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5519d1 No.14983184
Factorio is a game about Factories.
Name of the game is get to space, but with a variety of ways to modify the game using an extensive user created mod library you can get about it a lot of different ways. Generally it devolves into spaghetti and hours of your life poured into managing your base against the filthy illegals. The game is easily pirated, because the creator [Last I'd checked] was of the firm belief that if you really liked the game enough, you'd buy it after playing a pirated version.
Current latest version of the game is 0.16.50
Now that that's out of the way.
>What are you building?
What projects and designs have had you hooked for a while?
>What's your major malfunction, MAGGOT?
Everyone's factory always ends up with a hangnail, what's yours? Feed the beast.
>Trains
How extensive is your block-chain?
Any other problems you're having, struggles with your factory, blueprint designs you're proud of, or .gifs showing your impressive nuclear set up are welcome. Talking about UPS is too, if you wanna be that particular variety of foreman.
5519d1 No.14983303
Finally got my server up and running, from the last thread. It's on the public games list, you can find it by searching trains or 8ch.net, server name is 8ch v Official
It's a desert train world, with easy levels of bugs more centered on a big factory than biter problems [Boring for some] Speaking of bugs, I believe I've worked out all of the issues with it in the last thread, so so long as you have the most up to date version of the game you should be able to join.
>Search for 8ch v Official
>Connect to 199.0.197.19:34197
>password: trains
a9de9f No.14983587
If anyone cares, I am also hosting an unofficial server that you can play on during the downtime. My understanding is that OP can only run it for about 6 hours a day, while mine will be running headless on an old craptop, so we'll see how it pans out.
>8ch /v/ UNOFFICIAL
>Deathworld, small starting zone
>Password: rage
9705d3 No.14983630
There is a new autism simulator in the works, Satisfactory, that was revealed at E3. Keep an eye on that.
https://store.steampowered.com/app/526870/Satisfactory/
8d3574 No.14983909
>>14983630
Literally the only good thing to come out of E3. Trailer makes it look very good.
275d53 No.14984417
>Factorio is a game
Wow, I wish. Factorio is a big set of a mechanics to fuck around with, but the "game" part is still quite thin. And this is after, what, 4 years in development now? Are they ever going to finish it or is this the best proof we ever needed that the early-access model will always result in unfinished crap like Minecraft?
275d53 No.14984445
>>14983909
So it's literally just Factorio but in a worse perspective? And made by the people behind Goat Simulator, so you know they have no clue how to produce a game?
9031c0 No.14984871
>>14984417
Factorio is pretty much done. They're doing some UI ricing & minor gameplay changes, but if you're expecting to actually have fun fighting against ayys you're shit out of luck.
They're always going to awkwardly linger between feeling completely pointless and being a complete pain in the ass with no in-between.
See for yourself: https://factorio.com/blog/post/fff-235 lists the planned features for 0.17. It also mentions that 0.17 has a good chance of becoming the actual 1.0 release of the game.
8d3574 No.14984894
>>14984445
Intentionally making a meme game doesn't mean you don't know how to make games.
Also that's obviously not trying to compete with Factorio, it just has similar gameplay elements. Factorio is more about designing the logistics of moving a lot of shit to produce a lot of shit, whereas that seems more like a typical building game except you craft more things with a factory rather than a workbench.
fc1e96 No.14984951
Speaking of satisfactory, is it even gonna work?
I can't imagine a big factory doing all sort of things while actually having good graphics. These days good looking games lag like fuck the moment there's 12 people or 3 moving pebbles on screen. I think it's gonna run like modded 2010 minecraft. Or please prove me wrong and tell me we have the technology, i kinda want to play it.
a9de9f No.14985014
>>14984951
It looks very well polished and promising and I have a good feeling for it. However, I know better than to get my hopes up; it could be loaded with DRM, the devs should be pozzed as fuck, we know very little about the game. It's very easy to get a strong machine and create bullshot videos like their trailer.
I think for a long time, Factorio will be that comfy little "niche" game that /v/ attaches to that just manages to stay reliable, while fotm clones come and go
e49419 No.14985053
Fortresscraft is similar to factorio and is 3D. I haven't played it, but it would probably give you an example of what you could expect with it being in 3D.
e10b3a No.14985372
>>14979944
>What about combat walkers?
Like Metal Gear with a rocket launcher, cannon shell, and machine gun slot. Bit slower than a car, health of a tank, can fire nukes. Though at that point it's just a regular person with lots of energy shields and exoskeletons.
>>14983909
Looks like space engineers but without the space or building custom shaped ships/cars.
fec67d No.14985965
>>14983909
Anybody know what genre to call this music? I really need a 3 hour megamix of this shit to autism out to while playing Factorio.
e10b3a No.14986245
>>14985965
Techno house, I think. Granted it's a lot better than any techno house I can find on youtube.
275d53 No.14986283
>>14986245
Techno is a fundamentally different genre from house, you can have one or the other but you can't combine the two. It's closer to house than techno.
4c7121 No.14987010
>>14985014
>It looks very well polished and promising and I have a good feeling for it.
Anon, unless I missed a dev play session somewhere, we've seen nothing for this game besides three minutes of quick, edited E3 trailer footage. Without unedited gameplay in an unscripted setting, you simply cannot be sure of anything regarding the game's quality. Star Citizen has excellent trailers, but the actual game is still hot garbage.
That being said, I would very much like to see the game actually be good. It looks like it could be a lot of fun, especially if it's well optimised and moddable like Factorio.
a9de9f No.14987449
>>14987010
No, that's what I mean.
What they did show looks very well done. If the rest of the game is held to this same level of polish, it will be fantastic. But like you and others have said – and I agree – it comes down to the gameplay, which hasn't been live yet.
a9de9f No.14987501
>>14983587
Also just as a note, I dropped by my server to spend ~2 hours on it, so red science is automated, and there's a basic flow of iron and copper and a bunch of blueprints laying around, plus a light amount of turret coverage (biters have started attacking). Just in case anyone actually wants to play on it (instead of anon's actual server at >>14983303), I'll be going to bed shortly, and then have work and a game night, so I might not be able to check on it for an extended period of time
b92c3b No.14987660
>3D Factorio announced
>by the developers of Goat Simulator
Fucking monkey paw.
48505f No.14989950
>>14983909
Is it gonna be a generic survival sci fi game or a first person factorio. Because if its the latter then it might be worth a pirate
dc7d04 No.14990029
>>14983909
I would be excited for a 3D Factorio if it wasn't being handled by the devs of Sanctum and Goat Simulator.
192b94 No.14990033
>>14984445
they also made Sanctum, which I thought was alright, if boring
89d7a6 No.14990141
>>14990029
Better than shayquanda and ali-al-jabbar-abababa
aa68bf No.14992366
>>14984871
>Factorio is pretty much done.
>combat, base defense and monsters remains completely and totally insignificant and nowhere near fleshed out
I still like the game very much but I wanted more than just automation/efficiency autism. I wanted to explore a hostile planet fighting off a huge variety of challenging aliens and laying siege on ball busting difficult alien hives. Why is the coolest part of the game so neglected?
449dd1 No.14992371
>>14992366
>More focus on combat and exploration
Sounds like what Satisfactory is aiming for, tbh, instead of the pure autism that Factorio enables.
5519d1 No.14992414
>>14992371
Wow this utter speculation. I've only seen the one single video for it and the website has NOTHING about that. It's more looking like a story, where you've got a single directive to create a giant machine in part of a cooperation mission to exploit the planet. So far, no wild life was shown at all, and just the exploration of a 5kmx5km map area. Which is large, but once it's explored, it's finished, and resource patches will all probably be in the same location.
I figure the game is probably going to be only about designing an interesting 3D infrastructure with the products mostly going to building more structures, and ultimately culminating in building a space elevator where you'll send constructed materials for points. As for the combat stuff for Factorio, I'm not sure WHAT changes could be made, without a full rework of the combat mechanics. I'd like it, but ya.
As it is now, the combat really is more annoyance than threat.
As well, on the OP /v/ official server is up all the time, it's headless now so people can join any time, and make any changes they want. It's not exactly a challenge map. The /v/ unofficial is a death world though if you want that challenge.
8d3574 No.14992449
>>14992366
It would be cool if you explore far enough you'd start encountering super bases that you need to surround with turrets, and add roboports to repair/replace the turrets as they get destroyed.
Although now that nukes and artillery exist, it might be a little hard to balance.
6dbc5b No.14992523
>>14992414
You catch a few glimpses of what appears to be hostile wild life at the end of the trailer. The FAQ explicitly states that there will be combat, although I also fear that it will not be an actual meaningful threat to your factory.
449dd1 No.14992558
>>14992414
I like speculating, especially when it doesn't cost me anything.
>Factorio combat changes
Some anons were discussing evolutionary trees for biters based on your tactics and the environment. Be an asshole with a lake? Now they swim, but are weak to fire if you pipe the oil in. Maybe they retreat back to the water and try to flank you.
8ef20d No.14992624
>>14985053
Fortresscraft doesn't understand what makes Factorio fun though. It's often complex for no reason other than the dev being both cynical and jealous of Factorio at the same time. He's just embarrassing.
4dc986 No.14992708
Can anyone repost the mega link for the game that was in the last thread?
a9de9f No.14992812
>>14992708
Is there a problem with Volafire?
cf0114 No.14992880
YouTube embed. Click thumbnail to play.
>>14992800
needs more factory noises
449dd1 No.14992902
>>14992800
What were they making?
4dc986 No.14992903
>>14992812
Checked and didnt see it in there.
01b350 No.14992911
>>14985965
It's just electro house.
98e75e No.14992941
>>14992902
a mechanical pencil
449dd1 No.14992971
>>14992941
That's what I was thinking too, ironically; could have been some component in a turbine or energy storage device.
754119 No.14993081
>>14992941
I wish I knew
Here's springs
a9de9f No.14993921
>>14992903
I can upload a copy of the current stable and experimental release. It'll take at least an hour to upload, though.
a9de9f No.14994110
e10b3a No.14994746
>>14993921
>the current stable and experimental release
I've got .16.35 and I'm holding out until .17 until I get another version.
>>14992558
There is always the rampant mod. Can't speak for how good it is though.
https://mods.factorio.com/mods/Veden/Rampant
74391d No.14994778
>>14993081
Game like this when?
Infinifactory is too clumsy and minecraft-y, and opus magnum is just marbles with symbols on them.
96f676 No.14994793
>>14992902
Looks like a shaft for a gigantic turbine.
96f676 No.14994799
>>14994778
Outside, from creators of IRL.
Entry level CNC mill is under $5000.
46556b No.14994833
>>14989950
It's a 3D Factorio. Judging by the footage in the trailer, it isn't exclusively first person perspective, either. Looks like there's a 3rd person with movable camera.
