62bac5 No.14239072
MP server's running Bobs+Angels, server info next post
569938 No.14239080
>>14239072
>Bobs+Angels
plz no
62bac5 No.14239084
SERVER INFO
Mods:
https://mega.nz/#!MkQxUDoR!O4aTCO1SPYmoFnNINtpAmI9XVoii3aLx92l9TfgAliU
>Bobs+Angels full
>Aircraft
>Autofill
>Auto-research
>Bottleneck
>EquipmentHotkeys (personal roboport on F2)
>Even distribution
>FARL - see https://mods.factorio.com/mods/Choumiko/FARL
>GDIW - Alt+R to change pipe input order on refineries and the likes
>Long Reach
>Pavement Drive Assist - press I to toggle, cars stick to roads
>Picker Extended - see https://mods.factorio.com/mods/Nexela/PickerExtended, includes signs/notes
>Rampant - advanced biter AI, including attacking rails (currently disabled due to instability)
>RSO
>SpaceMod
>Squeak Through
>Upgrade Planner
>VehicleSnap
>Vf-extended custom
>Walls block spitters
<What is it really used for - Ctrl-F to look up recipes ingame - you will need this a lot
Tech 2x, recipes 1x
Version 0.16.16 (latest)
Piratefags can connect
Server browser: 8/v/
IP: fagtorio.dynu.net:3400
password: vidya
When first launching, you'll have to enable Infinite Zoom and disable Rampant plus its dependencies.
f4f3d8 No.14239097
>>14239084
Consider the following mods:
>Clean Tree Burning (makes burning forests actually viable)
>Even Distribution (dunno if it has to be installed on the server, but it's really useful for manual filling)
>Helmod
>Enhanced Map Colors
>Laser Beam Turrets
>Any kind of loader mod (I use the miniloader)
>Orphan Finder
>ShinyAngels/ShinyBobs/ShinyIcons
62bac5 No.14239121
>>14239097
>Clean Tree Burning (makes burning forests actually viable)
You can do this with the tank's flamethrower
>Even Distribution
It's on the server
>Helmod
This looks interesting, might add it
>Enhanced Map Colors
This looks like it might burn my eyes out so I'd rather not
>Laser Beam Turrets
I could add this, but how is it better than regular turrets?
>Any kind of loader mod (I use the miniloader)
Just Like Use Inserters
>Orphan Finder
This is included in Picker Extended
>ShinyAngels/ShinyBobs/ShinyIcons
I don't want to add packs that increase memory usage just for visuals because the server is potato
f4f3d8 No.14239151
>>14239121
>You can do this with the tank's flamethrower
It's a different kind of burning, but whatever
>I could add this, but how is it better than regular turrets?
It's a purely visual mod (and as far as I can tell, doesn't affect the performance)
>Just Like Use Inserters
I guess I just like being able to fill a belt without using up a huge area to do so.
>This is included in Picker Extended
Well shit, checking out the mod, that's a lot of useful stuff.
5ac484 No.14239201
>>14239084
>Version 0.16.16 (latest)
That's not the latest and you god damn know it.
62bac5 No.14239213
>>14239201
I actually don't, I just have steam set to stay on the version. Either way it's worse for piratefags to keep updating, not that they even have 16.16
7bdd5c No.14239225
>>14239213
>spoiler
exactly
You niggers who bought the game need to upload the version the server is running or everyone else can't play.
f4f3d8 No.14239229
I do have to say, filter splitters are a godsend. Sure, they are really powerful and easy to obtain compared to filter inserters, but on the other side, belts needed this kinda help for a good while now. I generally don't like to depend on bots to run my factory, especially since I tend to play with a shitload of mods, and like trying to organize my belt spaghetti. I suspect they will eventually lock filter functionality behind a separate research, to make the filtering at least a bit harder to get than researching logistics 1.
7bc435 No.14239251
>>14239213
Where would you get a download link for .16.16 if you've already updated?
>>14239121
>Helmod
It's handy but is causes lots of lag when it calculates stuff
>I could add this, but how is it better than regular turrets?
Just a visual change AFAIK. Because shooting spurts of light doesn't make sense.
>I don't want to add packs that increase memory usage just for visuals because the server is potato
Does the server even load the graphics?
69df3a No.14239331
>done Bob's
>done Bob's + Angel's
>done 5dims
>done them all with Rampant + Natural Evolution
So far 5dims was the most easy but also kind of the most fun.
I enjoyed bobangel, but at the same time I kind of felt like I was just sitting and planning schematics most of the time. Getting shit done feels more rewarding, but every time I get to yellow science and peek at that list of buildits, my stomach falls to the center of the planet.
So I'm trying AAI now. It sounds like a neat idea, and I'm totally on board with this, but what the FUCK do I do here? I've spawned in with one of those german planet-eater excavators the size of a small town in my hotbar, and when I plopped it on some coal it mined up 600 coal in about 2 seconds. Ignoring how fucking OP and absurd that is, how the hell do I actually program this thing? The description box says it's supposed to drive around and murder trees for me and shit. I want to murder all of the trees.
5ac484 No.14239365
>>14239251
If you go to their website, you can just download every single version there. Alternatively, in Steam beta you can select which version you want too.
62bac5 No.14239371
>>14239225
>>14239251
I'll update the server to latest and I'll upload that version somewhere. My local upload speed's terrible but I'll see if I can do it through the server.
>Does the server even load the graphics?
It shouldn't, but it does load mods.
69df3a No.14239416
>>14239331
nvm fixed it :^)
I hadn't realized that Programmable Structures and Programmable Vehicles weren't released yet and had to be manually downloaded from the forums. I thought the programming stuff was just packed into the AAI Industry mod. Whoops.
f4f3d8 No.14239550
New interesting mod.
https://mods.factorio.com/mod/DeadlockStacking
Not sure how well this works, and whether it works with mods (the most important part).
62bac5 No.14239631
8b9bfd No.14239757
How's the linux version of this work?
1bb3eb No.14241491
>>14239757
perfectly, it has a linux native client.
graphics performance takes a slight hit if your on a toaster.
e5644d No.14243723
Okay, so I'm kinda new at this game. How the fuck do you stop creepers from raping your ass so damn fast?
b67e53 No.14244429
>>14243723
AP ammo and turret clusters.
77caf0 No.14244540
>>14243723
turn on peaceful mode
e5644d No.14244556
>>14244429
Gotcha. Does the mega pack contain a linux client? I dont see one.
>>14244540
Im a df fan so no. Loosing is fun
ad757d No.14244637
>>14243723
Build a defensive perimeter of turrets belt fed with ammo
Make sure the area is huge enough so that you won't need to turn your factory into spaghetti for it to work
Expand perimeter when needed
bb460b No.14244762
Is it out of early access
b67e53 No.14244765
>>14244761
factorio/mods/
Somewhere in your appdata folder, just search for factorio.
62bac5 No.14244771
>>14244762
No, but it's mostly feature complete
c6d3c2 No.14244953
>>14239080
bobs & vegana would make more sense. this game looks like poo too.
69df3a No.14245989
Have the train-cannon and train-turret mods or the robot army mod changed the game in terms of base defense options at all?
Over the past few months I've done a few dozen playthroughs, and I'm getting a little bit bored of the typical loop of building 1.5k belt-fed turrets and then upgrading them with 1.5k laser turrets.
It's effective, and you can automate the construction so the only part that's a pain is actually running around the perimeter either ghosting or laying the turrets down, but it's just so fucking basic.
I want motion sensors that act as predictive early-warning sensors that route mobile defensive forces to areas under attack. Alternatively, area denial artillery cannons that can't fire at spawners but instead automatically fire incendiary or nuclear shells ahead of incoming biter waves.
Hell, I'd even settle for roboport-based rechargeable flying gun drones that swarm out like those little planes in protoss carriers. Just different options.
b67e53 No.14246310
>>14245989
Biters are supposed to attack whatever artillery turret that kills their hive, so in theory you could have a smaller number of fortified artillery batteries that take out the biters before they can expand in under your pollution could and deal with the resulting attacks, instead of huge walls. I haven't tried it though.
>Alternatively, area denial artillery cannons that can't fire at spawners but instead automatically fire incendiary or nuclear shells ahead of incoming biter waves.
I'm making a mod along those lines, where you select an area and they just keep shooting in there at random until you deselect it.
Artillery is kind of late game though, since it takes 2000 yellow science packs.
da13be No.14246464
mind if people join just to burn out bitter nests and shitpost?
69df3a No.14246490
>>14246310
I've been wondering about the possibility of an artillery progression from early through mid game. Basically mortars and howitzers, much smaller scale, that would fire poison-filled flechettes or fragmentation rounds (basically radial shotgun blasts). Low damage and small radius and with poor accuracy, so you'd need a full battery of them targeting a single area to guarantee area denial.
It'd probably still be too OP for early game, though, or the ammo would be so expensive that it wouldn't be practical anyway.
Your mod sounds like a great late-game addition, though. I'll be using the shit out of that when you finish it.
62bac5 No.14246506
>>14246464
It's fine, but you gotta do it during euro hours, now I'm busy getting my fix of chinese cartoons
f4f3d8 No.14250445
We Tiberium Sun Firestorm now.
