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File: dd5b50f09f0f1cc⋯.jpg (853.45 KB, 2560x1440, 16:9, factorio.jpg)

File: 1ab76f3d236afb8⋯.png (3.44 MB, 1920x1080, 16:9, factorio red line.png)

2f5039 No.13941761

Does anyone know why the electricty randomly spikes? The red line is where is usually sits consuming 10 MW. Also factorio thread i guess

813489 No.13941969

read the graph nigga, its probably a combination of things that aren't being used 24/7 because of a bottleneck somewhere


e524b9 No.13941978

Your production bar is maximized and the accumulator is expending energy, your boilers are barely producing enough energy to power your shit.

If satisfaction goes down, that means you're not producing enough. If production is maximized, that means your power generation is working at maximum speed and all of it is being used. The former will happen once your accumulator runs out of charge.


2f5039 No.13942067

File: eb2567f0d76e1b2⋯.png (850.45 KB, 1235x740, 247:148, factorio normal.png)

>>13941978

This is how it is whe it's not fucked up, I can produce alot more tan 18 MW maxed


65185e No.13942163

>>13941761

Many, if not all, machines consume varying amount of energy depending on what they're doing.

An electric mining drill consumes a lot of energy, but filling every mine with electric mining drills doesn't actually costs a lot of energy because the belts will be full. And if they're full, the electric mining drills can't turn on, which means they consume significantly less energy.

The same also applies to inserters, assemblers, electric furnaces, science labs, etc.

They always consume energy, but when they're not doing anything, they consume very little. (In fact, fast inserters are generally cheaper in terms of energy due to them being quicker at their job.)

Accumulators also play into it. When you don't have them, you see the result of lacking energy production immediately. Everything slows down. Accumulators hide spikes of energy consumption (which is their purpose), but if you have a lot of them you wont see a lack of energy production until they're all emptied.


16b519 No.13942204

What is probably happening is that your factory cannot sustain the power to have all the machines working all at once. They're usually not, but when enough resources build up on the belt, all the assemblers get going, which causes the power needs to spike. That causes a brownout, so the miners/smelters go slower which means less stuff on the belts, and then not as many assemblers are working. So the power needs drop, the belts start to fill up again, more assemblers start working again, and then power needs spike. It keeps on looping.

Basically, you have enough power to sustain your factory's MINIMAL needs, but not its MAXIMUM needs. It's an easy fix: just add another 20 or 30 engines; they're pretty cheap to build. But don't forget to shore up your defenses right away, because more engines means more pollution means more biters.


28ab33 No.13942816

>>13941761

Lasers?

Clogged conveyers suddenly letting miners activate?

Lot of potential.


0774ab No.13942833

>>13941761

Power spikes are usually lasers, in your case it's probably accumulators drawing power from the net and some part of your factory doing a lot more work than usual. Also if you're having power issues you might not want to use electric furnaces.


c8f060 No.13943057

>>13942833 (checked)

This, my experience with power spikes has always been lasers.


714bd8 No.13943282

>>13941761

It's probably roboports charging bots. They tend to be spikey. Otherwise its just things turning on/off.


f600b0 No.13944125

File: 407b705f6ee6a7b⋯.jpg (3.89 MB, 2560x1440, 16:9, rate_my_lasagna_v.jpg)


3e781e No.13944243

File: 1223554ed001f5f⋯.png (3.26 MB, 2967x949, 2967:949, victory stats.png)

File: 81024edbd9520d0⋯.jpg (509.94 KB, 1918x1080, 959:540, victory map.jpg)

>Sitting at exactly 18.0MW

>accumulators charging

Your accumulators can only charge with the surplus power so whenever they need charging they'll take everything your power grid has spare to do it as quickly as possible. Also why do you have accumulators but no solar panels?

>only about 50 assemblers

You should have a line to automate the building of solar panels at about this stage and then just fill a large empty area with them to save you some resou

Are those fucking chests feeding your boilers? What the fuck anon. Nothing should be hand placed. Feed them with a belt or bots so you don't have to keep running over there.

>>13944125

Looks neat but you've already spaghetti'd by cramming everything together. There's no room to tidily expand without jumping over lines.


3e781e No.13944298

File: 8466a712c6635b6⋯.png (2.63 MB, 2962x1030, 1481:515, victory stats.png)

>>13944243

>electric network info twice

fug


6c6c75 No.13944913

File: e671219ea1d5393⋯.png (631.53 KB, 1920x1080, 16:9, fuck your trees.png)

My first megabase.


f600b0 No.13945072

File: 63d6ca7e223b2af⋯.png (51.39 KB, 280x280, 1:1, wicked_chummer.png)

>>13944913

>blow me, Captain Planet


dda23d No.13945545

>>13944125

Looks similar to my own setups, mine tend to turn into clusterfucks though once I reach around midgame. Doesn't help I do absolutely no planning either and wound up with bottlenecks out the ass


3df03e No.13945548

File: 5ccfac3d13866b0⋯.png (68.23 KB, 1380x876, 115:73, df28126efb02e0d7fafee58278….png)

So is there a new pirate site for Factorio already or something? Factorio.xyz is ded


6c6c75 No.13946381

File: 671eaf602c48145⋯.mp4 (1.41 MB, 896x512, 7:4, fff-220-WIP-artillery-wago….mp4)

File: 9a7d80edf6a4923⋯.mp4 (527.95 KB, 1280x720, 16:9, fff-220-auto-shooting.mp4)

File: 17971a5c157587d⋯.mp4 (5.8 MB, 1280x720, 16:9, fff-220-manual-shooting.mp4)


bd37bd No.13946395

>>13946381

FUCKING ===YES===


3e781e No.13946410

>>13944913

>artillery shells flying shows up on the map view

someone has been playing supcom.


16b519 No.13948648

File: 2e1da6c51878da2⋯.jpg (212.81 KB, 1280x704, 20:11, 57209742.jpg)

>>13946381

>Artillery train

>One shots spawners and big worms

Fuck yes. Now all they need to do is implement a way to attach NUKES to these shells, so you can one-shot entire nests. Unf!


5da9b7 No.13948688

>>13941761

When are these fuckers going to put their game on sale? Its been a constant 25 shekels since release.

>>13946381

Very neat.


65b8b7 No.13949405

>>13941761

Accumulators eat a lot when they charge. Why do you even have them when you have steam engines?


5bcf71 No.13949458

are there any good mods?

will the combat ever get some sprucing up? it doesn't have to be amazing, if the combat was on par with a standard twin-stick it'd be fantastic.


65b8b7 No.13949648

File: b880f801e77d6ef⋯.jpg (511.78 KB, 1920x1080, 16:9, this factory is normal and….jpg)

>>13944125

>too few green science assemblers to keep pace with red ones

>dedicated gear assemblers for red science, sitting idle for 90% of the time

>dedicated gear assembler for belt factory, actually makes sense except for being fed by single inserters, thus running only half of the time

>having 16 belt assemblers, holy shit calm down son

>damn

>producing near-useless yellow ammo instead of immediately turning it to red

>turrets still starving despite that

>circuit assemblers not getting enough cable because the middle cable assemblers aren't feeding

>a billion inserter assemblers

>blue assemblers for red science, except for the lone grey one

>iron ore on your iron plate belt


f9422f No.13949677

>>13948688

They said they never intend to do sales. $25 is not exactly a lot for a full-fledged autismo game you can sink hundreds of hours into.


755193 No.13949949

>>13948648

this will be the very first mod made after this comes out


9c05ca No.13950031

>>13946381

>it needs to stop

>the aliens will immediately attack it

Then what's the point? The whole appeal of the concept was that you could do something about biters fucking with your trains without covering the entire track with turrets.

Also now you'll be incentivized to use trains as static turrets in your base.


072e4a No.13950233

>>13950031

If it has super long range, the idea would be to build a track to the edge of its range and snipe nests with your doom train

Then keep building more track and continue


8aefd7 No.13950292

>>13950031

>>13950233

Nah, you build a Doomtrain to patrol your megafactory, stopping every now and then sniping the nests too close to your wall. Turrents take out the biters that attack from this, in total reduces the amount of defending you have to do and lets you expand more easily since you have a clean zone around your base.


3df03e No.13950322

>>13946381

Well that's nice, I hope it will be possible to mod in a rocket/cannon artillery vehicle in this game so that they can benefit from this firing via map function too. That being said, are they ever going to enhance the aliens somehow? I used to kill those ayy all the time via a tank and it doesn't feel that satisfying killing them, since those fuckers spawn all the fucking time, which requires constant maneuvering.


714bd8 No.13950682

>>13950322

Dunno what their plans are. Consensus among players seems to be that aliens are annoying and shouldn't even be in the game, so I think the devs aren't likely to pay much attention.


3df03e No.13950752

File: 2c1019c1d4fb8ab⋯.gif (996.39 KB, 500x300, 5:3, 2c1019c1d4fb8ab695ba65fb64….gif)

>>13950682

Well thats fucking great, it's already nice and dandy that Factorio has a decent system when it comes to product automation, my main interest for this game was for its combat stuff appeal since it seems to handle millions of ayys just fine, but man there is a certain "something" which I find it hard to describe so that it is actually fun killing them. This game lets you literally build a fucking fortress and then be done with it, since there is no special event or special enemy type to keep the player in toe so that despite he build a fortress he still needs to watch out for it.

inb4 they are going to remove all combat systems and ayys because of muh popular vote or some shit like that.


714bd8 No.13950828

>>13950752

>inb4 they are going to remove all combat systems and ayys because of muh popular vote or some shit like that.

Nah, doubtful. It's mostly the autist megabasers who turn off aliens and pollution for performance reasons. I'm sure the average player are OK with it, it's just the most vocal crowd that thinks everything but building bigger bases is a waste of time.

Probably best to fish around for a mod if you want harder aliens.


3df03e No.13950844

File: 6832a258fe68ea9⋯.jpg (41.92 KB, 343x317, 343:317, c98105f0b46c2c3b82fc397575….jpg)

>>13950828

>it's just the most vocal crowd that thinks everything but building bigger bases is a waste of time.

Well that's good to hear then. Right?

>Probably best to fish around for a mod if you want harder aliens.

shieet nigga I only own a pirated version of this game.


730ae6 No.13953488

>>13950682

>aliens are annoying and shouldn't even be in the game

I have no idea what attracts retards to a game that hate the central mechanics of said game. Do they really think the dev is just going to delete all of the work put into military technologies, items, and weapons; pollution; and biter evolution and AI because some fags screeched about it? This isn't even unique to factorio. Every time a game is in early access the official forums are full of "delete this" and "nerf that." It's fucking ludicrous.


714bd8 No.13953653

>>13953488

Don't think anyone is asking them to remove content, just saying that they don't like aliens and that any dev time spent adding to them is wasted when it could instead be spend on other things. Since the dev team is like a half dozen people they have to prioritize.


755193 No.13953735

>>13953488

my problem with aliens at the moment is it's not just a slight performance impact, it's significant. i'm on a toaster and 3/4 into marathon mode i get ups drops, and it seems to be due to the pollution cloud hitting spawner bases and causing tiles to go active.

my toaster problems aren't really everyone elses though. i'm never going to turn off aliens because it is a huge part of the game, i just wish there wasn't such a massive performance hit. i think the doom train might be the answer to that. with the range of the doom train you can turret / wall creep 10x as fast. later in the game keeping the biters outside your pollution cloud becomes a full time job.

0.6 should also bring some major performance improvements. the mega base / ups complaining thing is never going to go away. it doesn't matter how well they optimize factorio or what kind of beast cpu someone has, they'll just build a bigger factory until the ups drops again.

it seems like the ups meta / endgame is a pretty shitty one. it's just how many blueprints can i spam all over the map until my cpu burns up and the game slows to an unplayable crawl. I don't see how this is fun. launching the rocket is supposed to be the endgame. your never going to kill all the biters. the map is in any practical terms infinite. launch the rocket, maybe try to get the rockets per minute down, but as soon as I see significant unplayable ups drops it's time to start a new game.


d5ec56 No.13953756

>>13942204

but more bitters means more bullets/turrets/walls witch means a bigger factory


755193 No.13953787

>>13953756

once you hit laser turrets that doesn't hit nearly as hard, it's more like more solar panels. and once you hit drones and beacons, the power drain from the 5000 laser turrets you have setup is nothing compared to the power drain from beacons and the drone chargers, so scaling power for turrets isn't really an issue, you already have the spare power from scaling beacons/drones.


755193 No.13953800

also once 0.16 drops next week someone should throw up a server, there will be renewed interest. and you can disable authentication server side so pirate clients can join.


