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Why did I have to find out that this game was updated?! After spending a few hours last night in a new sandbox game, I'm considering tearing everything down and starting from scratch, with all my updated tech. Does anyone else do this, or am I the only one with a crippling lack of organization and foresight?
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# ¿ May 8, 2014 05:33 |
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# ¿ May 3, 2024 05:17 |
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Renaissance Robot posted:Aaag, why is the power monitor so hard to read? I can never tell when I'm overcapacity or falling short. Clicking on a power pole will give you a much better picture of your power production/use.
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# ¿ May 12, 2014 01:06 |
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Every time i get a significant upgrade, i feel the need to completely overhaul my whole system. I did it when i got upgraded power poles and just spent 3 hours rebuilding from scratch after electric furnaces.
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# ¿ May 12, 2014 05:54 |
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Kytrarewn posted:exhaust coal reserves? Personally, I've never even had to move a miner, let alone migrate to a new source of coal. Although, I'm only running ~15 engines, with boilers to keep up. My bigger problem is running out of real estate for new engines.
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# ¿ Jun 6, 2014 02:51 |
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I finally dipped my toes into robotics. Now I have to overhaul my base once again. Really, it was due for a remodel anyway. I had a central bus system for about 10 minutes then it all fell apart.
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# ¿ Nov 27, 2014 22:26 |
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Fans posted:This game owns bones, tried the demo then got the full thing yesterday and been having fun making factories so convoluted and ugly that I dare not link them for fear of what it'll do to people. Most of the time you spend ingame is overhauling your base. Usually for me, getting electric furnaces is the start of a complete teardown as I have to make room for the new smelters, reorganize my coal line and streamline all the factories I've poo poo out all over the place.
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# ¿ Nov 28, 2014 06:22 |
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Neruz posted:The goal is to make your factory self-replicating so it automatically expands, crushing aliens and slurping up resources until eventually the entire map is covered in machinery. Factorio: Logistics chain and Grey Goo Simulator.
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# ¿ Dec 19, 2014 06:29 |
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Kin posted:I just got this and have started working my way through the tutotials. I just finished the intro to electricity one but i couldn't get a self sufficient setup running. Are the boilers full? The inserters won't continue stuffing coal into boilers forever; only until the boiler doesn't need any more, usually 5(iirc) chunks.
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# ¿ Feb 22, 2015 15:32 |
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Boogalo posted:This is our most recent fossil fuel nightmare I get a very Blue Ball Machine feel from this.
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# ¿ Jul 3, 2015 00:09 |
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Krataar posted:There needs to be an automated way to deal with biters. A tank, a personal roboport, and pockets full of repair packs. bonus points for Destroyers.
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# ¿ Aug 6, 2015 05:35 |
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Phssthpok posted:I've been trying a new high-productivity foundry pattern. I really like how elegant it is, but it's bottlenecked by one belt of output. Is having iron, copper, and stone available to smelt by design? If so, how do you determine what gets worked on and when? Looks like a nice, compact, if somewhat inefficient design. E: I started playing around with trains this weekend, which led to me solving my green circuit shortage by starting a new outpost and completely outsourcing manufacturing; bringing them into my all-purpose depot. That got me wondering about rebuilding my bus and integrating logistics support. Have each line fed by a series of requester chests, and have all finished products sent to a central storage. What else am I supposed to do with my 1300 logistic robots? Royal W fucked around with this message at 15:05 on Aug 24, 2015 |
# ¿ Aug 24, 2015 14:57 |
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I just looked again and realized those are smart inserters, not chests. Now I'm imagining one huge central foundry that processes ore in batches based on demand using combinators. I'm surprised that I haven't really seen any kind of absurd wizardry being done with the new logic system yet, it seems like a rather robust system.
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# ¿ Aug 24, 2015 15:16 |
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Phssthpok posted:What do you mean by inefficient? Almost all the furnaces have the maximum number of effect sources.