2c4e6e No.14994885
>>14994833
Would a 3D factorio work with current tech? Will the addition of verticality make up for the fact that you wouldn't be able to have as many objects at once due to 3D processing/rendering limitations.
74391d No.14994945
>>14994885
Factorio itself is pushing modern hardware, there's no way you can translate it to 3D as is and expect it to work as well.
You could compress it, make everything more valuable so you need less of them. For example 1 3D copper plate is equivalent of 10 factorio copper plates. Science vials last 10x as long, but the materials are 10x more expensive and 10x slower to craft. Turrets are 10x more expensive but 10x more powerful so you can spread them more sparsely.
9031c0 No.14994988
>>14994885
Of course it can. Just like how Factorio doesn't bother rendering shit that's out of vision, so can a 3D Factorio simply refuse to render things that are more beyond a certain distance away.
As for 3D game logic processing; it'll barely exist. Remember that almost all the machines in Factorio (and also in Satisfactory from what I can from the trailer) don't actually engage with any sort of "dimensions" in any way. Inserters only look at 2 tiles; the one they grab from and the one they release onto. Belts are merely a line which items travel over; and assemblers don't really interact with anything outside their inventory. This kind of logic is as cheap in 1D as it is in 3D. The only thing to be concerned about is fluid physics; but that stuff runs like shit in Factorio too, causing UPS-fags to avoid it like the plague. Which the trailer shows none of, mind you.
Ultimately, Factorio tends to slow down to a crawl when your factory becomes incredibly huge. The same thing will apply to Satisfactory. It'll probably reach that point way earlier because I doubt the devs will spend nearly as much time as the Factorio devs to optimize the fuck out of there game.
607c24 No.14995034
HookTube embed. Click on thumbnail to play.
>>14992800
Here's a great one for that industrial aesthetic, though I doubt my ability to make a good looking webm out of it, so here's a hooktube instead.
5519d1 No.14995190
>>14994988
I didn't really know that about the fluid mechanics. Is that where there are all the fluid barrel operations at all, just so you can make barrels of fluids, to be transported in that form, instead of taking them off using pipes?
754119 No.14996236
>>14994799
This, srsly
>>14994778
I'm guessing it's half creating the base machine that can be highly customized, and half programming it to do exactly what you want. Also metallurgy knowledge to know what grades of steel do what.
Buying your own machines means you just need the microprocessor programming part. Unless you're the kind of guy that likes playing with Arduinos and shit, it wouldn't be very fun.
It would make an extremely well-paid and in-demand career choice though
754119 No.14996271
>>14992880
I'm not a weebm person, but Hooktube's built-in downloader was enough to get this under the size limit
>>14995034
This one came out far too large, sorry. Also, for non-clang machinery, 3d > 2d. Cartoons and anime can make some wonderfully fantastic contraptions but there's something about actual existing machinery that is much more interesting.
fbdc31 No.14998412
Lets see those fucking space hippies try to exhaust my ammo supply again.
a9de9f No.14998438
>>14994988
I want to say this is the fault of Lua, but I'm not so certain. What is Factorio even written in? C++? C#? I know that does the actually heavy lifting while the Lua is only hooks into that API so it shoudln't be a problem
b64870 No.14998499
>>14992800
Just look at how happy that crane is to be doing his job.
aa68bf No.14999327
is there sort of a set amount of distance where it becomes impractical to use belts/pipes to move resources? Need to go real far for a gigantic oil field and I'm not sure if you can just throw down a bunch of underground pipes or if trains are needed
8d3574 No.14999355
>need more iron
>try to make a quick new smelting setup to get my production fixed
>end up fucking around with blueprints for 50 minutes trying to figure out the perfect position for rails and furnaces
449dd1 No.14999398
>>14999327
My plan for my Dune world is to ship out power (steam) to outstations and bring back resources via train- and to do so via circuit network if I can. The only problem is that then that means I have to have electric poles which kind of negates the point- unless I explicitly cut the copper wire for fun.
To actually answer your question, yes. Trains really are nice at that point.
601f91 No.14999422
>install food industries and alien biomes
>food industries required me to eat, but spawns me with some food pills
>spawn in a huge desert island with no bugs and only a small landbridgemodified trainworld with fewer but bigger bases and expansion on, but on the slowest setting
>only find enough wild cabbage and cucumber to start growing these
>can't even make salad because missing one fucking tomato seed
>food pills ran out
>living on cabbage and cucumber
I need a car
212f7d No.14999432
>>14999327
Belts can go forever. There's no real limit, except that if you want to get more than one belt of something then you need to build a whole new belt, vs. a train where you just add an extra wagon or two. Blue and Red belts are also really expensive for long distance mass-movement of stuff.
Pipes lose flow rate over distance, the more pipes it goes through the slower it can flow to the destination. Underground sections count as one pipe, so they are way better for distance. For very long distances or high-throughput needs trains are best.
275d53 No.15000188
>>14999327
>>14999432
You can always use small pumps to restore flow in long pipes though.
a9de9f No.15000507
>>14999398
Why not have a main base train station, and if a local signal is set (say, copper ore falls under 5,000 units), then it departs to a solar-powered outpost?
aa68bf No.15000720
>train system isn't started, nearly out of resources, oil completely out but there is no longer any rush do to things as the entire base is walled off with laser turrets
procrastination has never felt so great
fbdc31 No.15000721
>>14999327
You need trains. In general, don't pipe fluids
>>14999398
> The only problem is that then that means I have to have electric poles which kind of negates the point- unless I explicitly cut the copper wire for fun.
Not necessarily, you can just have the train waiting at the outpost until steam levels get low enough, then head to the main base, get steam and return.
34ac25 No.15000834
>>14983909
Webm. Literally no game.
Building shit, to build more shit, to build more shit.
Stop the fucking machines guys! We literally have to build more machines, to build more shit.
I literally love this gameplay loop. I hope my dick does not rip completely off when I literally make sweet love to a curvy conveyor belt out of boredom.
The game does look pretty good. I hope it has existential horror undertones
e10b3a No.15001261
>>14999327
>belts
Not really. Throughput is always the same but a train can move so much more so much faster and can carry more different types on the same line, expanding on existing tracks each time.
Once you're leaving the vicinity of your primary base, use a train.
>pipes
Surprisingly short distances. A pump every 20 tiles I think it was keeps 100% throughput but no one in their right mind will actually do that shit or make a pipeline entirely out of pumps. Cost in power is far too high. Pumps can fill fluid carriages extremely fast so an oil train is your best bet if you want max throughput. You can get by with a tonne of underground pipes without using a pump before you start to get a noticeable drop though.
24a934 No.15001305
Has anyone done the math on how many items (per second or whatever) a single train track can move?
a9de9f No.15001315
>>15001305
I'm sure those megafactory autists can do it just fine, but the curvature of the tracks, path length, and load/unload speed would play a major factor
a57ce2 No.15001339
>>14990029
Nothing wrong with the Sanctum games and Goat Sim was clearly a thing that got out of hand and became a huge cash grab.
What's your concern here?
fbdc31 No.15001352
>>15001305
Top speed for a train is ~298,1 km/s, cargohold size is 40 stacks, wagon length is 7 tiles. So an infinitely long train moving along an infinitely long track with no locomotives could move roughly ~1703,5 stacks per second. In practice you'd need to have locomotives and space your trains apart so they don't see the train ahead and start braking, but you could probably reach half of that if your trains are big enough.
a9de9f No.15001370
>>15001352
>infinitely long train moving along an infinitely long track
Are railroads Turing complete?
74cf64 No.15001402
>>14983909
>Factorio, but it's a 3D survival game
It looks like the "factory" part is extremely simple (the machines only have one input and one output, there's only one belt type, everything is directly fed, etc.) but my interest is still piqued. I absolutely love the survival genre, despite the fact that basically every game with it at the core sucks.
The only thing I'm depressed about is that it seems like a great deal of the game is intended for multiplayer (like ARK). That's bad news, because if the game is balanced around multiplayer, it's going to be a horrible grindfest in singleplayer (like… ARK). That's why Factorio was so good; it was singleplayer first and so was good to play in singleplayer, and multiplayer just made it so you could build crazier shit and specialize.
e10b3a No.15001531
>>15001352
>if your trains are big enough.
Wait so a roundabout track that has a single train on it that extends the entire way from outpost to dropoff? So it moves one carriage over each time one empties and fills?
I'm actually going to have to do this to see if the throughput is shit or not.
The max speed of a train is almost 300kph but every carriage slows its acceleration a bit. Max speed is always the same for trains but it can take a very long time to reach it with tonnes of carriages. More trains reduces the effect but not 1:1 so 2 trains 2 carriages is actually slightly faster than 1 train 1 carriage but both are faster than 1 train 2 carriages.
Generally my trains are 2 carriages long with only 1 train but I have never made a mega base.
fbdc31 No.15001575
>>15001531
>Wait so a roundabout track that has a single train on it that extends the entire way from outpost to dropoff?
No I mean having trains so big the space between them while they're going at max speed on a tightly signaled track is negligible. I'm not actually sure how the braking distance is computed though.
9031c0 No.15001605
>>15001531
You can always stack more trains on your train, it just means that every single station they stop at has to be bigger to accommodate the size.
a1c82a No.15001622
>>15001531
Most of the time people tend to use 3-4 carriages per locomotive, they take some time to get up to speed, but if you are using trains, you should be running them on long tracks anyway.
fbdc31 No.15001650
>>15001622
Nuclear fuel helps too.
e10b3a No.15001811
>>15001575
>braking distance
It works in blocks. If there is a train occupying the block ahead of the train, it will stop at the next rail/chain signal until the block is clear. If two trains are on the same block, they won't brake and just slam into each other. Always put a rail signal where your train station ends.
I'm pretty sure the actual distance it takes to come to a complete stop is projected ahead of the train and the rail signals turn yellow if it has passed the point where it will not be able to stop in time.
fbdc31 No.15001842
>>15001811
Yeah but I'm pretty sure it will begin to brake if it can't reserve a block. So the braking distance puts a minimum limit on how close your trains can be when they're moving.
c47c3b No.15001862
Any mods to turn Factorio into a macro grand strategy level war simulator featuring Commander Autismo vs Actually Competent Brown Masses?
