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I have no idea what I'm doing but this seems to be working. Game owns, by the way. Now I just need to figure out how this steel and oil stuff works.
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# ¿ May 13, 2014 00:48 |
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# ¿ May 5, 2024 12:30 |
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The wiki says you need 1.31 boilers per engine and that you shouldn't run more than 14 boilers and 10 engines off of a single pump. It also suggests that storing hot water in liquid tanks is doable.
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# ¿ May 13, 2014 19:56 |
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Matching production rate exactly to consumption rate is prohibitively hard or even impossible in all but the simplest scenarios (the ratios and their least common denominators become very unwieldy real quick). A single bottleneck piles materials up on every stage before it, and there's little you can do about it other than dealing with it. Or you could run your chain at less than full throughput capacity but that's silly. I'm also pretty sure that some of the simpler assembling recipes (iron gear wheels come to mind) are actually bottlenecked on the inserters, assuming that you use regular ones. At least it seemed like I got more production out when I switched to a fast inserter, but it could also be because that taxed the slightly underdimensioned iron plate input more efficiently. TheFluff fucked around with this message at 23:30 on May 15, 2014 |
# ¿ May 15, 2014 23:28 |
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Pornographic Memory posted:I tried messing around with two items/one belt layouts but if you use splitters (and how can you not?) they'll start loving it up when your production chains get backed up, since if one side of the splitter is completely full, it'll dump everything onto the other belt (which is good) except it'll put products on a random side (the bad part), instead of just one side. In my current game I've switched largely to doing one item per belt line, because this way I can let particular items build up as much as I want without holding up production. This little construct moves belt contents to one side only: My first red/green science factory layout had zero splitters in it, but then again it only fed three labs or so. Still, with sufficiently crazy belt designs, splitters aren't strictly necessary. Just run your one belt with <resource> past every single factory that needs it. TheFluff fucked around with this message at 01:13 on May 17, 2014 |
# ¿ May 17, 2014 01:10 |
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I picked it up again recently after not having played for ages. I sat down on Sunday evening around 6 PM thinking I'd maybe get that oil processing up so I could get blue science going. I work on it for a bit, get the blue science plant mostly designed, alt tab out and what in the actual gently caress it's 1 AM? I haven't even gotten started on hooking the oil up yet! Seriously, I'm not even joking, I completely lost myself in the game for seven hours without even noticing. It should be a controlled substance.
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# ¿ May 2, 2016 13:41 |
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If I add a new mod (rail tanker) I won't be able to use it in an existing save, will I? e: or wait maybe I will? yeah, seems like it works. Also, do y'all produce plastics centrally and bus it or produce locally? TheFluff fucked around with this message at 11:23 on May 4, 2016 |
# ¿ May 4, 2016 11:13 |
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Man, I got the robot swarm up and running, and the little guys are hilarious. Plop down a big solar blueprint and off they go, a gigantic swarm of beeping and booping fanning out to do your work for you. I can't help but giggle at it. Speaking of solar though, what am I supposed to do with all my solid fuel now? I already fire all my furnaces with it and it's still backing up several hundred tiles of belt.
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# ¿ May 5, 2016 20:55 |
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Man, I know I'm supposed to just always build more of everything, but why did I make an enormously overdimensioned factory for making electric engines, batteries and accumulators? I have 10 chemical plants making batteries (in addition to the ones I have dedicated to making them for science) and ten assemblers making accumulators. In what world am I ever going to need one accumulator a second? I made sure it's extensible and reasonably modularized too just in case I want to make even more accumulators Electric engines I could at least use for making a robot army but I already have a few thousand and I don't even use them much.
