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Other Projects => Other Games => Topic started by: kovarex on February 01, 2013, 12:46:49 am

Title: Factorio - Factory building game
Post by: kovarex on February 01, 2013, 12:46:49 am
What do I do in the game ?
You will be in charge of a character that is building a factory from scratch. You will be mining resources, automating production, managing energy sources, designing the flow of items in your factory, researching technologies and defending from hostile creatures.

What is the game inspired by ?
We drew a lot of inspiration from Transport Tycoon-like games, Civilization and Minecraft.

Why should I care ?
This game is made by geeks for geeks. The core of the game is building things. You can create huge almost self sufficient factories. There are machines crafting other machines. All the stuff is travelling on transport belts. There are simple means of "programming" the robotic arms that move things around. You also have little logistic robots that transport things among designated containers. The ultimate goal of course is to have self replicating factories:)

When & where can I get it ?
Public demo is available at http://www.factorio.com (win, osx, ubuntu linux). Go and try it now.
The game successfully finished crowdfunding campaign (March 2013). The alpha version of the game can bought on our web page.

What is the current state of the game?
We plan to start greenlight campaign in the start of december 2013, we are doing all the preparations needed for this to happen. (New trailer, consistent graphics, bugfree gameplay).
The current version is alpha, but we try to fix all the reported bugs, so the stable releases (latest is 0.7.5) are quite stable.
We put some effort to make the game moddable from the start, so you are can already choose from several mods extending different parts of the game. The modding support is made in a way that mod incompatibility isn't an issue.

I want to know more
Check our website for trailer, screenshots, demo download and more information in general.

(http://eu1.factorio.com/assets/img/screenshots/screenshot-7.jpg)
Title: Re: Factorio
Post by: Android on February 01, 2013, 01:03:16 am
Well, you could tell us something about your game here...
Title: Re: Factorio
Post by: Knight of Fools on February 01, 2013, 01:08:31 am
Generally the first critique given on these forums: Making your very first post a promotion is considered bad form.

Looks promising, though. The stretch goals seem a little out of place, especially since finding hidden things could be a good draw for the base game. From the description it sounds like they'd increase the longevity of a playthrough.
Title: Re: Factorio
Post by: Viken on February 01, 2013, 01:34:08 am
You should seriously consider adding more flair and information to the first post. While the picturei s nice, and the link apprechiated, most of us don't blink twice to 'oh, we have a game, buy it' type deals without any information at all.

On other hand, it seems pretty cool.
Title: Re: Factorio
Post by: Imofexios on February 01, 2013, 01:40:06 am
utility poles...and lamps. Hmmm?
Title: Re: Factorio
Post by: kovarex on February 01, 2013, 03:08:39 am
I'm sorry for the bad form then.

The main theme of the game is building automated factory, the player starts with (almost) bare hands and he is alone. He has to get materials manually and craft his first tools manually.
As the time progresses he starts to use machines to mine for him, transport belts to get materials where he needs to and other machines to craft for him.
The later in the game, the more and more stuff is automated, and the bigger and bigger his factory gets.

It contains concepts of Transport tycoon, Civilisation, Minecraft.
Title: Re: Factorio
Post by: Ivefan on February 01, 2013, 03:10:54 am
I'm sorry for the bad form then.

The main theme of the game is building automated factory, the player starts with (almost) bare hands and he is alone. He has to get materials manually and craft his first tools manually.
As the time progresses he starts to use machines to mine for him, transport belts to get materials where he needs to and other machines to craft for him.
The later in the game, the more and more stuff is automated, and the bigger and bigger his factory gets.

It contains concepts of Transport tycoon, Civilisation, Minecraft.

...So minecraft with IC2/BC/RP?
Title: Re: Factorio
Post by: kovarex on February 01, 2013, 03:15:16 am
I'm sorry for the bad form then.

The main theme of the game is building automated factory, the player starts with (almost) bare hands and he is alone. He has to get materials manually and craft his first tools manually.
As the time progresses he starts to use machines to mine for him, transport belts to get materials where he needs to and other machines to craft for him.
The later in the game, the more and more stuff is automated, and the bigger and bigger his factory gets.

It contains concepts of Transport tycoon, Civilisation, Minecraft.

...So minecraft with IC2/BC/RP?
Yes, the main problem with minecraft with IC2/BC/RP is, that minecraft has big limitaions as only certain chunks are active (those around player(s)), so attempts for bigger factories were not working.
In fact, I started working on Factorio when I was too frustred by the Minecraft limitations.
Title: Re: Factorio
Post by: Viken on February 01, 2013, 03:31:28 am
Chuckloading mechanics allow for hooks in Minecraft Forge that can keep massive amounts of chunks loaded, even across dimensions these days.  I use several of them, myself in Minecraft in order to keep automated systems going.
Title: Re: Factorio
Post by: kovarex on February 01, 2013, 03:42:09 am
Chuckloading mechanics allow for hooks in Minecraft Forge that can keep massive amounts of chunks loaded, even across dimensions these days.  I use several of them, myself in Minecraft in order to keep automated systems going.
The situation may changed, but when I played Minecraft for the last time, it was possible to use hooks to keep chunks loaded, but in larger systems, the engine was not able to handle it (it was slow as hell).
But even if it was possible, Factorio is also trying to be less of a sandbox than Minecraft, you have missions with limited time and you need to balance the defense building with the factory improvements to survive.
In Factorio, the path to factory building pieces for factory is much faster, and there is big chance (we hope) that competetive duels might be meaningful.
Title: Re: Factorio
Post by: Stworca on February 01, 2013, 04:56:57 am
I hope that combat is a work in progress, as run and gun with both enemies and yourself having the same speed isn't interesting nor fun. I could be in the minority here, but perhaps a different way of dealing with enemies, than just slaughtering millions of them yourself, while running backwards...

A tower defense touch? (factory has its own defenses, adding to the existing theme)
A strategy touch? (train / build mobile units that protect the factory)
A RPG touch? (development of a set amount of human/robotic defenders.)

There are many ways one could do that better.
Title: Re: Factorio
Post by: ank on February 01, 2013, 05:01:58 am
I hope that combat is a work in progress, as run and gun with both enemies and yourself having the same speed isn't interesting nor fun. I could be in the minority here, but perhaps a different way of dealing with enemies, than just slaughtering millions of them yourself, while running backwards...

A tower defense touch? (factory has its own defenses, adding to the existing theme)
A strategy touch? (train / build mobile units that protect the factory)
A RPG touch? (development of a set amount of human/robotic defenders.)

There are many ways one could do that better.

You can be pretty sure EVERYTHING is a work in progress.
Title: Re: Factorio
Post by: Stworca on February 01, 2013, 05:14:57 am
You can be pretty sure EVERYTHING is a work in progress.

Naturally, but i've seen quite a few 'eco-strategy' games that were - for the lack of a better term - fucked by something trivial yet constant. Be it UI or combat.

Even though my list of "to play" is packed until 2081, i still don't want Factorio (or any other non-minecraft project) to make a bad turn.
Title: Re: Factorio
Post by: ank on February 01, 2013, 05:28:39 am
I agree.

It's very common that sandboxy games like this, to leave combat as an afterthought:
Like in the Anno series and Tropico 4, and minecraft for that matter!

And having melee enemies with the same speed as you is just silly(unless they come from all sides)
Title: Re: Factorio
Post by: Stworca on February 01, 2013, 05:39:27 am
Iirc the early Anno didn't do too badly, but i agree with you agreeing that we all agree.
Title: Re: Factorio
Post by: kovarex on February 01, 2013, 08:51:37 am
I hope that combat is a work in progress, as run and gun with both enemies and yourself having the same speed isn't interesting nor fun. I could be in the minority here, but perhaps a different way of dealing with enemies, than just slaughtering millions of them yourself, while running backwards...

A tower defense touch? (factory has its own defenses, adding to the existing theme)
A strategy touch? (train / build mobile units that protect the factory)
A RPG touch? (development of a set amount of human/robotic defenders.)

There are many ways one could do that better.

As was said here, everything is work of progress indeed, lot of the game mechanics are just proof of concept.
The fight is dumb at the moment and we now it! It is just aspect of the game we concentrated least on.
As passionate player of Starcraft and go, I wouldn't let the game to have stupid fight in the final version (if we get to make it).

a)Tower defense touch is already there a bit, and we count on improving it
b) Automated train transportation is one of the stretch goals, mobile units (in rts way) are one of the plans for the late game we have been discussing and planning a lot.
c) One of the RPG elements is technology, as you can upgrade effectivity of existing structures, one of the stretch goal is to add RPG elements as well (something like achievements that have game effects).
 Robotic defensers is also one of the things we have been discussing a lot lately, and might be added to the game soon.
Title: Re: Factorio
Post by: hemmingjay on February 01, 2013, 10:16:48 am
What is the difference between the 7euro and the 10euro tier?(other than 3euros)

Title: Re: Factorio
Post by: kovarex on February 01, 2013, 10:22:17 am
The 7 euro is limited discount for the first 50 backers only. We hope it might help to accelerate the start of the campaign.
Title: Re: Factorio
Post by: ank on February 01, 2013, 10:31:13 am


As was said here, everything is work of progress indeed, lot of the game mechanics are just proof of concept.
The fight is dumb at the moment and we now it! It is just aspect of the game we concentrated least on.
As passionate player of Starcraft and go, I wouldn't let the game to have stupid fight in the final version (if we get to make it).

a)Tower defense touch is already there a bit, and we count on improving it
b) Automated train transportation is one of the stretch goals, mobile units (in rts way) are one of the plans for the late game we have been discussing and planning a lot.
c) One of the RPG elements is technology, as you can upgrade effectivity of existing structures, one of the stretch goal is to add RPG elements as well (something like achievements that have game effects).
 Robotic defensers is also one of the things we have been discussing a lot lately, and might be added to the game soon.

I was just about to comment on how well this concept lends itself to defences:
producing and resupplying ammo to turrets adds a whole new element to production speed and efficiency.
Title: Re: Factorio
Post by: hemmingjay on February 01, 2013, 10:32:35 am
Well, I chipped in for the lowest tier despite the fact that I will probably not play it. I hope you achieve your dream of completing this game. Cheers!
Title: Re: Factorio
Post by: kovarex on February 01, 2013, 10:33:34 am


As was said here, everything is work of progress indeed, lot of the game mechanics are just proof of concept.
The fight is dumb at the moment and we now it! It is just aspect of the game we concentrated least on.
As passionate player of Starcraft and go, I wouldn't let the game to have stupid fight in the final version (if we get to make it).

a)Tower defense touch is already there a bit, and we count on improving it
b) Automated train transportation is one of the stretch goals, mobile units (in rts way) are one of the plans for the late game we have been discussing and planning a lot.
c) One of the RPG elements is technology, as you can upgrade effectivity of existing structures, one of the stretch goal is to add RPG elements as well (something like achievements that have game effects).
 Robotic defensers is also one of the things we have been discussing a lot lately, and might be added to the game soon.

I was just about to comment on how well this concept lends itself to defences:
producing and resupplying ammo to turrets adds a whole new element to production speed and efficiency.

Automating ammo creation and supplying it to turrets is already part of the game, and the non-demo campaign part can be hardly finished without using these concepts.
Title: Re: Factorio
Post by: kovarex on February 01, 2013, 10:41:22 am
Well, I chipped in for the lowest tier despite the fact that I will probably not play it. I hope you achieve your dream of completing this game. Cheers!

Thank you for the support.
Title: Re: Factorio
Post by: ank on February 01, 2013, 12:37:55 pm
Seems like you got the combat part locked down tight :)

So I'll ask something else: you mentioned some other games as inspiration, how about Spacechem? The graphics is actually quite close to the factory graphics in Spacechem.(not in a rip-off way)

And a point of constructive criticism: Be so careful of the grey.
Everything seems pretty grey, and woe if you build on gravel or rock.
You could end up building grey machines doing grey stuff to grey items on grey conveyor belts on grey rock.
Yo dawg! Heard you like grey...
Title: Re: Factorio
Post by: cerapa on February 01, 2013, 01:39:50 pm
On the topic of graphics, I think a more stylised look would suit this game better. The current detail level on furnaces for example makes a long chain of them look extremely ugly.

EDIT: Looking at it again, it isnt a problem of detail. The game seems to lack an unified art style. The inserters dont look like the turrets which dont look like the drills which have absolutely nothing in common with the art style of the steam engines.
Title: Re: Factorio
Post by: kovarex on February 01, 2013, 02:22:31 pm
Seems like you got the combat part locked down tight :)

So I'll ask something else: you mentioned some other games as inspiration, how about Spacechem? The graphics is actually quite close to the factory graphics in Spacechem.(not in a rip-off way)

And a point of constructive criticism: Be so careful of the grey.
Everything seems pretty grey, and woe if you build on gravel or rock.
You could end up building grey machines doing grey stuff to grey items on grey conveyor belts on grey rock.
Yo dawg! Heard you like grey...
I looked at the Spacechem (never heard of it till now), and the style of something is similar.
You are right with the grey, I also think, that we should force the graphic to add more contrast to the game.


On the topic of graphics, I think a more stylised look would suit this game better. The current detail level on furnaces for example makes a long chain of them look extremely ugly.

EDIT: Looking at it again, it isnt a problem of detail. The game seems to lack an unified art style. The inserters dont look like the turrets which dont look like the drills which have absolutely nothing in common with the art style of the steam engines.
The graphics of inserters and turrets is combination of random free art and something we made in paintbrush as temporary pictures until they are made properly, so we are aware that they do not match, and we are continually working on replacing the temporary graphics.

This is the way the game was looking few months ago :)
(http://www.kovarex.com/download/version3.jpg)

Edit: Quote from our campaign description:
Quote
Improving game graphics It is painfully obvious that a large part of the graphical content in the game is still conceptual (mining drills, turrets, boilers, vehicle etc.). Getting the funds will allow us to create reasonable graphical looks for all the elements currently in the game as well as for the elements we plan for the near future.
Title: Re: Factorio
Post by: ank on February 01, 2013, 02:29:19 pm
I looked at the Spacechem (never heard of it till now), and the style of something is similar.

*Development halts for 2 months while Kovarex plays Spacechem*

What have I done!?
Title: Re: Factorio
Post by: Aklyon on February 01, 2013, 02:45:19 pm
Sounds pretty cool, though I have other things I need to help more at the moment. Will you be doing anything else after the end of the campaign?
Title: Re: Factorio
Post by: kovarex on February 01, 2013, 02:50:06 pm
Will you be doing anything else after the end of the campaign?
It depends on the result of the campaign heavily :)
If we don't manage to get the money, I will most probably return to being common employed programmer, but if this helps me to find some interesting job in the game industry, I would be open to it.
Title: Re: Factorio
Post by: Fikes on February 03, 2013, 12:05:00 pm
I wish the demo was a little be more accessible. For what ever reason I suck terribly at those code things. Then to have the page change and the download start is kind of a slap in the face. Oh well.

Good luck on your campaign, it looks pretty interesting.
Title: Re: Factorio
Post by: kovarex on February 03, 2013, 05:10:06 pm
I don't like it as well, but s3 is paid service, and we can't risk being target of some kind of attack and be forced to pay thousands of dollars for bandwidth.
We are considering having torrent as alternative download source, would anybody use it?
Title: Re: Factorio
Post by: Parsely on February 03, 2013, 06:32:03 pm
Very intriguing. Wish there was more information in the OP though. I feel as if a lot of people are going to roll right over this.
Title: Re: Factorio
Post by: Fikes on February 03, 2013, 09:13:44 pm
I don't like it as well, but s3 is paid service, and we can't risk being target of some kind of attack and be forced to pay thousands of dollars for bandwidth.
We are considering having torrent as alternative download source, would anybody use it?

I would say a Torrent would help a bit, but still doesn't offer a good level of accessibility. Can you limit the number of downloads per day through s3 or what ever?
Title: Re: Factorio
Post by: ank on February 04, 2013, 01:19:32 am
I would use the torrent link if the main download link was unavailable or slow.
Title: Re: Factorio
Post by: jocan2003 on February 04, 2013, 01:33:26 am
I love th concept, i really hope yout suceed friend.
Title: Re: Factorio
Post by: kovarex on February 04, 2013, 08:00:37 am
Can you limit the number of downloads per day through s3 or what ever?
We wanted to do it that way, but it is not possible, s3 is not as good service as we thought.

Very intriguing. Wish there was more information in the OP though. I feel as if a lot of people are going to roll right over this.
I edited the post to contain more info.
Title: Re: Factorio - Factory building game
Post by: little_dwarf on February 07, 2013, 07:33:55 pm
Hey guys!

I checked your indiegogo campaign and I really like your train video: http://www.youtube.com/watch?v=Vmp66SmUztQ

I am going to finish the last demo mission. Do you think it would be possible to get access to alpha version now?
Title: Re: Factorio - Factory building game
Post by: ank on February 08, 2013, 09:48:07 am
Just finished the demo and I gotta say it's already a good game.

Can I suggest an item though?:
A splitter conveyor belt that divides items equally between 2 conveyor belts.
Also: Sorting inserters that only take one specific item.

One thing i noticed too was that the crafting UI is already pretty cluttered, and with 50 items or more it will become terrible.
Maybe the UI could be split into tech levels, and use. So you have one tab for tools and amour, one tab for burner tech, one tab for electric tech and so on.
Also once you get electric stuff the burner tech becomes useless and just clutters the interface, maybe you could somehow remove obsolete tech from the crafting menu.
Title: Re: Factorio - Factory building game
Post by: kovarex on February 08, 2013, 12:05:17 pm
little_dwarf: Sent you the alpha in private message.
ank:
Splitter conveyor is planned for sure.
Sorting inserters are already implemented in the alpha (http://kovarex.com/wiki/index.php/Inserter#Filter_inserter), if you want to try the alpha, just message me.

We are sure, that the crafting selection needs some reorganisation, groups (tabs) is one of the solutions, although it would require the player to do additional action (select the group) when he wants to craft.
Title: Re: Factorio - Factory building game
Post by: Fikes on February 08, 2013, 12:54:44 pm
I have to say, first impression wise, I am very pleased.

Some things that jumped at that show this will be a quality production:

Key bindings, Sound control (you can turn down the background music), quick transfer in inventory, and a good tutorial. I am not going to lie, I am very impressed.

The tutorial is so good that when I accidentally mined the furnace instead of using it it explained what I did wrong. I laughed at myself.

The game is fun too. I am not terribly far but I am areadly building poorly designed production lines that cause everything to fail at once... and loving it.

Title: Re: Factorio - Factory building game
Post by: Aklyon on February 08, 2013, 09:59:40 pm
I can't tell if I'm doing something wrong or not. I'm in the third mission, I put down some lamps right next to my power lines, and then when it gets dark nothing happens except I can't see a thing, I get my health drained and I hear deaths if I'm shooting my pistol blindly.
Title: Re: Factorio - Factory building game
Post by: forsaken1111 on February 08, 2013, 10:37:58 pm
ptw, this looks good. I'll grab the demo
Title: Re: Factorio - Factory building game
Post by: Xinvoker on February 09, 2013, 11:33:56 am
ptw, this looks good. I'll grab the demo

same
Title: Re: Factorio - Factory building game
Post by: lastverb on February 09, 2013, 11:48:13 am
Just finished the demo. Concept looks pretty neat, however i hate how fast it's played. Getting a wave of enemies every 30sec (or minute) that increase in size by 1 each time don't allow you to have fun building things. I hope full version will be played much slower (main purpose of the game is building or fighting?). There is not much content in demo, but it looks promising.
Title: Re: Factorio - Factory building game
Post by: Aqizzar on February 09, 2013, 12:54:53 pm
So, is there some way to hit people with a pickaxe or something?  Because in the third stage I inevitably run out of bullets and can't fight off any more Creepers.

Other than that, it's pretty great so far.  The fact that it comes with a very informative tutorial even at this stage is a big selling point.
Title: Re: Factorio - Factory building game
Post by: Dutchling on February 09, 2013, 03:09:56 pm
Spoiler (click to show/hide)

Got research and defence automated. The only thing I need to do myself is bring coal to the furnaces and boilers :D
So, is there some way to hit people with a pickaxe or something?  Because in the third stage I inevitably run out of bullets and can't fight off any more Creepers.

Other than that, it's pretty great so far.  The fact that it comes with a very informative tutorial even at this stage is a big selling point.

You can make more bullets out of iron bars.
Title: Re: Factorio - Factory building game
Post by: Xinvoker on February 09, 2013, 03:39:10 pm
I finished the demo.
Great concept, had a lot of fun with the electricity, and I understand the alpha is even more advanced!

I really hope it succeeds even though indiegogo campaigns get so much less money than kickstarter, sadly for us Europeans.
You may have to sell copies one by one via BMT micro.
Title: Re: Factorio - Factory building game
Post by: Aklyon on February 09, 2013, 04:05:14 pm
Spoiler (click to show/hide)
How did you get the lamps to actually make light?
Title: Re: Factorio - Factory building game
Post by: Dutchling on February 09, 2013, 04:07:17 pm
Gave them power. This is the alpha though. I remember trying lamps in the demo and after a failed attempt I didn't really bother with them anymore.
Title: Re: Factorio - Factory building game
Post by: Aklyon on February 09, 2013, 04:10:08 pm
I've put lamps in what I thought was the power area (blue area around power lines) and they don't light up. In either the alpha or the demo, the x64 version.
Title: Re: Factorio - Factory building game
Post by: Dutchling on February 09, 2013, 04:12:20 pm
Hover your mouse over the power line. Does the power net have enough steam power?
Also make sure it is night.
Title: Re: Factorio - Factory building game
Post by: Xinvoker on February 09, 2013, 04:14:47 pm
The lamps did work in my demo, x64
Title: Re: Factorio - Factory building game
Post by: Aklyon on February 09, 2013, 04:20:40 pm
It could be I don't have enough steam engines, but the electric demand satisfaction bar on the power lines is full green.
Spoiler: And yet, this. (click to show/hide)
Is it a multisampling thing? I have that at none.
Title: Re: Factorio - Factory building game
Post by: ank on February 09, 2013, 04:33:10 pm
your guy also has a flashlight, so you should never be in total darkness.
This is clearly unrelated to the lamps.
Title: Re: Factorio - Factory building game
Post by: Dutchling on February 09, 2013, 04:58:54 pm
Yeah. You should have  flash light and a general light 'aura'. You lack both. Try reinstalling it? It should never be that dark around your char.
Title: Re: Factorio - Factory building game
Post by: Xinvoker on February 09, 2013, 05:12:01 pm
FYI, in the demo the creepers come out of spawner buildings. It is possible to destroy all of them.
They are guarded by towers and you'll definitely need armor to take them out.
They drop aliens artifacts, which don't seem to be used in anything.

I did that, after building automatically reloaded turrets, so now I think I've done everything that is possible in the demo.
Title: Re: Factorio - Factory building game
Post by: slpwnd on February 09, 2013, 06:30:48 pm
So, is there some way to hit people with a pickaxe or something?  Because in the third stage I inevitably run out of bullets and can't fight off any more Creepers.

It's coming soon ...

How did you get the lamps to actually make light?

If there is a read triangle blinking over the lamp than it is either not connected to the electric network or the voltage is too low.
Total darkness is definitely not an expected behavior.

They drop aliens artifacts, which don't seem to be used in anything.

Alien artifacts are used later on (in the alpha) for researching advanced technologies. They are useless in the demo.
Title: Re: Factorio - Factory building game
Post by: Aklyon on February 09, 2013, 08:38:22 pm
Interesting. Either its related to loading a game, or multisampling. I saved the game, added the lowest level of multisampling (2x), restarted, and suddenly, I have light.
Title: Re: Factorio - Factory building game
Post by: Dutchling on February 10, 2013, 06:04:03 am
And Aklyon saw the light, and it was good.
Title: Re: Factorio - Factory building game
Post by: ank on February 10, 2013, 08:30:56 am
Hmm, I've found a bug in Scenario play:
I can't research anything!
I have power and I have have the red research packs, but nothing happens:
Spoiler (click to show/hide)
Title: Re: Factorio - Factory building game
Post by: Dutchling on February 10, 2013, 08:34:51 am
Are you sure it does not need green as well?
Title: Re: Factorio - Factory building game
Post by: kovarex on February 10, 2013, 08:38:21 am
That is strange, as optics requires just the red science pack.
Not sure what could be the reason, might be a bug, if you send me the save (kovarex@gmail.com), I will inspect it.
Title: Re: Factorio - Factory building game
Post by: Aklyon on February 10, 2013, 12:58:27 pm
Everything keeps ending up backed up constantly, but I've got research and half my turret ammo-feed automated and a ton of extra power. The level of creepers at this point is absurd, you really should tone it down. :o

Spoiler (click to show/hide)
Title: Re: Factorio - Factory building game
Post by: Xinvoker on February 10, 2013, 02:18:04 pm
Agreed, you can hardly keep up with the bullet production, much less end the creeper spawners.
Even with a rocket launcher you still have to retreat or the waves will kill you. When you are near the spawners they spawn like crazy. I think if the laser turrets were available, it could be done, but without them...
Title: Re: Factorio - Factory building game
Post by: werty892 on February 10, 2013, 03:39:35 pm
Just finished the demo, and I have to say I really like it. Is it possible to get the alpha,because I really want to try it out :)
Title: Re: Factorio - Factory building game
Post by: Aklyon on February 10, 2013, 03:47:26 pm
Just finished the demo, and I have to say I really like it. Is it possible to get the alpha,because I really want to try it out :)
PM the dev.
Title: Re: Factorio - Factory building game
Post by: miljan on February 10, 2013, 04:16:37 pm
Interesting game. Post to watch
Title: Re: Factorio - Factory building game
Post by: magistrate101 on February 10, 2013, 04:24:03 pm
Yay! A demo!
Title: Re: Factorio - Factory building game
Post by: kovarex on February 10, 2013, 05:59:43 pm
That is strange, as optics requires just the red science pack.
Not sure what could be the reason, might be a bug, if you send me the save (kovarex@gmail.com), I will inspect it.

Hello, there was a bug (sorry for that) in the research, we just released 0.2.6 which should fix the problem:
http://kovarex.com/forum/viewtopic.php?f=3&t=21
Title: Re: Factorio - Factory building game
Post by: Djohaal on February 10, 2013, 06:10:29 pm
I really liked the demo, once I get some moneys I'll probably pledge  :D
Title: Re: Factorio - Factory building game
Post by: The Scout on February 10, 2013, 07:42:23 pm
Just finished the demo, and I have to say I really like it. Is it possible to get the alpha,because I really want to try it out :)
PM the dev.
I was wondering what the stuff in the pictures were from.
Title: Re: Factorio - Factory building game
Post by: ank on February 11, 2013, 04:53:06 am
That is strange, as optics requires just the red science pack.
Not sure what could be the reason, might be a bug, if you send me the save (kovarex@gmail.com), I will inspect it.

Hello, there was a bug (sorry for that) in the research, we just released 0.2.6 which should fix the problem:
http://kovarex.com/forum/viewtopic.php?f=3&t=21

And another bug bites the dust!


Yay! research is working!
With new awesome lab sprite!
Spoiler (click to show/hide)
Title: Re: Factorio - Factory building game
Post by: Xinvoker on February 11, 2013, 07:50:33 am
That's a glorious setup you have there ank. I especially like how red and green research come from the same transport belt.
Title: Re: Factorio - Factory building game
Post by: ank on February 11, 2013, 11:20:41 am
For Science!
Blue science packs that is:
Spoiler (click to show/hide)
Title: Re: Factorio - Factory building game
Post by: Xinvoker on February 11, 2013, 09:25:21 pm
I'm excited because I just finished the 1st campaign mission (alpha)!

Here's my setup when I won.
Spoiler (click to show/hide)

As you can see, it's a mess, with ad hoc insterters to split belts, belts built just to go into other belts, and underground belts saving the day from bad design decisions (which were unavoidable because I just can't imagine what the final result must look like).
Some tricks are necessary to get each type of item in a different lane of the belt, eg cogs left - chips right.

Everything is automated, from research to 2nd tier bullets, flamethrower fuel, and rockets. You can't actually see it, but all the ammo goes the right, where it is loaded onto one very long belt that goes from my base to the alien base entrance, so I can resupply on the spot.

It took me 3 hours and you can see that the resources are starting to deplete, there's little of them left. Alas, it is possible.
In fact you can see that my iron production is already dying.

Now that more technologies have been unlocked, I'm quite scared of what my next base will look like, or how much time it will take me to set it up  :P

Observations:
-  You really have to automate everything, you'll never have enough rockets and flamefuel otherwise.
- (for this tech level) flamethrower is the best weapon against creepers. No matter how many of them there are, you use about the same fuel. But it's an offensive weapon only, because if you use it in your base you'll destroy it.
- If there was a secondary fire key, so I can flame and rocket at the same time, offensive operations would be a lot easier.
- I think that on finite maps such as the campaign ones, the resources should be denser, so as not to be depleted so easily.
Title: Re: Factorio - Factory building game
Post by: ank on February 12, 2013, 04:40:51 am
The scenario maps are Much larger(i haven't found the edge yet)
The campaign missions have plenty of resources to allow you to finish the level.
Title: Re: Factorio - Factory building game
Post by: werty892 on February 12, 2013, 05:49:54 pm
Here's me on the second campaign so far
Spoiler (click to show/hide)
Research, bullet production, and defence are all automated, and I am making a metric fuckton of plates. Right now I'm trying to reaserch rockets. All automated production is at the top the order being 2 bullets, red research, and green research. I have it that way because for EVERYTHING all you really need is plates and copper. So far so good
Title: Re: Factorio - Factory building game
Post by: Aklyon on February 12, 2013, 05:54:02 pm
You people are far more organized than me.
Title: Re: Factorio - Factory building game
Post by: werty892 on February 12, 2013, 05:56:09 pm
You people are far more organized than me.

Mine used to be worse. This is my third attempt at this mission. The first 2 I gave up because I fucked myself over with organization.
Title: Re: Factorio - Factory building game
Post by: The Scout on February 12, 2013, 05:56:35 pm
...I'll post mine soon. It takes up half the map.
Title: Re: Factorio - Factory building game
Post by: werty892 on February 12, 2013, 05:57:30 pm
...I'll post mine soon. It takes up half the map.

Oh god.
Title: Re: Factorio - Factory building game
Post by: Aklyon on February 12, 2013, 06:00:28 pm
...I'll post mine soon. It takes up half the map.
See, I would spread out across the map, but theres too many creepers and I don't know what they aim for except for me and my lab.
Title: Re: Factorio - Factory building game
Post by: The Scout on February 12, 2013, 06:04:40 pm
...I'll post mine soon. It takes up half the map.

Oh god.
It's big, disorganized, and terribly inefficient.
Title: Re: Factorio - Factory building game
Post by: Xinvoker on February 12, 2013, 06:07:37 pm
I posted my blue science packs factory (http://kovarex.com/forum/viewtopic.php?f=8&t=63) at the factorio forums.

Blue science packs are a major complexity jump, so it pays to practice red/green before attempting it.  :D
Thankfully the infinite maps allow for comfortable building placement.
Title: Re: Factorio - Factory building game
Post by: kovarex on February 13, 2013, 01:02:29 am
Hello guys,

I'm thankful for the support and comments and everything.
We have given the free alpha access to many people already, and the game is spreading.
We decided today, that we won't be giving the alpha for free from now on for 2 reasons.

1) Answering all the emails steals bigger and bigger portion of our time. Tomas has been just answering emails most of the time for the last two days. I can't stress out how much we are happy that we are getting emails in the first place, that the game is spreading. But we would also like to have more time to work on the game, so people that already contributed can get new content and bugfixes etc.
2) We need to push our indiegogo campaign.

So if you make a pledge, we will happily send you the alpha (and you will have access for all future versions if the game gets funded ofcourse).
If the game doesn't get the funding, you will get money back.
Title: Re: Factorio - Factory building game
Post by: The Scout on February 13, 2013, 08:09:55 pm
Spoiler (click to show/hide)
Got a nice assembly line for coal, iron, copper, and POWER!
Turns out saving with invalid symbols deletes your game. And kills the program.
Here's how far I got before it died.
Spoiler (click to show/hide)
Title: Re: Factorio - Factory building game
Post by: forsaken1111 on February 14, 2013, 04:18:58 pm
Anyone else think its odd that these conveyors move without any power?
Title: Re: Factorio - Factory building game
Post by: Dutchling on February 14, 2013, 04:21:41 pm
nope  geothermal power all the way
Title: Re: Factorio - Factory building game
Post by: The Scout on February 14, 2013, 05:05:43 pm
Anyone got a good starting map save they could share? The generator is being mean.
Title: Re: Factorio - Factory building game
Post by: Xinvoker on February 14, 2013, 05:23:32 pm
Anyone else think its odd that these conveyors move without any power?
I thought about it too, the answer has to be hamster wheels.
Title: Re: Factorio - Factory building game
Post by: werty892 on February 14, 2013, 05:30:10 pm
Anyone got a good starting map save they could share? The generator is being mean.

You can edit the map with E
Title: Re: Factorio - Factory building game
Post by: Xinvoker on February 14, 2013, 05:34:18 pm
Anyone got a good starting map save they could share? The generator is being mean.

You can edit the map with E
And using that, you can place the player spawn point anywhere you like.

Oh, and use X to delete things.
Title: Re: Factorio - Factory building game
Post by: The Scout on February 14, 2013, 05:39:27 pm
Anyone got a good starting map save they could share? The generator is being mean.

You can edit the map with E
And using that, you can place the player spawn point anywhere you like.

Oh, and use X to delete things.
Oooooh. Any idea how to edit the amount of iron/copper/coal you place?
Title: Re: Factorio - Factory building game
Post by: kovarex on February 14, 2013, 06:44:32 pm
v + f
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on February 14, 2013, 07:24:56 pm
interesting game I love logistic management; will try (someday)
Title: Re: Factorio - Factory building game
Post by: Intrinsic on February 15, 2013, 05:03:17 am
Going to be trying this today too, looks interesting. I really hope the fund raising succeeds either way.
Title: Re: Factorio - Factory building game
Post by: Azated on February 15, 2013, 05:20:27 am
I had lots of fun making automated systems in minecraft tekkit and FTB. I'll have to check this game out and see what it's like.
Title: Re: Factorio - Factory building game
Post by: Djohaal on February 17, 2013, 04:56:32 pm
Spoiler (click to show/hide)

My current setup, and I didn't even get to flight!
Title: Re: Factorio - Factory building game
Post by: Max_Klaxon on February 19, 2013, 03:20:15 pm
I just tried to the demo. And got a peek at your Indiegogo campaign. I would love to try the alpha version and I also have a suggestion. How about being able to adjust the speed of production/mining. A lower speed in some instances provides for a more efficient workflow. JIT (just in time) production.
Title: Re: Factorio - Factory building game
Post by: ECrownofFire on February 19, 2013, 06:57:19 pm
I just tried to the demo. And got a peek at your Indiegogo campaign. I would love to try the alpha version and I also have a suggestion. How about being able to adjust the speed of production/mining. A lower speed in some instances provides for a more efficient workflow. JIT (just in time) production.

You can sort of do this with the Smart Inserter that comes in during the mid to late game. It only inserts when certain conditions are met, so something like this can be done fairly easily.

But really, why bother? If you have an overflow of something, just let it pile up into a chest or just leave it on the conveyor belts.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on February 20, 2013, 02:52:37 am
I'm only at mission 2 and I am really liking it.

waiting to discover electricity...
Title: Re: Factorio - Factory building game
Post by: Aklyon on February 20, 2013, 09:09:38 am
I'm only at mission 2 and I am really liking it.

waiting to discover electricity...
Electricity is awesome. But also requires plenty of coal still, so don't send all of it to iron/copper smelting ;)
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on February 20, 2013, 09:59:39 am
so I am now on mission three.