And no, Misanthrope and Roboarmy isn't enough as the aliens are still too weak and the robots don't increase scope or scale much… Also programmable vehicles don't count.
bc33cc No.15001873
>>15001862
I'm actually incredibly disappointed with factorio because of this. Two years ago I thought that we'd start moving into this territory of automated warfare and alien progression, it seemed like the natural progression, production is all about automating and in the process abstracting out, but the military is still walking around like a tool placing turrets around nests. What the actual fuck?
ec3cf9 No.15001894
>unironically autistic friend loves the fuck out of this game and is trying to get me to play it everyday
>can only play it if I'm in the mood go hardcore for a week and then just get burned out for months
>he gets super upset whenever I say no
Its a good game but man…
d1fe3b No.15001900
>>15001894
>can only play it if I'm in the mood go hardcore for a week and then just get burned out for months
Same
582fb9 No.15001901
>>15001894
Tell him in very clear language that you need to rest in between playing with him. Autists have a lower stress tolerance so he should be able to understand
t. assburger
bfa56f No.15002218
>>15001352
>an infinitely long train moving along an infinitely long track
Were you ever a physics student by any chance?
fec67d No.15002237
>>15001894
Why in the fuck are you playing video games with other people? This entire hobby is alone time.
aa68bf No.15002558
>>15001873
Someone really needs to ask devs about this. I want more combat besides spamming turrets and a far more advanced ayy AI to fight against
b53e3c No.15002722
>>14994793
Almost. It is the rotor for a generator.
bfa56f No.15002937
>>15002558
Yeah I was really expecting the game to have an RTS mode that unlocks more capabilities as you research more technologies. I like the autism part of the game but you really might as well play in peaceful mode for all the entertainment the enemies give.
89d7a6 No.15003067
>>15001873
Artillery guns/wagons + infinite range upgrade. The bullets scout the map. All you need to do is secure resource patches and the world is yours forever, however slowly. There's also the guy who made the grey goo factory, which literally builds itself recursively- wouldn't be too hard to add turrets to the plan.
212f7d No.15003106
>>15001531
>Wait so a roundabout track that has a single train on it that extends the entire way from outpost to dropoff?
Nah, that would be awful starting and stopping constantly.
The ideal would be to have a train station that doesn't go straight back in to the main track but instead has a few loops to allow the train to build up to max speed before re-entry so it doesn't slow down trains behind it
a9ac10 No.15003193
>>15003177
hey buddy have you tried reading the thread before posting your shit.
lurk more newfag.
9031c0 No.15003196
>>15003177
literally scroll up
5519d1 No.15003230
>>15003177
this post is bad and you should feel bad.
Also, factory updated to .51, I'd update the server, but doesn't seem that too many people were really interested, so I'll leave it down, and my dreams of a /v/ factory in the dirt for now, unless people show interest in it. If they do, i'll rehost and such.
a9ac10 No.15003242
>>15003230
repost the server and, if you have it, a download link, right now the only problem i can think of is accessibility.
also are there any rules? never played multiplayer and i kind of want to have an arms race with another anon, sounds fun.
fbdc31 No.15003252
>>15003230
Leave it running over the weekend, maybe people just have jobs and stuff.
f0e975 No.15003261
>>15003230
I'd play more but I have limited time, also your server was lagging a bit when I added a few things, could be just me though.
89d7a6 No.15003291
>>15003277
>le reddit
It was a shitty reference but nevertheless you should read the thread before making post.
a9ac10 No.15003312
>>15003277
>posts without reading the thread
>doubles down on being a faggot
go fist a garbage disposal sink so i don't have to read your god awful posts.
aa68bf No.15003322
>>15003177
looks pretty and guaranteed to be shit. Even if the devs put a lot of work into making it run smoothly you will never reach anywhere near the scale of factorio's sized bases. Best case scenario you get pretty graphics and lackluster gameplay
9031c0 No.15003350
>>15003230
If you host a server I'll drop by occasionally to expand some stuff, but I wont really bother building new stuff since I can't be arsed and will only play it to unwind a bit from work. Just like I did before you took the server down.
601f91 No.15003392
>>15003230
You should add some mods
89d7a6 No.15003406
5519d1 No.15003415
>>15003242
Server is a trainworld, I can rehost it. There's PVP rule sets, but I've never looked into those. Having a large world where players could join teams or go out solo and compete against others for resources and things would be fun, but at that point, I think it's a different game and I'm not sure how other people would like it, as is, I'll just ask quickly, because I get mixed signals from people. I'd like the server to be a Train world, but should it be peaceful+no biters, Peaceful-biters, or Biters? What density of enemies if we have them. What level of richness from resource pathces. Those are the main settings I'd like sort of a group consensus on.
>>15003252
I forgot that not everyone sits at home all week doing nothing but vidya. Thanks! Maybe with the weekend it'll see some more action and more people will be able to play on it.
>>15003261
This was my main worry. My upload speed is stable, but it's only 6 mb/s so I feel like I'll probably lag a lot, but if it's mostly stable and isn't rubber banding i'll keep it up, otherwise I'll just take it down. I'd rather give people no experience, rather than a bad one.
Server IS up, running once again, but it's going to be on version 16.50 instead of any updated or bleeding edge experimental builds.
>>15003350
What mods? I have squeeze through, but it's disabled. I wasn't sure what changes people would want for the game.
>server info the same as before
>199.0.197.19:34197
or
>8ch v Official
>Password: trains
I can post a copy of .50 for download, but I'll be honest, I can't remember the site that /v/ prefers for all their upload/download of game files. If someone reminds me what it is, I'll put that up too. As is, the game SHOULD be up and playable now.
a9ac10 No.15003433
>>15003415
add the biters but not too many so that anons can go out in to the wildy without getting booty blasted by xeno scum. if youre able to increase the settings of the frequency of biters, like some sort of power creep, thatd be great too. high resources on the basic shit (coal, iron) so anyone can start out but have lower frequency but high yield resources so theres scarcity on shit like uranium and oil.
> I can't remember the site that /v/ prefers for all their upload/download of game files
mega or volafile, both is preferred.
601f91 No.15003578
>>15003415
I personally like enemy expansion on, but with the min/max timers cranked up so it rarely happens.
As for mods…
<Gizmo's car keys
>craft basically free key, use on any vehicle that isn't a train, then use it at any point to teleport your car to you. Also allows you to lock a car, preventing anyone from using it or it's inventory
<Air Filtering Advanced
>Allows several tiers of airfiltering factories. Better tiers work faster but consume more filters. Filters can be recycled. Essentially these put out negative pollution
<Day X
>Adds a clock and a day counter
<LTN - Logistic Train Network
>Is what is says it is. Allows logistic train stops to be build.
<Warehousing Mod
>Adds two new buildings, the storehouse and the warehouse. They are 3x3 with 150 slots and 6x6 with 800 slots. Comes with all logistic versions just like chests.
Optional, but I like em:
<Electric Vehicles
Adds a car, a tank and a train which run on electricity. Also a converter that can power regular vehicles with electricity, but you'd need equipment grids on them (intended for mods that add vehicles)
<Bigger Batteries
>several new tiers of batteries with more and more power (and cost). Kinda required for the above
<Induction Charging
>Adds an equipment that charges things while inside a supply area, but with a loss. More together charge far more. Again, great with the above two.
<Reaver's RGB Radars
>Adds three radars: One consumes little energy but hardly activly scans. Still gives the passive sight around it. One has a short range but scans very fast and one has a massive range and scans decently fast with a huge energy drain.
And the troll option:
<Nuclear Furnace
>Adds a furnace that runs on nuclear fuel cells. Super fast.
5519d1 No.15003689
>>15003433
https://volafile.org/r/keebwvb4
Volafile for the next 2 days, .50 release [went with that, because it's easier]
f0e975 No.15003746
>>15003415
The lag could have been just on my end, as it only happened from time to time.
IMO competition wouldn't make that much sense since you have different people that won't necessarily be always there to fetch back ressource.
Also I'm more of a co-op person, and it's still possible that people would start a separate base as part of the expansion process.
I played some train world with no biter expansion, but it's a bit boring I think since you will only confront them when you move around and that's it, so maybe like what >>15003578 said, having some expansion from time to time to spice things up
And I've only played on vanilla so I can't comment on mods.
I should be available in some 3-5 hours I think.
fec67d No.15004253
So I'm interested in this desert rail death world you guys have been talking about. What do you think of this? Resources are very rich, but very rare and very large patches. Water is massive and rare. I wonder if I'm not adding enough biters though.
a9de9f No.15004282
>>15004253
>That much water
>Rare
You can create a base almost anywhere, then. Also, in a Rail World, biters don't recapture cleared tiles, so there's less of a push on your established bases, no?
fec67d No.15004289
>>15004282
I mean I set the water frequency to Very Low, what else can I do? Anyways it's "Rail World" but I'm already fucking with the settings. I turned biter expansion back on and set all the mins to min and the maxes to max. The only thing that's rail world about it is the idea of rich resources spread far apart.
449dd1 No.15004340
>>14999327
Mine is literally Arrakis from Dune, with the exception of the starting area. Pic related is not exactly the seed I have, but it's the same settings. It's also a death world.
fec67d No.15004351
>>15004340
>try to make everything sand
>fucking shrubs and greenery cover the map
fec67d No.15004372
>>15004340
I like your idea more than lots of water, but how are the cliffs? This shit looks slightly cancerous.
449dd1 No.15004480
>>15004351
Yep.
>>15004372
In my seed it wasn't so bad. It did require me to put a bend in my main bus, though, but near the beginning. you can always play around with the cliff spawnrate to make it good- the most important thing is all the sand which pisses off all the deadly biters.
fec67d No.15004513
>>15004480
I also liked the steam piping idea. Here's my model, one steam engine can perfectly power 10 regular electric miners. The only power lines needed are the ones that web the ore fields to power the miners, and those will quickly be replaced by steel poles. I'll centralize all of my burners in one location, and distribute the engines only where they're needed.
449dd1 No.15004565
>>15004513
I'm in sandbox- this is more a proof of concept more than anything. It delivers oil and retrieves steam (using the same 4 cars) on a unitrack when steam is low. 50k liquid units is always being transported, so you avoid empty train syndrome. The downside to this requirement is that it ONLY delivers oil when the station needs steam. I suppose it's not a big deal if you're not relying on that oil, otherwise I would divy one car to steam and the other to oil, and put it on a timer- though then the train is always half empty.
DECISIONS DECISIONS
fec67d No.15004579
>>15004565
>I'm in sandbox
I'm already being attacked on three different sides and I haven't even researched turrets yet.
449dd1 No.15004587
>>15004579
Wow. I've only had occasional attacks on my Dune world. I do plan to implement my steam piping idea into Dune once I've hammered out some potential designs.
fec67d No.15004589
>>15004587
In retrospect maybe I shouldn't have made enemy bases very high very big very good.