8b9bfd No.14250685
>first map
>don't know wtf I'm doing
>progress is slow, not very many pollution producing buildings, expansion is slow
>near giant lakes and forests on all sides, it's like fucking murkwood
>don't get attacked until after a few days of playing
>second map
>fucking desert, no trees, tiny pool of water
>AUTOMATE EVERYTHING, expand, expand, more furnaces, more machines, more engines
>getting attacked on all sides constantly before I even start hitting green science
Fug.
098d74 No.14250780
>>14250445
that would be comfy as fuck as a mod for factorio
7bc435 No.14251161
>>14250445
>>14250780
As much as I love TS, it looks out of place in Factorio.
It's sad to think that Factorio probably would have had elevation and deformable terrain had the devs been a bit more experienced/had more startup money. Games like TS and Alpha Centauri show how its done.
098d74 No.14251204
>>14251161
so you're saying more of a dawn eh? kinda comfy
1d27a5 No.14251660
Forgive me for being retarded but I thought that Angels wasn't yet updated for .16, am I wrong?
278947 No.14251772
>>14251660
You would be wrong. It's been updated to 0.16 for a while now.
1d27a5 No.14251937
>>14251772
I've been periodically checking the mod portal. Is the updated version not going to be on there?
62bac5 No.14252089
>>14251937
They are updated to .16 on the mod portal too, aside from a few of the smaller submods. They're mostly marked as .14-.16
278947 No.14252171
>>14252089
Yeah, some of the less useful angel mods aren't updated, like exploration and I think components.
569938 No.14254820
>>14254813
That's not elevation, it's just a wall graphic that looks like elevation. Just like in oldschool command and conquer. The terrain is completely flat.
e5644d No.14254823
>>14251161
Holy shit I mustave been out a the loop for a long time. The last time I saw a pic from ts was when I was playing simcity2000 SE
Needless to say firestorm would be GDI against shiners or nod man fucking con yard base and enemy stealth tanks would be cool
66a122 No.14254859
>>14254820
The other game that does terrain well is Total Annihilation. It's not deformable but makes up for that by being really varied and factoring heavily into combat for weapon effectiveness and line-of-sight.
7bc435 No.14256851
>>14254813
That's flat terrain with an impassable barrier made to look like a cliff wall. You can even see how the brown parts of the ground run from the "top" to the "bottom" like it isn't even there, because it isn't there, it's just a sprite overlay.
This is what 2D games that track height look like.
e5644d No.14257620
>>14256851
Whats that second image from? I can't find it Or im too sick to figure this out. Reminds me of a TW mod.
7bc435 No.14258544
>>14257620
TS map I found off search. Might have been from one of the mods actually, I don't think those are all vanilla assets.
278947 No.14260557
>>14256851
>There really is no need for elevated ground in Factorio. It would make for a frustrating building experience, that's it.
278947 No.14260558
>>14260557
Oops, didn't mean to have a quote there.
8b9bfd No.14260727
>>14260558
Nigger this isn't 4chan, you can just delete the post and try again.
278947 No.14260923
>>14260727
Nigger this isn't 4chan, we have auto-updates, and the people who are already in the thread will see the double-post. Also, halfchan has post deletion, or at least had back in 2014, in case you don't remember.
e5644d No.14262221
>>14258544
Yeah thats what i'm thinking, the town is defintely not originall assest with the red? area at the bottom.
>When games were simpler and more fun. The times.
7b207f No.14262252
>>14260557
Yeah but imagine building tunnels through hills. Having a train go through a tunnel would be comfy
8b9bfd No.14263431
>>14262252
Imagine if elevation affected fluid pressure. You could build storage tanks on hilltops and have them pipe downhill, and have to use pumps to actually get the fluid up hill. Turrets higher up could gain a small range or damage bonus too.
b67e53 No.14263462
>>14263431
>Imagine if elevation affected fluid pressure.
7bc435 No.14263752
>>14260557
The devs pretty much implemented their hacky cliffs purely for adding frustration to the building experience. Proper Elevation would just make it better.
62bac5 No.14265762
This run is going to be finished sometime around summer, if the server doesn't crap itself before that
8b9bfd No.14266412
>>14263462
I don't understand your response. Are you angry because you're imagining how cool it could have been, or are you angry because you're imagining how angry such a thing would have made you?
278947 No.14266418
>>14266412
Pretty sure it's the second one.
b67e53 No.14266939
>>14266412
Yes. It would have been kind of cool, but fluid handling is already a pain in the ass when you want a lot of fluid moving (e.g. reactors).
85bd3e No.14267802
>>14263752
The idea behind it was more like creating more natural chokepoints, and impassable terrain that couldn't just be easily removed, like water now is.
2c89fc No.14267849
Anons, I wanna play this, but I have no time to read everything about it. Just give me the quick rundown. Thanks!
b67e53 No.14267862
>>14267849
You build stuff that builds stuff for you so you can build more.
8b9bfd No.14267933
>>14267849
Once you research automation you had better not craft one god damn thing yourself. Every single item in the game needs to have its creation automated. Your job is to lay down buildings only.
8b9bfd No.14267943
>>14267802
I kind of wish water could be placed down. I'd love to build a moat, maybe even bring in boats and use them to ship materials through canals.
7fcbb3 No.14268077
>>14267849
What if you made a machine and then later made the machine again but better.
What if you were stranded on a planet and just wanted to escape, so you build the means to launch a rocket with which to propel yourself off of the planet, but during your peaceful stay there, bugs attacked you for no reason at all so you change your mind and instead of launching yourself home with a rocket you launched missiles to other parts of the planet, answering the bug menace.
6201d2 No.14268265
>>14239084
i decided to give this modpack a try in singleplayer and jesus fucking christ i'm in hell right now
>didn't mess with any settings before generating the map
>no saphirite left because i only spawned with 250k and ran with it because it would be enough to get my trains going
>i didn't realise how bad the biters would be
>have to rely on stiratite for iron and am struggling with getting enough
>biters constantly attacking
>probably half of my precious iron is going into fueling my war against the biters
>have 50+ mostly mk2 gun turrets guarding my shitty small base but it still isn't enough to keep my walls from getting destroyed
>can't leave my base unattended for long enough to get a mining outpost going
>car turret does jack shit against biter spawners
>tank is too far away to even think about
>trying to do anything with liquids
>set up 5 washing plants just to make fucking clay bricks
>rush my way to construction robots so i can actually focus on making neat efficient systems instead of having to stop what i'm doing every 2 minutes to replace parts of my wall that biters ate up
>finally get the research done
>constructing them requires components that require other components that require liquids that require gases that require other liquids and turn into disgusting monstrosities of pipes and refineries and separators and gas tanks and hydro plants and chemical plants and liquifiers and more pipes that end up sprawling into ore fields and walls and silos full of shit
>all while constantly hearing that stress inducing alarm sound because my walls are being torn down
62bac5 No.14268360
>>14268265
We have lived and still are living that on the server. Before starting a map, I always go through a bunch of randomly generated ones to get one with a decent spawn, so the map we started with was alright on most resources, but we only had about 500k saphirite, moved on to jivolite, which was quickly followed by a very long drought (no acid) that we only got through thanks to laser turrets and manually repairing the walls (plus low pollution since most machines were off). Then we finally got all the shit for robots and I could finally cover the northern walls that were getting frequent attacks. Now we're so-so okay on resources, but saphirite is running low and if you want to run infinite miners, you need at least 50% productivity bonus, else you run out of sulphuric acid required to mine it. Jivolite and striatite in advanced processing are good though. Also that white ore runs on an infinite supply acid I think, not entirely sure, and also produces iron in advanced processing. I just built the first airplane yesterday, which helps a whole fucking lot traversing the enormous spaghetti base.
Modules are hell, I'll probably fill the huge area in the middle just making shit for them. You need a million components, some fluids, gold, silver, fucking everything, and it's all a many-step process. I gave up before starting and went looking for BPs only to find pretty much nothing.
7bc435 No.14268540
>>14268265
>no saphirite left because i only spawned with 250k and ran with it because it would be enough to get my trains going
It's important to go to smelting ASAP, it gives up to 200% efficiency in ore->plate conversion. Starting furnaces are like 50%. It's also way less polluting which helps with biters.
Stiritite will still give half as much iron as Saphirite, which with 200% efficiency means you're effectively getting 100% of what Saphirite would without smelting. Just a shit ton more copper to store somewhere.
>probably half of my precious iron is going into fueling my war against the biters
>have 50+ mostly mk2 gun turrets guarding my shitty small base but it still isn't enough to keep my walls from getting destroyed
Get sniper turrets, they are OP. Laser also works eventually once you have a distant border with only sporadic attacks. If you're getting constant attacks you should disconnect stuff to lower pollution, then go kill biters till they are outside your previous pollution cloud.
>trying to do anything with liquids
There's lots of alternate recipes that usually let you get around needing the bulk of petrochem stuff. For example, blue science needs plastic but instead of getting it from oil and 50 processing steps you can get it pretty easily from crushed rock + water through biofuels.
7bc435 No.14268583
>>14239084
Getting a desync trying to connect to the server. Was just in it an hour ago and logged off to have dinner. Dunno what's up, can anyone else connect?
