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Just started playing this game last night and I think I'm getting the hang of it: I think this is a pretty good factory for only my second free world. Now I just need to hammer out the supply chain for blue beakers, then relocate my labs.
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# ¿ May 12, 2014 20:08 |
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# ¿ May 6, 2024 01:06 |
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Shadowlz posted:Here is my first real small red green factory. You know you can build on top of deposits, right? I felt kinda stupid at first because I thought you had to go around.
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# ¿ May 13, 2014 04:54 |
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Sarrisan posted:Huh. That is useful. Here's that same factory, not much has changed since. Just you wait until you figure out that you can have 2 items on the same belt. Then your mind (and your layout) will explode. For example, you could easily have a single belt feeding both red and green beakers to those labs. Also Backwash loops are nice and pretty but really not needed.
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# ¿ May 16, 2014 23:29 |
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Pyromancer posted:Anno 2070 tycoons soundtrack, nothing alike the trailer but thematically appropriate Oh god yes, the soundtrack for that game was amazing. The Tycoon stuff is very, very good for the "somber industrial hellhole" feeling.
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# ¿ Aug 29, 2014 13:25 |
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Gravy Jones posted:I've done this about five times now. Each time I get a bit further into the game, get a handle on a new mechanic... and then start again from scratch. Next up... robots! Yeah, I think a lot of people have an issue where they'll restart because they want to start with prior knowledge/don't like their current base look/hit oil/walked away from the game for a bit/a distracting butterfly fluttered by. Doesn't stop the game from being fun though.
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# ¿ Apr 25, 2016 15:43 |
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-Troika- posted:So this is basically https://www.youtube.com/watch?v=23jdesvCoOY the game? It's pretty much "any time Looney Toons plays Powerhouse" the game. So yeah.
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# ¿ Apr 29, 2016 14:31 |
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Slickdrac posted:Play/try out Big Pharma, wonky shaped input/output machines of all shapes, and you can only rotate, not even mirroring. Also you can make pills that both cure and cause cancer.
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# ¿ Jul 4, 2016 05:26 |
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ShadowHawk posted:No, you open the achievement menu in the game and click on the particular achievement to track it. Niftiest goddamned thing too. Especially if you're inflicting Lazy Bastard upon yourself so you see how close you are to loving by one mis-click on your crafting menu. Remember kiddies, need to save one craft for your initial oil refinery! Can't build them in level 2 assemblers, and level 3's are hidden behind blue science.
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# ¿ Feb 6, 2017 02:50 |
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ElMaligno posted:Are they adding steam and cooling towers in this version??? https://www.factorio.com/blog/post/fff-173 read for yourself.
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# ¿ Feb 6, 2017 07:47 |
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Alternatively, upgrade your belts if you haven't already? A saturated yet moving yellow belt can move ~8 items/second. A red belt is 16 and a blue belt is 24.
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# ¿ Feb 8, 2017 01:43 |
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Hell, solar by steam would be a lot cooler and better. Make the only energy producer the standard steam generator (or perhaps with upgraded versions) but make it so that solar panels are heating panels not the kind that directly convert sunlight to electricity. Now instead of producing free *power* you're just producing free *steam*. Now you have to design your solar plants around steam instead of making gigantic parking lots of glass panels. Ideally though the steam generator would get some sort of upgrade. And besides, the nuclear setup seems to be just another form of tea-kettle anyways. Why not make your entire base run on steam?
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# ¿ Feb 21, 2017 06:09 |
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Solumin posted:That's an idea that the community has been kicking around for a while: https://wiki.factorio.com/Power_production#Storing_hot_water_in_tanks Wait, you can actually store hot liquids in tanks? drat, now I really want a solar boiler mod.
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# ¿ Feb 22, 2017 03:19 |
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Am I the only one who checks to see if Factorio updated on Steam every time I see more than 5 unread posts in this thread?
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# ¿ Mar 10, 2017 17:30 |
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Gadzuko posted:The Factorio devs are the most professional team I have ever seen, bar none. It's an amazing change of pace from the usual amateur coder indie game clusterfuck. There's a few other dev teams as professional/quality, Zachtronics comes to mind. However you rarely get a team this professional AND transparent which leads to cool details.
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# ¿ Apr 14, 2017 23:44 |
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New map generator presets: Default Rich Resources Marathon Dangerous Death World Rail World And, um, the advanced settings are amazing.
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# ¿ Apr 24, 2017 17:59 |
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Okay, I fully approve of uranium deposits glowing in the dark:
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# ¿ Apr 24, 2017 18:13 |
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Oh, hey, electric mining drills automatically "transform" if you put them over uranium deposits. You don't need a special recipe for them, they just gain sulfuric acid tanks/inputs.
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# ¿ Apr 24, 2017 19:04 |
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Loopoo posted:Biter expansion is frustrating. The setting it starts at is perfect, as endgame doesn't devolve into a constant "clean the biter incursion up" simulator. Also, you no longer get research from biters anymore. And yes, I've been spoiled by longreach. WHY IS THAT NOT DEFAULT!? Edit: Speaking of research. Oh god, grape juice requires pump jacks! Alkydere fucked around with this message at 19:32 on Apr 24, 2017 |
# ¿ Apr 24, 2017 19:27 |
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Kenlon posted:The obvious thing to do would be this: Just ad a spacer pipes between the boilers. Bam, done.