3d7161 No.13953804

>>13950292

>turrents

UNDERAGE GET OUT!


8cc093 No.13954488

>>13953653

>Since the dev team is like a half dozen people they have to prioritize.

You have to prioritize anyway because man hours cost money in wages and money isn't infinite for any project. In fact projects with huge budgets, even non-video games, tend to just be more inefficient in their spending rather than bigger and better. This goes double for projects that are creating something original like a game or when they're developing technology like flight for example.


714bd8 No.13954763

>>13954488

Obviously, the problem is when they prioritize in favor of people who just want infinitely massive bases even if it ruins any biter challenge.

e.g., there was a thread recently where they talked about an optimization that would improve robots, but would render them unable to be targetted by biters. Concensus was a 50/50 split on whether to do it or not.


16b519 No.13955413

>>13949405

They eat up the giant power spikes caused by laser turrets. If you don't have them, a big attack WILL leave your entire base flashing brownouts.

>>13950682

>Consensus among players seems to be that aliens are annoying and shouldn't even be in the game

Don't these fuckers know that "peaceful mode" is a thing? The devs even went out of their way to eliminate "alien science" so there was literally no reason to kill them anymore, if you didn't want to.

>>13953735

What's actually causing it is that biters who aggro on the player will chase them, but if the player then leaves those chunks and they unload, the biters will "freeze" in place. Trouble is, the data about where they are moving is somehow stored in memory (so they can resume their chase if the chunks are loaded again). So if you have a deathworld of biters who are just inside aggro range and then you leave it, you'll end up with an entire border of them around your factory just outside loaded chunks, sucking up calculations.

Anyway, I've never been a fan of the "space science" and infinite research thing. I liked the idea of the rocket defense being the thing you launch once to end the game because it's a goddamn orbital laser system that destroys ALL the biters on the planet. That was the goal of the game, and now there just isn't one anymore. There is no point inside the fourth wall to launching more than one rocket.


755193 No.13956164

>>13955413

i read that in another thread and i've intentionally killed all biters when i clear them out, i never run away and leave biters to go back to their nests and then leave the chunk, i make sure they're all dead in that nest. it's hard to tell what really the problem its. i wish they would give a diagnostic for all biter calculations and pollution like they do with entities. the only way to really tell would be to kill all the biters and see what the ups is doing then, maybe it's pollution too, it's pretty big base now but it's nowhere near megabase level.

despite biter ups problems i don't see a point playing without them. it would be like removing any chance of being attacked from dwarf fotress or rimworld. with all the risk gone the game would get boring fast. at a certain point your base is going to process faster than you can drop miners, but the megabase people fix that by just tweaking the ore amounts way up.


16b519 No.13960387

>>13956164

I saw a video where a guy who had a retardedly huge megabase in a retardedly dense deathworld was getting UPS in the ones at one point and didn't know whether it was his giant factory or the biters, so he ran a command code to kill all biters, and instantly his UPS jumped back to normal, despite the factory. So it's clearly something to do with the biters, and not pollution calculations. But that could either be biter movement, or biters being actively affected by the pollution. Hard to say.

In any case, playing without them is pointless, because half your research is military technology, and half the challenge is keeping your base secure.


12eb23 No.13960583

>>13953800

Got a guide for allowing pirate clients to play? I saw that playing multiplayer required a Factorio Account no matter what.


3df03e No.13960616

>>13960583

There should be a option for the Hoster to disallowed certified accounts only or whatever it was named again. Unless they removed it in their latest release then I don't know.


269659 No.13960625

>>13960583

Try deleting system32.


12eb23 No.13960645

>>13960616

Might have removed it, it didn't say anything about disabling verification when I looked at the settings for the servers.

>>13960625

Go ride a flagpole.


3df03e No.13960743

File: 78868a5470141e6⋯.png (2.19 MB, 1680x1050, 8:5, Version 0.15.33.png)

>>13960645

Found it, it should be called "Verify User Identify", it needs to be disabled so that Pirate clients can join.


12eb23 No.13960750

>>13960743

But they still need to make a Factorio Account, yes? I was hoping for something without needing to register, but that works I suppose.


3df03e No.13960815

>>13960750

>But they still need to make a Factorio Account, yes?

Nope, when this option is disabled you don't need any account at all. I tested it with a few other goys and it works fine. You only need the Factorio account if you want to download mods, there used to be 2 pirate sites for it. https://factorio-mods.tech/en/ This one has out dated list of mods because the russki got banned (too many downloads) he used some sort of a script to fetch it or so. And then there is factorio.xyz which used to host a bunch of 0.14.0 mods but no 0.15 version at all, site is dead.

In other words you can use Pirated client with no account at all to play on a MP serb as long the "Verify user identity" is disabled which the Hoster needs to do.


e12ba9 No.13962685

>>13946381

MUH DIK


5bcf71 No.13962783

>>13960815

any good mod suggestions? about to start digging


dc5f11 No.13962862

>>13946381

>only artillery trains

>not static artillery

>still no build-able trenches and moats

I want to build massive defenses, hoard a shitload of artillery pieces, hoard all the shells I can and then unleash hell on the Xenos. Why would I need artillery trains? Sure, they are cool and all, but I would much rather have them as AN option, not THE ONLY option.


8f4790 No.13962875

>>13962862

That'll also be one of the first mods, I suppose.


dc5f11 No.13962886

>>13962875

>I suppose

I FUCKING HOPE.

Otherwise I will be a salty bitch.


3df03e No.13962899

>>13962783

I don't know what to tell you m8, I cannot download any mods from there at all even when I made account there.


c96115 No.13962902

>>13962886

It's not like that's a very difficult mod once the mechanics are in-game. Make a building that's a static artillery train, make appropriate graphics, adjust building cost accordingly, done. Optionally, add power requirements.


8f4790 No.13962913

>>13962902

You don't even need appropriate graphics, just badly photoshop the artillery piece onto a 2x upscaled gun turret or something.


c96115 No.13962985

File: 511779fe52647a9⋯.jpg (764.69 KB, 1802x1054, 53:31, 427520_screenshots_2017042….jpg)

Do any of you guys play with the turbo autism mods? How do you deal with insane production chains? I tend to spaghetti no matter what I try, because trying to account for everything is fucking impossible.


6fb795 No.13962995

>>13962985

I looked into bob's mods briefly but the graphics are all so hideous that I just instantly disregarded it. They also seem to be largely pointless extra shit that add extra busywork to make the game easier. I wanted to make my own mod with a focus on filling out the combat without adding extra complexity or intermediary stages to the production side of the game since it really feels like biter AI/variance and player military is the area of the game with a lot of untapped potential, but the more I look into the modding API the less inclined I am to do it.


c96115 No.13963005

>>13962995

I wouldn't say Bob's makes the game easier. Elemental biters, spitters, colossal variants etc do require significant military investment.


b5ede9 No.13963390

Where can i pirate mods, i know github has some, but some basic mods i couldn't get elsewhere.


3df03e No.13963401

File: 1deedfd47d22107⋯.png (Spoiler Image, 71.46 KB, 343x400, 343:400, goy.png)

>>13963390

Just buy the game for 15 dollars goy, what do you mean you cannot afford the 22 bucks? C'mon man you gotta support the developers for only 34 dollars. :^)


755193 No.13963426

>>13963401

in their defense they've kept the price at $20 forever, there's no DRM except for the login wall for mods and multiplayer, which can be turned off on servers and you can direct connect. and their PR team tweeted a few months back about genociding all leftists being a great idea and leftists playing factorio collectively shit themselves all over reddit and twitter.

to my knowledge they never apologized. one of the devs just came out and said they have no control over their own twitter account. the slavs that make this game in slavland aren't fans of communism or leftists.


1764ec No.13963436

>>13963426

Being forced into communism makes you hate it even more, as the shittiness of the system becomes a personal problem. And that is why this game is the capitalist's dream - start with nothing, become the king of the planet, give hippie aliens a huge middle finger, launch rockets.


dc5f11 No.13963526

>>13963401

They literally fixed the price at 20 Shekels.

No DRM, no DLC, no sales, no bullshit. Honestly just pay them 20 dollarydoos and be done with it.


b9796e No.13963601

>>13962783

>>13962783

Seablock is pretty fun, if a bit slow at the start. Especially if you like cultivating spaghetti so that certain loops of pipes and belts go here and there in a constrictive space.


d0983d No.13963612

>>13942067

It's only producing 15 MW because everything you have only requires 15 MW.


e73a5c No.13963651

Hell I wish there was more combat in Factorio


dc5f11 No.13963678

>>13963651

You know what the game is missing? Now that there will be cliffs there should be flying enemies and flying vehicles/jetpacks to quickly scale walls and cliffs.

Another thing that would make combat a little more difficult would be if xenos could scale walls by climbing over eachother. This could also add a purpose to flamethrower turrets, besides getting rid of superfluous heavy and light oi. Burning the bodies that pile up at your walls to ensure none of the xenos can use them as ramps to get inside.


e73a5c No.13963712

File: 48fb3d73aee4be1⋯.png (293.89 KB, 376x359, 376:359, yesss.png)

>>13963678

>if xenos could scale walls by climbing over eachother


d0983d No.13963949

>>13963678

The issue with this is it's taking focus away from what the game is actually about. The enemies are simple for a reason; they're a threat you need to keep in mind but not something that some basic defenses maintained over time can't handle. This is a game about building giant factories, not starcraft.


1f09da No.13963985

File: 3959014d9cdc2f6⋯.webm (827.19 KB, 852x480, 71:40, remove ayy.webm)

>>13962985

>mfw burrito chain

>mfw nitric acid chain that you literally only use for one thing


dc5f11 No.13964011

>>13963949

Well, to you it may be a game about building factories, but once you figure out the most effective way to build most stuff, all it boils down to is figuring out a way to connect your ores to your smelters to your bus, which is a simple task really.

You can completely change how you play the game by changing the settings to deathworld, or to trainworld.

I would really love to play a game where most of your resources have to be pumped into more and more complex defenses just to survive, and every time you research something you musts consider if you can actually afford diverting that many resources away from the front (basically WWI logistics, the game).


d0983d No.13964031

>>13964011

If the game was to implement more meaningful combat, the best way would probably be against other players. Players spawn in teams with spawn points a fair distance away and the game plays as normal except they need to find the other teams and destroy some special object they start with. But even then, it's kinda detracting from the main focus of the game a bit too much.


714bd8 No.13965716

File: 2de429ed8f8426e⋯.jpg (259.35 KB, 1920x1080, 16:9, Seablock.jpg)

>>13962985

I'm doing a bobs/angels/seablock marathon game. It's been fairly slow, I mostly idle for some hours and come back to build stuff. It's nice to produce ore completely cleanly with no slag or byproducts though.

What production chains do you have trouble with?

>>13963005

Sniper turrets > literally everything in bobs mod.


1f09da No.13966022

File: 087e22222339d3e⋯.jpg (182.69 KB, 407x441, 407:441, 1461834249608.jpg)

>>13965716

>seablock

the absolute fucking madman


b9796e No.13966057

>>13966022

>Neck on the tropic of cancer

Like pottery.


35bccc No.13966669

>>13941761

Just spam the fuck out of solar panels and accumulators and you have infinite power.


35bccc No.13966785

File: f056a906226c8d6⋯.png (541.7 KB, 802x500, 401:250, ClipboardImage.png)

>>13963426

I went to their twitter to try and find that post, but instead I'm returning with this because it made me laugh.


3d1861 No.13966877

So what the fuck do I do buy this like a good goy on (((steam))) or do I just pirate the new version?

I've pirated this and I'm enjoying it a lot, and it would be nice to play with other anons


7748dd No.13966945

>>13966877

As stated earlier in the thread you can host without an account by setting visibility to LAN and disabling Verify user identity . You can join any server using these options by direct connect, you just need to know the IP and port.

If you do feel like buying it though just get it directly https://www.factorio.com/buy


3d1861 No.13967007

>>13966945

I forgot about their website. Just hope any hostfag sets it off then.


a38a52 No.13967550

I'd like to see alien AI actually addressed in an update some day. At the moment, they just mob up into a big ball every minute and a half and then run a lowest-cost path around whatever defenses you have. If you have walls to the coast, then they almost always run to the point where your wall meets the coast for example.

That's lazy and boring as fuck.

I want alien AI that actively probes your defenses, looks for points with low ammo replenishment or tests your power grid to see how many turrets can fire at once and for how long before they max out, then balls up an enormous enough wave to overwhelm your grid and break through.

I want to see the need to not just build massive quantity of turrets and power generation, but to build everything meticulously so that everything is optimally fortified as well as optimally efficient.

