 |
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# ? May 23, 2024 10:43 |
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You can't really say you're playing Factorio unless you install the Underneathies mod.
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# ? Feb 10, 2023 21:04 |
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Dirt Path is my favorite cosmetic mod after Disco Science. Helmod is still vital if you like Big Plans and Perfect Ratios, also FNEI if you are running any mods that change recipes.
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# ? Feb 10, 2023 21:28 |
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Even Distribution is a QoL mod that I absolutely can't do without anymore. It allows you to quickly dump an even number of items into multiple buildings. During the early game it's just so amazingly helpful.
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# ? Feb 10, 2023 22:42 |
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Oxyclean posted:Disco Science and Honk are must have QoL mods. I started playing again after a long break, and it took ages to figure out smelting arrays. But by god I remembered to install Disco Science and Honk!
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# ? Feb 10, 2023 22:45 |
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Having read about the space elevator and other changes to SpaceEx since I played it a few weeks ago got me to start a new K2 + SpaceEx embark. 42hrs in and I'm mostly done with Rocket tech, and just finished putting in permanent defensive lines across the main avenues of biter attack, guns backed up by flamethrowers. I need to put together some blue circuit automation, plus on-demand manufacturing for various space buildings and a couple chunky plants for putting out space belts and space pipes in numbers, rapidly. Built out my initial train network very inconveniently with regard to what direction I wound up going to get resources so I might gently caress around and move my receiving stations around once I get initial space-platform poo poo established enough that I can blip back and forth between Nauvis and orbit with just minor inconvenience, and have nuclear power set up. I guess I need to automate reactor components and set up half a dozen centrifuges to run while I'm floating around in orbit, too. I appreciate the support on the last page for my nuclear mishap, here's hoping I can avoid it in single player. Usually I don't manage to, but having everything built outside means that eventually bots replace any holes I make because I forgot to unload my rocket launcher when I came back from hunting.
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# ? Feb 10, 2023 23:30 |
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I have reverted to caveman for science 3. Switching these between the different intermediates and then making the final flasks. Trying to figure out an automated setup but its taking me a long time. Might have it done tonight.
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# ? Feb 11, 2023 01:11 |
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Getting any production of blue science going is a big step, it's probably the point where new players struggle the most.
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# ? Feb 11, 2023 12:58 |
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Sylink posted:What are the best QoL mods for factorio these days? I use these. All good stuff. 200 Inventory Size Adaptive Movement Speed Automatic Train Painter Automatic Station Painter Automatic Underground Pipe Connectors Bottleneck Construction Drones ClearNightvision Even Distribution Explosive Excavation / Pump Anywhere Far Reach FreeCable Fast Tree Cutting Increased Landfill Stack Inventory Repair Max Rate Calculator Show Max Underground Distance Splatter Guard Squeak Through Tapeline Thicker Power Wires Tree Collision Vehicle Snap Zooming Reinvented
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# ? Feb 11, 2023 15:10 |
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You should replace Bottleneck with Bottleneck Lite for better performance https://mods.factorio.com/mod/BottleneckLite
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# ? Feb 11, 2023 15:32 |
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RabbitWizard posted:I use these. All good stuff. ban for trolling. no Honk or Disco Science.
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# ? Feb 11, 2023 20:34 |
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Packing Tape is a cool QoL mod - pick up any container and move it around with its inventory
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# ? Feb 13, 2023 20:19 |
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Freaksaus posted:Getting any production of blue science going is a big step, it's probably the point where new players struggle the most. I present, Science 3. I almost gave up a couple times but I finally got everything setup so that it doesn't stall. Conveyor belts are powerful, I don't know why I avoided them for so long. This started off manual iron, copper core, coal, sulfur, plastic. And now its just manual sulfur and plastic. Working on those too. I want the artillery cannon tech
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# ? Feb 14, 2023 00:17 |
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Did you accidentally let off a grenade right there? Regardless, welcome to the Conveyor Age!
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# ? Feb 14, 2023 21:18 |
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LonsomeSon posted:Did you accidentally let off a grenade right there? Regardless, welcome to the Conveyor Age! I did, was trying to split stacks and misclicked. Good eye
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# ? Feb 14, 2023 21:46 |
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goodness posted:I present, Science 3. I almost gave up a couple times but I finally got everything setup so that it doesn't stall. Conveyor belts are powerful, I don't know why I avoided them for so long. This started off manual iron, copper core, coal, sulfur, plastic. And now its just manual sulfur and plastic. Working on those too. I also really dig seeing the progression of a new player. Thanks for posting / Keep posting! Artillery cannons are really fun. But as a warning if you shoot artillery at a the biters or their bases it will make all the biters near it mad and come try and kill the cannon so make sure you are ready to deal with that.
