9198b3 No.14908177
Just beat this game for the first time and holy shit I had an absolute blast.
Want to replay it on Deathworld or Deathworld marathon, but I get the feeling that marathon is too lengthy and deathworld will be too punishing. I'm trying to roll a map that gives me a small, unpopulated island with all resources that I can happily work on, build up defenses and then build a land bridge to expand out.
Any hints as to what map conditions work best, or better yet have a seed I can use here? Thoughts on deathworld / marathon maps?
18026f No.14908182
9198b3 No.14908183
568986 No.14908192
>>14908177
objectively best world choice is to go railworld with slightly higher richness and more sparseness but with the ability for the ayys to move camps turned on
and then build all the trains
85e375 No.14908196
>>14908177
I'd look for a summary of what this game is on YouTube or some blogger site, but I'd get a lot of dick sucking. What even is this game? Gonna sage but don't take offense, I just don't know what this game is.
451db2 No.14908197
>>14908189
why do these newfags not know how boards work on 8chan?
568986 No.14908206
>>14908196
Isometric autism simulator with hostile ayys.
Build big factory of increasing complexity until the spaghetti overtakes your mind and you see nothing but conveyor belts and trains.
Then stick guns on those trains and xenocide the hippie aliens.
18026f No.14908214
>>14908197
>he doesn't know
7c0623 No.14908244
>>14908189
What does this have to do with Factorio?
b10a27 No.14908253
>>14908244
The jew is allergic to honest industry
Besides Bob's what mods are worth playing?
365e1e No.14908259
>>14908196
You land on a world to exploit it's resources while the locals constantly break your NAP. You can also own recreational nukes.
1ebb6f No.14908345
>>14908177
Death world sounds fun on paper but it's a bit hardcore with the default settings. You can get easily deadlocked behind large worms with insufficient offensive power if you don't progress fast enough.
6a6b5d No.14908392
Hey OP, I'm doing a DW playthrough right now. More or less in the same boat. Give this one a go:
>>>eNpjYBBgUGFgYmBm5mFJzk/MYWZm5krOLyhILdLNL0oF8jiTi0pT
UnXzM0FSbCmpxalFJUAWS0ommOZKzUvNrdRNSixOZWVlZk0vSiwuBgp
zZBbl50FNYClOzEsB0qzFJfl5IAHWkqLUVJAq7tKixLzM0lyoQgbGv2
21fxpa5BhA+H89g8H//yAMZF1gYABjIGBiYAQKwABrck5mWhoDg4IjC
DMyMlaLrHN/WDXFnhEir+cAZXyAikTshoo8aIUyIlZDGR2HoQyH+TBG
PYzR78BoDAaf7REMiF0lQJOhlnA4IBgQyRaQJCPjx4zHHVt/fLFj/LP
y4yXfpAR7hAgjIztQAyMTnJg1EwR2wnzAADPzgT1U6qY949kzIPDGnp
EVpEMERDhYAIkD3sBQFOADshb0AAkFGQaY0+xgxog4MKaBwTeYTx7DG
Jft0f2h4sBoAzJcDkScABFgC+EuY4QyIx0gEpIIWaBWIwZk61MQnjsJ
s/EwktVoblCBucHEAYsX0ERUkAKeC2RPCpx4wQx3BDAEL7DDeMC4ZWZ
AgA/23m0R6wBAEpaK<<<
0eb981 No.14908703
>>14908177
TBH deathworld settings matters less than starting in a desert.
>>14908196
Basically you build a factory that builds parts to make the factory out of. Also some ayys attack so you build defenses and shit.
6a6b5d No.14908718
>>14908703
I hate deserts. Is it because they are ideal for solars, or what?
If that's the case, one could also argue that trees are useful, to an extent, because they can mitigate some pollution as well
0eb981 No.14908739
>>14908718
>Is it because they are ideal for solars, or what?
Desert tiles absorb less pollution and tend to have less trees, so ayys get triggered easier. Water tiles absorb more pollution than anything IIRC so you could try setting it to low/ freq large size if you wanted a more peaceful start. (That would also be more likely to give you an island start. I had one that was perfect once except it had no oil.)
6a6b5d No.14908750
>>14908739
Oh I thought you meant that deserts were ideal. Yeah, I knew different tiles absorbed pollution at different rates.
6a6b5d No.14908878
Am I using these things right? I couldn't seem to hook assemblers up to the circuit network so I just stoppered the input belts, if the output chests are below 1000 units each
0eb981 No.14908900
>>14908878
Kind of. I don't think there's a wrong way to use them. You have way the fuck too many gear assemblers though, one can supply 10 red science assemblers.
6a6b5d No.14908904
>>14908900
I know, I know… I made 5 of them just to get basic automation going, then said fuck it and made an even 6, and then I paired them off because I still haven't made a gear lane on my main bus 5 hours in
38976b No.14908943
>>14908177
Marathon is actually way harder than Deathworld.
Marathon means more resources required for everything, which also means more pollution. 3-4x more pollution normally. Deathworld gives harder biters early but once you get lasers it's kind of irrelevant. More small ones is harder than few big ones and pollution is what determines the overall number of HP of enemies spawned.
That said neither is really hard if you can get efficiency modules and throw them in everything. Then get solar and you'll face almost no attacks to the end of the game.
38976b No.14909027
>>14908177
This is a map I went for for a deathworld lazy bastard run. Water very low frequency/very big, large starting area. I'm not even using efficiency modules at this point (switched to production/speed) and it's cool.
The stuff you want to beeline for is oil->lasers/solar, efficiency 1 modules (throw in all miners/furnaces), and artillery. The hard part is oil, you can't stay on gun turrets for too long. Regular bullets are shit for damage (against higher-tier enemies they'll do .5 damage per shot) and piercing bullets are too expensive (steel is double price in marathon and you'll still lose at least half your damage). Iron is already in short supply anyway and spending shit tons of it on ammo and creating tons of pollution smelting it just gets you into a positive feedback loop. Lasers are far cleaner (coal just as efficient as in normal mode) and there's no damage reduction on it.
6a6b5d No.14909324
>>14909027
I did all of them and it took me about 50 hours and also I hate fun.
Not looking forward to trying to earn TINS
dd9ac9 No.14909401
>>14908244
We just don't know
e216af No.14909480
eadb72 No.14909637
>>14908196
This is from a YouTube dick sucker, but it gives a good overview. It was enough to make me download and get into the game
6a6b5d No.14910698
5d72c4 No.14911223
This game is in my fucking head, my dreams are nothing but god damn belts and inserters.
>>14909324
>that set of achievements in a single game
I am about to finish the same thing, I just need to build the rocket and satellite.
98aff8 No.14911248
>>14909027
are those bridges?
5d72c4 No.14911251
>>14911248
My guess is he made a fuckton of landfill and built a path over the water just for his train tracks.
2f286f No.14911343
>>14908244
>>14908177
I don't know what factorio is, but apparently you can build a fucking video encoder inside the game
https://www.youtube.com/watch?v=mgfwwqwxdxY&
d18e63 No.14911348
>>14911343
I don't understand why people do this kind of stuff in every game that has a decent wiring system.
5d72c4 No.14911378
YouTube embed. Click thumbnail to play.
>>14911343
People have built crazy stuff in Factorio.
55b4cb No.14911393
Last two MP games, one with and one without Bob's/Angel's
07fd5b No.14911403
>>14908177
>marathon is too lengthy and deathworld will be too punishing
Well that is the point of both but I tend not to play either. Generally I set iron to be slightly richer and oil slightly more frequent and roll with that. Mainly because I seem to use maybe an extra half again as much iron as copper and never have oil anywhere near my starting location. Pic fucking related. How far I had to explore before finding anything. At least it was a decent size but holy shit was I mad. I couldn't even start blue science before getting this shit under control.
I also almost never use logistic bots so it makes my life a lot harder than it needs to be. Starting to use them is a pain but when I do holy shit does my production just fucking explode. I have no idea why I do this to myself every time but fuck me do yourself a favor and just set up a string of assemblers to make construction bots and their stations and just let it run. Then set up the same thing for arms, belts, miners, assemblers, and all the other good shit and have the results dumped into a passive provider chest. The moment you do, the better you can expand for free.
5d72c4 No.14911419
f105be No.14911438
>>14911348
Because it's fun?
cc3a85 No.14911967
I hate that they changed the alien gen so you can't generate maps with solid blocks of nests anymore.
e216af No.14911972
>>14911403
>still building walls
98aff8 No.14912110
HookTube embed. Click on thumbnail to play.
>>14908196
trailer says it all
3e40e0 No.14913198
>>14911972
What's wrong with walls?
0eb981 No.14913548
>>14908943
>More small ones is harder than few big ones and pollution is what determines the overall number of HP of enemies spawned.
Reminds me I never got around to trying out the swarm mod. I'm not so sure the small ones are that big a problem either, they don't tend to be as armored as big ones so they might still have fewer effective hitpoints.
>>14911972
07fd5b No.14914008
Jesus these old screenshots. I've come so far.
>>14911972
>victory pole made of turrets
Nice. I like playing connect the dots with cliffs and water and I'll never stop.
38976b No.14914107
>>14913548
>Reminds me I never got around to trying out the swarm mod. I'm not so sure the small ones are that big a problem either, they don't tend to be as armored as big ones so they might still have fewer effective hitpoints.
When using bullets (at least non-uranium), yeah the small ones aren't as bad as large ones. But nothing resists lasers so ideally you want the few big ones to minimize overkill. Not sure about the swarm mod though, it's pretty beastly and I think it has stuff with way higher resists and different resists.
6a6b5d No.14914395
Going to try a DW Marathon game on this map (v small start, v high/v high/dense enemies, v big water)
Looking forward to this because while I tend to not make a lot of pollution (and the water will help to mitigate that), the amount of time I fuck around is usually pretty high, so an interesting map style might help with that
Marked a few interesting resource areas. I think the early stone and landfill tech will be important here.
0eb981 No.14914413
>>14914395
Good luck securing that coal in time.
6a6b5d No.14914414
>>14914395
>970 starting coal
Jesus
6a6b5d No.14914787
>>14914413
My goal is to rush for Landfill, but that's 200 red/green science which is a massive amount so early, but I kinda have to prioritize it. On the plus side, I've got another 600 or so coal that was embedded in the copper, so it's not dire, but it's pretty important I get that southern expansion as soon as possible.
Just got Automation (first tech) now.
6a6b5d No.14915183
Welp, just mined the last of my coal. When it was getting low, I started cutting idling machines so I could get that last little bit of juice from my shit
e216af No.14915224
>>14914008
>victory pole made of turrets
Victory pole made of turrets and a self-sufficient radar station. Every last one of em.
