128b0b No.16519519
Didn't see a thread in the catalog, so I made one for any kind of automation or logistics games.
I can't decide between playing AngelBob's or Seablock
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128b0b No.16520423
Decided to go with regular Angelbob's, but I feel like I'm very far behind and also that this setup isn't ideal
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9b6773 No.16520462
It'll never be completely ideal. I have the hardest time fighting my restartitis after finding something fundamentally flawed in my overall layout
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72ac4f No.16520467
I want to start a new sealand or whatever it's called game but I'm shit at optimizing.
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84a004 No.16520488
Are they ever going to to finish this?
Remember when you were excited about all the potential behind this game?
Remember when you thought Minecraft was just an exception and the entire early-access model of development couldn't possibly be inherently broken?
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3ec264 No.16520498
>>16519519
I'll play this game when it goes on sale. And once it does I'll buy it, refund it, leave a bad review with a bullshit reason, and then pirate it (then badmouth this game again on anonymous forums).
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128b0b No.16520516
>>16520498
I bought it for $20 US when it was worth it, then they jacked up the price a few weeks later
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128b0b No.16520525
>>16520462
I've never gotten to the point where I need that many trains. At most, I'm happy to have maybe 2 or 3 cargo wagons on the entire track.
But the other thing is stuff like science. Do you keep ratios nice and even and perfectly balanced, or do you just throw more assemblers at it and yolo it until you jam up your throughputs?
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1b9dd5 No.16520530
I am surprised that this exists in the hive of shit. Wow. Who thought that was a good idea?
Also great game got like 250+ hours on it which is rookie numbers.
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128b0b No.16520539
>>16520530
You mean this thread? It pops up maybe once or twice a month
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9b6773 No.16520553
>>16520498
The devs have stated it's never going on sale. Either pirate it or pay the price it's listed at
>>16520525
Depends on what your goal is, how many rockets per minute you want to launch, etc. Trains are definitely a useful tool
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c4a2a8 No.16520575
is this a genre? a subgenre of simulation?
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2c8164 No.16520588
>>16520575
I think everyone agrees it`s a "automation" game
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c2543b No.16520756
>>16519519
I have a question regarding drones. Those little shits look like an amazing tool but their Network still has me wondering how exactly are they supposed to be properly used.
Do you keep Networks in a local manner, with different sites having each their own Logistic Network of drones and they only trade resources with other Networks by means of Trains?
Or do you make a long chain of Drone Ports alongside a track or wire between each zone you're at, so they are all connected?
It seems like you'd benefit a lot from having everything under the same Network since all drones would operate under it and you could easily control their number, but making a fuck ton of holoports and leaving them in long lines to connect Networks seems like a chore that easily creates more vulnerabilities in your system.
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57f0f2 No.16520909
>>16520756
There is a benefit to making local networks that are separated from other networks. The robots will gather where there's work, so other parts of the network will have no robots left, instead the robots will have to potentially come all the way from the other side of your base.
The robots will also often take shortcuts through non-roboported terrain, so if you connect 2 bases for instance, the robots will fly straight to an enemy base.
I really wish there was more ways to control them, especially because the roboports have a relatively long range so it's hard to make small localized networks without having a mile long empty radius around them.
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57f0f2 No.16520928
>>16520488
I think Factorio is already more or less fine as it is. It suffers from the same problem as other sandbox games though; it just slowly runs out of content without giving any kind of satisfying conclusion. Terraria is one of the few games that avoids that problem by having progression through bossfights with a flashy super hard final boss with cheat-like weapon drops. But you can't always do something like that.
How would you "finish" Factorio? I'd probably veer Factorio towards a sort of sandbox RTS game. Rather than random mobs, the aliens would be an enemy faction with several unique bases with increasing difficulty, and the final goal is to make big enough base to make big enough weapons to defeat the enemy's main base. Each base would have some unique tech unlock or something. That would of course require bigger and more interesting enemies, and maybe more interesting weapons like combat versions of the roboport robots and new grenade/drone types. I think it's fine if it's not all about automation, very few games are only about 1 thing, and I can't imagine a satisfying automation-based conclusion.
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c2543b No.16520936
>>16520909
Oh, I assumed they could just enter a robotport and come out anywhere else on the network, effectively teleporting around as needed. If that's not the case, this is far more limtied than I expected.
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948fbf No.16522033
>>16519519
>I can't decide between playing AngelBob's or Seablock
Pyanodon.
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c8245f No.16522042
>>16520928
>How would you "finish" Factorio?
There's only a way up:
From a single planet, you construct a space fleet and start colonizing other planets and you then manage multiple planets production.
At a certain point like you said: aliens, that was preparing to wipe your homeplanet notice your shenanigan and try to stop you. You then proceed to eliminate them and their homeplanet.
Crisis averted.
The End
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128b0b No.16524472
I've never had to do a 2-lane sorter before, oh god
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5cc17a No.16524529
>>16520575
it's a very tiny genre started by modded minecraft.
modded minecraft has a really steep learning curve, but once you learn the basics it can entertain you for months at a time. I recommend checking out the "Enigmatica 2" pack (non-expert version) if you're interested, as it has an in game guide that teaches you the core mods.
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128b0b No.16524590
>>16524472
I am not proud of this, but I've finally got green science automated after about 10 hours
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575ee3 No.16524619
>>16520928
Make it like Anno and give it different objectives and tweaks to the world gen for different "levels". I would buy it if they had more than 5 scenarios.
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28af75 No.16524691
>>16520928
I was thinking a great ending would be where you actually disassemble the entire fucking planet and use it to build a Dyson Sphere/Swarm. Would make for a satisfying endgame where there's actually a point to those rockets you're launching. Unfortunately there's really no way to actually simulate this without it getting really symbolic.
Personally, I liked it better when the goal was launching a single rocket and that was IT. The implication (back when it was still called the "rocket defense") was that it was some kind of orbital bombardment platform that would immediately exterminate all the aliens, because the PCs goal was the prepare the planet for colonization by eliminating the pesky local wildlife. But what happened was that the largest playerbase was just TOO GOOD compared to what the devs expected. Launching just one rocket was too easy for the captains of autism that were playing. So they changed things up so that you can continue afterward with the endless research and the space science. and just launch rockets ad infinitum. It basically becomes like Dwarf Fortress where you can never win, you can only lose; except in DF you "lose" when you get too much Fun, while in Factorio you "lose" when your base gets so huge and convoluted that your FPS drops to an unplayable state (or alternately, when the biters suspended in unloaded chunks get too numerous). But the point is, there is no way to win that is satisfying, because launching one rocket really IS too easy now.
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57f0f2 No.16524820
>>16524691
Launching a rocket was never very satisfying though.
I think it's cool how as time goes on you can spend more time in the map screen ordering robots instead of doing things yourself, and I'd like for that to be somehow used to escalate the building.
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948fbf No.16524824
>>16524820
>Launching a rocket was never very satisfying though.
Killing all ayys would be though. I think it would also be convenient for megabase poopsockers since at that point there's basically no way the biters can overrun you or really play a meaningful role in the game anymore and they just eat CPU.
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57f0f2 No.16524844
>>16524824
>Killing all ayys would be though
Maybe, but "removing all ayys" is another way of saying "removing the reason for half of your base existing".
Though now that I think of it, I think we're approaching this whole topic from the wrong direction. The problem is that we're looking for a satisfying conclusion to the sandbox freeplay mode, what we need is a good campaign instead.
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157715 No.16527114
Factorio sure could use a proper endgame. Trying to get your 5k SPM factory to run at more than 30 FPS just so you can keep researching mining productivity is fun for a while, but you constantly fight with the pointlessness of it.
I've been kind of enjoying Satisfactory, although it really feels unfinished.
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128b0b No.16527576
This week's FFF update looks nice and juicy
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c75b62 No.16527584
>>16519519
the fact that they cant even design an actual gear tells you all you need to know about how shit the game will be
>no addendum
>no dedendum
>circular pitch is completely fucked
>made from cast iron
might as well just post a fucking tractor wheel
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fc55ec No.16527602
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128b0b No.16527662
>>16527602
Yeah, seablock can be pretty soulless sometimes.
Did you use a guide for the Electrolyzer placement or did you figure that pattern out yourself? Most people seem to be able to do that, it seems. The only fix for that is they only need one input on the back so you can comfortably chain underground pipes if you need to.
I find I end up with a ton of excess copper. I usually make pipes out of them. Mind you I've only gotten to barely getting green science automated, and that took well over 12 hours.
Ironically I never thought of having a second chain of electrolyzers for the crystallizer. You could probably just split the output of the crushed rocks, though.
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28af75 No.16527824
>>16524844
Campaigns for sandbox games are stupid, though. It's always just "can you win this predetermined scenario with only a few basic parts because we've locked the ability to produce the rest?" followed by "we've unlocked a few more parts, so now can do this other thing?" etc; it works better as a tutorial than anything else because it drip-feeds new players the mechanics and parts instead of dumping it on them all at once and leaving them overwhelmed. There really isn't anything they can do with the game as it exists to make scenarios that don't simply involve the same thing, except you've got one hand tied behind your back. It's reinforced challenges of the type that you could do yourself, strung together by a loose thread of story.
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57f0f2 No.16528080
>>16527824
That's like saying scenarios for RTS games are stupid because you can play the skirmish with all tech available. They just need to add some campaign-based features that allows more interesting missions.