I am actually a bit sad that the coal is not an 'era' but just something to run away from.

it could have been a nice step to update from coal to electric making coal a viable resource for automation but as it is, the fact that the inserter uses coal makes it impossible to automate a factory on coal alone.

if the inserter could be feed by a belt, as a special case, we could actually build proper automated factory without electricity as a part of the game and not just because of the tutorial with the burner inserter/driller being pretty much restricted to the tutorial and useless after that
Title: Re: Factorio - Factory building game
Post by: LordSlowpoke on February 20, 2013, 08:37:18 pm
so I am now on mission three.

I am actually a bit sad that the coal is not an 'era' but just something to run away from.

it could have been a nice step to update from coal to electric making coal a viable resource for automation but as it is, the fact that the inserter uses coal makes it impossible to automate a factory on coal alone.

if the inserter could be feed by a belt, as a special case, we could actually build proper automated factory without electricity as a part of the game and not just because of the tutorial with the burner inserter/driller being pretty much restricted to the tutorial and useless after that

While you guys were busy with whatever it is you're doing (I didn't read the thread beyond the first and last page, admittedly) I were fooling around with the last map of the demo campaign, achieving this:

Spoiler (click to show/hide)

I also have a bit of that compound south, with two turrets and a copper smelter, but there're limits as to how much you can put in there with everything visible so there's that. The burner inserter/driller was useful to me for one reason - you know gun turrets? I put down three, using up my entire main base's iron input making bullets to feed these, and the leftover coal to fuel the burners in a makeshift base behind the fortifications... in order to produce more bullets (the turrets kept the creepers away, I used the SMG and more bullets to bash the compound turrets). Didn't live to see what the alien artifacts are, torn between seeing if they're gamebreakers, trinkets or whatever before throwing money at the game or doing that now.
Title: Re: Factorio - Factory building game
Post by: Graknorke on February 20, 2013, 08:41:49 pm
PTW awesome concept-game.
This is the thing I want. Maybe not with combat, but I suppose there has to be a materials demand somewhere.
Title: Re: Factorio - Factory building game
Post by: Niveras on February 20, 2013, 08:44:07 pm
This has great potential. I only hope I can overcome my inability to actually plan anything beforehand (along with a derth of creativity) to actually enjoy the game, rather than always feel that I could have managed something better, more efficient (or even functional), or despair in the face of ludicrously complex designs accomplished by others.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on February 21, 2013, 04:00:29 am
you cannot make walls, but enemy will conveniently route around pipes

Spoiler (click to show/hide)

don't close completely or they will break in!


edit: fixed image link
Title: Re: Factorio - Factory building game
Post by: Graknorke on February 21, 2013, 02:23:16 pm
So, I'm going through the campaign, but there's something I really can't figure out.
How can I get water to drain from the end of a pipe so that the steam engines work?


Looks like I misunderstood how steam engines work. They only do anything when there's electrical demand.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on February 22, 2013, 03:05:41 am
anyone figured out the logistic network stuff?

the wiki isn't really helpful here.
Title: Re: Factorio - Factory building game
Post by: ank on February 22, 2013, 04:45:59 am
It works just like logistic pipes in minecraft.
Place a provider chest, and put stuff in it.
Place a supplier chest and set it to supply the stuff you need.
Place logistics robots and they'll start moving items between the chests.

Mind you, logistic robots are very slow compared to conveyor belts.
Title: Re: Factorio - Factory building game
Post by: kovarex on February 22, 2013, 04:55:26 am
Mind you, logistic robots are very slow compared to conveyor belts.

Until you research all the upgrades.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on February 22, 2013, 05:31:54 pm
the compactest burner arrangement I'm now using on my central bus design

Spoiler (click to show/hide)

I love this game and I sincerely hope they manage to get founded  ::)
Title: Re: Factorio - Factory building game
Post by: Girlinhat on February 22, 2013, 05:38:43 pm
Grabbed the demo, love it.  Only issue I found was ammo.  It appears you can't put resources into an assembler via mecha-arm.  My attempts to make an automated defense grid that would grab ore, smelt it, turn it to ammo, and feed it to the turrets... didn't work so well.

Also obligatory "needs multiplayer" of course.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on February 22, 2013, 05:44:56 pm
I did just that and it works, complete with the matrix autoreloader feeling of the huge turret wall

are you sure everything around the assembler is powered up?
Title: Re: Factorio - Factory building game
Post by: Girlinhat on February 22, 2013, 05:48:09 pm
Pretty sure!  It just wouldn't grab iron out of the chest.  I shoulda probably changed it around to draw directly from the furnace...  Still pretty decent when I get 2 furnaces going I can just dump metal sheets into the constructor in bulk.

Also, are there any electrical furnaces?  End up consuming TONS of coal.
Title: Re: Factorio - Factory building game
Post by: LordSlowpoke on February 22, 2013, 05:49:01 pm
It appears you can't put resources into an assembler via mecha-arm.

Except that you can. Not really much a purpose to do it outside of what you're saying, but have a look at this:

Spoiler (click to show/hide)

Admittedly, I'm still a horrible engineer and everything is enjoying RESOURCES OVERLOAD but the design's there and it's operational.

also share your secrets on making ore processing plants i've gotten about as effective as in the pic i've supplied and it's the only semi-decent design for stuff going from ore to end product that doesn't involve one mine/two furnaces/one assembler in something that eats far too much space

fakeedit: i also got ninjad, but that's what you get for firing up the game to screencap things
Title: Re: Factorio - Factory building game
Post by: Girlinhat on February 22, 2013, 05:51:43 pm
Maybe you can't insert resources into the middle side, but only insert onto the corners?
Title: Re: Factorio - Factory building game
Post by: LordSlowpoke on February 22, 2013, 06:16:01 pm
You might have forgotten to select the recipe. Can only insert materials when a recipe is selected, you know.
Title: Re: Factorio - Factory building game
Post by: Xinvoker on February 22, 2013, 09:25:39 pm
Pretty sure!  It just wouldn't grab iron out of the chest.  I shoulda probably changed it around to draw directly from the furnace...  Still pretty decent when I get 2 furnaces going I can just dump metal sheets into the constructor in bulk.

Also, are there any electrical furnaces?  End up consuming TONS of coal.
Yeah you should probably get used to using belts for most things, that way it's scalable, if you get to try the alpha, you'll eventually want dozens of furnaces! No electric ones yet. You can save coal during the day though by using solar panels, only the coal going into boilers of course.

And yeah maybe you forgot the recipe, what you are describing sure is doable.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on February 23, 2013, 03:00:48 am
Spoiler: !!science!! (click to show/hide)
Title: Re: Factorio - Factory building game
Post by: ank on February 23, 2013, 05:38:11 am
I'm gonna go out on a limb and say that you will always need coal for furnaces.
Why? You need coal and ore to make iron IRL, and then more coal again to make steel.

Girlinhat, are you still having trouble? if so, post a picture.
Title: Re: Factorio - Factory building game
Post by: Graknorke on February 23, 2013, 06:24:38 am
I'm gonna go out on a limb and say that you will always need coal for furnaces.
Why? You need coal and ore to make iron IRL, and then more coal again to make steel.

Girlinhat, are you still having trouble? if so, post a picture.
You don't need it to make iron, though you do need it for steel though. However, it's not necessary for coal to be the fuel.
http://en.wikipedia.org/wiki/Electric_arc_furnace (http://en.wikipedia.org/wiki/Electric_arc_furnace)
Title: Re: Factorio - Factory building game
Post by: ank on February 23, 2013, 06:55:07 am
If you read through the article you'll see the Arc Furnace is only for remelting scrap iron(and making it into steel, which still requires carbon).
No ore refining here.

And no luck with induction furnaces either, from wikipedia:
"The one major drawback to induction furnace usage in a foundry is the lack of refining capacity"


And lastly, consider the gameplay: We want coal to be useful throughout the entire game, it's just better game design.
Title: Re: Factorio - Factory building game
Post by: Graknorke on February 23, 2013, 07:39:36 am
That's what I guess for basing things on what I learned from museums at the age of 7.
Title: Re: Factorio - Factory building game
Post by: askovdk on February 23, 2013, 08:46:49 am
I just played the demo, - and am now founding.
This is the kind of game that I really love.  :-*
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on February 23, 2013, 10:49:01 am
I am using the conveyor to bring two kind of resources from the many mines around the infinite world,
so I needed a way to make a merge intersection between different lanes with the same sided resources:

Spoiler: T-section (click to show/hide)

the filters bring coal left to right and iron right to left; respecting sides (robohand always drop on the farthest side)

the loop has another smart filter that feed back leftover coal when the main conveyor is full.
Title: Re: Factorio - Factory building game
Post by: Dariush on February 23, 2013, 01:24:39 pm
(http://img200.imageshack.us/img200/9108/b7bfe5464c7d4e93853b3e6.png)
I haven't even started the game and it already is glitching out on me. :-/ (it's x64 zip'd version, BTW)

Edit:
Spoiler (click to show/hide)
Aaaand I have just started the game and it already went unplayable on me. Yay?
Title: Re: Factorio - Factory building game
Post by: Graknorke on February 23, 2013, 01:26:53 pm
(http://img200.imageshack.us/img200/9108/b7bfe5464c7d4e93853b3e6.png)
I haven't even started the game and it already is glitching out on me. :-/ (it's x64 zip'd version, BTW)
I downloaded the Windows x64 zip file and it works fine. Dunno what's up with yours.
Title: Re: Factorio - Factory building game
Post by: Dutchling on February 23, 2013, 01:28:51 pm
Mimu.

Sounds like a fun game to me. Don't see what's the problem.
Title: Re: Factorio - Factory building game
Post by: qwertyuiopas on February 23, 2013, 09:29:33 pm
I had a similar issue, though as it only affected a few letters, the game was still playable. One thing I noticed, was that the window extended slightly off the edge of my main screen, though I have no idea whether that could affect the text rendering.
Title: Re: Factorio - Factory building game
Post by: Siquo on February 25, 2013, 03:55:10 am
This looks amazing (well, the concept at least). Will try this out asap.
Title: Re: Factorio - Factory building game
Post by: Stelknecht on February 27, 2013, 05:51:34 pm
Tried the demo, got hooked. Donated. Can't quit. I really hope they get the funding, this looks neck-and-neck up to this point.
Mind you, I can't finish, either, I never get very far before I come up with a 'better' way to optimize factory production. Currently trying to automate my lab research supplies.
I'm enjoying this almost as much as my first few months of DF.
Title: Re: Factorio - Factory building game
Post by: Siquo on February 28, 2013, 03:39:27 am
This is pretty nice! However, the framerate being linked to that of my monitor makes it play at ca 180FPS. Which makes doing battle... awkward.
Title: Re: Factorio - Factory building game
Post by: askovdk on February 28, 2013, 04:11:20 am
This game is dangerously good. At home I play it on my main computer, in bed I play it on the laptop, and at work I can't help thinking about it and design setups on squared paper.

Their forum is already collecting designs that would make any dwarf happy, so I will (very modest) give my own smelting plant as example:  :D
http://www.factorioforums.com/forum/viewtopic.php?f=8&t=285 (http://www.factorioforums.com/forum/viewtopic.php?f=8&t=285)
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on February 28, 2013, 04:17:02 am
Go and advertise it then!  ;D
I need a multiplayer version of this  :P
Title: Re: Factorio - Factory building game
Post by: Darthlawsuit on February 28, 2013, 03:32:34 pm
Go and advertise it then!  ;D
I need a multiplayer version of this  :P
I wonder what a multiplayer version of this would be like.
Title: Re: Factorio - Factory building game
Post by: Aklyon on February 28, 2013, 03:50:22 pm
3 days left and so amazingly close.
Currently is at 16,959€ including my contribution I was able to make today from surprise extra stuffs. :)
Title: Re: Factorio - Factory building game
Post by: tryrar on February 28, 2013, 04:52:28 pm
I would say it'll probably be funded then unless NOBODY donates the last 3 days(unlikely)
Title: Re: Factorio - Factory building game
Post by: Niveras on February 28, 2013, 05:14:59 pm
Go and advertise it then!  ;D
I need a multiplayer version of this  :P
I wonder what a multiplayer version of this would be like.

I'm thinking production lines feeding factories creating armies which you then direct toward enemy camp(s). Sort of a cross between Anno's production chains, LoL/DOTA/HON moba-style auto-RTS elements, and Supreme Commander's tech levels and overall user interface (for building and stuff, the actual control of fabricated units is very hands-off). Maybe some tower defense elements too.
Title: Re: Factorio - Factory building game
Post by: The Scout on February 28, 2013, 05:26:26 pm
You'd probably remove the technology for towers, otherwise players will rush over and murder each other while the others tech turrets.
Title: Re: Factorio - Factory building game
Post by: n9103 on February 28, 2013, 05:33:29 pm
Congratulations! (http://www.indiegogo.com/projects/288205?c=activity)
Great to hear that this game has gotten the funding it needs!
Title: Re: Factorio - Factory building game
Post by: LordSlowpoke on February 28, 2013, 05:34:00 pm
You'd probably remove the technology for towers, otherwise players will rush over and murder each other while the others tech turrets.

Nope. You'd just have to develop tower countermeasures. Classic arms race, with everything being as ridiculously over the top as possible without nuking the map with a single shot (not until you're at least ten hours in)

And then the other guy techspams drills and gets magma out of the mantle. It begins. IT BEGINS.
Title: Re: Factorio - Factory building game
Post by: Graknorke on February 28, 2013, 05:37:59 pm
You'd probably remove the technology for towers, otherwise players will rush over and murder each other while the others tech turrets.

Nope. You'd just have to develop tower countermeasures. Classic arms race, with everything being as ridiculously over the top as possible without nuking the map with a single shot (not until you're at least ten hours in)

And then the other guy techspams drills and gets magma out of the mantle. It begins. IT BEGINS.
I think the point was that one player could just run over and shoot the enemies while they're busy trying to get turrets.
Title: Re: Factorio - Factory building game
Post by: forsaken1111 on February 28, 2013, 05:39:42 pm
You'd probably remove the technology for towers, otherwise players will rush over and murder each other while the others tech turrets.

Nope. You'd just have to develop tower countermeasures. Classic arms race, with everything being as ridiculously over the top as possible without nuking the map with a single shot (not until you're at least ten hours in)

And then the other guy techspams drills and gets magma out of the mantle. It begins. IT BEGINS.
I think the point was that one player could just run over and shoot the enemies while they're busy trying to get turrets.
This.

I remember supreme commander. They had balance well tuned (well.. I say well tuned. It was passable) but then people would just fly their commander over to the other guy's base and shoot him in the face while he was busy building basic infrastructure.
Title: Re: Factorio - Factory building game
Post by: Darthlawsuit on February 28, 2013, 06:17:10 pm
You'd probably remove the technology for towers, otherwise players will rush over and murder each other while the others tech turrets.

Nope. You'd just have to develop tower countermeasures. Classic arms race, with everything being as ridiculously over the top as possible without nuking the map with a single shot (not until you're at least ten hours in)

And then the other guy techspams drills and gets magma out of the mantle. It begins. IT BEGINS.
I think the point was that one player could just run over and shoot the enemies while they're busy trying to get turrets.
This.

I remember supreme commander. They had balance well tuned (well.. I say well tuned. It was passable) but then people would just fly their commander over to the other guy's base and shoot him in the face while he was busy building basic infrastructure.
I did that a lot. It is pretty easy to defend against though and once you spend your tech to do it you cannot get it back. If your ACU rush fails it leaves your economy pretty weak.
Title: Re: Factorio - Factory building game
Post by: forsaken1111 on February 28, 2013, 06:23:53 pm
You'd probably remove the technology for towers, otherwise players will rush over and murder each other while the others tech turrets.

Nope. You'd just have to develop tower countermeasures. Classic arms race, with everything being as ridiculously over the top as possible without nuking the map with a single shot (not until you're at least ten hours in)

And then the other guy techspams drills and gets magma out of the mantle. It begins. IT BEGINS.
I think the point was that one player could just run over and shoot the enemies while they're busy trying to get turrets.
This.

I remember supreme commander. They had balance well tuned (well.. I say well tuned. It was passable) but then people would just fly their commander over to the other guy's base and shoot him in the face while he was busy building basic infrastructure.
I did that a lot. It is pretty easy to defend against though and once you spend your tech to do it you cannot get it back. If your ACU rush fails it leaves your economy pretty weak.
Oh certainly, it wasn't foolproof. It can however be devastating if the other person isn't paying attention or simply didn't expect it.
Title: Re: Factorio - Factory building game
Post by: Dutchling on February 28, 2013, 06:32:15 pm
Sounds like 6-pooling in Starcraft. Not being prepared to a common build is usually your own fault though.
Title: Re: Factorio - Factory building game
Post by: Graknorke on February 28, 2013, 06:51:53 pm
This would be more than a RTS build though.
They would be running up to you and shooting you with a gun. Since they instigate, they'd shoot first and so leave you dead.
Title: Re: Factorio - Factory building game
Post by: forsaken1111 on February 28, 2013, 07:19:40 pm
This would be more than a RTS build though.
They would be running up to you and shooting you with a gun. Since they instigate, they'd shoot first and so leave you dead.
I don't see how this is different from flying your commander over and shooting a guy's commander in an RTS
Title: Re: Factorio - Factory building game
Post by: Graknorke on February 28, 2013, 07:24:48 pm
This would be more than a RTS build though.
They would be running up to you and shooting you with a gun. Since they instigate, they'd shoot first and so leave you dead.
I don't see how this is different from flying your commander over and shooting a guy's commander in an RTS
In an RTS you can start building units right off, which can help you defend yourself.
In Factorio you have to build a bunch of machinery to actually get to be able to build the turrets.
Title: Re: Factorio - Factory building game
Post by: The Scout on February 28, 2013, 07:40:28 pm
He runs up, holding down the mouse. He gets the first shots off meaning if you just sit there and fire he'll win. You also can't run away from him. So dead.
Title: Re: Factorio - Factory building game
Post by: Darthlawsuit on February 28, 2013, 08:37:51 pm
He runs up, holding down the mouse. He gets the first shots off meaning if you just sit there and fire he'll win. You also can't run away from him. So dead.
Need to be able to use walls/buildings and have reloading times.
Title: Re: Factorio - Factory building game
Post by: askovdk on March 01, 2013, 02:44:55 am
The PvP discussion may not be relevant, - the campaign mentions the following:

Quote
Stretch goals
..
Multiplayer We are mainly aiming for a cooperative  multiplayer, where players build the factory together. They can divide tasks, speed up the factory bootstrap, attack from more directions, etc. We believe this will bring the game to a completely new level.

I for one welcome this, - it is indeed difficult to make PvP good.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on March 01, 2013, 03:01:52 am
PvP would be extremely annoying  :P
Title: Re: Factorio - Factory building game
Post by: Siquo on March 01, 2013, 03:46:19 am
Ah, the "running too fast" was eventually solved by forcing the vsync for this game to 60Hz using Riva Tuner.

Congrats on getting funded! I've only played the demo so far, but I'm curious to see the end result!
Title: Re: Factorio - Factory building game
Post by: yarr on March 01, 2013, 05:44:14 am
Late to the party but this game is quite funny :)
They have my 10 bucks

Wait, now that I paid do I get access to the alpha right now? :confused:
Title: Re: Factorio - Factory building game
Post by: askovdk on March 01, 2013, 06:00:47 am
..
Wait, now that I paid do I get access to the alpha right now? :confused:

Yes, - you will probably have to write an email to them (the adress is on the indy-gogo campaign) and they will send a key to you (as soon as they wake up after the party last evening.  ;))
Title: Re: Factorio - Factory building game
Post by: yarr on March 01, 2013, 06:09:00 am
Ok I just contacted them. Thank you.

Kinda strange tho, that you have to manually contact them :) What if the alpha version gets updated? Everyone has to write them an email all over again? :D
Title: Re: Factorio - Factory building game
Post by: Aklyon on March 01, 2013, 09:26:53 am
Ok I just contacted them. Thank you.

Kinda strange tho, that you have to manually contact them :) What if the alpha version gets updated? Everyone has to write them an email all over again? :D
Download link on their site gets updated.
Title: Re: Factorio - Factory building game
Post by: yarr on March 01, 2013, 03:14:18 pm
Yeah, I don't know why the f*ck I thought they'd actually send you the game as email attachement. Silly me  :P
Title: Re: Factorio - Factory building game
Post by: Graknorke on March 02, 2013, 09:17:33 am
Wow.
Dick move, Paypal.
Title: Re: Factorio - Factory building game
Post by: Aklyon on March 02, 2013, 10:23:49 am
Wow.
Dick move, Paypal.
Paypal always does dick moves if you have some arbitrarily high amount, as far as I've heard things.
Title: Re: Factorio - Factory building game
Post by: ank on March 06, 2013, 06:40:35 am
Yea!
Funded!
Gratz!
Title: Re: Factorio - Factory building game
Post by: Graknorke on March 21, 2013, 03:37:41 pm
FACTORIO ACCOUNT UPGRADE
FACTORIO ACCOUNT UPGRADE
FACTORIO ACCOUNT UPGRADE

is what just appeared in my inbox. What changed?
Title: Re: Factorio - Factory building game
Post by: Aklyon on March 21, 2013, 03:39:03 pm
From the most recent update:
Quote
1 new Announcement:

    Hello everyone,

    here is an update regarding the state of the user accounts for the backers. We have been asked this a lot recently and we are sorry it took us so long to take an action. We are really busy.

    The situation is as follows. By the end of this week we will perform following steps:

    1. We will upgrade all the free and testing accounts on our webpage for users who backed the Indiegogo campaign to the appropriate membership tier. This will be done based on matching email addresses from the Indiegogo funders list to email addresses in our user accounts database. The membership tier will be calculated by summing up multiple contributions if applicable.

    2. We will send out emails with generated upgrade codes to users who don’t have accounts (according to our data) on our webpage.

    This should be done by the Friday night. We will post an update when this happens. Hope this helps. If you have any questions you can post them here, on our forums or directly by the email.

    Thank you for being patient.
Title: Re: Factorio - Factory building game
Post by: Xinvoker on March 21, 2013, 04:50:39 pm
FACTORIO ACCOUNT UPGRADE
FACTORIO ACCOUNT UPGRADE
FACTORIO ACCOUNT UPGRADE

is what just appeared in my inbox. What changed?
Your account is now level 4!  :P
Title: Re: Factorio - Factory building game
Post by: Fikes on March 22, 2013, 04:15:19 pm
I don't think the account upgrade changed anything for people who directly emailed and got the alpha.

I didn't directly ask for it, since I was interested in seeing the process. The upgrade was really painless and I didn't even have an account on their webpage.

Anyways, holy shit the alpha is fun. My factories are such a mess of awesome and I kind of ham-first my way through the missions, but I enjoy them.
Title: Re: Factorio - Factory building game
Post by: Aklyon on June 27, 2013, 05:49:30 pm
/me repairs thread

So among others things (getting to v0.5.2, slowly making the graphics fit properly, more techs, more mods, etc), they added a sandbox mode where you aren't getting attacked whenever the monsters get to you (though they still appear on the map), and you aren't restricted to running around as a person either. Have a picture of my (somewhat organized?) test on it so far.
Spoiler: Large image, of course (click to show/hide)
Title: Re: Factorio - Factory building game
Post by: MrWiggles on June 27, 2013, 11:58:46 pm
So how am I suppose to get past the mission where you're building the radar?

The amount and frequency of creepers  keep eating up all my resources
Title: Re: Factorio - Factory building game
Post by: Aklyon on June 28, 2013, 06:59:54 am
I know I finished that before, but I'm not really interested in the missions right now, the other modes seem somewhat less ridiculous.
Title: Re: Factorio - Factory building game
Post by: kovarex on June 28, 2013, 08:23:58 am
I know I finished that before, but I'm not really interested in the missions right now, the other modes seem somewhat less ridiculous.

Why?
What mode do you like the most?
Did you try the tight spot scenario? (If you have bought the better tier ...)
Title: Re: Factorio - Factory building game
Post by: Aklyon on June 28, 2013, 08:39:54 am
Well, perhaps ridiculous is not the right word. But I like the sandbox one the most for now, since I haven't tried freeplay yet and the factory is the more interesting thing for now. If the creeper ai changes at some point I'll probably try the missions again to see how it goes, but building it and sorting out the factory layout is my favorite of the things so far; as someone with only the transport belt repairman tier from the indiegogo.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on June 28, 2013, 11:17:58 am
Sandbox for me as well, I like optimizing huge factories and finding clever ways to get the research up to speed. Now after building a huge factory I am experimenting small decentralized design.
Title: Re: Factorio - Factory building game
Post by: Aklyon on June 28, 2013, 11:48:35 am
Freeplay mode is also pretty good, when you lower the enemy bases to very low.

Bug:
Can't place green/red wires in sandbox mode. Forgot to take a picture, I think the error was something like 'Player index 0 does not have player entity'.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on June 28, 2013, 12:32:31 pm
Why you set enemy to low?

Five laser turret in a bunch can dispose of everything.
Title: Re: Factorio - Factory building game
Post by: kovarex on June 28, 2013, 12:53:46 pm
Bug:
Can't place green/red wires in sandbox mode. Forgot to take a picture, I think the error was something like 'Player index 0 does not have player entity'.

We know, it will get fixed in next release. (but thanks for pointing it out anyway)
Title: Re: Factorio - Factory building game
Post by: Aklyon on June 28, 2013, 01:06:52 pm
Why you set enemy to low?

Five laser turret in a bunch can dispose of everything.
Well if I can set it similar to sandbox and its not a mission, I'd rather focus on the building rather than spending a lot of iron on turret ammo until I can reach laser turrets.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on June 28, 2013, 02:42:09 pm
well I don't build ammo towers I just cheat picking up research centres in my backpack while I fight alien monsters  :P

btw, is radar working or has it changed? it doesn't show the time to the next attack anymore.
Title: Re: Factorio - Factory building game
Post by: MrWiggles on June 30, 2013, 12:40:49 am
How do I research stuff?
Title: Re: Factorio - Factory building game
Post by: MrWiggles on June 30, 2013, 12:47:03 am
Nevermind. Didnt notice that the blue beakers were labs.
Title: Re: Factorio - Factory building game
Post by: kovarex on June 30, 2013, 04:48:48 pm
Yes, the first alpha level introduces too much stuff at the same time and it isn't explained well. We will probably make some peaceful mission where the player will learn basic technology and assembling machine mechanics as prequel to the first mission.
Title: Re: Factorio - Factory building game
Post by: MrWiggles on June 30, 2013, 07:06:20 pm
Yes, the first alpha level introduces too much stuff at the same time and it isn't explained well. We will probably make some peaceful mission where the player will learn basic technology and assembling machine mechanics as prequel to the first mission.

I dont find myself over burden with stuff. The biggest learning curve that I have, understanding the timing and ratios.

Like, I feel there is a lack of feed back in making mining + furance loop that doesn't eventually get bogged down with coal.

-------
I'd love to the ability to turn off the music. This kinda of game for me, is  game that I can play while listening to a book or podcasts.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on July 01, 2013, 01:37:40 am
use another belt for coal :D

but you may not have the long hand inserter in that level so you have to get creative

Title: Re: Factorio - Factory building game
Post by: kovarex on July 01, 2013, 04:32:03 am
I dont find myself over burden with stuff. The biggest learning curve that I have, understanding the timing and ratios.
Like, I feel there is a lack of feed back in making mining + furance loop that doesn't eventually get bogged down with coal.
It is good idea to use 2 sides of the belt at separately: http://www.factorioforums.com/wiki/index.php/Transport_belt#Using_two_sides
I'd love to the ability to turn off the music. This kinda of game for me, is  game that I can play while listening to a book or podcasts.
You can turn the music off (Menu->options->Sounds->Ambiente set to 0)
Title: Re: Factorio - Factory building game
Post by: Fikes on July 01, 2013, 04:43:23 pm
use another belt for coal :D

but you may not have the long hand inserter in that level so you have to get creative

Doesn't everyone just combine their coal and copper/iron into a single belt?

I wish you had an indication about how much time your factories spent "active" or one that told you what the most common resource/component was that factories were missing.

I am trying a new design that plans ahead for when my inital iron/copper/coal deposits run out. Basically the belt just starts in an open area that will lead to easy training around later.

I am also trying to take copper and iron and refine them well away from my main factory, then when they get closer split them into 4 equal belts and then distribute those 1/4 belts as needed.

The game is enjoyable for me.
Title: Re: Factorio - Factory building game
Post by: Graknorke on July 01, 2013, 04:49:36 pm
I am awful at this game. Just awful.
I don't think that building factories while being attacked by annoying monsters is within the range of my skills.
Title: Re: Factorio - Factory building game
Post by: Siquo on July 01, 2013, 04:51:47 pm
Doesn't everyone just combine their coal and copper/iron into a single belt?
In the beginning maybe, but when creating larger forge areas I need so much that I need 4 lanes of input (so one belt with two lanes of coal, one with two lanes ore).
Title: Re: Factorio - Factory building game
Post by: Aklyon on July 01, 2013, 06:58:38 pm
I am awful at this game. Just awful.
I don't think that building factories while being attacked by annoying monsters is within the range of my skills.
Play sandbox mode. (or freeplay with lowered/no enemy base amounts)
Title: Re: Factorio - Factory building game
Post by: Chattox on July 01, 2013, 07:52:41 pm
This game is awesome, but I don't have any money to buy it with. Blah. Is the demo kept up to date with the full version? It would seem so, but I can't tell what the limitations of the demo are.
Title: Re: Factorio - Factory building game
Post by: Aavak on July 02, 2013, 03:51:45 am
I've spent many hours playing through this now, and I'm still enjoying it immensely. Each time I succeed (or die), I enjoy starting again and making an even more efficient factory complex :D

I try to play the game by having everything automated, that I can. I tend not to make anything manually if I have the option of setting up the factory to make it automatically, and I find it really fun to work within this condition.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on July 02, 2013, 05:42:33 am
Tried smelting the iron on the mining spot but the coal logistic was a pain.

Will try if electric smelters gets implemented (ooor i I put the electric furnace mod, but it has stuff I don't like in it)
Title: Re: Factorio - Factory building game
Post by: slpwnd on July 02, 2013, 08:19:04 am
Tried smelting the iron on the mining spot but the coal logistic was a pain.

Will try if electric smelters gets implemented (ooor i I put the electric furnace mod, but it has stuff I don't like in it)

Electric furnaces are coming in the next (0.6.x) release.
Title: Re: Factorio - Factory building game
Post by: Zrk2 on July 02, 2013, 09:57:50 am
I work in a factory, so I might take a pass on this game, but otherwise it sounds very interesting.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on July 02, 2013, 11:03:19 am
Tried smelting the iron on the mining spot but the coal logistic was a pain.

Will try if electric smelters gets implemented (ooor i I put the electric furnace mod, but it has stuff I don't like in it)

Electric furnaces are coming in the next (0.6.x) release.

Lovely I wasn't following dev
Title: Re: Factorio - Factory building game
Post by: Graknorke on July 02, 2013, 11:22:06 am
I am awful at this game. Just awful.
I don't think that building factories while being attacked by annoying monsters is within the range of my skills.
Play sandbox mode. (or freeplay with lowered/no enemy base amounts)
What's the difference between sandbox and freeplay?
Title: Re: Factorio - Factory building game
Post by: Aklyon on July 02, 2013, 11:33:52 am
I am awful at this game. Just awful.
I don't think that building factories while being attacked by annoying monsters is within the range of my skills.
Play sandbox mode. (or freeplay with lowered/no enemy base amounts)
What's the difference between sandbox and freeplay?
Sandbox mode has no player character.
Title: Re: Factorio - Factory building game
Post by: Graknorke on July 02, 2013, 11:39:18 am
I am awful at this game. Just awful.
I don't think that building factories while being attacked by annoying monsters is within the range of my skills.
Play sandbox mode. (or freeplay with lowered/no enemy base amounts)
What's the difference between sandbox and freeplay?
Sandbox mode has no player character.
So how do you play? Just kind of have the parts go down with your hand-of-god type thing.
Title: Re: Factorio - Factory building game
Post by: Aklyon on July 02, 2013, 11:43:52 am
Basically, yeah. Wasd goes from 'move person' to 'move camera', and you can open anything within view.
Title: Re: Factorio - Factory building game
Post by: Finndibaenn on July 02, 2013, 01:57:19 pm
I'm liking this game, but find the campaign difficult.

I managed the first mission (where you need to fetch an artifact from south east, after clearing some aliens), but the one after that kicks my butt while i'm around 50% through flying research.

Title: Re: Factorio - Factory building game
Post by: MrWiggles on July 02, 2013, 04:25:51 pm
I'm liking this game, but find the campaign difficult.

I managed the first mission (where you need to fetch an artifact from south east, after clearing some aliens), but the one after that kicks my butt while i'm around 50% through flying research.

I havent gotten past the first mission yet.

I find its lack of progression to be annoying. Like, I've gone in there, blown up turrets, and building but the Creepers number don't seem to really diminish.
Title: Re: Factorio - Factory building game
Post by: jocan2003 on July 03, 2013, 03:30:56 am
I'm liking this game, but find the campaign difficult.

I managed the first mission (where you need to fetch an artifact from south east, after clearing some aliens), but the one after that kicks my butt while i'm around 50% through flying research.

I havent gotten past the first mission yet.

I find its lack of progression to be annoying. Like, I've gone in there, blown up turrets, and building but the Creepers number don't seem to really diminish.
Best creeper killer... flamethrower, believe me, in open field it WRECKS them, no more shooting one after the other when there is a mob at you, take your flamethrower out, burn most of them, switch to your smg once you thin them out. Like a boss.
Title: Re: Factorio - Factory building game
Post by: ank on July 03, 2013, 05:10:28 am
I'm liking this game, but find the campaign difficult.

I managed the first mission (where you need to fetch an artifact from south east, after clearing some aliens), but the one after that kicks my butt while i'm around 50% through flying research.

I havent gotten past the first mission yet.

I find its lack of progression to be annoying. Like, I've gone in there, blown up turrets, and building but the Creepers number don't seem to really diminish.

Just build your own turrets!

Once you crack the game the difficulty goes down to about zero: You just need to set up 5 turrets and they can kill a whole wave without blinking
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on July 03, 2013, 06:41:35 am
How you kill rocket turrets?
Title: Re: Factorio - Factory building game
Post by: ank on July 03, 2013, 10:01:10 am
With rockets!!!
Fight fire with FIRE!
Title: Re: Factorio - Factory building game
Post by: kovarex on July 03, 2013, 08:35:14 pm
There is no convenient way to fight rocket turrets now (apart using armor and fully upgraded rocket launcher, or using car to smash the base down, or a train, or build just a lot of laser turrets in front of you, if you can afford it).

But once the game core is working better, there will be more ways for your factory to create products that will help you in the battle :)
Title: Re: Factorio - Factory building game
Post by: Finndibaenn on July 04, 2013, 01:25:00 am
I'm liking this game, but find the campaign difficult.

I managed the first mission (where you need to fetch an artifact from south east, after clearing some aliens), but the one after that kicks my butt while i'm around 50% through flying research.

I havent gotten past the first mission yet.

I find its lack of progression to be annoying. Like, I've gone in there, blown up turrets, and building but the Creepers number don't seem to really diminish.

Just build your own turrets!

Once you crack the game the difficulty goes down to about zero: You just need to set up 5 turrets and they can kill a whole wave without blinking

I don't think you actually tried the second mission i'm talking about :)
I have built my turrets of course, about 10 lasers and 10 normal , and a wall in front of them. THat's not enough.