6a6b5d No.14915316
Somehow I made it with ~100 coal left. Only made about 140 landfills (2,800 stone!). Hope I can get to the coal. Not sure how I'm getting it back, but I might just make a few miners on site and stockpile some there.
6a6b5d No.14915335
>>14915316
And here's where I'm at now
eb718f No.14915663
These island maps look pretty neat. Wouldn't it make you completely dependent on stone in order to expand though? Any good boat mods out there?
First base ended up cramped due to poor expansion planning so I'm thinking of starting fresh.
6a6b5d No.14915714
>>14915663
>That mess of pipes aka a functional oil chain
Neat. Also, does staggering that wall layer make a difference?
Island maps aren't too bad? Resources end up kind of sparse because of how much water there is. On the other hand, attacks are infrequent so far, because of how difficult it is to reach the base, the great number of natural chokes you have, and how water naturally saps pollution. I used about 3,000 stone to connect my main with my extra coal seam, but realistically if you landfill every other tile, you can get away with less for walking.
eb718f No.14915763
>>14915714
>landfill every other tile
Didn't know about that. Thanks, I'll keep that in mind. Sounds like some amphibian biters would be nice to have to balance out that map type.
Staggering the wall makes a small difference (in theory) due to the biter pathing when in large groups. Seems to slow them down a little anyways, and sometimes they'll attack the staggered wall at the edge of the gun range instead of reaching the main one. plus it looks cool
6a6b5d No.14916431
Other than Landfill, haven't even touched green science yet
6a6b5d No.14916527
>>14916431
>Only one way into my main
>Get alert my radars are fucked
>Wait what how the fuck did they get in
>Didn't go past my turrets
>Check map
>No bases spawned, so the game isn't cheating what?
<My fucking land bridge wasn't guarded and according to the debug pathing info they literally did pic related
Ain't even mad
6a6b5d No.14916572
This is kinda disgusting though, I need 2 plates and 10 cable (5 copper) per green chip on expensive mode, and this many factories can barely satisfy demand (5:1 ratio). Doesn't even seem worth doing a main bus for the cabling either (since 1 bar yields 2 wires, it's not very space saving)
7fbdc8 No.14916734
>>14916572
It's simply not worth putting up a separate assembly line for cables. You're better off assembling them in-place.
It'll probably only get worth doing once you get insane levels of logistics bots, but until then your belts simply don't have the space to support this nonsense.
6a6b5d No.14916988
>>14916734
>until then your belts simply don't have the space to support this nonsense
If I want to constantly build a green chip on DW/M, then I have to have a 5:1 output on my assemblers for wire/chips… I don't know what else to do, other than put my two assemblers at the end
1e4b52 No.14917015
07fd5b No.14917056
>>14916527
Why didn't you guard your fucking land bridge? Holy shit one turret would do the trick because they won't be able to swarm.
Sometimes I find the islands with no way out but pollution slamming the bases there just get full of small biters. Gradually they die of old age but damn clearing those things for the first time is fun.
>>14916988
You could forgo the belt entirely and just putting three assemblers around the green chip assembler, one of which feeds two green chip assemblers. Then you're getting 10 wires divided into 2 chip assemblers.
Pic related: never forget the six million hours in ms paint it took to make this.
6a6b5d No.14917060
>>14917056
>Why didn't you guard your fucking land bridge?
I honestly kind of forgot about it, and assumed that any attacks on the new island would go to the outpost, not my main.
Also, I had a setup like that on normal mode, once. I had three wire assemblers shared to two green chip assemblers and it worked okay.
60de22 No.14917064
>>14916572
This way there won't be belt or inserter bottlenecks.
60de22 No.14917129
>>14917064
Here's a blueprint
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
0eb981 No.14917244
>>14917129
I modified that slightly to work better with a bus setup. (Copper input could probably be reduced to one splitter as well.)
60de22 No.14917289
>>14917244
Nice, I tend to avoid long inserters so I didn't think of doing that.
000000 No.14917703
What do you guys think about the palleting mods?
718c09 No.14917735
9198b3 No.14917739
>>14917244
Do you have blueprints for non-marathon green circuit production setups like this for early mid and late game? I'm too much of a brainlet.
0eb981 No.14917753
>>14917739
Non-marathon circuits is just 3 coil assemblers feeding 2 circuit assemblers in a W formation.
>>14917703
Slightly ghey but better than just straight up 3x speed belts etc.
9198b3 No.14917788
>>14917753
Yeah, but I see pictures online with underground belts, splitters, all kinds of crazy shit in there.
0eb981 No.14917794
>>14917739
>>14917753
Like this one. Late game you get beacons and there's a billion ways to do green circuits and they all suck somehow.
60de22 No.14917837
>>14917244
Found a slightly different setup from another save, and noticed you can compress it by 2 more by flipping the inner part.
6a6b5d No.14919254
>>14917794
Even though I beat the game, I figured this pattern out in my own. I feel hopeful for my ability.
Not enough to make a megabase or working circuit, but still
c97a91 No.14919359
>>14915224
>Not laser turrets
38976b No.14919445
>>14917794
>Late game you get beacons and there's a billion ways to do green circuits and they all suck somehow.
With productivity the ratio becomes almost 1:1, it's very simple if you sacrifice that small bit of efficiency. Copper Cable assembler puts out about 31 per minute and a green circuit assembler needs 33.
6a6b5d No.14919530
>>14919359
I do hope they make biters more nasty in future base game updates.
>Different types of pollution, such as nuclear, carbon, thermal, water, etc
>Only get generic biters and spitters as they expand, until they hit your pollution cloud
>Affects the kind of evolution path different bases take
>Amphibious so they can path over water if you're trying to be a memelord
>Reflective hide, granting them laser resistance
>Tough skin, giving them explosion resistance
>Fast regeneration, etc
dcaccc No.14919586
>>14919530
That would be cool, I like the idea of different evolution paths based on pollution type. I've also been hoping that someday the biters might periodically create megabases of their own that resemble a SC1 Zerg base. Spawners at the core, surrounded by buildings that boost the strength/size of the spawners' progeny, plus defensive worm towers. Perhaps these megabases would even have small logistics networks of their own, with the secondary buildings producing some sort of resource (from your pollution) that is ferried via creep/tentacle paths to the spawners where it triggers superbugs to spawn. Again, these biter bases would be quite rare and build themselves up over time, but represent a significant threat that has to be dealt with.
I suppose I just really like the idea of the biters being a more complex enemy with RTS AI.
46b9dc No.14919590
>>14919530
The survival/base defense aspect of the game is my favorite thing about factorio and by far the most underdeveloped part as well. Kind of disappointing I want to have a real tough challenge protecting my buildings and actually feeling some sort of danger when having to expand far off into the distance knowing that its extremely risky rather than the current pushover that the aliens are. It's still somewhat fun as long as you spread resources far apart and limit the quantity so you're never really comfortable with what you have available
6a6b5d No.14919603
>>14919586
Oh that was the other thing. Give bullet turrets a reduced range (about 3-4 tiles shorter than it is now) and give it two upgrades for range to get to where it is now (or maybe an extra tile or two bigger).
Also give bases a creep carpet so you can't turret leapfrog them with impunity, or at least make it so you have to invest in range upgrades to do it
0eb981 No.14919624
>>14919445
>if you sacrifice that small bit of efficiency.
I REFUSE
Also the real problem is in supplying copper and iron fast enough in the limited space inside beacon rows without them getting insultingly short. Best setup I've thought of was a train based one that didn't use belts and put 12 beacons on the circuit assembler and 13 on the cable assembler IIRC. Never got around to building it though.
>>14919359
Lasers are the gayest turret. They really should have been the weakest, since they take the least amount of logistics.
c97a91 No.14919627
>>14919530
That would be neat if it required me to catch .22 them with both regenerating minefields and lasers for land only areas, and explicitly require piping in oil to flame turrets for island areas (I think perhaps amphibious should be weak to fire), would bring a lot more thought into defence.
>>14919586
>Superbases
oooooo
07fd5b No.14919788
>>14919624
>should have been
They are by miles. The ammo damage upgrade and the turret damage upgrade stacks. They out damage laser with just the AP rounds without resistances and still out damage them against big biters with uranium rounds.
38976b No.14920613
>>14919624
>I REFUSE
If you are using productivity modules you almost always have to, the ratios are never nice and even. You can support really weird ratios with bots but not belts.
>Also the real problem is in supplying copper and iron fast enough in the limited space inside beacon rows without them getting insultingly short.
o'rly?
Bottom draws 2 full blues, top draws 4 full blues and a red.
e2a3d7 No.14920852
>>14908177
I really want to play a rail world but the rail signals thing confuses the shit out of me, even after having anons try to explain it to me like I'm a retard I still don't get it.
38976b No.14920894
>>14920852
Place rail signals every so often and place chain signals when entering intersections. Place them all on the right side of the track.
The whole deal is that you are defining portions of the track that only one train can be in at a time.
eb718f No.14920979
>>14920852
I'd suggest seeing if there's a creative mode you can use to tinker around in. Maybe try using only rail signals at first and always placing one on each side of the track. That worked for me while I was still having trouble setting it up properly. Once you've gotten use to that, then bring in the chain signals.
You could also download someone else's save and tinker with an already-working rail system.
eadb72 No.14921049
>>14920852
>Do the tutorial for the trains
>Don't understand a thing
>Pass it somehow
>Go back and try it again
>Complete the whole thing again, still have no idea how or why things worked
>End up going to the forum and reading other people explaining it
The only thing I really understand is what >>14920894 says; the rail signals are for dividing a track into segments. Each segment can only have one train at a time. Make sure you put stuff on the correct side of the track.
Best way to start learning (other that videos and forums) is to just save your current game, stop doing anything else, and just play with trains.
If you hold shift while laying rail, it uses the rail planner; basically it makes a ghost image so you can plan a route without actually having to lay rail.
38976b No.14921153
>>14921049
The colors simply define the sections that only one train can be in.
The intersection would be fine if you took out all the chain signals (leaving the entire block a single color/section). This way only one train could entire the entire block. However this is quite inefficient, since if a train is coming from the west (south rail since this is right hand drive), we don't want it to block a train coming from the east and wanting to head north. You want to minimize trains stopping since it takes a while to get them up to speed, lowering throughput. Chain signals fix this. Chain signals look ahead at the path the train wants to take up till the next regular signal, and only blocks the train based on that path. This way the train coming from the west checks only the bottom red,yellow,and red areas, the train coming from the east blocks the top right red and the blue area.