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68af81 No.16528115
>>16520553
Well they can suck my dick in gonna pirate the Fuck out of it
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6a36a7 No.16528298
>>16528080
The barrier to having a campaign is the fact that there are no opponents or allies of note. If the game supported an AI ally factory that played some part, it could dramatically expand the number of campaign scenarios possible. Likewise if the aliens were developed to also have their own "factory" of a sort, the number of scenarios increase dramatically.
Imagine being tasked with shipping x-units of ammunition to your ally locked in a front-line battle with the xenos. You have to build up support infrastructure and train networks to get out there. Imagine if the aliens were actually organized and you had an end boss "hivemind" type creature to defeat, but the only way to break through his massive base is by overwhelming artillery and fire force. You could even play it off the current setup. They start out disorganized and relatively docile, but as pollution speeds evolution they become organized and create leader bugs.
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128b0b No.16530449
>>16528298
>there are no opponents or allies of note
You have the Biter swarms (Man vs. Nature, as a conflict technically), and the revamped campaign will have a helper robot that tells you what to do
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fc55ec No.16530454
>>16527662
I'm at 8 hours now and have just automated blast furnaces
Yeah I figured out the electrolyzers myself
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128b0b No.16530613
Here's my base currently.
Still don't have green chips automated yet … I need to make a remote base for more coal, since my starting vein is almost out. I'm not sure how to balance my main bus yet, since there are "weird" things like resin/wood and carbon that aren't mass produced yet.
Another thing I'm unsure of is whether I should just spam cheap machines or do more complex processes. Given how efficient blast furnaces are, I feel like I will be rewarded by keeping a few, more powerful machines/processes going. For example, doing manganese to increase my effective iron capacity
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128b0b No.16530640
>Starting to get big biter swarms and standard mguns are having trouble with the medium biters
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68af81 No.16530812
I just got this today and man its hard af. any pointers? the mining takes loads of fucking time and I wish I could get those mechanized pickers working right off the bat.
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128b0b No.16530840
>>16530812
I can post some stuff soon. How far along are you?
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128b0b No.16530859
Anyways, as soon as you start, you can spam burner miners and have them output directly into furnaces. You can also have miners feed their coal output into eachother while you fuck off and set up other things. Here's a quick base after 15m of play time
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128b0b No.16530887
Same base, 15m later.
Second pic is how to (efficiently) automate your green chips. Kind of a spoiler I guess. Basically, because you need 3 copper wire to 1 chip, if you stagger them like this, you have each copper wire factory outputting to two inserters. Each chip factory has 3 wire inputs and 1 iron input, so they should always be going as long as your belts are saturated.
The long arms provide output, and could even go onto another belt. Good luck!
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500bca No.16531502
>>16530887
>no angelbobs
>not even deathworld
git gud
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9d7e6f No.16531511
>>16520928
I thought there was an endgame in Factorio where you build the spaceship and go home to Earth. At least that’s how I finished it when I played it.
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9d7e6f No.16531512
Also Oxygen Not Included and Rimworld are 2 games in the same ballpark
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57f0f2 No.16531841
>>16531512
Neither have automation and neither has a player character. They're all sandbox games with building elements but that doesn't mean they're similar.
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003861 No.16532985
>>16531502
I am playing angelbobs on main. I got out of bed to do a quick vanilla base to help the other anon who was just starting, with base ideas
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1fa6fa No.16533219
>>16520928
Should probably just work more closely off what the game has and how the tutorial scenario played out, and turn the endgame into a giant, massive scale tower-defense that starts as you prepare to launch the rocket, where you have to defend the silo until the rocket is launched. Could work just like a charm if the enemy and defense variety was raised to the standard of a tower defense game.
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c4a2a8 No.16533557
>>16531841
>>16531512
>>16524529
>>16520588
>automation genre
a definition seems needed
>>16520928
>How would you "finish" Factorio?
story-wise, you're lost on some weird alien planet
<After crash landing on this alien world you will need to explore the area, harvest local resources and automate producing the items you need to survive.
what if you could go back home? what the hell is this guy's planet like? what does he do there? or is he some type of being that is sent across the galaxy to automate everything?
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9b6773 No.16533569
>>16533219
I don't want this game to be more tower defense. It sounds like you just want the same open-ended Factorio but with death world, maybe mods to increase enemy types
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128b0b No.16533641
>>16533569
I'm annoyed that there are no swimming biters. But with the 1.7 patch, didn't they say there would be unbuildable shallows terrain? That might make for some interesting moments but afaik vanilla wouldn't randomly spawn it, it would be placed only (or modded in spawner)
Burrowing guys to get past your walls, etc. That'd be neat
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128b0b No.16534418
Here's my base after ~14h. Haven't touched oil yet, feels bad man.
I feel like oil is the next "major" thing, and then the next tiers of labs seem simple to make, except that they'd rely heavily on a variety of products
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c2543b No.16534552
>>16531841
>Neither have automation
Rimworld has mods specifically to add automation, heavily inspired by Factorio even.
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28af75 No.16537269
>>16533641
Swimming biters wouldn't add anything. Instead of having your base partially surrounded by walls and turrets, you'd have them completely surrounded by walls and turrets. And burrowing biters would just mean that you'd have to double-up on walls and turrets, again adding nothing. And before you mention it, flying biters wouldn't add anything except the need to put AA turrets along with the other ones.
I don't know about unbuildable shallows, but there are unbuildable cliffs that can only be removed by explosives that take fairly advanced research. For much of the game, you'll be forced to build around them, just like small water patches until you get landfill.
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128b0b No.16537285
>>16537269
>Enemies with fire resistance don't matter because you'd just build weapons that don't use fire!
>etc
You could say this of any game, though. I know it's not ideal for Factorio, but at least ti would give some variety to the game.
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9b6773 No.16537381
>>16537285
But it's an automation game not a tower defense game
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128b0b No.16537390
>>16537381
Okay, so your argument is basically "why have biters at all" ?
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bb41c1 No.16537415
>>16533557
>a definition seems needed
You automate shit nigga
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9b6773 No.16537480
>>16537390
Because they're already there. Why add arbitrary scenarios if it's a sandbox game
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128b0b No.16537495
>>16537480
Because you can mod it
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9b6773 No.16537499
>>16537495
Well there you go
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128b0b No.16537503
Anyways, is there a better way to do a sorter than this?
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9b6773 No.16537505
>>16537503
What situation leads to mixed belts like that
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948fbf No.16537516
>>16537503
I think most people just shove everything in a warehouse and then have filter loaders leading out of there.
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128b0b No.16537519
>>16537505
Ore Sorters from angelbob's
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fc55ec No.16537565
Shouldn't this have an efficiency of like 60%?
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948fbf No.16537581
>>16537565
I think the efficiency is on the boilers.
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fc55ec No.16537582
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fc55ec No.16537586
>>16537582
>>16537581
Googling I found this plebbit thread discussing this
https://www.reddit.com/r/Seablock/comments/b5efrg/017_no_more_early_game_power_crunch/
They seem to think but be unsure if bob went along with vanilla removing efficiency.
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fc55ec No.16537590
>>16537586
Here we go, from the furry himself.
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128b0b No.16537592
>>16537582
Does temperature even matter anymore now that they've changed steam to a fluid?
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fc55ec No.16537595
>>16537590
And here he seems to contradict himself. I'm very confused.
>>16537592
No clue.
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128b0b No.16537607
>>16537595
>Here he seems to contradict himself
The 1.7 patch is going to neuter a few features, such as efficiency, I take it.
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fc55ec No.16537613
Here we go, something definitive, the file that changes this.
All engines are at 100% efficiency, the only reason to upgrade is to save space.
Every tier of boiler upgrade also adds two T1 engines worth of output, but still increases efficiency.
Stats pulled from bobpower_0.17.7/prototypes/entity/boilers.lua:
B1: E = 0.5, T = 165, P = 1800kW
B2: E = 0.6, T = 315, P = 3600kW
B3: E = 0.7, T = 465, P = 5400kW
B4: E = 0.8, T = 615, P = 7200kW
B5: E = 0.9, T = 765, P = 9000kW
So T1->T2 boiler increases how much power you get out of fuel by 20%, T2->T3 a 16.6667% increase, etc etc.
>>16537592
This needs to be found out as if it does not matter than what I said about engines holds true, otherwise engines are needed to use steam efficiently.
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fc55ec No.16537616
>>16537613
And here's a wiki entry with a date I do not know.
If the temperature of the steam is lower than the steam engine or turbine can handle, then the power output will be lower than optimal, but no energy will be wasted. However, if the temperature of the steam exceeds the maximum temperature of the steam engine or turbine, then the power output is capped at maximum, and the extra energy in the steam is wasted. Other than this difference, either steam engines or turbines can be used to generate power off of steam from any source.
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948fbf No.16538327
>>16537592
Pretty sure each degree is still 200 joule per drop.
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a627c2 No.16538860
>tfw I'm interested in Factorio, but am worried about being too autistic to either comprehend how either building all of that could even be done or how to build it in such a neat fashion that won't get my autism flaring
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128b0b No.16538874
>>16538860
Try it out anon, it's worth your time. It's a very polished game, whether you decide to buy it or not (pirate first as always).
My first rocket launch took 50 hours, and I never had blue science automated. I spent most of the endgame running stacks of items around a small base that was situated around a lake.
You can do it like that, or you can make sure you have ideal balanced machine ratios or space compact designs, or just throw everything on a belt and jam it up with throughput to get your shit done
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948fbf No.16538889
Pyanodon was a great idea. Pyanodon without FNEI was an even better idea.