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# ¿ May 6, 2016 22:10 |
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I've had this game for two and a half years and Steam says I have around 170 hours in it. I launched my first rocket today It was really fast to assemble once I set the silo up though (speed 3 beacons and productivity 3 in the silo), because my factory is pretty overdimensioned. I should just launch more rockets. Also, Factorissimo is hilarious. It really brings out my worst side, and while trying to automate a bit of everything I ended up with this bit of offensively stupid belt spaghetti: e: went back and checked my first post in this thread and found this screenshot: neither me nor the game have changed much since 2014 TheFluff fucked around with this message at 01:39 on Oct 14, 2016 |
# ¿ Oct 14, 2016 01:32 |
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Chakan posted:What's the structure above the assembler making copper wire? I don't recognize it. In the old screenshot? Radar, I think.
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# ¿ Oct 14, 2016 13:51 |
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zedprime posted:I always wonder what people are making with all their stuff in 40 hour no rocket yet but no research mod games. Is it just non stop equipment plopping? I can barely keep the pace of my plopping on track with the pace of research. 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.
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# ¿ Oct 15, 2016 05:02 |
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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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Sillybones posted:Drones are OP and trivialise the game. Turn all drones into side inserters. The game attracts both people who like puzzles and people who just want to build neat things. It's fine for it to cater to both. If you like the puzzle challenge, you can just not use bots. Also, the bots are hilarious with their beeping and booping. Back when Twinsen first made the modest proposal of removing logistics bots entirely, someone wrote a very long thoughtful response to it, which really did a pretty good job of explaining some of the conflicting worldviews Factorio players hold. I thought it was a pretty good read and I think it made me a bit more considerate of other ways to enjoy the game. dexefiend posted:it took me about five hours tonight to get from Plastic to Sulphuric Acid, Batteries, Electric Engines, Flying Frames, and Drones. I have "only" around 220 hours in the game total but in my current save I've spent around 20 hours so far and haven't even gotten started on oil processing yet, because I've hosed around planning out a much huger base than I normally build because I figured I should do it properly for once. I got all the red/green science ages ago with a tiny little 25-lab starter base. I also built my own mall because I was feeling like it. It took like an hour or two and it's pretty bad. Currently overdesigning a rail network to feed my 8-full-yellow-belts-of-iron bus.
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# ¿ Jan 3, 2019 20:32 |
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Dancer posted:Hey, casual player with a random question: what's a mall? This is mine: Ratios are probably all out of whack and I already see a few dumb things here and there but there you go. The three ghost assemblers in the top left are for blue belts - theoretically, at least. There's also a ghost on the right for oil refineries (which can't be crafted in an assembler 2). I play on peaceful so there's no turrets/walls/other gizmos either. Normally when you've played the game a lot this kind of thing is something you design and build once, blueprint and then just plop down in all subsequent saves, or better yet you steal someone else's design and use that. It takes forever to build, I know I've missed a bunch of things I haven't researched yet which will be a pain to add in later, and it's mostly just speedbump on the road to where I'm going, but since I haven't touched the game in a while I figured I might as well do it to get back into the swing of things.
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# ¿ Jan 3, 2019 22:01 |
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Ciaphas posted:Don't have to tear it down, but that doesn't mean it has to integrate into future builds, either I just use default settings with RSO, although with crude oil yield cranked up a bit. You do need to get cracking on railway pretty much as soon as you're done with green and red science though, because you'll be almost out of starting resources at that point. If you want to use more resources, just scale up your factory. If you've decided on a modest 120 science/minute (16 green science assemblers and slightly-less-than 14 red science ones), once you get to military science you'll need just over 4 full yellow belts of iron just to make 120 military science/minute, in addition to the one-belt-and-change you need for the green/red. You start to kinda want hundreds of steel furnaces pretty quickly. For building lots of railway, I second FARL, the Fully Automated Rail Layer.