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# ¿ Aug 24, 2015 15:21 |
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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.
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# ¿ Feb 14, 2016 19:14 |
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Did the steam release come with any improvements? I remember that a proper patch was forthcoming, but have there been any tweaks?
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# ¿ Feb 26, 2016 16:37 |
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Ciaphas posted:Has anyone done any good gameplay video series' on this, by chance? I could use something to watch while zoned out too much to actually play Arumba is a pretty good player and youtuber. He is doing a series right now with another streamer and they're up to 60 episodes. I don't know if an LP is exactly what you're looking for, but try this on.
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# ¿ Feb 28, 2016 23:49 |
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Sillybones posted:Recommend me a mod, please. RSO is fun if you like making a massive train network. It starts you off with some of all the necessary resources, then puts more plentiful spawns far away from your starting location.
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# ¿ Mar 11, 2016 11:01 |
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That Gobbo posted:So I'm about 7 hours into a freeplay game, and realize I'm going to need purple science packs soon. Alien artifacts are needed for them, but I either turned aliens off or to very low. Is there a quick way to add some in or did I gently caress myself? If you turned biters off altogether, you're hosed and you'll have to console some in or find a mod to create purple science. If you just turned them really low and sparse, start pounding sand to find some spawners.
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# ¿ Mar 13, 2016 23:55 |
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Truga posted:Oh here's an idea. Would it be possible to make a train horn mod that fires when the train is 5 seconds away from the player at current speed, and the player is standing near a rail? That would make them a lot less dangerous, especially at high speed sections. Level crossings with crossbars would be neat. You should be able to integrate it into the rail signal circuit somehow.
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# ¿ Mar 16, 2016 03:45 |
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Tulip posted:Finally got up to the point where I can use Blueprints reliably, feels badass to roll up to a new patch of ore, drop an entire foundry system on top of it, and then just have to figure out the mines and the bus. Find somewhere near your oil to set up refineries, then run underground pipes of petroleum, lubricant, and sulfuric acid to your assembly area. Make them another channel of your bus, and you'll hace access to them where it's needed.
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# ¿ Mar 28, 2016 07:23 |
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New Friday Facts; not much news patch-wise, but Phone Factorio is looking like A thing.
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# ¿ Apr 1, 2016 17:25 |
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Ciaphas posted:When are robots actually better/easier/more effective to use than conveyor systems? Over short distances, using robots to ferry components to assemblers can be easier than rebuilding belt infrastructure. You don't want to use bots to carry things from one end of the factory to the other, though. They can't carry too much and run out of charge quickly.
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# ¿ Apr 10, 2016 20:54 |
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Chakan posted:I started playing this game a couple of days ago and it's great fun, but now that I understand a lot of the basics I'm looking around and it's hard to find layouts of factories people have done and interesting designs. I've read the last ten pages or so, bur it's almost building a computer chat and bot logistics. That, combined with the age of the OP have made trying to find resources beyond the wiki pretty difficult. https://www.youtube.com/watch?v=9mfdct1J6Sk This guy has some neat builds, and he's pretty descriptive about what he's doing.
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# ¿ Apr 12, 2016 05:35 |
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You could console in alien artifacts if you want.
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# ¿ May 2, 2016 21:45 |
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DarkSol posted:I guessing I am missing something then, because the "consumption" and "production" metrics in the top left are not intuitive at all. If what you're saying is true, shouldn't those metrics be swapped. In that my power consumption is a fraction of the power produced? Your current production is not the same as your max potential. You'll never produce more power than you consume. If your factory is fully powered with 50% of your generators running, then they'll only run at 50%. But still, I agree with ShadowHawk, check your water temp. If your engines get water <100C (ideally), they won't output at 100% efficiency. The ideal setup is, I think, 13 boilers to 10 engines, without getting into electric pump wizardry. E:f;b
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# ¿ May 31, 2016 05:16 |
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zedprime posted:I think the current idea is you are launching a mapping satellite to identify places for Factorio: Alien Blight Simulator.