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128b0b No.16538897
>>16538889
Care to elaborate? Seems like something similar to Angelbob's. Is it even more autistic?
If I wasn't busy with a million other projects, I'd almost consider making a resource mod for other modders
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fc55ec No.16538899
Final T2 algae T2 engine power plant done. The two lower engines power fuel production, whilst overflow steam powers the upper two engines which are on a different circuit which powers the base. I can duplicate the whole setup if demand requires it. Uncertain as to the actual excess power, but some rough calculations of fuel come out to 75.6 MJ/minute excess usable energy or 1.26 MW.
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128b0b No.16538920
>>16538899
Sorry for the paint-tier diagram (I don't have Factorio open at the moment) but this is how I process my algae into wooden blocks. You can extend this, or do it on each side of a belt (or belt pair).
Not sure if it's worth doing it in Seablock, but at least with AB's, putting two assemblers to process the tip of the algae plant seems to work well
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f44b95 No.16538936
>>16538889
>that cap
I'm sorry, here is an unfucked one.
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948fbf No.16538937
>>16538897
> Is it even more autistic?
I'm not that far into it, so I can't say for sure, but there seems to be a fuck ton of specialized machines. It takes 35 or so to automate the first tier of circuits, not counting what you need to mine the materials and smelt them to plates. I'm also left with half a dozen fluids and some solid byproducts piling up here and there. Pretty much everything seems to have byproducts and alternate recipes. It's great.
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cf9393 No.16538939
>>16537415
Holy shit that cat thing is REALLY fluffy. Its so fluffy that I can feel its fluff transmitting to me….
But.. there is just something missing. Just looking at the fluff isnt enough, image how fluffy one would feel once he swallows it whole and feels it struggle down your throat and into your belly. That, that is REAL fluff, just thinking about it make me feel also warm and fuzzy fluffy inside!
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57f0f2 No.16538956
>>16538860
The mechanics are actually very simple, if you don't care about efficiency or speed then making a factory is baby-tier easy. The complexity comes from figuring out the logistics of trains and belts in order to move items in large quantities and craft things at a speed that doesn't turn it into an idle game.
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ddceb0 No.16539539
What the fuck, Factorio 17.4x keeps causing my PC to hard reset at random. It's definitely not a hardware problem, my CPU barely cracks 40C playing it, and more demanding games don't cause this.
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128b0b No.16540124
>3-4 hours of downtime because I needed to overhaul my original base and tidy it up
This always happens
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c2543b No.16540697
>>16538939
I've been saving this image specifically for you.
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18bbf7 No.16540702
>>16538939
>he's at it again
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3e3b39 No.16540709
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c2543b No.16540721
>>16538860
>comprehend how either building all of that could even be done
You basically craft everything from your inventory as long as you have the required resources or you have a Furnace\Factory do it for you.
This whole process is just:
1-Plop down buildings that create resources
2-Feed those resources to buildings that transform them
3-Repeat step 2 with it's results as well
>how to build it in such a neat fashion that won't get my autism flaring
But that's the fun part!
You put down a small section designed to take ore and coal to start producing basic materials and later on you notice that you are not producing enough. So you gotta expand it. And then expand the production of Ore. And then expand the transport network since it's not enough to carry all the resources. And then you need better buildings to process it faster.
And throughout all this process, you'll start to develop a design that's faster and more efficient but can easily expand as needed too.
That's basically what being an Engineer IRL is too.
>you can make sure you have ideal balanced machine ratios or space compact designs, or just throw everything on a belt and jam it up with throughput to get your shit done
I've been struggling with that, actually.
Usually I just throw everything into a belt and take from there as necessary, hoping to jam the belt full of stuff and treat it as an open chest for storage.
However, this doesn't seem efficient and even quite limited. Even with 2 full belts carrying Iron Plates for instance, I'm struggling with the ratios to keep a constant production of what's downstream.
I'm still early into the game (I've reached Drones and Trains previously) and my worst example so far is automating Green Science, since it's two components require a fuckton of Iron Plates to fabricate, as well as the Gears themselves. I usually just put 5 factories of each type and leave room to expand but since Gears are being used for so many things downstream, the production simply can't keep up. And I ain't even using all 5 factories, there just isn't enough Iron Plates arriving since half of it is being sent to fabricate ammo for turrets and is carried out upstream from that.
I was considering post-ponning this optimization till I had drones since they seemed like a better way to handle logistics but I'm starting to wonder if they will end up actually turning out to be too slow for this unless I make several millions of them (with the performance loss I expect from that).
Perhaps I need to calculate how much resources each factory needs and set up a sorting section upstream that can feed the required amount to it?
Or is it better to get into the Circuitry and Logic to change focus of production as necessary?
Or will Drones suffice once I get there?
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e86743 No.16542406
>>16540721
>Half of it is being used to fabricate ammo for turrets
Sounds like you need to go purge some Xenos, you should be able to do it easily with nades, a shotgun and SMG.
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ddceb0 No.16542618
>>16540721
I mean, you could just just use this.
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57f0f2 No.16542645
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ddceb0 No.16542657
>>16542645
Fuckin' works. Why waste time reinventing the wheel?
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68af81 No.16542661
>>16530840
Not very far. Seems like a promising game.
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6a36a7 No.16542901
>>16540124
>tidy up
>not just burning it all down with fire
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6a36a7 No.16542907
>>16542618
What people don't realize about these kinds of images is that it requires significant infrastructure overhead. You need two entire full belts of copper and iron to feed it. That's a massive number of miners, smelters, powerplants, and movers to get to that point.
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128b0b No.16543686
>>16542618
>Outputting the sides of the assembler and doing a central belt merge
Ohhh, never thought of this, great
>>16542901
I don't have the means to bully the tougher biters yet and need to seriously hit tier 3 shit
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ddceb0 No.16544308
>>16543686
To be fair, I didn't make this layout, someone showed it to me and it works well. It's also tile-able, but I probably wouldn't push it past three stacked tiles. Three is pushing it, two is about as much as I could support running at full load with single lane inputs like this. Left to itself, that thing would probably wipe my bus if I was pulling all of its output.
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128b0b No.16544508
How do I stop my main bus from looking like shit? I branch things off to make products and then ???
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128b0b No.16544622
First time getting to gases in AB's… how good is this setup? I'm trying to make plastic but I haven't gotten that far yet
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f44b95 No.16544638
>>16544508
For one, you need orders of magnitude more space, for two, it's kind of futile with B/A, it's going to turn into spaghetti no matter what you do.
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128b0b No.16544640
>>16544638
>More space
Fucking wonderful.
I mean, I could always just do 1-1-1 instead of the 8-5-4 ratio just to get SOME automation going. Do ratios really matter that much? Can't I just expand as I need it?
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f44b95 No.16544737
>>16544640
>make a temporary solution
>have to expand it temporarily
>temporary becomes permanent
Enjoy bob+engel.
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128b0b No.16544743
Well, here's my base after 24 hours.
>Expanded south and killed alien scum, walled off the choke that leads to infinite land chains, fuck that
>Tons of gas and coal here
>Main bus still fucked
>Plastics tomorrow, hopefully set up alloys for Blue Science and maybe get it going too
>Trains
Didn't realize trains were so comfy. I usually get spooked early game by them, but now I have two of them on a decent setup. Not sure if I'll generate deadlocks or not, but I set up a working intersection.
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ddceb0 No.16544759
>>16544743
It comes down to pre-planning, really. And experience. I'd never use anything less than four rails for iron, each fed by a full array of smelters. My copper bus is way beyond overkill, but better to have and not need.
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128b0b No.16547770
Ayy, finally got plastics going
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128b0b No.16547894
Oh god I have no idea how to do this
I'm trying to make right-handed tracks the go direction (like a road), but the signals are fucking me up
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128b0b No.16547931
>>16547894
I didn't actually finish one of the tracks, gomen
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157715 No.16552323
>>16542618
> splits 1 line of copper into 2, then merges it back into 1
wut
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ddceb0 No.16552402
>>16552323
Prevents the belt from being completely drained before it reaches the last machine on the line.
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128b0b No.16552424
Is there a way to run rail corners that doesn't look retarded? What's the best way to set up rail signals for an intersection? I feel like pic 2 isn't the ideal, since I'm not completely confident in it. Also, do I have to place periodic rail signals to have multiple trains on a single track?
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57f0f2 No.16552650
>>16552424
>What's the best way to set up rail signals for an intersection?
I prefer a roundabout personally, much simpler to make and understand, allows trains to make a U-turn, and can even turn it into a T-intersection just by removing 2 rails. People sometimes say that it's "slow", but I don't really understand that argument because it only adds a couple pieces of extra rail into the path which is eclipsed by the variance in distance between 2 randomly generated places of interest, and the train will probably sit around waiting at the train stop anyway.
>do I have to place periodic rail signals to have multiple trains on a single track?
Yes, if you think about it it should be obvious. Since only 1 train can be in a given rail section, if you don't scatter in rail signals, the entire track will be counted as a single rail section and only 1 train can enter it at a time.
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5f5514 No.16553124
>>16552650
The issue with roundabouts is that they have low throughput - getting traffic jams is basically a guarantee at busy intersections if you have a lot of trains in your network. There's more efficient intersection designs if you want to optimize for throughput, but they're not as simple, easy to use or low-cost as a roundabout.
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57f0f2 No.16553168
>>16553124
>getting traffic jams is basically a guarantee at busy intersections
How does that work? The only avoidable way for trains to hinder each other in that roundabout is if 2 trains come from opposite directions and both turn left (relative to itself). Every other case is the same ignoring the minor length difference.