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# ? Feb 14, 2023 22:11 |
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goodness posted:I did, was trying to split stacks and misclicked. Good eye One time, a very new player visited our big multiplayer base, picked up a nuke, and accidentally blew himself up. Didn't take out anything important but it was hilarious
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# ? Feb 14, 2023 22:46 |
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Thinking about getting back into this, and are there any mods that make energy generation/management more important/involved? From my memories of previous games it basically seemed to come down to either just slapping down a bunch of steam boilers every time my power got strained or going with huge fields of solar if I cared about pollution, and it hardly seemed worth even bothering with the more complex nuclear chains when I could just scale the latter up so easily at that point. I guess I could do a personal challenge run where I just don't use efficiency modules. Bremen fucked around with this message at 23:12 on Feb 14, 2023 |
# ? Feb 14, 2023 22:52 |
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Have you played since yellow and purple science? I had similar thoughts about the appendix nature of nuclear before the final science design. Power needs escalated a bit. Coal gets used a lot more in science and becomes frustrating to supply in power generating amounts depending on map gen. You can still solve with wide open spaces and a constant solar construction bot creep but open spaces aren't guaranteed again depending on map settings. For my mental and planning effort a nuclear plant is a perfect mid game power bump assuming vanilla settings. Coal richness too high, coal burners win by stupid simplicity. Biters off or low or railworld and solar wins by stupid largeness. Constrained on coal and space makes nuclear a clear ease option. Conceptually you can't compete with passive generators like solar (it's resource free power!!) without a space constraint so you're would need a conduct change of some sort to get milage out of anything including mods. In game like cranking biters up or ribbon world mapgen or in your head like just ignoring it for being boring.
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# ? Feb 14, 2023 23:50 |
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goodness posted:Conveyor belts are powerful, I don't know why I avoided them for so long. This started off manual iron, copper core, coal, sulfur, plastic. And now its just manual sulfur and plastic. Working on those too. This is the best and I hope you keep posting developments.
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# ? Feb 15, 2023 00:02 |
Mailer posted:
I'm the totally unnecessary belt -> belt inserter for red chips. I love it.
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# ? Feb 15, 2023 00:08 |
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Arrath posted:I'm the totally unnecessary belt -> belt inserter for red chips. I love it. Looks like it's splitting the belt, just without using a splitter
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# ? Feb 15, 2023 00:37 |
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Mr. Peepers posted:I'm quite fond of Nullius's paving drones that you shoot out artillery cannons and cover a 128x128 square per shot. Is there a separate version of this? I'd love to have concrete artillery without adding on a full-overhaul mod.
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# ? Feb 15, 2023 03:30 |
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zedprime posted:Have you played since yellow and purple science? I had similar thoughts about the appendix nature of nuclear before the final science design. I've basically stopped using nuclear after installing GotLag's Superheating mod which adds oil-fired boilers. They take much less space than steam boilers (still way more than nuclear of course), are pretty easy to tile without faffing with belts, and unless you're going mega-base they're more than enough to power your base for the entire game. They also make awesome power sources for remote oil fields that need more than solar power to operate. If you want MORE involved power generation though, probably not recommended
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# ? Feb 15, 2023 10:52 |
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Aside from making nuclear come a bit earlier, since by the time you need it you're probably launching a rocket, I don't really see what they could add that would make it more interesting. Harder and more complex, sure, but the bulk of the pre-launch game is coal-powered and megabase tier is solar-powered and nuclear kinda fills the middle... unless biters aren't involved then screw it make a space the size of texas your solar grid.