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# ¿ Apr 24, 2017 20:15 |
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Speedball posted:so, to make military science bottles, you have to grind up gun turrets?! Wow. This is going to require automating a lot more stuff than I previously considered automating. Blues have been downgraded a bit, and require engine units. Purples are the new blues and they require pumpjacks. "hi techs" require a battery, a blue circuit, a speed module and 30 loving wires.
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# ¿ Apr 24, 2017 22:44 |
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Evilreaver posted:Factorio: Terraforming(verb): to blacken the skies; to pave with concrete Factorio: Now with SEVEN flavors of Kool-Aid!
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# ¿ Apr 24, 2017 23:10 |
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Onean posted:Oh, okay. Add me to the list of people using this start. It's surprisingly cool. Also my starting factory is a mess of spaghetti since I can't really go one direction to set up belts. Dirk the Average posted:The Factory is Expanding to Meet the Needs of the Expanding Factory This one's pretty cool if there's enough room in the text field. Hmm...some alliteration perhaps? Factorio: Factoring for Fractal Fraccing Factories
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# ¿ Apr 25, 2017 01:32 |
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Ambaire posted:What about : Congratulations. Gun turrets, assemblers and pumpjacks have been upgraded to "intermediary products" for military, blue and purple science respectively.
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# ¿ Apr 25, 2017 02:16 |
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So on that Goon Island map I finally made a bridge south and found about 1M uranium. I don't think power will be an issue.
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# ¿ Apr 25, 2017 03:55 |
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This is what I do...at least when I have red belts: Shown vertically and horizontally for clarity. I call it the belt MOOOOBIUS! (because I loved New Vegas's Dr. Mobius) though I guess Belt Helix would be more technically correct. Or "Space efficient literal impossibility." With underground belts, yellow/reds/blues will only pull from the same color, allowing you to basically phase belts together. Also works with underground pipes. Ore comes in on the slower belt, and then zooms off to the base or train on the faster belt. Alkydere fucked around with this message at 00:05 on Apr 27, 2017 |
# ¿ Apr 27, 2017 00:02 |
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Damnit, having to restart my goon island game. Turned out my save got overwritten with a multiplayer save somehow.
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# ¿ Apr 27, 2017 01:09 |
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Ambaire posted:Autosaves =/= manual saves. Always make a manual save of your factory when you go do something else / collapse for the night. I do like 'Adventures001' for my first save and then increment it each time I reach a good milestone or stop playing for the day. It was a normal save. I had saved the game as "Goon Island" and then gone to play with a friend. I went back yesterday and my "Goon Island" save had the friend's multiplayer game in it. Rexides posted:I was thinking about such a setup last night when I went to bed, glad that someone verified that it works. Does it work with electric furnaces too, with the powerlines in-between the inserters? That would make for a very compact design. It's probably going to be fixed at some point though You'll have to shift it about for the electric furnaces 3x3 shape but yes, it would work. And no, it's been in the game forever and sure as hell isn't getting fixed. I originally got the idea/design for the belt overlapping in this very forum back when Factorio was on version 0.13.x.
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# ¿ Apr 27, 2017 13:49 |
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Collateral Damage posted:It's not an exploit, it's clever use of game mechanics. Yeah I'm pretty sure this is precisely how the devs feel. Your dude is able to craft and place a gun-turret that's bigger then him while back-peddling, with both hands full of SMG gunning down a horde of alien wildlife the entire time he does it. Realism is not the biggest deal to the devs.
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# ¿ Apr 27, 2017 14:25 |
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Loopoo posted:IIRC turbines / heat exchangers are only worthwhile for nuclear power, as they are most efficient at the temps nuclear power outputs (165 degrees C or something?). Sticking them onto boilers and stuff, I dunno if it'd work very well, because boilers output steam at a lower temperature. Yeah, I think the blog specifically stated that. Both produce steam, but using a turbine on a boiler means it works at a low enough efficiency you lose power (because turbines are tuned for nuclear steam) and if you use a steam engine on a nuclear reactor's output you're just throwing steam away. Speaking of uranium/nuclear power: the amount of uranium on the goon island mapshare with default settings is obscene. In addition to the 56K on the island there's like 4 MILLION more uranium in various easily reached deposits east, west or south.
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# ¿ Apr 28, 2017 04:30 |
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Finally built my first uranium mine/centrifuge setup. I love how the whole thing looks like something out of Fallout with the gentle green glow over the ore, and the far stronger green glow around the centrifuges.
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# ¿ Apr 28, 2017 23:46 |
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Hahahaha, holy poo poo Nuclear is amazing. Finally got around to setting a reactor up. I'm still hand-feeding it, and don't ahve a second one going, but it seems 1 reactor = 4 heat exchangers before adjacency bonuses (that much I knew) and, much to my surprise, 1 heat exchanger = 4 turbines. One reactor has comically dwarfed the output of my entire 15 boiler setup in output without trying.