It's not the most efficient though for sure.
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5f5514 No.16553216
>>16553168
My last factory was designed based on a rail grid connected by roundabouts in every intersection - without chain signals within the roundabouts, to avoid the deadlock scenario you described - and the central intersections tended to have 5 trains waiting at them on average, sometimes with trains waiting disproportionally long as new arrivals were given priority over long-waiting trains. Sometimes the train lines were so long they reached another intersection, and you'd get deadlocks similar to the ones you described in the space between two roundabouts. I've made some poor design choices with the rail system altogether in retrospective, but the point of the story is you should avoid having roundabouts at particularily high-traffic intersections and/or make sure you have a lot of waiting space for the trains so the situation doesn't escalate.
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217f3a No.16553242
>>16553168
Because in a roundabout can a train lock up the whole intersection when it travels through it. In a busy roundabout will all the other trains have to stop and wait until the track is clear.
See pic related, even at max train speed so will the train 1 force train 2 to stop and wait. And the more trains that use it, the longer it will take as all the trains need to slow down and then speed up again.
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57f0f2 No.16553449
>>16553216
>without chain signals within the roundabouts
What? I mean, of course it'll be slow if you do that. It shouldn't have any benefit either so why?
>>16553242
I know it's not as efficient but I really can't believe it's as bad as people make it out to be unless you have a nonstop stream of trains going through it in all kinds of directions, and most people probably never will.
Since I'm autistic I made a chart of all possible ways for 2 trains to cross and how many cases a simple roundabout will block, and the answer is 3 out of 13 = 23% = roughly 1/4.
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217f3a No.16553706
>>16553449
For small bases it doesn't matter, true. But once you start converting into a megabase with trains like 3-6-0, 4-8-0 or behemoths like 4-16-0 so will efficiency be much more important as you don't want those to stop for anything other than at the stations.
And as your own little solutions for the blocks show so would a fully mesh intersection fix the problems, thus removing the roundabout design.
But hey, if you never go for full efficiency or megabase, I guess roundabouts will work fine well into late-game.
Also I think back a few versions that trains could path incorrectly so they would sometimes drive into themselves in a roundabout and get stuck.
Picture unrelated.
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8b1a67 No.16553740
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5f5514 No.16553817
>>16553449
I forgot the exact reason why I decided to remove the chain signals, so it might have been a really stupid thought. I do recall having an extra rail entering and exiting in every cardinal direction for train stations, maybe I failed to properly signal that and just decided to give up and cut all signals within the roundabout.
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8e3492 No.16556247
How's the game after the gay updates?
Did the mod makers cuck out or is the game pretty much divided in half right now?
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a4074b No.16556691
How does chain signals make a difference? Can't you just use multiple regular signals for the same effect?
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948fbf No.16556710
>>16556691
Chain signals are red when the signal in front of them is red (specifically, when the signal the train wants to pass is red, in the case of branching tracks).
It matters when you have tracks crossing each other, in which case you don't want a train sitting on the crossing waiting for a green light. Putting a chain signal before the crossing makes the train wait until it the exit is clear before it will enter the crossing.
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a4074b No.16556798
>>16556710
So if I put a regular signal before the crossing, it will report red if either track is in use, even if the target one is empty?
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57f0f2 No.16557038
>>16556691
Chain signal will be red if it can't find a green Rail signal anywhere in front of it. It will be blue if there's a mix of red and green signals. A train will only pass a Chain signal if the next Rail signal in the direction it wants to go to is green (along with the path into it).
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55f67d No.16557387
>>16527602
>Creating an elaborate, unscalable loop of charcoal over just having a bob's adjustable inserter feed back into a furnace that spits out furnace fuel.
Impressive.
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128b0b No.16557482
>>16557387
I couldn't figure out the adjustable inserters
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128b0b No.16557679
Did you know if you deconstruct planner on fish, they'll stop moving?
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128b0b No.16557885
Alright, I spent tonight making blueprints for a restart. Got all my red-tier basics, plus some rail blueprints that cover double track right-hand drive, and a number of intersection / loop pieces that fit the entire map cell. Tomorrow I'll work on figuring out smelting and green science
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5b212b No.16557896
I don't get how anyone finds this game comfy. The second I see something wrong with my factory I get super stressed and start tearing it all down to fix it.
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128b0b No.16557945
>>16557896
Until you get the best inserters and assemblers, you'll still have to tear it down anyways. Eventually you'll get to modules that affect how you structure things anyways.
The goal is to automate. Ratios dont have to be perfect, because any automation is better than no automation. And you just go from there.
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3982b5 No.16560482
>>16557482
Okay, simple guide. You see this inserter icon on the top left of your screen? Click on it, then click on the check box next to it to activate the mod. All of these settings affect how the next inserter you drop down will work, but not the ones already on the map. The one on the left is where the inserter will pick things up from, from any square relative to the square where the inserter is placed. In practice, you'll never wanna place it anywhere but directly down. The graph on the right determines where the inserter will place things down on. When you go to place an inserter, the shadow or ghost won't show the mod working, which is stupid and confusing cause it's easy to adjust an inserter and forget you've done so while placing down inserters that feed the ground and not your factory, but it's very easy to make your factories a little bit more compact and streamlined with it, especially with creating charcoal by fueling your furnace with the charcoal you've created by simply placing an inserter next to it that feeds the furnace with it's own output.
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128b0b No.16561246
>>16560482
Holy shit, that's a cool thing. I was just messing around with it in sandbox mode. It almost feels like cheating, but in a good way. You can make real cool shit with it, I bet.
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128b0b No.16564560
I made this for AB's green science… this produces the two components needed to make shit. It can scale downward for quite a while. I need the fast inserters there because Microcircuits are used 10 at a time. Because of the direct insertion, I had to change quite a bit of the design and add belts as a buffer to the previous ones. It feels like I waste a lot of horizontal space.
Anyways, this design is "good enough" but I feel like it can be improved, in particular with the split belts. If I ever got to needing several iterations, half a belt isn't enough
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28af75 No.16570482
>>16553449
I've found some success preventing congestion by adding extra "corners" so any train making only a 90-degree left turn doesn't have to enter the roundabout proper. This does sometimes lead to inefficiencies where, for example: a train wants to go straight through but it can't because another train is in the roundabout, so it'll take the corner, head to the next roundabout, make a u-turn, head back, and then make another left. But, really, if you're properly managing your train network, there shouldn't be that many instances of trains needing to cross paths close to your base where there is a lot a traffic. Shit, half the time I ended up just setting up a new station some distance away, and then covering the last bit of distance bringing the ores in via blue belts. The trains don't even get a chance to get close enough to affect central traffic. Unless you're doing something that requires you to be bringing ALL your trains through some kind of bottleneck into your base, there's no reason not to do this to spread out the traffic.
The only thing is that Factorio train networks, without fail, are Murphy's Law machines. Given enough dozens of hours of running, SOMETHING will eventually happen and your entire fucking network will end up gridlocked somehow, because the trains are kinda stupid.
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f0433a No.16570636
>>16553740
>keep clear
I'd want to keep clear of that clusterfuck.
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128b0b No.16575513
>Get home after a long day
>Okay I'll play Factorio for 3 or 4 hours and make some cool blueprints
>Spent 12 hours
>Wasted a day off
Fuck
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3982b5 No.16578119
>>16561246
Time you enjoyed wasting isn't time wasted, anon.
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58fbd7 No.16588952
>>16556691
Chain signals are kind of like painting "KEEP CLEAR" in an intersection. It means don't enter until you can go all the way through.
Standard rule of thumb is "chain signals before and inside intersections, normal signals after them, and anywhere else."
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34c597 No.16589299
>>16588952
The real problem is if you use the same track for bi-directional travel. That just makes a massive headache at intersections and stations. Remember kids, bi-directional travel is the devil's work.
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58fbd7 No.16589972
>>16589299
Oh yeah, don't do that.
Only time I can think of where a two-way track would not be a bad idea is if it's used by a single train exclusively.
Even then I probably wouldn't, since I might need to expand later.
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1dbffe No.16593904
>>16527114
>although it really feels unfinished
It's in early access you fucking mongoloid.
Next big update is supposed to be this month they're supposed to be adding trains.
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28af75 No.16598903
>>16570482
>The only thing is that Factorio train networks, without fail, are Murphy's Law machines. Given enough dozens of hours of running, SOMETHING will eventually happen and your entire fucking network will end up gridlocked somehow
I don't generally like quoting myself, but QED: https://www.factorio.com/blog/post/fff-299
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ab8c84 No.16609143
>>16589972
Plus double headed trains are really slow anyway since backwards trains provide no impulse and weigh as much as 3 cargo wagons.
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128b0b No.16609149
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340219 No.16612439
>>16519519
What other Automation games are there besides factorio and satisfactory? And don't say zachtronic games, those are puzzle games.
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28af75 No.16621263
>>16609143
First train "network" I ever made was just a single line but I put loops on the end so the train could turn around. I can't imagine why anyone would ever bother with a double-headed train.
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128b0b No.16621272
FFF#300 is up and it's a bio page for every developer. They even seem to have a furry who did a Pokemon randomizer
https://factorio.com/blog/post/fff-300
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ff1f50 No.16623083
>>16527114
>satisfactory
>have literal danger hair in their crew
i'll pass.
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b747ba No.16626598
magnet for latest version?