449dd1 No.15004605
>>15004589
I mean I did that, it's just that I was probably snappier on the research than you- I had a bunch of turrets set up before the first attacks.
fec67d No.15004609
>>15004605
Yeah I may have done some slight dicking around. Honestly I'm not autistic enough for this game so I don't have, like, a "strategy" for fast starts or anything.
e81e71 No.15004641
>Solar panels are magic and don't require constant maintenance which quickly negates whatever measly power production they shit out
I hate this meme
449dd1 No.15004649
>>15004609
I mean I'm not an autist but I find games like this fascinating. I like games that let me build my own X so I'm the same faggot that keeps lightly shilling medieval engineers and pining for webm related, if you've seen the posts.
a9de9f No.15004666
>>15004649
Isn't this Titan AE?
e10b3a No.15004679
>>15004649
>space junker
Mite be kewl. Planetes was a good anime for the most part. Also the parts of firefly where they're out in space stripping ship husks for scrap were pretty cool. Great that they actually got the sound design right.
bc33cc No.15004691
There's a boy I wanna play factorio with who I know would really like it, but how do I sell it to him? He'd like to play it, but I have to convince him to play it instead of the things we're already playing.
e10b3a No.15004709
>>15004691
Just show him those really synchronised machines working and then ask if he wants to play that plus starship troopers.
bc33cc No.15004712
>>15003067
That's the issue though, it's just "more turrets", it doesn't address automation of expansion and hunting, or if it's meant to, it's a very boring and static way of doing it.
>>15002558
I think it's come up indirectly. Looking at how they prioritize their work, and especially the modding API, I think it's because the functionality can't really be done in a truly performant way, and they don't want to tackle it.
449dd1 No.15004718
>>15004666
Yes it is, satan. Damn good movie.
>>15004679
I think a had written a document detailing gameplay and universe, though I know for a fact that the physics required is beyond my lone programming skills even if I decided to actual agdg- because the game would let you slice open and weld together sections of hull ANYWHERE instead of just on block/grid lines. I actually found a paper written by some gooks detailing some simulation technology/math purposed for medical simulation like cutting into organs for surgery; would make it possible but once again probably beyond my kin to make a working game out of it. The game would mainly be about building a scrap-boat with SS13 tier autism when it comes to power lines, data cables, coolant, fuel lines, etc. The whole challenge is keeping the thing running especially after anything goes wrong. Game could also easily be environment swapped to be a submarine game.
fec67d No.15005008
>>15004718
>Damn good movie.
I just watched it, and I think it has some good pieces but there's a lot of stretching too far and biting off more than they could chew. There are lots of really poorly animated scenes. We never found out "why" the Dredge were so scared of humans and they remained completely one-dimensional and boring villains. The betrayal of Corso was way too far of a stretch and came out of fucking nowhere, not even the smallest piece of foreshadowing for it anywhere, and the tripple-cross at the end was just contrived. Kale was also a Force Unleashed Rey tier Mary Sue that could do everything perfectly.
Oh and that fucking mystery device that Grune made and didn't know the purpose of was NEVER USED. Why spend so much time setting up a Chekhov's Gun like that and then just forget about it?
a9de9f No.15005029
What's the best way to integrate needed fluids for products? Eg, if you have a thing that makes blue belts, would you have a nearby lube tank as a buffer, controlled by circuits to only make them when you have enough stuff?
fec67d No.15005036
>>15005029
Why use circuits? Just hook the lube straight in. If the machine isn't running, the lube isn't being used.
a9de9f No.15005038
>>15005036
Sure, but if I have advanced engines, blue belts, maybe something else, then how do I control the flow of it, then?
abd8d4 No.15005041
>>15005008
>Why spend so much time setting up a Chekhov's Gun like that and then just forget about it?
Because it was a red herring, not a Chekhov's Gun.
fec67d No.15005049
>>15005038
You're overthinking it. You don't need to control the flow or anything, just hook them up to the pipes and don't run out of lube.
>>15005041
It was stupid is what it was. In a movie that desperately needed more time to develop its characters and plot they wasted time on useless distractions.
449dd1 No.15005065
>>15005008
They're afraid of humans because humans, unlike all the ayy lmao niggers inhabiting the galaxy (which we're introduced to in the intro), humans figured out how to FABRICATE PLANETS. The Dredge think that's cancerous and want it gone. I will admit though the plot is anime tier but I like the universe, I think it might come from a ?comic book? but I have no proofs.
aa68bf No.15005132
>>15004340
Desert-only worlds was the first thing to come to mind once they released a better map generator, we already have giant burrowing worms so it's kind of a no-brainer here eh?
>>15004372
Cliffs are nice as natural walls or just if you're going for a more challenging world where big open space is scarce. Otherwise they will just annoy you and you're gonna be forced to rush for those blue explosives to start removing em. My world was supposed to be a proper attempt at a megabase so cliffs don't really enhance the gameplay all that much. Dry, sandy wastelands still are the best kinds of maps to play.
601f91 No.15005145
>ingame day 60
>finally automated the farm mostly
>still only have cabbage and cucumber
>cucumber is currently used for seeds as I expanded the farm
>living on cabbage
>don't even have a single assembly line yet
449dd1 No.15005187
>>15005132
I want to see steel bridges for walking/vehicles only and reinforced pontoons that you can put machines on. All of these can be damaged, repaired, and removed later. This would enable swamp maps, I think.
a9de9f No.15005214
>>15005187
They want to make a walking crab machine called Spidertron that would accomplish this. Which is fine, but there's a certain charm in conquering the landscape with basic scaffolding and such.
It would be nice if there were more things to do with water. Even pumps are just fire and forget, and I doubt you'd need more than a dozen pumps, even on the largest maps
fec67d No.15005368
>>15005132
>Dry, sandy wastelands still are the best kinds of maps to play.
They really are. You stop giving a shit about pollution because it's impossible to stop. Something else I'm doing is embracing the spaghetti. Instead of a main bus I'm going to lay things out with little buffer nodes and arrange assemblers that use the same resources around those nodes. Before I spent too much time getting super ultra optimized "this will produce 30 red science per second" patterns and always wondered where all my fucking metal was going.
This is much more efficient. A single red and green science assembler can keep four science labs fed.
449dd1 No.15005432
HookTube embed. Click on thumbnail to play.
>>15005214
Maybe I'll make some mods dedicated to the desert experience.
>Water heating and cooling
If the temperature is too high, machine takes damage. If the temperature is too low, it becomes inefficient.
>deep drill pumps (don't need a water tile, but needs technology, and large spacing)
Get that water you need, where you need it.
>Sandstorms that cause massive damage.
Any running machinery is rapidly damaged, along with all life. Uncommon, at most. Basically when one comes you blackout your factory, hide in even a stone bunker and you'll live.
>Weather tower that detects storms
So you can shut off your machines when a storm rolls through.
>Bunker
To hide in.
>Turret Bunker
>For turrets to hide in.
>Night day sensor so you can automate and use the same inputs for heating and cooling.
>SANDWORMS
Attracted to noise. Can't be hit by turrets but always extremely vulnerable to landmines. They won't hit your factory often since the noise is short ranged- instead they're a bigger danger when trying to expand or explore. Maybe they'll eat biters too.
Anybody know if the mod API could support any or all of these?
a9de9f No.15005450
>>15005432
Dunno about machines being damaged, that seems frustrating and against the point of automation. Basically you're introducing a style of gameplay that goes against the spirit of the game, without having enough content to support making it fun.
Now, damaging you while you're outside? Absolutely. Maybe machines run 50% slower or something while its active
449dd1 No.15005453
>>15005432
>>15005214
Oh yeah, another thing to make heating and cooling less of a nightmare would be water sprayers and space heaters. Costs lots of electricity (especially the heaters) but let's you build more densly.
a9de9f No.15005611
Started over on this map again again. ~2:15h into it, this time I got trains researched at 1:05h, which is about 20 minutes faster than my usual time. I've even got a buffer of red/green science and automated production going. Working on the expansion
a9de9f No.15005661
>>15005611
And here's my oil expansion
a9de9f No.15006157
Just discovered this nice little meme for forward bases. Doesn't care that its underpowered, only that it has power. Therefore, a solar+radar pair can give almost any area a huge vision boost
fbdc31 No.15006231
Aww yiss, finally getting some decent circuit production.
>>15006157
Radars really are underpowered since the terrain generator changes in .16. Resources are spaced farther apart now so radars don't really have enough range for scouting, all they're good for is providing map vision.
c8b0a5 No.15006235
>>15006157
You can't see shit at night with that though.
I was thinking about how small a station you could make with at least one radar and one laser turret but holy fuck laser turrets eat 2.4MW of power when they're firing.
Seven solar panels and five accumulators is apparently enough to keep it charged enough for the local scanning through a day-night cycle but that's a lot of resources.
I think I'll have to stick with my three gun turrets radar and large electric pole forward base and just make sure I expand fast enough that it doesn't get attacked more than a few times.
a9de9f No.15006274
>>15006235
All I need them for is to see when a new base pops up into my pollution range, since that's when problems start compounding. If I can be vigilant and take out their bases before they can get that far, it's easier for me in the long run
c8b0a5 No.15006315
>>15006274
You know the pollution red flashes when there's a base under it even if it's outside of radar range?
a9de9f No.15006337
>>15006315
>Pollution flashes red
No it doesn't. That's just a coincidence when the pollution state jumps between 0 and >0, creating the appearance of flashing (because bases consume pollution to create more dudes). If you have a heavily polluted area, then there won't be any "flashing".
Also, my issue isn't that they're there, it's that I don't know they are
449dd1 No.15007505
>>15005450
I can see your point. Maybe there would be dust storms which you get 9/10 times that do as you say- and the 1/10 sandstorm. The weather tower would have built in code to detect sandstorms in a 1 mile radius and be unlocked with the circuit network- so the shutoff would be automated. I'm just trying to think of things to add actual challenge to the game but maybe soul crushing killstorms is the wrong way to go about it.
>>15006235
>bloody eating
fbdc31 No.15008207
>>15003415
>Server IS up, running once again, but it's going to be on version 16.50 instead of any updated or bleeding edge experimental builds.
>wube immediately releases an update that does nothing more than change an icon
10/10 trolls. This is why I strive to become a game dev.
aa68bf No.15008636
is coal liquefaction worth the trouble? Tons of this stuff outside my base but I'm already using solid fuel to power most of the base and all of the other processes don't require that much coal to function
601f91 No.15008655
>>15008636
It's a source of oil. Add to that the fact that coal is useless later on, save some small amounts for crafting, and you really have no reason not to liquefy it
d57040 No.15008657
>>15008636
It's good if you can't be bothered to ship oil products somewhere and there's coal there
c8b0a5 No.15009707
>>15008655
>coal is useless later on
Granted you don't need much of it to make plastics, you need a lot of plastics to make anything else.
Still, you might be right. switching to nuclear power will save you more oil by not having to consume solid fuel for power than setting up a big coal liquefaction setup. Never the less it is a source of oil and can be easily automated if you've got a good steam buffer from your nuclear.