What i didn't try yet is helping those turrets with a flamethrower. I have used it in the previous mission but had the bad surprise that you destroy your own buildings with it ! which makes sense but still ...
Title: Re: Factorio - Factory building game
Post by: ank on July 04, 2013, 05:12:03 am
I must admit it's been quite a while since I played, so the difficulty could have gone up.

But clearly the solution is still MOAR TURRETS!
Title: Re: Factorio - Factory building game
Post by: kovarex on July 04, 2013, 06:46:50 am
I'm liking this game, but find the campaign difficult.

I managed the first mission (where you need to fetch an artifact from south east, after clearing some aliens), but the one after that kicks my butt while i'm around 50% through flying research.

I havent gotten past the first mission yet.

I find its lack of progression to be annoying. Like, I've gone in there, blown up turrets, and building but the Creepers number don't seem to really diminish.

Just build your own turrets!

Once you crack the game the difficulty goes down to about zero: You just need to set up 5 turrets and they can kill a whole wave without blinking

I don't think you actually tried the second mission i'm talking about :)
I have built my turrets of course, about 10 lasers and 10 normal , and a wall in front of them. THat's not enough.

What i didn't try yet is helping those turrets with a flamethrower. I have used it in the previous mission but had the bad surprise that you destroy your own buildings with it ! which makes sense but still ...
Were you playing on the easiest difficulty?
Title: Re: Factorio - Factory building game
Post by: jocan2003 on July 04, 2013, 11:28:06 am
So yesterday i was bored... i snagged an electric furnace mod... found out... the image was off and didnt have proper animation, i fixed it and now have a proper electrical furnace. For anyone interested i could post that *fix* somewhere. Fully integrated electrical furnace mainly based on the normal one.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on July 04, 2013, 11:46:04 am
Interested
Title: Re: Factorio - Factory building game
Post by: Aklyon on July 04, 2013, 11:47:39 am
Also am
Interested
Title: Re: Factorio - Factory building game
Post by: jocan2003 on July 04, 2013, 12:00:35 pm
Im trying to setup my ftp to host the files, sadly i am no professional at all, give me a minute untill i can test the download and it will be up.
Title: Re: Factorio - Factory building game
Post by: jocan2003 on July 04, 2013, 12:10:49 pm
There we go, if you click on that link should give you the mod.

If you have any electrical furnace mod install i strongly suggest to remove it before installing that one. So far it has been working fine for me, you will need to make one research before you can use it but is quite easy to get. It is based on another user mod so i take no credit from that work. Also icons in your inventory is NOT the same as the picture being used once deployed, i kept it like that just so i could know at a glance that its not a normal stone furnace.

I hope you have fun with it.

ftp://jocan2003.serveftp.com/Electricfurnace.rar
Title: Re: Factorio - Factory building game
Post by: Finndibaenn on July 04, 2013, 02:46:27 pm
Were you playing on the easiest difficulty?


No, I think was using normal difficulty , that's what i usually do when trying new games.
I made it for 2H and 10 mins or so, and reopening my save, had like 20 laser turrets and 8 gun turrets (i had actually converted some gun turret to laser ones).

TBH what broke me was a mistake : i had too many laser turrets for my power generation , resulting in my boiler shutdown because of insufficient power, but i'm still only at 25% of flight research.
I'm not saying that it's not possible, but it's hard ! especially as stone seems really scarce on that level meaning wall is only sustainable for a while (even replacing barely scratched ones, you end up losing some walls every so often).

I'll have to try the flamethrower and see if that helps
Title: Re: Factorio - Factory building game
Post by: Finndibaenn on July 04, 2013, 02:47:55 pm
while you're here kovarex, is there any way to speed up research ? it doesn't look like making several labs would help , at least it doesn'tallow to research several techs at the same time
Title: Re: Factorio - Factory building game
Post by: Aklyon on July 04, 2013, 02:53:00 pm
Making multiple labs does help, its just you need to really scale up your various colored beaker production to benefit from them.
Title: Re: Factorio - Factory building game
Post by: Chattox on July 04, 2013, 03:38:19 pm
So what limitations does the demo have over the full version?
Title: Re: Factorio - Factory building game
Post by: jocan2003 on July 04, 2013, 04:13:23 pm
So what limitations does the demo have over the full version?
From delving into files, most notable limitation is building choice for starter, beside that i have no idea.
Title: Re: Factorio - Factory building game
Post by: Finndibaenn on July 04, 2013, 04:44:34 pm
Making multiple labs does help, its just you need to really scale up your various colored beaker production to benefit from them.

guess i should have tried earlier, it does indeed work !
Managed to finish that mission in normal with  speeding up research (went up to 4 labs)  coupled to a flamethrower with ease, thanks for the tips
Title: Re: Factorio - Factory building game
Post by: mendonca on July 08, 2013, 06:11:32 am
I should post here, to follow and to express how much fun I am having with this game.

Have to say, first off, this is pretty much the game I dreamt about existing as a kiddywink, but never really thought the C64 would be able to do anything like a game this complicated. Now I play it it stirs up all those feelings of wonder I used to have watching the 'How Bread/Cars/Hoovers are Made' factory programs on telly a few years back.

It's a little bit hard to get to grips with, but only a little. Perhaps it helps having lots of training in DF / Transport Tycoon, but after a short while scratching my head I am absolutely loving the options available and it is all coming together nicely. I appreciate the fact that it is extremely easy and not particularly frustrating to re-plan your factory layout pretty much on a whim - I'm not sure if this is going to change in the future as it DOES seem a little bit of a step away from 'reality', but it really does help as you try and figure out what each little thing does.

My latest project has been building an inefficient and not particularly complicated research loop, where I have to manually input iron and copper plates in to a few interlinked assembly areas which output red and green potions to a group of three labs (I think the belt manufacture needs wheels delivering manually as well) - but as I get the turret defenses set up, fill them full of enough ammo (manually, for now), and walk away to do some burner drilling at the iron motherlode a few too many clicks away for me to worry too much about electrically powering them, and set up a nice lengthy conveyor belt (got about 500 spare kicking about because of said research loop spitting out an overprovision of belts), I'm very happy to see it all working nicely as I get through a couple of research options and the creepers fall foul to my defenses as I bring the iron back in to the main trunk belt running through my factory and delivering it all to my furnaces without any real foresight.

I've opened up filter inserters, fast belts, underground belts, and I'm pretty much consumed now with designing a general and efficient resource distribution loop for all the things I might have going on.

Great stuff! I'm excited to play about some more with this, and look forward to the development progressing!
Title: Re: Factorio - Factory building game
Post by: Azated on July 10, 2013, 09:52:39 am
I tried the demo a while back, so I figured I'd give the full version a shot.

Holy mother of god is this game hard. I'm on mission 2 and it takes me so long to kill a wave of creepers that I barely have enough to time rebuild my walls and rearm my turrets. There isn't enough stone on the map for a proper defensive fortification, so I've just got a big block of them surrounding my labs, along with 6 turrets. That still isn't enough to stop the creepers getting in, so I have to lead the swarm around the map a few times and thin their numbers out, then hope my turrets cant take care of the situation after I run out of ammo.
Title: Re: Factorio - Factory building game
Post by: ank on July 10, 2013, 10:20:20 am
I found the second map very easy, some tips:

-Get SMG, you will easily kill the creeper waves in about 10 seconds
-Don't worry about walls
-Get 10 turrets and make automatic rearming
-Make an ammunition factory and link it to the turrets

With this you can hold of the creeper for quite a while, and just add more turrets later.
Title: Re: Factorio - Factory building game
Post by: Azated on July 10, 2013, 10:24:41 am
I was thinking about doing something like that, but I just don't have the time to get everything set up before another wave hits. I'm thinking I might need to start from scratch and move a little quicker next time.
Title: Re: Factorio - Factory building game
Post by: mendonca on July 10, 2013, 11:12:17 am
I've been playing free play mode only, and I haven't come across any difficult creeper waves yet that can't be solved with an SMG (and a bit of kiting) or a group of 2-3 turrets. Only clocked up three or so hours from the beginning of a particular game, on regular creeper activity.

Feels like one aspect of the game that is less fun than it eventually should be.

Found second time round that its important understanding the research curve a little better (and especially the green potion/red potion mechanic, preferably with a bit of automation) - it is much easier to be prepared for the creepers when they do come - with the aforementioned SMG being a much greater tool for xenocide than the pistol, and getting to turrets early really helps.

Not played with laser turrets yet - they sound like fun, but might need to reinforce my power network.
Title: Re: Factorio - Factory building game
Post by: Azated on July 10, 2013, 12:44:09 pm
Just managed to finish the second level thanks to flamethrowers. Those things are incredible against bunched creeps.

Loving the game so far, but I'm a little disappointed there's only two campaign levels. I wouldn't think it'd be all that hard to make half a dozen or so. I mean, it took me a good five hours just to finish two levels.

So I decided to try out the sandbox. Does anyone have a description of how each of the options effect map generation?
Title: Re: Factorio - Factory building game
Post by: kovarex on July 10, 2013, 01:00:59 pm
Just managed to finish the second level thanks to flamethrowers. Those things are incredible against bunched creeps.

Loving the game so far, but I'm a little disappointed there's only two campaign levels. I wouldn't think it'd be all that hard to make half a dozen or so. I mean, it took me a good five hours just to finish two levels.

So I decided to try out the sandbox. Does anyone have a description of how each of the options effect map generation?

Adding lot of campaign levels would probably make players frustrated from being forced to build the factory again and again from scratch, so the main focus is on freeplay that can take almost infinite amount of time :)
But we will add some campaign levels eventually.
Title: Re: Factorio - Factory building game
Post by: Azated on July 10, 2013, 01:22:51 pm
Just managed to finish the second level thanks to flamethrowers. Those things are incredible against bunched creeps.

Loving the game so far, but I'm a little disappointed there's only two campaign levels. I wouldn't think it'd be all that hard to make half a dozen or so. I mean, it took me a good five hours just to finish two levels.

So I decided to try out the sandbox. Does anyone have a description of how each of the options effect map generation?

Adding lot of campaign levels would probably make players frustrated from being forced to build the factory again and again from scratch, so the main focus is on freeplay that can take almost infinite amount of time :)
But we will add some campaign levels eventually.

What about having 'chapters' instead of actual levels, all taking place on one large map. At the end of each chapter or objective, the game autosaves and unlocks a generic factory of about the level you'd expect for however complex the individual goals are, allowing players to load their own game, or a checkpoint straight from the main menu.
Title: Re: Factorio - Factory building game
Post by: ank on July 10, 2013, 02:04:23 pm
Just managed to finish the second level thanks to flamethrowers. Those things are incredible against bunched creeps.

Loving the game so far, but I'm a little disappointed there's only two campaign levels. I wouldn't think it'd be all that hard to make half a dozen or so. I mean, it took me a good five hours just to finish two levels.

So I decided to try out the sandbox. Does anyone have a description of how each of the options effect map generation?

Adding lot of campaign levels would probably make players frustrated from being forced to build the factory again and again from scratch, so the main focus is on freeplay that can take almost infinite amount of time :)
But we will add some campaign levels eventually.

I was just about to post something to the same effect.

Instead, campaign-like goals could be implemented in sandbox mode, including more complex structures on the map.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on July 10, 2013, 02:24:55 pm
you can take the supreme commander approach


one campaign level with a map that gradually 'expands' to uncover new challenges, enemies and objectives. (and resources)
Title: Re: Factorio - Factory building game
Post by: jocan2003 on July 10, 2013, 02:49:45 pm
you can take the supreme commander approach


one campaign level with a map that gradually 'expands' to uncover new challenges, enemies and objectives. (and resources)
Exactly what was my tought too.
Title: Re: Factorio - Factory building game
Post by: MarcAFK on July 11, 2013, 11:09:48 pm
Just started playing the demo, I'm impressed, It's quite fun and addictive, the micromanagement is balenced quite well, and the creepers are scary, they don't actually creep around at all, the speed they run at actually gives me a panic attack every time one of my turrets goes down.
Only problems i have with the game are the controls, but I believe my current keybinding solution works quite well for me, I've rebinded the mouse so right click closes most screens, rightclick to shoot whatever enemy I'm hovering the mouse over. All i really need is an easier way to drop whatever i'm building so i can see the creepers I'm shooting at (but even with the inventory screen open i can just hold rightclick and spam bullets at em).
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on July 12, 2013, 02:16:48 am
This game is bloody brilliant and I hadn't had this much fun since the first industry giant.
Title: Re: Factorio - Factory building game
Post by: slpwnd on July 12, 2013, 05:53:24 am
Loving the game so far, but I'm a little disappointed there's only two campaign levels. I wouldn't think it'd be all that hard to make half a dozen or so. I mean, it took me a good five hours just to finish two levels.

We have been putting this one off for a while, but yeah there should be more content in the campaign levels. We will do something about it soon:)
Title: Re: Factorio - Factory building game
Post by: ank on July 12, 2013, 07:48:43 am
Just started playing the demo, I'm impressed, It's quite fun and addictive, the micromanagement is balenced quite well, and the creepers are scary, they don't actually creep around at all, the speed they run at actually gives me a panic attack every time one of my turrets goes down.
Only problems i have with the game are the controls, but I believe my current keybinding solution works quite well for me, I've rebinded the mouse so right click closes most screens, rightclick to shoot whatever enemy I'm hovering the mouse over. All i really need is an easier way to drop whatever i'm building so i can see the creepers I'm shooting at (but even with the inventory screen open i can just hold rightclick and spam bullets at em).

Pressing q clears the cursor... works pretty well for me.
Title: Re: Factorio - Factory building game
Post by: Empty on September 11, 2013, 08:01:18 pm
I'm really enjoying this game a lot recently :P
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on October 08, 2013, 04:37:25 pm
factorio has been updated!

well a has been updated a lot in the meanwhile but now comes complete with power armors, killer robots, laser turrets, giant worms, alien landscapes and much more!

Spoiler (click to show/hide)


and of course automation and things!
Title: Re: Factorio - Factory building game
Post by: askovdk on November 03, 2013, 05:23:13 am
Bump to let people know, that a new stable version (7.5) is released.
Of special interest to elf-burning dwarves may be the new polution system. The strength and aggresiveness of the aliens depends on how much polution they are hit by, - and the best counter against polution is .... TREES.  :o
It actually adds a nice 'stealth' element, - a bit like 'AI wars', where you shouldn't expand without having a reason for it.

They are working on a new trailer, but the current state already shows nicely what you can build.
http://www.youtube.com/watch?v=Ay3pktf2Ol4 (http://www.youtube.com/watch?v=Ay3pktf2Ol4)

Main page: http://www.factorio.com/ (http://www.factorio.com/)
Title: Re: Factorio - Factory building game
Post by: Fikes on November 03, 2013, 05:50:07 am
Holy hell, that video is awesome. I like Factorio and do a fair job at it but I will be dammed if my factories ever look like THAT!
Title: Re: Factorio - Factory building game
Post by: Mesa on November 03, 2013, 06:05:23 am
Oh, so that game's still going?
Great to hear.

I should probably buy it already, now that I have the technology money.
Title: Re: Factorio - Factory building game
Post by: slpwnd on November 03, 2013, 11:03:33 am
Holy hell, that video is awesome. I like Factorio and do a fair job at it but I will be dammed if my factories ever look like THAT!

The trailer factory is based on one of my Factories from the Freeplay. So like 80% comes from the real game (just before building the Rocket Defense). The remaining 20% has been added to make it "look nicer".
Title: Re: Factorio - Factory building game
Post by: Anvilfolk on November 03, 2013, 11:48:29 am
Aw man, this keeps getting better and better! :)
Title: Re: Factorio - Factory building game
Post by: kovarex on November 03, 2013, 12:18:18 pm
So I updated the first post (new screenshot and the info about planning to start greenlight campaign in december).
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on November 03, 2013, 01:08:58 pm
I really think that even after the graphic update that screenshots really kills the game: eitger you get too much on screen to give an idea of what's going on or you show too little and really misrepresent the nature of the game.

Would you be willing to make a screenshot of the same area but as a 2 sec looping gif with belt moving things and inserter doing their stuff?
Title: Re: Factorio - Factory building game
Post by: Mephansteras on November 05, 2013, 07:48:02 pm
I really ought to try this game at some point.
Title: Re: Factorio - Factory building game
Post by: Fikes on November 06, 2013, 05:27:30 am
Holy hell, that video is awesome. I like Factorio and do a fair job at it but I will be dammed if my factories ever look like THAT!

The trailer factory is based on one of my Factories from the Freeplay. So like 80% comes from the real game (just before building the Rocket Defense). The remaining 20% has been added to make it "look nicer".

Do trains automatically stop for each other if they cross track segments or do you have to use signals? I never got my signals to work, at all.
Title: Re: Factorio - Factory building game
Post by: kovarex on November 06, 2013, 05:53:09 am
Holy hell, that video is awesome. I like Factorio and do a fair job at it but I will be dammed if my factories ever look like THAT!

The trailer factory is based on one of my Factories from the Freeplay. So like 80% comes from the real game (just before building the Rocket Defense). The remaining 20% has been added to make it "look nicer".

Do trains automatically stop for each other if they cross track segments or do you have to use signals? I never got my signals to work, at all.

Not really, If you have no signals there, the both tracks crossing are in the same segment (we call it block) and only one train is allowed in one block at the same time, it works in similar  way as ttd (transport tycoon).

We have some basic info about the railway network at the wiki. We should make separate page about the rail signals with various examples of use cases though.
http://www.factorioforums.com/wiki/index.php?title=Railway_network
Title: Re: Factorio - Factory building game
Post by: ank on November 06, 2013, 05:56:27 am
But TTD works exactly opposite to that! If you have two trains on the same track and no signals, they WILL crash sooner or later :)
Title: Re: Factorio - Factory building game
Post by: Graknorke on November 06, 2013, 12:19:16 pm
But TTD works exactly opposite to that! If you have two trains on the same track and no signals, they WILL crash sooner or later :)
I think the idea is that the 'signals' are automatically created by junctions.
Title: Re: Factorio - Factory building game
Post by: a1s on November 06, 2013, 12:53:50 pm
But TTD works exactly opposite to that! If you have two trains on the same track and no signals, they WILL crash sooner or later :)
In TTD the game prevents you from having 2 trains on the same segment of track by default. You can be a dumbass (or Dagny Taggart) and force your trains to do this, but then they will probably crash (unless, again, you're Dagny and have magical railroad powers).
Title: Re: Factorio - Factory building game
Post by: Fikes on November 06, 2013, 02:04:32 pm
Holy hell, that video is awesome. I like Factorio and do a fair job at it but I will be dammed if my factories ever look like THAT!

The trailer factory is based on one of my Factories from the Freeplay. So like 80% comes from the real game (just before building the Rocket Defense). The remaining 20% has been added to make it "look nicer".

Do trains automatically stop for each other if they cross track segments or do you have to use signals? I never got my signals to work, at all.

Not really, If you have no signals there, the both tracks crossing are in the same segment (we call it block) and only one train is allowed in one block at the same time, it works in similar  way as ttd (transport tycoon).

We have some basic info about the railway network at the wiki. We should make separate page about the rail signals with various examples of use cases though.
http://www.factorioforums.com/wiki/index.php?title=Railway_network

I guess I should have experimented more. I was afraid they would just crash into each other and then I'd have to spend a bunch of time re-configuring the engines.

I will say that assigning a schedule to a train is currently the least user friendly part of the game. It is really difficult to get the list built right and, as far as I know, impossible to modify it on the fly. Very frustrating wen you accidentally crash into a station and have to rebuild it (I am a bad driver).
Title: Re: Factorio - Factory building game
Post by: Graknorke on November 06, 2013, 03:10:56 pm
Are there any guides for this yet? I last played definitely before trains were a thing and the only enemies were the humanoid things, so I think maybe there's a lot of things I'm not knowing.
Title: Re: Factorio - Factory building game
Post by: jocan2003 on November 06, 2013, 04:29:20 pm
Are there any guides for this yet? I last played definitely before trains were a thing and the only enemies were the humanoid things, so I think maybe there's a lot of things I'm not knowing.
You are a dwarf, jump in and see for yourself, dont be that *noble*.

on a more serious note, well the basic still the same, jusy some details are different.
Title: Re: Factorio - Factory building game
Post by: Graknorke on November 06, 2013, 05:08:32 pm
Are there any guides for this yet? I last played definitely before trains were a thing and the only enemies were the humanoid things, so I think maybe there's a lot of things I'm not knowing.
You are a dwarf, jump in and see for yourself, dont be that *noble*.
Fair enough, I did learn DF without a guide, damnit I can learn this without a guide!
Well, apart from DF gives you a few seasons grace period while Factorio lobs monsters at you pretty much immediately.
Title: Re: Factorio - Factory building game
Post by: Anvilfolk on November 06, 2013, 05:44:33 pm
I thought the initial tutorial and missions in the demo were really good in helping you figuring things out :)
Title: Re: Factorio - Factory building game
Post by: Graknorke on November 06, 2013, 05:46:10 pm
I thought the initial tutorial and missions in the demo were really good in helping you figuring things out :)
I understand the basics, they just don't go far enough. For example, it took me a lot longer than it probably should to learn that conveyor belts can have 2 rows of materials moving along them.
Title: Re: Factorio - Factory building game
Post by: kovarex on November 06, 2013, 07:27:41 pm
I thought the initial tutorial and missions in the demo were really good in helping you figuring things out :)
I understand the basics, they just don't go far enough. For example, it took me a lot longer than it probably should to learn that conveyor belts can have 2 rows of materials moving along them.
This and more was now added to tips and tricks. But I believe that finding tricks and the "aha" moments is the part of the game, something what we were actually aiming for.
Title: Re: Factorio - Factory building game
Post by: Leonon on November 06, 2013, 07:56:00 pm
Mousewheel zooming should probably be made more obvious to first time players. Knowing about it would have made fighting worms much more manageable.

Also, excellent game.
Title: Re: Factorio - Factory building game
Post by: Fikes on November 07, 2013, 12:46:04 am
Are there any guides for this yet? I last played definitely before trains were a thing and the only enemies were the humanoid things, so I think maybe there's a lot of things I'm not knowing.
I haven't played the campaign in the newest version, but when I did in the previous one it was an excellent way to learn the game.
Title: Re: Factorio - Factory building game
Post by: RexMundi on November 07, 2013, 01:45:55 am
Ok, tell me this. I've been looking at this game, and wanna get it. but what makes it worth getting now, versus say a month of live for halo? Why is this game worth buying now instead of waiting till I can affored more then it, and it's more released/not alpha.

Now I should mention, I'm not docking it for being pre-release. I'm saying at this rate unless it's having a price hick like minecraft did I plan to wait for now.
Title: Re: Factorio - Factory building game
Post by: ank on November 07, 2013, 02:01:39 am
Ok, tell me this. I've been looking at this game, and wanna get it. but what makes it worth getting now, versus say a month of live for halo? Why is this game worth buying now instead of waiting till I can affored more then it, and it's more released/not alpha.

Now I should mention, I'm not docking it for being pre-release. I'm saying at this rate unless it's having a price hick like minecraft did I plan to wait for now.

If you like building complicated machines, get Factorio.

If you like shooters, get Halo.
Title: Re: Factorio - Factory building game
Post by: RexMundi on November 07, 2013, 02:12:40 am
If you like building complicated machines, get Factorio.

If you like shooters, get Halo.
That's the thing, I like both. Hm..
Title: Re: Factorio - Factory building game
Post by: Fikes on November 07, 2013, 02:20:28 am
If you like building complicated machines, get Factorio.

If you like shooters, get Halo.
That's the thing, I like both. Hm..

Than get both?

Really Factorio is a very good game. Well put together, interesting, and different. Highly recommended.
Title: Re: Factorio - Factory building game
Post by: The Scout on November 07, 2013, 06:50:54 pm
Quick question. Are logistic bots tied to the network? I want to run off and make a new factory but I'm afraid the bots from my old one will try to migrate over. I've seen them take from chests not connected by wires, so I'm just wondering.
Title: Re: Factorio - Factory building game
Post by: n9103 on November 07, 2013, 07:02:13 pm
Not at this point.
They're only tied to the requester and provider chests.
Avoid using the Storage chests for the time being. They just result in Huge over-production if used with Provider chests. (or go vice-versa, no Providers.)
Title: Re: Factorio - Factory building game
Post by: The Scout on November 07, 2013, 07:05:27 pm
So they'll take from all logistics chests or only storage chests? Is it impossible to have two factories with bots that don't go inbetween the two?
Title: Re: Factorio - Factory building game
Post by: Empty on November 07, 2013, 07:25:05 pm
So they'll take from all logistics chests or only storage chests? Is it impossible to have two factories with bots that don't go inbetween the two?

I think they talked about logistic bot reforms on their forum.

I myself tend to dislike them. Nothing looks better then belts. Lots and lots of belts.
Title: Re: Factorio - Factory building game
Post by: ECrownofFire on November 07, 2013, 10:40:21 pm
When a chest needs a logistic robot it will always grab the nearest one that isn't busy, so if you always have a surplus at both of your locations then they won't cross over.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on November 23, 2013, 04:40:55 pm
after many failed attempts, I cleared a large iron patch from a near alien base

just in time as I was surrounded from all sides and the initial iron in the starting area was very scarce.

they eventually succumbed to 5 laser turrets advancing  - I cannot get near for the big worm at the center :P

now the iron is mine!!

there is a bigger base west, and the turrets have been recycled in an hardpoint
Spoiler (click to show/hide)

this game is absolutely amazing.
Title: Re: Factorio - Factory building game
Post by: Puzzlemaker on November 23, 2013, 05:16:57 pm
I have to be careful with this game, because I start playing and suddenly it's midnight.

It's annoyingly fun to try to optimize complicated factory lines, haha.
Title: Re: Factorio - Factory building game
Post by: Talfryn on November 23, 2013, 05:40:57 pm
Can we get a sandbox mode without the aliens? It'd make me a lot more likely to play/pay. Enjoyed the game up until teh alien shootingness.
Title: Re: Factorio - Factory building game
Post by: Fikes on November 23, 2013, 06:57:58 pm
Can we get a sandbox mode without the aliens? It'd make me a lot more likely to play/pay. Enjoyed the game up until teh alien shootingness.

Pretty sure you can just set enemy bases to none in the startup options.

after many failed attempts, I cleared a large iron patch from a near alien base

just in time as I was surrounded from all sides and the initial iron in the starting area was very scarce.

they eventually succumbed to 5 laser turrets advancing  - I cannot get near for the big worm at the center :P

now the iron is mine!!

there is a bigger base west, and the turrets have been recycled in an hardpoint
Spoiler (click to show/hide)

this game is absolutely amazing.

Best way to clear an enemy base: use the rocket launcher from the car. Make sweeps and the base and then drive off, jump out, remove the car and replace it (instant full health). This will take lots of rockets and time. When you are finally finished you'll have tons of pissed aliens chasing you.

For turrets the best setup is like this
Code: [Select]
#####
#...#
#.X.#
#...#
#####

Where # is a wall, . is open field, and X is your turret. When aliens come for your base they will go for the polluters but if a turret attacks them they will change targets. Some aliens can attack over walls and into the square beyond them, that is why we have space arround our turret.

The other thing to do is to have train going in circles past your wall. It takes A LOT of aliens to stop a train.
Title: Re: Factorio - Factory building game
Post by: Graknorke on November 24, 2013, 07:39:55 am
The other thing to do is to have train going in circles past your wall. It takes A LOT of aliens to stop a train.
How very dwarvern.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on November 29, 2013, 12:16:52 pm
not matter how I try to organize things, everything degenerate in a messy patchwork

Spoiler (click to show/hide)


anyway, trains are awsome, I never used them but now I just make up excuses to plan stations.
Title: Re: Factorio - Factory building game
Post by: RexMundi on November 29, 2013, 08:07:26 pm
I have $5, this game anywhere on one of the sales? or still 10?
Title: Re: Factorio - Factory building game
Post by: Fikes on December 01, 2013, 01:42:22 am
not matter how I try to organize things, everything degenerate in a messy patchwork



If that is a messy patchwork my factory is a pile of shit and vomit.
Title: Re: Factorio - Factory building game
Post by: debvon on December 01, 2013, 01:48:09 am
not matter how I try to organize things, everything degenerate in a messy patchwork



If that is a messy patchwork my factory is a pile of shit and vomit.

HEH, I appreciate the sentiment. I feel that way about my own factory. Care to post a screenshot? I'm curious.
Title: Re: Factorio - Factory building game
Post by: Fikes on December 01, 2013, 03:07:47 am
not matter how I try to organize things, everything degenerate in a messy patchwork



If that is a messy patchwork my factory is a pile of shit and vomit.

HEH, I appreciate the sentiment. I feel that way about my own factory. Care to post a screenshot? I'm curious.

It looks a lot better after a redesign of the bottom portion. Things worth noting:
I am out of copper.
Defensive train.

Spoiler (click to show/hide)
Title: Re: Factorio - Factory building game
Post by: ank on December 01, 2013, 06:05:57 am
In my current game I have made an effort to spread out my factory, not far, but just making sure there is a bit of space between each component.

It really helps later, where you will have room for trains and more belts and such.
Title: Re: Factorio - Factory building game
Post by: Vortex Rikers on December 01, 2013, 12:53:44 pm
Thoroughly enjoyed the demo, very surprised with what I've seen and had to purchase the alpha.
Suddenly flashbacks of Transport Tycoon but with rails and conveyor belts instead of trucks and trains.
Title: Re: Factorio - Factory building game
Post by: Graknorke on January 15, 2014, 11:17:05 am
Aavak has done a couple videos on Factorio. (http://youtu.be/eEUY0k3ktBk)
If anyone wanted to know but didn't already.
Title: Re: Factorio - Factory building game
Post by: burningpet on January 15, 2014, 12:49:15 pm
Yeah, bought immediately after the demo ended. a very short demo btw.

Not sure there's a need for the third person direct control parts.
Title: Re: Factorio - Factory building game
Post by: Aklyon on January 15, 2014, 03:52:48 pm
Well, the third person control lets you be more directly offensive. In sandbox/ghost controller mode, its more of a tower offense if you want the biters to gtfo, unless they've added something to that mode.

Also, as far as factorio videos go, Malkasphia has been doing a pretty good lp of the version before roboports were added.
Title: Re: Factorio - Factory building game
Post by: werty892 on April 28, 2014, 05:56:27 pm
Well, bump. I recently re downloaded this game after seeing that Aavak is doing a LP of it, and I feel ready to show off my first real base. Warning, if you are OCD you should not look at these images. Also, all of these are large. Low bandwidth beware.

First, a general overview of the base. I also labeled all the important areas.
Spoiler: The whole base (click to show/hide)
This is a tech three base, meaning it is set up to automatically handle level 3 research. I could easily do tech 4, with a few quick modifications. Iron comes from way west, copper from the north, and coal from a big field in the middle, and oil is north of the iron. The small rectangles above everything are guns.

Let's take a closer look at the oil.
Spoiler: What the fuck oil. (click to show/hide)
Please don't ask me to explain how I made this work. I have no fucking clue myself. I'm just glad it produces plastic, batteries and flamethrower fuel. I try not to look too close at this for fear of going insane. It's like a eldritch abomination.

As we move east, the layout becomes slightly more sane with the smelting area.
Spoiler: Smelting and sanity. (click to show/hide)
I don't use too much steel, which is why the production area for that is so small.

And then we come to the automated research and production.
It makes level 3 beakers automatically, which was a pain to set up.

And last but not least the power.
Spoiler: Power (click to show/hide)
There is another power area but it is pretty much the same. You can see the solar panels like a lame attempt to be green.

And that's that. If you have any questions please ask.
Title: Re: Factorio - Factory building game
Post by: Aklyon on April 28, 2014, 07:12:30 pm
Hey, they updated the beaker icons at last. Nice.
Title: Re: Factorio - Factory building game
Post by: Puzzlemaker on April 29, 2014, 04:21:20 am
I too made a factory that makes level 3 beakers automatically without logistic robots, except mine looks a lot messier then yours.  Good job!
Title: Re: Factorio - Factory building game
Post by: Graknorke on April 29, 2014, 04:55:42 pm
Why's everyone so obsessed with neatness?
My factories have no overarching visual design and I like it that way. Organic layouts are the best thing and everyone who thinks otherwise is objectively wrong.
Title: Re: Factorio - Factory building game
Post by: Aklyon on April 29, 2014, 06:01:09 pm
Neatness can look nice, but my place ends up looknig like a mess anyway. Then i get logistics robots instead of sorting it out because they're awesome.
Title: Re: Factorio - Factory building game
Post by: Sonlirain on April 29, 2014, 06:19:06 pm
Didn't buy it (yet) but i wonder... resources run out don't they?
So does that mean you have to sooner or later leave the factory and go build another one in a place more abundant (or not sucked dry in this case) in minerals?
Title: Re: Factorio - Factory building game
Post by: Puzzlemaker on April 29, 2014, 06:40:15 pm
Didn't buy it (yet) but i wonder... resources run out don't they?
So does that mean you have to sooner or later leave the factory and go build another one in a place more abundant (or not sucked dry in this case) in minerals?

That's what trains are for, they can carry a ton of goods back and forth for you.
Title: Re: Factorio - Factory building game
Post by: Aklyon on April 29, 2014, 07:19:21 pm
Didn't buy it (yet) but i wonder... resources run out don't they?
So does that mean you have to sooner or later leave the factory and go build another one in a place more abundant (or not sucked dry in this case) in minerals?
Oil can technically run forever last I checked, even at the minimum percentage left it'll still occasionally burp up a bit of oil. Nowhere near enough to be usable though.
Title: Re: Factorio - Factory building game
Post by: Puzzlemaker on May 01, 2014, 10:37:56 am
So they released a new trailer today.  Looks good!  I think they are planning to do somewhat of a media blitz soon.
Title: Re: Factorio - Factory building game
Post by: kaian-a-coel on May 06, 2014, 01:06:03 pm
Bought this today, built something in peaceful mode.
First impression: this game is awesome, and building the whole base in a way that works is rewarding.
Second impression: peaceful mode quickly gets boring, I'll try non-peaceful next.
Third: I have little to no idea what I'm doing most of the time.

Here is my base:
Spoiler (click to show/hide)
Disregard the french notes.

The copper and iron come from opposite sides and meet in the middle. They are fed in the furnaces on the middle left, with the coal coming in on a separate lane and picked up with red inserters.
Iron and copper plates then go on a merry-go-round on the f***ing mess of an automated factory and feed the whole thing before being put in chests.

The factories pick the plates on the right belt and put the products on the left belt (plates use both sides of the tight belt to avoid clutter). Advanced factories then pick from both lanes to make their own products, and it all end in chests and beakers. Not the most efficient thing ever but it works.

I am however quite proud of the steel foundry. Only 12 tiles thick from raw iron to steel plates, and extendible ad infinitum. My most clever use of red and yellow inserters yet.

You can also spot a tentative of oil refinery, from which I managed to extract flamethrower fuel (tested on the forest nearby and some gribleys on the eastern side of the lake).
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on May 06, 2014, 01:47:33 pm
eh, wait to say expandable ad infinitum :D

belt become the bottleneck when you are consuming more item they can carry and upgrades can only carry you so far :D


http://www.factorioforums.com/forum/viewtopic.php?f=8&t=3297
Title: Re: Factorio - Factory building game
Post by: Yolan on July 28, 2014, 08:42:56 pm
Just found this today. It looks really interesting.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on July 29, 2014, 12:58:06 am
It is! One of my favourite.