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# ¿ Jan 4, 2019 04:54 |
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Magus42 posted:I did finally find more patches, including some quite a bit closer, but I'm having trouble deciding how to setup trains to get things going. I usually do something like this: If you want some inspiration you can go check out KatherineOfSky or whoever you prefer on YouTube and watch some choice bits of a megabase let's play and you'll see plenty of bus. e: also, build radars TheFluff fucked around with this message at 13:34 on Jan 5, 2019 |
# ¿ Jan 5, 2019 12:52 |
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Roflex posted:Another option for bus design/spacing is to leave an extra set of lanes open between each planned lane - this gives you more room to both add lanes in the future as well as route products off the bus. If you're going to have a consumer use a mixed belt, why send 2 full belts out from the bus when you could mix it inside the bus and send just one belt. I kind of do this in my current design (2 tiles is just enough space if you get creative) but having an extra space there would make it easier. Otherwise it can turn into very spaghetti very quickly: Obligatory screenshots: Map: Bus: To the far right on the iron plates you can see three lanes going off into the military science factory (which does eat three full yellow belts if it's running all out) so after that there's not much left of those belts. Still, a few splitters and it all gets consolidated into the top lane. Currently bottlenecked by miners - I have plenty of ore but I need to go find more patches to put more miners on so I can have more throughput. Also, wriggling yourself out of not having quite enough space is at least a third of the fun with the game (another third is trainsperging) TheFluff fucked around with this message at 11:44 on Jan 6, 2019 |
# ¿ Jan 6, 2019 11:37 |
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Jabor posted:Big buses can be really deceptive because they make things look plentiful when they're backed up, and then you add something that actually consumes things and suddenly the entire bus is empty. If you have four belts of iron plate coming out of your smelters, you should not still have four belts of iron plate halfway down your bus. The point of having lots of belts on a bus is being able to support lots of heavy consumers, as long as not every single one of them is active at the same time (and to have all your smelters and train stations in the same place, I guess). If full capacity for every consumer on the bus is necessary, then a bus probably isn't the right tool for the job at all, and it'll be more fun and use a lot less belts to just go all in on local dedicated production. In my case though I know my science stuff will eat almost exactly eight full yellow belts of iron because I designed it that way, but I don't run it all out all the time so I've attached a whole bunch of other poo poo to the bus as well. With splitter output priority it's super easy to have priority consumers if you want them. (Or in other words, I agree with you that buses should taper off down the line.) Magus42 posted:(it feels backwards building this out with red belts already, due to my loving around early-game without a bus) Red belts are good for buses, you'll use half as much space as with yellows. TheFluff fucked around with this message at 12:29 on Jan 6, 2019 |
# ¿ Jan 6, 2019 12:24 |
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Ciaphas posted:And finally, how do I prevent petroleum from backing up and stopping lubricant production? Will that just Not Happen? TheFluff fucked around with this message at 07:09 on Jan 7, 2019 |
# ¿ Jan 7, 2019 07:05 |
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Ciaphas posted:How do people feed the inputs for bot-based blueprints? Bus->belt->stack inserter->passive provider chest? Thinking about what I want to actually do with bots once I have some quantity of them (probably starting with rebuilding my inserter factory because jeeeze) If you're doing low volume production (like mall stuff) then just put a stack inserter and a passive provider chest on some bus belt and a requester chest next to your assembler. Try to keep the distances short to make it easy for the bots. For certain exotic stuff I don't hesitate to steal intermediate products from wherever they might be produced, especially if it's something that needs multiple lower level intermediate products (such as engine units). Bots are also good for moving low volume stuff with weird recipes from one end of the factory to the other (I'm looking at you, explosives - I'm not gonna drag a belt halfway through the factory from the petrochem area to the mall for some trickle of a throughput). When you go all in on bots, you want to go directly from train wagon to provider chest via stack inserter, and then have the entire beaconed-out assembler surrounding the station with essentially no gaps. The bots then move the stuff you ship in by train to requester chests next to each assembler. efb TheFluff fucked around with this message at 21:21 on Jan 7, 2019 |
# ¿ Jan 7, 2019 21:19 |
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I needed to finally get around to making some modules and all this talk of bots made me feel like it was time to mix the usual belt spaghetti up with some inserter spaghetti. Completely gratuitous bot usage, of course, but it was fun to build. Should probably pair it with a pair of substations instead though to make it look neater and use some of the empty space at the left and right.