6201d2 No.14268810
>>14268540
> If you're getting constant attacks you should disconnect stuff to lower pollution, then go kill biters till they are outside your previous pollution cloud.
do machines still produce pollution if they are connected but not doing anything? attacking biter bases isn't really an option right now since i'm stuck with my shitty car turret and destroying a base with just three spawners is fairly expensive
>There's lots of alternate recipes that usually let you get around needing the bulk of petrochem stuff
i'm not really struggling with getting enough gas/oil now. it just gets very complicated and i don't have enough brainpower/experience to envision the entire system so i end up making it one step at a time which quickly turns into a giant clusterfuck
>sniper turrets
i haven't really used them, i put down a few but they seemed to slow to be useful. do they still use the same amount of ammo per shot as the regular turrets? in that case i'll make lots of them
6201d2 No.14268845
>>14268810
ignore my question about sniper turrets, i just checked and they do indeed only use one bullet per shot with a 1400% damage bonus. gonna make a million of them now
277843 No.14268861
>>14257620
Twisted Insurrection. Excellent mod but suffers from overdesigned buildings/units similarly to mental omega (RA2 mod). The maps they've made are fucking gorgeous and easily on par with the quality of TS/Firestorm's maps. God damn it looks so pretty. Worth trying out if you like C&C
7bc435 No.14268917
>>14268810
>do machines still produce pollution if they are connected but not doing anything? attacking biter bases isn't really an option right now since i'm stuck with my shitty car turret and destroying a base with just three.
No, but their passive drain (along with inserters) still means you'll be drawing power, which may mean some (incredibly small) amount of pollution from coal.
>i'm not really struggling with getting enough gas/oil now. it just gets very complicated and i don't have enough brainpower/experience to envision the entire system so i end up making it one step at a time which quickly turns into a giant clusterfuck
Best is to just go into a separate sandbox game with cheats on to figure out what you need and get a workable layout.
Petrochem is really the worst because you have tons of ingredients with weird names and undistinguishable icons. As I said before, you can just get plastic from the biofuel/fungi processes, it really makes things simpler and cleaner than dealing with 10 different fluids you need to store and figure out what/when to flare.
>>14268845
Yeah, great for penetrating armor of some heavier biters and the colonies. Also the range makes it almost too easy, just carry a stack of 50 snipers and a stack of basic ammo and you can take out nests no problem.
1bb3eb No.14268961
>>14245351
>all this shit for 1 lane of 1 yellow belt of plastics
278947 No.14268990
>>14268961
The non-petrochem methods of making plastic require a shitton of facilities, whether you use algae or wood.
8b9bfd No.14269504
>finally unlock rocket launcher
>it has zero fucking range
Well this is gay.
7b207f No.14270122
Hooktube embed. Click on thumbnail to play.
>>14267849
Pretty good 'review' of the game, tells you all you need to know really.
62bac5 No.14271040
>>14268583
I was getting a desync too, I restarted and now it seems to be fine
b5076f No.14271699
I like cliffs so far, forces me to be a little less autistic about how I build.
>>14267849
The goal is to go from doing everything by hand, to automating as many things as possible, and then automating it better and faster so you can automate more things with less waiting and expand to new resources. Also try not to get raped by xeno invasions in the process.
>>14269504
>can kill small and medium worms from outside their attack range
>zero range
Pick one.
8b9bfd No.14271975
>>14271699
Does the game not have forests anymore? Every single map I've generated since 0.16.x has been a desert.
b67e53 No.14271999
>>14271975
I spawned on a forest map recently. Haven't seen much desert though, I guess they changed the map generator to make larger regions since they intended for resources to be more spread out too.
8b9bfd No.14272018
>>14271999
I've never gotten to a point where I have to expand that far yet anyways. Either I've got enough resources locally or there are just so many biters that any serious expansion pre-atomic bomb is prohibitively difficult.
62bac5 No.14272711
7bc435 No.14273186
>>14272018
Expand through buildings laser turrets into enemy spawners. Normal turrets with piercing ammo will handle them alright, laser turrets will easily take out anything.
7deed4 No.14273327
>Everyone who streams this plays with no biters, no mods, and just builds infinitely
Why
8b9bfd No.14273463
>>14273327
Streamers are casuals.
278947 No.14273598
>>14273327
I play on rail worlds, mainly because I do want to focus on the building, and with the myriads of mods I use, it takes forever to get anywhere. Still gotta clean out biter nests to expand, but nothing as infuriating as biters every 15 minutes on my ass.
8b9bfd No.14273613
>>14273598
Playing without biter attacks seems so boring. It's an entire mechanic removed from the game so you never have to deal with the consequences of your own pollution nor automate defense.
1bb3eb No.14274763
>>14273613
> deal with the consequences of your own pollution
muh ups
b67e53 No.14274927
>>14273613
>>14274763
TBH pollution and biters should just disappear after the first rocket launches. Make it carry an ion cannon or something. That way megabase poopsockers could be happy without losing the early game biter challenge.
7bc435 No.14274983
>>14274927
I'm pretty sure you can disable biters through console mid-game.
7bc435 No.14275296
MP base was having critical shortages of iron/steel. Jivolite had run out of hydrofluoric acid to mine with (and the circuits were setup to cut all saphirite processing if iron was low, intending to use pure jivolite+saphirite sorting). I set up the beginnings of our oil processing to get some hydrofluoric acid going. This also solved any sulfuric acid problem we might have had, tanks are storing 100k of the stuff.
Whomever set up our ore processing forgot to include crontinium, without that we have no silver which we need to get our hydrofluoric acid through catalysts. I did a bit by hand to get our mining started again but it obviously needs to be automated. Iron is kind of OK at the moment but steel production is dreadful. Setting up a leaching plant processing stage before sorting would also work in place of crontinium. We could also consider setting up a Nodule->Manganese farm, since Manganese doubles the efficiency of both Iron and Steel. Got a good location for it just west of of the furnaces beside the water.
Enemies are becoming a bitch, we need some higher turret densities. Mk2 Laser Turrets would also help. Alternatively, since we have logistics pretty much everywhere we could blueprint 2 to 3 flamethrower turrets with a barrelling pump and let the bots take care of supply. We have a fuck ton of byproducts usable for flamethrowers or fueling boilers, we'll need to flare it pretty quickly if we aren't using it.
On the bright side, the main base now supplies mk2 electric poles and assembly machine 4s. More efficient stuff should help keep pollution down. Next thing I'm going to do is upgrade us to mk3 mining drills which are around 10-20% more efficient.
7bc435 No.14276610
>>14275296
Also, I un-spaghetti-fied our furnaces and casting setup. We should be able to handle all plate creation in these, and we'll be able to easily have circuits controlling which recipe we want to run based on resource amounts
62bac5 No.14276710
>>14275296
>forgot to include crontinium
Didn't forget it, just didn't get around to it, same for Bobmonium
7bc435 No.14276812
>>14276710
I think Bobmonium is ignore-able, everything we get from it we can get elsewhere. Though I'm not sure if infinite mining of it is easier than the other sources.
ce22d5 No.14276834
>>14276610
that screenshot required adjustable inserters
7bc435 No.14276850
b67e53 No.14276879
>>14276850
Adjusting the inserters. For some reason they picked a setup that required near inserters.
7bc435 No.14276908
>>14276879
Oh right, for the near plates. When I think adjustable inserters I think the ridiculous 3N3W to 1S2E stuff. you should see the max compressed bot-fed assembly line
Technically the layout would be doable just fine without them, it would look like the steel/brass line
8ab84d No.14276944
>>14276908
I play with adjustable inserters, but limit my use of them as much as I can. Near inserters I use with no guilt or remorse, that feature should be in vanilla. 90 degree turns is less desirable, but I still use it sometimes. I just don't see how more flexible inserters are a bad thing, when bots and filter splitters exist.
ce22d5 No.14277067
>>14276944
90° turns are only really useful when doing miniature cells around a single silo or warehouse, but then theyre fucking great because youre always one or 2 fabricator spaces short of making it self-contained
7deed4 No.14277823
>>14276610
What's your steam name so I can spectate this shit, due to circumstances my computer is in limbo and I'm delegated to shitstream watching
7bc435 No.14278337
>>14277823
Sorry, don't use steam.
278947 No.14280683
This is fucked up. I've been exploring for like half an hour, and found ONE crotinnium patch, under 1 million. Mind you, this is a rail world with default RSO settings, at this distance from the base, it should be around 2 million. I haven't explored north and west, but even the fact that in all of the south and east, this is the only patch so far is really fucked up.
7bc435 No.14280803
>>14280683
Well you don't really *need* crotinnium.
I'm guessing you used high water settings? Water gets generated after resources AFAIK, so it's highly likely your water spawned ontop of some other deposits and killed them.
278947 No.14280832
>>14280803
I'm guessing that's what happened. Also, I kinda want crotinnium because default sorting a shit later on. I want to use direct ore sorting, at least for iron and copper, since I will need metric tons of them.
7bc435 No.14280933
State of the MP base update:
All of the mining/crushing/sorting is proceeding at full speed. Hydrofluoric Acid is no longer bottlenecking us. We currently have a huge Tin deficiency due to the Stiratite process shutting off, turns out we now need multiple clarifiers to get rid of sulfuric waste water in order to not get backed up. We could get Bobmonium, but I think the Tin will sort itself out now that its fixed and we're doing Tin Pellets, so I'll let it sit. Saphirite is now at the purified stage (well 50% of it is) thanks to titanium.