There are so many ways to organize and reorganize your factory I often spent more time just changing layout for fun or playing with trains than actually trying to win the game.
Title: Re: Factorio - Factory building game
Post by: Yolan on July 29, 2014, 02:30:59 am
Bought it. Few hours in so far, and I am definitely having a blast. Might have to ramp up the critter challenge a little for more fights, but so far it is really cool. I love the feeling of slowly figuring out how everything works. As you only unlock stuff a bit at a time, you don't feel too overwhelmed.
Title: Re: Factorio - Factory building game
Post by: Puzzlemaker on July 29, 2014, 11:13:22 am
They are working on multiplayer next, which will be AWESOME.  I can't wait!
Title: Re: Factorio - Factory building game
Post by: Yolan on July 29, 2014, 12:17:56 pm
Ermagahd.  :D :D :D :D
Title: Re: Factorio - Factory building game
Post by: Zanzetkuken The Great on July 29, 2014, 12:21:32 pm
Posting so I can remember to play this later.
Title: Re: Factorio - Factory building game
Post by: Yolan on July 31, 2014, 07:05:55 pm
Do. Seriously. My favorite game of 2014.

Title: Re: Factorio - Factory building game
Post by: Zanzetkuken The Great on July 31, 2014, 09:38:40 pm
Do. Seriously. My favorite game of 2014.

I am glad they have a demo.  Otherwise, I wouldn't have been so certain that I am going to be buying this game.

I think the multiplayer would be interesting if they add two things: 1) You can make turrets able to be used against other players, with the option to prevent them from firing upon certain players.  2) Players can sabotage other player's production lines.  If that is done, I can see two player types being attracted.  The constructers, who make all the production lines, and those who revel in conflict, who would be hired by the former with raw materials, guns, and ammo to destroy other people's constructions to try and give themselves an edge over their competitors.
Title: Re: Factorio - Factory building game
Post by: Flare on August 01, 2014, 04:44:01 am
I can just imagine multiplayer now: The whole surface of an alien world covered in factories, the water systems polluted beyond all repair, and all animals made extinct over the space of a weekend.
Title: Re: Factorio - Factory building game
Post by: jocan2003 on August 01, 2014, 10:24:56 am
I can just imagine multiplayer now: The whole surface of an alien world covered in factories, the water systems polluted beyond all repair, and all animals made extinct over the space of a weekend.
Wait? earth is modeled when playing multiplayer? ( sarcasm... )
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on August 01, 2014, 10:25:19 am
Didn't buy it (yet) but i wonder... resources run out don't they?
So does that mean you have to sooner or later leave the factory and go build another one in a place more abundant (or not sucked dry in this case) in minerals?

That's what trains are for, they can carry a ton of goods back and forth for you.


I made a mod! It is called endless resources. It makes all resource follow the oil model of diminishing return

You still need to expand with train and all, but at least you don't risk complete halt
Title: Re: Factorio - Factory building game
Post by: Dutchling on August 01, 2014, 10:28:50 am
Oil doesn't run out? How exactly does it work then :x

Also without resources running out, there would be no reason to expand ever...
Title: Re: Factorio - Factory building game
Post by: Shooer on August 01, 2014, 10:39:56 am
Oil starts at a % value, say one is 113% and another is 76%, and as you gather from it that % lowers slowly until it hits a stable but very low value.  There's more to it like the starting % helps determine how fast it depletes and all that.
Title: Re: Factorio - Factory building game
Post by: Aklyon on August 01, 2014, 10:40:56 am
Oil doesn't run out? How exactly does it work then :x

Also without resources running out, there would be no reason to expand ever...
It drains to a minimum percent that is like a empty ketchup bottle. Then if you leave the pumpjack there it'll sputter bits of oil out forever.
Title: Re: Factorio - Factory building game
Post by: Sonlirain on August 01, 2014, 11:41:29 am
It's pretty much like vespene geysers from Starcraft. They deplete but once depleted tehy still generate gas/oil.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on August 01, 2014, 11:47:09 am
it is still better to expand having the possibility as when depleted they costs basically fifty* times more energy per unit resource

*I think, above 100% should be optimal, it stops at 2%** which should means 2 unit produced every 100 production cycles

**this is where it might be incorrect, don't remember actual number




Title: Re: Factorio - Factory building game
Post by: Sirus on August 01, 2014, 03:57:36 pm
Posting to watch. I watched a video of Nerd3 playing this, downloaded the demo. Would like to buy but I don't have much money coming in at the moment :/
Title: Re: Factorio - Factory building game
Post by: Sergius on August 01, 2014, 06:00:28 pm
it is still better to expand having the possibility as when depleted they costs basically fifty* times more energy per unit resource

*I think, above 100% should be optimal, it stops at 2%** which should means 2 unit produced every 100 production cycles

**this is where it might be incorrect, don't remember actual number

Pretty sure the minimum is 10%. Some even start at 50% or so, the good ones can be over 100% or even 200% maybe.

Also PTW.

Anyone interested in a hierchical chart of every single production process I created for yED (http://www.yworks.com/en/products_yed_about.html)? I made a little lua script that used the data from the game to export everything, looks pretty cool.

EDIT: here's the chart (https://dl.dropboxusercontent.com/u/31916959/factorio/generated.graphml), and the lua script (https://dl.dropboxusercontent.com/u/31916959/factorio/factorio_export.lua) if anybody's curious.
Title: Re: Factorio - Factory building game
Post by: Whitefoxsniper on August 01, 2014, 06:42:36 pm
Posting to watch.

Just got the game, looking forward to playing.
Title: Re: Factorio - Factory building game
Post by: n9103 on August 01, 2014, 10:19:17 pm
Default richness wells might cap at ~200%, but the very rich wells I just built up are capping closer to 800%
Title: Re: Factorio - Factory building game
Post by: The Scout on August 02, 2014, 10:24:39 am
Didn't buy it (yet) but i wonder... resources run out don't they?
So does that mean you have to sooner or later leave the factory and go build another one in a place more abundant (or not sucked dry in this case) in minerals?

That's what trains are for, they can carry a ton of goods back and forth for you.
Link to the mod?

I made a mod! It is called endless resources. It makes all resource follow the oil model of diminishing return

You still need to expand with train and all, but at least you don't risk complete halt
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on August 03, 2014, 07:16:18 am
http://www.factorioforums.com/forum/viewtopic.php?f=14&t=3130

Mod link
Title: Re: Factorio - Factory building game
Post by: Yolan on August 04, 2014, 02:44:42 am
Anybody challenging themselves on maps with high enemy, low resource settings?
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on August 04, 2014, 02:47:19 am
Not yet as the enemy are currently too linear to bother.

However high you put the bar, you always play in two state: can't kill anything and pwning mode.
Title: Re: Factorio - Factory building game
Post by: Yolan on August 04, 2014, 02:53:42 am
Hmmm , this seems to be my impression but I wonder. My first major factory is looking pretty, but I've never had a single real credible threat on it from the start. Just periodic little attacks.

Trying a hard map now, and I am thinking the rarity of resources may force you to try and stretch for stuff that is a bit beyond your reach. Actually needing to build a train network early on could be interesting.
Title: Re: Factorio - Factory building game
Post by: Vibe on August 05, 2014, 04:41:39 am
This game is amazing. I tried out the demo first and then decided to buy it. You can waste hours on it without even noticing it. That being said, my base looks horrible but it's still functional. In my defense, it is my first one, next time I'm going for some pretty design 8)
Title: Re: Factorio - Factory building game
Post by: Dutchling on August 05, 2014, 04:45:47 am
I've found that the easiest way to defend your base is to not build any defences at all.

Just research the car and machine gun asap and destroy all bases that are about to get angered by your smog.
Title: Re: Factorio - Factory building game
Post by: Lithare on August 05, 2014, 08:08:57 am
Posting just so I don't forget what this game is called.
Title: Re: Factorio - Factory building game
Post by: McDonald on August 20, 2014, 02:11:33 pm
* McDonald puts some coal into the thread's boilers

More people need to see this amazing game. Just found it yesterday by watching Northernlion's LP.
Title: Re: Factorio - Factory building game
Post by: Dutchling on August 20, 2014, 02:31:37 pm
Yeah it's pretty kek
Title: Re: Factorio - Factory building game
Post by: alway on August 21, 2014, 12:20:16 am
Picked this up a few days ago. It's really really good. Like all the best bits of the minecraft tech mods, put together into a format which manages to remove most of the annoyances from the minecraft tech mods. For example, unlike minecraft tech mods, it doesn't need to worry about unbalancing tons of other gameplay or slowing down your game's ticks, and so is perfectly free to let you do crazy stuff (with no slowdowns yet so far as I can tell).

Pretty much the entire game will consist of you building your factory automation system, reworking it, ect; while putting up automated defenses to keep the biters out so they don't bite everything. Progression feels really like progression; once a setup is built, you don't need to think about it again until the rest of your facility is pulling more resources than it can process. Starts out with just manual mining; though that ends within a few minutes, most of which involves hauling coal back to your machines or smelting ores. A good deal later, vehicles and drones get involved, allowing you to put together places far away from your home while still being a short ride away. By this point you will also be hunting down the smaller nests of baddies to make room for Progress. So, uh, yeah, if that's your thing, try the demo or buy it.
Title: Re: Factorio - Factory building game
Post by: Fikes on August 21, 2014, 02:22:59 am
Good stuff

I think that is a really good review of the game. The only thing I would add is that development isn't only on-goining; it is pretty quick paced.

I lied. I'd also like to add that the in game tutorial was awesome, at least when I first tried it during their indie-gogo campaign. Right now this game is balanced, user friendly, and fun. The most similar early access experience I can relate it to is KSP.
Title: Re: Factorio - Factory building game
Post by: Graknorke on August 21, 2014, 04:55:08 am
The campaign is a bit annoying in that the factories are some of the time set up without room for expansion. That annoys me because it ends up being cluttered unless you pull the entire thing up and reorganise.
Title: Re: Factorio - Factory building game
Post by: mendonca on August 21, 2014, 05:21:51 am
unless you pull the entire thing up and reorganise.

Strangely, I find going through this process as one of the more satisfying aspects of the game (general comment really, not specifically wrt to the campaign)
Title: Re: Factorio - Factory building game
Post by: Fikes on August 21, 2014, 03:45:16 pm
How do you guys do battle against the bitter spawners? The only method I have found that is effective is to drive in circles around them firing explosive rockets.

I recently discovered the power of posion capsules. If you can get a few in the path of the bitters and on their spawners it makes it a little easier to deal with.
Title: Re: Factorio - Factory building game
Post by: Sergius on August 21, 2014, 03:50:53 pm
I just build tons of laser turrets close to the lairs.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on August 21, 2014, 04:13:59 pm
You can spawn as much defender capsule you like.

30-50 can annihilate any nest

Bring at least three exoskeleton and the combat shotgun with ap ammo.

Bonus point if you can place a roboport nearby to restock you. I also have a chain with loads of factories producing defenders on demand.
Title: Re: Factorio - Factory building game
Post by: McDonald on August 21, 2014, 04:47:01 pm
How do you guys do battle against the bitter spawners?
I drive to them in a car, jump out with a flamethrower and heavy armor and obliberate everything. Flamethrower fuel is incredibly cheap, basically free. I still need to get off my ass and start building a blue potion factory.
Title: Re: Factorio - Factory building game
Post by: Sergius on August 21, 2014, 04:55:06 pm
After they start producing the heavy armored biters I've found that nearly all my ammo and weapon types have a negligible effect on them. Even rockets take a dozen or so hits to kill them.
Title: Re: Factorio - Factory building game
Post by: n9103 on August 21, 2014, 04:55:16 pm
Distractor capsules are unlimited. Defender capsules are the MG followers.

But yes, spamming distractors is particularly effective. Even more so when you're doing it from a car in relatively open ground.
Tossing two of them on a Big worm is usually enough to take it down.

Once you can get Destroyer capsules, you can use half as many, and stick to just walking around, as the destroyers are pretty good at taking down even big biters.
Title: Re: Factorio - Factory building game
Post by: McDonald on August 21, 2014, 05:05:04 pm
Just found out, you can fire weapons from a car. With a flamethrower it looks incredibly cool. (Or hot. Get it? Fire? Hot? I'm sorry.)
Title: Re: Factorio - Factory building game
Post by: Dutchling on August 22, 2014, 08:49:30 am
I downloaded and installed the new version.

(http://i.imgur.com/HC2BGzC.png?1)

Help? This is the entire game for some reason.

edit: fixed it by setting fullscreen to false in the config and then pressing WIN+D twice quickly. Changing to fullscreen in-game doesn't work properly and changing it back crashes the game.
Title: Re: Factorio - Factory building game
Post by: n9103 on August 22, 2014, 11:50:24 am
go post that and the logs over on the Factorio bugs subforum: http://www.factorioforums.com/forum/viewforum.php?f=7
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on August 23, 2014, 07:27:42 am
Also try windows key + up arrow that would try and maximize the window

Title: Re: Factorio - Factory building game
Post by: Leonon on September 07, 2014, 02:48:27 am
On the topic of biter nests, I deal with them using loads and loads of laser turrets.

Step 1: String out big electric poles until you're closeish but still far enough that they are definitely not going to aggro.
Step 2: Put down a small/mid pole and fill its area with turrets.
Step 3: Go towards the spawners until you draw aggro to see the aggro range then run back to my turrets
Step 4: Put down small/mid poles until the poles are just outside of aggro range and fill their area with turrets
Step 5: Remove the turret group farthest from the front
Step 6: Put down a new pole a little closer to the spawners and fill its area with turrets

Then just keep doing step 6 until you run out of turrets and then do step 5 and 6 until everything is dead. 10 active laser turrets can usually handle clearing a spawner, so 15 can leapfrog one pretty easily. For more spawners just use more turrets.
Title: Re: Factorio - Factory building game
Post by: SharpKris on September 07, 2014, 02:54:59 am
i find poison capsules to be much more efficient the turrets
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on September 07, 2014, 03:09:26 am
Turret strategy doesn't work well for me in late game when the buters are mainly of the huge variety, hit and runs with the combat knife on their nest works well enough.
Title: Re: Factorio - Factory building game
Post by: jocan2003 on September 07, 2014, 03:59:16 am
Turret strategy doesn't work well for me in late game when the buters are mainly of the huge variety, hit and runs with the combat knife on their nest works well enough.
Same here with dytech mod, with all module of that mod we get some crazy ass biters... some can tank over 5k HP and are armored like hell... one alone can soak up about 20ish standard laser turret upgraded to 3 on speed and damage boost for over 10sec more or less... good thing they are soo slow... simple put a layer or 2 of express belt and he wont be able to reach the wall... still thats a massive strain on the power lines if you are green and dont have enough capacitor. Can easily kill your power supply if a few of them point their nose and you dont have a good power system.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on September 07, 2014, 06:24:25 am
Use a train to run them over :)
Title: Re: Factorio - Factory building game
Post by: werty892 on October 31, 2014, 07:55:20 pm
This finally got the multiplayer update! NOW THERE IS MP GUYS. WHO'S HOSTING A SERVER???
Title: Re: Factorio - Factory building game
Post by: Aklyon on October 31, 2014, 08:38:26 pm
This finally got the multiplayer update! NOW THERE IS MP GUYS. WHO'S HOSTING A SERVER???
How buggy is it,though?
Title: Re: Factorio - Factory building game
Post by: tryrar on October 31, 2014, 09:17:31 pm
About to find out! I'm downloading the alpha 11.1 right now
Title: Re: Factorio - Factory building game
Post by: n9103 on October 31, 2014, 11:11:17 pm
I'm available for hosting MP.
Kinda picky on who I'll let in, due to the instability of MP for the time being.
Just come on into my TeamSpeak (http://www.bay12forums.com/smf/index.php?topic=141540.msg5635461#msg5635461) and we'll talk.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on November 01, 2014, 02:34:25 am
Played over internet using something like hamachi but different and while we were at early start I found it quite stable
Title: Re: Factorio - Factory building game
Post by: tryrar on November 01, 2014, 09:35:08 pm
Heh, whoever it was that gave me the tip using laser turrets to take out enemy spawns, thank you! It takes a minute to set up correctly without getting yourself killed or the turrest blown up(especially in forested areas when you might need to do a little tree clearing at the same time you're getting rushed) but I've taken out two bases so far, and am working on a thrd. That is also, two more than I've EVER taken out :P

Edit:Ok, screw turrets, the tank is the way to go, it is hilariously awesome :P
Title: Re: Factorio - Factory building game
Post by: n9103 on November 02, 2014, 12:26:13 am
treads OP nerfplzktnxbai ::)
Title: Re: Factorio - Factory building game
Post by: King Kravoka on November 02, 2014, 12:44:00 am
This game looks like it mutated from something that crawled out of my memories of playing the Creeper World games.


That's a good thing.
Title: Re: Factorio - Factory building game
Post by: tryrar on November 02, 2014, 02:12:11 am
I just took out a five-spawner 3 large worm base in the tank, with the swarms being medium spitters. Ok, this is ridiculously OP.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on November 02, 2014, 04:40:31 am
It was about time we got something for retributing on them!


You know that in my largish map I have to bring 50 capsule at least to have a chance clearing spawns?

That costs a lot of copper and metal each.
Title: Re: Factorio - Factory building game
Post by: tryrar on November 02, 2014, 12:34:30 pm
Tank shells are pretty cheap, they only cost a bit of steel, plastic, and explosives, and they two-shot any spawner and worm, plus they blow through most creeps without slowing down so you can hit a creep and damage what's behind him. PLUS, the tank can take incredible amounts of abuse, such as being used for tree clearing(I can drive straight through an entire forest on my way to my destination with hardly a scratch. Tank don't care!) Oh, and the smaller creeps you can just run the fuck over and kill them, and keep going. Seriously, tank is awesome
Title: Re: Factorio - Factory building game
Post by: LordSlowpoke on November 02, 2014, 12:40:32 pm
trying to get on a multi server left me with a process that doesn't even crash cleanly and takes up 900 megs with a phantom thread

an alpha indeed vOv
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on November 02, 2014, 03:39:28 pm
I have updated my mod that makes resource inexhaustible (you mine them until they reach below 100% yeld and they get down to 50% yeld, meaning you pollute twice as much for mining those depleted resources when compared to non exhausted resources)

http://www.factorioforums.com/forum/viewtopic.php?f=14&t=3130

I also create a mod that make bite difficulty only based on how much of their based you killed, removing time scaling from the equation:

http://www.factorioforums.com/forum/viewtopic.php?f=14&t=6433
Title: Re: Factorio - Factory building game
Post by: The Scout on November 02, 2014, 04:00:50 pm
I have updated my mod that makes resource inexhaustible (you mine them until they reach below 100% yeld and they get down to 50% yeld, meaning you pollute twice as much for mining those depleted resources when compared to non exhausted resources)

http://www.factorioforums.com/forum/viewtopic.php?f=14&t=3130

I also create a mod that make bite difficulty only based on how much of their based you killed, removing time scaling from the equation:

http://www.factorioforums.com/forum/viewtopic.php?f=14&t=6433
You are my hero, this makes the game much simpler.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on November 02, 2014, 04:12:59 pm
to be fair, those were to avoid a stalemate by being surrounded by biters and unable to expand onto metal fields in early games, but now the tank changes the balance quite a bit
Title: Re: Factorio - Factory building game
Post by: Fikes on November 02, 2014, 11:05:02 pm
What tank are you guys referring to? What did I miss?

Edit: Ahh, the experimental version.
Title: Re: Factorio - Factory building game
Post by: Sting_Auer on November 03, 2014, 12:43:18 am
I just bought this game a few days ago, and I have just been playing it to death with no signs of slowing down. I've died a few times due to trying some risky experiments involving shotguns and kiting enemies, and I've decided to go the route of starting over whenever I die.

I've set up a world where everything is minimum frequency, but maximum size and richness. I have a fairly large "safe" area within which I can build, and I was lucky enough to spawn with coal, copper, iron, and oil within a manageable (but still long) distance of each other.

I'm completely boxed in by super-hives of enemies with dozens of spawners, but they're a good distance away. I just had my first attack earlier today, and I hadn't finished loading up my turrets with ammunition, so they did some damage to the iron mining facility and the conveyor track that brings the ore to the main processing area. My current goal is to ramp up armor-piercing ammunition production, along with improving electricity output so I can upgrade to lasers at some point, since constantly reloading turrets is going to be a pain.

I already have a semi-automated wall production site, which I will be using to fortify with at least a 2 layer thick wall. I may go thicker, in which case I will put the turrets inside the walls so as to allow them to fire at attackers.

Anybody got tips? I have an automated research facility of 7 or so labs with plenty of Red and Green science production to fuel them for the time being. I have an easily edited and expanded factory layout, my only weak point at the moment is defense.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on November 03, 2014, 02:31:25 am
you can use conveyor belt and inserters to automate gun reload, but I'd suggest to rush to laser anyway and keep pollution to a minimum to keep waves manageable (well iron is not a problem when you play max freq but in normal games turrets use a great deal of ammo)


also you can use walls to drive biters around to an extent (they will chew the wall if rerouted distance is too much) so you can have opening in walls at early stages with defensive groups behind, this keeps the turret hardpoints and belting necessities down to a minimum.

walls take a lot of time to do so a suggestion is to leave the initial burner drill you have to do over a stone field and with a stone burner churning out stone blocks as soon as you upgrade to electricity. just stock them coal to max and after the first attack you can wall up decently.

 
Title: Re: Factorio - Factory building game
Post by: jhxmt on November 05, 2014, 07:52:59 pm
So after playing the demo, I finally gave in and bought this.

...good god.  Where did the day go?  :P

I need to get used to the idea that, in the long run, turtling is a bad thing.  Oh, sure, you can make a highly-defended, highly-automated stronghold...but, eventually, you're going to mine your resource beds down to nothing and need to expand.

Of course, I'm saying this having not explored more than the very early stages of technology, so I've got no truly sustainable power source at this point - nor lasers, so I'm entirely dependent on coal and iron at the base level.  I've had so much fun trying to build workable conveyor and inserter systems that I forgot all about keeping an eye on my turrets' ammo levels or on my remaining iron stocks.  Oops! :D
Title: Re: Factorio - Factory building game
Post by: Fikes on November 05, 2014, 08:50:06 pm
Anyone else think the tank is over powered?

Ceepers are now a joke as I can smash them to pieces any time I want in the tank, regardless of base size.

Their weakness might also have something to do with the fact that my base is run entirely off of solar and batteries and is very much surrounded by trees. I pollute very little.

I tried a new system this time where I have a few smelters dedicated to each task rather than having every smelter drop plates onto the same belt. It seems to work much better and I am more easily able to adjust the flow of resources.

I think the next upgrade for my base will be automated module production. I was clever this time and produced advanced circuits and processors from the beginning.
Title: Re: Factorio - Factory building game
Post by: Bremen on November 05, 2014, 11:36:49 pm
Anyone else think the tank is over powered?

Ceepers are now a joke as I can smash them to pieces any time I want in the tank, regardless of base size.

Their weakness might also have something to do with the fact that my base is run entirely off of solar and batteries and is very much surrounded by trees. I pollute very little.

I tried a new system this time where I have a few smelters dedicated to each task rather than having every smelter drop plates onto the same belt. It seems to work much better and I am more easily able to adjust the flow of resources.

I think the next upgrade for my base will be automated module production. I was clever this time and produced advanced circuits and processors from the beginning.

The tank can drive right through hives and crush them under its treads. You don't even need to fire  8)

(yeah, I think the tank might be a little bit much. Though I hope the solution is to make it more expensive rather than just weaker.)
Title: Re: Factorio - Factory building game
Post by: Shooer on November 06, 2014, 12:24:57 am
Yeah, the tank is crazy cheap both to make and to research.

If it took say 100 artifacts and some advanced processors I'd be fine with it as is, make it comparable to power armor.  Maybe reduce it's resists to damage.
Title: Re: Factorio - Factory building game
Post by: Fikes on November 06, 2014, 02:24:12 am
I'd rather see it have several upgrades. The first one could be like 1/3rd the strength.

Really really though I'd rather see a redesign to creeper hives. The whole "spawn more as you get close" is annoying and the "creepers chase you forever" should be changed as well. It should be possible to lure the defenders into a trap and then come back and blow them to pieces.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on November 06, 2014, 02:27:50 am
but we need a low tech solution to fight biters.

power armor isn't effective until you can put much exoskeletons in it, and if you get a resource shortage with large spawn you are basically doomed.
Title: Re: Factorio - Factory building game
Post by: Aklyon on November 06, 2014, 09:22:50 am
I thought the low-tech solution to biters was 'flee, shoot them, and hope you left the turrets loaded'
Title: Re: Factorio - Factory building game
Post by: Sergius on November 06, 2014, 11:15:55 am
I need to get used to the idea that, in the long run, turtling is a bad thing.  Oh, sure, you can make a highly-defended, highly-automated stronghold...but, eventually, you're going to mine your resource beds down to nothing and need to expand.

Turtling is fine, usually you can do a lot with resource spots that are nearby. I just expand my walls to capture more resources, to a point, then you begin using train stations 8)

(also it's a good idea to clear nests around your base and mining outposts, you can build a few walls on them so that they don't respawn.
Title: Re: Factorio - Factory building game
Post by: Shooer on November 06, 2014, 11:21:46 am
but we need a low tech solution to fight biters.

power armor isn't effective until you can put much exoskeletons in it, and if you get a resource shortage with large spawn you are basically doomed.
Except that, as it is, the tank is your low, mid and high tech solution.  It out classes a player in modular armor or even mk1 power armor, probably mk2 as well.  The tank cannon is stronger and dosn't slow you down like a rocket launcher.

The low tech solution is piercing ammo smg with lots of grenades.  That served me quite well in previous versions. 
I just used the tank to walkdrive through a major hub of large biters and came out with 140 artifacts and it only cost me 160 tank rounds and a few repair tools.
Title: Re: Factorio - Factory building game
Post by: Fikes on November 06, 2014, 07:17:06 pm
but we need a low tech solution to fight biters.

power armor isn't effective until you can put much exoskeletons in it, and if you get a resource shortage with large spawn you are basically doomed.
Except that, as it is, the tank is your low, mid and high tech solution.  It out classes a player in modular armor or even mk1 power armor, probably mk2 as well.  The tank cannon is stronger and dosn't slow you down like a rocket launcher.

The low tech solution is piercing ammo smg with lots of grenades.  That served me quite well in previous versions. 
I just used the tank to walkdrive through a major hub of large biters and came out with 140 artifacts and it only cost me 160 tank rounds and a few repair tools.

My thoughts exactly. Building power armor MK2 is so difficult anyways. From very early on I have been saving advanced circuits and processors but the time it takes to put together the suit is just insane.

Meanwhile the tank runs everything over and you laugh.
Title: Re: Factorio - Factory building game
Post by: Sting_Auer on November 07, 2014, 10:51:51 pm
I Require Assistance!


(http://i.imgur.com/zK6xmFJ.png)


I have modified world generation settings to make resources rarer and less rich, but much larger. Alien nests are also rarer, larger, and richer.

The area in the far east is my main base. The fort north of the supernest is a coal-mining fort. The area in the peninsula is a small oil extraction area that puts them into barrels for transport to the main base.

I am completely out of copper and the nearest deposit is the one on the southern tip of the super-nest.

I have many turrets placed at my main base, and I may be able to get away with removing some of them if I need them elsewhere.

Difficulty has reached the point where medium aliens seem to be more common than small ones, and big ones are fairly common. My tank is all but useless.

I am running 0.11.1 , so I do have multiplayer if anyone wants to try to help me.

I have 2 potential plans.

One is to go full trench-warfare and extend an arm of walls towards the gap in the middle of the nest, and spam what turrets I still have into it. This is extremely unlikely to work both due to power constraints and the impossibility of stopping spitters from grinding things down.

The second option is to a build a power line along the far west coast and build a fort on the copper. I am fairly certain, however, that the copper is close enough to the spawners that they will auto-aggro upon spawning. Even if they don't, it's too easy for them to wander in, and the pollution from the miners will definitely aggro them.

I will try to keep you guys updated on progress as things unfold.
Title: Re: Factorio - Factory building game
Post by: Dutchling on November 07, 2014, 10:57:38 pm
Damn.
That is why ships need to be implemented :P

I like those settings though, will definitely do the same once I give this game another shot.
Title: Re: Factorio - Factory building game
Post by: Sirus on November 08, 2014, 01:36:35 am
Ships in a game like this would be awesome. AND it would open the door for sea-based aliens to threaten your shipping, which would require warships to escort the shipping.
Title: Re: Factorio - Factory building game
Post by: Sting_Auer on November 08, 2014, 02:07:16 am
UPDATE 1: 2014-11-07 10:00PM PST

**MAP EXCHANGE SEED!**

>>>AAALAAEAAAADBQYAAAAEAAAAY29hbAEDAAoAAABjb3BwZXItb3Jl
AQMACQAAAGNydWRlLW9pbAEDAAoAAABlbmVteS1iYXNlAQQBCAAAAGl
yb24tb3JlAQMABQAAAHN0b25lBQMELZkJmpYIAACRigAAAAAAAAAAAA
ADAGcl1gA=<<<

I have managed to set up a small base on the copper deposit running on its own electrical grid, as it is not possible to run a power line from the main base to it due to a combination of resource shortage and the aliens being close enough to aggro to it.

There is some danger, as the big spitters are able to cause some damage before being dispatched entirely.

A small care package of Copper ore has been delivered and temporarily restarted production. I will soon be further fortifying the mining base by fully enclosing it with walls. I will also add more chests to properly store the copper prior to it being loaded into a tank's cargo and ferried back to base for processing.
Title: Re: Factorio - Factory building game
Post by: Sting_Auer on November 08, 2014, 11:36:08 am
UPDATE 2: 2014-11-07 8:27AM PST

Chariot runs in a tank are a failure. A tank has been lost, leaving 2 in the automatic motor pool left. A new strategy must be developed due to the impracticality of replacing destroyed tanks with the current resource shortage.

Moving parallel to the edge of the Hive at the maximum range a cannon shot can hit still attracts dozens of medium and big biters and spitters, which a lone tank cannot deal with and still gives some trouble to 12 laser turrets with plenty of power.
Title: Re: Factorio - Factory building game
Post by: jhxmt on November 08, 2014, 01:11:54 pm
Basically, you're trying to do a reverse Mongol invasion with a single tank at a time while you're starved of one of your most basic resources?  Good luck with that!  ;D

I'm assuming you've already looked to see if there's copper in the opposite direction of your map?  Even if it's further, it might actually be easier to get.
Title: Re: Factorio - Factory building game
Post by: Sting_Auer on November 08, 2014, 01:39:17 pm
UPDATE 3: 2014-11-08 1035 AM

**I have been defeated**

http://i.imgur.com/I8KEynC.png

After loading one of the two remaining tanks with tons of fuel, ammo, and some base-starting supplies, I decided to strike out and see if I could find a possibly more ideal location. This proved to be a failure, as I attempted to clear out a small nest on top of an enormous copper deposit next to an iron deposit. The big biters and spitters proved to be too much, and I was killed.

Since I am choosing to play with permadeath, I will be deleting this world and starting anew with similar world gen settings instead of loading from the latest save. Thanks for following this story, everyone!
Title: Re: Factorio - Factory building game
Post by: Graknorke on November 08, 2014, 01:44:58 pm
So many trees murdered ;_;
You're doing Cacame's work Sting.
Title: Re: Factorio - Factory building game
Post by: The Scout on November 08, 2014, 06:11:02 pm
Can someone give me the minimum specs? A friend trying to run it seems to be unable to load it, and the specs don't seem to be anywhere.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on November 08, 2014, 06:33:16 pm
there was lately a bump in required video memory, but I can't confirm nor I know the spec.

I found this on the forums:
6y old q6600 CPU, 6G ram and 560GTX. Everything at max and I'm yet to see any lag.


and it might have some issues with integrated video card, especially the intel ones.
Title: Re: Factorio - Factory building game
Post by: Shooer on November 08, 2014, 08:26:11 pm
and it might have some issues with integrated video card, especially the intel ones.
What doesn't?
Title: Re: Factorio - Factory building game
Post by: n9103 on November 08, 2014, 08:47:08 pm
Halo would probably work well with any made in the last few years... or at least, I would hope so.
Title: Re: Factorio - Factory building game
Post by: The Scout on November 08, 2014, 09:15:40 pm
Does it allow only one person per IP? Having multiple people with the same IP just leads to the game desyncing as they take turns connecting and disconnecting.
Title: Re: Factorio - Factory building game
Post by: LordSlowpoke on November 08, 2014, 11:43:24 pm
yeah you're going to need to have them and your server on hamachi for anything to happen with that

factorio netcode is a thing

it'll get improved soon though
Title: Re: Factorio - Factory building game
Post by: Sting_Auer on November 13, 2014, 04:41:21 pm
Version 0.11.2 now out!

http://www.factorioforums.com/forum/viewtopic.php?f=3&t=6661

Lots of bugfixes and a few changes:

So the first proper bugfix release for 0.11 is here.

Please note, that we didn't fix all the reported bugs, but we just tried to solve the most game braking ones.
The mac update package is not available until tomorrow.

    Features:
        Mods that don't affect game state are not needed to be synchronised when playing multiplayer game or replaying game. This mainly solves the problem of multiplayer games where some of the people had scenario pack mod and some hadn't.
    Graphics
        New graphics of construction and logistic robots.
    Bugfixes
        Reenabled the windows xp support.
        Fixed various buildability collisions problems.
        Fixed crashes when using walls in blueprints.
        Fixed crash when previewing gates on rails in blueprint.
        Fixed problems when rotating blueprint with walls or rotating already built wall.
        Fixed that the new hope campaign wasn't working.
        Fixed that the "can't build sound" of all players was always played to the first player.
        Fixed that the capsule range visualisation was drawn for all players.
        Fixed the wrong localisation of No path message of train.
        Fixed the script error when finishing FirstSteps/New hope campaigns.
        Fixed crashes when someone uses nmap on a computer running MP game.
        Fixed multiplayer 3 player "recurring dropping" problem (viewtopic.php?t=6414).
        Shift + space pause is switched off when typing in console.
        Shift + space pause is switched off in the multiplayer.
        Fix that childrennames-method only returns a single name instead of all
        Starting equipment in freeplay is given to all the new players.
        Fixed that the Allows+Requires+Cost was not wrapped as the effects list in the technology preview window.
        Fixed that single item got stuck in underground belt until second item entered it.
        Save settings when game automatically sets bitmap-caching because of VRAM shortage.
        (viewtopic.php?f=7&t=6467)
        Fixed crash when crafting weapon / ammo in the vehicle (viewtopic.php?f=7&t=6296).
        Fixed that modules couldn't be used in electric furnace (viewtopic.php?f=7&t=6337).
        Fixed crashes in multiplayer freeplay after building rocket defense.
        Fixed train movement problems - both desync and the "Ok, so we didn't make the train movement right" errors.
        Fixed that ghosts of turrets were not removed when turret was built over.
        Attempted to fix the "receiveMovementImpulse ended up with unreasonable position" car and tank error.
        Unified the Floating point model on all windows distributions. That might solve the 32bit/64bit desync issues.
        Fixed bug with double-clicking in assembler gui during autosaving (viewtopic.php?f=7&t=6515).
        Fixed bug with burner inserter grabbing coal even when setup with full stack (viewtopic.php?t=5856).
        Fixed that the command /c game.regeneratetiles could crash easily, because it didn't take the parallel map generation into account.
        Fixed train description speed units and locale.
    Changes
        In multiplayer game anyone can unpause the game (not just the one who paused it).
        Walls and gates are fast replacable.
        In Multiplayer, research progress gui (in the top right) blinks once research has completed.
        There is no technology window popup anymore. This is optional behavior in single player as well.
        Fixed bug that SP game wouldn't have commands allowed after loaded from MP game.
        MapEditor doesn't allow to place and edit character anymore. Instead a spawn point (red flag) can be put on map.
    Scripting
        Fixed that the onrobotbuiltentity was not working at all.
        Fixed that events giving player index were crashing in the sandbox mode.
        (onpickedupitem, onbuiltentity, onplayermineditem, onpreplayermineditem, onplayercreateditem, onplayerrotatedetity)
        Fixed crashes when modifying style of gui of player that has no view (always in multiplayer).
        LuaPlayer::name (read) now contains the player name.
        Replaced removeofflineplayer with removeofflineplayers. It takes a lua table of player indexed to remove. If no arguments are provided it removes all the players.


Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on November 18, 2014, 02:38:36 am
had a multiplayer game with my brother. when a factory is grown by two players, it is hard to have a long term plan. the resulting layout is...

original.

Spoiler (click to show/hide)
Title: Re: Factorio - Factory building game
Post by: Chiefwaffles on November 18, 2014, 02:51:09 am
After coming back from dinner, I found that my factory shared with a friend had doubled in size and now had an extreme steam engine setup.

I mean, I'm not complaining, but I find that a steam engine power plant shouldn't really expand beyond the standard view range when in the center.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on November 18, 2014, 03:00:38 am
But they are sooo cheap  :D :D

Also they don't pollute nor consume more than necessary

Three basic turrets will provide cover from any early threat.

There really is no reason to stop growing in this game, except maybe waiting for the tank tech to do some land grabbing and spawn clearing
Title: Re: Factorio - Factory building game
Post by: Flare on November 18, 2014, 05:36:17 am
How do you guys deal with spitters that are out of range of your turrets? Do you use conveyors to bring them closer, if so is there a rough amount of spacing you use in general to keep spitters and bitters off of the conveyors but are far out enough to be effective?
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on November 18, 2014, 06:06:04 am
Haven't yet got that far. Do they out range laser turrets as well?

Title: Re: Factorio - Factory building game
Post by: Flare on November 18, 2014, 06:57:12 am
I'm not sure, just wrapping up a no aggression game at the moment and found some of the spitters around. Haven't moved a laser turret near them to test, but they seem to shoot pretty darn far.
Title: Re: Factorio - Factory building game
Post by: n9103 on November 18, 2014, 09:11:21 am
Spitters don't out-range laser turrets, in fact, the turrets always have at least a slight advantage.
But the spitters will almost always prefer to shoot at the turrets rather than the walls.
If you get a wave of Big spitters, and don't have a stocked roboport quite close, as well as a very dense layer of laser turrets, you can kiss the turrets goodbye, due to the big spitters almost always getting off at least one shot each, and that one shot doing over 1/3rd the damage to kill a laser turret. (I think, can't clearly remember, but it's a very significant amount in any case.)
Title: Re: Factorio - Factory building game
Post by: lemon10 on November 18, 2014, 06:43:27 pm
So, i've just finished a game of this from start to finish, and I have a ton of different random things I feel like sharing with everyone.
Spoiler: On defense (click to show/hide)
Spoiler: On offense (click to show/hide)
Spoiler: Production (click to show/hide)
Spoiler: Construction (click to show/hide)
E: Of note, perhaps the single thing that annoys me the most is how enemies will always attack the same spots. If they varied it up a bit things would be far more interesting. Still not super great, since there is a bit of a lack of defenses, and the fact that you need to cover such a huge area makes it monotonous by necessity, but it would still be nice.
Title: Re: Factorio - Factory building game
Post by: n9103 on November 18, 2014, 08:39:49 pm
Could nitpick here and there on minor points, but overall some pretty good advice here.
I'm guessing this wasn't with any increase in difficulty (higher frequency or size)?

One point on the conveyors on defense: They're useful for either keeping the spitters at your laser turrets' far range, and keeping your turrets out of theirs. Or, they can be used early game to force the spitters closer, so that they're now in range of your gun turrets.
Title: Re: Factorio - Factory building game
Post by: Rilder on November 28, 2014, 11:14:47 pm
So a mate and I did some MP to try it out, seems to work remarkably well honestly, though I had (as host) bouts of random extreme FPS lag quite often, dunno why exactly, if it was just due to my shit upload or what.
Title: Re: Factorio - Factory building game
Post by: bersaelor on November 29, 2014, 06:02:51 am
Played this for a while, really neat concept. I always loved Industry Giant and being stranded on an island - games.

They are also a european team, so I really hope more people find them and it gets bigger :)
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on November 29, 2014, 06:11:19 am
they are to shy to get on steam, and keep postponing the date. the game is in near a very polished state, but I guess they also fear the onslaught of bug report and additional forum work

I have the same stutter as well. by their admission, they only tested the game on lan, and this multiplayer was 'for the very brave'

I got as far to logistic robots before having a serious issue, but the game was quite stable.

got the same occasional lag spike as well. my guess is that it is related to biters path finding during an attack, because it happened just when they started moving. they ruled out the possibility, but I hope will investigate the issue.

testing multiplayer games is quite hard :P

I have currently abandoned it because modem issues of my buddy, but if you are still playing and noticing the stutter and know what wire shark is, feel free to post a trace and I'll do the legwork of analyzing it.
Title: Re: Factorio - Factory building game
Post by: MarcAFK on November 29, 2014, 10:49:43 am
I have currently abandoned it because modem issues of my buddy, but if you are still playing and noticing the stutter and know what wire shark is, feel free to post a trace and I'll do the legwork of analyzing it.
Spoiler (click to show/hide)
Good luck, that's quite a lot of wires to trace, but frankly I don't see how it helps with internets lag :(
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on November 29, 2014, 11:23:45 am
*googled wireshark, was not disappointed
Title: Re: Factorio - Factory building game
Post by: The13thRonin on February 04, 2015, 06:11:43 am
New alpha around the corner... Excited...

Just bought Factorio last month... It's pretty much everything I've ever wanted in a game...
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on February 05, 2015, 03:23:46 am
Pretty much. I only stopped because my multiplayer factory grow into logistic crashes around 11.3, but since last releases are finally about polish and not  crash bug I plan to resume real soon.

If you like the genre, there is now infinifactory. I prefer the factorio open format than challenges, but YMMV.
Title: Re: Factorio - Factory building game
Post by: n9103 on February 05, 2015, 01:00:26 pm
MP has gotten more stable with (almost) every patch.
If you're waiting for almost all of them to be fixed, then you'll be waiting until they officially move to working on the .12 release exclusively.
Title: Re: Factorio - Factory building game
Post by: The13thRonin on February 07, 2015, 07:23:12 am
Is there anything besides Minecraft mods that comes even remotely close to Factorio? I can't seem to find any similar games.
Title: Re: Factorio - Factory building game
Post by: Niveras on February 07, 2015, 07:27:41 am
Maybe the Anno series, but that is more about extracting, refining and production (as well as very, very minimal management of populations) than it is about the opportunity to design a robust production chain in detail. Anno is especially hands-off in terms of transportation, since one a product reaches a warehouse, it is instantly available to any other warehouse on that island (though you'll need to ship it manually, or semi-manually, to other islands if its needed elsewhere).
Title: Re: Factorio - Factory building game
Post by: Reelya on February 07, 2015, 07:40:11 am
Capitalism II has some factory stuff, but it's very abstract compared to this, you have factories which consist of 9 modules (3x3 units), and you wire them up with different types of units to process goods or handle supply chains (you can wire up warehouse factories to centralize distribution to other factories). Plus you have a few "sizes" of factory, but they still have 3x3 production units, the big ones just cost more to run and produce more per unit. They give you a set of default factory layouts which can produce any product, but they're deliberately not optimized, encouraging you to design ones yourself. Graphics are about the Simcity 2000 level. It's on sale on gog.com this weekend btw.

It's more about the supply chain from mines, farms and forests to consumer outlets than just designing factories though. There are rival companies, and you can do full vertical integration or buy and sell from other companies at any point in the supply chain. The game features a lot of products and types of shops you can build. There's a ton of complexity in the game to explore, though not as in depth on just factories as factoria. Although, it really needs Capitalism III which never happened, to take some of the ideas further.
Title: Re: Factorio - Factory building game
Post by: The13thRonin on February 07, 2015, 07:41:38 am
Maybe the Anno series, but that is more about extracting, refining and production (as well as very, very minimal management of populations) than it is about the opportunity to design a robust production chain in detail. Anno is especially hands-off in terms of transportation, since one a product reaches a warehouse, it is instantly available to any other warehouse on that island (though you'll need to ship it manually, or semi-manually, to other islands if its needed elsewhere).

I don't like the Anno series... There's something about it that just feels off... I think it's the fact that gathering resources is so formulaic and boring.

I have Capitalism II - LAB but it's not scratching the same itch as Factorio... :(
Title: Re: Factorio - Factory building game
Post by: 0x517A5D on February 07, 2015, 02:50:53 pm
Is there anything besides Minecraft mods that comes even remotely close to Factorio? I can't seem to find any similar games.

Leap Day was a thing I never bothered to play.  And now it's dead.

Multiplayer freemium Spacechem-ish economic factory-placement game.

Here's our forum thread (http://www.bay12forums.com/smf/index.php?topic=122992.0) about it, with a few screenshots.
Title: Re: Factorio - Factory building game
Post by: The13thRonin on February 07, 2015, 04:18:20 pm
Is there anything besides Minecraft mods that comes even remotely close to Factorio? I can't seem to find any similar games.

Leap Day was a thing I never bothered to play.  And now it's dead.

Multiplayer freemium Spacechem-ish economic factory-placement game.

Here's our forum thread (http://www.bay12forums.com/smf/index.php?topic=122992.0) about it, with a few screenshots.

Argh... Why is this not a thing anymore!?
Title: Re: Factorio - Factory building game
Post by: Empty on February 07, 2015, 05:31:07 pm
Is there anything besides Minecraft mods that comes even remotely close to Factorio? I can't seem to find any similar games.

Leap Day was a thing I never bothered to play.  And now it's dead.

Multiplayer freemium Spacechem-ish economic factory-placement game.

Here's our forum thread (http://www.bay12forums.com/smf/index.php?topic=122992.0) about it, with a few screenshots.

Argh... Why is this not a thing anymore!?

Hmm. That reminds me a lot about the kairosoft games. Perhaps try some of those? They are android/iphone only though.
Title: Re: Factorio - Factory building game
Post by: The13thRonin on February 07, 2015, 07:28:33 pm
Is there anything besides Minecraft mods that comes even remotely close to Factorio? I can't seem to find any similar games.

Leap Day was a thing I never bothered to play.  And now it's dead.

Multiplayer freemium Spacechem-ish economic factory-placement game.

Here's our forum thread (http://www.bay12forums.com/smf/index.php?topic=122992.0) about it, with a few screenshots.

Argh... Why is this not a thing anymore!?

Hmm. That reminds me a lot about the kairosoft games. Perhaps try some of those? They are android/iphone only though.

My noble PCmasterrace birth prevents me from playing casual flash games :P.
Title: Re: Factorio - Factory building game
Post by: Girlinhat on March 20, 2015, 12:14:26 pm
Haha, factorio!  I remember when I played the demo back before there were payment options.  Ah, such simple times...

So now I bought the game.  Anyone up for multiplayer?  I'd particularly love to build a theme world based on far-stretching outposts and rail networks.  Things like every ore deposit has its own base.  Then science production is separate from the labs.  And then possibly even as far-flung as making iron refineries separate from copper refineries and essentially making as many individual outposts as is possible to break the chain of production up.  End up with TONS of rail networks and infrastructure.
Title: Re: Factorio - Factory building game
Post by: n9103 on March 20, 2015, 02:39:40 pm
I'm up, though you may want to wait until the stable .11 release, since it sounds like you're aiming for a very long playthrough.
From what I can tell, they should be releasing the last bugfix within a couple weeks.
Oh, and incase you didn't see it: The Dev map with extensive rails and more (http://www.factorioforums.com/forum/viewtopic.php?f=8&t=9129http://www.factorioforums.com/forum/viewtopic.php?f=8&t=9129)
Title: Re: Factorio - Factory building game
Post by: Girlinhat on March 20, 2015, 03:46:57 pm
I've been using the experimental version, so had rails the whole time.  We could decide to begin the play when it's stable though.
Title: Re: Factorio - Factory building game
Post by: Mephansteras on March 20, 2015, 03:57:44 pm
I'd be up for something like that. Not sure how much time I'd be able to devote, but it sounds fun.
Title: Re: Factorio - Factory building game
Post by: Girlinhat on March 20, 2015, 04:04:45 pm
We'll have the most fun running tank platoons~  Shame there's no way to deploy and recover tanks with machinery.
Title: Re: Factorio - Factory building game
Post by: Sonlirain on March 20, 2015, 04:33:24 pm
Are there any guides or wikis that describe things like how many smelters one coal mine can supply?
I never get any proportions right and have a massive buildup of resources EVERY SINGLE TIME and i can take watching an endless conveyor belf of coal/ore only so many times before i try rebuilding the system... and ending in an even worse state than before.
Title: Re: Factorio - Factory building game
Post by: werty892 on March 20, 2015, 04:38:28 pm
Yeah, I was just thinking about this and MP. Would be fun, especially on a decently challenging map. I find the default settings work the best for generating good maps by the way.
Title: Re: Factorio - Factory building game
Post by: Girlinhat on March 20, 2015, 04:43:27 pm
Are there any guides or wikis that describe things like how many smelters one coal mine can supply?
I never get any proportions right and have a massive buildup of resources EVERY SINGLE TIME and i can take watching an endless conveyor belf of coal/ore only so many times before i try rebuilding the system... and ending in an even worse state than before.
There's essentially two ways to handle this.  The first is to use the buildup.  If you've got a backlog of resources, add more factories, and if you've got idle factories, add more mines.  The second is to essentially not use conveyor belts.  You can make an 'on demand' system using chests and inserters to avoid 'items on the ground' appearances.

I experimented with a train-based system, which only ever had ore on the ground at mines.  Trains took them to refineries, which could process everything and clear out quickly, leaving nothing on the ground.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on March 20, 2015, 04:45:46 pm
Are there any guides or wikis that describe things like how many smelters one coal mine can supply?
I never get any proportions right and have a massive buildup of resources EVERY SINGLE TIME and i can take watching an endless conveyor belf of coal/ore only so many times before i try rebuilding the system... and ending in an even worse state than before.


not really because you can attach speed or energy modifier which influence overall output of a factory

everything gives you it's speed, which is a divider to the production cycle. the production cycle can be seen on the recipe when you hover on the crafting menu, even for smelting. for minerals, it is called hardness or something but works the same.
Title: Re: Factorio - Factory building game
Post by: Girlinhat on March 20, 2015, 04:59:00 pm
While this is true, the rate at which furnaces use coal isn't given.  Though I suppose you could trawl the source code a bit.  There's modding options, after all.

Now that you mention it though, I might have to look into crafting speed given on different things and seeing if I can't streamline stuff!
Title: Re: Factorio - Factory building game
Post by: Aklyon on March 20, 2015, 05:20:10 pm
You guys and your fancy train shenanigans. I just use robots everywhere its useful once I get them, and eventually make a train.
Title: Re: Factorio - Factory building game
Post by: werty892 on March 20, 2015, 05:35:00 pm
You guys and your fancy train shenanigans. I just use robots everywhere its useful once I get them, and eventually make a train.
Psh, you and your robots. Real pros use continent spanning conveyor belts.
Title: Re: Factorio - Factory building game
Post by: Girlinhat on March 20, 2015, 06:35:12 pm
I don't see the point of robots.  You get belts and engineering, why just ignore it and just send things flying?  Seems like almost cheating.
Title: Re: Factorio - Factory building game
Post by: Aklyon on March 20, 2015, 06:45:51 pm
I don't see the point of robots.  You get belts and engineering, why just ignore it and just send things flying?  Seems like almost cheating.
Because my factory is a mess, damnit. Robots, go slowly and easily distribute things between logistics chests instead while I try to make it look nicer.

Also because construction robots with a placed blueprint are the best thing for expansion other than trains.
Title: Re: Factorio - Factory building game
Post by: n9103 on March 20, 2015, 08:15:21 pm
Are there any guides or wikis that describe things like how many smelters one coal mine can supply?
I never get any proportions right and have a massive buildup of resources EVERY SINGLE TIME and i can take watching an endless conveyor belf of coal/ore only so many times before i try rebuilding the system... and ending in an even worse state than before.
http://www.factorioforums.com/forum/viewtopic.php?f=8&t=5576
While this is true, the rate at which furnaces use coal isn't given.  Though I suppose you could trawl the source code a bit.  There's modding options, after all.

Now that you mention it though, I might have to look into crafting speed given on different things and seeing if I can't streamline stuff!
Coal is 8MJ of energy, and furnaces run at 180kW. That's about 45 seconds per coal per furnace. (A little less, so get slightly more production than that if you're going to time it down to the second.)
Title: Re: Factorio - Factory building game
Post by: werty892 on March 20, 2015, 08:17:01 pm
So, can anyone throw up a server?
Title: Re: Factorio - Factory building game
Post by: Girlinhat on March 20, 2015, 08:23:39 pm
I can try and host, but I don't have any sort of dedicated server or anything.  I think people would also need to use hamachi/evolve/etc to make a fake LAN to connect.
Title: Re: Factorio - Factory building game
Post by: Aklyon on March 20, 2015, 08:52:10 pm
Last I checked factorio settings gives you a port to forward (or just let you type in a port), so it wouldn't require virtual LAN to do.

I could also try to host, but also don't have a dedicated server or whatever.
Title: Re: Factorio - Factory building game
Post by: Girlinhat on March 20, 2015, 09:04:39 pm
Thing is I don't really have access to my router settings and whatnot that are needed to do ports and such.  Basically the only way I can ever get people to connect to me on any game is by virtual LAN.
Title: Re: Factorio - Factory building game
Post by: forsaken1111 on March 22, 2015, 07:57:49 am
Is there a dedicated server option in this game?
Title: Re: Factorio - Factory building game
Post by: n9103 on March 22, 2015, 09:27:38 am
No. It's on the to-do list for possible future work, but the way they have multiplayer working (lockstep synchronization) means that it's much easier to do P2P.
Title: Re: Factorio - Factory building game
Post by: Sensei on April 10, 2015, 04:12:21 pm
Hey guys- anyone want to play on a server? We've been playing together in the Teamspeak (http://www.bay12forums.com/smf/index.php?topic=149414.0)!
Title: Re: Factorio - Factory building game
Post by: McDonald on May 10, 2015, 05:35:59 am
That was asked a long time ago, but you can set up a dedicated server. Just host a server on a computer that you can run 24/7, and remove player character via a command. Presto, dedicated server.
Title: Re: Factorio - Factory building game
Post by: n9103 on May 10, 2015, 10:22:50 am
Or, wait another few weeks for a proper server (according to a few dev posts in forum). (mostly an official implementation of your idea, not a true dedicated server)

Main problem with the sandbox method is if you want to use mods, a lot of them don't like having a non-addressable character. You'd be limited to mods that don't change the player, or the few that have specifically been patched to deal with sandbox.
Most of the larger mods have been so patched though, so if you're not looking to jump off the bandwagon, then it should be acceptable.
Title: Re: Factorio - Factory building game
Post by: The13thRonin on May 10, 2015, 10:26:28 am
I wish the dev would go back to adding new stuff like new ores to dig up extra...

The MP doesn't interest me in the slightest...
Title: Re: Factorio - Factory building game
Post by: n9103 on May 10, 2015, 10:38:15 am
Pretty sure there are no intentions of adding new ores.

You should play with one of several mods that add ores if that's what you're looking for.
Title: Re: Factorio - Factory building game
Post by: The13thRonin on May 10, 2015, 12:17:20 pm
Pretty sure there are no intentions of adding new ores.

You should play with one of several mods that add ores if that's what you're looking for.

I find it sad that active development on ores/chemicals/the factory part of the game has stopped :(.
Title: Re: Factorio - Factory building game
Post by: n9103 on May 10, 2015, 01:23:38 pm
http://www.factorioforums.com/forum/viewtopic.php?f=3&t=678

tldr; inform yourself instead of assuming
Title: Re: Factorio - Factory building game
Post by: The13thRonin on May 12, 2015, 02:06:32 am
http://www.factorioforums.com/forum/viewtopic.php?f=3&t=678

tldr; inform yourself instead of assuming

What was the assumption?

I was expressing my distaste for the current direction of the development. I at no point made any assumptions.

TLDR: Reading comprehension... It's a valuable skill.
Title: Re: Factorio - Factory building game
Post by: DoomOnion on May 12, 2015, 07:45:25 am
Passive aggressiveness is a valuable skill too, it seems.

I absolutely adore the trailer for this game but for some reason I could never get into it.

My inner OCD monster keeps having a seizure whenever a new production line has to be built.
Title: Re: Factorio - Factory building game
Post by: Aklyon on May 12, 2015, 09:52:07 am
Passive aggressiveness is a valuable skill too, it seems.

I absolutely adore the trailer for this game but for some reason I could never get into it.

My inner OCD monster keeps having a seizure whenever a new production line has to be built.
This is why you get robots! No new production lines, only carefully-arranged boxes and not-so-carefully-arranged roboports. Though it can be slower at the beginning until you upgrade their stack size.
Title: Re: Factorio - Factory building game
Post by: Graknorke on May 12, 2015, 10:02:15 am
Robots are the work of the robo-devil and promote inefficient factory design.
Title: Re: Factorio - Factory building game
Post by: Aklyon on May 12, 2015, 10:05:19 am
Not the construction robots though. They just build your probably-efficient blueprints & chop down trees.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on May 12, 2015, 10:45:27 am
Robots are the work of the robo-devil and promote inefficient factory design.

this. you can just have double or triple lines balanced at intervals by splitter used as mixers, they move a LOT of materials, but you eventually always reach the point where you need to migrate to have a bigger space to allocate production

I mostly abandon the old factory as it is, then build the new one, then destroy the old one with construction robots and ship all material back to the new one for future expansion.

however you eventually get to the point where a single factory doesn't have enough space for everything, I still have to manage that phase. I have one save where at least the foundries are delegated, and that's at least half the factory surface, with stuff brought in by trains.
Title: Re: Factorio - Factory building game
Post by: Aavak on May 12, 2015, 11:11:07 am
Poor robots, they get no love xD
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on May 12, 2015, 11:26:42 am
They mostly mess up logistic as the object in transit are not accounted for from requesters, better many parallel production chains and trains, I find that more predictable
Title: Re: Factorio - Factory building game
Post by: Aklyon on May 12, 2015, 11:33:21 am
I don't understand the trains nearly as much as I know how to use the robots, so i've usually avoided having too many lines of conveyor belt.
Title: Re: Factorio - Factory building game
Post by: The13thRonin on May 12, 2015, 03:13:54 pm
Passive aggressiveness is a valuable skill too, it seems.

But not as valuable as the irony skill of course... Gotta remember to not dump-stat the irony skill.

The complex chemical reactions of Bob's mod are fun. The developer should think about incorporating more elements into the game like this. I really don't understand the push for these types of games to have an 'end game'. Notch seemed obsessed for adding an 'end game' to Minecraft as well... The amount of people that pick up Minecraft because they think it's a great RPG and look forward to beating the Ender dragon have to be in the low single digit percentages...

People seem to mostly play these type of games to create and build for the sake of creation and building. Much like why people play city builders.

Can anyone imagine what Simcity 3000 would have been like if the game was like BUILD 2000 INDUSTRY SO THAT YOU CAN PRODUCE A DEATH LASER AND TAKE OVER THE SIM-A-VERSE! For every game of Simcity? How boringly linear...
Title: Re: Factorio - Factory building game
Post by: miljan on May 12, 2015, 04:52:28 pm
Passive aggressiveness is a valuable skill too, it seems.

But not as valuable as the irony skill of course... Gotta remember to not dump-stat the irony skill.

The complex chemical reactions of Bob's mod are fun. The developer should think about incorporating more elements into the game like this. I really don't understand the push for these types of games to have an 'end game'. Notch seemed obsessed for adding an 'end game' to Minecraft as well... The amount of people that pick up Minecraft because they think it's a great RPG and look forward to beating the Ender dragon have to be in the low single digit percentages...

People seem to mostly play these type of games to create and build for the sake of creation and building. Much like why people play city builders.

Can anyone imagine what Simcity 3000 would have been like if the game was like BUILD 2000 INDUSTRY SO THAT YOU CAN PRODUCE A DEATH LASER AND TAKE OVER THE SIM-A-VERSE! For every game of Simcity? How boringly linear...

I disagree with you. I dont thing they need to add more things like new ors and similar, as the game has enough of it, and mods will fill the gaps for people that want more. But the game need to have more than just building things, as it makes it more interesting.

They need to flash out the combat mechanic more, aliens, and end game. End game is very important, because without it the game is worse. And as it is option in this game you can still play all you want without ever finishing it, but for people that want more like me, only sand box is boring.
Title: Re: Factorio - Factory building game
Post by: Graknorke on May 12, 2015, 04:59:31 pm
At least the endgame is Factorio would make more sense than in Minecraft.
Spoilers: It involves building something big, resource-intensive, and at the end of the tech tree.
Title: Re: Factorio - Factory building game
Post by: miljan on May 12, 2015, 05:08:13 pm
I just hope end game is not just another factory in space, and that it will be more interesting.
Title: Re: Factorio - Factory building game
Post by: Graknorke on May 12, 2015, 05:10:58 pm
Well the entire aim of the campaign missions has been to survive after the crash, regroup, and try to find a way home. So chances are the win condition will be building a vessel capable of getting you somewhere far away.
Title: Re: Factorio - Factory building game
Post by: Chiefwaffles on May 12, 2015, 05:36:57 pm
Win condition is actually building a vessel capable of surviving the trip to and from the colony ship in orbit.
Since the goal in freeplay is to get the colonists to the planet. The vessel you build in orbit will do that.
Title: Re: Factorio - Factory building game
Post by: Sergius on May 12, 2015, 09:07:11 pm
I would make a mod that spawns NPC towns, because reasons.

They'll probably have special buildings, plus some stone walls and crap.
Title: Re: Factorio - Factory building game
Post by: Uristits on May 12, 2015, 09:40:08 pm
yeah, and more people and buildings to destroy. Or even connect with and trade.
Title: Re: Factorio - Factory building game
Post by: Sirus on May 12, 2015, 11:10:42 pm
I would love for the game to continue after you get the colonists down to the planet, only now they begin founding settlements and require things such as food, clothing, water, shelter, and power. It would open up new things to begin production of, new resources that would be needed, and you would have to ensure that the settlements stay well-supplied.
Title: Re: Factorio - Factory building game
Post by: The13thRonin on May 13, 2015, 03:37:46 am
Passive aggressiveness is a valuable skill too, it seems.

But not as valuable as the irony skill of course... Gotta remember to not dump-stat the irony skill.

The complex chemical reactions of Bob's mod are fun. The developer should think about incorporating more elements into the game like this. I really don't understand the push for these types of games to have an 'end game'. Notch seemed obsessed for adding an 'end game' to Minecraft as well... The amount of people that pick up Minecraft because they think it's a great RPG and look forward to beating the Ender dragon have to be in the low single digit percentages...

People seem to mostly play these type of games to create and build for the sake of creation and building. Much like why people play city builders.

Can anyone imagine what Simcity 3000 would have been like if the game was like BUILD 2000 INDUSTRY SO THAT YOU CAN PRODUCE A DEATH LASER AND TAKE OVER THE SIM-A-VERSE! For every game of Simcity? How boringly linear...

I disagree with you. I dont thing they need to add more things like new ors and similar, as the game has enough of it, and mods will fill the gaps for people that want more. But the game need to have more than just building things, as it makes it more interesting.

They need to flash out the combat mechanic more, aliens, and end game. End game is very important, because without it the game is worse. And as it is option in this game you can still play all you want without ever finishing it, but for people that want more like me, only sand box is boring.

I respect that that's your opinion but I would implore you to think of massively successful games such as Cities Skyline, Simcity, The Sims, Banished, DWARF FORTRESS etc that have no 'end game' and are still held up as shining examples of excellent games.
Title: Re: Factorio - Factory building game
Post by: miljan on May 13, 2015, 07:16:50 am
Passive aggressiveness is a valuable skill too, it seems.

But not as valuable as the irony skill of course... Gotta remember to not dump-stat the irony skill.

The complex chemical reactions of Bob's mod are fun. The developer should think about incorporating more elements into the game like this. I really don't understand the push for these types of games to have an 'end game'. Notch seemed obsessed for adding an 'end game' to Minecraft as well... The amount of people that pick up Minecraft because they think it's a great RPG and look forward to beating the Ender dragon have to be in the low single digit percentages...

People seem to mostly play these type of games to create and build for the sake of creation and building. Much like why people play city builders.

Can anyone imagine what Simcity 3000 would have been like if the game was like BUILD 2000 INDUSTRY SO THAT YOU CAN PRODUCE A DEATH LASER AND TAKE OVER THE SIM-A-VERSE! For every game of Simcity? How boringly linear...

I disagree with you. I dont thing they need to add more things like new ors and similar, as the game has enough of it, and mods will fill the gaps for people that want more. But the game need to have more than just building things, as it makes it more interesting.

They need to flash out the combat mechanic more, aliens, and end game. End game is very important, because without it the game is worse. And as it is option in this game you can still play all you want without ever finishing it, but for people that want more like me, only sand box is boring.

I respect that that's your opinion but I would implore you to think of massively successful games such as Cities Skyline, Simcity, The Sims, Banished, DWARF FORTRESS etc that have no 'end game' and are still held up as shining examples of excellent games.

And success doesn't depend from game not having endgame in those game, but from other things that are much more important than does the game only have sandbox or not. End game will almost always improve this type of games, as they do not remove in 90% time you sand box experience. So making list of games that have only sandbox doesnt prove and give any example why they are popular.
Title: Re: Factorio - Factory building game
Post by: kovarex on May 13, 2015, 07:37:16 am
The endgame is really important for me. If I know that I will be able to launch a space rocket eventually, I'm more likely to go through the starting phase of the game where I have pickage and I need to manually get few pieces of wood or metals.

Also the possibility to finish the game helps me to end the game when I finish everything, and it gives me some feeling of competition. I feel that this is better than just playing until I get bored. This is the problem I always had with games like simcity, ttd and similar.

TL;DR Big part of me is achiever and I want the game to satisfy my needs :)
Title: Re: Factorio - Factory building game
Post by: Dutchling on May 13, 2015, 07:39:47 am
It's the other way around for me. An endgame in a game like Factorio is something to actively avoid.

I don't mind it existing (assuming I can indeed avoid it), it's just something that will never come up for me in my games.
Title: Re: Factorio - Factory building game
Post by: kovarex on May 13, 2015, 08:58:33 am
But you will have the option to continue when you finish the game.

I also had this idea, that once you launch the first rocket, you can launch more and more rockets and the game keeps track about the count.

Something like future technology in civilisation.
Title: Re: Factorio - Factory building game
Post by: Dutchling on May 13, 2015, 09:27:32 am
Which would mean there is no endgame again :)
Title: Re: Factorio - Factory building game
Post by: n9103 on May 13, 2015, 09:43:47 am
Endgame != Game Over screen
It's more of a culminating achievement that defines completing the intended content.
"Here's your lasting achievement. You can stick around if you want, but you're already going to be remembered," basically.

Spoiler: Off Topic (click to show/hide)
Title: Re: Factorio - Factory building game
Post by: Chiefwaffles on May 13, 2015, 05:03:43 pm
Ronin, can you please cut it out? You're being a bit needlessly hostile.

But yeah, the end game just really needs to be a climax type thing + "I did it!" moment; a goal to reach towards during the whole game, and to be happy about after finishing. It doesn't need to be the end.
Title: Re: Factorio - Factory building game
Post by: Sonlirain on May 13, 2015, 05:35:19 pm
That's the games end not its endgame.

There is:
Earlygame (setting up your first assemblers smelters ETC.)
Midgame (Setting up beaker production and defenses against the aliens.)
Lategame/Endgame (Rolling over the enemy while everything youn eed to end the game is researched and ready)

Also call me weird but... i think a Sonic the Hedgehog mod would work perfectly with this games premise.
building giant factory fortresses and defending them from cute animal people would be a blast.
Title: Re: Factorio - Factory building game
Post by: Chiefwaffles on May 13, 2015, 05:57:07 pm
Not really.
Really, endgame is relative. The point is, is that there should be a goal to work towards, and to feel proud about when finished. This goal does not have to specifically end the game, either.
Title: Re: Factorio - Factory building game
Post by: Sonlirain on May 13, 2015, 06:24:18 pm
I'd say having everything researched is the endgame. A large part of your industry simply becomes redundant and all you can do is build extra defenses and expansions... if even that because with solar power and laser turrets you are completely self perpetuating and might as well leave the game.

Similar thing applies to sim city. Once you take up 100% of the map space all you can do at that point is relatively minor tweaks.
Title: Re: Factorio - Factory building game
Post by: Graknorke on May 13, 2015, 08:10:02 pm
So are there any practical benefits to using solid fuel over coal? I have the opportunity currently to switch over my fuel source for at least a few things, but I'm not sure it's really practical for anything other than for emergency power (you can stuff a load of it in a crate) or for transporting on trains to somewhere far away.
Title: Re: Factorio - Factory building game
Post by: Mini on May 13, 2015, 09:06:35 pm
Coal runs out, while oil (and therefore soild fuel) is infinite.
Title: Re: Factorio - Factory building game
Post by: n9103 on May 13, 2015, 09:17:06 pm
Infinite, albeit very slow to generate.
But there's also the need for coal for plastic generation, making the limited source of coal more significant.
With SF's energy density, it becomes more reasonable to fuel large steam farms if you've got the supply.
I find it most useful in fueling the trains, rather than just transporting it to distant bases (which are usually better served with local fuel sources anyway). A fully fueled engine would take several hours without refueling to burn through all three stacks of SF. With coal, you may have less than an hour depending on how long the route is. So that would equal greater dependability/less babysitting.
Title: Re: Factorio - Factory building game
Post by: The13thRonin on May 14, 2015, 03:16:24 am
It's the other way around for me. An endgame in a game like Factorio is something to actively avoid.

I don't mind it existing (assuming I can indeed avoid it), it's just something that will never come up for me in my games.

I think the majority of people who play these types of games would fall into this category.

Endgame != Game Over screen
It's more of a culminating achievement that defines completing the intended content.
"Here's your lasting achievement. You can stick around if you want, but you're already going to be remembered," basically.

Spoiler: Off Topic (click to show/hide)

I have an opinion about a game. Considering this thread is about the aforementioned game I only have one thing to say to you regarding your feelings about my opinions...

8) Deal with it.

Also no apology necessary... I'm not offended over your comments, they do amuse me however, so thank you :).
Title: Re: Factorio - Factory building game
Post by: Sensei on May 14, 2015, 10:50:51 am
Coal runs out, while oil (and therefore soild fuel) is infinite.
Oil does run out! I've learned the hard way.