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# ¿ Jan 8, 2019 00:01 |
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It shows up automatically if you hold a signal on the cursor! I've found it to be super helpful.
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# ¿ Jan 8, 2019 08:45 |
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Bettik posted:Regarding rail signalling - I saw a pretty good overview about structuring rails networks linked on the factorio reddit. It explains the whole idea behind signals without assuming you've been running a model railroad in a dedicated room of your house for the last 20 years, which I found helpful. This is some spicy poo poo. Goes off on a super spergy rant about how everyone else is too convoluted and wrong, and then writes an authoritative guide that fundamentally misrepresents key concepts and is outright wrong in some pretty important places. There are some good ideas in there (thinking in blocks is correct) but it's pretty insufferable writing and the diagrams are unreadable. I don't think he understands train pathing very well - he seems really mad about it at the end when he realizes he's completely misunderstood chain signals all along. Like, seriously, this part for example: quote:Trains read signals on the right hand side of the rail relative to their direction of travel; they ignore everything on their left. Oh yeah? Let's tell a train to try to bypass a signal on its left side by telling it to go from the left station to the right: Trains in fact care very much about signals on their left. Sure, they won't stop at a signal on their left, but only because they cannot take a path that leads to a signal appearing on their left at all - except for the special case where there's a matching signal on the other side of the track. In fact, in the current version of the game, if you've created a block by placing a signal on one side of the track, it won't let you place a signal on the other side of the track in any place other than directly opposite the first one (the white highlighted square): Trains will try to find the shortest way to the destination, but won't use paths that would mean passing a signal on their left unless you've explicitly marked the signal as bidirectional by placing a matching signal on the opposite side of the track. That said, bidirectional track is a bad idea anyway, don't do that. Some of the diagrams are dangerously wrong too, like this one: This is a guaranteed deadlock, and I can easily show you why by building his layout in game: Hasn't deadlocked yet, but let's see what happens when the upper right train is trying to go to the station on the left and moves past the happily green signal: Oops, now the left train can't enter the red block and the right train can't enter the leftmost yellow one. They're blocked by each other - deadlock. To be fair though, he does seem to realize because later he shows a version that kinda works using chain signals: But that is way more complex than it needs to be and it's bidirectional for no reason, you can do this without deadlock with regular signals like in his original diagram, if you just place them right and don't use more than you need: To me as an old OpenTTD sperg all of this seems simple, and all the explanations I've seen seem to overcomplicate things way too much, but every time I've tried to explain it myself I really haven't done a better job either. TheFluff fucked around with this message at 20:42 on Jan 8, 2019 |
# ¿ Jan 8, 2019 20:40 |
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Solumin posted:I liked how the article talked about chain signals indicating blocks that trains shouldn't sit in and regular signals for blocks that can contain trains. But I also haven't had much trouble understanding signals, so I'm not really the best person to judge the article. Yeah, that part is good, but he doesn't explain really anything about where to actually place signals, and his example intersections are really poorly signaled in general. They will work in the sense that they won't deadlock, but he does things like a T-junction example that won't allow trains on parallel tracks going opposite directions to meet without stopping. He also does single bidirectional entry/exit tracks from big double track stations, which is also an odd choice IMO, especially for a guide supposedly for beginners. TheFluff fucked around with this message at 23:09 on Jan 8, 2019 |
# ¿ Jan 8, 2019 23:04 |
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Evilreaver posted:I've always made signal blocks on straightaways "One whole train + 1 pixel", allowing trains to pack tightly when traffic is bad (jamming as little rail as possible) and allowing trains to exit blocks as quickly as possible (by virtue of traveling less distance). Is there some reason blocks should be larger? Nah, length of your longest train is a good block size. You can make the blocks smaller if you want (as long as taking up two blocks won't mess up the pathing for other trains), but making them bigger just lowers throughput (very marginally, but still). manero posted:Now I'm really interested in OpenTTD https://forums.somethingawful.com/showthread.php?threadid=3831934 TheFluff fucked around with this message at 23:52 on Jan 8, 2019 |