Assembly/Casting is pretty much filled, turns out lots of the furnaces aren't needed but they'll be there in case we need more of anything. Everything is labeled and there's an Alert for low quantity of any resource. I've gone ahead and disconnected it from the main logistics grid in order to not confuse the bots (same for the sorting and for the west half of the defenses).
Our assemblers have mid/high tier stuff ready. We've got express inserters, we've got electric pole mk3s, we've got assembling machine 5s, we've got the final electronics assembling machine, which has a massive 4 crafting speed (also 6 module slots because bob says fuck balance). Modules are fairly ready to be researched but I'm waiting for them to be nerfed since if we put them in now we'll get ridiculous 200% production bonuses in everything. We've also got the grinding/polishing stuff for gemstones ready, just need to truck the geodes over and we can go straight from Laser Turret Mk1s to Laser Turret Mk4s.
Petrochem is expanded and now working both Multi Phase Oil and Natural Gas, getting more than enough of everything. I like the nice interlaced colors up top.
>>14280832
Trust me, you won't need direct sorting for copper. For most of the game you probably won't even want stiratite for copper, saphirite alone will produce enough as a byproduct.
1bb3eb No.14281733
>>14277823
>steam has the capability of recording your screen your webcams and your microphone at anytime and sending it to steam servers.
62bac5 No.14281998
278947 No.14282268
>>14280933
I know I will. When I last played in MP with some friends, we had to set up an area specifically to process copper, in addition to iron. Not as much, but still in significant amounts. Not to mention, saphirite won't produce enough of a byproduct because once I set up direct iron sorting, most of the saphirite will go towards that.
278947 No.14283384
>Programmable vehicles now shows the route the AI takes
Thank god. Please ignore the spaghetti, I am still researching crucial tech for rebuilding my base from scratch.
ce22d5 No.14283449
>>14283384
wait why the fugg is the truck so hueg
278947 No.14283574
>>14283449
It's a hauler, an AAI vehicle. They're huge, and have huge guts inventory.
ce22d5 No.14283642
>>14283574
nigga I know but when I was using AAI they were as large as a tank, not as large as 2 fucking fabricators
e5644d No.14284062
>>14239631
Mods file now returning a 404.
7bc435 No.14284363
>>14282268
What were you making to use so much copper?
Purified Saphirite alone gives 2 Copper for every 3 Iron. Doing Stiratite still makes sense for some of the trace ores you get, but I've always treated Copper as basically a waste resource that will take up space. Usually I don't even do the ore processing steps.
278947 No.14284411
>>14284363
I've changed my plans a bit. Going to use Ferrous sorting to get the iron I need. Yes, it's a bit more hassle to set up than the pre-catalyst direct iron sorting, but at the same time, I avoid having to use catalysts, while getting massive amounts of iron (and manganese, which can be converted into more iron or steel) at a 1:1 ratio.
7bc435 No.14284777
>>14284411
Hmm, is Ferrous sorting a new thing? I seem to remember manganese being only obtainable through Nodules. Looks way better than "direct" sorting. Manganese is a great Ore to stockpile, and Rubyte you always have excess of.
9613a6 No.14284846
>>14284062
>Mods file now returning a 404.
this
>>14276610
you can control recepies with circuits?
>>14275296
>Whomever set up our ore processing forgot to include crontinium
less forget and more 'wtf am i doin' that mod set is pretty crazy. to do one thing you gotta do 10 other things. its annoying to figure out on the fly.
278947 No.14284874
>>14284777
As far as I can tell, it's a very recent addition. There's also Cupric sorting, which is also pretty good, as it produces copper and tin in equal quantities - a perfect recipe for bronze or tinned copper wire. Or you can redirect part of tin to solder production.
62bac5 No.14284911
7bc435 No.14284920
>>14284846
>you can control recepies with circuits?
Not that I know of, but you can have separate machines doing different things and have the inserters only fuel them when you have the right material. Since they are all located in the same line it's very quick and painless to see what is running low/excess and alternate between what is used.
Previous setup had machines all over the place so if you wanted to switch a recipe you'd need to spaghetti belt the new resource through several screens of spaghetti.
278947 No.14284935
>>14284920
What I am wondering about is whether it's possible to somehow detect how full a belt is. Not whether it's backed up, but how many resources are on it either during a set moment, or on average.
7bc435 No.14285020
>>14284935
You can wire the whole length of the belt and add it together.
Otherwise you can set up a fairly complex counter that tracks inserters to count the number of items placed on a belt and the number picked up. Obviously fails if someone hoovers up stuff on their own though.
278947 No.14285035
>>14285020
I was thinking of setting up a belt-length counter. It's very clunky, though, and requires a good length of belt that is not actively added to or removed from, for accuracy. I think I could set up a memory cell of sorts to calculate throughput for the past 5 seconds.
7bc435 No.14285600
Got Gemstones set up. It's not perfect (gems are produced in uneven quantities so ruby backs up everything else), but it will work.
Also got Laser Turret mk4s (+3 range and almost +200% damage). Currently we only produce the Lithium Ion batteries necessary to make them in trace quantities, so they are coming out slow. Next up is to get the batteries them to the mass-production stage, at which point we'll also be able to finish up all of the remaining science.
642e35 No.14285791
>>14284911
You sho bout dat?
62bac5 No.14287120
>>14285791
"Additional required mods"
as in, all that shit, plus Helmod. Plus EasyCopy >>14272711
The main modpack is >>14239084
7bc435 No.14289099
Server's desyncing on connect again.
62bac5 No.14289160
7bc435 No.14289759
MP base highlights today:
- Twh got modules online, we're at prod 2 (+10% each)
- Ore sorting has been streamlined and simplified. All you have to do is input at the top and it will go to the right warehouse.
- Bobmonium is being mined. We've stopped at basic processing since we mostly just need tin. Rubyte has run out, but we don't need more for a while
- Research is now production-module boosted and shifted to the bot assembly area. We have all but space science produced (in limited qualities for yellow) and lab 2s have 4 module slots.
d47ce8 No.14289939
>>14251161
Is Alpha Centauri still worth playing? I looked at it and it looked like shit, I'd rather play Civ:BE or something.
8b9bfd No.14289953
>>14289939
It looks like shit but it delivers on gameplay, story, and atmosphere in spades. After a while you don't even care about the graphics.
9613a6 No.14289955
>>14289939
>Is Alpha Centauri still worth playing?
7bc435 No.14289970
>>14289939
Still by far the best Civ gameplay. Get PRACX so you can play it in a better resolution. It's here>>14256851 on the left, still looks alright IMO.
>Civ:BE
Better off masturbating with sandpaper than that.
d47ce8 No.14290028
>>14289955
>>14289953
>>14289970
I get bored every time I try it. A mind worm kills my scout and it's just not fun.
8b9bfd No.14290040
>>14290028
Play Deirdre. Make the mind worms your pets.
7bc435 No.14290084
>>14290028
As long as you are the attacker you'll almost always win.
Don't try to walk in fungus without backup early game. If you must because it blocks you, dedicate a unit to hold position on the fungus, it'll ensure other units can always walk through the square its on.
9613a6 No.14290161
servers getting desynchs, btw.
d47ce8 No.14290384
>>14290040
>>14290084
I dunno, I've just kinda accepted that it's an old game, past its prime, and just not that good anymore. Kinda like the Beatles. Whatever made it good or unique in its heyday has since been copied and even improved upon by everyone since, so looking at it now it kinda sucks.
7bc435 No.14290418
>>14290384
No other 4x game has terraforming. Social Engineering is still better than comparable systems in other games. The unit workshop is among the best. Other games have nowhere near the characterization.
It's still easily tied with Civ 4 for best in genre. Civ 5 and 6 are casualized to hell and back..
7bc435 No.14290426
>>14290161
Server owner should try upgrading Factorio and all mods to the latest version and see if it fixes these problems.
If someone knows how to inspect the desync dump and figure out what the problem is that would help too. If updating doesn't fix it we can try looking for help in the mod forums.
9613a6 No.14290439
>>14290426
is prolly one of those mods.
i think the planner thingy causes server lag too.
d47ce8 No.14290646
>>14290418
It just feels lifeless, old, and stale. It's no good, maybe never was.
8b9bfd No.14290692
>>14290646
>It just feels lifeless, old, and stale.
This is how I feel playing nu-Civ games and their clones. Everything is dull and plastic and shallow.
278947 No.14292277
>>14290418
To be fair, Fall from Heaven 2 also has terraforming. Magic-based, but still.
62bac5 No.14292346
>>14239084
Server has been updated to 0.16.22
Helmod has been disabled since no one's using it as far as I know, so you don't need >>14284911 anymore.
If the desyncs continue, please post detailed info on when it occurred, if anything significant was happening, ie. placing some block, driving in a certain place, xenos attacking.
278947 No.14292823
It's a thing of beauty when the setup you've been planning for ages works perfectly.
8cee37 No.14292870
>tfw no fucktorio where you build planet wide fully automated rape dungeons
;_;
7bc435 No.14293537
>>14292346
So far all desyncs I've had have never been when trying to do something in-game, it's when trying to enter the server.
It's like some mod isn't set up to properly send its state to the players in the first place.