8d3574 No.15009726
Any good wall designs that include flamethrower turrets? These are the best I could come up with. AFAIK you can't have a space between the turret and the wall or else it'll set the wall on fire if a biter gets up to it.
a9de9f No.15009750
Is there a way I can improve this design?
>3:1 mergers seems clever but the middle unloader ends up waiting half the time
>That side of the belt ends up saturated as a result
Also, the way I have my 2-belt sorter set up ends up having a bias to the right, again because of how the inserters unload to one particular side - I know how to adjust it to fix it, but I thought this pattern was pretty standard.
Also, if you have a 2-belt lane, how do you filter mixed items from it? Eg, say my train will grab a bunch of mixed metal, or I have two trains each with different loads and I want to add them to my main bus. There would be an item input stream, and I feel like having chained sorters with a filter isn't ideal
74cf64 No.15009781
>>15008655
>No reason to use coal
>Not running your entire train network exclusively on that sweet crunchy anthracite
>Not powering your massive factory with banks upon banks of steam generators fed by dozens of belts of coal brought in by the trainload
>Not consuming coal to transport coal to burn coal to power the mining and of more coal
It's like you care about the environment, or something.
a9de9f No.15009792
>>15009781
>Not making machines to make more machines
9031c0 No.15009800
>>15009781
Solid fuel is better than coal because it both has higher density and vehicles go faster with it.
>It's like you care about the environment, or something.
So why aren't you using rocket fuel for everything?
fbdc31 No.15009862
>>15009726
Walls are resistant to fire IIRC.
212f7d No.15009891
>>15009726
Don't walls have 100% fire resistance?
Also why would you use bullets and lasers? Seems needlessly complex. Not that that's a bad thing.
>>15009750
>3:1 mergers seems clever but the middle unloader ends up waiting half the time
Assuming you're talking about the section where you unload stuff from the train: have all 6 inserters drop off stuff directly on 3 splitters, then do the side loading you are on the left of the pic.
>Also, if you have a 2-belt lane, how do you filter mixed items from it? Eg, say my train will grab a bunch of mixed metal, or I have two trains each with different loads and I want to add them to my main bus. There would be an item input stream, and I feel like having chained sorters with a filter isn't ideal
It works fine so long as none of the outputs back up. Not great for throughput, what you could do if you only have 2 types of output is to have filter inserters on both sides of the wagon, top side unloads copper (or w/e) and the bottom iron.
a9de9f No.15009911
Welp, hit my 8h time limit, starting a new map. My production seems pretty shitty
a9de9f No.15009922
>>15009750
I could've sworn that dropping stuff directly on splitters puts it on the output part of the belt, no?
8d3574 No.15009969
>>15009862
I recall my wall being on fire and robots struggling to fix it. Maybe that was changed later, it wasn't long after they were introduced that I last tested them.
>>15009891
>why would you use bullets and lasers
Uranium bullets are really strong, and they don't have travel time unlike lasers.
d57040 No.15009977
>>15009969
This, uranium bullets is the strongest you can get and kills behemoths in two seconds
5ef89e No.15010020
>>15009891
>why would you use bullets and lasers?
I just like to read over the Factorio threads now and again, but if I had to guess, it's just a matter of his having the surplus plate production to get the bullets out there and mitigate the energy spike of the laser turrets by killing the bugs with the help of good old fashioned lead. Energy might not be a concern for him, so alternatively high gun turret research and low laser research might make them competitive for damage, meaning that although the lasers have higher range and will fire first, their inherent damage bonus doesn't make them the better killing option than his gun turrets, which will shred biters that push too far up on the wall and can't be shot down by the lasers fast enough. In this case, the lasers would be there to mitigate the logistics of resupply, because power goes on lines, and bullets need to be physically shipped one way or another.
>>15009969
And as it turns out, second case is more or less it; he's got good bullets, and they're a second resort.
>they don't have travel time unlike lasers
This is something I don't quite understand. The game has autistically accurate oil processing and uranium enrichment, but it has Star Wars blasters instead of pulsed beam lasers? Was it just so the screen wouldn't get drowned out by strobing death rays whenever you stroll by a laser turret farm?
c8b0a5 No.15010095
>>15009750
I use only four to offload from a train then merge so left and right are equal. Still, somehow, there's a side bias but that might be from something way down the chain backing it up.
>if you have a 2-belt lane, how do you filter mixed items from it?
Splitters have built in filters now so you can sort them down the line. Just click on them to bring up the menu.
>>15009977
Plus turrets get the bonus damage and shooting speed from their own upgrade path and the bullet upgrade path. Pics related 2904 damage per second per turret with uranium bullets, 455.4 damage per second for laser, and 968 damage per second for AP rounds. Big biters have an 8/10% physical resistance so the real damage of uranium rounds against them is a not very different 2568.6 damage per second. Behemoths have 12/10% so 2343.6 for them and with 3000 health that's a little more than one second to kill even the strongest enemy. Lasers, even though nothing has a resistance to laser damage, will take well over 6 seconds to kill a behemoth.
**Bare in mind I'm using the numbers I've got from my game at my current research level which is, for bullets and turrets, before white science is needed. I'm one step away from maxing out laser but even still the difference is in the thousands.
>>15010020
>instead of pulsed beam lasers?
https://mods.factorio.com/mods/Klonan/Laser_Beam_Turrets
a9de9f No.15010235
>>15010095
>>15009750
>>15009933
This is my understanding of things.
When you split off your main bus, you do splitters like pic related to balance the load, but this only seems to work for one belt of items. What if my thing needed two belts of throughput to function? The splitter that comes off creates a "pinch" that forces it to only use one lane and creates a potential bottleneck.
Likewise, this is why I can't use splitter filters as you suggest on the train unloader. It works, but if I have 6 chests (possibly 12 if I have multiple sides / wagons), there's a lot of throughput to process, and having that pinch will just gum everything up and slow it down
8d3574 No.15010349
>>15010020
>>15010095
>beam lasers
There was an official blog post about whether they should do it while moving to HD graphics.
601f91 No.15010651
>>15010095
While uranium ammo indeed makes gun turrets viable again, keep in mind that bugs, behemoth biters especially, have huge amounts of physical defence.
c8b0a5 No.15010965
>>15010651
Did you even read my post? I did the calculations for that already. Against behemoths gun turrets are still over 5x as deadly as laser. The only advantages laser has over guns is that it requires less infrastructure to keep them going and more health per turret.
cf0114 No.15011128
>>15002558
>>15001873
>ayyhordes are boring
any ideas?
<give ayys a harvestable resource
<put them in hamster wheels to power lights
<enslave them, evolve them and make them fight other ayys
<fuel furnaces with their corpses
<turn them into fertilizer to grow forests
a9de9f No.15011132
>>15010651
>>15010965
I did my own calculations as well. Not to be definitive, but to get rough context on turrets. The math I did was with all the non-white science upgrades applied. Thus:
Behemoth hp: 3,000
Behemoth def: phys 12/10%
---
gun turret damage: +120%
bullet damage: +120%
bullet speed: +110%
uranium base shots/s: 10/s
uranium base dmg: 24 physical
adj base shots: 21/s
adj base dmg: 81.6 phys
~ 1,713.60 dps (vs 0 def)
~ 1,461.60 dps (vs behemoth 12/10%)
---
laser turret damage: +230%
laset turret speed: 170%
laser base shot/s: 3/s
laser base dmg: 20 laser
adj base shots: 8.1/s
adj base dmg: 66 laser
~ 534.6 dps (vs 0 def)
So yeah, Uranium turrets average out to about 3x stronger than laser turrets. However, they have a logistical cost associated with them. For cheap, fast lategame defense, laser turrets are superior in that regard.
fec67d No.15011152
>>15011128
Corruption is nice.
>stealth ayys can infest machines with a number of results
>infested machines draw an extreme amount of power, and output an extreme amount of pollution all while producing very slowly
>infested machines become inoperable, and must be destroyed
>infested machines become retooled to act like hives and produce more ayys
>new kinds of bugs can target power lines and passively sap power from them
>new kinds of bugs can battering ram walls
a9ac10 No.15011179
>>15011128
>get a mod where you can put ayys on the train
>send them to bug auschwitz
yes please
a9de9f No.15011189
>>15011179
>Injections/gas that makes them docile and unable to attack
>Turrets around the perimeter
>After nullifying them, send them to science labs for vivisection and alien science
fec67d No.15011201
>>15011179
>have an entire science type that's just ayys
>you literally have to cage and cart ayys into the sciecne labs so they can be horrifically tortured and dissected and experimented on
>results in weapon upgrades that bypass their defenses and cause greater damage
a9ac10 No.15011210
>>15011201
>>15011189
>Eventually research enough in the labs to have artillery cannons full of gas that'll wipe entire populations out of existence
I like this new win condition.
8d50be No.15011239
>>15011179
How will the rabbit breeding and cinema be modeled?
5519d1 No.15011794
The server has been up for a few days with a few people joining and messing around, so i'm just wondering, how much fun have people been having? Has everyone been enjoying the experience?
Have their been any noticeable, intolerable episodes of lag that just made you want to quit?
a9ac10 No.15011808
>>15011794
>Have their been any noticeable, intolerable episodes of lag that just made you want to quit?
Yes.
There's really no incentive to go off and start your own factory if everything is shared at spawn.
fbdc31 No.15011840
>>15011794
>Have their been any noticeable, intolerable episodes of lag that just made you want to quit?
Only when someone's downloading the map to join.
c8b0a5 No.15012107
>>15011808
>go off and start your own factory
Was there ever a pvp mode implemented? I remember reading one of the dev updates about them making doors only responding to certain players for a short while.
a9de9f No.15012146
>>15012107
You can use console commands to move players to different forces with their own shared map/tech tree, but that's about it.
8d3574 No.15012210
>mfw spending most of my time expanding to new ore patches
They should have just added those deep mining drills. I don't have the time or resources to research mining efficiency.
212f7d No.15012242
>>15009933
Well in that case give it a belt before the splitter.
>>15009969
>>15010020
I get that Uranium rounds are powerful. but then why use lasers? The lasers are even in back where they can't take advantage of their range to hit spitters early.
a1c82a No.15012251
>>15012210
Use a mod to get infinite ores
b92c3b No.15012255
>>15012210
You can always choose to play like a faggot and travel a massive distance from the starting area to build your base so you get ore patches in the millions.
212f7d No.15012271
>>15010235
For the top, #1 is how you get stuff distributed evenly on belts.
For the bottom, #2 is how you pull off a line with different goods. The only reason to do that with splitters is to sort stuff into the correct lines if you have a mixed line coming in. If they have the same goods then do the #3 option, which forces goods down as far as possible. You don't want to balance the draw, you want to force everything down as much so that it's fully compacted. Then if you need more input you just dump it into the top.
