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I finally managed to put a good amount of time into this game last night, and drat is it fun. I'm big into modded Minecraft so this sort of automation is right in my wheelhouse. I got most of Green research automated. Has anyone figured out how to create some sort of mass storage with resources delivered to factories on demand? I didn't get very far down the tech tree so I haven't unlocked Robots or anything, but my ideal setup would have all resources in some sort of central storage, piped out to various Factories evenly, and the outputs from the Factories coming back to that storage before heading off to other factories or labs.
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# ¿ May 8, 2014 15:23 |
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# ¿ May 3, 2024 15:34 |
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Morphix posted:I think this has something to do with Smart Chests, Smart Inserters and Logistics Robots. But I'll be damned if I can figure out what to do with it all. I've been reading this wiki and it's been very informative.
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# ¿ May 8, 2014 15:32 |
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Does anyone have the math on how many of each component you should be building for Red/Green/Blue production? Like, optimally, how many factories should I have spitting out copper cable if I want to keep a red factory and a green factory working full-time? A spreadsheet or something would be handy.
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# ¿ May 12, 2014 02:42 |
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UberJumper posted:Does anyone have any recommendations for mods? Just something that adds a little bit more to the tech tree without going absolutely insane? More Inserters looks very useful without going overboard on new features. edit: the link in the first post doesn't work, look at the end of the thread for an updated version. Sunblood fucked around with this message at 01:04 on May 13, 2014 |
# ¿ May 13, 2014 00:44 |
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Pornographic Memory posted:I found out the way to scrap stuff is to put it in your car trunk and total the car, it turns out. I also didn't realize you could do drive-bys until this game since I was playing peaceful games until now. This game put me on a pretty conveniently large peninsula, though I'm probably gonna suck it clean fairly soon. At least I'll have trains by then though. You can put stuff in a wooden chest and torch the chest with a flamethrower
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# ¿ May 13, 2014 04:06 |
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Congrats on your infinite Coal! You can fit four miners around it.
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# ¿ May 13, 2014 17:47 |
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CK07 posted:I did this: You need to download the updated version posted later in the mod thread. http://www.factorioforums.com/forum/viewtopic.php?f=14&t=1631&start=10#p25035
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# ¿ May 24, 2014 20:41 |
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sloshmonger posted:I can never remember the right answer, but I believe it's some combination of Shift, Ctrl, and either the middle or right mouse button. Pretty sure it's just Right click.
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# ¿ May 28, 2014 15:18 |
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I like DyTech's approach to multi-tier buildings, but it's all at the cost of a dozen new resources and increased difficulty and awful stuff like that. Hello new Gregtech I think the most pressing issue that can be solved by mods is power generation. Currently there are only two options, and it's either insane pollution and solid fuel consumption or massively huge fields of solar panels and accumulators. Nuclear power is the next obvious solution and I don't think any current mod has really tackled it properly, and it would be the same kind of paradigm shift research checkpoint as trains and logistic robots. It could be as simple as adding Uranium deposits and a new building. Be creative with cooling and waste management and bam, it's the endgame power generation that doesn't take up the entire map with buildings.
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# ¿ May 29, 2014 15:58 |
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I finally got brave enough to try a game without Peaceful on. And then I didn't get attacked for 12 hours. I figured I would build up defenses as I needed them, walling off the sides of my base that were being hit, but they just never attacked at all. I cleared a couple bases early and they aggroed when I got near, so I knew Peaceful wasn't on at least. So I went about my base-building and forgot. I was well into logistics bots when suddenly I get a little notification. 5 structures are taking damage. 10 structures are taking damage. 40 structures are taking damage, 10 structures have been destroyed. I high-tail it into my production line and there small, medium, and large biters just tearing down everything. All I had was a wimpy little shotgun and my base was destroyed in minutes. Oh well. Gonna start over.
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# ¿ Jun 2, 2014 04:50 |
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Shintaro posted:Die and choose Restart Level. Or just press Esc and choose Restart. edit: actually this will give you a new map, nvm.
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# ¿ Jun 6, 2014 23:24 |
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Dr. Arbitrary posted:Can they be loaded into a roboport via inserter? Yep, works great.
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# ¿ Jun 7, 2014 20:33 |
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khy posted:The tech tree is large and confusing. If it was laid out in a somewhat more friendly manner, such as lines going from research to research, it would be significantly easier to navigate and browse. To maximize efficiency of your steam power, hover over the generators and check the water temperature. It should be at or very near 100. If it's lower than ~90, you may need more boilers per generator. That's about all you can do with steam. Once you get Solar and Accumulators, you can slowly start doing more and more with solar panels instead of dirty boilers.
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# ¿ Jun 14, 2014 18:49 |
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Popy posted:Ok dumb question. Why the gently caress wont a Inserter put Coal in a Boiler? Inserters won't put more resources in machines beyond a stack of 5 or so. If it's not putting anything in at all, that's an issue. Post a screenshot.
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# ¿ Jun 16, 2014 20:56 |
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Phobophilia posted:Never even used beacons, what are they and what do they do? I think if the two belts are both transporting the same item, a splitter would be better. If they're two different items you probably want some trickery to keep them on separate sides of the same belt.