7bc435 No.14294872
MP base has entered the nuclear age! Still needs to scale up a bit to meet our full power needs but the circuitry all works fine.
Research is also now pretty well finished. I churned through a few dozen small techs very quickly on auto research.
Our current bottleneck is actually…. crushed stone! I'm thinking we'll just set up some washing plants for geodes. Copper is also backing up hard. I'm wondering whether we should redo everything to direct ore sort based on demand since Stiratite sorting is turned off when we have excess but we still need the byproducts.
278947 No.14295746
>>14294872
Just be aware, the catalysts for direct sorting will also bottleneck on crushed stone. You need a whole lot more stone per catalyst than I expected, just what you get from crushing for it won't be enough. However, if you go ferrous ore sorting (stage 1), and use iron + manganese ore for iron production, you will have a bunch of leftover crushed stone, since that does not require catalysts.
7bc435 No.14296504
>>14295746
I ended up just using Electrolysers to mine free slag and crush it into stone. It's nice, simple, easy to scale indefinitely. Expensive on power but the MP base is at the point where power is free.
On the direct sorting note, here's my proposed blueprint. Right side all uses the same liquids, so it's easy to smash them together. With speed module 2s most of this equipment is operating at around 4000% normal speed. Also direct sorting lets you get Fluorite Ore which means our Hydrofluoric Acid no longer bottlenecks us. In theory this all would require around 130 MW to run but there's no way we'll need 100% uptime before we're researching hyperspace.
7bc435 No.14296581
>>14296504
>>14295746
Although now that I look at it, Ferrous ore sorting looks so incredibly simple and easy that I might as well modify my design to use it.
I remember jivolite/saphirite to iron used to not require catalysts. I assumed Angel wanted to nerf it, but replacing it with Ferrous which is basically the same (if not better, less hard to mine jivolite needed) kind of defeats the purpose of the nerf.
278947 No.14298429
Trying to come up with a decent setup for ferrous to iron copypastable layout. This is what I have so far. I don't have robots yet (and won't have for a while), so no roboports. I also didn't include processing or pellet making, for two main reasons: I don't have the blue science to research all the relevant tech, and there's also the fact that manganese processing is a BITCH. You need chemical furnaces, sulfuric acid and all that other shit, while my idea is to set up a system that is self-contained and requires only the input of the bare minimum ores and coal.
The setup should output 80% of a blue belt of iron when all machines and belts are upgraded to the necessary levels. This is without modules.
7bc435 No.14299035
>>14298429
There's no real reason you have to have all of this together. An Ore Bus is a good idea.
Iron processing and pellet making is dead simple, you should at least be doing that. 200% efficiency is no joke, it's like you don't even need the manganese half.
278947 No.14299163
>>14299035
And yet there is no reason to separate it either. And what should I do with all the leftover manganese? Incinerate it? As it is, the current setup converts crushed stone into iron plates at a 1:1 ratio. If I eliminated manganese and went for pellets + processed, I'd still be getting a 1:1 ratio, except I'd quickly back up on manganese, since iron (and steel after advanced steel 2) are the only big consumers of manganese. If I set up direct sorting, I'd need mineral catalysts, and fuck that. If I used old fashioned sorting, I'd AT BEST be getting a 1:1 ratio, with a side dish of other ores and slag.
I might eventually redesign it to process and turn into pellets both iron and manganese, but until I have a stable running supply of sulfuric acid (I don't), I can't do that. Also, I don't have blue science, because for the last god knows how many hours I've been setting up ore processing.
7bc435 No.14299615
>>14299163
Obviously manganese can always be useful for Steel. Other ores are eventually useful (copper from Saphirite alone is enough to not need to mine Stiritite for a long time). Slag is useful to crush into crushed stone.
Just buffer everything by throwing it into warehouses. You'll find a use for virtually everything eventually. Like in our silly spaghetti MP base >>14289759 .The only problem we have is an excess of Copper, but that's more because we've been doing too much Stiritite.
278947 No.14299633
>>14299615
To be honest, I just want to get my shit up and running ASAP. This setup is going to give me 4 full belts of iron right off the bat, which I can do with what I please. Right now I am working on a waste processing station for the trains upon trains of crushed stone, slag, geodes and sulfuric/fluoric waste water in my near future.
62bac5 No.14300325
>>14299615
We could dispose of copper in molten form, or just set up an additional striate line that produces less copper but still puts out the cobalt and whatever
7bc435 No.14301266
Direct sorting setup is finished. The only issue currently is that we ran out of stiratite, which we need for about half the ores (and for fluoric acid that we use to mine jivolite). There's no infinite source of stiratite inside the base borders AFAIK, so we need to expand north a bit. I did get a rubyte mine set up, it's only mining non-infinite atm but we produce nitric acid at the direct sorter so it's just a matter of getting it over there once we run out of non-infinite ore.
>>14300325
Technically we don't need stiratite at all any more… except for the direct sorting. Ironic that as soon as we actually need it, we don't have it any more.
278947 No.14301892
Shit's finally up and running. Feels good man.
278947 No.14303913
So I want to eliminate at least 1 ore sorting, but not sure which. I get plenty of iron via ferrous sorting, which means I am not as dependent on jivolite and saphirite as usual. At the same time, I want to eliminate one of the ores that requires an exotic type of acid - jivolite being candidate #1 because fuck fluoric crystals. I obviously need at least 1 of each ore, so I can't eliminate, say, jivolite and crotinnium simultaneously (even though I want to get rid of both), because then I don't have silver.
Ideas?
62bac5 No.14304080
>>14303913
Jivolite's mining fluid is produced for itself if you're on tier 2 processing, from waste water. Later when you deplete the infinite ore and get sub-100% yields you're gonna need productivity modules
278947 No.14304265
>>14304080
I've done calculations (and experienced first-hand) that, at least if productivity modules are not involved, the fluoric waste water loop is not self-sustaining. You need approximately twice as much waste water as what's produced from the refining chain if you want it to be self-sustaining. Also, I don't use infinite ores.
Pic related, as you can see, for every 2 jivolite crystals produced, you need 1 extra fluorite crystal, for example, made from mineral sludge or elsewhere.
62bac5 No.14310763
>>14304265
It's 1 HF/mining op, and you get 50 hydrofluoric acid per 5 fluorite, which is made from 500 waste water, which comes from refining 20 ore, it should be self-sustaining; at least that's how it is on the server. Probably.
7bc435 No.14311915
MP Base is prepping the rocket.
Also I have an aircraft with 10 afterburners that goes uncontrollably fast.
>>14304265
>>14310763
I've read somewhere that the yield % matters, at over 100% you'll get more than 1 ore per acid and at under 100% you'll get less. Not sure if true.
In any case the MP base was kind of off and on on HF on its own, it needed an input from cracking acid gas. Now we're just direct sorting fluoric ore and using that as a backup.
7bc435 No.14312680
https://www.factorio.com/blog/post/fff-228
Laser Turrets look great. All we need are laser walls to roleplay as NOD
7bc435 No.14313641
MP Server is desyncing again.
f4f3d8 No.14315262
>Start setting up this elaborate system of sorting the ores post-sorting (Ironic, I know)
>Realize that all my problems can be solved with filter splitters
Gonna redo the whole mess up above the sorting faciliies (It's belt spaghetti right now) when I get home. Gotta figure out a way to deal with warehouses maxing out on a resource, though, that can easily back up a belt. Maybe I'll just incinerate the less useful ores if I have more than ~3 warehouses of them.
edadee No.14315268
Quickly, post how many trains you're using
>35
f4f3d8 No.14315270
>>14315268
About 10-12 right now. Will expand to 30ish once I set up a network for every kind of ingot. I mostly intend to transport ingots to destination, and make the relevant plates at destination.
dee954 No.14315273
>>14315268
I beat the game with two, only one of which was automatic.
bec82e No.14315276
>>14312680
I don't like this, one of the main advantages of gun turrets was that they didn't have bullet travel time.
01ca98 No.14315277
>>14315262
you fix the warehouse issue by using more warehouses
use a warehouse per metal ore and then x4 as much for iron/coppa
this is the bit where you install loaders mod if you dont have them yet
f4f3d8 No.14315288
>>14315277
I use miniloaders, and not for their small footprint. I use them mostly to load/unload trains and do some heavy duty loading/unloading, like pic related (the crushed stone warehouses on the right). Also, no matter how many warehouses you add, eventually you are going to run into a problem of overabundance. Do you really need 10 million cobalt ore? 20 million nickel? Most bob ores are actually used in rather trace amounts, namely tungsten, cobalt, nickel, aluminium, zinc. Yes, they are in high demand when you are building or upgrading, but they aren't used in continuous recipes like science production (I guess cobalt kinda classifies as that, for cobalt lithium oxide).
b36881 No.14315298
>>14312680
>Laser turrets won't have a armor cover anymore because of muh visual distinction
>but it will have the same amount of hitpoints it previously had which is more than the gun turret
Yes great job developers, instead of bothering coming up with new design you just reuse a older model that you had which was visible in the technology tree.