74cf64 No.15012288
>>15012271
>Those underground belts
>Neither using the full distance
>Nor closing up the gap
I know this is just a demonstration, but still my autism is tingling.
a9de9f No.15012295
>>15012271
Oh I see, so #2 would be used if all 4 belts had different resources and I needed only one of them. #3 is basically what I had in mind, but I guess it's not a bad strategy after all… Thanks
c8b0a5 No.15012337
>>15012210
Get your bots to do it or automate huge production of production modules.
bc33cc No.15012392
>>15012271
#3 doesnt work without electronics to halt the top three paths when the bottom isn't fully saturated, ie. you're sending half of the top belt to the bottom 3 belts, and the 3rd belt will then send half of its to the bottom two belts etc, but you're also sending half of the third belt to the top belt, half of the second belt to the third belt, and so on.
You end up with 50% of the bottom belt, 25% of the second belt, 12.5% of the third and fourth belts (entering the final splitter) so you end up evening out the loss from splitting the bottom belt up, by splitting the top three belts down. If you used wires to switch the second, third, and fourth belts on and off, then you could do this, the issue with that is the rates on those are too low that unless you reach the golden point where it's either mostly open or mostly closed, you waste too much time flipping between the states.
fbdc31 No.15012405
>>15012392
>#3 doesnt work without electronics to halt the top three paths when the bottom isn't fully saturated
Look at dem little arrows.
a9de9f No.15012418
>>15012405
Is that input priority? I've never had to bother with that
fbdc31 No.15012426
>>15012418
It's output priority.
bc33cc No.15012589
>>15012405
Is that new? How long has that existed for because that's bullshit.
a9de9f No.15012624
>>15012589
Since 16.17, which was January 22nd
601f91 No.15013418
>>15011179
I found the oil field for it!
449dd1 No.15013868
>>15012255
How do they avoid the biter nests?
fbdc31 No.15014333
>downgrade to 16.50
>blueprint library gets deleted
Well that's a new one. Back your shit up.
fbdc31 No.15017042
>>15013868
Build up to the point where you get some decent weapons, then just plow through them.
Or don't play with biters at all, a lot of people turn them off entirely when they go for megabases because muh UPS.
c8b0a5 No.15017100
>>15013868
Get a car and a fucktonne of bullets and grenades. Alternatively use a tank so you don't have to worry about trees.
a1c82a No.15017186
>>15017100
The biters that start chasing you in a car will eventually stop the chase, so you'll only ever have so many of them after you. Only concern is that wherever you go won't have a starting area, so you'll inevitably have to clear some stuff, but this is easy if you have a few turrets and grenades.
c8b0a5 No.15017286
>>15017186
I've found finding a spot with iron, copper, oil, and water to be very hard once you start leaving the starting area. Hell, even just iron and copper together is hard enough.
74cf64 No.15017391
>>15017186
They don't stop the chase, they just get outside of loaded chunks and "freeze". But do keep in mind that the information about that movement is kept in active memory. If you get hundreds and hundreds of biters chasing you and then "freeze" them outside your base, you'll end up getting major FPS-death. I've seen it happen and since then have heard nothing about them optimizing or changing the way this works, so assume it will still happen.
c8b0a5 No.15017525
>>15017391
If they get too far away they'll turn around and go back to base. You can see them do it if you zoom out enough.
89d7a6 No.15019233
What steel setup do you all use? I've tried a couple different ones but I don't always get the throughput I want.
89d7a6 No.15019234
>>15019233
Thanks codemonkey, I did turn the flag off but I GUESS NOT.
fbdc31 No.15019339
>>15019234
This is my current one, I haven't gotten to modules yet.
89d7a6 No.15019378
>>15019339
Yeah, I tried something like that. Another one I do is a roundabout which the iron smelters output to and the steel smelters take from; this generally keeps the system busier since each steel smelter doesn't take from one and only one iron smelter.
a9de9f No.15019582
>>15019378
But on the other hand, a furnace can make 5 iron bars just in time for the steel bar to get finished
89d7a6 No.15019639
>>15019582
I suppose. I was using modules or some other thing and it was imbalanced. When I switched to the roundabout in that particular case everything went better.
8d3574 No.15020136
>>15019233
I use the same blueprint for all my smelteries, pic related. I don't currently have enough iron to supply my steel smeltery though, I don't think there will be a problem if I can get enough iron to supply two or three of pic related, but right now I can only do one and half of it going to a similar setup for steel below.
fec67d No.15020289
>>15020136
What does your mining setup look like? I always see these patterns with tons of raw material input but nobody ever shows what their ore fields look like.
8d3574 No.15020360
>>15020289
Here's the latest one I set up, they're all more or less the same. Need to start doubling my turrets soon since there's more behemoths.
754119 No.15020978
How do you guys typically keep your turrets stocked with ammo?
449dd1 No.15020991
>>15020978
I generally use lasers, but since bullet turrets eventually retake their position very late game as top gun (with uranium ammo), at that point you can just use logistics drones.
fbdc31 No.15022105
>>15020978
Just use a belt.
c8b0a5 No.15023186
>>15020360
>no overlap with miners
I always have my miners just one tile apart so there's a little overlap. Makes for a higher throughput but still leaves room for the poles. Except on uranium then I just slam them all together with substations so I don't have to fuck with pipes.
8d3574 No.15023422
>>15023186
I used to put them as close as they fit, but now I prefer for each batch to last as long as possible. Should in theory attract less refugees too since the pollution is less intense.
bc33cc No.15024057
>>15020360
It gives me the worst fucking autism when I see people loading chests like this. Please stop. You are unbalancing your loading in favor of the first three inserters in your chain and you will never reach peak performance because you'll hit the point where loading is delayed because your final inserters stop operating long before you can minimize the filling of your chests.
8d3574 No.15024167
>>15024057
I can't be bothered to split it better, and I don't think it really helps anyway.
212f7d No.15026219
>>15024057
Realistically nothing is going to be delayed. As long as the train is back before all buffers fill up they won't be the bottleneck, and 6 stack inserters per car will never be the bottleneck to anything ever, so the only bottleneck is the 4 yellow belts. If he had 4 blue belts then maybe he'd lose some input if the train has a really long travel time and the initial buffers fill up, but that's not going to happen with 4 yellows.
I'd be interested to see how you avoid this issue though. It's gotta have a huge splitter footprint to evenly feed all inserters, right? muh UPS and all. I guess you could reverse my normal unloading station for a 4x2 loading each side of the train. Although to make it more efficient you'd want to only fill one side of each belt since inserters lose out when trying to take from both sides. Not sure how to go about doing that.
a9de9f No.15026493
>>15024057
Well how do you split it 3 or 6 ways? It's difficult because splitters don't divvy it up evenly. A 3:1 splitter would be fucking rad
c8b0a5 No.15027733
>>15026493
>3 or 6 ways?
You can do four on each side like >>15026219 or just do four on one side because a fully upgraded set of four stack inserters fills a train from chests in about 10 seconds. This the layout I usually use. Four input lanes to 8 buffer chests.
607c24 No.15028202
So I've been playing this game constantly whenever I've had free time for the last month now. Just recently launched my first rocket, the official time was something like 104 hours. Here's some screenshots of my base, in case anyone wanted to witness some prime spaghetti. My oil processing in particular is a massive clusterfuck, and at this point I'm kinda doing it on purpose. I'm finding it really fun to see how compact I can make certain production chains, and the mess of pipes from coal liquification is a great challenge. The only gameplay mod I've used is Long Reach, so it's all vanilla.
Still learning the ins and outs of trains. I've got a nice setup now where I've got multiple ore mining outposts for copper and iron, which ship the ore to a dedicated smelting facility that produces, at peak, four fully compressed blue belts of plate. Though at the moment I'm between copper ore patches, so it's not meeting that capacity. I also really need to switch to rocket fuel or nuclear fuel for my trains; it hasn't been needed up until now because coal is cheap and the trains were "fast enough", but I'm starting to feel the need for speed as I'm expanding to farther outposts.
This game is fun as fuck, it's getting hard to concentrate at work because all I do is think about ideas for factory improvements.
So, enough personal blog; I've got a question that I hope someone has figured out a solution to. Currently I refuel my trains via requester chests at each of the stations, with inserts to dump into the trains when they stop to unload. However, this doesn't work if I have trains of different lengths stopping at the station (for example, if it has an extra wagon the refueler will dump its coal into the third wagon where a locomotive would normally be). After a cursory search online, one solution is to just have a loop in the track so that the locomotive turns around each revolution and you can have a single refueler at the station stop itself. Any other solutions?
607c24 No.15028206
>>15028202
Here's some more screenshots.
8d3574 No.15028266
>>15028202
>if it has an extra wagon the refueler will dump its coal into the third wagon where a locomotive would normally be
Middle click an item or an empty slot in the wagon, you can make a filter for what item can go there. You can then shift right click to copy it, and shift left click to paste to other slots.
Ideally you should design things so that it's consistent, e.g. each station is for a specific material, trains are similar size, or make every third wagon into a locomotive so you can predict where one will be even if there's different number of wagons, or something like that.
a9de9f No.15028297
>>15027733
I guess having 8 chests per wagon makes the most sense, then. Of course, you can't readily do this until you have blue belts for underground. Or maybe you could, since 2/6 possible slots are open?
607c24 No.15028313
>>15028266
Nice, that'll help a lot.
Thanks anon.
c8b0a5 No.15028332
>>15028206
>green laser turrets
Can you change their colour somewhere or is it a mod variant? I know you can change the player colours for multiplayer somehow.
607c24 No.15028354
>>15028332
I'm not sure if you can change them in single player. My little brother made the original map, and his character is green, so all the turrets on the map are green.
a9de9f No.15028900
>>15028332
Use /color to change your player color. Your vehicle and turrets change, too.
fbdc31 No.15029228
>>15029146
Tech difficulty doesn't actually do anything. I've done the same thing with bob+angels oh god kill me
f2498c No.15029321
Is there a multiplayer server that's actually running now? I always get bored after making green science work reliably and drop the game.
9031c0 No.15029338
>>15029321
ye >>14983303
its 0.16.50, unmodded, we're in the endgame phase
449dd1 No.15029636
>>15028202
You can also have your locomotives always be in the front. Pic related.
>>15028354
You can still open the console with ~ and type /color COLORNAME to do this manually; this works in single or multi.
c8b0a5 No.15031384
>>15029636
>trains going in both directions
I have never understood this. Just like make two tracks.
212f7d No.15031761
>>15028297
Before blue belts 4 chests on one side is probably fine. Trains are fast, they'll be back before buffers completely fill.