Speaking of endgame stuff, I think it's nice to have some clear goal that terminates the game. Otherwise, you play until you get bored, and that involves, well, getting bored. For a lot of people, researching everything and having self-sustaining power and defenses is the end of the game: There really isn't much more to do after that point, is there? It wouldn't be bad to let the player end the game there, if they want, and get a pat on the back for it (EG watching your rocket fly into space). It also means you can "beat" challenge scenarios, which gives more of a purpose to those.
Title: Re: Factorio - Factory building game
Post by: Graknorke on May 14, 2015, 11:25:25 am
Oil never stops producing, it just slows down a lot. But if you use the occasional trickle intensively enough you could probably generate a little bit of useful fuel.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on May 14, 2015, 11:47:14 am
Coal runs out, while oil (and therefore soild fuel) is infinite.

unless you use my awesome endless resources mod!

endless resources! for when you want your resources be endless.

tired of rearranging all your mines when your resources end? endless resources!

the only mod that makes your resources endless


ahem


sorry couldn't resit I am watching public tv again
Title: Re: Factorio - Factory building game
Post by: Sirus on May 14, 2015, 01:19:14 pm
Coal runs out, while oil (and therefore soild fuel) is infinite.

unless you use my awesome endless resources mod!

endless resources! for when you want your resources be endless.

tired of rearranging all your mines when your resources end? endless resources!

the only mod that makes your resources endless


ahem


sorry couldn't resit I am watching public tv again
Link, please?
Title: Re: Factorio - Factory building game
Post by: n9103 on May 14, 2015, 01:21:08 pm
Oil never stops producing, it just slows down a lot. But if you use the occasional trickle intensively enough you could probably generate a little bit of useful fuel.
And there's my biggest use of trains.
Shipping in barrels of oil, both from normal production level wells, as well as depleted wells.
If you've got one train servicing a whole bunch of outposts of depleted wells, you can still end up back at the base with a wagon full of barrels. I typically transition outposts from a dedicated train onto the trickle train about when most of the wells at a stop go under .5/s. The trickle-line usually has the maximum time between stations to decrease the fuel overhead. With the time at maximum, it's easy enough to decrease the wait times when your chain of stops gets too long to fully load the last stop.

10 depleted wells with speed module 1s (or even without most of the time) is easily enough to supply most any train line with fuel and anything over the fuel cost is extra oil for plastics.


ninjedit: http://www.factorioforums.com/forum/viewtopic.php?f=14&t=3130
Title: Re: Factorio - Factory building game
Post by: forsaken1111 on May 21, 2015, 10:28:18 am
I decided to give this game a try again. I played it a while back and it wasn't quite at my interest threshold yet. It's looking very nice now though. I'm still doing most of my transport with various convoluted belts and lines. I've just researched some robotics stuff though. How useful are the logistics robots? Can you use them to run a base without transport belts?

Coal runs out, while oil (and therefore soild fuel) is infinite.

unless you use my awesome endless resources mod!

endless resources! for when you want your resources be endless.

tired of rearranging all your mines when your resources end? endless resources!

the only mod that makes your resources endless


ahem


sorry couldn't resit I am watching public tv again
I'd much prefer a mod that adds in some kind of 'deep core drill' or something which took more power to operate but provided a slow-but-infinite source of material. The catch would be that the output is randomized and you get coal, iron, copper and stone all coming out and you have to sort it.
Title: Re: Factorio - Factory building game
Post by: andrewas on May 21, 2015, 10:39:02 am
You'd need a ton of logistic bots to replace belts for bulk materials, but they are excellent for compensating for flaws in your belt network. If you need to bring high tier items together but didn't allow for that earlier on, logistics bits are an answer.
Title: Re: Factorio - Factory building game
Post by: forsaken1111 on May 21, 2015, 10:45:02 am
You'd need a ton of logistic bots to replace belts for bulk materials, but they are excellent for compensating for flaws in your belt network. If you need to bring high tier items together but didn't allow for that earlier on, logistics bits are an answer.
Hm. So they're good for transporting low-volume goods to tricky spots but not a good replacement for bulk transport? Is there a better solution for bulk transport than belts? I mean belts are fine, they're just a pain in the ass sometimes.
Title: Re: Factorio - Factory building game
Post by: kovarex on May 21, 2015, 10:52:00 am
Yes, trains.
Title: Re: Factorio - Factory building game
Post by: forsaken1111 on May 21, 2015, 10:53:44 am
Yes, trains.
Fair enough. :P I haven't played with trains yet.
Title: Re: Factorio - Factory building game
Post by: n9103 on May 21, 2015, 11:01:04 am
Comparable in cost? No.
Trains are the next most expensive, and definitely the best option for going to/from remote locations.
WAY up past trains are massed logistic bots.

Best option in terms of cost, reliability, and flexibility, are parallel belts.

If you're running more than two cargo wagons per train, and have the trains loaded and unloaded ASAP (somewhere around 10sec in the mid-late game) then trains will be better throughput, and also more space efficient, assuming you have the space to accommodate their turns.
If you're not using a highly populated train network, or are running less than two full cargo wagons per train, then two parallel red belts wins the throughput easily. Three yellows also win easily, two depends on how far below two full wagons.

An old (relatively speaking) rule of thumb was anything less than 3 radar vision distances away is better to use belts. Something between 400-500 tiles.
Title: Re: Factorio - Factory building game
Post by: P(ony)SI on June 07, 2015, 10:27:00 pm
I know that this thread is dead and all, but I didn't want to create a new one.

I got Factorio a week ago, and I love it! I've been switching between trying to complete the campaign and a custom scenario with the Marathon Mod.

If anybody wants to set up a multiplayer game, we can try to set something up. I must warn you though, I'm still a bit of a noob at this game. :P
Title: Re: Factorio - Factory building game
Post by: Aklyon on June 07, 2015, 10:39:16 pm
Tis merely inactive  :P
Title: Re: Factorio - Factory building game
Post by: n9103 on June 07, 2015, 11:45:09 pm
We're all either busy playing, or waiting in eager anticipation of the next release, which is supposed to be later this month. ;)
Title: Re: Factorio - Factory building game
Post by: forsaken1111 on June 08, 2015, 12:27:07 pm
Some of us are waiting on a good dedicated server release so we can actually host a game
Title: Re: Factorio - Factory building game
Post by: n9103 on June 08, 2015, 01:23:01 pm
Eh. Doable without too much effort as-is.
Not headless yet, so you're gonna need a beefy machine if you want it to run in the background.
Needs better admin controls, sure, but if you don't publicize the IP, that shouldn't become a problem.
Interest in a server seems to die pretty quickly, and players generally don't make suggestions to maintain their interest, or so my experience says.
Considering this is all from the first handful of releases, and thus dealing with the worst of the bugs, I imagine it's even easier to manage now.

Then again, many people treat Factorio (and most any other game) as a novelty, and will mess with whatever new feature is released and then put it back on the shelf.

In any case, I'm willing to rehost whenever there's a group that's going to maintain interest in the server.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on June 09, 2015, 02:20:41 am
more hard than you need to. I've a server that could handle it, but I'm not gonna install X, headless or otherwise, to run a fake server on top of it. vCPU and bandwidth is cheep these days, but memory is not
Title: Re: Factorio - Factory building game
Post by: BigD145 on July 09, 2015, 01:18:01 pm
New release is coming fairly soon. In the mean time I am playing badly and want to play multiplayer with OCD folks so I can drive you up the wall.
Spoiler (click to show/hide)
Title: Re: Factorio - Factory building game
Post by: Aklyon on July 09, 2015, 01:32:20 pm
New release is coming fairly soon. In the mean time I am playing badly and want to play multiplayer with OCD folks so I can drive you up the wall.
Spoiler (click to show/hide)
But what if you added robots to it? :P
Title: Re: Factorio - Factory building game
Post by: LordSlowpoke on July 09, 2015, 01:39:53 pm
my factories are basically conveyor hell until the point where i can just delegate all the logistics fuckery to robots and put down semi-independent crafting units via blueprints
Title: Re: Factorio - Factory building game
Post by: BigD145 on July 09, 2015, 06:45:39 pm
New release is coming fairly soon. In the mean time I am playing badly and want to play multiplayer with OCD folks so I can drive you up the wall.
Spoiler (click to show/hide)
But what if you added robots to it? :P

I only have a handful of robots. Definitely less than 20.
Spoiler (click to show/hide)

A better picture of science gone wrong right.
Spoiler (click to show/hide)
Next version delayed a week at least.
Title: Re: Factorio - Factory building game
Post by: BigD145 on July 17, 2015, 12:58:17 pm
0.12.0 is out in the experimentals link of your download. Time for multiplayer?
Title: Re: Factorio - Factory building game
Post by: n9103 on July 17, 2015, 01:01:55 pm
Time to wait a month for it to stabilize I'd say.
Title: Re: Factorio - Factory building game
Post by: Aklyon on July 17, 2015, 01:08:26 pm
0.12.0 is out in the experimentals link of your download. Time for multiplayer?
Time for Science and a buncb of minipatches, probably.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on July 18, 2015, 02:34:07 am
Well I can host a multiplayer server now that there is an headless option. Stay tuned!


update:

we have a server!
http://www.bay12forums.com/smf/index.php?topic=152034.0
Title: Re: Factorio - Factory building game
Post by: Djohaal on August 17, 2015, 07:09:56 pm
Gentlemen, after much sciencing on modded factorio, we have managed to prove the second law of thermodynamics to be false:

Spoiler (click to show/hide)

*(Yukoi industries modpack)

If you are lost, yukoi has both torque pased generators and motors, which you can use to produce and consume torque. We managed to multiply the torque's power and extract net energy.
Title: Re: Factorio - Factory building game
Post by: BigD145 on August 17, 2015, 07:26:17 pm
Someone failed at maths.
Title: Re: Factorio - Factory building game
Post by: Djohaal on August 17, 2015, 07:57:02 pm
Someone failed at maths.

Not sure if you meant the dev or me. The numbers don't add up because the 10-minute graph shows an average production for the time interval (thus including the portion where the steam turbines were still on). But if you look at the graph itself it we cut out the steam power and the engines are running on self-sufficient magic juice for a good while. On 20 minute mark so far, no sign of slowing down.
Title: Re: Factorio - Factory building game
Post by: Girlinhat on August 17, 2015, 08:59:05 pm
So basically, you can rotate an axle for 10 power, and then use the axle to power a turbine that produces 15 power.  More complicated, but there's the ELI5.  Great stuff!
Title: Re: Factorio - Factory building game
Post by: Djohaal on August 18, 2015, 11:16:05 am
Anyone would like to play? I have the modpack in my dropbox, server isn't on everyday but we can figure something out.
Title: Re: Factorio - Factory building game
Post by: BigD145 on August 20, 2015, 08:47:01 pm
I've been wanting to try out one of the megamods.
Title: Re: Factorio - Factory building game
Post by: miauw62 on August 24, 2015, 02:47:22 pm
Hm, I'm considering buying this but I'm not entirely sure.
Title: Re: Factorio - Factory building game
Post by: n9103 on August 24, 2015, 03:52:02 pm
Well, Big D actually endorsed it so I'd say that's a pretty big vote of confidence in purchase. ;)
Title: Re: Factorio - Factory building game
Post by: Mephansteras on August 24, 2015, 04:00:25 pm
I'm pretty sure you can download a demo for it from the site.
Title: Re: Factorio - Factory building game
Post by: BigD145 on August 24, 2015, 04:15:49 pm
Well, Big D actually endorsed it so I'd say that's a pretty big vote of confidence in purchase. ;)

Psh. I have quirky likes and dislikes like anyone else. Factorio is nice in that it has no problem with the user making messy or clean builds and multiplayer lets both get together and piss each other off (or work out a middle road, but who wants that). Factorio is pretty darn accessible. You can ignore most of the custom wiring and do fine.
Title: Re: Factorio - Factory building game
Post by: miauw62 on August 25, 2015, 03:17:46 pm
So I bought this and it's pretty fun! I completed the first New Hope mission (After almost running out of iron). I also almost hit the map's edges. And used long-reach inserters because I didnt realize underground conveyors were a thing.

I'm sooort of intimidated by all this, to be honest.
Title: Re: Factorio - Factory building game
Post by: Aklyon on August 25, 2015, 03:42:15 pm
Build a giant, messy factory with all sorts of uses. Your normal nonscenario map does not have edges.

Then once you have blueprints/redprints & construction robots, take it apart and build it nicer, since by then you'll probably have found a more effective, or at least less messy, factory design. (Alternately, replace winding confused belt lines with logistics robots, logistics chests, & roboports, leave the big furnace export belts intact, and let the robots sort out how to organize it)
Title: Re: Factorio - Factory building game
Post by: BigD145 on August 25, 2015, 11:28:28 pm
More multiplayer, damnit. (too much real job to multiplayer)
Title: Re: Factorio - Factory building game
Post by: miauw62 on August 26, 2015, 06:59:16 am
Well, here is my first lab setup: (cannibalizing the first new hope mission setup) http://i.imgur.com/JFJyjj4.png (very big)
Title: Re: Factorio - Factory building game
Post by: n9103 on August 26, 2015, 07:45:23 am
Yep, looks about the same as my first few bases :P
This thread (http://www.factorioforums.com/forum/viewtopic.php?f=8&t=6008&sid=c934ce83d25a39c7833c5db68ec0efd6) on the Factorio forums is chock full of ideas that you can use in building a base.
Title: Re: Factorio - Factory building game
Post by: Sergius on August 26, 2015, 09:29:22 am
I like using a branching system for labs and I send to them the exact amount of research bottles that a given project needs so that there's no waste.
Title: Re: Factorio - Factory building game
Post by: miauw62 on August 26, 2015, 10:38:25 am
I have gotten to green bottles on a new base, but I'm having serious iron problems. My production isn't high enough, and I need steel to import iron from a nearby vein using trains, but my furnaces are locked in by stuff on all sides, so idk what to do right now. I guess I could conveyor-belt some coal all the way from the bigass coal vein.

Spoiler (click to show/hide)
(I turned peaceful mode on, so there are no turrets)


E: I figured out how splitters work and improved the situation by a small amount.
Title: Re: Factorio - Factory building game
Post by: Fikes on August 26, 2015, 11:21:51 am
Don't be afraid of super long conveyer belts. Having that iron deposit right in the middle of your base is cramping your growth pretty bad. Also, rather than having all your smelters drop iron on the same track, break a couple off to do a specific task. For instnace have 3 smelters that put iron on a conveyer to be fed into a steel smelter.
Title: Re: Factorio - Factory building game
Post by: BigD145 on August 26, 2015, 11:53:43 am
Just relocate your iron smelting and triple how many you have. Belt it all in. Problem solved.
Title: Re: Factorio - Factory building game
Post by: miauw62 on August 26, 2015, 12:13:22 pm
I might actually start over and isolate my iron smelting from the rest of my base so I can expand it more easily. I have no idea of how to deal with enemies, though.
Title: Re: Factorio - Factory building game
Post by: BigD145 on August 26, 2015, 12:29:41 pm
I have no idea of how to deal with enemies, though.

KILL THEM ALL
Title: Re: Factorio - Factory building game
Post by: Dutchling on August 26, 2015, 12:41:36 pm
One thing I recommend is using separate belts for ore and fuel. You'll have to use long-handed inserters to make it work, but it will double the throughput of the ore.

Title: Re: Factorio - Factory building game
Post by: Aklyon on August 26, 2015, 03:22:02 pm
I like using a branching system for labs and I send to them the exact amount of research bottles that a given project needs so that there's no waste.
Waste is no longer a thing anyway if I remember the .12 notes, science is used in percentages until the pack is used up. Then it picks up a second one.
Title: Re: Factorio - Factory building game
Post by: Antioch on August 26, 2015, 03:52:06 pm
One thing I recommend is using separate belts for ore and fuel. You'll have to use long-handed inserters to make it work, but it will double the throughput of the ore.


Why the one piece of belt leading from the furnace to the plate output? That takes up 2 extra lanes without getting anything in return.
Title: Re: Factorio - Factory building game
Post by: andrewas on August 26, 2015, 04:43:39 pm
Thats to allow for upgrading to more advanced furnaces later on in the game.
Title: Re: Factorio - Factory building game
Post by: miauw62 on August 26, 2015, 06:16:04 pm
.....

Which furnaces would that be?
Title: Re: Factorio - Factory building game
Post by: Aklyon on August 26, 2015, 06:17:54 pm
.....

Which furnaces would that be?
Electric furnaces, presumably. They take up more space, don't need fuel, eat up power.
Title: Re: Factorio - Factory building game
Post by: Dutchling on August 26, 2015, 07:00:09 pm
Yup.
Title: Re: Factorio - Factory building game
Post by: BigD145 on August 26, 2015, 09:03:03 pm
Going from 2x2 to 3x3.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on August 27, 2015, 01:41:45 am
and can accept those modifier circuit - modifying electric furnaces and drill all at -80% power consumption is soo easy on resources and help in the mid-game where producing solars is still expensive.
Title: Re: Factorio - Factory building game
Post by: Fikes on August 27, 2015, 01:56:37 am
I have never used electrical furnaces or logical circuits, but I can say this.

One thing I recommend is using separate belts for ore and fuel. You'll have to use long-handed inserters to make it work, but it will double the throughput of the ore.


You should never need separate belts for fuel and ore. If you limit an ore belt to only servicing 8 smelters, they will stay happliy busy with one solid belt. I generally only try to service 4 or 5 smelters on a single belt. These 4 smelters make everything I need for red science, these 4 are used to produce steel, these 4 are used for making engines, ect. That way you don't have to crowd your smelters with short and long grabbers.

One trick I use for tuning (NOT fine tuning, I have no idea how to do that biz) is to look at where there is a missing resource in your factory. For example, if you see you you aren't producing enough copper wires, click on your copper wire factory. Is it constantly building? If it is, you need more wire factories. If it isn't, look deeper. Are the grabbers constantly grabbing resources? If they are, you need faster (or more) grabbers. If they aren't, you need more copper plates. Now look at your smelters. Are THEY constantly building? If they are you need more smelters... it goes on and on. Eventually you find where the current bottleneck is.
Title: Re: Factorio - Factory building game
Post by: Chiefwaffles on August 27, 2015, 02:36:14 am
I have never used electrical furnaces or logical circuits, but I can say this.

stuff
You should never need separate belts for fuel and ore. If you limit an ore belt to only servicing 8 smelters, they will stay happliy busy with one solid belt. I generally only try to service 4 or 5 smelters on a single belt. These 4 smelters make everything I need for red science, these 4 are used to produce steel, these 4 are used for making engines, ect. That way you don't have to crowd your smelters with short and long grabbers.

I prefer putting as many smelters as possible on one belt line, and if you have a dedicated fuel belt, it's easier to branch it off from the smelter line if you want. There are lots of ways to set up a factory, and lots of preferences!
Title: Re: Factorio - Factory building game
Post by: BigD145 on August 27, 2015, 08:29:51 am
How are you crowding your smelters? None of them require more than a basic speed inserter and there's two to three spots on either side for them.
Title: Re: Factorio - Factory building game
Post by: miauw62 on August 27, 2015, 09:48:42 am
(http://i.imgur.com/OthZF0i.png)

PIPES
Title: Re: Factorio - Factory building game
Post by: LordSlowpoke on August 27, 2015, 09:51:16 am
fucking refineries are nigh-impossible to hook up into any sort of linear system

why can't we have robots with buckets yet
Title: Re: Factorio - Factory building game
Post by: BigD145 on August 27, 2015, 10:30:41 am
You're wasting two extra surface pipe on the in oil intake for the right refinery!

Kidding. Having refineries in multiple locations because of space issues becomes very frustrating. All that underground to track and keep separate.
Title: Re: Factorio - Factory building game
Post by: Gabeux on August 27, 2015, 10:49:53 am
Factorio: Cramped Base and Claustrophobia Simulator.  :P
I feel so stressed when designing stuff in Factorio (because I try to make things compact, but that requires a decent amount of thinking and redesign), but it's so good.
You guys are looking at the crafting times and taking in consideration the Craft Speed of your autofabs, right? Because my first playthrough, I had ZERO control or any idea of crafting speeds and all that. I just paid no attention, and threw as much resources and components into the belts as possible so the good stuff would come on the other side.

I also loved making stupid train tracks and trying to make 5-6 trains stop to unload on the same station, with the lamest possible design. I succeeded, after many deadlocks.

I'm waiting for more updates, though. I felt sad when they stopped allowing you to fire any gun from inside the car..AutoShotgun + Car = risky missions that could clear many bases without using capsules or turrets.
Title: Re: Factorio - Factory building game
Post by: miauw62 on August 27, 2015, 11:43:03 am
(http://i.imgur.com/tL4kGss.png)

PIPES 2: CONVEYOR'S REVENGE
Title: Re: Factorio - Factory building game
Post by: n9103 on August 27, 2015, 11:55:40 am
I'm waiting for more updates, though. I felt sad when they stopped allowing you to fire any gun from inside the car..AutoShotgun + Car = risky missions that could clear many bases without using capsules or turrets.

You know tanks are a thing, right?
Title: Re: Factorio - Factory building game
Post by: BigD145 on August 27, 2015, 12:00:05 pm
I'm waiting for more updates, though. I felt sad when they stopped allowing you to fire any gun from inside the car..AutoShotgun + Car = risky missions that could clear many bases without using capsules or turrets.

You know tanks are a thing, right?

Not shotgun tanks.

For raw resources there's no real downfall to full belts barely moving, except maybe power spikes or attacks destroying stuff. Raw iron isn't used for all that much and its next product is used for everything. Fill those belts with raw metals and work from there.
Title: Re: Factorio - Factory building game
Post by: Gabeux on August 27, 2015, 12:11:06 pm
I'm waiting for more updates, though. I felt sad when they stopped allowing you to fire any gun from inside the car..AutoShotgun + Car = risky missions that could clear many bases without using capsules or turrets.

You know tanks are a thing, right?

Yeah, but from what I saw on videos, Tanks are like slower, higher HP cars that slowly fires rockets?
It simply doesn't compare to speed + epic rate-of-fire of the car. All you needed was the autoshotgun and some capsules if the base had too many worms, and that's it.

But from gameplay videos I watched, that's much more balanced. The car was really OP. It's just that I found it a lot of fun, and it actually required good skill. Worms could instantly blow your car up, or you could hit rocks and other objects and insta-die too. But it had a great payoff.

I want to know how useful planes will be, and how fun they'll be. Worms will probably work as anti-air too or something.
Title: Re: Factorio - Factory building game
Post by: n9103 on August 27, 2015, 12:29:49 pm
Unless you're dealing with large biters and/or very high density packs, just run over them.
Tank shells indeed weren't worth the effort last time I use them, but if you do have a large one or two in your path, then that's when those shells can actually be useful. (sometimes)
When you use armor piercing MG rounds to pick off the small ones, and roll over the mediums, it's quite useful for going from a to b without a train or much concern.
It also makes it much more reasonable to take down worm-guarded nests in the early-mid game.
Title: Re: Factorio - Factory building game
Post by: BigD145 on August 27, 2015, 12:38:55 pm
Worms fire player seeking projectiles.
Title: Re: Factorio - Factory building game
Post by: n9103 on August 27, 2015, 01:14:01 pm
That's why the tank is useful there, since it's armored, and can handle small and medium worms if used correctly.
Or are you saying there's a new bug where the worm shot skips the tank?
Title: Re: Factorio - Factory building game
Post by: Sergius on August 27, 2015, 01:30:07 pm
The shells are for blowing up the spawners.
The tank armor is for running over the critters.
Title: Re: Factorio - Factory building game
Post by: miauw62 on August 27, 2015, 02:50:24 pm
Spoiler (click to show/hide)
Title: Re: Factorio - Factory building game
Post by: mendonca on August 27, 2015, 03:59:01 pm
Do you fully utilise the potion factories? Maybe I play a bit slower than most, but I tend to make do with just a couple of each colour, and don't feel like I'm slowing down my 8 labs very much.
Title: Re: Factorio - Factory building game
Post by: miauw62 on August 27, 2015, 05:10:52 pm
The amount of potion factories is just about right for my 16 labs, I think.
Title: Re: Factorio - Factory building game
Post by: BigD145 on August 28, 2015, 04:39:39 pm
12.5 has more tweaks to get multiplayer working better.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on August 28, 2015, 07:27:36 pm
updated the server with that
Title: Re: Factorio - Factory building game
Post by: Djohaal on September 07, 2015, 11:11:09 pm
Sillyness in the latest Yuoki pack:

Spoiler (click to show/hide)

 :P
Title: Re: Factorio - Factory building game
Post by: jocan2003 on September 08, 2015, 11:50:44 am
No idea what it is o.O
Title: Re: Factorio - Factory building game
Post by: Graknorke on September 08, 2015, 12:07:03 pm
Looks like something pretty banterous.
Title: Re: Factorio - Factory building game
Post by: Antioch on September 08, 2015, 03:59:56 pm
No idea what it is o.O

But I like it.
Title: Re: Factorio - Factory building game
Post by: Dutchling on September 13, 2015, 07:41:04 am
I have never used electrical furnaces or logical circuits, but I can say this.

One thing I recommend is using separate belts for ore and fuel. You'll have to use long-handed inserters to make it work, but it will double the throughput of the ore.


You should never need separate belts for fuel and ore.
If you only use half of the belt, you get half the throughput, which really isn't desirable.

I get that throughput isn't generally an issue in smaller factories, but you'll notice it when you expand. I'm actually using a quad-bus in my current factory just so I can have each production line only take 1/16th from the main bus instead of the usual 1/2.




They don't quite need 6 Fast Long Inserters, but 3 Fast Inserters didn't get the job done before :P. I should probably have made a gif since it looks like kinda like Cthulhu doing the Macarena.

This mod is great, but it also adds so much random stuff you never know what you need.
Title: Re: Factorio - Factory building game
Post by: BigD145 on September 13, 2015, 08:08:17 am
Bob's mods belts have a reason for getting longer undergrounds as you go up in tiers. Your factory will get messy and cluttered.
Title: Re: Factorio - Factory building game
Post by: Dutchling on September 13, 2015, 08:12:21 am
Well I have avoided that so far by having a main bus as large as the actual factory.

I'm actually kinda sad I'll have robots soon. All that hard work will have been for nothing :/
Title: Re: Factorio - Factory building game
Post by: BigD145 on September 13, 2015, 08:47:22 am
Also a reason Bob's mods has better and faster bots. You kinda have to go there eventually.
Title: Re: Factorio - Factory building game
Post by: Djohaal on September 13, 2015, 09:03:12 am
I wonder if I can fit yuoki and bob's in the same pack.  :P
Title: Re: Factorio - Factory building game
Post by: BigD145 on September 13, 2015, 09:50:15 am
Isn't there a mega modpack with those in it?
Title: Re: Factorio - Factory building game
Post by: Dutchling on September 13, 2015, 12:50:49 pm
I think Bob's Mods started as an addon to Yuoki, unless I'm confusing Yuoki with another mod.

edit:

Spoiler: trains (click to show/hide)
Combining an intersection with a couple of stations is probably a terrible idea, but it saves space :P
Title: Re: Factorio - Factory building game
Post by: BigD145 on October 04, 2015, 06:01:19 pm
Yuoki gates absolutely nothing and many of the mk1 mk2 etc sets are out of order in the build menu. So confusing.
Title: Re: Factorio - Factory building game
Post by: Dutchling on January 20, 2016, 02:02:27 am
magic (https://streamable.com/bo05)
Title: Re: Factorio - Factory building game
Post by: Sensei on January 20, 2016, 02:31:37 am
magic (https://streamable.com/bo05)
How does that work exactly? I definitely see items jumping across a belt when they enter it sideways, to land on the opposite side. Is this a mod, or some weird exploit?
Title: Re: Factorio - Factory building game
Post by: Graknorke on January 20, 2016, 03:09:09 am
magic (https://streamable.com/bo05)
How does that work exactly? I definitely see items jumping across a belt when they enter it sideways, to land on the opposite side. Is this a mod, or some weird exploit?
Looks like it was just heavily preplanned, including the timings of putting items in.
Title: Re: Factorio - Factory building game
Post by: Dutchling on January 20, 2016, 02:53:56 pm
Does this explain it?
Spoiler (click to show/hide)
Title: Re: Factorio - Factory building game
Post by: Gabeux on January 20, 2016, 11:38:12 pm
Exorcise your client ASAP.


But yes it does.
Title: Re: Factorio - Factory building game
Post by: Graknorke on January 21, 2016, 02:59:15 pm
Does it? I don't see how it explains anything.
Title: Re: Factorio - Factory building game
Post by: Djohaal on January 21, 2016, 03:26:39 pm
I have a vague idea how it works. And it is sheer genius.
Title: Re: Factorio - Factory building game
Post by: andrewas on January 21, 2016, 04:47:31 pm
http://www.factorioforums.com/forum/viewtopic.php?f=18&t=19114

Short version - splitters alternate items onto the output belts, but they do it by type rather than alternating all items. So the first iron goes to the left belt, the second iron goes to the right belt, the first copper goes to the left belt regardless of how many iron have gone through.

So. Dutchling's pic - the first splitter ensures that each item alternates between lanes. The second splitter then splits them between belts, and since they alternate lanes they wind up on the outside of each belt. Copper has been run through the machine before, so the splitter puts it on the opposite belt to the iron. The rest of the machine is just using the underground belt trick to route each output lane to the output belt.
Title: Re: Factorio - Factory building game
Post by: RoguelikeRazuka on February 21, 2016, 03:00:16 am
At last!

http://store.steampowered.com/app/427520/
Title: Re: Factorio - Factory building game
Post by: Empty on February 21, 2016, 07:36:18 am
Yes. Steam where game studio's go to die.
Title: Re: Factorio - Factory building game
Post by: forsaken1111 on February 21, 2016, 07:52:13 am
Yes. Steam where game studio's go to die.
wow so edgy, mind you don't cut yourself
Title: Re: Factorio - Factory building game
Post by: cerapa on February 21, 2016, 07:59:16 am
Yes. Steam where game studio's go to die.

I have heard people say many stupid things. Usually they make a certain degree of sense.

But I still have no idea how you would have reached this conclusion. It's such an odd thing to say.
Title: Re: Factorio - Factory building game
Post by: forsaken1111 on February 21, 2016, 08:24:00 am
Yes. Steam where game studio's go to die.

I have heard people say many stupid things. Usually they make a certain degree of sense.

But I still have no idea how you would have reached this conclusion. It's such an odd thing to say.
Especially with so many examples to the contrary, like Introversion who's steam release of some of their old games literally saved the company
Title: Re: Factorio - Factory building game
Post by: werty892 on February 23, 2016, 01:02:24 pm
You can get your steam key if you bought the game on your profile on the website. Sadly us alpha testers don't get the key, but that's fine.
Title: Re: Factorio - Factory building game
Post by: Gabeux on February 23, 2016, 01:38:58 pm
Wow, that's great! Thanks for the heads up.

I'm already picturing infinite threads on the Steam forums on "Why do teh aliens kepp killing meeeeeeeee" by people who don't realize about the Pollution mechanic..
I'm also wondering if there'll be any negative reviews. Factorio is one of the most polished alpha games I've ever played - I honestly don't remember any bugs, and I think the game only crashed once because I tried too hard to break the UI a year or so ago.
Title: Re: Factorio - Factory building game
Post by: jocan2003 on February 23, 2016, 02:13:21 pm
You can get your steam key if you bought the game on your profile on the website. Sadly us alpha testers don't get the key, but that's fine.
I am trying to understand why i cannot get the game on steam... i did buy the game a good time ago, hell i even sent him message about the pricing going out of whack since he was giving the average in US dollar and i use canadian dollars. And i do remember taking the transport belt tier... Gneh oh well... ill just take it from the website... Having it in the steam would be an ease for me tho.
Title: Re: Factorio - Factory building game
Post by: n9103 on February 23, 2016, 04:56:50 pm
Send them an email/forum message. Can't hurt.
Title: Re: Factorio - Factory building game
Post by: miauw62 on February 23, 2016, 05:29:30 pm
I should really try to git gud at this game tbh
Title: Re: Factorio - Factory building game
Post by: ThtblovesDF on February 24, 2016, 04:40:21 am
It's one of those games that are okay even if you are working suboptimally. Playing Factorio at a lan soon[tm]
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on February 24, 2016, 05:11:10 am
want me to restart that server I had in occasion for the release?
Title: Re: Factorio - Factory building game
Post by: Aseaheru on February 26, 2016, 03:00:33 am
Anyone know if they will still be providing updates off of steam, or if people are going to be more-or-less forced to switch to steam?
Title: Re: Factorio - Factory building game
Post by: Aklyon on February 26, 2016, 09:51:43 am
Has anyone ever actually done that? It sounds dumb.

Also they seem to have the steam keys working for transport belt repairmen now, I'd gotten one yesterday.
Title: Re: Factorio - Factory building game
Post by: BigD145 on February 26, 2016, 10:25:14 am
Kerbal had a thing where if you got a steam key you lost your right to download from kerbalspaceprogram.com. Since then they only sell through steam.
Title: Re: Factorio - Factory building game
Post by: Karlito on February 26, 2016, 11:41:35 am
The concern is that people sell or give their steam keys to another party and then just continue to use the website. Factorio's website says explicitly "Your membership allows you to own the game both at our website as well as on the Steam platform." and asks us nicely to only use the steam key for ourselves.
Title: Re: Factorio - Factory building game
Post by: miljan on February 26, 2016, 11:54:42 am
I stopped following the game after multiplayer update. Did the improve the combat aspect of the game or it's still clunky as shit and boring?
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on February 26, 2016, 12:46:21 pm
I stopped following the game after multiplayer update. Did the improve the combat aspect of the game or it's still clunky as shit and boring?

there are spitting enemies which are boring and annoying and the mechanic is generally the same (you get instagibbed until you have the tank or an updated power armor and then you just club them) the tank is fun for 2 minutes then gets boring fast, but I'm generally ok with that because the game has a ton of new content for the logistic aspect and I'm happy with it being a factory challenge, not a rts.

there is a kinda rts mod however that includes you having an army and enemy being more and more aggressive around somewhere
Title: Re: Factorio - Factory building game
Post by: n9103 on February 26, 2016, 08:24:42 pm
As long as you manage your pollution, you can do just fine with just the first two combat bots and heavy armor, no power armor required.
In fact, I rarely transition to power armor, and prefer to spend the artifacts on research and L3 modules.
Title: Re: Factorio - Factory building game
Post by: Intrinsic on February 28, 2016, 04:19:11 pm
It's quiet amazing Factorio has gained a lot of attention since it's steam release and steadily increasing: http://steamcharts.com/app/427520

I remember trying it back when it was 1st posted about here and it's come on a long way.
Title: Re: Factorio - Factory building game
Post by: Chiefwaffles on February 28, 2016, 04:25:10 pm
Factorio is impressive in what people think of it after playing. People seem to either have no interest in it and don't buy it in the first place, or, more likely, seem to absolutely love the game after buying.
Title: Re: Factorio - Factory building game
Post by: Sonlirain on February 28, 2016, 05:25:40 pm
Well Factorio is this weird "Eggman" simulator where you build your sprawling machine empire while fending from the silly locals who get progressively more angry at you polluting the planet.

it's a min maxers paradise and lets you build enormous complexes without the limitations you get in minecraft.
Title: Re: Factorio - Factory building game
Post by: Skyrunner on March 02, 2016, 12:54:34 am
This game is kinda cool.
Title: Re: Factorio - Factory building game
Post by: Aklyon on March 02, 2016, 01:06:47 am
This game is kinda cool.
Yes
Title: Re: Factorio - Factory building game
Post by: alway on March 03, 2016, 02:36:36 am
So apparently this is the highest rated game on Steam now.
https://steamdb.info/stats/gameratings/
Title: Re: Factorio - Factory building game
Post by: Skyrunner on March 03, 2016, 02:49:54 am
As Alway reassured me, when I switched to Endless and (because I'm a filthy scrub) enabled Peaceful mode, it is quite fun. I should probably enable the biters because they are an important part of progression & automation, according to adwarf, buuuuut....
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on March 03, 2016, 02:58:50 am
peaceful doesn't disable biters, only biters attack, for progression you're fine as the alien artifacts only drop from nests anyway

if you wish a more relaxed play style you can check out my other mod

https://forums.factorio.com/viewtopic.php?f=87&t=6433

it's a middle ground between paceful and biter progressing that is tied to your pollution level and not to time, so you don't get the pressure to ramp up early and have to keep ahead of enemies
Title: Re: Factorio - Factory building game
Post by: Skyrunner on March 03, 2016, 03:19:25 am
If and when I restart or decide to enable biter attacks, I'll install that mod!
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on March 03, 2016, 04:03:59 am
by that time they would already have an evolution factor too high, they get stronger and better over time and this mod only disable growth, doesn't change what's already there
Title: Re: Factorio - Factory building game
Post by: rumpel on March 03, 2016, 07:15:54 am
Why did I forgot about this game? Now it's on Steam and it's 20€ instead of the 12.50€ when I found out about it here (I even bookmarked their page) Well, silly me! I got it now anyway, hurray!
Title: Re: Factorio - Factory building game
Post by: Cicero on March 03, 2016, 12:07:47 pm
So apparently this is the highest rated game on Steam now.
https://steamdb.info/stats/gameratings/

This pleases me. Also look at Stardew Valley at #6. It has been a good time for games lately.
Title: Re: Factorio - Factory building game
Post by: BigD145 on March 03, 2016, 12:58:31 pm
So apparently this is the highest rated game on Steam now.
https://steamdb.info/stats/gameratings/

How many sales compared to the people that already bought and have experience and have still hung on through development and got a Steam key out of it?
Title: Re: Factorio - Factory building game
Post by: kovarex on March 03, 2016, 01:58:38 pm
I'm waiting on the Steam multiplayer support. As it stands, I can't connect to my friend at all. Sure, I could use hamachi, but that hinges on it deciding to cooperate which it has yet to do.