01ca98 No.14315299
>>14315288
high tech sorting should not be your primary source of ores, ore mixing recipies should
you got ferromix and cupric mix in the newer versions thar are a low tech source for iron and copper, and you got mid-tech catalyst mixes for individual metals
mainline refining should only be used to complement the mats you cant get through mixing
f4f3d8 No.14315313
>>14315299
I will eventually set up ore mixing, but I just hate dealing with catalysts. This is the main reason I set up ferrous to iron mixing, I'd rather transport in rubyte than set up a mineral catalyst production chain. Also, mineral catalysts are surprisingly stone-demanding, by my calculations it's very easy to run out of crushed stone if using only direct sorting. You need to supplement it with either traditional sorting, or ferrous/cupric sorting, if you want to have enough stone.
01ca98 No.14315335
>>14315313
its not an either or situation, you will have to use direct sorting ON TOP of ore mixing
its just that you cant use direct sorting ALONE if you want efficiency
d82be0 No.14315347
Does anyone have the linux mega for the game?
f4f3d8 No.14315352
>>14315335
No, of course not. The difficulty is in the balancing. How much of each style do I add? Right now, I have a ferrous setup that pumps out 4 yellow belts of iron (and has the capacity to pump out 4 blue belts if fully upgraded). At the same time, I am setting up classic sorting for 5 of the 6 ores minus jivolite, because fuck jivolite leaching. 4 sorters per ore, which is not a lot, but will output assorted ores at a total of 36/s per base ore when fully upgraded. I was considering making cupric mixing, but I'm not sure if I need that much copper and tin ore, figuring classic sorting should be enough. And then there's the sulfuric acid required to produce catalysts. Right now I am producing a large surplus of sulfuric acid thanks to coal washing and floatation combined. But once I start making catalysts and leaching ore, that shit will drain in minutes. Sulfuric acid is my personal bane in angel's + bob's.
01ca98 No.14315379
>>14315352
>sulfuric is hard
theres so many ways to get sulfuric its not even funny
>but I'm not sure if I need that much copper and tin ore
you do, you can feed copper and tin into a strandcaster to shit out tin wire coils directly, and as it happens tin wire is used in electronic boards
f4f3d8 No.14315393
>>14315379
>theres so many ways to get sulfuric its not even funny
There are more consumers than producers. But yeah, it's not hard, I just have a personal grief wit hit.
>you do, you can feed copper and tin into a strandcaster to shit out tin wire coils directly, and as it happens tin wire is used in electronic boards
Yeah, I know, but do I really need blue belts worth of tinned copper wire?
7bc435 No.14315961
>>14315352
Yeah, I wouldn't worry about Copper/Tin from Cupric much. Copper is virtually always in excess and while Tin can run dry there are alternative smelting recipes to fall back on.
A big factor is whether you plan to use Modules. If so then you can essentially get infinite Oil/Gas from pumpjacks that flood you with sulfuric and hydrofluoric acid very easily, only needing level 2/3 speed modules and beacons.
01ca98 No.14320985
>>14315393
I aint sure about blue belts but it really depends on the scale of your autism
278947 No.14321132
>>14320985
I've completed my waste processing plant, so now I can always use direct sorting to get the shit I'm lacking.
7bc435 No.14321251
>>14315393
>>14320985
You could do it for the belt compression. Making a 50/50 tin/copper coil belt is equivalent to 2 belts of tin wire and 2 belts of copper wire but much simpler to route and handle. It's also potentially quicker since often the bottleneck is how quickly inserters can pull items off the belt to dump them in the assemblers, the coils will be 4x as efficient here.
7bc435 No.14335544
Got the Artillery train on patrol of the perimeter. Turns out Bob's adds a way to increase artillery damage, we one-shot most things now. With our range upgrades it's a pretty huge rape zone. It's kind of a dumb script but it loads up on 500 artillery shells and goes around the perimeter in order until it runs out of ammo or things to destroy.
Otherwise we're pretty much just optimizing throughputs and launching rockets/doing research. The base is starting to lag quite a bit. Plans to speed things up include: cleaning up biters, optimizing some fluid routing, using mk5 bots (so we need less), and deconstructing old crap.
I did take us up to module 4s since they are needed for some fairly important equipment. Beyond mk3 suits and mk2 fusion power things get kind of superfluous but those really help.
cd5885 No.14335770
find a flaw
protip: you cannot
01ca98 No.14335776
7bc435 No.14335835
>>14335770
Do you just manually pick stuff up from boxes and distribute it?
You should utilize braided belts as a main bus. A 2-wide stretch would support 12 different lanes of goods.
b67e53 No.14336458
>>14335770
Underground belt compression is obsolete.
c9583f No.14336575
>>14335770
Theres no swastika.
cd5885 No.14336586
>>14335835
>main bus
There's just no good time for it.
3 miners + 2 belts is 11 out of 12 rows; so is 2 furnaces + 4 inserters + 3 belts; so is 3 boilers + water + coal. And the 12th row is reserved for local spaghetti and preserving my sanity.
Making room for a bus is a non-negligible cost in terms of production and/or horizontal space and effort, which is at a premium early on. And the other resources are fuck you distances away, so I need to transition to rail to get them at which point it's obsolete anyway.
>>14336458
old version
didn't notice some kind anon had posted .16 until today
cd5885 No.14339581
>>14336458
>switch to .16
>water pumps can't be placed on map edge
>new mapgen won't even try to make something playable for thin maps anyway
278947 No.14340157
>>14340059
This happened on previous versions as well.
6af2c2 No.14342280
New map gen is total crap. I have been completely unable to get an interesting peninsula start
7bc435 No.14344721
>>14342280
Try lowering the size of the starting area. It's forced to be flat land.
8b9bfd No.14347197
>>14344721
>Try lowering the size of the starting area.
I didn't know they let Biters post on 8ch.
6af2c2 No.14348249
>>14344721
I've cranked it down until I get attacked right off the bat. In fact, thats how I usually play
d9dcfa No.14352251
>>14350846
lol
newfag here. is this server up only at certain times?
d9dcfa No.14352303
>>14352251
nevermind i managed to figure it out
d9dcfa No.14352438
tried reading the desync report but its all greek to me.
7bc435 No.14352682
>>14352438
It's not you, server needs to be restarted every so often to avoid constant desyncs. No one else can figure out the problem either.
d9dcfa No.14352854
>>14352682
from what i now understand. all these mods can get really server intensive. unless OP is running a super computer or something i think we are just shit out of luck. at least thats what i think
8b9bfd No.14353189
Starting up a new map after taking a break for a few weeks. I finally understand what the main bus is and how useful it makes getting a factory laid out, but the fact that I've got better patterns now means I'm shitting out so much pollution that biters are constantly on my ass.
Is there really no other "meta" for defense than setting up a belt of ammo around your entire factory? It's all so tedious.
01ca98 No.14353435
>>14353189
the meta is to clear out buggers before the pollution can reach them
if you cant be assed removing them personally, install AAI and send small vehicle squads out
23e854 No.14353725
I just started trying to play this. I feel sufficiently retarded.
7bc435 No.14353956
>>14353189
Laser turrets, m8.
And yes, as >>14353435 says, if pollution doesn't reach the spawners they won't spawn attack groups. They will spawn expansion groups once in a while but those are much rarer than attack groups from spawners doused in pollution.
b67e53 No.14358819
So, latest patch makes belts and also inserters magically compress like undies used to do. To be honest, I think it's balls since it removes an element of complexity, but megabase poopsockers will probably be happy.
7bc435 No.14359455
>>14358819
TBH all the other methods of compression didn't really add anything
>undergrounds
Was an exploit and didn't increase complexity at all, it decreased it since undergrounds were more easy to fit in. Since this was the default compression method for a long time replacing it with compression on normal belts shouldn't matter.
>side loading
Well it's back now. It used to not fully compress and now it does, so good?
>splitter combining
Was kind of just tedious bullshit. The running a double output line everywhere just didn't look good.
>circuit bullshit
Autism on a level never before seen.
Megabase fags are just spamming robots to transport everything, doesn't mean shit to them.
01ca98 No.14359622
>>14358819
>>14359455
some of us play needlessly complicated mods where quadbelting into a single product is the norm
I see a lot what I could do with filter splitters
2ecd08 No.14360734
>mfw no agriculture
>you can't destroy xenos bases to take their arable soil and farm crops
>you can't process said crops into flours and other food stuffs
>you can't use said foodstuffs to produce more advanced foodstuffs, which you can feed to domesticated (read: sissified) Xenos, so you can farm them for Xenos organs and meat
>you can't ride a genetically engineered and cybernetically augmented Xenos biter/spitter combo into battle like it was a hivemind controlled Tyrannid
>you can't feed armies of domesticated xenos to transport iron ore from your miners to your smelters
SO MUCH WASTED POTENTIAL
de4d22 No.14360938
>>14360734
I feel like farming would be really cool. I was driving across australia and seeing the ludicrously massive fields was really cool, and factorio doesn't really have anything the same kind of raw space requirement.
Also everybody should own a breadmaker, or I guess cook it yourself if you're a poorfag.
de4d22 No.14360940
>>14360895
>Isn't there a pretty robust mod api
It's SHIT
But you could make a farming mod, but I don't see what you could use the food for.
b67e53 No.14360978
>>14360938
>I feel like farming would be really cool. I was driving across australia and seeing the ludicrously massive fields was really cool, and factorio doesn't really have anything the same kind of raw space requirement.
Solar panels come close.