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1333fd No.16626704
>>16623083
I'd be more concerned about
>epic games exclusive, refuses to say anything about the game coming to other platforms
>coffee stain studios, aka the fucks that brought us goat simulator and sanctum 2
>quirky meme responses as PR
>no blueprint system is planned, making scaling your factory up more busywork than anything
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128b0b No.16629522
>>16626704
>>no blueprint system is planned, making scaling your factory up more busywork than anything
Heh, more like more time spent playing the game!
>Epic Games exclusive
Even if a game is planned to release on Steam, there have been cases where that was neglected and forced onto Epic game store
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28af75 No.16633746
>>16621272
>A furry
>Works with real birds
Unlikely.
That said, it's kinda funny how the people get more and more… weird, the farther you go down the page and the fewer responsibilities they actually have on the team. When I started reading this I was expecting just the core few, but no, they included absolutely everyone who works for them including the guy at the very bottom who looks like a high-school freshman who just joined theater, and whose only job is designing blood and spit splatters. I only skimmed much of the bios because it got to the point where these weren't the people who had any influence on the game anymore; when introducing your design "team", you don't also include the fucking office janitor and the chick who brings your staff coffees.
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c4a2a8 No.16633783
>>16612439
>6days ago
automation game ideas, go
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f7324a No.16633788
>>16633783
The second webm IIRC was proven to be CG. Albeit really well done CG. The camera movements aren't natural
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c4a2a8 No.16633878
>>16633788
>Made in my computer with Cinema 4D & Octane Render!
fug
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8ae6d2 No.16633897
>>16633788
>a windmill spinning faster than the ones around it
How much proof did it take?
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f7324a No.16633905
>>16633897
True, also notice the shrapnel from the broken windmill just sort of fall to the ground and are unaffected but strong winds that should be there
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4b55ab No.16634175
>>16633897
about 404 kilowatt.
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28af75 No.16636858
>>16633783
Every automation game is sci-fi. I'd like to see one that's more realistic and based on history. You're the dude that's going to single handedly bring the onset of the Industrial Revolution, but all you've got is a one-gallon steam boiler and a bucket of coal right now.
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128b0b No.16637901
>>16636858
I keep imagining shit-tier automation at the start of Factorio, even before you get a lot of iron. Think wooden belts
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28af75 No.16642675
>>16637901
>wooden belts
I have to imagine there's a mod that gives you just that level of drudgery, considering that Bob's/Angel's is basically just adding a bunch of intermediary steps between the vanilla ones.
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0aa482 No.16643551
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4b55ab No.16644366
>>16637901
Xander mod does pretty much that, you are stuck with coal powered stuff for even longer and you have to research some of the electrical technologies before you can build a regular inserter, steam engine and basic electric pole. So mass producing MG turrets won't be possible either at least not at the beginning. The author recommends to reduce biters aggression slightly and increasing spawn area because it would be suicidal trying to fend off those aliens with just a pistol and barely any ammo. I have installed a few other mods just to check out how they are because I was too much of a lazy bastard making anudda folder for this. fugged up the post.
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28af75 No.16645946
>>16643551
>Mechanically-transmitted power over long distances
This is fucking amazing. I had no idea something like this ever existed, much less was commonplace before the invention of electricity. Oh sure, belts and gears and rams over a distance of a few dozen feet, like a waterwheel powering a sawmill or windmill powering an archimedes screw, but a steam engine mechanically powering a well MILES AWAY? That's insane. Also really cool. I can easily see that in a Factorio mod where you need to use wooden rods and then later steel cables to mechanically transmit power from your steam turbines to distant machines, long before you have access to electrical generation.
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e84c92 No.16654314
Does anyone have a simple guide to creating a rail system? Mainly where to place rail signals & chain signals and efficiently managing everything. Creating super basic one rail line for one train takes up way too much space so I'd want trains to share a handful of tracks without anything crashing into each other
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128b0b No.16655364
>>16654314
Best thing to do, turn on the debug options and enable the map chunk grids, then you can align the railway system a bit easier over long distances.
Basically, you want each row to be 3 rail tiles away, so you can do an S to merge them if needed. Treat them like real roads - right lane is "forward". Break the track up with a signal every few map blocks so you can have multiple trains on one rail. Intersections are a bit trickier, someone else can explain them.
Basically, with a 4-way intersection, loops are simple for small scale factories when you just need "any" kind of automation going. The rule of thumb is that you place a rail signal on one of the first tiles leaving the intersection, and chain signals on any entrances to the loop
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08d106 No.16655874
Never tried Factorio, what actually is it? I've heard it's some space sim with a bunch of management that you can sink fucking weeks into. also notch praises it a lot i think
>>16520553
>It's never going on sale
Do they just hate money?
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57f0f2 No.16655941
>>16655874
1. set up drills to mine resources
2. use belts or trains to move resources between locations
3. move resources to various machines to craft things
4. craft more things with crafted resources
5. craft more things with crafted resources crafted from resources
6. craft science to unlock new technologies
7. die to an alien invasion because you didn't build walls or turrets to defend your base
8. craft weapons and kill aliens to expand your territory
It's very well designed, and if you want to you can get really autistic about optimizing the speed and size of parts of your factory, and figuring out the logistics for moving large amounts of items between places.
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08d106 No.16656525
>>16655941
So can I like, make my own empire and stuff?
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182624 No.16656555
>>16633788
> really well done CG
Looks fake as fuck actually.
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57f0f2 No.16656562
>>16656525
There's only you and your autism on that planet. It's all about your factory and the items moving through it.
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9582b7 No.16656569
>>16633788
>It was proven to be fake
>believe me bro
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483748 No.16656580
>>16655874
>Do they just hate money?
It's a reasonably priced game for the hundreds of hours you can put into it, and you can easily pirate it, even MP works perfectly fine for pirates. People then buy it because it's a good game. You should pirate it, see if you like it, then buy.
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182624 No.16656586
>>16656569
It's obviously fake. The debris at the explosion and the dust when the part hits the floor make it obvious.
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9582b7 No.16656619
>>16656586
Are you retarded?
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182624 No.16656629
>>16656619
Do you not see it, or did I miss some irony?
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b833d6 No.16656981
Seablock is suffering, but at least I don't have to place miners.
Also, post your kovarex setups.
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b833d6 No.16657253
Oh yeah, polite sage for double post but was reading the thread and seeing one or two anons doing a seablock, so I figured I would post mine. Aboretums are truly superior to algae based power. Any recommendations for mods that aren't just intermediary steps in bulk: the mod angelbobs? The space mod part of seablock seemed cool but I'll probably never get there. Vanilla factorio is almost just right but it needs a little extra oomph I guess but not nearly as much as AB adds. For reference, my two aboretums running off of one farm and one washing plant provide an excess of wood/soil/compost/products and goes into the linked steam engines of which up to 25k is saved in the tank- it's always full right now anyway. I switched over from crushed stone to mineral sludge by doubling my paper plant for charcoal production. I'll do something with the clarifier lines later. Right now I'm only producing saphirite because I just want lots of iron and I don't have jivolite yet.
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128b0b No.16657815
>>16657253
What's that brown square building by the bottom washer?
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0cd871 No.16657822
>>16656981
I have no idea why people can't figure out how to do Kovarex.
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86890f No.16657956
Finally got the game, and I think it's safe to say that I am organizationally retarded. Somehow, this all works.
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e8710f No.16658095
>>16657956
This makes me feel like I have an actual grasp on optimization and organization.
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128b0b No.16658172
>>16657956
This is the most disgusting thing I've seen ITT thread yet. But I'm intrigued. Keep going. I want to see how far you get before it collapses under its own weight.
You can press Alt to show production items, too.
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b833d6 No.16658523
>>16657815
That's a farm. The crops it makes can be composted, which is combined with mud to make dirt. Dirt makes both seeds and trees, trees are fuel.
>>16657822
If you're referring to my setup, I did that one because it was entertaining. Split/sushi belts get boring after a while.
>>16657956
Wow.
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948fbf No.16658656
>>16655874
>Never tried Factorio, what actually is it?
Basically you build a factory that makes parts to build the factory.
>>16657956
>that inserter daisy chain
>that iron plate on its way to the boiler
>those green beakers destined to overflow onto the iron belt when it clears
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128b0b No.16659231
>>16658523
Oh okay, so you just add mud and it turns into a self sufficient power generator. I've always just used Arboretums once I could. What's the advantage of farms?
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b833d6 No.16659246
>>16659231
The farms produce the crops required to make the compost required to mix with the mud to make the dirt to make the trees.
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128b0b No.16659249
>>16659246
Sure but isn't a single algae farm going to produce enough stuff for tons of compost?
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948fbf No.16659263
>>16659231
Depending on what you grow on them, you need them anyway for making mineral oil.
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f56877 No.16659267
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948fbf No.16659282
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b833d6 No.16659292
>>16659249
One farm produces enough for probably 4 or 5 aboretums, and it is a small building. Plus, it doesn't use nearly as much electricity as algae farms, and it is faster.
>>16659267
>>16659282
Nice
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182624 No.16659295
Any big features coming to factorio or is it mostly just bugfixing and HD graphics until release?
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ed1aa5 No.16659300
>>16633788
Looks close enough to a real wind turbine failure (they can tear themselves apart in a storm, alternatively they burn up)
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128b0b No.16659310
>>16659263
>>16659292
Fair enough. I never really got more than the first few bits of blue science anyways
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b833d6 No.16659334
>>16659310
I still haven't automated any kind of science.