That will come in 0.13, but it will take months.
Title: Re: Factorio - Factory building game
Post by: Anvilfolk on March 03, 2016, 02:25:49 pm
So, I got this game.

I'm waiting on the Steam multiplayer support. As it stands, I can't connect to my friend at all. Sure, I could use hamachi, but that hinges on it deciding to cooperate which it has yet to do.

In the meantime my singleplayer endless game's going pretty well, given it's only my second one and my first lasted 2 hours. The main issue I've reached is electricity, really. I need something better than the steam engines and solar panels I presently have.

Yeah, it's a pain that harkens back to the early 2000s... but it will work if you port forward UDP port 34197.
Title: Re: Factorio - Factory building game
Post by: Aklyon on March 03, 2016, 02:29:54 pm
So, I got this game.

I'm waiting on the Steam multiplayer support. As it stands, I can't connect to my friend at all. Sure, I could use hamachi, but that hinges on it deciding to cooperate which it has yet to do.

In the meantime my singleplayer endless game's going pretty well, given it's only my second one and my first lasted 2 hours. The main issue I've reached is electricity, really. I need something better than the steam engines and solar panels I presently have.
Either build more of both, or rearrange them to be more efficient I guess. (Or remove some radars if they're running, that'll free up some power)
Title: Re: Factorio - Factory building game
Post by: Dutchling on March 03, 2016, 05:41:00 pm
Not enough boiler sites? You only need 1 pump per 10 engines (boiler? I mean the big ones). How little water do you have :O
Title: Re: Factorio - Factory building game
Post by: Graknorke on March 03, 2016, 05:44:57 pm
Boilers heat up the water, steam engines make electricity.
Title: Re: Factorio - Factory building game
Post by: Aklyon on March 03, 2016, 06:07:10 pm
1 pump for [enough boilers to heat the water], which lead to as many engines as can get hot enough water, yeah. You don't need to add a new steam engine site everytime you need mroe power.
Title: Re: Factorio - Factory building game
Post by: lemon10 on March 03, 2016, 07:35:00 pm
Yeah, I'm pretty sure that 1 pump supports 10 engines using 14 boilers.

Once I get solar panels I typically switch to building (although I still keep my old steam engines around) vast fields of them+capacitors due to the ease of building (using templates) lack of fuel cost and the fact they generate no polution.
Title: Re: Factorio - Factory building game
Post by: alway on March 03, 2016, 08:53:06 pm
So, I got this game.

I'm waiting on the Steam multiplayer support. As it stands, I can't connect to my friend at all. Sure, I could use hamachi, but that hinges on it deciding to cooperate which it has yet to do.

In the meantime my singleplayer endless game's going pretty well, given it's only my second one and my first lasted 2 hours. The main issue I've reached is electricity, really. I need something better than the steam engines and solar panels I presently have.

Yeah, it's a pain that harkens back to the early 2000s... but it will work if you port forward UDP port 34197.
This. Been running a server on my PC for it. If you go to your router settings (usually 192.168.0.1 or similar, depending on brand), head over to the firewall settings, then 'port forwarding' or 'virtual servers' section, then add a virtual server for:
Factorio   
ports 34197-34197   
Both TCP and UDP   
your local address on the router (/ipconfig will have it, usually 192.168.0.X where X is greater than 1, and can change when you reboot your pc)
Title: Re: Factorio - Factory building game
Post by: Aklyon on March 03, 2016, 09:36:03 pm
Hows oil placement? Solid Fuel is a possible option.
Title: Re: Factorio - Factory building game
Post by: Skyrunner on March 04, 2016, 02:39:50 am
I'm finally at oil processing. Been figuring out how to make batteries :v I have automated a small amount of red circuits, and red/green science packs.

(Still doing peaceful mode tho)
Title: Re: Factorio - Factory building game
Post by: Xgamer4 on March 04, 2016, 12:00:16 pm
So, I got this game.

I'm waiting on the Steam multiplayer support. As it stands, I can't connect to my friend at all. Sure, I could use hamachi, but that hinges on it deciding to cooperate which it has yet to do.

In the meantime my singleplayer endless game's going pretty well, given it's only my second one and my first lasted 2 hours. The main issue I've reached is electricity, really. I need something better than the steam engines and solar panels I presently have.

Yeah, it's a pain that harkens back to the early 2000s... but it will work if you port forward UDP port 34197.
This. Been running a server on my PC for it. If you go to your router settings (usually 192.168.0.1 or similar, depending on brand), head over to the firewall settings, then 'port forwarding' or 'virtual servers' section, then add a virtual server for:
Factorio   
ports 34197-34197   
Both TCP and UDP   
your local address on the router (/ipconfig will have it, usually 192.168.0.X where X is greater than 1, and can change when you reboot your pc)

Apparently you only technically need to forward UDP - or so the documentation said when I looked it up a few days ago. They built their own tech over UDP.

That said, there isn't really a good reason not to forward both TCP and UDP anyway.
Title: Re: Factorio - Factory building game
Post by: Anvilfolk on March 04, 2016, 04:54:07 pm
Yeah, the issue lies in actually port forwarding.

And it's not so much the actual water itself so much as that the coal's really poorly placed for me. I have a choice between water or coal or a stupidly long coal track that will probably attract some aliens. As it stands they keep sending excursions at me and I have no idea WHERE they're coming from, I just know that they appear from the north east.

The big electrical poles don't seem to get attacked and you can cover huge distances with them. Level 2 of the campaign makes use of them to get to the iron outpost and it seems to work really dandy.
Title: Re: Factorio - Factory building game
Post by: andrewas on March 05, 2016, 06:19:39 am
The issue here is moving coal and water together, not distributing the power. I'd build a fort or two on the paths the biters usually take, since the same nest will always attack the same point you don't need to cover the entire base early on. Later in the game, a wall with laser turrets every few tiles is pretty cheap to build even over large distances.
Title: Re: Factorio - Factory building game
Post by: Mesa on March 05, 2016, 03:04:26 pm
Finally grabbed this game after, well, long enough.
I've only played just below an hour so far and have only a very basic semblance of automation going (I need to invest a bit more into my copper instead of only focusing on iron and coal; I blame the fact it's much further away.) and haven't even fully researched logistics yet, but it's already a hella lot of fun.

Except for the fact that I need to run like 3 minutes to the west to find any worthwhile amount of wood, and it's right next to an alien nest. I mean, I enabled 'enemies never attack first' because I'm a weakling who doesn't really want to bother fighting right off the bat, but still.
Title: Re: Factorio - Factory building game
Post by: miauw62 on March 05, 2016, 04:06:08 pm
once you get steel you can build medium pylons from steel and copper.

also it's generally good to keep your resource processing separate from your production and your mining, in an easily extensible place and near eachother. Probably best to have a main belt with double belts of iron and copper.

also multiplayer is hella fun
Title: Re: Factorio - Factory building game
Post by: etgfrog on March 05, 2016, 04:34:51 pm
I like the game, but recently I've been getting annoyed by the mods...after playing 8 hours yesterday into a game I find out rubber doesn't have a recipe in dytech. So then today I go fix it by adding in the recipie, now apparently tree farm crashes the game on loading. :'(

Found a solution, disable tree farm, load game, save it after all fields are removed, re-enable mod.
Title: Re: Factorio - Factory building game
Post by: lemon10 on March 05, 2016, 04:49:08 pm
Its been a few versions since I played dytech, but when I did rubber processing worked just fine.

You plant rubber trees, then wait till they are fully grown. After that you cut them down (or much better, deconstruct them with robots) for 3 resin each. Each resin can be processed into either seeds (in a assembler), or into rubber (via furnaces).
I believe regular trees have a small chance of dropping rubber seeds to obtain the initial few you need to start getting rubber.
Title: Re: Factorio - Factory building game
Post by: Mesa on March 05, 2016, 05:07:16 pm
Right now I'm at the stage where I have basic iron, copper and coal mining and processing (though I still have to reload furnaces and boilers manually but that's not a huge issue since I should be able to get electric furnaces fairly soon), but setting up the main bus seems like is going to be a nightmare. :v
Title: Re: Factorio - Factory building game
Post by: miauw62 on March 05, 2016, 05:21:57 pm
you do realise that electric furnaces require red circuits and steel, right? And like a minute per to make from their base materials. You'll be using stone and steel furnaces for a while .
Title: Re: Factorio - Factory building game
Post by: n9103 on March 05, 2016, 05:43:47 pm
Inserters are your friend.
Title: Re: Factorio - Factory building game
Post by: Chiefwaffles on March 05, 2016, 06:17:48 pm
Yeah. Electric Furnaces are more of a sidegrade in my opinion. While they don't need fuel, they're bigger and way more expensive than the other furnaces, and use electricity. Enough electric furnaces can put serious strain on your network.

While steel furnaces may need coal, it's pretty easy to manage, and in late game you don't really use coal for much else.
Title: Re: Factorio - Factory building game
Post by: Mesa on March 05, 2016, 06:30:09 pm
Fair enough then. Guess I need to rearrange my furnaces to be easier to refuel automatically though.
Title: Re: Factorio - Factory building game
Post by: Aseaheru on March 05, 2016, 06:47:52 pm
 Arent they also more efficient though? Plus, they dont need fuel provided to them, which helps with logistics.

 And its nice to hear that they made it so you cant really skip steel ones.
Title: Re: Factorio - Factory building game
Post by: etgfrog on March 05, 2016, 06:48:59 pm
On the other hand electrical furnaces can have modules placed in them, which causes them to barely take anything to run at all. Then again, I feel like I'm a bit weird focusing on little to no pollution, which results in almost never getting biter attacks.
Title: Re: Factorio - Factory building game
Post by: lemon10 on March 05, 2016, 07:27:10 pm
Yeah. Electric Furnaces are more of a sidegrade in my opinion. While they don't need fuel, they're bigger and way more expensive than the other furnaces, and use electricity. Enough electric furnaces can put serious strain on your network.

While steel furnaces may need coal, it's pretty easy to manage, and in late game you don't really use coal for much else.
I personally disagree, I think electric furnaces are better for a few reasons.
1) You don't need to refuel them. You need tons of coal lategame for plastic for the oddles of advanced you need (notably tier 3 modules need 310 total plastic each). Having dozens of steal furnaces is a pretty huge fuel requirement.
2) Refuling them is a pain. Yes, you can do it automatically, but having to drag extra fuel everywhere is a annoyance.
3) They have module slots. Even if you use only T1 modules you get some pretty significant benefits, while T2 or T3 make a huge difference.

Now, steel furnaces have their advantages too, notably:
1) Size.
2) Initial building cost.
3) Fuel directly instead of drawing on the power network.

I don't think these are that important after early game though. You have tons of space as you expand, and having to automatically refuel them reduces the size bonus (effectively 3X2 instead of 2X2 as you need an extra line for the coal). The build cost is pretty trivial mid-late game. The third point is fairly big, but a single efficiency module makes the electric furnaces more energy effective then the steel ones.
Title: Re: Factorio - Factory building game
Post by: Mini on March 05, 2016, 08:09:12 pm
Arent they also more efficient though?
Steel are more efficient than electric furnaces without modules, but once you put modules in (I think to -50% energy used) electric furnaces become more efficient in terms of (long term, you need to make the modules) fuel use.
Title: Re: Factorio - Factory building game
Post by: lemon10 on March 05, 2016, 09:12:24 pm
Arent they also more efficient though?
Steel are more efficient than electric furnaces without modules, but once you put modules in (I think to -50% energy used) electric furnaces become more efficient in terms of (long term, you need to make the modules) fuel use.
A single efficiency 1 reduces energy cost by 30%, which makes electric furnaces slightly more efficient. Two level twos reduce it down to the minimum of 20% energy consumption, at which point it is 3-4 times more efficient.
Title: Re: Factorio - Factory building game
Post by: Skyrunner on March 06, 2016, 03:05:24 am
also multiplayer is hella fun

yes!
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on March 06, 2016, 06:58:47 am
Yeah. Electric Furnaces are more of a sidegrade in my opinion. While they don't need fuel, they're bigger and way more expensive than the other furnaces, and use electricity. Enough electric furnaces can put serious strain on your network.

While steel furnaces may need coal, it's pretty easy to manage, and in late game you don't really use coal for much else.

they can use the green module and get down to -80% power usage and you can use solar power for them and also means having one belt less to ship fuel everywhere
Title: Re: Factorio - Factory building game
Post by: miauw62 on March 06, 2016, 12:19:02 pm
Only gives half the iron capacity though. I prefer using a belt of coal in the middle of two belt of ore and use long inserters to grab the coal.
Title: Re: Factorio - Factory building game
Post by: KillerHP on March 06, 2016, 12:40:19 pm
Ha , factorio.Overcomplicated factories , mass of biters that get past your defense and wreck everything , etc...
Title: Re: Factorio - Factory building game
Post by: Skyrunner on March 18, 2016, 05:17:52 am
Marathon mode is super super grindy ._.
Title: Re: Factorio - Factory building game
Post by: forsaken1111 on March 19, 2016, 04:00:23 pm
Marathon mode is super super grindy ._.
What does it change?
Title: Re: Factorio - Factory building game
Post by: andrewas on March 19, 2016, 04:17:31 pm
It nerfs power generation, makes research much more expensive, and makes most production more expensive. The game is supposed to take about ten times longer.
Title: Re: Factorio - Factory building game
Post by: Glloyd on March 19, 2016, 07:06:16 pm
Yeah, that does not sound like fun.
Title: Re: Factorio - Factory building game
Post by: Sergius on March 19, 2016, 11:00:55 pm
Sounds like the Gregtech of Factorio mods.
Title: Re: Factorio - Factory building game
Post by: Skyrunner on March 20, 2016, 03:00:18 am
I'd say it's more Infinity Evolved Expert. GTech actually adds things--it's more like say, bob's mods for factorio.
Title: Re: Factorio - Factory building game
Post by: Dorsidwarf on March 20, 2016, 04:11:21 am
Can anyone help me with setting up sulphur production?

I have a water pipe and a petroleum gas pipe leading into the chemical plant and the recipie selected, but nothing happens.
Title: Re: Factorio - Factory building game
Post by: Skyrunner on March 20, 2016, 04:13:27 am
I think you also need iron plates. Or coal. Or something.
Title: Re: Factorio - Factory building game
Post by: majikero on March 20, 2016, 07:43:33 am
Are you sure its getting pertol? The plastics factory could be eating it all before it can reach the sulfur plant. I had had issue till the plastic belt filled up from backlog.
Title: Re: Factorio - Factory building game
Post by: Skyrunner on March 21, 2016, 07:27:36 am
Btw, anyone know just how Factorio handles having thousands of items on the screen at once?
Title: Re: Factorio - Factory building game
Post by: Puzzlemaker on March 21, 2016, 10:06:40 am
By limiting the possible locations and simplifying data sets.  Basically they compress the information really well, making it manageable.
Title: Re: Factorio - Factory building game
Post by: n9103 on March 21, 2016, 10:15:30 am
More detailed explanation given in this particular Dev Blog: http://www.factorio.com/blog/post/fff-82
Title: Re: Factorio - Factory building game
Post by: Skyrunner on March 21, 2016, 11:25:35 am
More detailed explanation given in this particular Dev Blog: http://www.factorio.com/blog/post/fff-82

Neat, thanks.
Title: Re: Factorio - Factory building game
Post by: Sean Mirrsen on April 14, 2016, 12:14:35 pm
This game is interesting.

 After three short-lived attempts to get some workflow, finally managed to find a spot with coal, iron, and copper within a few screenlengths of each other, a short walk away from the starting point.
 Realized that I have no rock pretty much anywhere nearby except a tiny outcropping way southeast, and water for power generation is also far away.
 Eventually got a resource operation up and running, set up a powerplant far to the northeast at a small puddle of a lake (powered by coal from a nearby small source). Built a basic automated research station, destroyed a nearby alien nest to prevent attacks (via turret creep).
 Rebuilt the research station a few times, automated green resource packs, expanded.
 Ran out of coal for the powerplant, instead of finding more coal moved the whole thing further north to an oil source next to a major body of water (took some figuring out).
 Ran out of the last rocks, no sources anywhere in reasonable distance on radar. Built a car, started loading up for an expedition to find rocks and have them shipped to the main base. Can't even build walls, which seems like a pretty big problem, but attacks are very few and small so far.

Research has been mostly an annoyance, popping up with a screen to select a new tech every once in a short while. Actually looking forward to running out of red-green research items.

Questions to the more experienced:
1) Do attacks pick up in intensity by themselves, or do I have to go further out to encounter bigger and more aggressive natives?
2) How the hell do I use circuit systems? What is their purpose? Couldn't manage to make them do anything useful.
3) Anyone know if there's a variant of the singleplayer campaign that starts directly with the tutorial? The campaign as-is turned me away by providing me with a starting base of a design I didn't make.

Having some amount of fun so far. Tinkering with logistics is surprisingly engaging, it's like a dynamic puzzle game.
Title: Re: Factorio - Factory building game
Post by: Aklyon on April 14, 2016, 12:16:35 pm
If you pollute more, the attacks get harder. Thats how it worked last time I checked, but I might be wrong now.
Title: Re: Factorio - Factory building game
Post by: Glloyd on April 14, 2016, 12:32:06 pm
polluting mostly just increases the frequency and size of attacks. Biter evo goes up because of killing biters and biter nests.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on April 14, 2016, 02:29:13 pm
Biter also get stronger the more time passes, unless you get my no evo mod
Title: Re: Factorio - Factory building game
Post by: miauw62 on April 14, 2016, 02:49:22 pm
Me and Sky used the no evo mod on our multiplayer game and it just ended up stopping evo completely at 14%, no matter how much pollution we made.
Title: Re: Factorio - Factory building game
Post by: Sean Mirrsen on April 14, 2016, 02:54:00 pm
Procured a source of rock by extending my reach waay east and setting up a mining post on an outcropping, connecting all the way back via conveyor belt.

At this point in time, unless really long distances end up being involved, I'm not sure I'm seeing the benefits of trains, especially in regards to setup difficulty and maintenance.

Killed a few more nests at the edge of my pollution cloud. Spitter defenses turned out to be unreasonably accurate and powerful - there seems to be no way to hit&run them with just a car and AP bullets.
Title: Re: Factorio - Factory building game
Post by: Glloyd on April 14, 2016, 03:08:26 pm
Procured a source of rock by extending my reach waay east and setting up a mining post on an outcropping, connecting all the way back via conveyor belt.

At this point in time, unless really long distances end up being involved, I'm not sure I'm seeing the benefits of trains, especially in regards to setup difficulty and maintenance.

Killed a few more nests at the edge of my pollution cloud. Spitter defenses turned out to be unreasonably accurate and powerful - there seems to be no way to hit&run them with just a car and AP bullets.

Play with RSO. It makes resource distribution much more interesting and adds some purpose to trains.
Title: Re: Factorio - Factory building game
Post by: BigD145 on April 14, 2016, 03:13:04 pm
Procured a source of rock by extending my reach waay east and setting up a mining post on an outcropping, connecting all the way back via conveyor belt.

At this point in time, unless really long distances end up being involved, I'm not sure I'm seeing the benefits of trains, especially in regards to setup difficulty and maintenance.

Killed a few more nests at the edge of my pollution cloud. Spitter defenses turned out to be unreasonably accurate and powerful - there seems to be no way to hit&run them with just a car and AP bullets.

Accurate? They home in on you.
Title: Re: Factorio - Factory building game
Post by: Glloyd on April 14, 2016, 03:15:07 pm
Yeah, which can be silly as fuck when you're playing with the airplane mods. You'll be flying around and the spit will follow you to the ends of the earth, speeding up at some point to catch you.
Title: Re: Factorio - Factory building game
Post by: BigD145 on April 14, 2016, 03:28:08 pm
Yeah, which can be silly as fuck when you're playing with the airplane mods. You'll be flying around and the spit will follow you to the ends of the earth, speeding up at some point to catch you.

Super alien technology.
Title: Re: Factorio - Factory building game
Post by: Sean Mirrsen on April 15, 2016, 03:18:14 am
Super-alien spit technology. :P

I think I'm going to try out RSO. Seems like exactly the sort of thing I need. I wouldn't mind some way to automate (or rather, queue up) choosing research projects, either.

edit: I watched a few videos of people playing Factorio on Youtube, even experienced people, and it just baffles me that I haven't seen anybody use the "self-feeding coal mine" to kickstart coal production or feed early powerplants. It's just a burner drill coupled with a burner inserter that feeds itself and the drill off a small rightward conveyor loop that the drill dumps coal onto. It chains well, needs one piece of coal to start up, and doesn't stop until the mine is dry. Have I just been watching the wrong people? :P
Title: Re: Factorio - Factory building game
Post by: Empty on April 15, 2016, 07:19:57 am
Did not know burner inserter also fuels itself with what it picks up.

Interesting.
Title: Re: Factorio - Factory building game
Post by: BigD145 on April 15, 2016, 08:09:19 am
Super-alien spit technology. :P

I think I'm going to try out RSO. Seems like exactly the sort of thing I need. I wouldn't mind some way to automate (or rather, queue up) choosing research projects, either.

edit: I watched a few videos of people playing Factorio on Youtube, even experienced people, and it just baffles me that I haven't seen anybody use the "self-feeding coal mine" to kickstart coal production or feed early powerplants. It's just a burner drill coupled with a burner inserter that feeds itself and the drill off a small rightward conveyor loop that the drill dumps coal onto. It chains well, needs one piece of coal to start up, and doesn't stop until the mine is dry. Have I just been watching the wrong people? :P

It's ultimately rather inefficient use of power. The burner inserter uses more power than a regular inserter. The efficient coal mine is four coal mines pointed at each other, or at least two.
Title: Re: Factorio - Factory building game
Post by: Djohaal on April 15, 2016, 03:16:33 pm
I prefer the amplifier layout. A line of 3-5 drills in tandem, one coal in the first means many of coal in the last.
Title: Re: Factorio - Factory building game
Post by: Sean Mirrsen on April 18, 2016, 02:25:59 am
I've started thinking of Factorio setups in my idle time. I suppose that's not a good sign.

I also suppose using train cargo wagons as a key component of a multi-lane sorting/splitting mechanism is not exactly a new idea.

I.e. with each inserter being able to move 3 items container to container, a single wagon has enough spaces (sitting horizontal) to have 4 fast inserters on input, and 12 smart inserters on output, effectively filling up 6 output lanes. You also need 12 fast inserters on input to what the 4 fast inserters are taking from, which... can be two more cargo wagons, sitting perpendicular to the first one. Side-by-side they have just enough neighboring tiles to fit 12 inserters (they are 5 tall and 4 wide together, with one 4 side taken up by output, and one tile on the bottom will have to have the belt being used by one of the outputs on the horizontal wagon).

I have no idea how useful this could actually be, but hey. Maybe for offloading actual mixed-load trains. :P
Title: Re: Factorio - Factory building game
Post by: Empty on April 18, 2016, 02:46:43 am
I've always found it a pain to match where the inserters are to where the train will be.
At least the old version I used to play.

Used to overshoot the fuel inserter a few times causing it to enter the storage carts.
Has this been changed?
Title: Re: Factorio - Factory building game
Post by: Sean Mirrsen on April 18, 2016, 05:02:25 am
Seems pretty consistent now, from my experience. Always stops in the same place, so just make note of where the train stops at the station and line up the inserters for that.

Could be different for excessively big trains, I dunno.
Title: Re: Factorio - Factory building game
Post by: andrewas on April 18, 2016, 07:54:00 am
8 tiles for the loco, then its 7,7,8,7,7 8,7,7,7,8,7,7,8... tiles for each wagon, off the top of my head and only for horizontal stations. And the eighth inserter may or may not connect because the hitbox is slightly larger for wagons with a connected wagon, I know the third wagon only has eight inserters if a fourth wagon is present, not sure on wagons 6, 10 or 13.

In short, it's a mess and one of the best features of 0.13 will be the fixes to train lengths.
Title: Re: Factorio - Factory building game
Post by: Sean Mirrsen on April 19, 2016, 08:13:45 am
I seem to be in an interesting situation in this game...


I have managed to fight through the aliens guarding the land bridge, but going further is going to be quite a challenge. Especially since I'm playing with RSO and most resources set to very rare but abundant.

I'm calling it the "Cape Canaveral Challenge" right now. :P Fit everything needed to make and launch a rocket on the peninsula, only ship raw resources in.
Title: Re: Factorio - Factory building game
Post by: Sergius on April 19, 2016, 09:52:15 am
I want a map like that...
Title: Re: Factorio - Factory building game
Post by: miauw62 on April 19, 2016, 10:02:21 am
I might like it except I'd make it far too space-inefficient and run out of building space really quickly :v
Title: Re: Factorio - Factory building game
Post by: Aklyon on April 19, 2016, 10:06:48 am
I might like it except I'd make it far too space-inefficient and run out of building space really quickly :v
Robots! You could tear everything down and build it more space-efficiently later.
Title: Re: Factorio - Factory building game
Post by: Sean Mirrsen on April 19, 2016, 10:16:22 am
I want a map like that...
I can drop a save (https://dl.dropboxusercontent.com/u/4152380/STARTISLAND2.zip) on you if you really want it. I made one right at the beginning seconds after it generated, so I could scout it out and see if it actually connects to land and not another little island. It's only got RSO and RailTanker as active mods.

It's got just two little pathways to mainland. One that I fit a railway through, is three tiles wide. There's one squiggly path across the little islets to the east of it that's one tile wide. Getting any sort of decent throughput there is going to be quite a task.

edit: I have just now realized two things. One, the one-wide squiggly path I referred to, does not lead to mainland, but rather to the large "peninsular peninsula" to the east. Two, it turns out that, with some very creative curve-track-laying, it is actually possible to fit a railway into that squiggly path. This is going to be even more interesting...
Title: Re: Factorio - Factory building game
Post by: Sergius on April 19, 2016, 11:58:31 am
Definitely snatching that saved game for later. Thanks!

About the space, I don't really care about running out, at that point I'll just start building outward but it's nice to have a whole island to yourself :)
Title: Re: Factorio - Factory building game
Post by: Vattic on April 19, 2016, 03:56:58 pm
I've started thinking of Factorio setups in my idle time. I suppose that's not a good sign.

I also suppose using train cargo wagons as a key component of a multi-lane sorting/splitting mechanism is not exactly a new idea.

I.e. with each inserter being able to move 3 items container to container, a single wagon has enough spaces (sitting horizontal) to have 4 fast inserters on input, and 12 smart inserters on output, effectively filling up 6 output lanes. You also need 12 fast inserters on input to what the 4 fast inserters are taking from, which... can be two more cargo wagons, sitting perpendicular to the first one. Side-by-side they have just enough neighboring tiles to fit 12 inserters (they are 5 tall and 4 wide together, with one 4 side taken up by output, and one tile on the bottom will have to have the belt being used by one of the outputs on the horizontal wagon).

I have no idea how useful this could actually be, but hey. Maybe for offloading actual mixed-load trains. :P

Some also use them as big filterable chests in compact factories. You can put everything you need and even intermediate products and the filter will reserve space so it can't just fill with one thing and jam.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on April 20, 2016, 01:39:09 am
they also work well to accumulate from belts and move stuff using the insterter bonus
Title: Re: Factorio - Factory building game
Post by: Skyrunner on April 20, 2016, 03:30:55 am
I've started thinking of Factorio setups in my idle time. I suppose that's not a good sign.

I also suppose using train cargo wagons as a key component of a multi-lane sorting/splitting mechanism is not exactly a new idea.

I.e. with each inserter being able to move 3 items container to container, a single wagon has enough spaces (sitting horizontal) to have 4 fast inserters on input, and 12 smart inserters on output, effectively filling up 6 output lanes. You also need 12 fast inserters on input to what the 4 fast inserters are taking from, which... can be two more cargo wagons, sitting perpendicular to the first one. Side-by-side they have just enough neighboring tiles to fit 12 inserters (they are 5 tall and 4 wide together, with one 4 side taken up by output, and one tile on the bottom will have to have the belt being used by one of the outputs on the horizontal wagon).

I have no idea how useful this could actually be, but hey. Maybe for offloading actual mixed-load trains. :P

Some also use them as big filterable chests in compact factories. You can put everything you need and even intermediate products and the filter will reserve space so it can't just fill with one thing and jam.

How do you make sure the train isn't fully emptied? what is this "filter" thing?
Title: Re: Factorio - Factory building game
Post by: Sean Mirrsen on April 20, 2016, 04:09:32 am
How do you make sure the train isn't fully emptied? what is this "filter" thing?
In train wagons and I think some other containers, you can middle-click a slot to make sure that slot is only ever filled with a particular kind of item. If there is an item in the slot when you middle-click, it will be fixed to that kind of item, otherwise you'll get a selection menu. Ctrl-click to clear.
Title: Re: Factorio - Factory building game
Post by: Skyrunner on April 20, 2016, 05:00:15 am
That's pretty cool!
Title: Re: Factorio - Factory building game
Post by: Sean Mirrsen on April 20, 2016, 04:29:25 pm
That's pretty cool!
You can also do it in the toolbar, useful to stop it from being cluttered by what you pick up.

Also. I have a fun time ahead of me. Look at this:
Spoiler: Map (click to show/hide)

See the blob of iron on the top left there? That's the only iron I could find on the mainland so far, and I took trips on the car to scout out. Getting there requires going way, way north over the little sea, then south again through lots and lots of alien nests. At least there's coal right there, so no need to shuttle fuel or lay a powerline.

Also, alien attacks on the frontier are getting more intensive. Had to rebuild two destroyed laser turrets. First roboport I make goes there.
Title: Re: Factorio - Factory building game
Post by: Aklyon on April 20, 2016, 05:16:35 pm
Factorio worlds use seeds, don't they? I wonder if theres a way to get the one for that map without needing the whole save.
Title: Re: Factorio - Factory building game
Post by: Sean Mirrsen on April 20, 2016, 05:27:37 pm
Unfortunately, I didn't use a preset seed. And I did look in the save files, but it seems that the devs didn't plan for that and it's not listed anywhere I can see.

edit: ...Actually wait, hang on. I didn't see it when I checked last time, but apparently there is a seed included (candid like) in one of the save files, specifically script.dat. Not sure if it will work, but that's what it says it is: 493025113
Title: Re: Factorio - Factory building game
Post by: miauw62 on April 20, 2016, 05:38:37 pm
If it wasn't included, how would the world generate new terrain? :P
Title: Re: Factorio - Factory building game
Post by: Karlito on April 20, 2016, 05:39:09 pm
You can also get the map exchange string from the load game menu, which is something like the map seed combined with all the generation settings.
Title: Re: Factorio - Factory building game
Post by: Aklyon on April 20, 2016, 05:40:28 pm
You can also get the map exchange string from the load game menu, which is something like the map seed combined with all the generation settings.
Thats what I was trying to think of, yeah.
Title: Re: Factorio - Factory building game
Post by: Vendayn on April 20, 2016, 05:46:19 pm
doesn't look like the small island save works for me. Just says can't be loaded in the current version of Factorio (I should have the latest too, its on steam and it doesn't need to update)

I also tried the seed and didn't get what you got
Title: Re: Factorio - Factory building game
Post by: Sean Mirrsen on April 20, 2016, 05:48:26 pm
Oh. Huh. So that's what that is.

Well, in that case the exchange string is
Spoiler (click to show/hide)
Title: Re: Factorio - Factory building game
Post by: Parsely on April 20, 2016, 06:32:52 pm
Watching LPs of this it seems to me that most of your time is spent just making stuff more efficient, which the essence of that is fine, but I get the sense that the aliens don't actually have much of a presence in the mid-late game and at that point you're no longer building to survive but just for the sake of building. What do you guys who've played for a while think? I ask because I would only be inclined to play this game if the enemy was actually challenging throughout the game.
Title: Re: Factorio - Factory building game
Post by: n9103 on April 20, 2016, 08:50:01 pm
It can depend greatly on how you play.
If you're the kind that doesn't care about being low-pollution, then the biters will be making you fight tooth and nail constantly until you get up a significantly large automated defense.
If you would rather play as ecologically friendly as you can manage, then you can get by with very rare attacks, and by far the largest source of conflict will be your own attacks to retrieve alien artifacts.
Either way, there are mods that can change this greatly.

Something like RSO is good for putting more emphasis on useful/significant expansion, even into the late game.
Surviving long enough and getting that rocket up in space is no small feat most of the time.

That being said, if you don't pollute, and don't expand, there's no conflict to be had, as (last I checked) there are no timed attacks.
Title: Re: Factorio - Factory building game
Post by: Glloyd on April 20, 2016, 09:04:57 pm
It can get pretty hard around 100% evo. You've gotta balance expansion with defence, but at that point, it's really hard to kill biters without mods or a shitton of laser turrets. If you want a real challenge, max out biter settings with RSO. You'll have to have huge defences set up, and you'll have to push hard to clear a path through the wall of alien bases to get to resources, and then work hard to defend those resources.
Title: Re: Factorio - Factory building game
Post by: Sean Mirrsen on April 21, 2016, 12:38:08 am
I think the best improvement to alien invasions in the game would be flying enemies at high evolution factors, that can fly over walls and bodies of water, forcing you to change up your defense layouts and reinforce your automated maintenance.

edit: I'm suddenly envisioning the endgame evolving (heh) into automated tower defence a-la Creeper World 3, with you basically keeping up a constant barrage of firepower to push back the tide of enemies funneling in from the entire rest of the planet. The game could really use some more advanced turrets, like cannon and rocket turrets. Flamethrower turrets. Make the player work hard for survival against different enemies.
Title: Re: Factorio - Factory building game
Post by: Glloyd on April 21, 2016, 01:42:44 am
I think the best improvement to alien invasions in the game would be flying enemies at high evolution factors, that can fly over walls and bodies of water, forcing you to change up your defense layouts and reinforce your automated maintenance.

edit: I'm suddenly envisioning the endgame evolving (heh) into automated tower defence a-la Creeper World 3, with you basically keeping up a constant barrage of firepower to push back the tide of enemies funneling in from the entire rest of the planet. The game could really use some more advanced turrets, like cannon and rocket turrets. Flamethrower turrets. Make the player work hard for survival against different enemies.

