|
We ended up playing for 10 hours straight and I had dreams about belts afterward. How do you manage resources in the mid to late game? Do you deposit them in a central depot somewhere and have logistic robots/smart inserters grab what's needed for production? We currently have a sprawl of belts that carry resources where they're needed, but it's messy, hard to extend and incredibly unstable. I'm trying not to look up too much about game strategies right now, since discovering new ways of doing things is really fun.
|
# ? Feb 14, 2016 00:11 |
|
|
# ? May 25, 2024 12:11 |
|
You could look into trains, when belts become too long and unwieldy.
|
# ? Feb 14, 2016 00:14 |
|
A common system is to use a bus - a long trunk of parallel belts carrying common components that branch off into sub-factories for the more advanced parts.
|
# ? Feb 14, 2016 00:30 |
|
This bus can be as sparse as three belts (iron plates, copper plates, green circuits because they are used in mass quantities in advanced parts) or as dense as all partial components.
|
# ? Feb 14, 2016 00:34 |
|
It's not the biggest one that a goon has produced but check my post history in this thread for THE BUS. I explain some reasoning for it which you may may find helpful.
|
# ? Feb 14, 2016 01:57 |
|
With the game approaching release is anyone considering a new op?
|
# ? Feb 14, 2016 03:04 |
|
Solumin posted:We ended up playing for 10 hours straight and I had dreams about belts afterward. Once your first factory reaches a certain size it can be helpful to create a new one in a convenient location so you can take advantage of what you've learned and the technologies you've unlocked to build something more efficient.
|
# ? Feb 14, 2016 04:05 |
|
I prefer logistics systems for handling resource movement, bus feels limiting in how adaptable it can be. I set up a warehouse basically (bunch of storage chests around a roboport) where all resources move to and distributed to various factories using the provider and requester chests. Example: Roboport surrounded by storage chests, and then a few train depots to handle input and output into the warehouse. Trains then distribute resources to where they are needed or bring in resources to the warehouse.
|
# ? Feb 14, 2016 06:29 |
|
I don't know much about modding, but I really wish there was a cheap item that could recharge logistics/construction robots. Don't have to store them or even add logistic/construction area, just recharge them. Roboports are a pain in the rear end to make.
|
# ? Feb 14, 2016 06:50 |
|
Thanks for the advice! I started over with a new game to try it out. The bus is so much easier to handle! I went with the really simple Iron Plate--Copper Plate--Green Circuit bus, though I might expand it with red circuits once I get those going. Now I'm trying to transport batteries and plastic from my petrochemical plant up to the main factory. I think trains + logistic robots would be the easiest way, since there's a lot of geography in the way...
|
# ? Feb 14, 2016 18:43 |
|
Someone had a beautiful chemical plant somewhere in the thread. Anyone remember who made it?
|
# ? Feb 14, 2016 19:01 |
|
Mighta been me... Lemme dig it up edit: Might mean this (I have a better design since, but I don't see my pics of it argh) Evilreaver posted:
Evilreaver fucked around with this message at 19:25 on Feb 14, 2016 |
# ? Feb 14, 2016 19:14 |
|
Solumin posted:Thanks for the advice! I started over with a new game to try it out. The bus is so much easier to handle! I went with the really simple Iron Plate--Copper Plate--Green Circuit bus, though I might expand it with red circuits once I get those going. If your oilfields aren't too far away, you can run them closer to your base before setting up your refineries. You can also put liquids on your bus by running underground pipes. Running lubricant, petroleum, and water will help keep your manufacturing all in the same area and can keep you from having a million sulfur and plastic bars in belt storage.
|
# ? Feb 14, 2016 19:14 |
|
Evilreaver posted:Mighta been me... Lemme dig it up Yep! Thank you!
|
# ? Feb 14, 2016 19:34 |
|
When running pipes, read and understand this post first http://www.factorioforums.com/forum/viewtopic.php?f=5&t=6066 It will help you understand why there's nothing coming out the pipe at the end even though you have umpteen inputs. Personally I find 2 or 3 pump stations plenty since that still lets you have a lot of pipe in between stations.