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aa1de2 No.16659339
>>16633783
>>16636858
Stardew Valley would be a perfect game for automation.
There's a mod that add some automation, but there's room for much more:
https://www.nexusmods.com/stardewvalley/mods/1063?tab=description
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500bb4 No.16659345
>>16657822
How do you ensure that every centrifuge gets exactly 40 U-235 with that setup? It looks like they can either output too much, or stock up on an extra 40.
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31ac1c No.16659534
>First time playing modded.
>Picks SeaBlock.
>Spend 188 hours getting to blue science.
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128b0b No.16659547
>>16659534
Better than I've ever done. Mind tossing up a picture of your power network, just for curiosity sake?
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31ac1c No.16659565
>>16659547
Mixed as fuck man, wind, solar, steam from G algae, steam from 14 arboretums and soon to be nuclear.
Brown-outs are common as fuck, can't wait for nuclear.
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128b0b No.16659569
>>16659565
Oh, I meant the large map with the blue powerlines drawn on it. It always makes me feel comfy
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31ac1c No.16659581
>>16659569
Well it looks like shit, but in due time there'll be substations.
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128b0b No.16659584
>>16659581
Not SB, but here's my last base I made… I'm autistically bound to putting shit on a grid that supports small power lines for some reason
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182624 No.16659633
>>16659581
>>16659584
FACTORIES ARE JUDGED BY POWER LINE AESTHETICS
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28af75 No.16659706
>>16659339
>Literally factory farms
Eh… I don't know how to feel about that. Automation and comfy aren't really compatible.
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04afe5 No.16660583
>>16659706
>he doesn't find audomation comfy
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28af75 No.16660702
>>16660583
Well, picking crops by machine is certainly LESS comfy than picking them yourself. Besides, the point of automation is efficiency, and comfort is automatically inefficient.
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86890f No.16660758
>>16658172
>But I'm intrigued. Keep going. I want to see how far you get before it collapses under its own weight.
Will do.
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7ad43f No.16660821
Something that I was thinking I wanted to try one of these days was doing a factory run where you can't break items you've already placed. Either to add a 'You better think about your lay out.', or give it a 'Well, I've built all I can here, time to expand.' It would be sprawling mess, which might look interesting, except for all the double placed powerlines.
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57f0f2 No.16660829
>>16660821
I need this
Someone tell me there's a mod for this because otherwise I doubt I can be 100% true to it.
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b833d6 No.16661070
>>16660758
>He doesn't know you can daisy chain laboratories.
No, no, it's more entertaining this way.
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ab56c8 No.16661090
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182624 No.16661505
>>16661090
I wonder if people who make things this perfectly are dangerous.
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948fbf No.16661954
>>16661505
Don't worry, he forgot to add a way to get raw ore out for catalysts. Also mixed sorting is destined to jam.
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e84c92 No.16662200
After starting a new playthrough on 0.17 i'm kinda left with a mixed feeling about the update. While they add some nice quality of life improvements the toolbar feels more annoying to use and the map generator looks like a straight up downgrade in some ways.
Might just be unfamiliar with all the changes but 0.16 for example lets you shift click items in and out of your toolbar while 0.17 doesn't since it no longer acts as an inventory. The map generator didn't need all these goddamned sliders either, all I want is to disable dirt and grass terrain on my map it was simple before why does it not work the same way now? Is there some improvement here over the previous gen that I'm missing
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182624 No.16662528
>>16662200
By having sliders the variables can be changed by degrees. It's better.
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128b0b No.16663097
>>16661090
>Those flatter underground belt looking things that seem to feed directly into the building
Excuse me, what?
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128b0b No.16663108
>>16660821
What about rotating placed items, such as belts or inserters? Otherwise, I feel like if you placed down a bunch of miners you'd have to process it all in one go, and not be able to use a splitter, you'd have to leave a gap and then split it after you tech up.
For 1x1 buildings, I'd be okay with destroying them and not recovering the items inside (including modules). For larger bulidings, they should remain fixed.
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ab8c84 No.16663202
>>16663097
It's called a loader, it's for dirty cheaters
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128b0b No.16663205
>>16663202
I can see why you would feel that way, and that's fair. What do you think about customizeable inserters?
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28af75 No.16664110
>>16663202
It's useful if you've gotten to the point where a belt's throughput simply isn't enough to deliver enough items per second into a certain space. If you're running a mod like factorissimo (and especially if you start fucking nesting them), it's essential to not simply be wasting the potential of the build. Mods that require more throughput require items that push more throughput or there is no point, simple. You're basically saying that a commercial kitchen shouldn't have a massive stand mixer while you're mixing things in a bowl by hand. Well, you're making food for one person and they're making food for thousands; different needs, different tools.
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128b0b No.16664128
>>16664110
You're making a rocket for one person :^)
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ab8c84 No.16664786
>>16663205
Mostly fits with all of the other stuff in Bob's mods.
>>16664110
These are not valid
>It's useful if you've gotten to the point where a belt's throughput simply isn't enough to deliver enough items per second into a certain space.
Except your factory is already broken and shit. You're inputting 6 full belts and getting out 6 belts that are roughly 98% empty. You aren't utilizing the throughput, you are just building a bunch of belts to get backed up on. I'm quite certain I could build a factorissimo factory that has at least 5x the throughput even with inserters.
> If you're running a mod like factorissimo (and especially if you start fucking nesting them), it's essential to not simply be wasting the potential of the build.
Why? Just build more. You have infinite space in Factorio. Exponentially more with Factorissimo. Your issue is not planning your logistics properly thereby causing a need for hyper-squished together buildings necessitating loaders.
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a7482b No.16664835
>Spend dozens of hours using pre-bots technology to rebuild and replace elaborate pipe network to effectively manage and story liquids to feed around my entire factory
>finish with an odd number of pipe-to-grounds in my inventory
>Meaning somewhere there's a pipe to ground that isn't connected to my factory
>No way to get it back without ripping up the entire factory from the ground up
>By hand
Is there any worse feel?
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f56877 No.16664880
>>16664835
there is a mod that highlights not connected pipes. bottleneck should also help find what machines aren't working.
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a7482b No.16664903
>>16664880
Last i checked it only worked for 16.x Anyway, i found a solution, which was to restart my seablock run while crying in the fetal position and just rushing green science
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ab8c84 No.16664927
>>16664835
>>16664903
You can use a blueprint to figure out exactly how many pipe to grounds there are in any given area
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a7482b No.16664942
>>16664927
Only if you cover area by area in bunches of 999 or less, cause otherwise you get a lovely 1.0k indicator. And even then, using blueprints to count stuff goes wrong pretty quickly cause you think you find a dangling pipe and it turns out to be one half to a pipe on the other side of the selected blueprint, which makes the whole ordeal into a nightmare. Also, none of that covers what i think actually happened, which was that it got dropped to ground as an item while hoovering up more stuff then my toolbelt had room for.
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948fbf No.16665046
>>16664942
Just set your redprint to item on ground then.
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28af75 No.16667139
>>16664786
>your factory
Learn to read IDs and maybe I'll bother debating your retard ass.
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500bca No.16668857
>>16664880
>bottleneck
bottleneck mod destroys ups
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ab8c84 No.16668978
>>16667139
I don't give a flying fuck about memorizing IDs. If you are defending loaders and that factory then its your's.
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ab8c84 No.16668981
>>16668857
Should have minimal effect. I believe they implemented (or have as an option) a cap of the number of checks per tick.
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86890f No.16669708
I'm not sure if I've become more organized, or more adept at working around the shit I placed down already.
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500bca No.16670477
>>16668981
admittedly i haven't checked it in 6 months but last time bottleneck was cutting my ups in half, if there's an option now to change checks per tick then it should be less of an issue.
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500bca No.16670482
>>16669708
you need to acquaint yourself with the main bus concept anon.
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b833d6 No.16670786
>>16670482
>>16669708
Here's an example of what you should be doing spaghetti-anon
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449717 No.16671064
What's the optimal way to place radar stations? I kind of just scatter them around my base near the big electric poles.
PIc unrelated
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9254b9 No.16671067
>>16671064
Place a self-powered radar station on top of every single xeno cesspool you torch. Eventually they honeycomb the map and you can see everything.
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449717 No.16671097
>>16671067
I have some screenshots in my folder of some of those, but I never tried them.
Aren't radar stations are considered military buildings and will just be attacked as xenos creep back?
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500bca No.16671101
>>16671067
more radars = less ups
the fewer the better, only put them where you absolutely need them, along your walls, etc.
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f56877 No.16671219
>>16669708
keep on keeping on.
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e84c92 No.16671258
>>16669708
spaghetti factories are peak aesthetics don't let anyone tell you otherwise
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7ad43f No.16672253
>>16663108
rotation would be fine. Effectively, the idea is that you just can't right click to destroy, but if you can snap a building on top of another structure, it's free reign.
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128b0b No.16672491
>>16672253
What about shooting them yourself?
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28af75 No.16672997
>>16669708
The only thing you have to learn is "the map is infinitely large so you have unlimited space: USE IT!"
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57f0f2 No.16673056
>>16672491
Then it wouldn't really be any different from a normal run.
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b74274 No.16673071
The problem with factorio is that there is no point. Every game you build the same production facilities in the same order. The tech-tree/research is the biggest limiter to changing up the game.
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128b0b No.16673089
>>16673071
I like the idea of an alternate, non-linear tech tree. Ultimately, you'll still need to build the rocket as a goal, but if they say, removed the requirements to build oil production so you could do it at the start, you might have a slightly more interesting run. Or not.