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# ¿ Jun 1, 2016 17:48 |
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zedprime posted:Bunch of hippies in the Factorio thread? Mods? I'm not saying it in a bad way. I just think it's important to go in with your eyes open.
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# ¿ Jun 2, 2016 05:38 |
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Dootman posted:On both the current loco and the .13 loco there's an arrow on the roof to tell you which direction it's facing. How did I never notice this?
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# ¿ Jun 4, 2016 01:18 |
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Mr. Powers posted:I built my first rocket silo and I know have a bunch of assemblers making rocket fuel and low density parts. My copper supply has gone slightly cold, so I probably cleared out a row. I finally have enough red and green circuit production (for now) with 6 groups of 3:2 circuit factories using assembler 3 with 4x speed 2. You could set up more furnaces and run the output on a bypass to where your supply starts to thin out.
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# ¿ Jun 17, 2016 04:29 |
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This combines my most and least favorite parts of Factorio: new shines and starting a new factory.
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# ¿ Jun 28, 2016 01:45 |
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BrainMeats posted:The new RSO doesn't seem to have the infinite, percentage based resource deposits like before. It's just the regular set number. What up with that? RSO always had static amounts in its mineral patches, I thought.
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# ¿ Jun 28, 2016 20:13 |
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M_Gargantua posted:So has game.local_player. been changed to something else? Thank you for this.
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# ¿ Jul 2, 2016 01:06 |
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Is there a way, using the new switches, to make a threshold switch for, say, keeping flamer fuel tanks between a certain level. For example, a command to debarrel crude if the tanks reads <700, continue until the tank is >=2000, and then stop until it hits 700 again? I haven't been able to play, but my napkin engineering tells me that the default behavior for a series of switches would just keep it topped off without a rest period.
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# ¿ Jul 14, 2016 02:48 |
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Kraven Moorhed posted:What's the preferred mod suite these days for someone who hasn't played in a year+? I don't know if they integrated it into .13, but <.12, RSO was highly recommended. There are a few QoL/slightly cheaty mods like Long Reach and Autofill that are amazing to have. FARL used to be a must-have too, especially with RSO, but I don't think it's as big a deal anymore.
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# ¿ Jul 14, 2016 04:16 |
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Yeah, I was talking about Autofill, not Landfill.
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# ¿ Jul 14, 2016 04:45 |
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Ambaire posted:What's that, from the alpha version? It looks like it's from a really early build.
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# ¿ Sep 10, 2016 08:49 |
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I started today with a problem I was thinking about all day and a method to fix it.
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# ¿ Oct 13, 2016 04:14 |
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RyokoTK posted:Really dumb question about train stops: does the "wait until" parameter for a stop in a train route determine when the train advances to the stop, or when the train leaves that stop? All of the conditions at train stops are instructions for the train to depart. Once a train pulls in, it is under control of the stop. *Logic fuckery could throw this out the window, but I'm no factorio systems engineer. E: Now I'm wondering about having a yard with a bunch of trains in storage, and circuit lines between the yard and outposts where trains are dispatched based on need. I run power with my rail lines anyway, so it wouldn't be too much trouble to add in a circuit network. Royal W fucked around with this message at 04:38 on Oct 23, 2016 |
# ¿ Oct 23, 2016 04:04 |
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So I got my Train call system to work. Is there any way without mods to give if/then commands to a train? eg:If Iron reports full, go to iron/If copper reports full, go to copper. Do trains have to go to stops in the order in the list without skipping?
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# ¿ Oct 23, 2016 05:59 |
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# ¿ May 3, 2024 05:17 |
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ShadowHawk posted:I think they can skip the stop if you deactivate the stop, which you can trigger on the circuit network. The only option I get when wiring up a train stop is "send to train"
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# ¿ Oct 23, 2016 07:12 |