|
# ? Feb 14, 2016 20:18 |
|
Royal W posted:If your oilfields aren't too far away, you can run them closer to your base before setting up your refineries. You can also put liquids on your bus by running underground pipes. Running lubricant, petroleum, and water will help keep your manufacturing all in the same area and can keep you from having a million sulfur and plastic bars in belt storage. They're pretty far, and there's a large lakes in the way. (Main factory is on the north shore, refinery + chemical plants on the south shore, oil fields further south east of that.) I actually kind of like having the petrochemical stuff away from the main factory -- it feels neater for some reason. They have their own iron, copper and coal fields and electricity network.
|
# ? Feb 14, 2016 21:53 |
|
Went ahead and bought this a few days ago and it's a lot of fun. Been trying out a line layout I found in a tutorial video on YouTube where you keep one big resource line as a central pipe with factory lines coming off on the sides. I'm only on the third campaign mission but it's a lot more interesting than the free-form play. Are there any good custom scenarios you guys can recommend? I'm still in the green science area and haven't gotten to blue yet. Edit: Also any mods that are recommended for when I get a good handle on the game? Demiurge4 fucked around with this message at 11:03 on Feb 17, 2016 |
# ? Feb 17, 2016 10:59 |
|
Demiurge4 posted:Edit: Also any mods that are recommended for when I get a good handle on the game?
|
# ? Feb 17, 2016 11:54 |
|
GotLag posted:Blowing my own trumpet, but my Side Inserters mod has been fairly well-received. It adds 90° left and right versions of all the inserter types, which you can change back to normal by building and picking up again. Useful for compact builds. Going to second this. This is easily one of the best gameplay-enhancing mods I've found. Didn't realize it was goon-made! Also be sure to look up electric furnaces.
|
# ? Feb 17, 2016 14:47 |
|
Along with GotLag's Side Inserters I always use the following mods. UpGrade http://www.factorioforums.com/forum/viewtopic.php?f=120&t=13812 Longer underground belts and pipes, longer range substations and power cables. Straight Pipes http://www.factorioforums.com/forum/viewtopic.php?f=97&t=16373 Non-auto connecting pipes.
|
# ? Feb 17, 2016 16:15 |
|
Hagop posted:Straight Pipes That's a nice one, added it to my game.
|
# ? Feb 17, 2016 23:16 |
|
Can't wait for the Steam version so it can start logging the number of hours I play, as well as the achievements! There's a new fire mechanic on the way, I wonder if they'll add some ability to extinguish them. My play from a few years ago informed me that trees are important for pollution control, so erasing a whole forest to a fire seems like a bad thing. On the other hand it saves shotgun rounds when you really don't want a forest in the way of your buildings, I guess.
|
# ? Feb 17, 2016 23:26 |
|
texasmed posted:On the other hand it saves shotgun rounds when you really don't want a forest in the way of your buildings, I guess. This what the personal roboport and deconstruction planner are for
|
# ? Feb 17, 2016 23:29 |
|
Boogalo posted:This what the personal roboport and deconstruction planner are for Once the fire mechanic is in it'll all burn. All of it. I'll make maps with extra forest juat to burn it all. It was a sad day when notch nerfed the fire mechanic in minecraft, now I can have it back!
|
# ? Feb 17, 2016 23:35 |
|
Caconym posted:Once the fire mechanic is in it'll all burn. All of it. I'll make maps with extra forest juat to burn it all. Nothing beats the alchemical fire from the Thaumcraft addons in pure destructive power. So is the steam release a new version with more stuff in it, or is it an early access with the alpha build that's up now?
|
# ? Feb 17, 2016 23:37 |
|
Demiurge4 posted:So is the steam release a new version with more stuff in it, or is it an early access with the alpha build that's up now? I don't think it'll be early access, but it'll be the current version, including the challenge maps.
|
# ? Feb 17, 2016 23:47 |
|
http://www.factorio.com/blog/post/fff-126 http://store.steampowered.com/app/427520/
|
# ? Feb 19, 2016 17:50 |
|
Bob's Mod's are concentrated sperg, holy poo poo. So many intermediate steps but at least it dumps a bunch of complexity on you once you've gotten bored of the base game.