# ¿ Jan 8, 2019 23:50 |
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Magus42 posted:Is it just me or are those 2 signal graphics from that thread even better than most factorio signal tutorials? (if you just change 'pre signal' to 'chain signal') It's not just you, I had the exact same thought - I think those graphics are really good. Speaking of which, chain signals in Factorio are sort of a hybrid between OpenTTD pre-signals and path signals, and that's one of the key things the guy linked on the previous page misunderstood. In OpenTTD the trunk pre-signal will turn red if all signal branches ahead of it are red, but be green otherwise. In Factorio, if you have an Y like this: with one branch occupied but the other free, the chain signal will turn blue, and whether a train will stop or go past it depends on its destination (or its path, rather). If it can take either of the paths to get where it's going, or if it it needs to take the southern branch but can't take the northern one, it'll pass the chain signal as if it was green. If it's going to the northern branch though, it will stop at the chain signal - it can enter the junction block, but the signal for entering the next block on its path is red, so it will treat the chain signal as red too. It's a path-aware pre-signal, I guess you could say. That guy got super mad about this for some reason and accused the poor innocent signals of lying to him. e: lol @ the references section btw quote:Grays42’s “Factorio Train Automation” TheFluff fucked around with this message at 02:10 on Jan 9, 2019 |
# ¿ Jan 9, 2019 01:55 |
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Early to mid game, do you produce plastic at your refinery, centrally somewhere near the bus, or locally where it's used? On one hand I don't want to bus it because it takes twice the space of coal, but on the other hand the actual amount used isn't huge until later in the game. Just curious to hear what people do.
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# ¿ Jun 27, 2019 00:26 |
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Started playing Krastorio 2 for the first time and have been at it for a while now, and I just had my mind blown. I had noticed that all vehicles have grids now and was running around for hours using my car as a mobile roboport. It was annoying though because the car's grid is too small to fit both power generation and the vehicle roboport module so I was using just the personal roboport module in the car too. I didn't want to use the tank because I'd just crash into buildings and destroy them all the time. I didn't really see the point of grids on locomotives, but figured I'd make a combat locomotive for when I made myself an artillery train - you can't put a roboport on a locomotive because it has no cargo space to put the bots in. Then finally the penny dropped and I realized that cargo wagons have equipment grids too, and they're absolutely gigantic. Why didn't anyone tell me about this?!? Here I've been driving around in my dinky little car for hours with a lovely 30x30 roboport range and a 30 bot limit, when I could've rode in style like a civilized man in a construction train all along. You get a 96x96 range and 100 bots with the vehicle roboport, and no problems powering it either. Owns. I don't even use the car at all anymore, I just go by train everywhere, as God intended.
TheFluff fucked around with this message at 05:07 on Jun 5, 2022 |
# ¿ Jun 5, 2022 05:04 |
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Nalesh posted:Any tips on what I should do in terms of power before nuclear in K2/SE? Don't really have the best oil spots so can't just be burning petroleum forever. I just kept burning petroleum because it was low effort (rail world, plenty of oil). Other than that though I think burning biomethanol in the gas fired power plant could be a fun one, there are some interesting puzzles there with a few alternative ways to get the ingredients. Then there's always solar, of course.
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# ¿ Jun 29, 2022 19:05 |
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Slickdrac posted:Two things I found out today on accident. You can left click to restore something in a blueprint you cleared, and you can press F to I've played this game off and on since 2014 and learned this week that you can press L to view the full contents of any logistics network you want. A couple months ago I also learned that these days you can connect inserters to a logistics network wirelessly if you just click the little wifi-like symbol in the upper right of their detail window. That last one was almost earth-shattering in it's incredible convenience.