Also burrowing aliens, flying aliens, swimming aliens, cloaking aliens and aliens that can latch onto things like turrets and instantly take control of them. Also constructing biological jammers that reverse the effect of all beacons as well as biological EMP aliens that instantly discharge all energy stored in accumulators.

Combine that with rimworld-style events like Solar Eclipse so you can't just rely on 1000 solar panels and accumulators, but require a massive and diverse power grid that has multiple fallbacks.

Update those Radar dishes so they can detect cloaked or flying or burrowing aliens as well. Up that tech, up that power drain to absurd levels. Make it actually DIFFICULT for god's sake.


755193 No.13968159

>>13967550

>I want alien AI that actively probes your defenses, looks for points with low ammo replenishment or tests your power grid to see how many turrets can fire at once and for how long before they max out

muh UPS

>Combine that with rimworld-style events like Solar Eclipse

seems like a mod could pull that off pretty easily it sounds like a good idea. but there will still be cries about muh UPS, because it would force people to use coal/nuclear and it kills UPS


dbf1a1 No.13968179

I finally got around to playing the demo and really liked it. Is there a good magnet for the latest Linux version of the game? I found one but it seems to be dead.


a38a52 No.13968214

>>13968159

>people would cry

If everything is a tick-box you can activate or deactivate on map generation, then who would cry?

I'd love the need to set up discrete non-overlapping power grids to protect from alien EMP, power-damp, network hijack and other crazy xeno shit that would get cooked up by aliens who biologically evolve to adapt to any threat in real time.

This "biter" species is fucking INSANE, and I'd like to see them become the sinister danger they absolute should be. There should be a tipping point where there is no mortal technology that can hold them back any more - you escape or you succumb.


714bd8 No.13968453

>>13967550

Rampant mod makes the Aliens a lot smarter.

>>13968159

Someone calculated the real world math for solar panels and found that they would be something like 100x weaker for an earth-like world. Do that and it would be nerfed just fine.

There's also an axial tilt mod that modifies the length of day over time, giving you long dark seasons.

>because it would force people to use coal/nuclear and it kills UPS

That's a big exaggeration, nuclear is quite efficient at UPS.


8cd594 No.13969086

File: 5bc68bc28c70683⋯.jpg (30.39 KB, 311x246, 311:246, 1458504084333.jpg)

>>13946381

sweet i love shooty trains


8cc093 No.13969108

File: 028655a6d9671f4⋯.gif (142.58 KB, 267x200, 267:200, Horizontal Tango.gif)

>>13963678

>if xenos could scale walls by climbing over eachother

Neat. They'd have to add in barbed wire or electrified wire across the walls too.

>>13967550

>balls up an enormous enough wave to overwhelm your grid and break through.

Something simple like "ever wave of ayys is bigger than the last if nothing is damaged in the assault".

>burrowing aliens

As long as they still set of mines so they don't just completely ignore you defenses.

>swimming aliens

The lack of sea anything really sucks. The natural walls are nice but if we're getting cliffs then they'd do the job just as well.

>latch onto things like turrets and instantly take control of them

And gates to open them. Would be doubly deadly if there was another type of ayy that ignored military buildings and just went for the critical stuff.

>EMP aliens that instantly discharge all energy stored in accumulators.

So long as it started a big ass fire as well. Also I'm pretty sure basically nothing has laser resistance so they could really make the ayys a lot more diverse. Imagine electric ayys that send pulses that cut power to whatever is in range or fire spewing ones or suicidal ones that explode when they attack.


16b519 No.13969435

File: 1277dea83ebc54d⋯.png (2.45 MB, 986x1378, 493:689, Game.png)

>>13963678

>xenos could scale walls by climbing over eachother

Oh yes.


755193 No.13970263

>>13969108

the arguments on the forums against stronger xenos or more creative ones is that it's just going to result in a bigger wall with more defenses and no additional skill or gameplay, just pumping more resources into your wall. instead of 1 row of turrets your going to have 3.


5880e6 No.13970302

File: 62e70b9658ce953⋯.jpg (7.59 KB, 229x250, 229:250, 1411026355088.jpg)

>>13946381

Are there any warfare mods in the works? I'd love to make a warfare mod for Factorio but uni gets in the way.

Also did they allow access for modders to their program which takes 8 (?) renders in each direction to make the sprites?


9d6b60 No.13970324

>>13968159

You want the rampant mod. It overhauls the AI just like you describe


3df03e No.13970339

>>13970302

>Are there any warfare mods in the works? I'd love to make a warfare mod for Factorio but uni gets in the way.

I made one for Factorio but I am too lazy working on it anymore, I don't play Factorio that much nowdays. You can use my mod as a base if you want I don't care.

http://8agdg.wikidot.com/wiki:arwm

>>>/vm/578

>Also did they allow access for modders to their program which takes 8 (?) renders in each direction to make the sprites?

They used Blender for making their sprites, it is enough to parent the Camera to a empty which is placed at 0,0,0 position and then rotate the empty to make the directional sprites. And then you can use spritify https://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Render/Spritify for making a atlas but this one is broken for me for some reason so I used texturepacker instead which does this job good enough. For animation another script is needed whose name I forget so that it renders all dat animation first before rendering the next direction. For pure Building and Vehicle sprites there is no need for a additional plugin since Blender itself will be enough for this task.


5880e6 No.13970515

>>13970339

Thanks, though I don't see myself even starting on this before late January so I'll see.

>They used Blender for making their sprites

Thought I had read something about them making the program for their sprites ages ago, but I guess I remember incorrectly or they probably talked about a script/plugin. Was only interested to keep it as close to vanilla as possible, but in that case I'll just do all my shit in Houdini as usual (I think 16.5 even has a imposter sprite sheet tool built in so it's even less work than it already was).


755193 No.13975430

>>13963985

where's the longer version of this? there's supposed to be an additional scene at the end with the two betting on if the ayy can crawl to the gun or not.


97173f No.13975441

>>13970263

>instead of 1 row of turrets your going to have 3.

Or at the very least a more diverse set of defenses.

It's a bit of a conundrum because the whole game is about automation. If you have to constantly maintain it with human input it breaks away from the core concept of the game.


3df03e No.13975450

File: 233c4fa49b73d2b⋯.mp4 (769.69 KB, 320x180, 16:9, Dark Colony - The bet.mp4)

File: 32285f9881a2fda⋯.mp4 (288.31 KB, 320x180, 16:9, Dark Colony - Conversation.mp4)

File: 052ca49e2f16e90⋯.webm (483.25 KB, 320x180, 16:9, Dark Colony - Sharpshoote….webm)

File: d7a12a1fbaf338d⋯.mp4 (728.07 KB, 320x180, 16:9, Dark Colony _The Council W….mp4)

>>13975430

I gotchu covered fellow colonist.


a38a52 No.13975458

>>13975441

Since you have to constantly refine the automation of the assembly and resource lines, it makes sense you should have to refine the complexity of the defense line as well. Finding ways to better automate that, such as giving orders to a combat-logistics network, would be interesting. Maybe some very light programming in of "if/and/or" sequences like the FF12 Gambit system, telling things what to scan for, where to focus, what ammo to load, where to route extra power, and so on.

It could be much more robust without just being a matter of spamming more turrets.


97173f No.13975477

>>13975458

If they played with the resistances a bit more like making some have really high resistances to laser from the get go but fuck all against physical and another type vice versa you'd have to have both types of turrets lining your walls and manage a supply of ammo and electricity along the place. Then throw in another with resistance to both but barely anything to explosive so you need a mine field too and a set of construction bots to keep everything repaired and place the mines again when they've been destroyed.

At the moment you can pick any kind of gun turret and keep it stocked and you're good for both spitters and biters. Taking a nest would be a lot more interesting with harsher but more specific resistances too.


3df03e No.13975483

File: 0479b2ee2b6792e⋯.mp4 (760.1 KB, 320x180, 16:9, Dark Colony - Alien heads.mp4)

File: c7e4b491cdb4364⋯.mp4 (499.29 KB, 320x180, 16:9, Dark Colony - Dead grays.mp4)

File: d94fd0610a870cf⋯.mp4 (2.02 MB, 320x180, 16:9, Dark Colony - The briefing.mp4)

File: 2694f7bc12c59fd⋯.webm (489.01 KB, 320x180, 16:9, Dark Colony - Destroyed b….webm)

File: 4e17aeda5066d19⋯.png (357.91 KB, 540x657, 60:73, REMOVE.png)

>>13975450

have the rest too. Sage for off-topic.


755193 No.13975659

>>13975450

>>13975483

thanks, this quenches the thirst


ea9e01 No.13976370

IT'S OUT my dick, that is


755193 No.13976469

File: 7c6525dcb64b249⋯.png (96.47 KB, 910x847, 130:121, 016.png)

>>13976370

0.16 IS OUT

https://forums.factorio.com/viewtopic.php?f=3&t=54538

too long to copypaste here.

no torrent yet. can any anon post?

pls


a38a52 No.13976497

>>13976469

FUCK, I was hoping it would take another few days. I've just gotten up to a nice purple output and have been diligently putting together babby's first train supply network.


ea9e01 No.13976517

>>13976497

> I've just gotten up to a nice purple output

The recipe has changed. Nah it's ok, they just removed the assembler from the ingredients.


3df03e No.13976523

File: 2b7f83be6418c2f⋯.jpeg (10.54 KB, 200x200, 1:1, big think 2.jpeg)

>>13976469

>Added cliffs

Sounds interesting, hopefully it makes the maps less flat.

>Added artillery wagon

hmmm, I hope I can re-enable my SRBM Bavley vehicle then which I disabled in my mod because it was quite useless as Factorio provided previously no means for long range target engagement. Now I kinda got the urge to make some sort of a tactical/strategic missile launcher base. That is if this whole new artillery stuff is not hard coded.


755193 No.13976527

>>13976523

they added a bunch of shit to the scripting api maybe some useful shit is in there.


3df03e No.13976545

File: 3736ca56837ff78⋯.mp4 (696.25 KB, 854x476, 61:34, Pittsburgh_Pirates_Laughin….mp4)

>>13976527

I can not write Lua scripts for shit man, so I am limited with my modding capabilities. And I don't really feel motivated enough to learn Lua just in order to make scripts for this game. Oh well I need to take a look at it later.

I forget to mention that http://factorio.su/en/ still exist, 0.16 release is fresh so it takes a while for this ruski to wake up and upload a new version.


755193 No.13976556

>>13976545

this guy's only posting demos.

there's a couple of dedicated people who post this on piratebay for every update, but obviously it isn't up yet it's only been released for a few hours. i assume an update this big should be posted any hour now.


a538b8 No.13976565

>>13976469

They should just release this shit already so I can tell people to stop pirating it.


3df03e No.13976573

>>13976556

>this guy's only posting demos.

I was already wondering what you meant by this, but I see it now. Welp, previously he released full versions of it what a nig.


bf918f No.13976588

File: 3f5d1b382ed90da⋯.jpg (45.46 KB, 780x780, 1:1, 3f5d1b382ed90da8a631263b9a….jpg)

>Having to play 0.16 without RSO, Bob's Adjustable Inserters or PickerExtender

My autism is severely intensifying right now.


755193 No.13976591

>>13976588

they did a bunch of tweaking with the resource gen so RSO might not even be necessary.


6fb795 No.13976601

File: 82bac4313e66500⋯.png (1.96 MB, 1920x1080, 16:9, 2017-12-13-220107_1920x108….png)

I'm doing it senpais


bf918f No.13976602

>>13976591

It's cool that they added being able to preview the map before spawning. Haven't seen any mixed ore patches so far after generating a bunch of maps.


bf918f No.13976607

>>13976602

Scratch that. Still mixed ore patches. God dammit.


ea9e01 No.13976686

>Slightly adjusted some recipe craft times to better reflect their ingredient count.

Thanks, my autism really needed this.

Also, apparently there's nuclear fuel now.


8f4790 No.13976696

I'm excited for the optimization improvements.


ea9e01 No.13976742

>>13976686

>locomotive 0.5 -> 4

>cargo wagon 0.5 -> 1

>car 0.5 -> 2

>tank 0.5 -> 5

>roboport 10 -> 5

>steam turbine 0.5 -> 3

>nuclear reactor 4 -> 8

>heat exchanger 0.5 -> 3

>heat pipe 0.5 -> 1

>oil refinery 10 -> 8

>lab 3 -> 2

Nothing huge I guess. None of the intermediates were touched.