>>15031384
Some people are completely crazy. I guess the idea is that two tracks have a big footprint compared to one, and if you make a big enough train on a short path you won't need multiple trains to keep throughput up. This way you can get a lot of material deep into your base from a simple 2-tile wide track.
601f91 No.15031802
>>15031384
>>15031761
Nah, most trainfags end up with two or even four lane tracks, making intersections so trains can switch lanes. It's simply more flexible when the trains can go either way, you just need to worry about having everything connected and placing the right signals to keep it running.
t. doesn't understand train signals yet
449dd1 No.15031879
>>15031384
I do it primarily for the challenge of making many trains share one track, and get the minor bonus of saving materials.
a9de9f No.15031888
>>15029636
Use /color R G B A, it gives you more control.
234ca8 No.15032349
So apparently if you have multiple train stops with the same name, your trains will pick whichever one is available to go to. So this way you could have multiple "ore dropoff" stations and belt balance them into a single ore bus for use with smelters. Or give your mining stations identical names and trains will take their pick of whichever one is free. This will be really helpful for ensuring that I have a buffer of ore to keep up with demand, plus I can deconstruct empty mining outposts without needing to redirect any trains. Gonna give it a shot when I finish the other ten hours of to-do items I'm planning.
87b27d No.15032432
Tried this game out, found it pretty fun but I wished for more interesting enemies. I installed the Rampant mod and it's pretty okay. The aliens actually retreat at first if they take fire and try to look for a way around your turrets. I also installed the Bob's enemies mod but I've yet to see much come from it. I think it may have added a suicide enemy since sometimes my walls take much more damage than normal and I see big purple bloodstains but no corpse, yet I haven't been able to catch the culprit while it lives.
Any other cool enemy mods you guys know of?
cf0114 No.15032779
>reluctant to post pictures because my factory is retarded
i'm half tempted to build the worst optimized spaghetti farm just to trigger someone's autism
>>15031802
>t. doesn't understand train signals yet
recently figured it out, half by in-game experimenting, posting to see if any anons can tell me i'm wrong
rail signal on the right side of track direction, both sides if two-way track
each signal divides a track into blocks
when a train is on a block, that block is occupied (red)
when there's no train on the block, it's vacant (green)
an extra track that splits off needs another signal, otherwise the signal doesn't know (flashes)
i think of it as a long hallway of toilet doors
a9de9f No.15032793
>>15032779
I guessed through the tutorials since I didn't know that replacing the train stops was considered a "legitimate" way to solve them.
607c24 No.15033410
YouTube embed. Click thumbnail to play.
So I've found that the Terran and Zerg themes from SC1 fit this game absolutely perfectly, and I often listen to them when I get bored of the in-game music. What are you guys listening to?
>>15032779
That sounds about right, given what I've been doing so far. Also, don't forget to use chain stops to end the block started by a rail signal.
a9de9f No.15033429
>>15033410
I've heard bits of melodies from the game and I feel like they're not entirely different from Terraria's caving soundtrack, either. I've also thought of SC1's music as well. It has a good coherent fit
a9ac10 No.15033563
What are some decent settings that provide a challenge?
>>15033410
Starcraft's Terran was basically a bunch of rednecks in space trying to survive deep in the outskirts of known space. The Zerg are basically space bugs that just want to fuck your shit up. So yeah those two are pretty fitting for a game like Factorio, just you and your janky factories built to get the fuck out of town or to exterminate as many bugs as you can before you fuck off It's one of the main reasons why the first Starcraft is infinitely better than the second, great atmosphere and original setting.
fbdc31 No.15033857
>>15032349
>Or give your mining stations identical names and trains will take their pick of whichever one is free.
The part that sucks is that if you have several trains with that name in their schedule, they all end up going for the same station. You can alleviate it a bit by using circuits to only enable the station when the buffers are full and disable it when they're completely empty though.
c8b0a5 No.15034509
>>15032779
The chain signal also shows the rail signal in the track ahead. Use them to make intersections with a chain signal leading into the intersection and a rail signal leading out. Basically it means a train won't enter the block between a chain and rail signal if it can't also go past the rail signal.
Shitty illustration might not help.
fbdc31 No.15034554
Finally. I had a bit of a slow start since I picked death world, cranked the evolution settings up to max and spawned in a desert. Behemoths showed up a bit before the 14 hour mark and probably would have sooner if I'd had the chance to pollute more instead of fighting to secure oil.
The game could benefit from having more ways to automate conquest, I think. Like if roboports could deploy combat robots and send them off to wherever to patrol. Or late game just straight up being able to launch nukes at remote places.
449dd1 No.15034882
HookTube embed. Click on thumbnail to play.
>>15033563
>challenge
Couple of us are playing Dune. No water outside the starting area, everything sand/desert with plenty of cliffs. Few trees, and on death world so they come to kill you fast.
a9de9f No.15036296
>>15034715
How many labs do you usually make? I find myself doing powers of 2 (16 or 32 typically). Never thought about the triangle shape to share the packs, though.
fbdc31 No.15039487
>>15034715
>>15036296
Squares are superior anyway.
90dfcf No.15039611
>>15039487
This setup is big if true.
7c6fe9 No.15040658
>>15039487
I use a similar setup, though I've swapped my fast inserters for stack inserters, which helps get sufficient potions to the end of the line. This is basically required once you're at endgame with 6-7 different potions in each lab. Ultimately though it's just not scaleable, at least in my experience. I'm gonna switch to a line of belt-fed labs with beacons soon. Also, don't forget to put as many Productivity modules as possible into all your labs. Getting free packs is a huge resource saver at all points in the game, it pays for itself quick.
a9de9f No.15040670
>>15040658
The point of the game is automation, and the thing you need to automate is the science packs. It goes without saying that bonus packs is just gravy.
212f7d No.15040702
>>15040658
Endgame optimal is to just use logistics bots to deliver straight to the individual labs With stack inserters you have the problem where labs in front are constantly flashing on and off because the stack inserter takes all 10 packs out to transfer to the one behind.
78b0ae No.15040714
>>15040658
>put as many Productivity modules as possible into all your labs
Especially if you're playing with expensive recipes. Advanced science packs cost 175 iron, 495 copper, 44 plastic, and some sulphuric acid per craft.
89d7a6 No.15040723
>>15040702
This, fast inserters with stack size 3 is plenty.
212f7d No.15040737
>>15040714
Expensive recipes makes modules kind of absurdly expensive as well though. Level 3s require 6k copper, 2.1k iron, 7.6k petroleum apiece. It's very important to get beacons and use proper lines of beacons+labs/assemblers/etc to minimize the number of modules you need. Of course this also requires incredible amounts of solar power early
78b0ae No.15040838
Just checked and it costs 304.2 iron, 340 copper, 23 coal, 10 stone, 412.5 petroleum, and 7.5 heavy oil to craft 1 set of all vials on expensive mode.
7c6fe9 No.15040989
>>15040838
That's probably not counting the cost of a Satellite rocket launch for space science vials though, right? I'm pretty sure that adds an order of magnitude greater expense, even though one rocket launch = 1000 space science.
>>15040737
This is definitely something to keep in mind. Modules are an investment, with high overhead for future ROI. Still though, you can use Prod modules to make expensive components like purple and red chips cheaper to make, which makes future prod modules cheaper as a result… So probably the first thing you should prod module are the assemblers that feed your module factory. Then labs, then the Rocket. I think somebody actually crunched the numbers and made an ordered list of what should get prod modules first.
a9de9f No.15041009
>>15040989
Going from the 5:6:12:5:7:7 ratio or whatever it is, I'm going to guess either high tech or productivity science packs, since they have an expensive production chain. Military isn't so bad. Blue science needs a lot to maintain the ratio, but otherwise is pretty simple.
212f7d No.15041053
>>15040989
>I think somebody actually crunched the numbers and made an ordered list of what should get prod modules first.
There's https://dddgamer.github.io/factorio-cheat-sheet/
Expensive mode changes the ratio of ingredients but the order probably holds up fairly well.
fbdc31 No.15041069
>>15040989
Sattelites are like 100 blue circuits, 100 solar panels, and some other shit that doesn't matter. Yellow packs eat 1,5 blue circuits each. For that matter, the rocket control units eat one blue curcuit a piece and you need 1000 of those to launch a rocket. The solar panels cost like 15 steel and copper each, which again is dorfed by by the 1000 rocket structure that cost 10.
a9de9f No.15046055
607c24 No.15047765
Well, it took me way too long, but I finally developed a Nuclear power system that I'm happy with, at least for the moment. I recently discovered that underground belts of different types don't interfere with each other, which is perfect for something like uranium processing where you can carry both the U-235 and U-238 down the "same" line. This setup is also compact enough I can beacon the centrifuges. This design fucking EATS ore, one fully compressed blue belt isn't enough. I haven't done the ratio math or anything, but I'm pretty sure two blue belts would be just enough to make it to the end of the line of centrifuges. This setup is definitely overkill at the moment, but it will scale really well as I grow.
Pastebin: https://pastebin.com/rTzsypHA
And alongside this uranium processing, here is my new reactor setup. It supports 12 cores, and produces about 1.4 GW at full output. It's pretty well ratio'd, at least as far as I can tell. Not perfect, certainly, but damn near close to it. With this many heat exchangers it's significantly difficult to bring in enough water to feed them all. So, I'm using Waterfill mod to create water directly next to the build for the pumps to use, but you could do without it if you just built it on a lake or pumped the water in from elsewhere. As you can see from the closeup, it uses requester chests to bring in the fuel, and the spent fuel canisters are dumped into those passive provider chests; elsewhere in the factory I've got a chest+centrifuge requesting those spent fuel canisters and placing the output U-238 back into the system.
Pastebin: https://pastebin.com/zAQnJ1VX
ee2e12 No.15048633
>>15047765
>almost no steam storage in tanks
>wastes heat whenever not 100% utilized
5/10 apply yourself
fbdc31 No.15048693
>>15048675
Stealing second place
607c24 No.15048952
>>15048633
Right now I've only got four reactors activated as that's all I need for my 250MW base. Do you mean simply that I should have more storage tanks to maintain a steam buffer, or something more advanced like circuit-based activation of reactors based on power load? Seems like no matter how many storage tanks you have, you'll always waste heat eventually (once the buffer is full).
Actually now that I look up the math, storage tanks are ridiculously overpowered as a store of energy compared to Accumulators. Accumulators store 5MJ each, while a storage tank filled with 500c steam is essentially storing 2.4GJ of energy. That's 480 accumulators of power.