7c4ff5 No.14921324
>>14911972
>putting radars literally eveywhere
>radars overlapping radars
muh ups
>>14908878
this is not ups efficient, you must use the absolute minimum amount of insertors
and factories to get the job done. inserts kill ups and so do factories. you must balance the number of factories and inserters being used to create them to your demand.
>>14911378
very impressive, but notice at the beginning he had to speed up the video because these setups are a huge UPS drain.
>>14916527
use landfill to create the shortest track possible to get to your resource, lengthy track drains ups
>>14917064
this is a decent setup, but remove the belts and use direct insert from copper to electronic circuits, belts drain UPS
>>14917129
>>14917244
>>14917794
same with all these, belts drain UPS
>>14921153
>The colors simply define the sections that only one train can be in.
the colors define how much UPS this piece of track is going to drain you of, the fewer the better
e05117 No.14921812
>>14921324
What is UPS, aside from an effective global shipping solution?
0fd434 No.14921834
>>14921812
Updates per second.
The game normally try to run at 60 fps with one update each second, thus 60 ups. But if you have a massive base that is not optimized for ups or your computer is shitty so will the game updates lower your fps as the game can't process all the updates in time for each frame tick.
6a6b5d No.14922088
>>14921324
Why is everyone shitting on this anon? He's right, with a simulation game like this, if the gameplay goes on too long, you're going to get bogged down and need to take steps to get it running efficiently. Same sorta shit was necessary with DF and having FPS death.
Of course, if you're just fucking around and trying to launch a rocket and win, it's probably not a concern.
6a6b5d No.14922243
Actually, what's a good automation pattern for blue science?
38976b No.14922353
>>14922088
The only real tip to avoid UPS issues is to not have a shit ton of fluids in pipes. Use undergrounds when possible and barrel it/train it for long distances. Everything else is fairly negligible.
>>14922243
This works for me, if you want it in one row beaconed then you'll need some more braiding.
7c5d1e No.14922379
>Using a Radar to tank worm damage so you can shotgun a nest without taking damage
Aaaah, early game marathon islands are shittt
1ebb6f No.14922578
>>14920852
Just remember these 3 things:
1. always make all railways one-way. Imagine a train goes forward on the tracks, and only place signals on the right side of the rail from the train's perspective.
2. on intersections, put a chain signal on all entrances to it, and a rail signal on exits.
3. between 2 rail signals, only 1 train can enter, thus you should scatter rail signals on long stretches of rail. Otherwise another train cannot traverse it at the same time.
You can do more fine tuning by using chain signals, but those aren't necessary for most purposes.
Here's a handy blueprint, whenever I want to make an intersection I use this. It's a simple setup that allows a train to go from any direction to any direction, and allows multiple trains to use it simultaneously as long as their paths don't cross.
0eNqdl9uO4jAMht8l1wXVcZoeXmKkvV2NVhyimUhQUCloEOq7bwqUoR2j2HOFWvCH7dj+nYtabo5u3/i6VdVF+dWuPqjq70Ud/Ee92PTv2vPeqUr51m1VourFtn9qFn6jukT5eu2+VAVdIjXRpMnJN+0xvHlY3X4xe3uyRJElPFma7j1Rrm59690tzOvD+V993C5dE+J4WK+OzcmtZ1enE7XfHYLNru7/L3BmWaLO4QOCK2rtG7e6fZn1nk2QepSA2epz4evZ3XsCPB/Qdp51BA55HiLtoCGIZuzgK9dw5FmUmonCTh9wnMI1AbfCY4Ix0hLIXJbXCREJYiHKQDlkoJwmAAh2+V3lbaB/fLavUlDcqMWYmRNMSKVQSONZAOBSLQ2legq0EFrEUwooOa/85XGRSTDMgoV7fTF6ADIuE0gmmQPLLoG+WojMktHnXCpdrGQFFLzoyyF2ilHyGC8SSPWQTnnD9DpE71TOwNMgKU4wMrhMouBbCWiJ0iirTIZGaSM5bo4qi/QJYAg55WiftrJ2x3gP6VxUqxgXPC3Tp0fB/hBoEl5KB4mNTydMZXPExvsVgdevj45iRY9aqKQ2XrCIQiZD8tCI9qiSkc9MskaV8dmEVqb0jD0HcxnSxrsTf7fr5XOGpGApOqSwmVI7fio5l+l2S9WOgd+sSz8ipkrdCPVoPkTO6U2DTIUebmJ965MpNRIv8Zk2EZBwJ73elKunu3iiNoulC/db9Wd3DJfXJrw5ueZwi6vItdalyQvTdf8BIxMjOQ==
7c5d1e No.14922662
>>14922578
Why one-way? Couldn't you use two bi-directional tracks with signals for better throughput? I don't into trains much.
Also, is there a good technique for crossing two parallel rails together?
1ebb6f No.14922700
>>14922662
>Couldn't you use two bi-directional tracks
You could, but I was just trying to make it as simple as possible. There's not really any advantage to 2-way tracks anyway besides using less space, if you want more train throughput it's better to just put more rails to both directions I think.
>crossing two parallel rails together
Depends which way each rail goes, but it should be more or less just like any other intersection.
7c5d1e No.14922765
Major bug found!
Doing the every other tile pattern to save on landfills means that while you can walk on it no problem, biters will never path across it because they need a straight path of SOLID ground. Eg, on an island map, you can make your base unattackable.
b9e827 No.14922798
>>14922765
Why even enable enemies if you're going to cheat to avoid them?
7c5d1e No.14922802
>>14922798
Who says I am? I just happened to wonder if it happened that way, so I tested it, and it does.
7c5d1e No.14922811
Also here's another shitty 5:1 green chip
b9e827 No.14922820
>>14922811
You could make it a little smaller like this
7c5d1e No.14922831
>>14922820
Yeah, I figured the corners could be compressed and snaked around if you were to alternate them.
I basically just went with whatever in the meantime, since having any automation is better than having none
07fd5b No.14922853
>>14920852
It's really easy if you make sure all your tracks are one way. Even if you're too much of a brainlet to really understand segments and the like, just remember the following and you'll be fine:
>chain signal going into an intersection
>rail signal going out of an intersection
Also thought I'd post this pic of an unloading station for trains that is possibly as fast as possible. I remember seeing someone use two rows of long arm inserters but I can't remember if that's actually faster or not. Note it only works with fast belts because the distance they go underground is longer for the faster belts.
>>14921324
>muh UPS
Every fucking thread.
>>14922811
Does expensive mode cause copper wire to be 1 copper plate to 1 wire? If so that is some shit.
7c5d1e No.14922888
>>14922853
Nope, it's still 1:2 for copper to wires, but it's the green chips themselves. Science packs seem to be unaffected, but techs are scaled 4x as well. So… 800 science for Logistics 2, for example.
7c5d1e No.14922938
Only took 8 and a half hours, but I finally managed to research trains and connect them to a 1.1m coal deposit in my expansion. Keep in mind I'm on DW/M map and I only had about 1,800 coal to start with.
Used to take 5 minutes for a round walk, now it's about 30 seconds for a round train trip, and I can carry twice as much, so it's about 20 times more efficient
7c5d1e No.14922971
Okay I should redo this later
7c5d1e No.14923390
>afk for like 2 minutes to check something in the background
>hear rhythmic splashing
>what machine am i by again?
>wait, splashing?
>like 30 spitters are shitting on my miners, enough to kill me in 2 waves of attacks from focus firing on me
I know it's because they snuck past a hole I had in my turrets that was open for some time, but it just caught me by surpirse
7c5d1e No.14923406
Found a decent compromise for my problem. Two assemblers going at full speed can make approximately 4 wires per 0.5 cycle. Thus, it takes 2.5 cycles to meet the demand for my inserter assemblers. Scale it up 3x and it should more or less supply oversupply.
In particular, I like the idea I had to grab from the underground belts
07fd5b No.14923464
>>14922888
>10 copper cable per chip
I thought it was 5. Fug.
>>14923406
How long have you been playing factorio, anyway?
0eb981 No.14923637
>>14921324
>giving the faintest shit about UPS in an early game setup
0eb981 No.14923658
>>14920613
>o'rly?
Ya rly. 4 belts in 2½ belts out is the best I've been able to do.
>>14921834
I must be the only dude in the world who runs out of ram long before UPS problems.
>>14922811
>>14922820
This wont work at full speed until you get inserter capacity bonus. Yellow inserter can't even keep up with an assembler 1 making copper cables/circuits, let alone assembler 2. (And blue inserters are needed for moving the cables out).
>>14922888
Expensive mode for science doesn't actually do anything in the base game IIRC, it's just there for mods.
8730d7 No.14923704
I thought I was doing pretty well for myself in my game when I figured out how to automate red and green science production but then I come to this thread and see shit I never imagined and some I don't even fucking understand.
Goddamn I am feeling humbled. I almost feeling like googling "how to become more autistic" in order to learn the arcane powers that the rest of you have mastered.
e216af No.14923707
>>14923704
Silly anon, you cannot learn autism. You must be born with it. It's a birth defect.
38976b No.14923731
>>14922578
Generally roundabouts aren't great for throughput. It's not a big issue but it's good to keep in mind.
>>14922662
>Why one-way? Couldn't you use two bi-directional tracks with signals for better throughput? I don't into trains much.
That makes for worse throughput. If traffic goes in one direction dozens of trains can line up going the same way at once (same way cars on a road do). If traffic goes both ways on a rail then one train going backwards means the whole forwards-going traffic is stuck and needs to find another path.
07fd5b No.14923889
>tfw brownout
Really glad I decided to get the nuclear centrifuges spinning up before making my big expansion. Slapping a small reactor together was just enough to save me from total collapse.Also glad I'm not relying on laser.
1ebb6f No.14924058
>>14923731
>Generally roundabouts aren't great for throughput
They're much simpler to make, and that roundabout only prevents 1 of the possible ways for trains to pass (trains coming from opposite directions and both turning left). I've never got to the point where I have too many trains for it to handle. That particular one is also very easy to turn into a perfect T-intersection by removing one of the sides, pic related.
0eb981 No.14924084
>>14923731
>>14924058
>Generally roundabouts aren't great for throughput.
Think bigger. Make your entire train network one big roundabout. I built a 1RPM base on this concept once. Never had congestion issues.
38976b No.14924104
>>14924058
They are very hard to make perfectly. Something like that can deadlock if a train recalculates its route while in the roundabout. Fixing the problem generally either means much bigger roundabouts (like 5x as big) or signaling in such a way that lowers your ideal throughput. Intersections don't have these problems.