8f4790 No.13976867

Oh, by the way, stationary turret versions of the artillery train are in the base game. The tech is one of the most expensive in the game at 2000x red/green/blue/yellow/military, turrets/trains are around the price level of a roboport, ammo is however 4x explosive tank ammo + 1x radar + 8x explosives a shot and the manual targeting beacons take a processing unit and a radar per pop. There is also infinite research that increases artillery shell range (+30%) and shooting speed (+100%), so I'd wager you can eventually keep a massive area biter-free with a single rail-supplied artillery fort.


3df03e No.13976899

>>13976867

>and the manual targeting beacons take a processing unit and a radar per pop.

How does this one work, you need to put it into some sort of a slot?


ea9e01 No.13976900

>>13976867

Does the range bonus also increase auto-targeting range?


ea9e01 No.13976903

>>13976899

There's a remote, similar to discharge defense.


8f4790 No.13976922

>>13976900

Just started a new game for the new patch so there's no way I'd be there yet. I'd assume that it works that way though.


ea9e01 No.13977849

>>13976900

>>13976922

Looks like it does.


755193 No.13979168

>still no torrent released


9b7ea4 No.13980672

File: 4df839254fcf550⋯.jpg (197.69 KB, 619x790, 619:790, pirate it.jpg)

>>13979168

ed327a1a45c7552338f61aa2752eb5e66492481d


a25ed2 No.13980936

>>13963985

Thats sounds like it was lifted from Platoon.


ea9e01 No.13981142

File: a154835ffc96bbd⋯.png (3.95 MB, 1920x1040, 24:13, ready.png)

Results of turret autism:

>Shells have a stack size of 1, but stack to 15 inside a stationary turret. Inserters will insert when the turret has less than 5.

>Artillery wagons can hold up to 100 shells, and inserters will fill them up completely, so if you want to supply remote turrets, haul the ammo in a an artillery wagon.

>Turrets rotate at around 20 degrees/sec. After a few speed upgrades, rotation usually takes longer than reloading. Thankfully the turrets seem to avoid picking the same targets when they auto-fire.

>Projectile speed is around 60 tiles per second.

>Max rate of fire seems to cap around 1/sec, even when you research it higher. No Brrrt.

>When you manually order, it's usually the same turret that fires, unless unless you click fast enough that you schedule more than two shots. It's hard, but possible, to click fast enough to keep 10 turrets with 5 speed upgrades firing.

>Turrets will auto-target things in chunks haven't even been explored yet.

>Turrets are really fucking good at scouting after a few upgrades. Since the shells reveal fog of war, a train with a dozen or so turrets can explore 5-10 times the area a radar will cover, in less than a minute.


755193 No.13981228

>>13981142

the standard xeno genocide with tank and then wall creep is over now. just load up the pain train and drop track/turrets as you go forward.


65185e No.13981541

>>13981142

>>Turrets will auto-target things in chunks haven't even been explored yet.

>>Turrets are really fucking good at scouting after a few upgrades. Since the shells reveal fog of war, a train with a dozen or so turrets can explore 5-10 times the area a radar will cover, in less than a minute.

Does auto-target range increase with the +range research too? If so, then they're absolutely amazing for endgame expansion.


755193 No.13981558

>>13980672

fuck ya thanks anon, confirmed legit


8f4790 No.13981610

>>13977849

>>13981541

I think that question already got answered.


9b7ea4 No.13981616

>>13981558

I can't speak for all anons but I'm really paranoid about my torrents.

Scan as it comes in, sandbox to install, scan after install, trial run in sandbox, scan after run, check for extra running processes.

Wouldn't have bothered posting it if it didn't hold up to my standards.


755193 No.13981634

>>13981616

almost didn't download it without the safetynet of piratebay reviews. then i thought "surely this anon wouldn't fuck me over right?". i'm still scanning my whole hd right now, as i'm playing factorio though. piratebay slow on the upload on this.


755193 No.13981637

>>13981616

also i need to just buy the fucking game i think i'm going to do it over christmas


6a8d4e No.13981661

>>13976469

Factorio newfag here, can you update and still use the same savegame or do you need to make a new world to avoid strange terrain/glitches?


65185e No.13981671

>>13981661

I loaded my 0.15.x factorio into 0.16.x and it worked fine. The only change I've seen is cluster grenades being moved somewhere else in the research tree. Aside from that it's additions being added to the tech tree (artillery, cliff removal) and mapgen (cliffs), where the latter of course wont function on maps that are already generated. But cliffs are just an unwalkable nuisance anyway.


755193 No.13981802

the performance seems immediately improved on my toaster, and the preview the map before hand is awesome. i used to have problems before with masses of tree's fucking up fps, and i had to change it to opengl before, not anymore, seems to run fine with directx. have to see what happens when the base get's larger and what the biters do. hopefully the biter shoah the pain train will cause will deal with that problem.


ea9e01 No.13982049

>>13981541

>Does auto-target range increase with the +range research too?

Yeah. Each level gives 67,2 extra tiles auto-targeting range.

>>13981661

Map generation algorithm changed so the boundary between old and new chunks is going to look weird but that's about it.


714bd8 No.13982150

Is map generation significantly worse now or am I just used to playing with RSO?

It's pretty rare for starts to have sufficient resources (e.g. you'll have 20k copper) and you'll randomly run into 1.5M Uranium just outside the base while not finding a real ore deposit for miles.

I'm using railworld settings with lots of water, think the game has a bad habit of covering resources with water.


dbf1a1 No.13982221

File: 0ccc6fb1176d778⋯.jpg (53.74 KB, 387x580, 387:580, AAAAAAAAAA.jpg)

File: 2a26f4f681da598⋯.gif (35.74 KB, 200x209, 200:209, AAAAAAAAAAAAAAAAAAAAAAAAAA.gif)

File: e178fea1f538370⋯.jpg (101.63 KB, 737x556, 737:556, AAAAAAAAAAAAAAAAAAAAAAAAAA.jpg)

>have 0.15.40 torrent waiting for seeds to download

>suddenly one comes on after a few days

>stops at 99.96%


6c47a7 No.13982281

the download is at cs rin ru if u haven't got it yet


46466a No.13982346

>>13946410

There's artillery in the game? Or is it a mod? Regardless, I just got an erection

>>13948688

>release

It's not been released yet, it's still in Jewrly Access. I wish they'd finish and release it already so I could be a good goy.


755193 No.13982360

>>13982150

i think they tweaked the map generation significantly, it's not just resources, the first couple of maps i tried to generate didn't have any significant water.

>>13982346

there's stationary artillary and an arty wagon now.

>>13982346

factorio is like KSP, by the time it's actually at a "release" state, it's going to be years after everyone has already played it and moved on. the game is complete now.


ea9e01 No.13982364

>>13982150

>I'm using railworld settings with lots of water, think the game has a bad habit of covering resources with water.

Probably. Both are just perlin noise.


dc5f11 No.13982369

Holy fuck yes. They have stationary artillery too!

MUH DICK!

And something called "nuclear fuel" which makes your trains run at 250% speed.

Are you ready to go FAST?!

All I want now would be Turret trains and flamethrower turret trains.

>>13976601

You got my full attention.


ea9e01 No.13982399

>>13982369

>And something called "nuclear fuel" which makes your trains run at 250% speed.

Just acceleration, top speed is still same as rocket fuel.


46466a No.13982410

File: 51752283e384c4c⋯.jpg (18.69 KB, 504x450, 28:25, principles.jpg)

>>13982360

I know it would be well worth my 20€ (or what the final price will be), but they're not getting my shekels until they come out of early access.


2323e7 No.13982582

File: f7bb41841c294b2⋯.png (183.36 KB, 300x300, 1:1, ClipboardImage.png)

>>13948648

>Nuke cannons

<This day is to be remembered.

>>13963426

What a cause of broken telephone.

That was about pewdiepie and Campo Santo drama. One of devs on Twitter said it's stupid and wrong to DMCA over politics and then some leftists got mad. It's just some Czech said not to listen to lefties because they won't be satisfied and Factorio dev replied in Czech saying not to worry about it. And later one they said they'll keep down with game unrelated topics on Twitter.

>>13976601

Wouldn't it be better off rendering Starcraft 2 units at fixed angle? Those look pixely as fuck. At least try running them trough waifu2x or something?


a38a52 No.13982773

>>13982150

I typically make custom maps for this reason. Some kind of "prefab drop" with a single screen of placed concrete, a thin wall, a laser turret on each corner, a couple of solar panels but nothing that could remotely power said turrets, and a few extra burner drills to get going.

I also place a medium patch of each resource around it.

I like it because it's a nice little bootstrap without being huge, it gives a clear starter goal (power those turrets asap), makes a nice comfy feel of a home base while still retaining the hostile alien world feel, and I don't have to stand there with circled burners pulling my pud for as long in the beginning.


755193 No.13982836

>>13982773

>i typically cheat and bypass the entire start of the game


dc5f11 No.13982844

>>13982836

>I typically shitpost on imageboards about how other people enjoy to play singleplayer games


6840df No.13982884

>>13982844

>not calling out shitskins


a38a52 No.13982894

>>13982836

Nah, that's specifically what I avoid doing.

I give myself some limited tech, but it's not very useful until I can power it, and even when I can, it's four turrets spread over a very wide area that won't protect anything vital.

I have more of an incentive to prevent them from firing than using them to protect anything, since a single shot would drain more power than my grid can handle until I tech up to accumulators and build a few hundred of them.

It's purely for the sake of fun. I understand that you enjoy hand-mining, but honestly that's pretty disgusting.


755193 No.13982919

>>13982894

it is an annoying part of the game but considering a map might take 200 hours before i'm done with it, and it's only the first hour or so i deal with it. trying to figure out ways to deal with that for the absolute least amount of time is a part of the game though.


a38a52 No.13982930

>>13982919

I've done it dozens of times, and I'm tired of it. You have more patience than I do, brother.


2323e7 No.13983152

>>13982894

I can relate to this, I really enjoy rebuilding incomplete or wrecked infrastructure in games.

I wish more games had randomly generated wrecks of structures and dilapidated networks of infrastructure you can salvage, re-purpose or restore.

Say imagine a more realistic version of factorio where you cannot build pretty much everything yourself and need some sophisticated cnc machines to manufacture anything beyond cruddy basic tools, and you're forced to scavenge environments around you, hunting for old pipelines or leftovers of outposts so you could squeeze out enough energy to start things of instead of digging dirt on the spot for an hour. As you branch out, you can integrate old railroad wrecks and powerlines into your system.

Some campaign missions did it. Wish that was present in free play somehow.


295bc2 No.13983192

>>13983152

There's a ruins mod that adds broken down and abandoned "bases" to map generation.


dc5f11 No.13983205

>>13983152

>old railroad tracks all around the world, stretching miles and miles and miles into the distance, using same code as cliff generation

>some old bits of factories hidden deep in forests

>if you just deforest them using grenades of flames you end up destroying most of it

>some of them contain entire machines to produce extremely rare resources, but require LUDICROUS amounts of power to keep going, same for resources

>you could either build your own factory and be slower, or build your factory around these ancient behemoths, basically creating a "lifesupport" factory just to keep that one unknown piece of machinery going and producing rare resources

>using ancient rail networks, you find yourself in areas so remote that no logistic bots can follow

>this is necessary to find any new resource, and you have to pack essentially an entire factory into a train to unload and start mining/producing power at the new destination

As fun as railworld is, I believe it needs even longer distances. Having to travel for something like 10 minutes by train before you get to a new ore deposit wouldn't be something I would oppose.


dc5f11 No.13983234

>>13983205

Also: SNOW biomes to get your supply lines lost in. Full blown WWII Russian winter style, and jungle biomes that are essentially the amazons.

Polite sage for double posting


2323e7 No.13983280

>>13983192

ooooh. Found it. Sad those wrecked structure leftovers don't last long ingame, would have looked better than just busted up walls. Also whole premise of those insects hijacking defenses is dumb, would be best if those were hostile to all and only enabled when you approach, after which you gotta find a specific structure or switch to turn them to your side - with more careful approaches leaving less damage.

>>13983205

>you could either build your own factory and be slower, or build your factory around these ancient behemoths, basically creating a "lifesupport" factory just to keep that one unknown piece of machinery going and producing rare resources

<Factorio 40.000


dc5f11 No.13983545

>>13983280

>Factorio 40.000

All it would take would be a reskin of the player, guns, tanks and flamethrowers to be space marines, bolters, Leeman Russ tanks and flamers.

Or, you know, a tech priest could also work. Would explain why most of the machines look the same. STCs are not to be modified at all.


755193 No.13983647

>>13983545

there should be a reskin that sticks anita's face on all the biters


dc5f11 No.13983721

>>13983647

Nice falseflag, Anita.