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# ? Feb 15, 2023 11:57 |
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I mean megabase tier is solar powered mostly for UPS reasons I believe. Making that much solar is a huge resource, time, and space sink, which is all infinite sure but it's kind of a pain and also very boring. I'd love for nukes to get super optimized somehow just to not have to use solar panels the exact same way for the 9999th time
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# ? Feb 15, 2023 13:40 |
Phobeste posted:I mean megabase tier is solar powered mostly for UPS reasons I believe. Making that much solar is a huge resource, time, and space sink, which is all infinite sure but it's kind of a pain and also very boring. I'd love for nukes to get super optimized somehow just to not have to use solar panels the exact same way for the 9999th time Nukes are about 15x times more materially efficient. And I think they've optimized the nuclear UPS usage as well. e; M_Gargantua posted:One reactor (inefficient!) makes 40MW, and is equivalent to 952 Panels and 800 Accumulators. M_Gargantua fucked around with this message at 14:24 on Feb 15, 2023 |
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# ? Feb 15, 2023 14:22 |
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I went back to steam boilers after getting my basic oil stuff up because I have to find some way to get rid of all this light oil and all I have so far is turning it into solid fuel then burning that.
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# ? Feb 15, 2023 14:26 |
Grand Fromage posted:I went back to steam boilers after getting my basic oil stuff up because I have to find some way to get rid of all this light oil and all I have so far is turning it into solid fuel then burning that. You can use a chemical plant to turn it into more petroleum via cracking.
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# ? Feb 15, 2023 14:30 |
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Without spoiling too much your future self would be very appreciative of you if you put your excess solid fuel into a steel chest or 12 for a rainy day.
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# ? Feb 15, 2023 14:44 |
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M_Gargantua posted:You can use a chemical plant to turn it into more petroleum via cracking. I do enjoy crack. zedprime posted:Without spoiling too much your future self would be very appreciative of you if you put your excess solid fuel into a steel chest or 12 for a rainy day. That's what I was doing at first, I have like ten steel chests full then my lube production stopped again so I started burning it. I know rockets are involved in the game so figured it's probably used there.
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# ? Feb 15, 2023 14:46 |
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M_Gargantua posted:And I think they've optimized the nuclear UPS usage as well. Unfortunately it’s not about the nuclear part it’s about all those pipes and turbines and all that steam. It’s not an issue until you’re building a really massive base in vanilla but you can run into it pretty quick with more intense mods like space exploration. It’s also more of an issue in multi of course
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# ? Feb 15, 2023 14:53 |
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Grand Fromage posted:I do enjoy crack.
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# ? Feb 15, 2023 15:03 |
zedprime posted:There's immediate uses too I'd rank above burners, like making your car, tank, and or trains go vroom vroom very fast. For sure. Rocket fuel in my trains is hilarious, and it is a sink for basically all of my solid fuel (since making solid fuel is option 2 after cracking to petro which I am almost perpetually short of)
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# ? Feb 15, 2023 15:41 |
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Yeah, UPS is your single limiting resource in a multiplayer game. Ore can be replaced, UPS can't be.
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# ? Feb 15, 2023 16:36 |
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Phobeste posted:Unfortunately it’s not about the nuclear part it’s about all those pipes and turbines and all that steam. It’s not an issue until you’re building a really massive base in vanilla but you can run into it pretty quick with more intense mods like space exploration. It’s also more of an issue in multi of course In general I think unless you're an insane person who has turned tech costs up to 100x big mods are fine for nuclear for the same reason they're fine for non-megabase vanilla. You don't need to make huge production lines for the sake of >1000spm and I believe most (all?) big mods have mod tech unlocks that help compact your setups down with higher tier assemblers/modules/etc and maybe even give more efficient steam systems. If you have an good nuclear design (or even just a not-horrific-steam-tank-blob design) having a couple 2x2 nuclear blocks isn't a significant hit to your ups.
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# ? Feb 15, 2023 16:50 |
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Nuclear power is not a UPS problem. Ages ago, maybe, but it's been considerably optimized in the intervening years. You can power 5k science per minute bases with nuclear without significant impact. The reputation is no longer and not deserved.
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# ? Feb 16, 2023 03:04 |
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I guess I haven't been lurking in this thread enough, but what's UPS? vvvv Ah, thanks. Bremen fucked around with this message at 03:21 on Feb 16, 2023 |
# ? Feb 16, 2023 03:14 |
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the speed of the game simulation, as separate from fps. (time) units per second. as ups drops below its target of 60, everything takes longer - a recipe that says it takes 1s to execute actually takes 60 units, so at 30ups it takes 2 seconds to executes. the game slows down compared to the wall clock.
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# ? Feb 16, 2023 03:20 |
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# ? May 23, 2024 10:43 |
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Phobeste posted:(time) units per second The explanation is correct but I'm pretty sure it's "updates per second".
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# ? Feb 16, 2023 03:23 |