7c5d1e No.14924355
>>14923464
I bought it on the 16th, so about 20 days ago. Since then, I've put 186 hours into it, or about 9.3 hours per day holy fuck kill me
I spent my first 10 hours dicking around and learning the game, then I did a 40-60 hour game where I launched my first rocket with all the restriction achievements (eg no solars). Everything else has been 3-7 hour games where I dick around and restart, though my current play is a 10h deathworld marathon map
7c4ff5 No.14924947
>>14921474
>>14921646
>>14921739
>>14922078
ignore these ups goblins trying to steal your ups with inefficiency
>>14922088
this is the main reason, depending on how fast your processor and ram are, try playing factorio at 20 ups, it's game over that point, it's the same as fps death in dwarf fortress. this happens sooner than you may think, especially if you are running marathon and/or deathworld, and after 1 playthrough, normal is super easy mode. you will drop out of 60 ups before you finish deathworld+marathon if you are not efficient. Once it drops, it drops quickly. You will go from smooth sailing 60/60 to to minutes later 45-60, another hour or 2 and you'll be at 30, and then another few hours unplayable 15-20.
>>14922353
>The only real tip to avoid UPS issues is to not have a shit ton of fluids in pipes.
this is the bane of UPS, all fluid must be minimized completely. You should also use underground belts in all cases if you can support building them, which you generally can in mid-late game, true, in early game, don't worry about it, but belt's are still bigger ups drains than underground belts even after the optimizations in the latest version.
the killer, and you all give me shit, you guys come up with these designs, cool, wait until you have blueprints and can just spam this shit all over the map. your ups will tank quickly when you are no longer building these massive bases by hand.
>>14922578
there's a factorio forum post that tested all common rail designs, roundabout is the absolute worst for throughput, but easy to build. not a big deal if you are not building a mega base, or even if it's on your outskirts, but if it's your main intersection before it hits your smelting, it will be a bottleneck.
>>14922700
ideal track for throughput allows trains to go both ways without stopping at an intersection. notice the colors, if both pieces of track share a color in the middle of it, if both are comming from both ways, 1 will have to stop and let the other pass even though this doesn't make sense. to make this work with signals effectivily is a monstrosity, to make room rails need to be 6-7 rails apart. search the forums for rail designs and you will see what i'm saying.
>>14922798
enemies (and pollution) are the single largest UPS drain in the entire game. if you remove enemies you can have your base playable and be twice the size, however atleast in my opinion, this kills the game. ups autism aside, if there are no enemies, and strong enemies, there is no difficulty and it's full sandbox, and it kills the game quickly. i recommend a playthrough on normal and then move to deathworld for challenge. otherwise you will get board and quit quickly.
>>14922811
this is close to the ideal ups effecient solution mid-game. late game, you are using beacons, and all factories must be surrounded by max beacons for max efficiency, in straight lines. preferably not supplied with belts at all but with an isolated bot network. bot networks are highly ups effecient on small scale but are highly inefficient if you make your entire factory 1 big bot network, at which point when you spam 10000 bots you will quickly find your game unplayable and quit.
>>14923390
this is why never expanding past your wall is the way to go. on deathworld this becomes a massive pain in the ass and will likely cause you to say fuck this, either quit playing with biters and/or quit playing the game entirely. artillery on trains was built to alleviate this pain to some extent.
>>14923889
nuclear destroys ups even in the newest update due to fluid inefficiency, which is why all megabases use solar.
tldr;
>muh ups
once the magic is gone you are still left with a highly replayable game. the game becomes how to best improve your designs to be the most ups effecient, or install angel's / bob's mods which adds so much shit any hope of ups efficiency is destroyed. there are few megabases that run angel's/bob's because even on a $5000 computer it will drop below 20fps and no longer be playable.
do not let UPS destroy your fun starting out in this amazing game. leave it for when you are better and start feeling the pain of the ups drops.
a45ba3 No.14925098
>>14924947
>do not let UPS destroy your fun starting out
>starting out
>UPS
lol
0eb981 No.14925113
>>14924947
>enemies (and pollution) are the single largest UPS drain in the entire game. if you remove enemies you can have your base playable and be twice the size, however atleast in my opinion, this kills the game.
I kind of agree but on the other hand, by the time you get to megabase level there's no challenge left in the ayys anyway and even the logistical drain they provide in terms of ammo, repair packs or power drain is imperceptible. Best compromise would be to have the rocket launch kill them. Have them go berserk when you put the silo down and if you survive you're free to start your autism megabase. It kind of makes the infinite researches for weapon damage etc useless but did anyone ever use it in the first place?
46b9dc No.14925235
>>14924947
but the main selling point for me has never been mega bases instead its cramped, limited land and limited resources while dealing with angry mobs of critters. Trying to adapt to difficult maps is much more fun than big bases on flat open land
7c4ff5 No.14925256
>>14925113
i always envisioned the best way to do this end game would be to have some kind of conquest mode. so that when you launched the rocket you went somewhere else, along with some amount of supplies at some extreme expense you launched with it, and maybe some bonus's from your previous system, regular supplies or something based on how much your base was producing at the time, and then if you die, you get transported back to your old base via whatever lore you want to place there, launch another rocket, repeat until you conquered the system.
basically just give some meaning towards starting a new game at increased difficulty.
c97a91 No.14925269
>>14925235
I wanna see a lava/volcano biome. Eruptions could flow magma which adds resources to the ground but destroys buildings. Would allow a setup where (probably with recursive blueprints mod) you have a lava flood sensor (something in radius gets burnt) which builds mines around it until the resources are gone and then deconstructs, to wait for the next flood.
2c189b No.14925458
Did the factorio devs made any improvements to the ayy lamos? I have been playing Factorio in the past for a while but there was never any decent update for the ayy lamos, I like my game more action oriented instead of focusing too much on the base.
t. Factorio 0.14-0.15 pro piratef player
7c5d1e No.14925636
>>14925269
I keep wanting ice and snow
ad3f9d No.14925670
are there any modfags around?
is it possible to have odd shaped buildings? specifically I want tetris block shaped assemblers.
7a52ac No.14925790
Are there any downsides to pirating this?
0eb981 No.14925816
>>14925458
Nah. They're still the same.
7c5d1e No.14925867
>>14925670
I don't see why not. Thinking of it, the only non-rectangular building in the game is curved railroad tracks, no?
0be2ad No.14925875
>>14925790
You can't download mods off the main website (getting them anywhere else works), nothing else aside from that. It's worth its price though.
7c5d1e No.14925894
>>14925670
>>14925867
Yeah see, the curved rail has a weird shape. Everything else is optimized as a rectangle.
c97a91 No.14925928
>>14925636
Having to regulate or plan for the temperature of machines would be a nice complexity to add.
0eb981 No.14925936
>>14925670
For what purpose? Most entities just have a setting for bounding box so it's kind of implied you can't, but I guess you could use script fuckery to spawn invisible buildings to emulate it, kind of, though it would still look like a normal assembler while you were placing it.
0eb981 No.14925946
>>14925636
P. sure I've seen snow biomes in a mod.
d8d1a8 No.14926114
>>14922088
I think he's just joking, what with the last part talking about the track draining UPS.
7c5d1e No.14926189
>>14926114
The train would still have to calculate pathfinding would it not?
0be2ad No.14926198
>>14926108
Mods can fix it™
38976b No.14926246
>>14926114
Technically the more signals you have the more CPU cycles the train spends pathfinding (each zone is a node). It's unnoticeable unless you do something silly like place a signal in every tile though.
0fd434 No.14926275
>>14926108
Think they was talking about changing/improving the aliens in one of their Friday blogs recently. They know they need to do something at least due to the ups drain aliens make at endgame mega bases.
7c4ff5 No.14926292
>>14926246
>It's unnoticeable unless you do something silly like place a signal in every tile
or your running 9000 trains or your running 1000 and you have 50 intersections each with 60 signals each.
>60 signals
if you want a perfect 4 way with no slowdowns it goes up that high. however your throughput will be relative compared to the ups drain.
ad3f9d No.14926322
>>14925867
>>14925894
>>14925936
I've done some digging
most objects just have a collision_box, but curved rails also have a secondary_collision_box, so maybe it could work, but I have no idea what I am doing here.
>For what purpose?
having more tools is always fun.
7c4ff5 No.14926353
>>14926246
to be fair though it's hard to fuck trains up ups wise. trains are order of magnitude faster to calculate than belts. remember, when you have belt's going everywhere, every single item on that belt must be calculated. in the lastest update they have improved that effeciency compared to underground belts, so they are similar now, but the calculation is still less effecient. the moment inserts get involved you see ups slowdowns, but if you have a fully compressed belt moving along, or they distance between the individual items on that belt are not changing much (belt of ammo around the base) then it's much more effecient now.
early game you have no choice and your base isn't big enough for it to matter anyway, but mid-late game for any extended distance you always want to use trains. and never pipe liquids long distances, and you must always use underground pipes for anything more than 1 tile (1 underground pipe in the calcuation counts as 1 overground pipe, but the underground can go like 15 tiles, so the ups drain on 1 underground max length at 15 tiles is 1/15 that of doing it overground with 15 pipes).
0eb981 No.14926367
>>14926322
Guess you could make a separate rail type based on curved rail, use that as the inventory item so players see a non-rectangular collision box when they place it, then replace it with a pair of assemblers or something with identical grafics. Except since it wouldn't be one entity you'd have to use script fuckery to make it act like one and I'm not sure that's even possible.
7c4ff5 No.14926381
>>14926353
you make think i'm just trolling with ups but if you run deathworld+marathon (deathworld used to just be marathon by default, now there's an option for normal recipies), you will see ups drains before you launch the rocket unless your running a beast processor. and also remember factorio is not multithreaded for the most part. there are some threads for some things but it's still largely single threaded, your 12 cores mean nothing, it's single core performance + ram speed.
38976b No.14926428
>>14926381
>you will see ups drains before you launch the rocket unless your running a beast processor
Is an i7-2600 a beast processor? Because I had no UPS issues at all launching a rocket on deathworld in .16
7c4ff5 No.14926475
>>14926428
it was a beast but that's pretty old now, all depends on how big your base was when you launched, you launched at 60/60 ups? did you have ups issues in .15? the efficiency in .16 is greatly improved.
your much more likely to see ups drains more quickly than you would like on laptops and super budget desktops. load the same thing on an i3 from the same generation and i would be you would see ups drops.
7c5d1e No.14926547
>>14926322
Does anything else use the secondary collision box, or just the rails? Is it still rectangular?
7c5d1e No.14926660
So I zoomed right in to see how few draw calls I could do, and it seems like smoke and clouds are always given draw calls if the option is enabled, regardless of whether the player can actually see them or not
7c5d1e No.14926672
>>14926660
Oh I see, rectangles aren't AABB's, they're arbitrary floating point rectangles with a transform applied to them. That's kind of expensive
0eb981 No.14926680
>>14926672
How so? They're only going to be needed when you're placing new stuff, right?