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9254b9 No.16673256
>>16673089
That's one of the things I really like about Satisfactory. You can explore and find crash sites which have some random condition for opening up. When you open it you get a hard drive that allows you to unlock alternate recipes.
Sometimes just getting a small tweak to a recipe is enough to refactor and entire factory for the massive simplification it allows you to make.
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b833d6 No.16673392
>>16673256
>epic store
>discord
It's still wearing a mantle of cancer and as such I refuse to participate. It was also buggy as shit in the alpha, I wouldn't know how much fixed it is by release though.
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182624 No.16673558
>>16673256
Satisfactory is a stupid idea since the 3d limits understanding and scope of the factory complexity. Also fuck Epic store.
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449717 No.16673957
>>16673558
Just checking that ID there
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9254b9 No.16674242
>>16673558
3D offers verticality, which Factorio cannot utilize. You have to think about problem solving differently to efficiently incorporate vertical setups into your overall design and layout.
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b833d6 No.16674527
>>16674242
One of my main problems was how difficult they made it to get onto the top of things to take advantage of that verticality. Maybe they changed it but they should either embrace parkour mechanics like crouch jumping or add a jetpack.
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9254b9 No.16674548
>>16674527
Yeah you've missed a lot, they literally added a jetpack and some sort of power legs that make you jump higher. Also stackable splitters/mergers.
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b833d6 No.16674578
>>16674548
That's nice. If they ever bother releasing it on GoG (They won't) I might consider taking a look.
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128b0b No.16685759
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128b0b No.16689245
Posting this here (because it's relevant to the game) and mirroring it to the gamergate thread:
https://factorio.com/blog/post/fff-303
http://archive.is/sR0n4
>There was recently some news about G2A, prompted by a tweet by Mike Rose of No More Robots. In a follow up tweet he said: Please, if you’re going to buy a game from G2A, just pirate it instead! Genuinely!.
>We have talked about the grey market resellers in some previous Friday Facts (FFF-145 and FFF-171), and our stance is pretty much the same as Mike, we would rather you pirate Factorio.
>We had a ton of chargeback and fraud issues in 2016 just after our Steam launch, with over 300 Steam keys of the game being purchased with stolen credit cards. With an average chargeback fee of about $20, we estimate the total amount of fees we paid because of chargebacks is about $6,600. We will be doing a deeper evaluation of our historic accounting records to get a more exact figure, but it doesn't matter so much now.
>So I emailed G2A about the article and their 'vow' last week, and they are not exactly prompt in terms of dealing with the request. I have a list of all the Steam keys I had to revoke because they were purchased fraudulently, and G2A offered to check the keys. Currently this is where the story ends, they haven't replied to my last email (2 days ago) sending them the keys and asking how many of them were sold on the website.
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500bca No.16689262
>>16672997
>"the map is infinitely large so you have unlimited space: USE IT!"
-the map is infinitely large but the more chunks you generate (the map is generated on the fly). the less UPS you will get.
-pollution will also expand infinitely and with every new chunk it expands too UPS are futher reduced.
-every chunk that has a radar will also reduce UPS to a large degree
your best bet is to expand your base only as much as needed and regularly delete all unoccupied chunks (rehiding them in black on the map) for maximum UPS.
Also explore only in one direction and only in a straight line. The farther out you go the richer the deposits will be, requiring even less exploration and associated UPS reductions to generate resources.
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500bca No.16689264
>>16689262
>muh UPS
UPS and Satellites per minute is the only metric to success in factorio. If you satellites launched per tick is high; you win, if it is not, your base is a failure and you should rethink your organizational abilities.
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0eb9cc No.16689313
>Have no problem with having to make expansive factories
<can't fucking stand dealing with oil refining and trying to make it efficient and not look like a giant clusterfuck
Everything off my main bus is so nice and pretty… But holy fuck, fuck I just can't make my refineries look nice unless I use a blueprint I find online, and even then they're all super cramped
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500bca No.16689372
>>16689313
the only way to do this is to use a huge amount of space, this really get's crazy with angelbob's.
usually i put oil/gas refining in a completely separate area far off the main base and bus, and eventually pipe or train in finished product into the main bus (pipe's on main bus).
pipe's on the main bus doesn't really seem necessary though as the stuff that requires it is already at the end of the main bus, so it's only on the bus for a fraction of it or attached directly.
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28af75 No.16695978
>>16689245
This is another reason why they never want to have the game go on sale.
>>16689262
>the more chunks you generate (the map is generated on the fly). the less UPS you will get
Depends what's in them. If you cram the same amount of stuff in a small area or across a large area, it won't make much of a difference. They've done a lot of optimization regarding pollution, and that really only affects loaded chunks because that pollution is affecting biter nests and causing them to update. If you clear the biters from your pollution cloud, it won't do anything to your UPS. Also, you don't need radars in empty space, so if you're using hundreds of them, that's your own fault.
Should you be building a giant modded megabase where it's probable that you will have significant issues with UPS, you're so beyond giving a fuck about biters that nobody would blame you if you just turned them off once you reach endgame.
>>16689372
>i put oil/gas refining in a completely separate area far off the main base and bus, and eventually pipe or train in finished product
Basically this. Since the advent of liquid cargo wagons, there's really no reason to not be refining/cracking oil where you're getting it, and then shipping the products to wherever they are needed in your main base. You can even use some of that oil to fuel flamethrower turrets right on-site.
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948fbf No.16701684
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128b0b No.16701755
>>16701684
It was spam, desu ne
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f1daba No.16704847
>>16533557
>what if you could go back home? what the hell is this guy's planet like?
I bet he was dumped on that alien planet on purpose. He was making a mess of his home planet, turning the whole thing into one big autistic factory and making it uninhabitable. They wanted to get rid of him.
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57f0f2 No.16704869
>>16704847
This is now canonical lore for Factorio.
>just keep building autistic factories and trains
>every day the spaghetti producing useless shit has expanded another square mile
>automatic train network with hundreds of trains moving nonstop at pinpoint precision making it impossible for anything to move through or touch it
>wasting literally all natural resources on the planet, polluting the atmosphere in black smoke stacks and killing all natural wildlife in order to produce endless amounts of different colored circuits
>nobody can comprehend his autistic creation so they can't stop it
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883bb4 No.16705104
>>16704869
anyone who tries to destroy or stop the expansion is instantly vaporized by laser turrets
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589fd6 No.16705296
>>16705104
>gets back home
>discovers they tore up all his shit
>gets consumed by autistic rage
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b833d6 No.16705541
>>16705296
>orders some artillery strikes to get over it
>immediately goes back to turning home into a factory because the autism never stops
>Eventually the flow of time itself around the planet begins to slow down
>this was the fate his homeworld wished to avoid.
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f1daba No.16707938
>dude ruining home planet with autism factory
>crash land him on alien planet to get rid of him
>builds ever expanding factory complex on alien planet
>starts building space rocket silo
>[home planet sweating intensely]
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56099a No.16708131
>>16528298
That actually sounds really cool, and probably something we'll never get because we're stuck in eternal "bugfixes", "performance improvements", and "tweaks".
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32b67c No.16708381
>Friday Facts #304
>Oil processing changes
>We decided to change the Basic oil processing recipe so that now it only outputs petroleum gas.
>This means that light and heavy oil is only available after Advanced oil processing is researched.
https://www.factorio.com/blog/post/fff-304
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b833d6 No.16708466
>>16708381
Why do they keep intentionally ruining their own game?
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c1d39b No.16708712
>>16708466
Ironically this actually makes the game harder.
>Forced to set up initial solid fuel with petro in order to make blue sci at the start, even though it's guaranteed you'll want it from light oil asap
>Laser turrets and robots not nearly as quick to rush with just a simple oil setup due to being moved further up the tree
It's a pointless change of course since no one spends more than the minimum time possible using basic oil processing.
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b833d6 No.16709520
>>16708712
>add more intermediate steps to get what I want
This is why I avoid AB. I wouldn't mind a mod that adds waste products, waste management and reprocessing, but AB goes way too far that the game stops being fun.
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ab8c84 No.16709889
>>16708712
What do you mean ironically? I'm sure that was intentional, combined with the laser turret 50% DPS nerf. Currently Deathworld is a race to get just a drip-feed of oil set up so that you can replace a thousand gun turrets and a huge amount of iron/copper tied up in bullets (which then cost a ton of pollution to produce, escalating your attacks) with a few hundred basically clean armor-piercing lasers. This pushes lasers back quite a bit (keeping in mind early game deathworld constraints + expensive mode costs), and when you get them they are way, way less effective.
It'll be simpler for newbs to figure out in small steps, harder to get to the point where your trivialize the main obstacle of the game (biters). Good change.
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f1daba No.16712020
anyone care to share the latest version?
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500bca No.16712486
>>16712020
anyone have the latest GNU/Linux version? there's torrents for Not-GNU/Windows available but linux is hard to find.
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9be1ed No.16712492
>>16712486
Russians have huge boner on pirating linux apps. Just a reminder.
Factorio 0.17.58 [amd64], reuploaded 4 days ago, torrent gets updated sometimes:
https://rutracker.org/forum/viewtopic.php?t=5697070
Other native linux games:
https://rutracker.org/forum/viewforum.php?f=1992
Ports with inbuilt wine:
https://rutracker.org/forum/viewforum.php?f=2059
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500bca No.16717892
>>16712492
oh shit thanks anon
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29d742 No.16718592
What is anon's strategy for only turning on beacons when machines are making something?