2fe894 No.14361106
>>14360734
You could use the food and domesticated Xneno's to support a Rimworld style colony which can't be too close to the factory bc fumes an shit.
de4d22 No.14361158
>>14360978
But solar panels don't do anything.
b36881 No.14361179
>>14360895
>The game is written in lua
It is already possible to make your own farming structures and items, as this anon pointed out: >>14360940 without any lua scripting you wouldn't be able to do much with it, of course you could make a recipe that requires food in order to "work" for a nigger cattle herding structure as a example, but then you wouldn't introduce any new mechanic. I mean you could make it so that the player needs food in order to survive but it will be hard to balance either it will be too easy which makes it a useless time-sink chore or it will be too hard, which distracts from the main goal of this game of building automated bases.
2ecd08 No.14361239
>>14360940
Feeding domesticated Xenos, which are born after incubating robbed Xenos eggs in an incubator, which requires warm heavy oils, sugar water, and vitamin tablets.
Sugar water is created by mixing water and sugar in a chemical plant, while vitamin tablets are made from petrol, coal and salt. Salt is generated by boiling salt water, which will be a new resource.
Arable land needs normal water for farming though, so you may need to pump fresh water through the desert, or have water delivery trains running to some far away place.
God I want to make this now. The game is made in C IIRC, and I have some experience with that, so I may actually be able to, but I am also a lazy shithead on top.
b67e53 No.14361276
>>14361239
The game is in sepples but the mod API is in Lua.
278947 No.14361618
>>14361158
There's Angel's Bioprocessing, but farming there is kind of autistic and clunky. It's a decent substitute to petrochem products, though.
51306f No.14362473
i just got this recently
if i kill all the alien nests within the pollution zones does that mean i wont get attacked anymore? I cleared out all the shit near my base and things got boring quickly.
b37160 No.14362516
>>14362473
They will try to expand into your territory periodically, I think by default it's random between 10-60 minutes or something like that, for each one expansion attempt.
e05615 No.14362558
>>14315298
Next patch: laser turret health halved.
You earned this.
e05615 No.14362690
>>14315276
faster than light bullets?
51306f No.14362721
>>14362516
oh cool. I thought some bases were getting closer but i wasnt sure if that was just me misremembering where they were.
b36881 No.14363166
>>14362558
M-mods will fix it!
7bc435 No.14363828
6 hours in Xander mod and I'm just now starting to automate Iron shit.
Spawned myself on an island with no biters to figure things out. I have Rampant on so as soon as I need to expand it'll involve (((fun))).
Also can I point out the greatest mod ever that no one has mentioned? Lighted Electric Poles looks great at night.
01ca98 No.14364017
>>14363828
>xander mod
why not just go full masochism and use angels
b9e119 No.14364075
WHY HAVEN'T YOU STARTED YOUR MAIN BUS YET ANON?
7bc435 No.14364130
>>14364017
Angels is easy mode compared to Xander.
277843 No.14364392
>>14364337
>>14364075
>boring, ugly straight lines
spaghetti with everything bunched up into one huge mess of a factory is where true aesthetics lie my good fellows
b9e119 No.14364449
>>14364337
The God of Main Bus smiles on thee anon
8b9bfd No.14364733
>>14364392
Aesthetics won't purge the planet of xenos.
9b9f3a No.14365668
First time playing.
This is what happened when I tried upgrading my labs from red packs to green one's.
How did I do?
I'm actually loving how spaghetti it gets. I plan to never optimize and simply let the unorganized mess grow like a tumour. Gonna make for some nice visuals I bet.
01ca98 No.14365687
>>14365668
press Alt and then make a screencap you niglet
9b9f3a No.14365693
>>14365687
Yeah, I remembered that afterwards.
This one should help.
Coal is delivered by hand since I don't seem to run out of it that fast yet.
b9e119 No.14365728
>>14365668
>>14365693
Use blueprints until you get the hand of making your own autistic designs is my advice.
Fuck even just use blueprints period. It speeds up gameplay and helps you keep pace with bug evolution.
9b9f3a No.14365752
>>14365728
I haven't seen bugs. How would blueprints help?
From what I gather, I just design modular stuff that I might want to repeat later, right?
I'd still have to design it first, and I'm at that stage of the game where everything is new and strange. For now, I'll just keep tacking shit on it, slapping more mines when the raw resources start to run out and see what happens.
Pretty sure I'm gonna be overwhelmed with bitters rather quickly, but that's why I'm going to invest in military stuff everytime I can.
01ca98 No.14365783
>>14365693
spaghetti/10
put all your furnaces in the same spot
put down at least 12 drills
create a central bus to produce from because the earlier you start developing the habit of producing from one the better
>>14365728
>using other peoples blueprints
what a pleb
its part of the fun to figure out optimized setups
9b9f3a No.14365803
>>14365783
But how do you get shit from that central bus to other production lines?
Say I have a gigantic bus with Iron, Copper, Coal and Stone passing through it.
Do I just use Filter Inserters? That shit costs a lot of power compared to normal filters.
Or do I just make a separate bus for each resource?
b67e53 No.14366029
>>14365668
>that one lab that doesn't get fed
>>14365803
Usually people do something like this, with production lines for intermediates perpendicular to the main bus. It works alright for the first half of the game and it's easy to expand as you go.
01ca98 No.14366071
>>14365803
a basic bitch bus has 2 belts for everything so you can balance them out with a splitter to account for compression loss, in arrangements of 4 so you can fork easily
a proper bus has 4 per basic metals, 2 for steel and everything else, again in bundles of 4 for easy forking
if you make a bus line to thicc you will have trouble putting underground belts on or around it
autism-mods work a bit differently in that you dont have a central bus but instead a sorting bus that then supplies localized mini-buses, mostly by train, which are each as big as a vanilla central bus
b67e53 No.14366145
>>14366071
>a proper bus has 4 per basic metals
>2 for steel
That's overblown tbh unless you're making a billion solar panels or trying to launch a rocket with it. Most of your copper is going to become circuits anyway, and nothing else is going to eat steel in those numbers.
f7cebd No.14367005
>>14366071
> 2 belts for everything so you can balance them out with a splitter to account for compression loss
What.
Also: what do you put at the end of the bus?
Nothing?
51306f No.14367074
>>14367005
a hope chest for your dreams
f7cebd No.14367081
>>14367074
No thanks. It would be filled with metal plates gears and cables. I need that space for my hopes and dreams because I have a lot of those.
2ecd08 No.14367292
>>14365693
>feeding gears onto the iron belt
NEVER beltmix. Keep them pure, and if absolutely necessary put one ingredient on one side, and one on the other.
>feeding from smelters to chests
Just connect them up to the main iron belt. If you don't mix it with cogs then you don't have to worry about clogging it up with too much iron either.
>that copper loop
You obviously want to feed the copper wire production, and have it rejoin the copper belt, but why use a splitter for that? Either split it off and don't rejoin it, because the copper line will back up and then no more more will split off, or you just take copper straight from the copper line by moving your grabber to the north side of the assembler.
>coal delivery by hand
Set up a dedicated smelting array. You will need more iron/copper anyways, so slap down as many minders as you can on that deposit, then build a dedicated smelting array, where one coal line and one ore line (either one feeds via long arm inserter, or you beltmix coal and iron onto one belt) are feeding into the smelters on one side, and the other is purely iron/copper plates. This allows you to have some centralized smelting area where you only need to deliver one coal belt and won't have to worry about feeding them by hand.
f7cebd No.14367312
>>14367292
Same anon here.
The copper loop + belt spliter is because I was afraid the circuit production would take all the copper and leave none for the red science packs.
But then I realize that the solution is to add more mines since I only have one Copper Mine.
I think I get what you mean with the smelting array. But this was my first 3 hours with the game, mostly just exploring things.
When I get back home, I plan to start centralizing stuff.
One thing I'm thinking about and would like some guides/sugestions:
I see you can have 2 lines of products on a belt.
So if I had 2 belts going near the labs, I could feed them all 4 diferent science packs.
But to ensure I don't get a belt full of green packs or something like that, I'd need to make sure each line in each belt carries only one color. Any sugestions? I'm afraid I haven't explored enough in this field, but I did notive inserters tend to put products on the same side of the belt everytime.
b67e53 No.14367333
>>14367312
>. Any sugestions? I
f7cebd No.14367344
>>14367333
That seems an oddly simple solution to something I thought would be more complicated.
Then again, maybe I'm applying too much Dwarven logic to this game and deciding that anything not meeting a certain complexity/spaghetti quota means it's not being done right.
2ecd08 No.14367347
>>14367333 (checked)
>>14367312
Pretty much that. Also: each belt can hold 2 pure prouduct line, there are red, green, military, blue, production, high tech and space science packs for a total of 8 products.
You would need four belts to feed them all into the science array. Always plan ahead.
>>14367344 (checked)
Anything not so simple that a child could immediately figure it out is bad. Keep playing, you will soon see the light.
f7cebd No.14367350
>>14367347
Ah crap. I was thinking of placing 2 belts between two rows of labs. With inserters and long inserters, the labs could reach both belts.
But with 8, that means the oposite: a row of labs between 2 pairs of belts.
2ecd08 No.14367370
>>14367350
You can feed from one lab to the other. So in theory you can supply one lab and have another feed off that one.