7c5d1e No.14926683
>>14926680
I meant just in terms of memory storage (I have a bit of /agdg/ in me)
Anyways, it's probably not a big issue, since it would only matter when placing objects or you or biters pathing - objects don't move unless they're on a belt and they have their own rules for that
7c5d1e No.14927516
>Kill a few nests because a solitary Big Biter wrecked my shit when I expanded my expansion earlier
>One attacks my base
>Easily rips down 4-6 of my basic bullet turrets, since they're doing 1 or 2 damage which is regenerated
>Only option to to emergency spam grenades and whip them at the fucker
Wew
7c5d1e No.14927767
>Can't really upgrade base any more because I have to kill nests on two distinct fronts, while turrets keep getting raped by big biters
>Turret creep near the nests using upgraded ammo to mow down the red biters, can't get too close because worms
>Use Radars to pull aggro because they're military buildings, then pop down turrets
>Big Biters get beside me, pop down automater and he has trouble pathing it
This is fucked
7c5d1e No.14927983
Guess who's expansion just got destroyed?
38976b No.14928067
>>14927767
Do you only have two turrets? I'd carry like 30 of them and a few stacks of ammo.
BTW, anyone else feel it's silly that Uranium ammo requires nuclear power tech? Seems to me that mining uranium and putting it in bullets should be really simple compared to a controlled nuclear fission reaction. Would make gun turrets a lot more competitive if you could upgrade to uranium at the same time lasers were unlocked.
7c5d1e No.14928108
>>14928067
I wish there were more basic ingredients, eg zinc, limestone, tin, lead. Imagine lead-tipped bullets for the midgame
Also, I've been… struggling. All my copper has been being fed into green chips so I can make green science so I can desperately crawl towards laser turrets (14 hours in..). I just started stockpiling what I need to make grey science, so I just need to defend my base carefully for another hour or so and I should be fine. The problem is that I can't keep up with the piercing ammo to keep the big biters at bay, and when I attack or defend from nests, my strategy is to try to have a turret fend one off while I spam grenades (10 or more) at it to kill it. It's very awful.
eadb72 No.14928496
>>14924947
>Hey Bill, do you still play that factory making game? The one with the aliens?
<No… not anymore.
>Did it get boring or something?
<No, not like that, it's still fun sometimes, it's just not the same anymore.
>What do you mean? You were really good at that game.
<Something… happened. I don't really want to talk about it.
>No, what the hell dude?! I just bought the game yesterday, I wanted to play. You were playing that game every time I came over, what happened?
<LOOK I CAN'T OKAY?! I CAN'T ANY MORE
>What the fuck man?! What's going on?! I've known you for years, you've never acted like this.
<I…. it was..
< It was them….
< It was the UPS goblins….
<All of my building techniques, they're all inefficient. I didn't know until it was too late. Now the UPS goblins never leave me alone…
<No matter what I do they're always right there, stealing my UPS. Every factory I make is doomed to be slow and inefficient. Every game just slows to a crawl. I've had to double my autism meds ever since I learned the TRUTH
< I can never go back to that game again… if only I had known…
<If only someone had warned me…. about the UPS goblins…
<I'll never make a one of those throughput-killing roundabouts again
7c5d1e No.14928633
>15 hours in
>Copper is desperately low
>Manged to finish research on laser turrets
>No more automated red science
>Still need to get blue science going
V-Videogames
7c5d1e No.14928670
I have to literally push north and take all the islands this way
7c5d1e No.14928976
Took a lot of effort, but because I couldn't deal with small worms when I got my shotgun way earlier, the nests at the northwest of this area propagated downwards and threatened my coal expansion. No more.
Now I'm going to put up a strategic gate on the south, and hopefully stop them from harming me for a long time
7c5d1e No.14929207
Updated my science area, maybe
07fd5b No.14929218
>>14929207
There are six kinds of science packs. You're going to have to change that again soon.
7c5d1e No.14929225
>>14929218
>soon
Considering I'm 16 hours in and don't have military or blue science automated yet, you vastly overestimate me
7c5d1e No.14929283
Okay, that ought to do it
07fd5b No.14929313
>>14929283
Nice. I barely ever use braided belts and feel like I really should. Pic related is my general go-to. Something about mixed belts and chained labs doesn't sit with me.
a93e32 No.14929335
>>14929283
This is prone to backing up, as soon as you start some big researches and you'll only be supplying the cheap packs, the red will fuck up the single belt. You should run 3 belts with 2 science pack on each, all the way from the production facilities.
7c5d1e No.14929344
>>14929335
I'll be getting the 5-6-12 ratio set up at some point. If I keep things proper, then the buffer chests won't get used that much. I'll probably have a more elaborate sorter with a dedicated belt, but for now, this lets me get small amounts of progress on tech while I set up automation (which I know will end up taking hours for me).
a93e32 No.14929359
>>14929344
Even if you have the perfect ratios for the assemblers, they will not produce a perfect output unless you also take care to split all resources. It'll be fine as long as you only use red and green packs, but later you'll be needing that rebuild.
Alternatively you could use circuit control to feed the single belt according to the contents of the chests, but I've never done that, easier to just run the belts.
0eb981 No.14929363
>>14909637
lol his homm3 review got hit with a content warning.
0eb981 No.14929369
>>14929344
> If I keep things proper, then the buffer chests won't get used that much.
Then why have them?
I guess you could also just research circuits and disable the outputs from e.g. red science assemblers when you have more than N red packs buffered to keep the belt from backing up.
7c5d1e No.14929378
>>14929369
>Why have them
Because I struggle with taking a very long time to set up automation and my throughput is usually pretty terrible
7c5d1e No.14929454
Actually I realized that marathon was a dumb idea, since I wanted to get the achievements for all techs and chips/hour and solars and stuff, but that map wasn't suited to it, so I'm just going to reroll on a regular DW map.
I set the starting area very small, so the scale ends up being tighter, which pushes all the dudes closer to me. On the other hand, dem cliffs
07fd5b No.14929786
>>14929454
>that complete lack of oil
RIP.
7c5d1e No.14929801
>>14929786
It's not that bad, I mostly mind myself needing 3-4 wells and that'll give me more than enough oil to start with. I can capture the stuff to the southeast and then capture the fields to the northeast. Not ideal, but it's enough
0eb981 No.14929829
>>14929786
There's oil just to the southeast, and coal next to it so he can add coal liquification easily when he gets it.
07fd5b No.14930414
>>14929829
>coal liquification
That requires blue and purple science. Tonnes of plastic just to research those. He needs some oil wells before he can get out of green science and it'll be a hell of a job going south east on a deathworld. Going south west to the singular well on its own first just to get the oil started might be a bit easier.
>>14929801
Breaking out of green science into blue and beyond is usually the hardest step for me. I'm always really conscious about getting oil as soon as possible because of it. Once I've secured a decent sized patch it's basically a cakewalk though because solid fuel is pretty much infinite energy and electric furnaces save tonnes on infrastructure.
0eb981 No.14930596
>>14929786
It's only 2050 plastic without prod modules. He's got his work cut out for him trying to secure it though.
38976b No.14930726
>>14929335
>>14929283
He could add some circuitry on the buffer boxes, only produce science when above 500 packs or so.
But at the same time a single yellow is probably going to be saturated, and there's really no reason to run a blue belt in the open like that where space isn't at a premium. Just run 3-4 yellows.
46b9dc No.14931053
What would a proper endgame science lab setup look like? Can someone post images?
0eb981 No.14931128
>>14931053
I use something like this.
c0ce8a No.14931214
>>14931128
I don't think beaconing labs is worth it, since they already get so much speed from labs speed techs and the extra speed from beacons is just additive.
e216af No.14931217
>>14931214
Worth what? What's the cost? A tiny bit of electricity, it's practically free.
0eb981 No.14931231
>>14931214
It still more than doubles the speed for less than double the area.
c0ce8a No.14931234
>>14931217
Worth the hassle of fitting the beacons into the setup compared to a simpler setup, like two belts on each side with two types of packs each or even just lab-to-lab inserters.
38976b No.14931235
>>14931214
Nah, it's worth it. You want productivity modules anyway, so if you have 20 module your choice is between 10 labs (700% total speed) or 4 labs/6 beacons (1620% total speed if my math is correct).
It might also lower overall power usage but I'm not sure without checking. It does when you have multiple rows of assemblers but I'm not sure about one row of labs.
0eb981 No.14931254
>>14931214
>>14931231
Actually looking into it, the speed bonus from research is straight up multiplied on.
c0ce8a No.14931263
>>14931254
Fuck, thanks for correcting me. That makes using beacons definitely very worthwhile.
94c952 No.14931475
>>14929225
>>14929218
>>14929207
>>14929283
I actually kind of want to do some kind of double or triple sushi belt with a massive scrambler system to ensure a supply.
>>14930414
>Solid fuel
NUCLEAR ENERGY FOREVER
Pic related (2/2) is one of my setups. Once steam levels get to a certain low, it triggers one feed cycle (1 fuel) exactly to each reactor- which once you get to that critical mass of 4 reactors, they heat up very quickly. Full steam comes back and the nuclear waste is moved via drone and reprocessed. My kovarex system is modular and exact. It will never screw up or need to be fixed if left to run and has very little downtime as long as there's 238 for the input.
e216af No.14931493
>>14931475
>>14931477
I fucking love it, do you play a DW or regular world? I've done one good long map so far and it was a regular world, so now I want to start a fresh map with all the shit I've learned.
0eb981 No.14931556
>>14908177
If you're still looking for an island start, try
>>>eNpjYBBgMGRgYGBk5WFJzk/MYWZl5UrOLyhILdLNL0plZGXlTC4q
TUnVzc/MYWJlZUtJLU4tKmFmZmZJyQTTXKl5qbmVukmJxalMrMys6UW
JxcUsrMwcmUX5eSATWFhZWYoT81KASlmLS/LzUlmBoKQoNbUYKMJdWp
SYl1maC1IINJ2BMXHqls0NLXIMIPy/nsHg/38QBrIuAJ0IwiCXMjACB
WCANTknMy2NgUHBEYQZGRmrRda5P6yaYs8IkddzgDI+QEUidkNFHrRC
GRGroYyOw1CGw3wYox7G6HdgNAaDz/YIBsSuEqDJUEs4HBAMiGQLSJK
Rsfft1gXfj12wY/yz8uMl36QEe8ZM2VBfgdL3dkBJdpCvmODErJkgsB
PmAwaYmQ/soVI37RnPngGBN/aMrCAdIiDCwQJIHPBmZmAU4AOyFvQAC
QUZBpjT7GDGiDgwpoHBN5hPHsMYl+3R/aHiwGgDMlwORJwApxMGuJFA
lzFCmZEOEAlJhCxQqxEDsvUpCM+dhNl4GMlqNDeowNxg4oDFC2giKkg
BzwWyJwVOvGCGOwIYghfYYTxg3DIzIMAH+wkpkQ4AnlWS8A==<<<
c9f0a6 No.14931559
>>14931528
Looks like /leftypol/ forgot to take their daily estrogen supplement and are a little bit cranky right now.