Didn't know you play Factorio.


16b519 No.13984120

>>13982360

>factorio is like KSP, by the time it's actually at a "release" state, it's going to be years after everyone has already played it and moved on

I'm literally still playing KSP, but okay.

>>13982930

The opening part of the game bores me to death, too. It's always pretty much the same. I should make some kind of custom thing where I start out with all red and most of green science researched and with a few chests overflowing with belts, inserters, and assemblers so I can actually get a decent factory going beyond the "starter" spaghetti crap that always needs to be removed before doing anything else.


714bd8 No.13984187

>>13983152

Xander Mod makes the game a lot more realistic, adding a tier zero tech level. Takes hours to be able to just build normal belts and non-burner equipment. No scavenging but you definitely feel like you're barely getting along.


056401 No.13984210

File: a86adcdd0046a2a⋯.png (42.92 KB, 750x215, 150:43, ClipboardImage.png)

>>13981802

>the performance seems immediately improved on my toaster

Those massive optimisations are the real bonus of 0.16 Pic related.


dc5f11 No.13984216

>>13984120

What mods for KSP? I find that using RSS and full realism autism is making the game far too slow/unstable.

>inb4 vanilla


dbf1a1 No.13984252

>>13982281

Can you link to it? I don't speak slavic hacker.


755193 No.13984376

>>13984252

use the magnet

>>13980672


dbf1a1 No.13984439

File: 5ae7dfd052a2d4e⋯.jpg (570.09 KB, 1366x768, 683:384, 2017-12-14 16:10:06.jpg)

>>13984376

thanks, anon

rate my shitty newfag factory


65185e No.13984470

>>13984439

You tried/10.


a38a52 No.13984471

>>13984439

For a low output starter factory like that, wouldn't it make more sense to have your inserters put things directly into their input assemblers from their output assemblers, rather than using tiny little conveyor belts in the middle? You're slowing things down by more than double.


8f4790 No.13984487

>>13984439

Nice, tidy, minimalist and impossible to scale up without rebuilding it from scratch.


dbf1a1 No.13984568

>>13984439

>factorio-setup.exe

fug, will have to wait for the loonix version

>>13984471

The iron plates one at the bottom is for assembly machines that need the same ingredients. As far as I can tell inserters won't steal extra iron plates from an assembly machine that has extra inside, only the products.

I'm working on replacing some of them with long handed inserters.

I'll probably tear it down and rebuild it, like >>13984487 says. It evolved naturally without plans, so it's not efficient.


056401 No.13984642

File: d45785d49e5aa56⋯.jpg (553.53 KB, 1456x2592, 91:162, cat in a sink (no embedded….jpg)

>>13984216

>not just playing vanilla and making abominations

I barely ever mod my games but I just downloaded some graphical mods for KSP.

>>13984439

Press alt to show the contents of everything and the direction of inserters. Makes it look messy at first but it's a godsend when you realise what everything means.

Looks really good for a start. Not really possible to expand it but you've got the basic concepts down with buffer chests and using both sides of the belts. Looks like you need to expand your input of raw materials next to get those assemblers working at full speed. Once you've got your input sorted, look at the time it takes to produce each component and work out how many of each assembler you need to get x per second science packs and keep expanding. I'm not going to mention anything about how to organise it because you should be figuring that out yourself.

Also there's a copper plate out of place that's triggering me.


dbf1a1 No.13984844

>>13984642

Organizing it is a pain. I tore everything down and have spent 30 minutes thinking of how to make it organized and expandable, and I can't even get past the organization part.

Maybe rows of each assembler? I'll have to shoah every tree within sight.


a38a52 No.13984869

>>13984844

Rows of assemblers up to the maximum that can be belt-fed. After a point, even a totally full belt will be picked clean by assemblers, so you find that number and only make that many. If you have more input, you split the belt and make another line of that many assemblers and so on.


8f4790 No.13984895

>>13984844

Grenades are probably the best tree removal tool. Fire doesn't work as well as it should from the last time I tried it, but grenades, in sufficient (mass-produced) quantities are extremely efficient at killing forests. They also come earlier in the tech tree.


295bc2 No.13984934

>>13984895

I have this mod solely for dealing with trees, I can't play without it anymore.

https://mods.factorio.com/mods/Earendel/aai-vehicles-miner


056401 No.13985354

File: ecb1a7f66adba41⋯.jpg (204.57 KB, 1280x886, 640:443, perfect harmony of nationa….jpg)

>>13984844

>>13984895

>I'll have to shoah every tree within sight.

Poison capsules are really good for that. Radius is massive and, although it takes a couple of seconds for the tries to die, a single capsule does it for the entire radius.

Tap into that superior german engineering and gas the forest.


2c5240 No.13985474

>>13948688

Normally I'd agree, but this is one of those rare autism scratches that delivers hours on end of joy.

It's well worth the $25.


e12ba9 No.13985661

So electric trains and turret wagons when?


bf452d No.13985687

>>13985354

DELET THIS


16b519 No.13986532

>>13984216

Modding is the only thing that's a real pain because each update forces the modders to update their shit, and some of them don't. I wouldn't even have bothered recently if they hadn't finally gotten a 64-bit version up.

But the funny thing about having been with KSP since the beginning (back when there were like ten available parts, all you could do was reach orbit, there was no map, no Mun, and no doors on the capsules, and Kerbin didn't even rotate) is that I've seen most of the good mods either get implemented directly, or something reasonably close and "inspired by" put into the game.

In any case, most of what's left for mods are all cosmetic. I've also got Chatterer because it's a godsend for ambiance. And Kerbal Engineer for crunching numbers on deltaV for when I decide it's time to be serious.

RSS is just… painful. If I wanted to play a realistic space simulator, I'd get one without little green men and toy rocket parts. It doesn't add anything to the game but tedium to make the distances between everything larger, in my opinion.


755193 No.13986789

>>13984895

fire from the tank doesn't catch the forest on fire (atleast in 0.15 i haven't gotten that far in 0.16), but fire from the personal flamethrower does. I still find it easier to clear with the tank's flamethrower but you could start a forest on fire and just walk away, come back when it's done.

I don't know if flamethrower turrets do the same thing, i never use them because I'm not wrapping my base with an ups killing pipe. maybe with 0.16 and cliffs the usefullness of the flamethrowers will be increased with natural chokepoints.


ef78e9 No.13986960

>>13986789

Don't they just leave burned husks of trees instead of completely removing them?


755193 No.13987063

>>13986960

it leaves some, it looks like 25% turn into dead trees the rest are totally removed the last time I did it. you would still have to go in and clear out the remaining dead trees.


755193 No.13987064

>>13986960

it also looks cool, especially when i'm burning down an entire forest to make room for green energy solar panels.


16b519 No.13987227

>>13986789

>wrapping my base with an ups killing pipe

Haven't they made it so you can barrel up any liquid yet? I know it's in mods, but I can't remember if it's in vanilla. In which case, you can just fill chests with barrels of light oil and connect them to a de-barreling assembler feeding the nearest cluster of turrets. Deliver the barrels any way you see fit.


3df03e No.13987246

>>13987227

>Haven't they made it so you can barrel up any liquid yet?

Yes. The new default behavior for this is that any liquid will have automatically a barrel recipe for it, including different color. So if a mod added a new liquid but no barrels recipe for it, Factorio will auto add one. However if the player already researched the barreling tech and added a new mod with liquid recipe, the player cannot use these new barrel recipe because he got the tech for it already, unless the modder added a migration script to handle this. There is also a new variable to disable this auto barrel recipe.

Short: Yes it does.


65185e No.13987377

>>13984934

>>13984895

You know construction bots can deconstruct trees right?


94ccbb No.13987480

>>13985354

>>13987377

Both of these are better than grenades later on, I know. But you need to be somewhat deeper in the tech tree than with grenades, which come on one of the cheapest green science techs and which you should be mass producing anyway, so they are the best tree murder weapon for a good part of the game.


755193 No.13987491

>>13987377

but then your left with a shitton of useless wood in your inventory that you have to take additional steps to get rid of.

>>13987480

especially if you research grenades enough that the damage one shots the trees


dc5f11 No.13987681

YouTube embed. Click thumbnail to play.

>>13984439

Press left Allt to display what each building is producing.

>>13985354

>perfect_harmony_of_nationalism_and_socialism.jpg

Holy fuck, spoiler the gore!

>>13985661

>turret waggons

All I want for christmas would be flame turret waggons, or just the ability to mount turrets on wagons in general.

>>13986532

>Modding is the only thing that's a real pain because each update forces the modders to update their shit, and some of them don't. I wouldn't even have bothered recently if they hadn't finally gotten a 64-bit version up.

With the "frequency" we get KSP updates nowadays you would think that the modders have more time to adjust, but no. They all left the game.

>chatterer

A true must have. Makes the game comfy as fuck.

>KE

Literally impossible to play the game without this, unnless you want to have a spreadsheet open all the time and calculate the dV of your rocket every time you add a new part yourself.

I would also suggest getting procedural fuel tanks and procedural wings, and then deleting the stock tanks and wings from the game files. It's retarded that you can't get exactly as much fuel as you want to/need in your rocket.

Same goes for wings.

If you want true autistic space simulation I suggest orbiter. Try getting the shuttle into orbit and then dock with the ISS. I dare you. You will fail miserably.

I wish KSP had the good old docking camera mod from back in 0.12.

>>13986789

I always hated how the tank's flamethrower still behaves like 0.14(?) personal flamer does. It's just a cone of fire that does more damage the closer you get to the center.

>>13987491

Just dump the wood in a waggon/bunch of crates which feeds into your steam generators. It will get turned into steam and you are done with that.


65185e No.13987698

>>13987491

>that you have to take additional steps to get rid of.

Nigga, it's wood. Fuel. Just burn it.


a38a52 No.13987723

>>13987681

>>KE

>Literally impossible to play the game without this

>calculate dV

What the fuck are you talking about, anon? This is Kerbal Space Program, not orbiter. You can eyeball all of that stuff and make things that land on Duna and then come back just fine. Orbital mechanics are intuitive once you've played with them for a little while.


8e012a No.13987770

>constantly assraped by groups of 20 biters every minute

>had to rush turrets and 80% of iron production is going straight into making ammo

>wall made entirely of turrets still gets damaged occasionally

I don't want to start over but it's getting tempting


755193 No.13987795

File: 0ceb2483bf17156⋯.png (141.78 KB, 1279x719, 1279:719, wall.png)

>>13987770

are you on deathworld? they reduced the number of biters and biter spawners, there should be less of them now not more. so far in my marathon run, it's pretty early but I can tell I'm going to have zero problems with the typical massive surrounding wall.

also the resources are definitely more spread out.


8e012a No.13987800

>>13987795

It's a custom world with almost max biter settings I think, don't remember exact numbers though


dc5f11 No.13987803

>>13987723

>he doesn't plan his missions ahead so that no drop of fuel will be left once the craft returns from orbit/is shut down

Plebeian.

We need a new KSP thread.


a38a52 No.13987861

>>13987803

I'd do that if the game properly modeled economy and you had to pay for every drop of fuel. As it is, that shit's free. I just launch huge amounts of fuel into space and park refueling platforms in orbit around every major body as I expand my empire exploration.

The only place that gives me trouble is Eve. I managed to break atmosphere from Eve a few times, but I could never circularize the orbit. My best attempt was when I launched at my Eve fuel platform on a ballistic trajectory and then switched vessels and tried to catch the escape craft with the platform, but I took too long and they both get swallowed by that big purple bitch.

Anyway, KSP needs a lot of work before it's a proper full game. Right now, I'd classify it as a fun toy, but not much more. It absolutely needs resource scanning, mining, refining and offworld craft construction for starters. Fueling ships should be a reward for diligent work, not a button you click. Life support should be the same.

I'm aware there are mods for some of this, though many have been abandoned. Mods don't count and never will. The base game must do this for it to be worthy.


1f09da No.13987864

File: 71d9a061c0e3b2b⋯.png (243.42 KB, 531x361, 531:361, dis nigga serious.PNG)

>>13987861

>worthy

worthy of what


a38a52 No.13987872

>>13987864

Worthy of being called a full-featured game.


