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This suddenly came onto my radar from a few different places today and it looks amazing. Like some kind of perverted cross between Transport Tycoon and the Tekkit mod in Minecraft. Time to get my on, for sure.
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# ¿ May 2, 2014 08:00 |
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# ¿ Apr 28, 2024 16:01 |
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Filthy Monkey posted:Looks neat, but I wish they had other methods of payment. Amazon payments, or google checkout, or any sort of direct credit card processor. Paypal blacklisted my card after my account got hacked, and there is no way I am touching buttcoins. Their most recent blog post says they're working on exactly that.
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# ¿ May 3, 2014 06:09 |
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I actually don't understand the use of the faster belts - having things travel faster doesn't increase throughput at all, would it? It'd just reduce travel time, which is essentially useless once your system's humming along at full production speed. Anyone care to explain the value of them to me?
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# ¿ May 7, 2014 05:51 |
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Hagop posted:
Could you show how the topmost items get to your factories? The image is too zoomed out for me to make out how you sorcelled that together.
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# ¿ May 19, 2014 16:16 |
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Hagop posted:Sure after lunch I'll put together some section shots. Thanks that looks great. Seems like you've hit the mark on what you'd want to transport by belt as well, even once you have logistic drones up and running. I played my current game to around mid-way into blue science before I wanted to start from scratch on a concept like that - get all the basic goods and low tier intermediates on fast belts, have all slow end products karted around by an army of drones.
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# ¿ May 20, 2014 05:00 |
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Sarrisan posted:This may be a stupid question, but is there a way to mass-delete entire sections of construction? I just had to move my science factory because I way underestimated how much space I'd need for blue science (God knows what I'll do when I get to purple), and removing all of the old stuff is a right pain in the rear end. It's all outdated tech, too, so I don't even want it. Not as far as I know. Apparently 1) put in chest 2) blow up chest works.
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# ¿ May 26, 2014 02:37 |
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Delamore posted:Multiplayer is an awful lot of fun with 3-5 dudes. Yeeeeesssss! That looks like what happens on OpenTTD servers as well - super involved train lines built by whoever logs on. I really enjoyed touristing around on those for a while. Maybe it's time to go back and see what's going on.
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# ¿ Nov 23, 2014 05:56 |
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Not to derail this thread about this excellent game of sperging logistics (in space!) but they recently announced the release date for Prison Architect - this calendar year. So that's realistically another 9 - 10 updates max. Which should be enough to put in a campaign and gangs and the other stuff that's clearly still on the list. Man that space picture is cool. Assuming it's expensive to create a larger platform you suddenly have to worry not just about making poo poo at all, but also about making it in the most space-efficient way. Not a consideration we've really had to deal with before.
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# ¿ Feb 21, 2015 10:11 |
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I was about to say the same thing - that was truly a thing of beauty.
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# ¿ Nov 29, 2015 02:12 |
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That sounds like a perfectly reasonable thing to use to figure out signals and all that but in terms of gameplay usefulness i would say it’s pretty minimal. I think the buffer amounts were already changed in the last major patch to ensure x seconds of productivity rather than simply double the recipe. (That might be coming in 0.17 though, I recall seeing it in a dev diary, haven’t checked in game). Secondarily the “lost” resources are a drop in the bucket. And if your throughput ever slows it gets used up anyway. (I suppose the partial fills in assemblers does not get used but generally your throughout will - if it slows down it’ll only hit the first few assemblers, meaning the buffer will be comparatively smaller still)
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# ¿ Oct 29, 2018 08:26 |
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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.
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# ¿ Jan 8, 2019 03:28 |
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kanonvandekempen posted:I guess you can't really say much but would you say it's a 3D first person factorio game or more like a survival game with some belts? The first. My uncle at Nintendo told me.
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# ¿ Mar 7, 2019 13:32 |
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Mr. Powers posted:Should I make a Satisfactory thread? I can write something up and post the thread once it is no longer under NDA. Yes. For reasons I am not yet at liberty to elaborate on I think that's a good idea.
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# ¿ Mar 8, 2019 02:50 |
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# ¿ Apr 28, 2024 16:01 |
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Radiation Cow posted:So I've finally conquered my restartitis and launched a rocket in vanilla. I'm still keen to keep going, which means megabase but I'm not sure how to manage the transition. I am hardly an expert but the approach I’ve both seen and taken once myself is to use your current base to build a bigass iron and copper mine, some smelting facilities (fed by trains from those mines) for end game quantities for both (probably built with modules in mind, even if you don’t currently have enough) and then a green circuit build fed from the results of those smelting facilities. From there it’s up to you, probably a bigass power thing, some red circuits, large scale module production, etc.
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# ¿ Jan 17, 2024 12:20 |