7c5d1e No.14933994
There, not a problem. About 2:25 into the game, and I'm gonna get my oil set up. Lots of resources here.
94c952 No.14935054
>>14931493
I usually do regular since I've only completed ~2 or 3 worlds in my tenure. A lot of times I'll get tired out and play another game and just not come back to it or or I notice the inevitable UPS goblins in my yellow/purple research lines.
Be great to play this with anons if it then wouldn't be completed overnight (which it would).
Could do some kind of deathworld with a hyper aggression mod to slow down our autism. Not necessarily super huge biters right off the bat just having constant waves of them after a point.
e216af No.14935259
>>14935054
There are so many things that could be done with biters, but I bet a super simple easy mod would be to have random biter attacks that aren't related to pollution at all. Not as frequent as pollution triggered attacks, but not as benign as the regular expansion groups.
7c5d1e No.14935454
>>14935259
Maybe it's good that they're so vanilla then? Since they're so simple, you can literally make them into whatever you want. Have aggressive zerg-like creep bases, for example
0eb981 No.14935470
>50 minutes in
>4 attacks in 2 minutes
0eb981 No.14935490
46b9dc No.14935584
>>14935470
>start planning a mega base
>extremely spread out, pollution out the ass
>everything neatly laid out nicely but taking too long to get late game research done
>stuck on tier 1 magazines defending a huge chunk of land without laser turrets anywhere near done
7c5d1e No.14935659
>>14935584
My bases never tend to get very large. Pic related, though I haven't gotten blue science yet.
What's with all the blue icons on your main hotbar? Logistic slots?
0eb981 No.14935731
>>14935584
Hey, at least you have turrets. I had… half an SMG when the first attack hit. Also switch to tier 2 magazines, they can carry you until behemoths.
>>14935659
Middle-click an item on the hotbar, it reserves that slot for that kind of item.
38976b No.14935799
Good seed
Deathworld/Marathon. All options default except very low/very big water
46b9dc No.14935823
>>14935659
I prefer smaller bases too but I want at least one world where I have a gigantic playground to do whatever the fuck and test things out and such. Also what this anon said >>14935731 for the hotbar. Pollution has died down a bit since then and most of the factory is inactive, getting pretty close to laser turrets so the invading critters are gonna get glassed shortly
7c5d1e No.14935833
>>14935731
Damn, wish I knew that earlier. QOL significantly improved
7c5d1e No.14935914
I like the aggression on DW, but I don't like how marathon fucks the ratios of common things, but I appreciate the increased cost of stuff. Would standard DW with 4x or even 10x research cost be a fun compromise, do you think?
0eb981 No.14936036
>medium biters show up 10 minutes after the first attack
>>14935914
Mite b cool, though it does turn the first stage of the game into a bit of a slog. Ideally there'd be a way to tune the research costs based on how far up the tech tree they are.
You could also turn down the resource settings so you'd have to fight more for them and be smarter about spending them.
0eb981 No.14936157
>>14935259
There's a mod called biter seasons that apparently makes ayys switch between being pretty docile and going on berserk rampages on a timer instead of pollution. Pitch black might also be good.
7c5d1e No.14936303
I refined this design a bit more … I don't like having shared belts or long arms in a mass design if I can help it. It's supposed to be a 3:1 assembler.
If I did my math right, using that one good radio for science (5:6:12:5:7:7 or whatever), one Inserter assembler should be able to supply 12 green science assemblers, and one Transport Belt assembler should be able to supply up to 24. Since you need so few, and because they need raw iron as well, I feel like you can get away with not using iron gears from your main bus and just assemble them on site, as well.
(That's my personal bottleneck, dicking around with my smelters and then taking forever to set up my main bus and automation)
e05117 No.14936396
>>14924084
Isn't making your base one big roundabout using the single-line train methodology? I know that the Disney People Mover uses that philosophy of a line of continuously moving objects. It's a concept i've wanted to try in factorio. And I might well start. I have a lot of games to play now!
94c952 No.14936400
>>14936036
>>14935914
I know there's dangerous worldmode where you get the nastier biters without the extra cost.
7c5d1e No.14936424
>>14936400
Yeah, that's Death World
94c952 No.14936483
>>14936424
Oh, I'm retarded. I think it used to literally be called "Dangerous" and DW was a combination of marathon and dangerous.
7c5d1e No.14936534
First attempt at fully automating an engine factory, and it seems to be going well with my new design… It's a little wider than I'd prefer, but it works pretty well, and it's scaleable (since I take a while to get adv powerlines, I usually have to stick with small ones, and the pole/assembler/assembler/… pattern works well form e). And best of all, I don't have to fuck around shared belts.
7c5d1e No.14936795
Ooh, here's another good design I just came up with for green chips. Previous I had done the W-pattern, but since I'm trying to shy away from long arms and mixed belts, I used the underground pattern again.
7c5d1e No.14937416
Here's my current batch of blueprints that I just finished updating. I tried to make them "ideal" but basic.
https://hastebin.com/raw/xarulequru
c0ce8a No.14938063
This is my current map, inspired by the talk about island starts, built on railworld settings but with very slow enemy expansion and expensive recipes/4x tech. Biters have been a massive pain in the ass because of huge waves of small biters coming in all the time, starting iron petering out at the same time as medium biters coming in was an even bigger pain and making the 800 mil science packs for laser turret tech was excruciating. And the only expansion Iron I even found was across two oceans in the middle of bumfuck nowhere, right under a large biter nest. Pretty fun experience all things considered.
94c952 No.14938361
I aught to do a Dune world. Nothing but sand, with some small/medium cliff areas. For the sake of gameplay, water would be allowed to be in tiny puddles. Resources are otherwise very rich and frequent, except for wood.
7c5d1e No.14938434
>>14938361
It's silly little things like this that make me wish the base mapgen was a lot more flexible in what it allowed, and also for alternate paths through the gameplay (eg, even if you never use wood, you NEED at least 1 tree to win, since it's required for electricity)
46b9dc No.14938541
is it worth setting up electric furnaces right away? Got a whole bunch of these things currently being set up but I'm curious how useful it would be to remove the coal/solid fuel and just go straight to electric ones.
0eb981 No.14938557
>>14938541
Not until modules. Unless you're running out of coal/going early nuclear.
7c5d1e No.14938767
>>14938541
Do you need that many furnaces? Why stone and not steel furnaces? Is the split belt worth the trouble?
07fd5b No.14938837
>>14931235
>4 labs/6 beacons (1620% total speed
What?
Holy shit I've got to get into these fucking modules. At best I slap a bunch of speed modules on things but I've never used beacons before. Holy fuck is this what I've been missing out on?
>>14935054
>Be great to play this with anons
There have been a bunch of bobs/angels 8ch servers already. Honestly you go to sleep and when you wake up everything is done. It's insane how quickly things change on those servers.
>>14936534
>underground belt below the asseblers
I'm addicted to straight lines and compact strips you can just click and drag. Yours looks nice though.
7c5d1e No.14938862
>>14938837
Beacons take a stupid amount of power each, but they radiate their modules at 50% power to everything in like a 7 or 9 tile radius or something like that.
94c952 No.14939010
>>14938837
>overnight
Yeah. That's why I'm saying we just need some kind of super aggression mod. I am happy though that the game is balanced around a single player being able to easily do everything as opposed to games like medieval engineers where survival mode is a huge grind by yourself.
07fd5b No.14939018
>>14938862
>at 50% power
That must be why I never bothered. Getting my nuclear up and running now so I should have limitless power soon.
>>14939010
In that case, once the hours go somewhat dead the whole base will be torn to pieces. It's a tough balance.
7c5d1e No.14939035
>>14939018
Complaining that beacons transmit at half power is like saying you'll never use stone furnaces because they're "only" half the speed of steel/electric
07fd5b No.14939151
>>14939035
I know, I delayed using bots because I thought I'd have to make blueprints and couldn't be bothered. Then I realised you could copy and paste.
Speaking of which does anyone have the train autism blueprint pastebin?
94c952 No.14939192
>>14939018
Mod should get the number of active players and adjust accordingly.
7c5d1e No.14939900
Here's a question on timings
>Red Science takes 5 seconds to produce
>Therefore, you get 12 crafting cycles per minute
>If you build 5 assemblers, you create 60/m or an average of 1/s
>To keep up with this demand, you need 60 Iron Gears
>Iron Gears take 0.5 seconds to produce, which means that a single assembler can produce 120 gears per minute
>Doesn't seem like the last assembler in a chain gets as many ingredients
Does this have to do with density or what? I know my production speed is just fine. For reference, I have 5 red science assemblers in a row, the first one gets about 81 products finished, and the last one says it made 69
94c952 No.14940039
>>14939900
I think so. I really tend to notice that thing when I make snake way bases and my research line is a mile long of one continuous iron belt and copper belt. The later factory sections just don't get enough materials. It's density plus the pick rate of anything coming before it.
07fd5b No.14940433
>>14939900
Throughput is really important with long belts. If they're struggling to get products to the end of the line properly, you've got to check for bottlenecks. Commonly these are the speed of the belts, speed of the arms, and amount of supply. Ideally all of your belts should be completely backed up (compressed) and the bottleneck should be from the consumption of the output.
Upgrade your belts and arms first, see if that fixes things.
7c5d1e No.14940556
>>14940433
It should operate at parity, though. Either way, I fixed it by just slapping down another iron ring assembler.
>Belts send 13.33 items/s
>10 red science consume 10 rings every 5 seconds (so 10/5s or 2/s)
>1 assembler creates exactly 2/s
Assuming full saturation, it should be just fine, but it's hitting a snag somewhere. I'm not counting the inserter speed, since the output (ring) and input (science) cancel eachother out. Whatever, no big deal
38976b No.14940779
>>14938541
>>14938557
Electric furnaces consume twice as much coal (or solid fuel or rocket fuel or w/e) as Steel furnaces assuming you're using boilers. Don't even think about it unless you have at least solar or efficiency modules.
>>14939900
Assemblers will pick up up to twice their amount (or more with beaconed crafting speed), so starting out the near ones will be taking more than their fair share until they are saturated.