1f09da No.13987893

File: cfb32de80bac5a1⋯.jpg (59.21 KB, 1200x630, 40:21, 3a33fb25ff593bf0ce2a140155….jpg)

>>13987872

am I correct in assuming that you consider your time valuable enough to only be worth spending on "full featured games"?


a38a52 No.13987918

>>13987893

No, I play the shit out of games if they're fun whether they're full featured or not. What are you getting at here, anon?


d27b8a No.13987959

>>13987918

He's trying to make you out as a stereotypical, incorrigible autist so he can toss your opinion aside and make fun of you without having to make counter-arguments.


ea9e01 No.13988031

File: 2c832d0b040946d⋯.jpg (452.53 KB, 1400x920, 35:23, gap.jpg)

Looks like the new terrain makes it possible to walk across small gaps. Presumably biters can too. Also walls appear to recognize when they're next to water and adapt their graphics.


a38a52 No.13988080

>>13988031

Have you played around with cliffs yet? I haven't wandered from my location to go mess with any of them yet, so I'm curious what they're all about.

Are they just there to break up the terrain so you have to build around obstacles? Do they function as natural walls as far as blocking biters is concerned?


32a15e No.13988092

>>13988080

They act as walls, you can craft specific explosives to get rid of them.


a38a52 No.13988094

>>13988092

Are there tools to create them as well? Having a fortress ringed by natural defenses would be pretty rad.


ea9e01 No.13988134

>>13988080

>Are they just there to break up the terrain so you have to build around obstacles? Do they function as natural walls as far as blocking biters is concerned?

Pretty much. You can blow them up with special explosives. Don't think you can build them with using the editor/mods.

They don't take damage from normal explosions etc. so they're a letter better than normal walls. Though there's apparently a few people that managed to glitch through them so they might not be 100% reliable.


ace2fb No.13988144

I wanna tangle some spaghetti in your waifu's factory, if you know what I mean


ea9e01 No.13988160

>>13988144

I want to insert my stack in your waifus assembler, if you know what I mean.


dc5f11 No.13988306

>>13987861

>absolutely needs resource scanning, mining, refining

Those are already in the game, anon.

>>13988094

>natural defenses

>prepared

Spot the contradiction. As soon as you prepare the fortifications they are no longer natural. Built cliffs aren't natural fortifications.

>>13988160

I want lay a build a train line connecting your waifu's smelting area to my large scale iron mining facility, if you know what I mean.


a38a52 No.13988324

>>13988306

>Those are already in the game, anon.

You can mine ore and refine it into steel and then spend that steel to create rocket parts to craft your ships?

I know of some mods that do that, but as far as I remember they only put in a very dumbed down and lame ripoff of the Kethane mod into the actual base game. You don't have to hunt multiple resources and mix them together to create useful compounds, and you don't even really need to search for pinpoint locations on planets to maximize yield - it's just very low resolution blobs of "these ten thousand square miles are high yield". It's like five points for trying, but minus ten for actual execution, if you know what I mean.

>As soon as you prepare the fortifications they are no longer natural.

Fair enough, but they'd still look natural, and appearance is everything. The aesthetic of a fortress atop a cliff is pretty sweet. I don't care if they were made with a shovel or not, as long as they look natural enough.

Besides, God created everything, so everything in the universe is artificial :^)


dc5f11 No.13988353

>>13988324

Is god artificial?

If so, he was created by someone or something, and thus isn't truly omnipotent.

If not, then not everything in the universe is artificial.

deepest lore


ea9e01 No.13988364

O shit new version


a38a52 No.13988383

>>13988353

An artificial god could be omnipotent within the scope he was created to preside over. If an artificial universe is constructed, and an artificial god constructed which is all knowing and all powerful within that universe, but ignorant of everything outside of it, it'd still be effectively omnipotent from the perspective of all inhabitants of that universe.

Since universes are zero-sum-energy systems, creating them would be trivial for any beings that have developed their technology to the appropriate level. Creating a single artificial god would likely be more difficult than creating ten billion universes.

lore deeper than your mother


d27b8a No.13988415

>>13988383

>muh cradle theory

this superimposes determinism and you're all faggots. Just reach the logical conclusion of your argument and speak on behalf of hard-incompatible philosophy so the thread stays on topic.


189028 No.13988417

>>13969435

this game would be really cool if the aliens used their own alien tech to automate their own bases a make all conveyers and turrets and then by destroying the bases you can gain their tech and combine it with your so that when you launch the rocket it actually sends you to the moon with a new alien race and new tech and it continues through the solar system or possibly even the galaxy!


3df03e No.13988434

File: 196c5bfc5d5f0d3⋯.jpg (13.82 KB, 184x184, 1:1, d1bab9e550cd11471bba27aebe….jpg)

>>13988417

>X-Com: Factorio Edition

Now we're talking. It's a shame the developers got rid of the missile defense on very old versions of their game.


a38a52 No.13988511

>>13988415

It's just for fun, anon. Concepts on such huge scales are pointless to seriously debate or speculate on, because they're so much bigger than we are and filled with so many unknowables that even trying to figure them out is the highest form of futility.

But it's fun to bullshit about them for a few hours every now and then.

>so the thread stays on topic

Any mods that make robots non-shitty? Those zippy little flying bots are a real let-down. I was hoping for large slow four- or six-legged loader bots that carried around huge cargo containers. Maybe treaded loader bots with forklift arms. That kind of thing. You could make bigger and bigger ones that need wide areas to move around, but could carry enormous amounts of containers at once and place them where they're needed.

They would be a good match with trains, as they could pick up the entire cargo wagon and replace it with an empty and the train would then be able to immediately move on to its next stop while the big loader plods over to slam that wagon down right where its contents most need to be.

Just having a bunch of gnat-bots zipping around with individual chunks of metal is kind of silly, and feels extremely sloppy for a game that appears to be built around the concept of order and efficiency.


f600b0 No.13988870

File: c30dc6d067baabb⋯.gif (1.03 MB, 305x360, 61:72, 1430129419427.gif)

>>13988511

>robot class update

>heavy versions of logistical and combat bots introduced

>heavy combat bot works like power armor, but movement is automated and counts as separate unit

>can give them patrol routes, auto-explore commands, targets, etc

>flying is still an option for speed, but the loadout grid is smaller

>heavy logistical robots are as you described


a38a52 No.13989079

>>13988870

I would be intensely okay with all of this.


16b519 No.13989985

>>13987681

>It's retarded that you can't get exactly as much fuel as you want to/need in your rocket

You can adjust fuel down in each tank from its maximum. It feels less cheaty than procedural tanks and things like that. I commonly use completely empty tanks for lightweight structural fuselages on planes.

>>13987861

Technically fuel isn't free. If you don't use it, you get money back when you recover the vessel.

>>13988324

Dude. It's a game about launching rockets, not… Minecraft.


2f4593 No.13990406

File: 4744ff6eb25ed8f⋯.jpg (11.37 KB, 219x255, 73:85, WHAT THE FUG.jpg)

Newfag from earlier here, I feel like I'm in over my head.

>small factory making red and green science packs

>need blue ones now

>look at recipe

>holyshit.jpg

>can't into designing a better factory on my own (I could probably shit one out that would give an experienced player an ulcer if I worked on it for a fuckload of time), so I look up blueprints

>they're fucking huge and have random parts off to the side with no explanation or apparent use

How do I git gud? Just keep designing shit and hope I get better?


1f09da No.13990447

>>13990406

you figure out what works best while playing the game

keep in mind that compartmentalization is usually better than centralization in vanilla


846982 No.13990465

>>13990406

break the problem down into smaller problems.


59b106 No.13990478

>>13990406

>How do I git gud? Just keep designing shit and hope I get better?

When you played Super Mario Brothers did you git gud by reading articles and writing on the chans or fucking playing the shit yourself, faggot?


e12ba9 No.13990525

>>13990406

Always plan for expansion and always produce more then you need.


295bc2 No.13990534

>>13990406

Don't use blueprints, they hold you back from learning how to manage shit yourself. Just make whatever spaghetti you need to in order to get everything everywhere, eventually you'll get better and be able to make things without a massive wad of spaghetti.


714bd8 No.13990569

Anyone want to play MP?


1f09da No.13990588

File: b743b2063251485⋯.png (699.69 KB, 881x810, 881:810, unknown.png)

>>13990569

>playing video games


c78a98 No.13990646

File: d5eb891f23f0198⋯.jpg (1.14 MB, 866x1177, 866:1177, Main Bus.jpg)

File: d58b5784ae2687f⋯.jpg (1.38 MB, 1481x993, 1481:993, Green Circuit Layout.jpg)

File: d2af88609b15abb⋯.mp4 (928.23 KB, 626x410, 313:205, Black Magic.mp4)

>>13990406

Organize your factory like it's a tree soaking up resources and expending them at it's end branches to ALWAYS grow them (don't choke yourself by crossing branches!), give yourself room to add up to 3-5 seperate material lines each with 3-4 belts as a trunk, get a green circuit line using the picture, and look up 'factorio main bus'.

https://wiki.factorio.com/Tutorial

https://wiki.factorio.com/Tutorial:Main_bus


ea9e01 No.13990660

File: d6031a048359d6e⋯.jpg (889.46 KB, 1920x1040, 24:13, gun.jpg)

File: 29d23e6b8f200be⋯.jpg (158.06 KB, 1920x1041, 640:347, autotargeting lol.jpg)

>>13981142

I got the turret to brrt by fucking with its entity definition. Turns out there's a 60 frame cooldown after firing before the turret can turn, which gets applied even if you're just targeting the same spot manually. Without changing it, you wont see any benefit from researching shooting speed above level 3, making the infinite research pointless.

>>13990406

Just dive in and start building shit. Once you've built a crappy setup for something you'll have a better idea of how to build a decent one. Also try to leave a bunch of space in between things so there's room to route stuff later when you realize you need it.


65185e No.13990665

>>13990646

>Black Magic.mp4

how the fuck does that work


ea9e01 No.13990757

>>13990665

Splitters remember which side they last output on separately for each type of item, and try to output next on the opposite one. After the second splitter from the left, each belt has all its crap in one lane, so the next splitter ensures that each item type alternates between being on the right and left lanes. This causes the fourth and final one to send e.g. all the iron on the right lane out on the left belt.

To actually make this thing work you need to carefully seed the splitters with items while setting up to control which lane they'll initially output what onto.


65185e No.13990796

>>13990757

Doesn't that setup fuck up when the belt is full though?


ea9e01 No.13990806

>>13990796

I think it does.


c78a98 No.13990850

File: af06efe7bd86ef4⋯.mp4 (11.12 MB, 788x436, 197:109, Black Magic(2).mp4)

File: 6b677ecf4ef4555⋯.gif (763.15 KB, 300x300, 1:1, Transport_belts_unmerge.gif)

File: 9b3a67bdcb32ee0⋯.gif (1.44 MB, 300x300, 1:1, Transport_belts_density.gif)

This one uses the exact delay of a blue belt splitter to work. And I'm looking through the factorio wiki, so many tricks I didn't know about.

>>13990796

Yup, you can use signalers to stop input.


714bd8 No.13990855

>>13990796

It does, which makes it pretty much useless you set up some kind of general storage area to never back up.


94ccbb No.13990872

File: a11a665e80983fc⋯.jpg (731.95 KB, 1920x1080, 16:9, POS.jpg)

>>13990406

Literally anyone has their spaghetti moments, and anyone has started off with terrible factories. I've managed to launch a rocket on 0.15, but look at the mess that is oil processing in my current factory. I'm not even really ashamed of it, it works for the foreseeable future. Just make a really shitty factory that somehow outputs blue science at the end. The only advice you need for it up front is to always plan for ~4-5x the space for any given factory part and generally space things out a little, so you have some extra fudge room for the inevitable spaghetti belts. Then, after you're done, ask yourself how you could have done it better. You're always going to notice a few things that could have been better, mistakes to avoid next time you build a factory. Also always remember to pump far more raw materials into the system than you'll ever need, that smoothes out issues arising from less than optimal design real nice.

Aside from that, nlue science isn't even hard now, aside from the whole needing to break into steel & especially oil production thing. Properly mass producing it is another thing, since you have time-choked and resource-choked products in the same pack. Or maybe try making military science first, that only needs you to break into steel and maintain a good supply of iron.


a27c4b No.13992076

File: 850cc453f9233b4⋯.png (3.66 MB, 1920x1080, 16:9, factorio 2017-12-15 23-40-….png)

File: eb92ee470479e25⋯.png (3.92 MB, 1920x1080, 16:9, factorio 2017-12-15 23-40-….png)

>>13990406

Fug :DDDD


755193 No.13992108

>>13990660

that has to be a bug. that should be a filed as a bug report. why add infinite research if it's pointless after level 3.