Go figure out what that means.
8b9bfd No.14367373
>>14367370
>You can feed from one lab to the other.
See the christmas tree >>14364337
f7cebd No.14367421
>>14367373
Yeah, I just noticed. And I'm starting to think that might be usefull for other things aswell.
Then again, you lose the visual part. Seeing a large belt loaded with tiny bottles of "Science Stuff" really adds to the atmosphere.
9613a6 No.14370632
hmm.. i think the server needs some kind of incinerator mod to get rid of all the shit thats collected over time. the bobs/angels mod generates so much junk that's effectively useless by way of having processes that have multiple products. especially since there's no way to output exactly what you need.
for example, there's like a quarter milllion units of zinc in storage. also tons of sodium hydroxide that cant be used for anything useful. prolly gonna need to make some weird large logic circuit thing to manage everything next time.
mayhaps if you find a mod that works for that, pick one with some negative effects or gameplay having systems so it wont feel so cheaty..
01ca98 No.14370653
>>14365803
1. put shit in warehouse
2. nuke the warehouse
3. ???
4. profit!
9613a6 No.14370729
>>14370653
but can you automate it?
01ca98 No.14370750
4dfcb6 No.14370774
Are there any mods, or an option that I'm too stupid to notice, that let me see the electric network info as a HUD element?
9613a6 No.14370791
>>14370750
>alternatively update this mod to .16
heck, if i knew how to mod factorio i'd just roll my own. and probably some kind of complicated highly moddable robot drone thing for crafting/logistics/construction/battle also giant giant pilotable robits for extra weebery. also better and/or more biters.
i guess i can try to wrangle biters or something to do the warehouse destruction.
aac75d No.14370942
What are the most important quality of life mods for this version? I haven't touched factorio for about a year now, I think.
7bc435 No.14370955
>>14370632
Ore creation doesn't have byproducts since I circuited a bunch of direct production up (though there's been some problem with geodes backing up, need to figure out a balance). Zinc overproduction is a left over from before, you can configure the furnaces to use Zinc if you want to get rid of it.
Sodium Hydroxide can be belted over to the rocket fuel creation area and set as a higher priority than local.
1bb3eb No.14371170
>>14292346
is there a mega for .22? only .20 was posted
>>14239631
7bc435 No.14371303
>>14371170
We should probably just have a full update to .25 along with mods anyway.
8b9bfd No.14376854
I still don't really understand this rail signal shit. Can anybody who knows what the colors mean tell me if this is right? One train comes in from the north, one train comes in from the east, then they both leave the same way they came.
01ca98 No.14376977
>>14376854
jesus christ, keep the forms simple
the colors dont mean anything, they just indicate track segments determined by the signals
use chain signals going in a complex fork , crossing, or waiting rail
use normal signals on the exit points and everywhere where complex forks arent involved
9fc1d1 No.14390950
>>14371303
Server's updated to .16.25, I'm not sure if any mod updates would improve performance. About half the modpack would need to be updated. I could delete unused chunks, that might help somewhat until they are regenerated again, but I think at this point we just have so many things on the map that the server's performance inevitably takes a hit.
7bc435 No.14391715
>>14390950
Is it harder to update mods on a server mid-game or something? Running mods that are mis-matched to the version they are supposed to be on might not be great.
I doubt unused chunks would help, they'd just be respawned fairly quickly. That's mostly for situations where you relocate your base a hundred miles away and want to delete everything you crossed over.
9fc1d1 No.14391801
>>14391715
I'd need to remake the whole base modpack and reupload it, which would take some time. It's not any harder than making it the first time, I just don't think it's worth bothering with if we're not likely to see a performance improvement. If anything, I should probably set up a daily restart.
7bc435 No.14391905
>>14391801
Do you think the desyncs are due to general performance problems or a mod causing problems? I assumed the latter, which an update might fix.
01ca98 No.14391952
>>14391905
>mods causing desync
if there was anthing to cause desync with the mods, the game wouldnt let you join in the first place
9fc1d1 No.14392004
>>14391905
It's definitely the mods, but I'd be surprised if the update fixed the issue. Actually, if you want to get the updated mods and replace them in the current modpack as fit, then upload a new rar with the whole folder to mega, I'll apply it
>>14391952
It's not that kind of desync
8b9bfd No.14392349
>>14376977
Okay so the way it works is every colored section on the track can support one train at a time?
b67e53 No.14392394
>>14392349
Pretty much. The signals wont let a train into a section where there's already another train, even if they couldn't possibly collide. Also the chain signals wont let a train pass if the next signal ahead is red.
1bb3eb No.14393186
3a0e4d No.14396529
1bb3eb No.14397323
8a649b No.14397486
I've run out of autism, I always get bored and quit when it's time to make green science. How do I become autistic enough to play this again?
01ca98 No.14398975
>>14397486
>I've run out of autism, I always get bored and quit when it's time to make green science.
>I've run out of autism
>green science
8b9bfd No.14399040
>>14397486
Play with trains. Trains are fun.
8b9bfd No.14399139
How many more red circuit makers will I need before these machines are fucking satisfied?
b67e53 No.14400244
>>14399139
They're getting to the end where you toss them in a chest so probably not more?
7bc435 No.14400787
>>14392004
>Actually, if you want to get the updated mods and replace them in the current modpack as fit, then upload a new rar with the whole folder to mega, I'll apply it.
Done: https://www.sendspace.com/file/zhywft
000000 No.14401196
WHY. It's not like there's a space for creativity or any events. Just pure soul crushing grind. It's like a job really.
8a649b No.14401342
>>14398975
I've "completed" the game several times, it's green science when I realize I need to do the exact same thing again that I've done so many times in the past.
>>14399040
Trains are past the level of technology that I get bored at. Plus it's a pain in the ass to set up train stops without personal roboport which is even further down the line.
01ca98 No.14401407
>>14401342
install mods then, thats what I did when I got bored with vanilla
cb0664 No.14401505
>>14367373
>I've been doing labs wrong for years
>fucking years
b67e53 No.14401649
>>14401505
>not putting beacons on your labs
b37160 No.14401670
>>14400787
Applied the mods to the server
>>14239084
You only need this modpack now:
https://www.sendspace.com/file/zhywft
51306f No.14404442
any mods that turn things into more of a deathworld?
85bd3e No.14404732
>>14399139
>How many more red circuit makers will I need
A shitton. More than for green circuits because they produce so damn slowly, even with modules or beacons. I think my last factory had 48.
It wasn't enough…
>>14401505
The easiest and simplest way to do things is always the wrong way in Factorio. You're supposed to coat the entire planet in giant loops and streams of belts whipping by thousands of items per second in every direction so you can see the full power of your autism.
8b9bfd No.14407940
>>14404732
>48
Well fug I should probably use a more efficient pattern. Also I've started to notice that just before a xeno nest sends out a branch colony group, there's lots of movement inside of the nest. Usually they sit still doing nothing like the worthless wastes of resources that they are, but occasionally they get restless even without pollution touching them.
Every time I see motion outside the cloud I purge the nest.
7bc435 No.14408345
01ca98 No.14408553
>>14407940
wait what are those turrent outposts, are they solar powered or just plain ol gun turrets?
why not just build a big beautiful wall with big beautiful holes in it to bait the bugs to go through them
85bd3e No.14409251
>>14407940
A lot of people build circuits off-site and bring them into the main factory by train, rather than try to plan for expansion along the main bus.
That said, I know green circuits use a 2/3 ratio of copper cable assemblers, but because red circuits produce so slowly, you can probably just stick a couple cable assemblers off to the side, have them put them on a belt and that'll be enough to supply probably a dozen red circuit assemblers. There's no need to take up some much space direct-feeding cables into the assemblers like that.
8b9bfd No.14409619
>>14408553
They're self-sufficient radar outposts with two guns each. 8 solar panels and 6 accumulators will power a single radar forever. It's not enough to stop a war group, but it's actually been effective at stopping expansion groups that happen to come across one. Walls are tiresome and it makes me feel like expanding is harder.
Plus being able to see everything all the time.
7bc435 No.14410150
Anyone in the MP server given thought to what to do with the next game (assuming there's another)? Since the current game looks to be mostly wrapped up, and we're sending roughly a rocket every minute or so.
I've been doing a bit of Xander mod >>14363828 but it really is overwhelming, I think it would work well as a collaborative effort. Any other mods to suggest? I've seen some talk about Pyanodons which looks similarly quite complex. I think Pyanodons can go on top of bobs/angels, so we could do it again and ban logistics robots and/or infinite ores to make it more interesting.
9fc1d1 No.14411484
>>14410150
Hosting a new game I don't mind, but now that university is on we're probably going to see even less players. Xander seems like it could be okay, Pyanodons I'd rather not play because it's ugly, also it's incompatible with Angels. Logibot ban might be interesting; infinite ores I intend to keep for future games because not having them forces us to expand even more, which just strains server performance and bloats map size.
4dfcb6 No.14415145
Simple question: do the "cargo inventory full/empty" conditions for trains also consider the contents of fluid wagons?
4267f9 No.14415613
>>14410150
>>14411484
Any chance of running a (mostly) vanilla game next time? I am a newish player and I am a bit put off by having to learn a bunch of new mods while other players are trying to play optimally