|
# ? Feb 21, 2016 19:49 |
|
Demiurge4 posted:Bob's Mod's are concentrated sperg, holy poo poo. So many intermediate steps but at least it dumps a bunch of complexity on you once you've gotten bored of the base game. I have described Factorio as 'candied Asperger's Syndrome'
|
# ? Feb 21, 2016 20:38 |
|
RiotGearEpsilon posted:I have described Factorio as 'candied Asperger's Syndrome' 100% Accurate. Bob's mods does a lot of stuff with fluids and various chemical products than the base game and I really like this. Water has a bunch more uses but it's also easily available through the pump which seems to create it out of nothing, and you can pretty easily set up a local chain for whatever reaction you need. I've been thinking that the biters don't really add much to the game, it's just an impetus to build turrets and it would be great if the game had more features besides the building aspect though I'm sure that is planned. Something I'd like to see is flowing water. Rivers that feed into an ocean or large lake and other types of pollution that you need to dispense with. Redirecting chemical byproducts into a river or reservoir that creates new types of pollution and triggers biter mutations in bases situated along the river. If you tap the river downstream for industries you'd need to purify it first, etc.
|
# ? Feb 22, 2016 09:16 |
|
Steam Key are out, you can grab them from the website now, though it doesn't come out on Steam until Thursday.
|
# ? Feb 23, 2016 14:30 |
|
Will 0.13 be part of the steam release? Or is there still no release date for that?
|
# ? Feb 23, 2016 17:26 |
|
Coming after, but they did a small patch today with new music and a few bugfixes.
|
# ? Feb 23, 2016 17:41 |
|
I'm pretty excited to get an achievement system into the game. I've been thinking about how to build a factory with the limitation of manually crafting up to 111 items. I figure once automation is researched and a couple factories are built, it's not so difficult, but I think it's gonna be a pain keeping track of how many items I've built. I think my first strategy is going to be to just use a bunch of boxes instead of belts to get started, with just enough power buildings to get it done. Extra points for not playing on peaceful mode
|
# ? Feb 24, 2016 00:05 |
|
I had to sperg and total it Things you MUST build manually: 1 small pole -2 wood planks -2 copper wire 1 offshore pump -2 electronic circuits --6 copper wire -1 pipe -1 gear 1 boiler -0 stone furnace(already provided) -1 pipe 1 steam engine -5 gears -5 pipes 1 lab -10 circuits --30 copper cable -10 cogs -4 transport belts --4 cogs - 10 red science -10 gears 1 assembly machine 1 -3 circuits --6 copper wire -5 gears 1 assembly machine 2(no manual construction of components required) which... totals 124. Maybe the cables count as half because you're making 2 each time???
|
# ? Feb 24, 2016 02:17 |
|
you also need to mine the raw materials and fuel for all of those That said I could see a scenario focused around that completely removing the player's ability to craft and mine.
|
# ? Feb 24, 2016 03:12 |
|
Krysmphoenix posted:you also need to mine the raw materials and fuel for all of those That'd take forever without an iron pickaxe.
|
# ? Feb 24, 2016 03:53 |
|
1 Small Pole 1 Offshore Pump 1 Boiler 1 Steam Engine 1 Lab 10 Red Science Packs 1 Assembler 2 Planks (crafts: 1) 47 Wires (crafts: 24) 33 Gears 7 Pipes 15 Circuits 4 Belts (crafts: 2) Total crafts required: 98 This gives you some leeway for pickaxes, furnaces and crates.
|
# ? Feb 24, 2016 04:08 |
|
I was glancing through the Factorio mods the other day and there's one that adds a "no hand-crafting" challenge mode. It starts you off with a burner assembly machine: http://www.factorioforums.com/forum/viewtopic.php?f=94&t=17940
|
# ? Feb 24, 2016 04:17 |
|
|
# ? May 25, 2024 12:11 |
|
In anticipation of the Steam release, I'd like some balance feedback on my Electric Furnaces mod. Furnaces burning fuel directly convert fuel to energy at 100% efficiency, boilers and steam engines convert fuel to electricity with 50% efficiency. Vanilla: Stone furnace: 180 kW burner, speed 1 Steel furnace: 180 kW burner, speed 2 Electric furnace: 180 kW (fuel equivalent 360), speed 2 (2 upgrade slots) My mod: Electric stone furnace: 135 kW (270), speed 1 Electric steel furnace: 180 kW (360), speed 2 Advanced electric furnace: 225 kW (450), speed 4 (4 upgrade slots) Should I raise the electric stone furnace 180 kW, to more strongly incentivise upgrading to steel? Not having to route coal to the furnaces is a pretty big bonus, I wonder if the current 50% increase in fuel use is sufficient to balance that.
|
# ? Feb 24, 2016 04:47 |