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Sunblood
Mar 12, 2006

I'm a freakin' blur here!
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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Sunblood
Mar 12, 2006

I'm a freakin' blur here!

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.

Can someone explain to me how Logistics robots work? I've built a Roboport and have 80+ robots sitting inside, and I've noticed I have the logistics tab in my build menu but aside from that I'm lost.

I've been reading this wiki and it's been very informative.

Sunblood
Mar 12, 2006

I'm a freakin' blur here!
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.

Sunblood
Mar 12, 2006

I'm a freakin' blur here!

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

Sunblood
Mar 12, 2006

I'm a freakin' blur here!

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 :flame:

Sunblood
Mar 12, 2006

I'm a freakin' blur here!
Congrats on your infinite Coal! You can fit four miners around it.

Sunblood
Mar 12, 2006

I'm a freakin' blur here!

CK07 posted:

I did this:


And I got this:


It is the most recent version of the mod. I tried it in the mods folder as well.

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

Sunblood
Mar 12, 2006

I'm a freakin' blur here!

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.

Some combination of those will get you what you need, and then you'll probably forget it 5 minutes later like I always doo.

Pretty sure it's just Right click.

Sunblood
Mar 12, 2006

I'm a freakin' blur here!
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 :notch:

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.

Sunblood
Mar 12, 2006

I'm a freakin' blur here!
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.

Sunblood
Mar 12, 2006

I'm a freakin' blur here!

Shintaro posted:

Die and choose Restart Level.

Or just press Esc and choose Restart.
edit: actually this will give you a new map, nvm.

Sunblood
Mar 12, 2006

I'm a freakin' blur here!

Dr. Arbitrary posted:

Can they be loaded into a roboport via inserter?

Yep, works great.

Sunblood
Mar 12, 2006

I'm a freakin' blur here!

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.

I was actually going through and browsing it while waiting for research since it takes a fair while to complete research BUT the game pauses while you peruse the research pane.


I guess the fact that both steel and stone furnaces have a 'power consumption' stat confused me into believing they actually worked on electricity. When I got steel furnaces I was disappointed to see that they required fuel. But thank you very much for the information.

I'm currently using a boiler setup similar to the one in the OP. It works great but it's not as efficient as I'd like. How can I make my steam electrical generation more efficient?

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.

Sunblood
Mar 12, 2006

I'm a freakin' blur here!

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.

Sunblood
Mar 12, 2006

I'm a freakin' blur here!

Phobophilia posted:

Never even used beacons, what are they and what do they do?

Also, mechanics question. When merging two belts, is it faster to simply merge them by running them into each other, or by using a splitter?

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.

Sunblood
Mar 12, 2006

I'm a freakin' blur here!

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.

Would require tinkering with the dominance of solar panels, though.

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.

Sunblood
Mar 12, 2006

I'm a freakin' blur here!

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?

Sunblood
Mar 12, 2006

I'm a freakin' blur here!

President Ark posted:

That'd do it. :downs:

I'm not even sure what Assembler 3s are used for. Can they hold more upgrades or something? The only things I can think of that need more than 4 ingredients are some of the power armor components (which you're only going to build like 3 of anyway) or the rocket defense (which is built in half a second).

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.

Sunblood
Mar 12, 2006

I'm a freakin' blur here!

sloshmonger posted:

Remember, there's a priority to the logistic network.

Active provider chests will empty first, but only when there's a requester chest that wants what it has. Otherwise, it goes to storage for the item, then to a passive provider. Once those requests are fulfilled, only then are the active to storage jobs fulfilled.

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.

Sunblood
Mar 12, 2006

I'm a freakin' blur here!

Dunno-Lars posted:

What does it do?

Picture is miscoloured smart chests being unloaded by fast inserters... Which we already have.

If it is chests that is essentially a player holding F, I want those when I get back to my pc.



This is the full image
I assume the two chests on the right are sucking up the iron plates on the conveyor belt.

Sunblood
Mar 12, 2006

I'm a freakin' blur here!

Dirk the Average posted:

Man, logistics robots change everything. Holy poo poo.

The amount of materials a lategame factory goes through is utterly incredible. I'm starting to see why rails and stuff are in the game - it's about the only way to get enough copper and iron to feed the beast.

Now I need to figure out how smart chests and inserters work so that I can better control how much stuff I make.

Quick question - is there a way to have a bot factory auto-deploy bots?

You can just use an inserter to place them into a roboport.

Sunblood
Mar 12, 2006

I'm a freakin' blur here!

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.

Sunblood
Mar 12, 2006

I'm a freakin' blur here!

Lucy Heartfilia posted:

This game looks awesome. Just looking at stuff being made and moved around is already fun.

Couple of short questions:
1) What things have to be added to and changed in the current version for release?
2) Is there an estimated release date?
3) Will there be price changes at release?

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.

Sunblood
Mar 12, 2006

I'm a freakin' blur here!

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.

Sunblood
Mar 12, 2006

I'm a freakin' blur here!
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.

Sunblood
Mar 12, 2006

I'm a freakin' blur here!

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...

Sunblood
Mar 12, 2006

I'm a freakin' blur here!
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?

Sunblood
Mar 12, 2006

I'm a freakin' blur here!

Solumin posted:

Try "fusion-reactor-equipment".

You can find all the strings in the files in Factorio/data/base/item, wherever you installed the game. (So steam is Steam/steamapps/common/Factorio...) A lot of the basic stuff is in the files that start with "demo-". The two most useful files are item.lua and demo-item.lua, though the personal fusion reactor is in equipment.lua.

As far as I know, there's no online resource that has all the names!

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.

Sunblood
Mar 12, 2006

I'm a freakin' blur here!
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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Sunblood
Mar 12, 2006

I'm a freakin' blur here!

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.

I want LongReach mod mainly! Also, do mods prevent you from unlocking achievements?

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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