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948fbf No.16718754
>>16718592
Ensuring all machines are running at all times
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29d742 No.16718772
>>16718754
No thanks, not a fan of horrendously inefficient giant material buffers that make it harder to locate bottlenecks. I like to make things when they're needed and use things when they're made. There's no reason to waste power making shit that isn't needed at the moment.
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ec2ac2 No.16718937
>>16718772
>>16718772
>he doesn't want a factory that consumes more electricity over time than most 1st world nations
>he doesn't hit every assembler with 12 beacons
Just divide factory areas by circuited power switches that react to the amount of the relevant item(s) in a chest/lognet if you must have an "only on when needed" setup. Better yet, just use as close to optimal ratios with very slight overproduction and then it never matters anyway. Power is also the 'easiest' resource in the game by far so it shouldn't really be the primary concern in any kind of design in the first place.
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29d742 No.16718966
>>16718937
I've been using conditional checks on input and output belts to roughly estimate if enough materials are flowing in that a machine would be running and if enough materials are on the outputs that a backup has occurred thus ceasing machine activity. They're very imprecise, rough proxies on real machine activity though, and it doesn't work at all for fluids where you need a giant storage tank filled to capacity on both inputs and outputs in order to estimate when your fluid throughput is backed up (thus halting machine production). Chests have the same problem. I feel like there has to be a better way to determine machine activity.
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ec2ac2 No.16719013
>>16718966
If power efficiency is a larger concern than ups, then why use beacons at all? There's virtually no downside beside the small idle draw for having output-full assemblers by themselves. I think you can only optimize for so many things and people choose to ignore power because it eventually has no impact on play beyond "oh, I need to spend 30 seconds spamming some more solar prints from the map view"
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29d742 No.16719037
>>16719013
>If power efficiency is a larger concern than ups, then why use beacons at all?
Because it turns out that due to the way in which module penalties and bonuses are calculated, beacons dramatically improve the per-item efficiency of machines with productivity modules in them.
Solar panels are babby mode and I typically play without them to make the game more interesting. Actually being mindful of wasteful power draw is one of the ways it becomes more interesting.
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ec2ac2 No.16719242
>>16719037
If you know how much throughput a set of machines is capable of vs. how much the set of machines after it is likely to consume, then rather than a buffer or measuring belt congestion, one solution might be a power switch on a clock, making it so that the switch will be active for an arbitrary percentage of the time. Pics related is the simplest way I know of doing it. In this example the switch is active for 500 out of every 1000 ticks, but it could be clocked to anything.
>Solar panels are babby mode
It's not really that much harder to make an ample nuclear plant, the real reason solar is almost always endgame is because it has zero performance impact. A ~5GW nuke is enough for anybody not trying to build a megabase and a few small uranium mines can supply such a nuke longer than most would play a single map.
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29d742 No.16719270
>>16719242
Seems like too much manual recalculations for me (and I already do a ton of autistic calculation), but that's a solution that probably works well. The problem is you would have to alter your algorithm every time you change your production focus, including moving between a lot of recipe types.
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28af75 No.16719294
>>16718592
Never use beacons…?
I mean, what's the point of boosting assembler productivity or speed when you could just BUILD MORE OF THEM? What's the point of worrying about power when you can just BUILD MORE POWER?
>>16719242
Nah, forget nuclear, too. If you can build a megabase that launches rockets reliably powered entirely by coal or solid fuel, then you have my respect. It just gets to the point where, at least with coal, the mines run out so quickly that all you're doing by endgame is running train lines to the next one, and then the next one, and then the next one. Solar is the easiest power option because it doesn't require anything to keep producing.
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128b0b No.16719322
>>16719294
I think it has something to do with base density or production/building, whereas you can do more direct insertions than from having running belts everywhere.
But I like short, dense belts, it feels comfy
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29d742 No.16719366
>>16719294
Because adding beacons is often more efficient than adding machines when you're using productivity modules. Here's an example to illustrate the point:
-One Assembler 3 with four Productivity Module 3s = 882 kW, 10.584 direct pollution, 0.4 crafting speed
-Two Assembler 3 with four Productivity Module 3s each = 1764 kW and 21.168 direct pollution, 0.8 combined crafting speed
-One Assembler 3 with four Productivity Module 3s in it + 1 Basic Beacon with two Speed Module 3s = 1029 kW + 480 kW = 1509 kW, 12.348 direct pollution, 0.9 crafting speed
So you see in this example adding a beacon results in not only faster production than two assemblers but uses less energy and less pollution. And even if you don't care at all about energy or electricity, the difference is eight costly level 3 modules vs six costly level 3 modules.
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ec2ac2 No.16719544
>>16719294
I bet a megabase running on nothing but boilers would be possible. If you prod module everything, a chain of coal liquefaction > rocket fuel would increase the fuel value of each piece of coal almost 6-fold. If we say a smallish megabase uses 10GW of power, that works out to somewhere around 25k coal/m to provide all that. Still way less than your iron/copper consumption at that point, but the logistics would take considerable autism to set up.
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ab8c84 No.16719954
>>16719544
Fully beaconed for speed mining drills w/some production bonus from tech can easily produce 5-10 coal a second. That's 42 to 83 drills mining coal. Not too bad, assuming your coal liquefaction production chain is indeed a 6-fold increase. We're only talking about ~10 blue belts of coal.
The bigger question is whether the UPS hit from fluids and extra insertions would be worth the coal liquefaction setup rather than just running more coal. It could very well be more efficient to simply mine 6x as much coal rather than mining coal and running it through the entire liquefaction line.
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9b2e29 No.16721565
>>16719544
>I bet a megabase running on nothing but boilers would be possible.
Well I don't know how you would define megabase, but I've certainly constructed the rocket defense with a solid fuel infrastructure before. It looks like they've seriously gimped solid fuel in recent experimental releases so it might not be as fun anymore. You used to be able to get a solid 2 MW of power out of one depleted oil well.
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128b0b No.16722623
I'm pretty shit at lategame stuff. The changes to oil just seem to make the early game more streamlined, and at 1-2 more researches, doesn't seem that bad to me, since you never really used the early oil products that much to begin with anyways. Also, everyone just rushed laser turrets anyways, and since batteries needed blue science anyways, it had a soft blue+military cost anyways.
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ab8c84 No.16722696
>>16722623
>since batteries needed blue science anyways
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948fbf No.16723239
>>16722623
>>16722696
Other way around. Blue science was battery+steel+filter inserter+red circuit.
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128b0b No.16723254
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29d742 No.16723373
>>16723239
Man that was a simpler time.
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0e0446 No.16727828
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128b0b No.16727834
>>16727828
>Vertically stacked belts
Oh god could you imagine the autism possible
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0e0446 No.16727872
>>16727834
Why imagine when you can build
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e66bff No.16727901
>>16727872
Is this game worth it yet?
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0e0446 No.16727907
>>16727901
Worth a pirate for sure
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e66bff No.16727915
>>16727907
Too lazy for something unfinished.
I assume it's an early access type of deal.
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0e0446 No.16727938
>>16727915
You can easily waste 100+ hours on a single world already.
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e66bff No.16727953
>>16727938
Piracy is more for games I really want, just can't afford, rather than for games that might be good.
Basically for games I can't wait until I've the cash lying around for, as opposed to something for a game that might be okay.
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0e0446 No.16727971
>>16727953
Let me say it like this;
At this point it's basically very close to factorio in terms of core gameplay and things to build, minus the ayy shooting.
They just added trains and nuclear power, too.
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2a26a2 No.16728095
YouTube embed. Click thumbnail to play.
>4-minute intro before you can actually start the game
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32b67c No.16737747
>>16708381
>Rocket fuel recipe now includes Light Oil, and therefore requires Advanced Oil Processing
>Chemical science pack now uses Sulfur instead of Solid Fuel
>Flamethrower Ammo is now made with Crude Oil
>Basic Oil Processing produces 45 Petroleum Gas (increased from 40)
>Advanced Oil Processing produces 25H/45L/55P (an increase of 15 Heavy Oil)
https://www.factorio.com/blog/post/fff-305
>We are confident about these changes but nothing is set in stone, so let us know what you think about them.
>You can test these oil changes with this mod.
https://mods.factorio.com/mod/Oil-Changes
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aa93f0 No.16742043
>>16712492
Someone needs to tell kovarex to just release the damn source code already. And tell him he doesn't need to take pull requests if he's worried about losing the spotlight, but having to pirate the latest version everytime instead of just installing from source is dumb.
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32b67c No.16742969
>>16737747
Version 0.17.60 is out, these oil changes are now live.
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500bca No.16754651
>>16742043
frequent updates are an anti-piracy measure
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29d742 No.16754885
>>16754651
Meanwhile my friends and I have been sitting patiently at v0.16.51 until v0.17 is upgraded to stable and the turbulent gameplay changes stop.
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ce604c No.16761094
Been experimenting with beltless factories and this compact single green circuit factory produces around 5k circuits per minute.
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31ac1c No.16763759
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84131b No.16764295
>>16763759
I miss you fag too no homo
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692f3d No.16768332
Are there any mods that add actual END GAME shit?
Ie. Another tier of drill, power lines, storage tanks or even enemies more complex than the two not-a-zerling/hydralisk.
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41dc50 No.16780688
Well just checked in and fixed all the factory problems caused by the oil changes, namely roughly 100k solid fuel blocks taking up space that I have to move around manually.
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