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# ¿ Oct 29, 2022 10:22 |
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power crystals posted:Modules in general were a bad idea and if the goal is less UPS the answer is more advanced machines with faster craft speeds. Productivity just breaks the game entirely unless you specifically restrict it to places where it doesn't. It's a super boring mechanic because there is an explicit correct answer and there is next to no benefit to not spamming modules everywhere. What constitutes "breaking the game" in your mind? I'm genuinely curious. (e: oops that was an old post!) One of the main draws of productivity modules to me is that they ultimately mean I can spend less time plopping miner blueprints everywhere, which is something I'd consider a boring mechanic. I'd venture many (most?) Factorio players are mainly interested in doing cool builds and/or big numbers, and not so much with quote-unquote "game balance". There is a portion of the player base though who is really obsessed with that sort of thing; for example the Space Exploration author is definitely one of them (productivity modules banned entirely in space, absolutely cannot stand even the thought of people modding teleportation in, etc etc). Back in the day when Twinsen somewhat jokingly proposed to remove logistics bots from the game (another "balance" thing), someone wrote a long and thoughtful response about what motivates the different types of Factorio players, and I've always found it interesting. I'm playing K2SE right now and while it's a lot of content and fun most of the time, there's a lot of very annoying design decisions that I think goes against some of the main principles that makes Factorio so enjoyable to me. To me it's a creative game first and foremost; I'm not playing it to be challenged. I used to run peaceful mode most of my games, for example. The SE author however absolutely hates the idea of things being too little effort, and so they try to add friction to everything in really stupid ways that mainly turn out to be obnoxious - I'm talking things like robot attrition (which is active even on Nauvis), alien biomes making your walking speed complete rear end everywhere, meteors randomly destroying parts of your base, rockets randomly exploding, everything producing annoying byproducts you're explicitly encouraged to turn into landfill, etc etc. It gets really tedious, and DoshDoshington really nailed it when he said "in Space Exploration, fun is optional and very inefficient". TheFluff fucked around with this message at 00:22 on Dec 31, 2022 |
# ¿ Dec 31, 2022 00:12 |
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https://www.youtube.com/watch?v=6bRi1ykIeHg absolute madman I think this is his best one yet, it's incredibly convoluted and teaches some neat circuit tricks while also going horribly wrong and building an enormous rube goldberg contraption of a base
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# ¿ Feb 18, 2023 01:45 |
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Tiny Bug Child posted:control.lua, line 304, the one that says "Event.addListener(defines.events.on_tick, on_tick)". This stops its main bit from running every tick so as an added benefit you're not paying a UPS cost for the privilege of having your bots explode. The recipe design is so bad though. I 100% agree with Dosh's critique (everything spits out sand or stone byproducts just because "it should be hard", and everything is super linear with no interactions between chains), but it extends even further IMO. Like, space production seems like it's explicitly designed to strongly discourage any logistics solution other than bot spaghetti (scaffolding is really loving expensive, space belts are even more expensive while also being worse than regular belts, all the item volumes are really low and you get a ton of garbage byproducts everywhere). Why??? The mods on the SE discord claim that SE is "designed with no voiding in mind" but all the recipe chains clearly incentivize just turning byproducts into landfill because doing anything interesting with them is usually both tedious and pretty meaningless. Also, for a mod about going to space it sure seems to dislike actually having fun with going to and through space. The capsule code in particular is hilarious. For example, SE crashes the game if it detects something's increased the stack size or fuel value of solid rocket fuel, because the creator is extremely concerned about players using the non-automatable capsule to transport stuff between planets. It's very carefully tuned to only allow you to leave the largest planets with a completely empty inventory. But that doesn't cover all the loopholes, so there's also a ton of code that attempts to detect and ban people from taking containers with them in the capsule. It's incredibly stupid. I also tried to mod meteors out (another pointless tedium mechanic) but it's fairly annoying and I didn't want to maintain a fork of the main mod. Rocket crash chance would be good to get rid of too, unreliable logistics are borderline unacceptable. SE is fundamentally anti-Factorio in its design. Factorio has an intended way to play but can be configured in a gazillion ways and then modded on top of that to make it into a game that is fun for you. SE only allows you do to things in ways that the SE author thinks are fun for you. TheFluff fucked around with this message at 15:57 on Mar 8, 2023 |
# ¿ Mar 8, 2023 14:54 |
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Rescue Toaster posted:Does anyone know if Krastorio 2 works without biters, or at least in peaceful mode? There were some comments about collecting materials from the biters, but then later being able to produce them, but is unclear about if the crafting is locked behind dependent research. K2 works perfectly fine with peaceful mode. The biter resource is biomass, which you only need for military science and medkits, and you can make it in a biolab from petroleum gas and oxygen. I don't think you need any biomass to research the biolab.