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# ¿ Jun 23, 2014 03:29 |
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Rynoto posted:Could always go with the common game-y solution of making them incredibly volatile. Failure to supply sufficient water or purge the waste could leave massive irradiated craters where said plant was. This is the Minecraft Modding approach to balance and the only end result is that the player is negatively impacted by losing the plant they spent so many resources on. It's either a tedious chore, an easily automated set-and-forget step, or an explosion, and none of those really constitute positive gameplay. Make it turn off, or waste fuel, or pollute a bunch to "balance" it, but don't make it explode.
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# ¿ Jun 28, 2014 20:03 |
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snooman posted:Maybe I'm missing something obvious but it's annoying to have to build 100 units of Science pack 3 in order to gain the technology which allows automated production of Science pack 3. The only Science I've had to (or wanted to) make manually was Red. What part of Blue can't you make without Blue research?
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# ¿ Jun 30, 2014 18:52 |
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President Ark posted:That'd do it. The Assembler 1 crafts at 0.5x speed (i.e. if the player can craft it in 1 second, Assembler 1 crafts it in 2.) Assembler 2 is 0.75x speed, and Assembler 3 is 1.25x speed, so it's a pretty nice increase in speed, especially if you use it for something like Advanced Circuits which take a good amount of time. That's the only difference between 2 and 3 though.
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# ¿ Jun 30, 2014 19:44 |
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sloshmonger posted:Remember, there's a priority to the logistic network. This isn't true, at least it wasn't in 0.9.8. I had bunches of random stuff in Storage that wasn't used until I moved it to their corresponding Passive chests.
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# ¿ Jul 3, 2014 23:16 |
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Dunno-Lars posted:What does it do? This is the full image I assume the two chests on the right are sucking up the iron plates on the conveyor belt.
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# ¿ Jul 7, 2014 06:44 |
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Dirk the Average posted:Man, logistics robots change everything. Holy poo poo. You can just use an inserter to place them into a roboport.
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# ¿ Jul 13, 2014 05:07 |
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SquadronROE posted:Well I am now the proud owner of the Alpha. Gonna automate everything, that demo was the bee's knees. Congrats! I think I've gotten more mileage out of this pre-release than any other in recent memory. Except maybe Minecraft.
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# ¿ Aug 17, 2014 01:18 |
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Lucy Heartfilia posted:This game looks awesome. Just looking at stuff being made and moved around is already fun. While Factorio might be the most fun and playable Alpha build of a game I've ever seen, it is still Alpha. The endgame Rocket Defense, for example, has no art. It's just a gray block that says "Rocket Defense." There is a lot that can still be added to the game. They're working hard on the multiplayer component right now, and once that releases the bug reports will increase exponentially. There's no release date, and the price has already gone up once iirc. I strongly recommend you play The Demo. If you can spend even a couple hours in the demo and have fun, I guarantee the full alpha will return your money's worth and then some.
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# ¿ Sep 3, 2014 17:38 |
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Mr. Wynand posted:Have there really been no major additions since the sound and art pass of ~0.10? I feel like I've not played since June or so and nothing has actually happened all this time :/ They stopped doing features in favor of focusing on bugs and multiplayer. They've also added quite a bit of functionality to the mod API to let mods do some more crazy stuff. So it hasn't changed much on the surface but all the behind-the-scenes stuff is progressing really nicely.
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# ¿ Sep 3, 2014 19:50 |
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I would much rather they do a ton of work on core engine things like multiplayer early on instead of it being half-assed and hard to implement in a bigger, complex codebase. I can wait for content.
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# ¿ Oct 31, 2014 20:50 |
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Tenebrais posted:So I've started a new game with the Marathon Mod, and it's certainly shaken up the early game. All it does is heavily ramp up the costs of some early fundamental items (like electric circuits) so the need for real efficiency is brought forward much sooner, and things like burner miners become useful much later since a single electric miner now requires hundreds of copper. Worth a try. I've been waiting for Factorio's own version of GregTech to rear its ugly head...
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# ¿ Mar 27, 2015 22:45 |
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Started a game with RSO installed for the first time. There are only two oil spots anywhere feasibly near my base. The rest are 10+ screens away and deep in forests. Is it even practical to lay pipe for the distance? Or should I look into trains + barrels?
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# ¿ Apr 9, 2016 17:36 |
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Solumin posted:Try "fusion-reactor-equipment". Online, no. But you can look in the English Locale file for all the base names for entities. steamapps\common\Factorio\data\base\local\en\base.cfg Under [entity-name] you'll find all the entries.
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# ¿ Apr 11, 2016 21:30 |
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Anyone know of an online Factorio blueprint viewer/editor that I can use to make/view designs without having to run the game? I found a few abandoned projects on the forums, none of them seem to work anymore.
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# ¿ Jun 29, 2016 15:14 |
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# ¿ May 3, 2024 15:34 |
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Loopoo posted:Where can I go to find latest mod updates? The forum is confusing as gently caress and only seems to show 0.12 mods, and the mod database website doesn't have the dropdown updated to only show 0.13 mods. It looks like they actually removed the general Mod discussion board where all the popular mods have been posted, in favor of the mod portal. New mods will probably start showing up in this forum: https://forums.factorio.com/viewforum.php?f=189
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# ¿ Jun 29, 2016 16:52 |