However, while it's a much denser store of potential energy, you have to be able to get that power out when it's needed. I'm getting these numbers:
Accumulator discharge rate = 300KW
Steam Turbine power production rate = 5,800KW (5.8MW)
480 * 300kw = 144MW
144 / 5.8 = 24.8
So 1 storage tank (fed with 500c steam) + 25 turbines is roughly equivalent to the buffer potential of 480 accumulators. That's pretty good to know.
fbdc31 No.15049044
ee2e12 No.15049049
>>15048952
The way to do it is making enough tanks to buffer one complete cycle and then some, for 4 reactors it's usually about 50-60 tanks. Then you use the steam level to activate the inserters that remove the used up fuel cell.
ee2e12 No.15049055
>>15049049
Also I think you need to add a condition where the the new fuel cell inserter is only active while the inserter removing the empty cell is holding something, it's been a while since I built this.
fbdc31 No.15049056
>>15049049
Mind you there's also a bit of storage capacity in the pipes+heat exchangers themselves.
607c24 No.15049071
>>15049055
Ahh, interesting. I'll have to try that out. Thanks for the tip anon.
9c0be8 No.15049146
>>14983184
This game actually requires quite a bit of thinking. If I'm going to have to think hard and plan out how I play a game I'd rather just do something like programming that actually provides real skills
5519d1 No.15049201
>>15049146
Then don't play. Why make this post?
9c0be8 No.15049204
>>15049201
Just thought I'd plant the seed for people out there.
2e7ee1 No.15049212
>>15049146
>>15049204
>I acknowledge this is a good game but instead of investing time I'd rather do something more productive.
What kind of games do you play where you spend less than an hour on it?!
9c0be8 No.15049244
>>15049212
It's not about time spent, brainlet. It's just that this game gives me similar enjoyment to programming and can be as mentally challenging so people who are interested in factorio may try learning something productive as recreation.
c8b0a5 No.15049255
>>15047765
>that xbawks hueg reactor setup
How many gigawatts does that produce at full throttle?
Also don't heat transfer pipes lose heat over distance? Is it even possible to make it more compact while still having roboports?
2e7ee1 No.15049257
>>15049244
>This game actually requires quite a bit of thinking. If I'm going to have to think hard and plan out how I play a game I'd rather just do something like programming that actually provides real skills
>I'm
>I
>I'd
>It's not about time spent, brainlet. It's just that this game gives me similar enjoyment to programming
Don't call me a brainlet when you posted your idea horribly. That's not how you convince other people to do more productive things. You addressed yourself not others.
fbdc31 No.15049267
>>15049255
>Also don't heat transfer pipes lose heat over distance?
They don't lose heat but they work like normal pipes, the throughput drops off exponentially. IIRC one line of heat pipes can carry the full output of a reactor for about 45 tiles.
9c0be8 No.15049295
>>15049257
>omg stop insulting m'videogames
5519d1 No.15049361
>>15049044
Server is back up by the way. Sorry it was down, had to do maintenance.
ee2e12 No.15049366
>>15049146
>This game actually requires quite a bit of thinking
No it doesn't, not unless you're doing advanced circuits or playing with Bob's/Angel's. There is a learning curve to it, but that can be said for most games.
cf0114 No.15049664
had this game for a year, played on and off, recently got back into it, start anew, and finally finished it
also, what's save replay mean?
fbdc31 No.15049737
>>15049664
Saves a replay.
f84239 No.15050945
>>15049255
(phoneposting so different ID)
It can support a steady 1.4 GW at full load with the current configuration. However, in my creative mode testing it seemed like I could have added a few more exchangers/turbines to eat up the last little bit of heat if necessary.
Heat transfer is definitely a hurdle in big setups like this. I initially tried an infinitely tileable design with a 2xN rectangle of reactors down the middle with 40 exchangers per reactor extending outward on each side, however the exchangers on the end wouldn't get enough heat. So, this 12 reactor design seemed like the best I could do while keeping the reactors close enough to absorb 99% of possible heat output.
607c24 No.15051230
I wish I'd done this 100 hours ago. My storage chests were all getting full of wood and old small electric poles, but you can burn that shit to clear up space.
212f7d No.15051243
>>15050945
Is heat actually lost or is it just not enough to power a full turbine?
I thought that you never "leaked" heat, it was a closed system. So while the heat exchangers might not power a full 2 turbines you could just throw more on that ran slower.
fbdc31 No.15051267
>>15051243
The only thing that can leak heat is reactors, if they get to 1000 degrees they keep consuming the fuel but don't heat about 1000.
607c24 No.15051279
>>15051243
As I understand it, heat is never lost, but it has difficulty moving over large distances. So, if you have a heat exchanger connected to a reactor by, say, 100 heat pipes, no matter how hot the reactor is that heat can't get over to the exchanger fast enough for it to produce steam at max capacity.
This is similar to fluid pipes, if you have a fluid source on one side and something that consumes it connected by a thousand pipes, it'll take forever for the fluid to get there.
fec67d No.15051374
>all these nests popping up at the edge of my radar/pollution
Fuuuuuuck
212f7d No.15051381
>>15051279
But if you put two heat exchangers 100 heat pipes away from the heat source, can they produce 100% or more of the output of a single heat exchanger at max efficiency?
fbdc31 No.15051415
>>15051374
Why'd your map get blacked?
fec67d No.15051430
>>15051415
Blame gnome for being a pile of shit.
212f7d No.15051580
OK this is weird. I'm testing long-distance power transmission by heatpipes. It works so long as you have 2-3 separate heat pipes for each reactor. But somehow my 40 MW reactor with a 300% neighbor bonus is producing 170 MW?
fbdc31 No.15051605
>>15051430
>that shit ton of area scanned already
>>15051580
3x neighbor bonus should let you output 160 MW, but if you're getting neighbor bonus at all it means the neighbor reactors are also producing heat. You should be outputting about 800 MW.
212f7d No.15051620
>>15051605
>3x neighbor bonus should let you output 160 MW, but if you're getting neighbor bonus at all it means the neighbor reactors are also producing heat. You should be outputting about 800 MW.
Do nuclear reactors still transmit heat between them internally like this? If so then that's useful to know, the heatpipe ring around reactors is useless.
fbdc31 No.15051631
>>15051620
Sure. They're just big heat pipes themselves.
fec67d No.15052082
>>15051605
>that shit ton of area scanned already
I'm not THAT slow. I had to go scout manually because there's NO FUCKING STONE WHERE'S THE FUCKING STONE. That's why when I found some in the bottom right corner I stopped.
fbdc31 No.15055816
>>15052082
>I got no stone, better build a bunch of walls
I swear the generator has a fetish for overwriting ore with water or other ore though, especially in the spawn zone.
c1c820 No.15056599
>>14983184
I'm trying to scale up my base to get the artillery range upgrades, but doing so is requiring an immense amount of material. My current bottleneck, by a large margin, is blue chips.
I can't seem to make enough green chips to satisfy even a modest demand for blue chips.
What is the best way to get a lot of green chips?. Do I smelt onsite? Use logistics robots to move things around?
My current setup is saturating a 10m copper ore field with mining drills. 6 express belts full of ore are then processed by electric furnaces loaded with speed3 modules, which output 3 full express belts of copper which then feeds an array of construction machines that produce copper wire and then green chips (fed by similar setup with iron). Half these green chips are fed into a smaller array of red chip production, with the other half then being fed with the new red chips into 13 blue chip factories which are working at maximum.
I feel like, to scale up sufficiently I need to quadruple my output. ('d need to find another 3 large copper ore fields. There aren't really any nearby except some 5m copper fields, which isn't really going to be enough. I can't get enough drills down on the patch to extract enough ore.
fbdc31 No.15056717
>>15056599
>What is the best way to get a lot of green chips?
Find a place with a big ass iron and copper patch near each other and just smelt and manufacture on site and haul it home with trains.
Then do it again.
Personally when I get robots I usually just move out to where the patches are 500 million ish to set up the real base.
c1c820 No.15056731
>>15056717
>Personally when I get robots I usually just move out to where the patches are 500 million ish to set up the real base.
WTF? Where do such patches exist?
fbdc31 No.15056745
>>15056731
They grow bigger the further you get from the spawn point.
c1c820 No.15056769
>>15056745
How far out are we talking in terms of FMZ (Full Map Zoom)? 1 FMZ is the horizontal distance viewed when fully zoomed out in map mode.
fbdc31 No.15056806
>>15056769
Two or three. It depends on your map generator settings obviously.
c1c820 No.15056832
>>15056806
I'm guessing trains are the only viable option that distance out? I've never used them.
fbdc31 No.15056878
>>15056832
I usually just take a car out there and never return.
Trains are pretty good though, but they'll take like five minutes to get that far with the best fuel, so you need several if you plan on hauling stuff back.
c1c820 No.15056891
>>15056878
All I really need is basically 8x maxed express belts worth of green circuits hitting my base continuously. I can handle everything else internally.
c8b0a5 No.15060790
>>15056891
I was thinking about making an external base that produced only green chips and ships them to my base by train if I ever find a huge patch of iron and copper near each other. Or maybe just make a green chip section of my base that gets its own trains full of copper and steel delivered.
607c24 No.15061097
>>15060790
I want to do something like that on my map too, but the problem I'm encountering is that mining bases run out of minerals faster than I can expand to new ones. I guess I'm just too slow, and I find setting up mining bases rather tedious so I tend to put it off. I really enjoy the other aspects of the game: designing and building your factory, figuring out logistics, defending against biters, working up the tech tree. However mining just bores the hell out of me and simply feels like a big inconvenience. I'm thinking on my next map I'm going to use infinite ores on patches a fairly large distance from my base so that while getting resources isn't trivial, once I've got a mining base it will always give me material. It's not like setting up/maintaining mining bases is particularly challenging, so I don't really feel bad about "cheating" my way out of that grind.
I mean, the other option that most people use is to simply travel out super fucking far from spawn where ore patches are in the hundreds of millions, but at that point they might as well be infinite. I don't think there's a single person who actually enjoys having ore patches run out on them.
And yes, I know that the AAI mod introduces a way to mostly automate the process of mining out resource patches using autonomous mining vehicles, but I've heard it's a big UPS hog, so for megabases it's not exactly practical.
One further addendum to my post: limited resource patches are worthwhile and fun in the early and mid game, because it encourages you to expand outward and stick your neck out where the biters can get you. What I'm talking about is more aimed at late-game play, when biters are a fully solved problem and you just want to make a fuckhuge megabase without needing to devote 90% of your time to setting up frontier mining outposts.
c1c820 No.15061586
>>15061097
I'm thinking of building a single locomotive carriage then just wallace and gromit style driving north and laying track as I go, then turning around going back to base, making a fucking huge train with loads of fuel, tracks, laser and artillery and ammo, then driving north again placing poles down along the track until i get to biter territory, getting out, setting up a laser / artillery base, killing everything in range then driving north again…should be a fairly simple way to clear out a massive corridor north to the real ore patches, right?