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# ¿ Mar 10, 2023 06:16 |
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KillHour posted:The madman is back and he's brought jumping trains with him. he just keeps getting better
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# ¿ Mar 22, 2023 02:33 |
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Freaksaus posted:What are some fun, but not crazy overpowered mods to help with moving around the base? Renai Transportation power pole ziplines?
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# ¿ Mar 26, 2023 20:10 |
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Paper Tiger posted:Extrapolating from this, having all trains be pusher trains feels like it could allow for slightly more efficient train station layouts at the cost of looking weird as gently caress. cargo wagons have higher air resistance than locomotives do so trains with cargo wagons at the front have a lower top speed I'm not making this up
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# ¿ Jun 3, 2023 00:36 |
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I had kind of dismissed seablock outright because I didn't like the premise, but Dosh made it seem interesting and now I'm a hundred hours in. It's good, y'all. I complained a lot about SE's recipe design earlier ITT but Seablock is like the perfect counterexample on how to do it right. There's a ton of byproducts, and you can usually void them but a lot of the time you really don't want to because a lot of them are useful, not just for recycling into the same recipe chain but elsewhere in the factory too! Some very important resources you can essentially only get as byproducts (looking at you, sulfuric acid!). In some cases there's an argument to be made for voiding the "main" output of the recipe just to get at the byproduct. There are usually many different ways to do the same thing and usually most of them are viable at one point or another. It's really fun! Takes a while to get going but you can timewarp past the slowest bits at the start if you want. Also, bob's adjustable inserters are one heck of a drug.
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# ¿ Jul 13, 2023 00:48 |
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# ¿ Sep 29, 2023 14:02 |
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# ¿ May 5, 2024 12:30 |
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Rescue Toaster posted:Is anybody else nonplussed with the expansion plans? I don't care for SE. As another comparison, in Oxygen Not Included Spaced Out, the rockets are moderately fun, but trying to manage different planets just doesn't flow well gameplay-wise. You're either switching back and forth in a way that breaks my train of thought, or you're just ignoring one or the other I guess. I guess in factorio if the base you're leaving behind is actually self-sufficient and not like suicidal dupes in ONI, you are free to ignore it. But on the other hand I'm not sure I want to? The second worst part of SE (after the godawful recipe design and just edging out the pointless tedium mechanics like CME's and robot attrition) was forgetting to bring things along to other planets and the general difficulty of running around to fix things, which is a big part of any game of Factorio. The satellite view worked for most things but only made it more glaringly obvious when it didn't. It led to a lot of decision paralysis, procrastination and just not wanting to play when problems were made so difficult to act on. So no, I'm not looking forward to multiple planets. I guess it is a somewhat mitigating factor that they seem to be planning to avoid SE's problem that the non-Nauvis bases can never be more than glorified mining outposts, but I'm still not optimistic. SE badly tainted the whole idea for me, it was just not fun. I will try it, but I don't have high hopes. The quality system is just baffling. It seems bad and I don't know why they think it'll be fun or what problem it's solving. It's not a great look that they've already had to say "well, you can just ignore it entirely if you want". The other QoL changes do sound amazing though. I would probably pay money for the raised rails alone. TheFluff fucked around with this message at 13:24 on Dec 8, 2023 |
# ¿ Dec 8, 2023 13:00 |