In any case make sure the gear assembler isn't bottlenecked by input or inserters.
a93e32 No.14941637
>>14939900
What kind of inserters are you using? Is the assembler actually producing 120 gears per minute?
7c5d1e No.14941708
>>14941637
For the sake of it, let's say Fast Inserters, since I've noticed it on mature bases as well. I don't think it actually is producing them that fast, though I guess I could actually pop in game and test it out, right?
I just figure that the speed of inserters in/out should negate the overhead. Additionally, if it's labeled at 0.5s per craft, then mathematically it should be producing ~120/m minus the inserter cost (actually a little less because it's crafted at 0.5x or 0.75x speed depending, but so are the science packs)
7c5d1e No.14941746
>>14941708
Yeah, just tested my setup on a freeplay world and it's accurate. Using assembler 2 (0.75x speed) with iron rings (0.5s craft time):
>5s test hovered around 88.4/m to 96.2/m
>60s test hovered around 89.8/m to 90.2/m
a93e32 No.14941782
>>14941708
It takes 2 iron plates (or more) to make a single gear wheel, usually there are issues feeding the gear production assemblers because they eat up the iron plates really fast. Also, the 0.75 ratio is affecting all your assemblers (or 0.5 if you are using an assembler 1 somewhere in the system). 5 Assembler 2's will not give you 1 science per second, you need 6.667 assemblers. 1 gear assembler should be more than enough to feed them either way. Post a picture of your setup.
0eb981 No.14941802
>>14939900
Remember yellow inserters take slightly more than a second to cycle so you might have a hidden bottleneck there.
>>14940556
>1 assembler creates exactly 2/s
Not really, since they have crafting speed modifiers. Gray assemblers are 0.5, blue ones are 0.75.
The math is a lot easier though if you pretend blue ones run at normal (1.0) speed and think of the belts as carrying 13.33 / 0.75 items per sec.
7c5d1e No.14941809
>>14941802
Shouldn't I still factor in the belts as having 13.33 items (per side?) regardless, in the case that I have multiple sources to actually saturate the belt, though?
07fd5b No.14941847
>>14941809
>per side
It's both sides combined.
0eb981 No.14941937
>>14941809
The idea is that since blue assemblers work at 0.75 speed, it takes 13.33 / 0.75 = 17.77 assemblers to fill a belt if they're outputting one item per second. Likewise for input, e.g. if you want a belt of iron plates turned into gears, you need 17.77 / (2*2) assemblers.
The point is just that when you're planning something, you don't have to convert back to real-time seconds to check how many belts of stuff you need.
7c5d1e No.14942008
0eb981 No.14942774
>Main bus nearly up
>Blue biters start arriving
>Oil is buried behind fuck knows how many biter bases
373ddf No.14943123
94c952 No.14943455
HookTube embed. Click on thumbnail to play.
My current plan here must be suicide, because I just made an entirely desert/sand death world with almost no water.
7c5d1e No.14952459
Can someone post a blue science assembler? I need to make them in chunks of 12
7c5d1e No.14952471
>>14942774
They wrecked my shit too before. Best thing is lots of grenades or piercing rounds and turret leapfrog
46b9dc No.14954226
Everything is finally up and running. Big, beautiful walls supported by laser turrets all around the base with purple & yellow science already being produced. Now if only I wasn't a lazy cunt and got a train network going because I'm low on light oil to create solid fuel and have far too much petroleum. Is there any easy way to sustain yourself on energy from oil alone? I don't seem to drain enough using plastics so petroleum is all backed up in the tanks.
>>14942774
It appears I am in the same situation as you friend.
7c5d1e No.14954320
>>14954226
Isn't there a recipe for petroleum gas -> solid fuel?
46b9dc No.14954449
>>14954320
light oil is the most efficient for it but yea I suppose as a last resort I'll do it
7c5d1e No.14954931
Designs that technically work
7c5d1e No.14956323
Oh actually, I just realized that inserter speed doesn't matter for science packs because of the assembler's internal buffer.
7c5d1e No.14957283
>249,900 iron to create 1,000x of each science pack including white from rockets
I know it's endgame as fuck, but a huge seam of iron (3.1m or so) would only be able to support like a dozen before you have to move on. Do you just keep building or what?
46b9dc No.14958620
>>14957283
I'm guessing you're gonna be boosting productivity real hard at the endgame so you aren't gonna be eating up your resources too fast
7c5d1e No.14958823
>>14958620
Imagine being as retarded as I am though
7c5d1e No.14959011
Made a few large-scale templates that I can just mindlessly slap down and only have to worry about the input and it handles all the processing. My goal is to have the first 3/4 sciences easily automated quickly, for once. This is actually one of my better starts, I'm about an hour in, but don't have automated copper or steel yet
0eb981 No.14959081
>>14954931
It might work better if you had the assemblers take from both belts :^)
>>14957283
Just drive 10 miles in any direction from spawn, there'll be 300M patches. Also, mining productivity.
7c5d1e No.14959211
>>14959081
Whoops, forgot the other inserters. I'm tired.
>Productivity
So it literally creates an extra ore, it doesn't double mine?
0eb981 No.14959262
7c5d1e No.14960020
Just found a spicy new way to push turrets on nests early game
>Set turret filter to 2
>Set ammo filter to 3
>As long as you have enough shit in your inventory, it will restock the quickbar
>Just a matter of slapping a line of turrets down, then ctrl-right clicking your ammo across the row
It's silly, you can drop like 6, 8, 10 turrets in a second if your aim is good, then all of a sudden they're firing
81b7e9 No.14960053
FACTORIO, ACCENT ON THE O
07fd5b No.14960086
>>14959211
>So it literally creates an extra ore, it doesn't double mine?
There's a purple bar that fills up however much your productivity % is each time it produces something. Spits out a free one every time it's full. So a productivity bonus of 10% would fill the bar 10% every time a product is made and on the 10th creation it gives you a free one. I used to think it was a percent chance for free shit but I'm glad that isn't the case.
7c5d1e No.14960092
>>14960086
Right, but I wasn't sure whether the "free" product from productivity was literally a new object or just a bonus dig. I guess it makes sense, given it works the same way on the modules for item creation.
Also as far as I know, only the Kovarex nuclear shit has a RNG to it, everything else is mostly deterministic
7c5d1e No.14960139
This is what a 3 hour base looks like for me now.
My biggest delay tends to happen somewhere after the second tier of research starts, where I move from haphazard furnaces into the big blueprinted ones I set up. Even with groups of 8 furnaces, running the transport belts and stuff takes time and tends to distract me from simply setting up the assemblers for green science.
07fd5b No.14960191
>>14960092
Yeah so putting productivity modules as far up the chain as possible is your best bet. That way instead of just the one piece of ore being duplicated, it's every product that goes into it. Processing units for example would net you a free 5 sufuric acid, 24 iron plate, 40 copper plate, and 4 plastic bars every time it triggers. Very useful for making those ore patches last.
94c952 No.14960989
>>14954226
>>14954449
Make sure to disable all cracking light >petroleum once the natural gas levels in your tanks reaches a certain amount- you can also enable a bleed off of natural gas to solid fuel once it hits the maximum to ensure you can keep processing crude. Same thing for heavy oil, just crack it into light oil if you have too much and don't need more lubricant.
0eb981 No.14961039
>>14960989
>Make sure to disable all cracking light >petroleum once the natural gas levels in your tanks reaches a certain amount
TBH I find it better to just enable cracking when an excess of heavy / light builds up. If there's no room in the output tank the cracking will stop automatically.
94c952 No.14961335
>>14961039
I suppose. All my method allows for is when one thing is full, you need another thing, and now your refineries won't produce because 1/3 tank types is full. I've had it happen.
0eb981 No.14961658
Six hours in, I managed to bring home a couple of tanks of oil. I might actually get real defenses up before behemoths start arriving. So far I've been using bunkers with 4 turrets, but they're getting overrun more and more often, I've lost about 100 turrets by now.
>>14961335
Yeah, the idea in mine is just to keep some heavy/light oil in reserve instead of potentially cracking it all, so you rarely have to dispose of petroleum.
46b9dc No.14961994
It's funny how I had two full tanks of surplus petroleum AND crude oil for the longest time and constantly low on light/heavy for its use as solid fuel. The moment I open the floodgates for processing units I blink and its all gone. No more problems with light oil but hot damn it disappeared in no time.
38976b No.14962462
>>14960191
Not necessarily. Boosting Later stages of production tend to save more resources because they are quick and the inputs are more expensive.
Check near the bottom of this page: https://dddgamer.github.io/factorio-cheat-sheet/
c97a91 No.14962494
>>14961658
Once you get some landmines and construction bots, make some regerating minefields. Those are fun.
>Reserve
Right, and for that I would just have yet another tank that isn't wired to the rest as an emergency tank, which bleeds off from the main lines and is only used when the main is empty. This could also be used as a falling edge type of trigger to activate my proposed system which disposes of any unneeded types until the reserves are once again full- and hopefully clearing the deadlock automatically in the process.
>Light oil is empty, but gas is full
>pump light oil reserve into main
>when this is empty, crack everything
>To ensure flow, use gas for fuel production
>When all reserves are full, stop the process.
Sure the problem might crop up again until your economic demands change, but once again it will be handled with no intervention.
c97a91 No.14962530
>>14962494
>when empty
Perhaps as emptying, instead.
e216af No.14968684
>>14961658
>lost 100 turrets
Holy shit anon you need denser formations. Walls should be literally one turret every square unit. If you want to be efficient separate each with enough space for a light or lamp post, but no more. The biters have low-level AI, so they will not just blindly assault the same place every time. Over the course of the game they will slowly shift their assaults to different parts of your walls not covered by turrets. This is why ALL of the walls must be covered by turrets.
7c5d1e No.14969053
>>q14968684
>so they will not just blindly assault the same place every time
I thought they go to whatever made the most pollution
e216af No.14969234
>>14969053
Generally, yes, but that doesn't mean they take a blind bee-line towards it. Every time I've squared off my base with walls their attack waves creep around the turrets.
0eb981 No.14969966
>>14968684
I didn't have the resources for that early on so I put them in groups of four, surrounded by walls and spaced apart so that biters couldn't slip between them without getting shot at, drawing them towards the bunker. It works just fine up to medium biters, but the big ones showed up before I could get enough industry going to automate turrets or walls. I got a proper wall now though, with flame turrets in place for when behemoths show up.
>Over the course of the game they will slowly shift their assaults to different parts of your walls not covered by turrets.
No problem, I didn't have walls either aside from the ones protecting the turrets.
>>14962494
>Once you get some landmines and construction bots, make some regerating minefields. Those are fun.