295bc2 No.13992185

>>13992076

>boxing ore straight from the miner

Jesus, anon why? If you really wanted to box it you could just extend your ore to furnace belt by one and drop 1-3 chests/inserters to box the overflow. Would allow you to fix your mine spaghetti too.


dbe867 No.13992285

File: 0c6f1fed77b973e⋯.png (70.59 KB, 446x459, 446:459, filled with negativity.png)

>spend 10 hours getting to blue science packs

>thought my factory was fairly organized for a spaghetti field

>suddenly I've tied it all into a knot and I'm going to have to either rebuild or start over


a27c4b No.13992495

>>13992185

It's functionally the same.

The worst part of all this is the blue science fuckery, when red and green science are being made, there's nowhere near enough materials to make blue.


6a0847 No.13992561

File: 45c53e1e0bf9b29⋯.png (1.85 MB, 900x900, 1:1, ClipboardImage.png)

>>13987770

>wall made entirely of turrets still gets damaged occasionally

have you tried making walls out of bricks?

>>13988080

>Do they function as natural walls as far as blocking biters is concerned?

Pic related. The moment I walked by some around a forest I immediately got flashbacks to old RTS like command and conquer.

>>13988870

>Late game Factorio is Supreme Commander

I'm surprisingly okay with this.

>>13990534

>Just make whatever spaghetti you need to in order to get everything everywhere

Making the switch from spaghetti to straight lines was the biggest turning point for me.

>>13992285

Move to new area and leave the old one to run out of resources while it researches and actually fucking plan this time.


5b9558 No.13992642

How much autism do i need to play this game?


d944a5 No.13992665

>>13992642

very little to start but you can supply as much as you like


ea9e01 No.13992814

>>13992642

Not a whole lot unless you install angels petrochem.


dbe867 No.13992921

>>13992561

>Move to new area and leave the old one to run out of resources while it researches and actually fucking plan this time.

I'm too much of a brainlet to plan, plus I haven't gone past making blue science packs so I've got no idea what to plan for beyond it. Should I just abandon my autism about learning for myself and start reading guides to get an idea about it?


1f09da No.13992939

File: b2f2530d012f81b⋯.png (293.89 KB, 540x764, 135:191, gondora-san.png)

>>13992921

>abandoning the entire thing before ACTUALLY learning anything


dbe867 No.13993107

>>13992939

Everything about it is just fucked up though. I realize now that I was only building for expansion up to what I knew I had to accommodate so I dug my own grave with it. I'm trying to learn from it while I wait for nuclear power to finish researching, then I'm going to try and move to a new location instead of just start again and try to make it more expansion friendly.


1f09da No.13993133

>>13993107

research drones, rebuild everything


dbf1a1 No.13994140

>connect chest to red circuit network

>connect inserter to red circuit network

>tell inserter to enable if electric miners are less than 50

>always on

>tell inserter to enable if electric miners are more than 50

>always off

What am I doing wrong? Is the inserter trying to read the contents of the assembler it's inserting into? I'm having similar problems with turning my miners off if my chests are full.


ea9e01 No.13994158

>>13994140

Post screenshot

>>13994140

>Is the inserter trying to read the contents of the assembler it's inserting into?

Well it wont insert if the assembler isn't accepting input, but the led should still be green.


ea9e01 No.13994178

>>13994140

>>13994158

Also, make sure you didn't also connect it to the logistic network, otherwise it's going to depend on both conditions.


dbf1a1 No.13994335

>>13994158

>>13994178

I think I figured it out, I didn't connect the electric poles inbetween the two items. Once I did that it seems to work.


c73205 No.13994707

Can someone show me how to maximize beacon on green and red circuit chip assembler.


c7069d No.13994723

>>13941761

That game actually looks like a bucket of fun.


ea9e01 No.13994899

File: f780e1d0b3e818b⋯.png (4.13 MB, 1920x1017, 640:339, 8-8.png)

>>13994707

Here's my old setup for red ones. I was a bit paranoid about inserting to/from underground belts back then so it sideloads onto them instead.

I don't think it's worth it trying to get more than 4 beacons on green chip assemblers though. If you got 8 on them they'd clear out a belt after 2 or 3 assemblers and you'd need to transfer the copper cables with belts, which means each assembler would need several stack inserters to keep up.


2323e7 No.13994916

>>13994723

It's not a bucket of fun.

It's a precision-engineered endless stream of fun, channeling happiness trough it's spaghetti conveyor veins.


755193 No.13994962

>>13994707

all max beacon setups are the same.

put your assemblers in the middle in a line and put beacons on both sides in a line (+1 or 2 beacons on the ends to get the max on the outside assemblers).

ideally you make use of those lines so each beacon has assembler lines to it's right and left except for the ends. beacons are expensive power wise.

pretty much exactly like

>>13994899


c890de No.13995019

File: 219d714f25ee983⋯.jpg (393.45 KB, 1023x768, 341:256, cncgold-dosgamers.jpg)

>>13992561

>I immediately got flashbacks to old RTS like command and conquer.

Them cliffs, too.


4a332e No.13995190

File: 691eee9aa34064b⋯.webm (1.43 MB, 960x540, 16:9, first nuke.webm)

Jesus is there a mod that makes the patches of ore sit above the grassy shit so I can actually see the borders?

Also since when did they have a game mode that encouraged spaghetti belts?

>>13994140

I think you had it reading the contents of the chest for electric miners inside it instead of reading the network for number of electric miners functioning?

Less than 50 includes 0 and there was no electric miners signal coming from the chest.


a38a52 No.13996159

File: 62afdaf806f6923⋯.jpg (53.25 KB, 510x587, 510:587, what.jpg)

>>13990872

I don't know how to make oil processing that isn't a fucking mess. The buildings are so big and have three required outputs. I've only ever been able to make it passable by using void pipes to make each refinery only output a single thing - basically a shameful fucking cheat.

Can somebody please show an example of beautiful high-output efficient oil extraction-refinement-product chains that take up as little land as possible?

How in the absolute fuck?


42278c No.13996775

File: e06e4e076f2ef3c⋯.jpg (639.73 KB, 1280x1024, 5:4, oil.jpg)

>>13996159

this converts everything into petroleum if that counts.


a38a52 No.13996866

>>13996775

Is that high output?

You only need one red-to-yellow to keep four refineries working without getting jammed?

What kind of petroleum output do you have there? With my shitty setups, even with 20 refineries, I wind up running dry on petroleum at max demand.

I always aim to keep every belt of every intermediate product full to maximum capacity so I can run all assemblers with fast inserters without any waiting period. In my last factory, my petrolem consumed per minute was 19k, for a benchmark.

It looks damn good compared to the spaghetti nightmares I make, so I'd love to just scale what you have there up about 10x. I'll probably test it out myself and see if it rides that red line. Thanks, anon.


b8ed54 No.13996900

>>13996866

>so I'd love to just scale what you have there up about 10x.

You can just copy and paste it with your construction blueprints. The ratios are perfect for that older version, I have no idea if they changed it so there shouldn't be any overflow of any single component. The light oil cracking + advanced oil production of that grid should make about 5440 units of petroleum per minute and consume 4800 crude oil to do it.

The point of it is to produce only petroleum with no overflow. I don't know how much a single pipe can carry but it's either 100 per second or 10 per tick so keep an eye on your input/output number of pipes instead of cramming them all into one single pipe and expecting it to keep up with infinite demand.


a38a52 No.13996941

>>13996900

True. The other consideration I have to tweak for is that pipes only get maximum throughput if you put a pump after every 4 tiles of pipe. Consumers like chemical plants also count as pumps for flow rate, but storage tanks do not.

It's not a big deal for really compact setups, but I honestly don't know that many compact fluid management setups. If only straight overground pipe didn't automatically connect with every adjacent pipe, it would make things so much easier. I know that's what underground pipe is for, but pipes going in and out of the ground just looks so ugly to me, I'd rather just have it all overground, or be given a toggled underground layer to actually lay spaghetti in.


ea9e01 No.13997032

File: 8c647753685ff19⋯.jpg (493.85 KB, 1594x596, 797:298, refinery.jpg)

>>13996866

>What kind of petroleum output do you have there? With my shitty setups, even with 20 refineries, I wind up running dry on petroleum at max demand.

Beacon that shit. Refineries are one of the best things to beacon, since flow rate drops off with distance so a setup with long pipes has lower limits to its output.


755193 No.13997243

>>13995190

what are these lazer drones?


755193 No.13997297


ea9e01 No.13997503

File: f1aa453c21caf8c⋯.jpg (571.28 KB, 1360x904, 170:113, gap generator.jpg)

A lot of people have been bitching lately because in 0.16, inserting onto underground belts wont delay the belt to create a gap for the item being inserted anymore, but I realized you can just manually delay the belt based on a timer set to match the rate of production. You don't actually need to delay it when the specific inserter engages, just on average, so you don't need to jam complicated circuitry into your builds, just red/green wire leading back to a timer, and throughput is 97,915%, same as underground belts used to do.


a38a52 No.13997721

Is there a console command that increases the length of day and night? The Day/Night extender mod isn't updated, and the vanilla nights only last about 90 seconds and feel 10x shorter than the days. Ideally I'd like to even them out and have 20 minute days and 20 minute nights.


ea9e01 No.13997737

>>13997721

Dunno about increasing it, but you can freeze the time of day (which is what day/night extender does, occasionally unfreezing it for one frame).


a38a52 No.13997755

>>13997737

Not really what I'm looking for, but if that's how it does it I might look into how to whip up my own mod for it.

With the days so long and the nights so short, it really makes spamming solar panels and accumulators extremely overpowered. I'd ideally like my accumulators to all fully discharge before the night is half over, so my steam engines have a reason to pick up the slack.


16b519 No.13997765

>>13997243

Aren't they just the standard destroyer drones?


cb3495 No.13997907

>>13996941

There is a mod that adds directional pipes. Can't remember what it's called and I have no idea if it's compatible with the latest version.

>>13997243

Destroyer capsules. I just dump a pile of them and then run straight into the base spamming cluster grenades at the worms and hives and let the bots take out the moving targets. I stack shields and exoskeletons so I never take damage except when stepping into range of the worms.


755193 No.13998015

>>13997503

>don't need to jam complicated circuitry into your builds

>8 arithmetic combinators

>4 decider combinators


755193 No.13998023

>>13997765

i thought those shot bullets, thought i've never built or used those because they read like consumables, they seem overly expensive


ea9e01 No.13998185

>>13998015

That's just for measuring it. The only thing it needs is the constant+decider near the top.


cb3495 No.13998219

>>13998023

Lasers are little bolts but the beams these things shoot are different.

Also they are really expensive consumables but resources are infinite so why not.


3df03e No.13998224

>>13998219

>but resources are infinite so why not.

There is a new change for the resources in 0.16 now?


755193 No.13998349

>>13998224

the map is infinite and with it the resources, but no the patches are most definitely not infinite, you can tweak them way up though. i think they tweaked with the mining hardness stat on all the resources in 0.16, it seems like shit mines faster now.


dbe867 No.13998393

>>13998349

Don't quote me on this because I'm both a brainlet and really drunk right now, but I thought I could remember them saying something about "correcting" the mining speed in that it had always mined this fast but just displayed the speed incorrectly, that could possibly be it.


3df03e No.13998399

>>13998349

>the map is infinite

It is not really that infinite since the map size is limited by the RAM amount, I recall one of those developers or so mentioned that with 8 GB of RAM the map size would be about the size of Luxembourg. Oh well it is not a biggie since it is relative easy to add methods were the resources is actually unlimited without the need of constantly expanding. I am more of a turtle player so I like it having a relative small-ish base and doing all the stuff from one place, maybe a outpost here or there if I am in the "mood" for it so to say.


0774ab No.13998860

>>13996900

You might also want to consider barrelling petroleum for high distance or high throughput situations.


755193 No.13999195

>>13998393

by mining faster it seems like the ore patches are literally getting mined faster. i don't know, i haven't started a new game in a while maybe i'm just hammering the starting patches a lot faster now that i know what i'm doing.


295bc2 No.13999200

>>13999195

Maybe the changes to belts means miners spend more time actually mining?


ea9e01 No.13999344

>>13998349

> i think they tweaked with the mining hardness stat on all the resources in 0.16, it seems like shit mines faster now.

If you generated a new map in 0.16 it should mine faster, but that's because the ore patches are larger but shallower.


a38a52 No.13999534

File: 590fa15c9506439⋯.jpg (958.51 KB, 1618x4156, 809:2078, Liquids.jpg)

File: 22d3601e8f02bb3⋯.jpg (995.51 KB, 2178x2178, 1:1, spaghetti that has ascende….jpg)

Using trains seriously for the first time since the update, and they're really a lot of fun. I'm not really using them to their full potential, though, with such short-range hauls.