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# ¿ Apr 29, 2017 02:07 |
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Loopoo posted:Does nuclear fuel not burn the same as coal? ie it pauses when no power usage is required, or slowly burns when there's a small energy demand? What's the point in only getting your nuclear station online at certain times when it doesn't actually save fuel? From what I can tell, the fuel burns at a constant rate no matter what and produces a certain amount of "heat". If you run at 4 or less heat exchangers (discarding reactor adjacency bonuses) the reactor and any attached exchangers max out at 999.9 C, with the heat exchangers converting water into steam at max efficiency. If you run at less than the max exchangers/turbines you're basically wasting the heat that your fuel is producing. If you're running at more exchangers they're not running at full efficiency. So the downside of nuclear is that you don't get the self-regulating fuel use that you get with normal steam. It's very much "always on" and burning the same amount of fuel unless you mix it with circuitry. ...Though I do wonder how much power use/# of heat exchangers does affect how fast a cold reactor loses temperature. Anyways, I found a deposit large enough for 8 mines packed in tight (the one you get on the goon island map string if you go with default resources) was more than enough to fuel a single turbine without any refinement. Alkydere fucked around with this message at 03:44 on Apr 29, 2017 |
# ¿ Apr 29, 2017 03:42 |
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Retro42 posted:Uranium fuel cells only start off feeling rare. After you get the reactor up to temp and humming along you should be finding more u235 than you are burning provided you run at least 3-4 centrifuges. Plus, with power no longer being a concern throw some modules on them as well. Of course, it takes 20 pieces of uranium, which each take 10 pieces of ore, to make 10 cells. So that's 200 ore/1 cell, discounting all the trash 238 you get before you reach Kovarex. They're still hilariously powerful and that poo poo only sounds expensive until you get stuff up and running. So the advantages/disadvantages for each power source are: Steam: +Cheap to set up (it's your first power) +Easy to expand +Fuel burn rate depends on power grid consumption -requires nearby water and coal access Solar: +No "fuel" required +No pollution -Requires accumulators to fully power your base 24/7 -Requires a fuckton of space. Nuclear: +FUCKTON of power +Gets more efficient with adjacent reactors -Requires a lot of investment, technology and support network -"Always on" burns fuel constantly Alkydere fucked around with this message at 04:00 on Apr 29, 2017 |
# ¿ Apr 29, 2017 03:54 |
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Truga posted:I love that it's called the Kovarex enrichment process. Hey, the Dev designed the process, he gets to name it after himself Besides, something like 90% of the playerbase won't realize "Kovarex" is the name of one of the devs.
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# ¿ Apr 29, 2017 04:50 |
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Baloogan posted:.15 is loving fantastic The new recipes for science past green do an amazing amount to add complexity to bases. Before it was basically "Eh, a fancier inserter and some red cards" for blue, now its "Red cards plus an engine plus an assembler" which adds a bunch of complexity to the process. Requiring "end" products, instead of just more middle-tier stuff, also acts as an amazing way for the devs to say "Hey, the game is about automating everything, not just circuits and gears."
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# ¿ Apr 29, 2017 14:41 |
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vOv posted:Grenades have a pretty good radius and do over half of a tree's health. No upgrade is three grenades/tree. But the first upgrade you reach the two grenade/tree threshold. And then I think around grenade damage 4 you oneshot them.
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# ¿ Apr 30, 2017 00:47 |
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Selklubber posted:e: Radars are pretty good now, you can use them to monitor distant outposts from the map! Yeah, my friend figured this out in multiplayer and for the longest time I didn't understand what he meant by them "giving sight". Then I realized I could zoom in on our iron mine and was all "WTF?"
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# ¿ Apr 30, 2017 14:35 |
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RyokoTK posted:You need an absolutely stupid amount of iron in 0.15, which is honestly liberating compared to 0.14 where green chips were always slowing me down. Yeah, in 0.14 and before it was "You need iron to start and build your infrastructure, but afterwards everything is increasingly circuit hungry." In 0.15 it's "OH GOD, MORE, MORE, MORE IRON! WE NEED MORE IRON, MORE STEEL...oh, right, and of course circuits too." poo poo like building assemblers for blue science and gun turrets for military eats up iron, and purple/production devours steel for pumpjacks and electric furnaces.
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# ¿ Apr 30, 2017 21:09 |
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vOv posted:I haven't gotten to purple/yellow science yet but it seems like it absolutely devours your raw resources. Yeah, Purple (Production) Science takes a pumpjack (5 steel), an electric furnace (10 steel) and an electric engine (another steel) so each purple beaker takes 16 steel to make. Not to mention a whole lotta other stuffs.
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# ¿ Apr 30, 2017 21:56 |
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# ¿ May 6, 2024 01:06 |
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Loopoo posted:Is there any downside to bussing whatever the hell I want? Cause I didn't bus gears in my starter factory and it was a major pain in the rear end. Having to put gear assemblers where they were needed made my assembly stacks messy and annoying. As long as what you're not bussing is wire. Everything else compacts down, so a bus is more space-efficient. Wire expands, so a bus wastes space.
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# ¿ May 2, 2017 17:02 |