Mite b cool when I get more oil, right now I only have two pumps in a little fortress miles from the main base.
eadb72 No.14971268
>>14970479
>Zero gameplay footage
>Most of the comments are people commenting on the "cute lizard sneezing"
Superb trailer, sure looking forward to that game
7c5d1e No.14971373
>>14969966
Those look like really weak enemy bases. Why not take 10 minutes, run around and drop a quick turret push? Doing so will probably give you about 2 hours of almost no attacks
e2a3d7 No.14971709
e2a3d7 No.14971747
YouTube embed. Click thumbnail to play.
>>14970479
Why the hell did you post that video?
>>14971268
There's gameplay.
7c5d1e No.14971935
>>14971268
To be fair, the lizard was pretty cute when it sneased
94c952 No.14972048
>>14971747
Looks exactly like no mans sky but with conveyor belts. Seems like due to the verticality and POV it's less about autistic efficiency and more about the cool stuff like rocket calldown buildings from space. I'd try it.
e216af No.14972282
>>14971747
I dig the music, but the immediate focus on multiplayer is an instant no-go for me. I fucking hate these meme-multiplayer games. They're nothing but twitchbait.
94c952 No.14972358
>>14972282
As long as it is/can be balanced for singleplayer I'm fine. One of the things I hate about medieval engineers is how the grind is balanced around having friends, but they alleviate none of the singleplayer burden by MAKING CARTS WORK or adding servant npc's.
PLUS, if it's (satis) pirateable, we could get a gamenight of it sometime.
94c952 No.14973566
Also, I went ahead and took some quick video of my kovarex system. Will post my nuclear cycle when it gets low enough.
e05117 No.14975822
>>14974533
>>14973566
Nuclear is a dangerous tool!
I know there is no interest, but if anyone wants to join me for a publicly hosted mess I'll have a server up for awhile running under the /v/ 8ch name. Password is trains. I don't really figure on anyone joining, but if you want to it'll be there.
7c5d1e No.14975979
>>14975822
I might dick around, what settings? When are you hosting?
e05117 No.14976017
>>14975979
I'm using the public server hosting system. I'll try and host daily 9 pm to 3am Central Standard Time.
Using Train World settings, with a low level of trees, standard biter set up, low amounts of water. Basically, a giant desert, without a lot of trees, and endless wastes. 'large' resource patches, but I've only JUST started, so that can be changed, as well as increasing the Biter influence.
7c5d1e No.14976129
Wait, so is it hosted now? /v/ and 8ch give no results
e05117 No.14976148
>>14976129
It SHOULD be up. I might be really fucking things up. Should be under "/v/8ch". I might be being an idiot [If this is the case, I'll delete my last posts and try and figure out what I'm doing WRONG]
7c5d1e No.14976166
>>14976148
Are you doing a headless server or through the game client? In the case of the headless server, I kept making the mistake of not doing the command line parameters to load the server settings (eg, so it would never auth against the public server).
Also check your port forwarding.
e05117 No.14976183
>>14976166
Trying to host through the game client. I was honestly trying to set up a headless server for /v/ to use, but I just could not figure out how to set up the .json settings. For port forwarding, I think i've got it set, I want it to match my ipv4 Address, with the 34197 right? Also, I know that's such an easy, stupid question. This is my first radio.
7c5d1e No.14976202
>>14976183
It's much easier to just generate a map, and have the server load the save file than to generate it via command. For some reason, my local machine joining my own server on another machine gave me a map error, even though it never joined it before. What I ended up doing was copying the server save to %appdata%/factorio/server/ (new folder) and just doing all my shit in there, so I didn't have to worry as much about pathing.
Anyways, it's not getting detected through the client. What's your IP address?
e05117 No.14976257
>>14976202
try 192.168.1.113:34197
I really am shitty at all this port forwarding and opening things and setting all the static IP business. You think for someone on /v/ who wants to do multiplayer I'd have my shit together a little more.
7c5d1e No.14976273
>>14976257
>192.168.1.113:34197
Nah, that's your local network address (eg on your home/office). Try https://www.whatismyip.com/ or a similar site, you want a public IPv4 address.
I'll try pinging your server and see what error it spits out on my end
e05117 No.14976278
>>14976273
199.0.197.19
I have no idea. When I do ipconfig trying to get this stuff, that number doesn't show up anywhere. I don't know how to internet. A lot of this seems pretty confusing, compared to the internet set up i've had before, and I think it's just that i'm in a small town in the middle of nowhere, using a local isp, instead of any of the big box names.
7c5d1e No.14976323
>>14976278
Yeah, it's saying that I can't resolve to host, so I think your ports might not be opened. Check that Factorio isn't getting blocked by your firewall (which it shouldn't be, if you've ever played it online), and secondly, what kind of router/setup do you have?
You might have to log into your admin console at 192.168.0.1 or whatever it is for your network and manually open a port.
e05117 No.14976369
>>14976323
My ports SHOULD be open? I really don't know how to answer the other questions. I did open / allow factorio in my firewall, because it did give me a prompt when i started it up tonight.
7c5d1e No.14976403
>>14976369
Oh, my own version is deprecated, god bless. Says I'm on .36, you're on 0.50. GOOD TO KNOW
e05117 No.14976420
>>14976403
This is what happens when you run the STEAM version. MY bad. Also, i'm probably going to clear up a lot of these posts I made because I feel bad for cluttering up the entire thread. If I can get where people can actually join, I'll try and stick to those host times, maybe just create / host a new server. I'd like to at least see how the connectivity is first though, if a person joins and it's all stuttery or slow for them, no point in ME trying to host the "official" /v/ server.
7c5d1e No.14976447
>>14976420
Yeah, I opted into the beta branch on Steam and now you're on the game list. However, I get a new error I've never seen before
e05117 No.14976487
>>14976447
I'm going to reset my machine, and then try hosting again.
e05117 No.14976534
>>14976487
Can't delete my posts, so looks like you're all stuck with this bullshit I could have settled in a disagreement channel! Started back up. Only message I see on launching the online game is "Matching Server connection resumed." If you try to join again, and it still doesn't work, it's all fucked and i'll just throw everything away.
0eb981 No.14976735
>>14971373
At this point it doesn't matter since I got walls now. Earlier on I didn't want to push the evolution too far too early. Even without destroying any bases blue biters showed up around the 2½ hour mark. Also turret creeping is lame
a93e32 No.14977060
>>14976369
For some reason most port forwarding guides don't mention this, but you also have to port forward on Windows, in the firewall.
Open Firewall > New Rule > Port > (TCP or UDP, don't remember what Factorio uses) > Specific local port: [enter the port here] > Allow connection > click next until finished.
For the JSON's, you will want to edit server-settings, there's one called require user verification, set that to false so that the game allows pirated clients. This needs to be loaded with the –server-setting [path to settings file]/settings.json command on startup, not sure if it works with normal Factorio or just headless.
7c5d1e No.14977367
>>14976735
Why bother having defenses at all then? It's resources you could be spending elsewhere and it's a game about efficiency. :^)
e05117 No.14977411
>>14977060
I'll try and host the server headless tomorrow, I've got a friend who works in IT, and i'm sure they'll be more than happy to come over and assist me. As is, server is down, headless or not, it'll be back up and running at 9 Central for anyone interested in playing. Hopefully, it'll be as easy as just JOINING a server.
I think i'll add the squeeze through mod, just because it's so useful for getting past pipes, but i'm not sure if that ruins the fun of Vanilla. Now, when you were talking about that, in my .bat file that controls the server, i'm going to have to have a section of it that says –server-setting :c/folder/folder/file/settings.json, or something like that? I might just try and make a disagreement later too, though that's always a bit annoying in my eyes. As is, good luck with your efficiency!
0eb981 No.14977644
1c37c6 No.14978128
>>14977411
Yeah, this is for linux but it's the same on windows:
/factorio/1516/bin/x64/factorio –start-server savename –server-setting data/settings.json
There's also a –load-latest or something like that. You can find a reference on the wiki for these params.
If you want a server to dick around on, I can start up my dedi, but due to exams I'm not really available to play much.
94c952 No.14978497
>>14976534
It's ok anon, at least now I know what's happening after waking up.
07fd5b No.14978526
>all these fags doing turret pushes as the main means to taking bases
>not just running over every base with a tank
>not knowing the tank machine gun turret gets 100% bonus damage to mop up what's left
>not knowing tank shells penetrate enemies taking out several in one shot and exploding where it lands
>not knowing even solid fuel is enough of a boost to be more agile than big biters
>four thousand health
0eb981 No.14978550
>>14978526
>not using the blowtorch flamethrower
2c189b No.14978624
>>14978526
>not knowing even solid fuel is enough of a boost to be more agile than big biters
I just used the torus shaped item which still can be used while driving the tank while having a heavy armor, the "torus" device is gud enough to stun a large amount of illegal aliens and even pushes them away from you, so that they cannot stop your tank by rushing it like it was a truck filled with fried chickens. Now when I think about it again I used this tactic all the damn time which makes dealing with the filthy aliens pretty trivial.
94c952 No.14978704
HookTube embed. Click on thumbnail to play.
>>14978624
When I'm not waltzing through their camps shielded and covered in napalm, this is how I take care of biters.
1ebb6f No.14978743
>>14978526
I remember once upon a time when I used tanks, but flamethrower + rockets have made tanks obsolete for me. Maybe power armor should be nerfed or pushed higher up the tech tree or something, it's just too easy to rocket down worms/bases and then putting the xenos that come after you into the oven.
eadb72 No.14979270
I will post a video that always makes me want to play Factorio
eadb72 No.14979299
c97a91 No.14979944
>>14978743
What about combat walkers?
e2a3d7 No.14982545
>>14978526
Ah, I see you're still fighting tiny bases without a shitload of big worms there ready to force you to retreat and repair from near death every 5 seconds. Also, only flamethrower is worth anything on the tank.
7c5d1e No.14982678
>>14982545
To be fair, running shit over is pretty fun too. My first time, it was "the answer" to tough bases I couldn't deal with anymore.
Also we're on page 13!
e05117 No.14982707
>>14982678
I'll make a new thread, with disagreement info, hosted server, factorio general info, the youtube video link, and suggested actions for new players and such. People can still super easily get the entire game for free and play on multiplayer right, just by downloading to demo or being given the files from a person who fully owns the game?
7c5d1e No.14982761
>>14982707
If you make a new thread, do not put disagreement stuff in the OP. Just make it a generic Factorio thread, and have the first post be server info.
I might try running a headless vanilla server, if you wanted to do your trainworld with mods.
e05117 No.14983192
7c5d1e No.14983255
>>14983192
Looks fine to me