I've also managed to cram red/green/gray/blue science production into one corner without making it impossible to maneuver. This is "clean" by my standards, but I'm sure this chaotic tangle will make someone here vomit.

I don't like to demolish and rebuild. I just kind of expand and flow around whatever's in the way.

Thanks to the anons from earlier, the liquid side of my base is manageable and even bordering on orderly. That's a first for me.


714bd8 No.14000094

>>13998349

They lowered the density of resources, mines mine at the same speed but run out much quicker.


755193 No.14000176

>>13999534

why wall it off that tight. i just run a massive wall around the perimeter, preferably outside of the massive pollution cloud. i can see an inner defense wall, when your expanding i've had problems where i clear a huge area out with a tank, and before i wall it off a biter has already snuck in and popped a spawner, and i can't see it due to the fog of war / no radar coverage. usually run through again with the tank just to double check, but if i didn't then there would be a spawner inside of the perimiter wall and it would be a huge problem.

this prob won't be an issue now with the arty, but there's no reason for the wall to limit the factory.


a38a52 No.14000314

>>14000176

It's not that it's walled off tight, it's that I built right up snug with the wall because it was the most convenient near space. I'm kinda bad about that.

The area I've walled off is actually pretty big, roughly four screens wide by four tall, and my train line runs down another four screens (there's a cut in the image I posted because it was too damn long). Another train line seeking more oil is now running another 6 or so screens south. Screens measured by maximum zoom-out.

The inner defensive walls are from the early game - I just never really demolish anything so my factories always have uneven concentric rings of defensive walls like some ancient city.

My current factory, mining and shipping operation only takes up about 20% of my walled-off space, but I just like to snug things up next to each other for some reason.

>this prob won't be an issue now with the arty

I'm working on that tech race right now, in fact. Playing on railworld with biter expansion set to maximum and rampant mod installed. I turned off tree pollution absorption entirely, and turned off time-based evolution but tweaked up pollution evolution to compensate.

I'm going to need some of those cannons pretty soon for sure.

>where i clear a huge area out with a tank, and before i wall it off a biter has already snuck in and popped a spawner

The way I've been clearing is basically:

>run in a straight line spilling concrete from my pockets

>run back dropping powerlines along the line

>run back dropping laser turrets along the line

>run back dropping wall along the line

>hard 90 degree turn

>repeat

It's tedious as hell, but I haven't been leaving any holes in my defense that I've noticed. I do regular sweeps around the perimeter to kill any spawners that pop up on the radar, but they seem to prefer sending extreme-range raiding swarms at me with my current mods, and they like to circle my base and feint a lot. I'm digging it.


1764ec No.14001245

File: 73688a52905595d⋯.png (458.97 KB, 1920x1080, 16:9, 427520_20171217235512_1.png)

>Play with some friends

>Go a little crazy with the mods

>55 hours in

I'm loving this. This is the first time I've had a factory of this scale. The problems are starting to crop up, though, that one of my friends is starting to desync and constantly catch up. Had to turn game speed down to 0.9 for it to work well. We don't know whether it's his PC or his internet connection.


16b519 No.14002388

>>14001245

Probably the internet. You'd have to be playing on a laptop with like 1GB of RAM for Factorio to slow you down that much. What you should try is having him host the server, and see if it runs at his speed.

Also, that Lake Doggo is the cutest thing in existence. It's unquestionably a dachshund.


e05e4a No.14002456

>>14001245

What are those black dots?


c6395a No.14003472

>Started a freeplay as a beginner

>Play nonstop for 36 hours

>Stress immediately released after having a nifty compartment to my factory

>Browse thread and see how far anons are

Turns out I'm only scratching the surface with this game. Guess I have to pace myself.

Great game.


d27b8a No.14003481

>>14002456

Markers. They clearly put eyes on the lake because it was funny.


e05e4a No.14003568

>>14003481

I know of no black markers in this game.


e77d6a No.14004124

>>14003568

not in vanilla anyway

>>14003472

post pics


c96115 No.14004155

>>14003568

>>14004124

I'm not sure which mod adds those, and it was one of the friends that put those up.


a38a52 No.14005753

>need to evenly split and balance 16 belts into 24

>have a limited space in which to do this

lord autismo save me


c6395a No.14006846

File: 30515783dd19f59⋯.jpg (86.46 KB, 526x679, 526:679, are you fucking serious.jpg)

Hold on, I 'just' discovered the deconstruction planner.

I feel stupid.


c6395a No.14006847


c6395a No.14006966

File: 7607e54ec621a9a⋯.jpg (653.43 KB, 1680x1050, 8:5, factorio_2017-12-18_17-10-….jpg)

Here's how i constructed my rudimentary factories.


1764ec No.14007161

File: 5c4a0549db050e8⋯.png (2.84 MB, 1920x1080, 16:9, 427520_20171218235112_1.png)

File: 8d01bbd6752170d⋯.png (3.46 MB, 1920x1080, 16:9, 427520_20171218235107_1.png)

File: eb47e1d2e2e173a⋯.png (2.51 MB, 1920x1080, 16:9, 427520_20171218234959_1.png)

One of us came up with a genius metro system. Basically, a series of small stations, capable of supporting 2x 2-long trains. Exactly one double-locomotive train per passenger station. Each locomotive is set to head in a loop between all stations as soon as it receives a red signal from the segment behind it.

The idea is you get into one of the trains, order the train to go to the station you want to go to, and then travel there. When it reaches the destination, it launches the train that is already on that station, which goes across all trains in a domino fashion. In the end, the trains all shift by 1 station, and you end up where you wanted to be. This might sound inefficient, but it's pretty fast and very convenient.


ea9e01 No.14007182

>>14007161

>berg

Kind of neat.


a38a52 No.14007392

>have huge fields of liquid tanks

>liquid disperses very slowly through all the tanks

>refineries will get stopped up because the closest tanks are full even though they're all interconnected

>add pumps between tanks to create flow hierarchy with "output" tanks at the farthest end

>flow rate increases dramatically

>some refineries still get stopped up because they're all sharing a common petroleum pipeline

>add a pump to the petroleum output node of each refinery to force that shit into the pipeline no matter what

>all refineries are now working flat-out

Feels fucking amazing. I knew pumps were important for various things, but I didn't know they were this amazing.


755193 No.14008222

>>14007392

if you want max flow replace literally all pipes with pumps.


a38a52 No.14008960

File: 0e5a235a7157c9b⋯.jpg (1.45 MB, 1775x1335, 355:267, all aboard the lube train.jpg)

Gold science production is complete.

I don't know if the devs intended this or if I'm just really slow i'm just really slow, but so far it's worked out so that I finish the final available research around the same time I finish the production chain for the next color of thinky-juice. Pretty neat.

Except purple. Purple was just crap I that already had idle production chains lying around for.

>>14008222

This is handy for long-distance pumping where trains won't easily fit, I suppose. It's ugly as hell and blocks like mad, though. On the upside, you can run parallel pipelines side-by-side and they don't mix so I guess there's other uses for that as well.


30a957 No.14008985

File: f233e6311f97648⋯.png (80.17 KB, 239x156, 239:156, ClipboardImage.png)

>>14006966

of all the wrong in this image the use of two long arms instead of two underground belts hurts the most


ea9e01 No.14009048

>>14008985

I'm more triggered by the looping belt of science pack materials where everything goes on one side so it's destined to become clogged with miners if his research ever halts.


30a957 No.14009096

>>14009048

Loops with more than one thing on a side are always terrible but I keep seeing them.


c6395a No.14009132

File: d2f5b368d3f19a1⋯.jpg (668.77 KB, 1680x1050, 8:5, factorio_2017-12-19_02-04-….jpg)

>>14009096

If you think that's bad you should check this out.

I'm restructuring my entire factory although right now I'm trying to solve how can i auto load production facilities so I don't have to fill it up all the time. I guess conveyor belts are the way to go.


8e012a No.14009139

>>14009132

Can't you just use chests as the buffer?


30a957 No.14009140

>>14009132

have you tried using chests to store items


c6395a No.14009176

>>14009140

>>14009139

I use the chest + fast arm combo.

Also the chests fill up way too quickly, don't know how to deter that.


8e012a No.14009181

>>14009176

Stack inserters my dude


295bc2 No.14009186

>>14009132

Seeing as you're missing the GUI I'm guessing you don't have bob's inserters, so all those inserters will be unloading on a single side of the belt, meaning your buffer belt will only be at half capacity. Why not unload from both sides of the train and merge the belts so the belt buffer is full?


30a957 No.14009693

>>14009176

>Also the chests fill up way too quickly

more chests?

Alternatively actually use the resources you're bringing in.


ff8038 No.14009909

>>14009176

There's literally nothing wrong with your buffer chests being full.


16b519 No.14009959

>>14009909

Actually there is. Full buffer chests can lead to complacency. Unless you are in the habit of checking on them regularly, it can lead to a sudden massive failure. Compare the following two scenarios where your factory is powered entirely by coal-fired steam engines; assume for sake of argument that it's a single coal patch serviced by a single train.

1) There are no buffer chests between the train offloading and the belts to the turbines. As the coal patch begins to produce less and less, you'll notice a gradual declining of power output because the engines are getting less coal than then need. The belts going to the engines aren't quite as full. You have plenty of time to lower consumption, and find a new coal patch, before things get really bad.

2) You have buffer chests between your train offloading and turbines. As the coal patch starts to produce less, and the trains deliver less, your previously-always-full buffers start to slowly get emptier. But the steam turbines keep producing at a maximum level, because the buffer chests empty to keep the belts past them maximally compressed. Suddenly, the buffers run out, and by now there's only a tiny trickle of coal coming in from the trains. Your factory suffers a complete blackout, and there is nothing you can do to prevent the biters from eating your shit in the next few minutes. Game over. Better hope your last save wasn't from several hours ago.

Now, obviously, not all scenarios are going to go like this. A sudden catastrophic lack of resources isn't always going to be a factory-killer, but it will be a lot less of a pain if you notice a slight lowering of output, rather than a "oh fuck, nothing is working; I have zero copper what the hell??"

The moral of the story: if you use buffer chests, have some kind of system in place that will alert you immediately if these critical chests become less than half full.


e05e4a No.14009969

>>14009959

How about having buffer and checking the deposits regularly on the map?


30a957 No.14010017

>>14009959

>Your factory suffers a complete blackout, and there is nothing you can do to prevent the biters from eating your shit in the next few minutes.

lmao@ur lazors


c96115 No.14010033

>>14009959

>1) There are no buffer chests between the train offloading and the belts to the turbines. As the coal patch begins to produce less and less, you'll notice a gradual declining of power output because the engines are getting less coal than then need. The belts going to the engines aren't quite as full. You have plenty of time to lower consumption, and find a new coal patch, before things get really bad.

Kind of a moot point, since the train itself acts as an (almost) steel buffer chest when it unloads. Unless you are running a bunch of small trains that all unload onto different belts, a reduction in coal production simply means that trains resupplying your power plant with coal are less frequent. At one point, the next train takes so long that your factory runs out of fuel before it comes.

Your example would only work if you fed the factory directly by a belt from the mine itself. Which is entirely unfeasible long-term. This is why buffer chests are important - they are there to serve as a way to provide continuous resource supply while waiting for the next train.


ea9e01 No.14010612

>>14009959

Without buffer chests, wouldn't your shit be getting wrecked every time the train has to leave and fill up?


9006c3 No.14011179

>>13997297

New torrent up for 0.16.6 on all 3 OSs, set the one you want to high priority to download it first (or set the others to do not download).

Linux is .tar.xz, Windows is .zip, mac is .dmg.

366ca730850c4a39c2c32e5eb75aa58813550c3c

did I do it right?


43e6ed No.14011266

My factories always end up looking like spaghetti. I'm convinced I might just be shit at factorio, the same kind of thing always happens to me with openTTD, too.


c7d43c No.14011706

>>14011266

Use straight lines for everything. The moment you turn a corner or loop around to go around another line you get spaghetti.


16b519 No.14011811

>>14010017

>Ammo production shuts down, and the turrets run out of bullets after the first attack

>The biters attack the same place because they're conniving bastards (with poor pathing AI) and the turrets just click uselessly

Whoops.


c7d43c No.14011871

>>14011811

>uses the entire full belt and everything behind it in ammunition in the first wave before you've realised there's a shortage

>not using the infinite supply of solid fuel for your boilers from 1% oil wells


16b519 No.14012318

>>14011871

>Using oil instead of coal because it's the most efficient

If I wanted to play on easy-mode, I'd also use solar panels and logistics robots, instead of bothering to plan anything.


e05e4a No.14012384

>>14012318

What you got against clean solar panels and accumulators, you coal lover?




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