What I want is a way to automate offense. It's the only thing in the game you can't automate right now. It'd be awesome to have streams of combat robots flowing forth to fight the neverending tide of aliens.
Title: Re: Factorio - Factory building game
Post by: Parsely on April 21, 2016, 05:23:18 am
edit: I'm suddenly envisioning the endgame evolving (heh) into automated tower defence a-la Creeper World 3, with you basically keeping up a constant barrage of firepower to push back the tide of enemies funneling in from the entire rest of the planet. The game could really use some more advanced turrets, like cannon and rocket turrets. Flamethrower turrets. Make the player work hard for survival against different enemies.
I'm a huge fan of Creeper World 3 and this is pretty much what I was hoping to get out of this game (i.e. CW3 with a more interesting economy). CW3 is a very special kind of intellectual high once you get to the point where you're solving levels left and right. AI War has been exactly what I wanted for the most part but the economy is still too simple.
Title: Re: Factorio - Factory building game
Post by: Sean Mirrsen on April 21, 2016, 05:39:46 am
What I want is a way to automate offense. It's the only thing in the game you can't automate right now. It'd be awesome to have streams of combat robots flowing forth to fight the neverending tide of aliens.

I thought about it for a bit, and I think it would make sense to have automated offense as late-late game content. As in "after you've started launching rockets". Because you can't just tell a robot "go over there" - you need navigation over long range. This means that you're going to be launching navigation satellites up, allowing you to remotely set orders for robots on the map, that they will then navigate to.
Title: Re: Factorio - Factory building game
Post by: Puzzlemaker on April 21, 2016, 07:04:17 am
Yeah, attack bots would be awesome. 
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on April 21, 2016, 07:48:02 am
https://forums.factorio.com/viewtopic.php?f=97&t=23543&sid=b0cdd56fcd30238d408535afdbc0826d

they cannot be ordered around tho, but they have a wandering ai so it may be added if you ask the owner
Title: Re: Factorio - Factory building game
Post by: miauw62 on April 21, 2016, 10:40:39 am
I think the best improvement to alien invasions in the game would be flying enemies at high evolution factors, that can fly over walls and bodies of water, forcing you to change up your defense layouts and reinforce your automated maintenance.

edit: I'm suddenly envisioning the endgame evolving (heh) into automated tower defence a-la Creeper World 3, with you basically keeping up a constant barrage of firepower to push back the tide of enemies funneling in from the entire rest of the planet. The game could really use some more advanced turrets, like cannon and rocket turrets. Flamethrower turrets. Make the player work hard for survival against different enemies.
Having to make 5 different turrets i have to put everywhere at my walls instead of 1 doesnt sound very exciting, tbh. if the mix of enemies is the same everywhere, there isnt any depth to having multiple types of turrets.
Title: Re: Factorio - Factory building game
Post by: Neyvn on April 21, 2016, 10:44:38 am
This by my Factory so far...
Its zoomed out, but it should be possible to tell what I am doing so far...

Spoiler (click to show/hide)

EDIT:: MANY HOURS LATER

Spoiler (click to show/hide)
Title: Re: Factorio - Factory building game
Post by: Sean Mirrsen on April 21, 2016, 10:52:44 am
I think the best improvement to alien invasions in the game would be flying enemies at high evolution factors, that can fly over walls and bodies of water, forcing you to change up your defense layouts and reinforce your automated maintenance.

edit: I'm suddenly envisioning the endgame evolving (heh) into automated tower defence a-la Creeper World 3, with you basically keeping up a constant barrage of firepower to push back the tide of enemies funneling in from the entire rest of the planet. The game could really use some more advanced turrets, like cannon and rocket turrets. Flamethrower turrets. Make the player work hard for survival against different enemies.
Having to make 5 different turrets i have to put everywhere at my walls instead of 1 doesnt sound very exciting, tbh. if the mix of enemies is the same everywhere, there isnt any depth to having multiple types of turrets.
See basically any tower defense game. :)
Title: Re: Factorio - Factory building game
Post by: Vattic on April 21, 2016, 03:00:47 pm
There has been talk of more RTS elements (https://forums.factorio.com/viewtopic.php?f=9&t=6), but it was a long time ago. Flying biters too if I remember correctly.
Title: Re: Factorio - Factory building game
Post by: Fikes on April 21, 2016, 04:04:52 pm
A handful of my friends picked up the game. One of then is a genius level computer programmer.


Are base is so organized it kind of ruined the game for me.
Title: Re: Factorio - Factory building game
Post by: Skyrunner on April 22, 2016, 12:39:00 am
Different skill levels best not design the same base.
Title: Re: Factorio - Factory building game
Post by: Sean Mirrsen on April 22, 2016, 04:43:18 am
A handful of my friends picked up the game. One of then is a genius level computer programmer.


Are base is so organized it kind of ruined the game for me.
Heh. Mine certainly isn't. I'm going through a fun process of tearing up my railways and restructuring them, along with a lot of supporting infrastructure, because apparently it can't handle four trains shuttling back and forth.
Title: Re: Factorio - Factory building game
Post by: Fikes on April 22, 2016, 03:11:05 pm
We need to try that redesigned resource location mod thing.

For our game he upped the richness of deposits. We had everything researched and only needed one, very small, train line to do it.
Title: Re: Factorio - Factory building game
Post by: Sean Mirrsen on April 22, 2016, 04:03:47 pm
You can get a much more enjoyable game setting deposits to be very scarce, but either rich and small, or poor and huge, especially with RSO.

It now occurs to me that the game lacks a "random" setting for size and richness. Scarcity can't exactly be randomized, but variable size and quality of the deposits would be both interesting and more natural.
Title: Re: Factorio - Factory building game
Post by: Sirus on April 22, 2016, 04:35:01 pm
Oh. Huh. So that's what that is.

Well, in that case the exchange string is
Spoiler (click to show/hide)
This doesn't work for me. It doesn't even seem to be consistently generating the same world.
Any advice?
Title: Re: Factorio - Factory building game
Post by: Karlito on April 22, 2016, 04:42:50 pm
I had the same problem when I tried it a couple days ago. I think probably the seed is from an earlier version of Factorio.
Title: Re: Factorio - Factory building game
Post by: Sean Mirrsen on April 22, 2016, 09:59:29 pm
Actually, the problem might be that it's a pirated version of Factorio. I did test that it works for me, and my version reports as 0.12.30, which AFAIK is the latest one (build 17998 win64 alpha, from the about box), so it's probably the whole pirated version thing.

Yes I do plan to buy the game, it's shown itself exceedingly well in being entertaining so per the "pirate before buy" clause I'm obliged to, I'm just waiting to have some money to spare.

(and yes I managed to completely miss the free demo the game has. >_>)
Title: Re: Factorio - Factory building game
Post by: Aklyon on April 22, 2016, 10:00:31 pm
(and yes I managed to completely miss the free demo the game has. >_>)
/me bops Sean Mirrson for that
Title: Re: Factorio - Factory building game
Post by: Sean Mirrsen on April 23, 2016, 12:22:41 am
(and yes I managed to completely miss the free demo the game has. >_>)
/me bops Sean Mirrson for that
Steam should really make the "Download demo" button green like the buy button. You'll never spot it if you aren't looking for it, and it's far from a normal occurrence.
Title: Re: Factorio - Factory building game
Post by: MrRoboto75 on April 23, 2016, 12:33:07 am
Oh, there's a demo?

*downloads*
Title: Re: Factorio - Factory building game
Post by: n9103 on April 24, 2016, 02:47:05 pm
Demo on Steam, and on their site.
I, too, shall join in the bopping.
Title: Re: Factorio - Factory building game
Post by: guessingo on April 24, 2016, 11:49:46 pm
There is a mod manager. Google cfan.exe . It links to mods from the forums and will help you keep track of the latest version. Applying mods is hard since so many are not compatible with new versions. Just getting my feet wet in the game and tutorials and helps. Like with any builder games like Cities: Skylines I have no artistic talent at all and my creations all look terrible.
Title: Re: Factorio - Factory building game
Post by: n9103 on April 25, 2016, 07:20:07 am
It's an industrial complex. If it looks pretty, you're doing it wrong :P
That being said, symmetry and efficiency-focused setups all have some aesthetic qualities.
Title: Re: Factorio - Factory building game
Post by: Aklyon on April 25, 2016, 07:33:33 am
More importantly, if it looks pretty than you probably rebuilt everything to look less like the disorganized mess it is.
Title: Re: Factorio - Factory building game
Post by: Sean Mirrsen on April 25, 2016, 08:14:59 am
Speaking of disorganized messes...

Spoiler (click to show/hide)
You can actually mostly navigate that with some level of ease. Probably made it more convoluted than necessary, but at least you don't have to take pipes out to get to something in the middle.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on April 25, 2016, 08:40:55 am
Yeah oil is terrible to expand
Title: Re: Factorio - Factory building game
Post by: guessingo on April 25, 2016, 12:15:12 pm
anyone get the world generator to work well on anything other than defaults? coal doesnt seem to get generated where i start. I googled it and it seems to be a known issue with the world generator. it doesnt work. I googled for 'seeds', but didnt find any that worked. The ones I copied failed. So it looks like if they are not current to the current version they dont work. I am playing on the default.
Title: Re: Factorio - Factory building game
Post by: miauw62 on April 25, 2016, 12:58:49 pm
why do you still have burner miners???
Title: Re: Factorio - Factory building game
Post by: Aklyon on April 25, 2016, 01:02:17 pm
why do you still have burner miners???
This is a good question, yeah. Burner miners go out the window for usefulness as soon as you have electricity, I'd think.
Title: Re: Factorio - Factory building game
Post by: miauw62 on April 25, 2016, 01:04:33 pm
also, you should basically always use underground pipes, they only count as 2 pipes for pressure reasons so you get much better flow.
Title: Re: Factorio - Factory building game
Post by: Empty on April 25, 2016, 02:59:14 pm
also, you should basically always use underground pipes, they only count as 2 pipes for pressure reasons so you get much better flow.

Not even counting the lag reduction :P
Title: Re: Factorio - Factory building game
Post by: Sean Mirrsen on April 25, 2016, 03:11:14 pm
why do you still have burner miners???
This is a good question, yeah. Burner miners go out the window for usefulness as soon as you have electricity, I'd think.
Yes, except for one thing - emergency supply. If electricity gives out for whatever reason - and I did have it spontaneously happen a few times already, what with the expanding the refinery and starting to use lots of speed modules - your electric mining drills and inserters will slow down. And when they're already feeding two massive powerplants both close to max capacity, that tends to have bad feedback-loopy consequences. With a string of self-fed burner miners with burner inserters) dedicated to feeding the powerplants with coal I basically guarantee that no matter how badly I screw up with managing electrical power, I will never completely black-out the grid, which can be troublesome if you're away on a nest-clearing mission and your primary base defences run on electricity.

Also, speaking of oil being a pain to expand:
Spoiler (click to show/hide)

And I just use the small pumps to boost liquid flow. Works best immediately exiting a storage tank. I just like the look of piping. :P
Title: Re: Factorio - Factory building game
Post by: Sirus on April 25, 2016, 03:17:23 pm
I can't wait for ocean stuff to happen so that we can have actual islands and ships traveling between them.
Title: Re: Factorio - Factory building game
Post by: Sergius on April 25, 2016, 06:06:22 pm
I can't wait for ocean stuff to happen so that we can have actual islands and ships traveling between them.

And water based critters.
Title: Re: Factorio - Factory building game
Post by: Sirus on April 25, 2016, 06:17:24 pm
I can't wait for ocean stuff to happen so that we can have actual islands and ships traveling between them.

And water based critters.
Oh yes.

Actually I almost hope for giant sea critters that you'll need to build warships to battle against. Eventually you can construct automated warships to defend your sea-going supply routes.
Title: Re: Factorio - Factory building game
Post by: BigD145 on April 25, 2016, 08:39:31 pm
I can't wait for ocean stuff to happen so that we can have actual islands and ships traveling between them.

And water based critters.
Oh yes.

Actually I almost hope for giant sea critters that you'll need to build warships to battle against. Eventually you can construct automated warships to defend your sea-going supply routes.

Before that, turrets that work while on a moving train.
Title: Re: Factorio - Factory building game
Post by: Sean Mirrsen on April 26, 2016, 06:56:55 am
Yeah, there's a lot of things the game could be improved with. A lot of them are either already known and planned for by developers, or theoretically possible already with mods.

I'd like to see naval units and aliens (and resources, and having to dispose of dirty water adding water pollution and invoking the wrath of amphibious aliens), flying aliens, more defense and offense options (RTS elements akin to a cross between Majesty and Total Annihilation), and some more in-depth crafting and research trees. More power options, survival elements, suchlike.

I had a neat idea (after seeing the loader in the devblog, which I have to say would be unbalancing to the game unless limited) for "Assembly Line" buildings. Three by three like Assemblers, they'd be a cross between an Assembler and a chemical plant. Basic Assembly Line would be researched at about the same point as Assembler 3, and take some fairly high-tech resources to make (smart inserters, fast belts, processor chips, speed modules, maybe lubricant). It would, in effect, be an Assembler with a ludicrous base production speed, like 2.5. Two caveats - it can only produce things that take 1 resource, and can't be loaded via Inserters. Main feature - it has one "input line" and one "exit line", like an inline chemical plant on a conveyor belt instead of a pipe. It will take its target resource off the input line as fast as it will come. More advanced assembly lines (in addition to being even faster and more difficult to make) can take two or three input lines, but no more than that, and they will all have you do the "match the input line" minigame that chemical plants have with multiple inputs. For making the big, complex things you'd still use Assembler 2s and 3s, but for various cogs, cables, and electronic boards, you will eventually (since it will be pretty late in the research) want to simplify and speed up the production process, which I think these Assembly Lines could achieve without being unbalanced.

More than some other things though, I'd like to see some lore and appropriate complexity added to the game. I mean, the setup you have at the start of freeplay doesn't quite make sense unless you put thought into it. You are supposedly an engineering specialist with some pretty advanced tools at your disposal, you can build some pretty neat things from the get-go but you have to research some fairly basic processes like steel processing and wall building. I'd like it to say somewhere that, for example, you are an engineer in the future, so a lot of the more basic processes you simply are not expected to deal with - and knowing how steel is processed does not equate to knowing how to build a steel smelter out of what you have on hand.

For instance, research. I'd like research flavored into being an automated experimentation process constructed out of simple electronics logic. Instead of preset research packs, you could be feeding the labs with resources and processed items relevant to the research, that are used up in the experimentation. It makes more sense than "research packs", and detrivializes research, requiring you to either shift gears as you switch projects, or choose your research queue such that you don't have to.

Power, too. For some reason you have to start out with giant steam engines for power, when it would make sense to start with smaller things - like burner generators. Steam engines are great for supplying huge amounts of power to a large factory, but to start out you could use electricity generated by small, coal- or wood-burning 1x2 powerplants. You could make burner inserters more difficult to construct then (and properly relegate them to "backup" tier), and maybe even make conveyor belts require power, with the caveat that belts carry power for themselves as long as any belt in a connected line receives power. You could properly have offshore pumps require power as well. A lot of "common sense" problems with how the game has you start out could be solved by your character, being an engineer from the future, knowing a simple and efficient way of extracting electricity out of heat. (some variant of a stirling engine?)

I'd start making a mod to that effect, but my creative drive has run out. :(
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on April 26, 2016, 07:16:00 am
stirling generator taking coal as input > https://forums.factorio.com/viewtopic.php?f=93&t=15094&sid=1e387850ec16394fe41902dbab333835 mod page need better search :P

I heard there's cfan around, how's that? https://forums.factorio.com/viewtopic.php?f=137&t=23109
Title: Re: Factorio - Factory building game
Post by: Sergius on April 26, 2016, 07:39:29 am
One thing I'd like to see in this game is more cosmetic than anything: buildings. Like, freeform walls and a ceiling, maybe opaque until you actually walk into it. It could be to place machines and conveyors, or just a hut to live in.

There could be a mechanical reason to build them, maybe protection from elements or attacks, or a productivity boost.
Title: Re: Factorio - Factory building game
Post by: Robosaur on April 26, 2016, 11:28:33 am
There are two things I really think need to be top priority for fixing.

1) Better combat. Running away from faster moving enemies while holding the space bar in their general direction? Not very entertaining. Give enemies wind-up animations for their attacks, make em a bit slower, give some charge attacks, maybe even give spitters some bullet patterns. Ooh! And boss-type enemies! Because why not?

2) Less punishment for failing to defend your base. I had to cheat, just hours away from completing the campaign, because enemies started overwhelming me. Spamming laser turrets and such, but then I ran out of power, and it was far too late for me to get more oil to my base. Enemy raids should have a 'morale' system. They lose morale as they destroy your stuff, or as they die, or over time. When they run out of morale, they retreat. When a building is destroyed, it leaves a wreck, and repair kits are all that's needed to bring it back to working order, as opposed to rebuilding it from scratch. This can be balanced by having more frequent (though maybe smaller) enemy attacks.
Title: Re: Factorio - Factory building game
Post by: Sean Mirrsen on April 26, 2016, 02:13:24 pm
I think the real answer to both of those is diversified defense, with a side of automated offense. This is not intended to be a personal combat sort of game, as far as I know, so any action-shooter conventions would be out of place. Factorio's combat is primarily in the tower defense genre, and right now you have painfully few options to choose from, all boiling down to direct upgrades in damage and usefulness. I'd much prefer turrets to be a varied bunch, all having strengths and weaknesses. For instance, taking the available in-game weapons into account:
- Gun Turret: Basic, small-profile weapon equivalent to your starting pistol - requiring said pistol in its crafting recipe, available early on.
- Defense Turret: Equivalent to current 2x2 gun turret, requires an SMG in its crafting recipe.
- Laser Turret: Better range than the Defense Turret and takes no ammo, but uses lots of power and fires slower, giving faster biters time to get close.
- Flamethrower Turret (yes I know it's being made): Will easily kill biters, but is outranged by spitters.
- Cannon Turret: AP or explosive ammo, massive damage, can kill biters and spitters both before they get into range, but slow-firing.
- Rocket Turret: Can easily blow up entire swarms by the time they approach, but slow-firing and can't target things that get close.
- Tesla Coil: Basically an electric Flamethrower, suffers same range issues and uses no ammo and lots and lots of power to fry anything that gets close.
- Gauss Cannon Turret: Ultimate long-range defense, uses both power and ammo, fires guided AP shots with massive penetrating power and great range, but relatively slowly.

If you have such diversity, you will be able to gradually change the layout of your defenses to better handle the changing monsters that attack you, rather than relying on damage buffs.

And of course being able to automatically stage attacks on alien nests using drone cars and tanks would be very very useful as well.
Title: Re: Factorio - Factory building game
Post by: miauw62 on April 26, 2016, 02:32:19 pm
Gun turrets with AP rounds are actually better at killing behemoths and large biters than lasers, if they are fully upgraded.

It costs more power, though (mining, smelting, assembly, roboports, etc)
Title: Re: Factorio - Factory building game
Post by: Sean Mirrsen on April 27, 2016, 09:39:20 am
Gah. I haven't used Lightwave in forever. But I feel like trying to make a cannon turret sprite.

(https://dl.dropboxusercontent.com/u/4152380/Sprites/Cannonturret_1.png)

Not too terrible for just basic LW textures. :P

edit: Having an inordinate amount of trouble trying to create transparent GIFs for some reason. :/

(https://dl.dropboxusercontent.com/u/4152380/Sprites/Ani2.gif)
Title: Re: Factorio - Factory building game
Post by: BigD145 on April 27, 2016, 09:01:36 pm
Feed the beast!
Scroll all the way down. (https://www.factorio.com/blog/post/fff-135)
Title: Re: Factorio - Factory building game
Post by: Skyrunner on April 28, 2016, 03:10:48 am
Gah. I haven't used Lightwave in forever. But I feel like trying to make a cannon turret sprite.

(https://dl.dropboxusercontent.com/u/4152380/Sprites/Cannonturret_1.png)

Not too terrible for just basic LW textures. :P

edit: Having an inordinate amount of trouble trying to create transparent GIFs for some reason. :/

(https://dl.dropboxusercontent.com/u/4152380/Sprites/Ani2.gif)
I don't think you can actually make transparent gifs, can you?
Title: Re: Factorio - Factory building game
Post by: Sean Mirrsen on April 28, 2016, 05:26:02 am
I don't think you can actually make transparent gifs, can you?
You can do it easier if you don't have any smooth edges, at least.

(https://dl.dropboxusercontent.com/u/4152380/Sprites/animation.gif)
Title: Re: Factorio - Factory building game
Post by: Aklyon on April 28, 2016, 07:06:07 am
Gah. I haven't used Lightwave in forever. But I feel like trying to make a cannon turret sprite.

(https://dl.dropboxusercontent.com/u/4152380/Sprites/Cannonturret_1.png)

Not too terrible for just basic LW textures. :P

edit: Having an inordinate amount of trouble trying to create transparent GIFs for some reason. :/

(https://dl.dropboxusercontent.com/u/4152380/Sprites/Ani2.gif)
I don't think you can actually make transparent gifs, can you?
*mentions apngs*
Title: Re: Factorio - Factory building game
Post by: Sean Mirrsen on April 28, 2016, 09:45:47 am
Well, sure, but how many browsers even support those right now?

(https://dl.dropboxusercontent.com/u/4152380/Sprites/animated.png)
Title: Re: Factorio - Factory building game
Post by: Aklyon on April 28, 2016, 10:01:41 am
Basically all of the relevant ones. (https://en.wikipedia.org/wiki/APNG#Support)
IE is always behind and Edge doesn't count as relevant imo.
Title: Re: Factorio - Factory building game
Post by: Chiefwaffles on April 29, 2016, 12:52:39 am
Aww, Edge is definitely relevant. Like it or not, it is the default browser of the latest version of Windows. It's relevant.
Title: Re: Factorio - Factory building game
Post by: Glloyd on April 29, 2016, 01:38:17 am
Aww, Edge is definitely relevant. Like it or not, it is the default browser of the latest version of Windows. It's relevant.

IE was the default browser of the latest versions of windows for over a decade. It wasn't relevant for a good portion of that. I have yet to meet a person who voluntarily uses IE/Edge.

Edge is not relevant.
Title: Re: Factorio - Factory building game
Post by: Chiefwaffles on April 29, 2016, 01:51:03 am
Okay, not going to get into an argument any further than this, but since I really can't resist one more post...
Let me rephrase what I said: you can like Edge or dislike it.
But it's the default browser of a major OS.

Edge is relevant.
Not that relevant or as relevant as the other 'main' browsers, sure, but it's relevant to some degree.
I voluntarily use Edge. By far the fastest+lightest browser I've used.
Title: Re: Factorio - Factory building game
Post by: forsaken1111 on April 29, 2016, 04:09:15 am
Edge is surprisingly not terrible
Title: Re: Factorio - Factory building game
Post by: Sean Mirrsen on April 29, 2016, 04:41:25 am
At this point I can't see myself using anything but Firefox, simply out of sheer inertia.

Anyways. If I thought my problems on this map would be getting oil, or iron - I was gravely mistaken.
The "home" iron mine is still going strong. I have oil storage backed up because my plastics, sulfur, and solid fuel consumption can't keep up with production - I need to seriously up production of batteries and advanced electronics. The problem with all that... is that my copper is running out. I actually have a decent amount of it left, around 30K total, but it's a very small, very rich patch that I can only fit four electric mines around - there is not enough production rate. I need a remote mining operation stat.

And here's what the map looks like so far. See if you can spot anything in common between all discovered copper deposits.
Spoiler (click to show/hide)

Yep. Each of them - the seven of them I can see - is located right next to a massive amount of alien dens. I could have a hilarious amount of mining done if I could clear them all out, but I spent hours just clearing out the big peninsula on the left to get to the iron deposit there (and I'm still not done). And if I just set up a mining operation (or especially a mining and smelting operation, which is a possibility) on one, it will come under constant and massive attacks with all the pollution spreading out.

And to get the hardware necessary to make either clearing the nests out or defending a mining outpost possible, I need... a lot of copper. Wonderful.
Title: Re: Factorio - Factory building game
Post by: Aklyon on April 29, 2016, 08:27:14 am
Okay, not going to get into an argument any further than this, but since I really can't resist one more post...
Let me rephrase what I said: you can like Edge or dislike it.
But it's the default browser of a major OS.

Edge is relevant.
Not that relevant or as relevant as the other 'main' browsers, sure, but it's relevant to some degree.
I voluntarily use Edge. By far the fastest+lightest browser I've used.
Its the default browser of only one version of a major OS, and not one people are super fond of. I'll give it a maybe at best.
Title: Re: Factorio - Factory building game
Post by: JacobVR on April 29, 2016, 08:46:31 am
I'd actually say its more about trying to automate things so that you don't have to micromanage. But it works out such that you never stop. Literally.... Prepare to stay up hours after you intended to stop. Days? Perhaps..
Title: Re: Factorio - Factory building game
Post by: JacobVR on April 29, 2016, 08:47:04 am
;) ;) ;)
Title: Re: Factorio - Factory building game
Post by: Sensei on April 29, 2016, 01:51:05 pm
Today's Friday Facts indicates they've made some networking improvements! Not sure if it's in the 12.32 experimental or what though, I haven't been keeping up with experimental releases.
Title: Re: Factorio - Factory building game
Post by: Sean Mirrsen on April 30, 2016, 08:21:05 am
I've actually made a mod for this game. Well, a "mod". It's only a mod insofar as the game recognizes it as one, otherwise it's just a discrete collection of various crap I'm doing to test what I can do with the modding system.

The mod is not at all thought through, and currently all it does is restrict the player to being able to craft by hand only those items that require one component to craft. This is in lieu of having an actual ability to limit the player in this way.

There are a few fun unintended side-effects. You can't craft your iron axe because it takes two ingredients. You can't craft power poles either, which would make getting power running rather difficult unless more things are connectable via copper wire (which is doable, and wire is one of the things you can make). You can't craft any of the science packs manually, either.

All in all, the system is flexible and limited simultaneously. At least you can request for things to be made available for modding.
Title: Re: Factorio - Factory building game
Post by: n9103 on April 30, 2016, 05:51:33 pm
And, generally speaking, those requests are seriously considered and quickly implemented.
Title: Re: Factorio - Factory building game
Post by: Sean Mirrsen on May 01, 2016, 08:27:22 am
I wasted too much time on this thing.

(https://dl.dropboxusercontent.com/u/4152380/Sprites/Stireng.png)
(https://dl.dropboxusercontent.com/u/4152380/Sprites/Stireng_anim.png)

Now let's see if I can actually make it work. :P
Title: Re: Factorio - Factory building game
Post by: Parsely on May 01, 2016, 01:25:42 pm
I tried it last night and ended up playing it for about 16 hours straight. This game is fucking amazing.
Title: Re: Factorio - Factory building game
Post by: Sean Mirrsen on May 03, 2016, 08:31:13 am
Even more pointlessly spent time later...

(https://dl.dropboxusercontent.com/u/4152380/Screenshots/stgengif.gif)
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on May 03, 2016, 08:44:42 am
https://forums.factorio.com/viewtopic.php?f=93&t=15094  haven't you seen this? :P
Title: Re: Factorio - Factory building game
Post by: Sean Mirrsen on May 03, 2016, 09:54:06 am
I did, but I find the sprite to be lacking. Plus I had to flip around the design of that generator (which is now part of KS Power) in order to let it have an animation when working. The burner-generator is comprised of a boiler and a steam engine superimposed on each other and controlled via code. The KS Power version is placed as a boiler, with the steam engine invisible and only providing power. I had to make it so that the steam engine is the one placed - this allows rotating the sprite, and having an animation like the steam engine does.

I broke the thing like five times while I was doing it. :P
Title: Re: Factorio - Factory building game
Post by: Sean Mirrsen on May 04, 2016, 01:58:58 am
I think I'm starting to understand the madness that is modding Factorio. With how it is set up, you just can't half-ass your kludge solutions - you need to go full-ass in order to get what you're after.

For instance. I explained how the burner-generator is actually a boiler and a steamengine mashed into one place. Now, the boiler has a 'fire' graphic that shows that it's burning fuel. Since the boiler has different orientations it can be in, it has several variants of that graphic, which is nice to have. First, obvious idea - when creating the boiler through code (this works because I flipped the original code around), simply set the boiler's direction to be the same as the steamengine's direction. Unexpected error - the game does not allow setting the boiler's direction in code because it's also a pipe and its directions are determined automatically. Uh. Okay. After experimenting, I ended up having to add an entire new boiler entity, which is completely identical to the first one except that it uses a different default fire graphic, and the boiler-creation code chooses which boiler to create based on the orientation of the steam engine. Complicated enough? Nope, turns out I also need to add an item that matches the new boiler, because the game apparently wants it for some reason.

I also can't just add a burner-powered lamp (aka sconce, or brazier), because a lamp has no UI for letting you give it fuel, though it will flash the "out of fuel" icon. Wonderful.
Title: Re: Factorio - Factory building game
Post by: flabort on May 04, 2016, 02:22:25 am
PTW, Ive been playing this game quite a bit since seein Avaak's beginners guide (with Shenrir) on youtube and falling in love with the logistics system.  Glad this thread popped up in front of me (would you believe I miss clicked?), and happy to see Seans work.
Title: Re: Factorio - Factory building game
Post by: BigD145 on May 04, 2016, 08:14:16 am
PTW, Ive been playing this game quite a bit since seein Avaak's beginners guide (with Shenrir) on youtube and falling in love with the logistics system.  Glad this thread popped up in front of me (would you believe I miss clicked?), and happy to see Seans work.

Watch Arumba and Steejo instead.
Title: Re: Factorio - Factory building game
Post by: Aklyon on May 04, 2016, 08:30:35 am
Wasn't there one with all of them?
Title: Re: Factorio - Factory building game
Post by: BigD145 on May 04, 2016, 08:46:56 am
Wasn't there one with all of them?

Yes, and Aavak was a hidden traitor working for the biters.
Title: Re: Factorio - Factory building game
Post by: Aklyon on May 04, 2016, 08:47:59 am
Sounds like aavak.
Title: Re: Factorio - Factory building game
Post by: flabort on May 04, 2016, 05:04:53 pm
One reason I'm excited to see Sean doing some modding is because I've started some work on an ambitious project of my own. :P

So tell me, besides the fact that I haven't added image links or defined the items that these ores produce, is there anything blatantly wrong with this code?
Spoiler (click to show/hide)
Title: Re: Factorio - Factory building game
Post by: Sean Mirrsen on May 05, 2016, 12:10:39 am
I can see nothing blatantly wrong. However, Lua is not a language I am intimately familiar with, I'm just getting by with general programming knowledge. The lack of exceedingly opaque syntax helps, as does the lack of need to track semicolons. :P

I can't offer any specific advice on modding resources, though, I haven't done any research into that myself. I know the autoplace uses some kind of gaussian or perlin noise thing for choosing where and how to place resources, but how to manipulate it in a non-random way I have no idea.
Title: Re: Factorio - Factory building game
Post by: flabort on May 05, 2016, 12:24:42 am
Hmm. Well, I guess I'd have to test to find out if I was doing that right then.

I've got a tiny bit more done, still no images (even placeholders). Not much change to the resource code blocks, just some commas added (Thanks Putnam!), but a code block for the items they give you and a couple recipes. I still don't have anything useful to do with the crystals, but hopefully they don't throw up errors by being in an inventory (besides the image-not-found errors).

Spoiler (click to show/hide)
Title: Re: Factorio - Factory building game
Post by: n9103 on May 05, 2016, 08:22:02 am
There's a great deal of already existing modding code that are available for reference on the official forums: https://forums.factorio.com/viewforum.php?f=10
The Factorio wiki also has documentation on moddable aspects: https://wiki.factorio.com/index.php?title=Modding (particularly useful will be the Official API documentation)
Title: Re: Factorio - Factory building game
Post by: flabort on May 05, 2016, 04:44:33 pm
Ooh. Thanks for the first link. I was already using the second, which is why I have any information on the Peaks section at all, as compared to nothing which is what I would have had.
Definitely will be looking over the sections in your first link, though. :D Thanks
Title: Re: Factorio - Factory building game
Post by: Finndibaenn on May 05, 2016, 05:39:10 pm
since 0.12 there is also http://lua-api.factorio.com/ which is updated on every release. It doesn't replace the wiki, but is complimentary
Title: Re: Factorio - Factory building game
Post by: flabort on May 05, 2016, 07:04:49 pm
Found that too, from the wiki. :P
Fingers crossed, I've got some placeholder graphics and filled in the graphics parts of the codeblocks and am trying to find my savefiles to back up just in case. :)
It's time to find out if I've horribly ruined everything with the "result = {MULTIPLE RESULTS}" things or if this actually works!
Title: Re: Factorio - Factory building game
Post by: Sean Mirrsen on May 05, 2016, 10:00:41 pm
Ooh, hang on, i remember this one. If you're having results with probabilities (and multiple results are fine, see oil processing), in order for probabilities to matter you can't set "amount". You need "amount_min" and "amount_max", flat amount overrides everything.
Title: Re: Factorio - Factory building game
Post by: Sean Mirrsen on May 06, 2016, 03:18:09 pm
Further experimentation with modding:

(https://dl.dropboxusercontent.com/u/4152380/Screenshots/assline.gif)
Title: Re: Factorio - Factory building game
Post by: BigD145 on May 06, 2016, 03:24:18 pm
You dirty cheater. Not dirty enough because you're using less power.
Title: Re: Factorio - Factory building game
Post by: Sean Mirrsen on May 06, 2016, 03:44:27 pm
Hehe.

I'm currently trying to think of good ways to let the player see if the assembly line input is clogged with items that don't match the recipe inputs, so they can unclog it by running up and collecting them. I'll pretty definitely going to have to make a custom sprite and animation set for these.

Right now the plan is to have these "assembly line" buildings work as ultra-fast, inline assemblers. Still thinking about how to prevent them from being loaded via inserters from the outside, and whether it's a limitation worth pursuing. They'll be available for research around the same time as Assembly Machine 3's, starting with the basic version that only processes one-ingredient recipes. Then a faster version able to use two-ingredient recipes, and an even faster one using three-ingredient recipes, capping at that because I can only fit three inputs on the side of a 3x3 building. Each input will need to take one specific item (kinda like the chemical plant), but they will take those items basically as fast as the conveyor belts can carry them.

So it's all sort of notionally balanced. :P The point being optimization and speedup of some trivial construction processes (gears, cable, circuits, inserters, belts, etc) late in the game when you might really not want to deal with the limited throughput of assembling machines for those high-demand items.
Title: Re: Factorio - Factory building game
Post by: Sean Mirrsen on May 07, 2016, 03:26:16 am
Automatic smart inserter filter at the input to show what input is expected:
(https://dl.dropboxusercontent.com/u/4152380/Screenshots/Screenshot%202016-05-07%2011.21.34.png)

Custom graphics and works in all directions now:
(https://dl.dropboxusercontent.com/u/4152380/Screenshots/Screenshot%202016-05-07%2012.04.38.png)

They now also can not be loaded by inserters. Well, they can if you really really want to, but it's a very limited possibility. The way it works is that I found that inserters will not want to work at all, if their target destination is another inserter that has no free inventory. So what I did is extended the collision box of the hidden loading inserter to 3x1 covering the input side, and there are now two output inserters (filling both sides of a conveyor belt if there is enough production speed) that both have 1x2 collision boxes covering the space along the sides. A fast inserter would have only one spot where it could put things into the building, and that spot would be blocking the output line, defeating most of the purpose. You could still have a total of four long-handed inserters loading or unloading things from the two unoccupied tiles in the building's collision box that are required for the inserters actually operating in the building, but there is rarely a big benefit from doing that.

Still a lot of fancy scripting to do... and then there's the multi-input versions.... T-T
Title: Re: Factorio - Factory building game
Post by: flabort on May 10, 2016, 01:54:03 am
So my recipes and resources with multiple outputs aren't working, still. According to the #Factorio_Modding IRC, it's impossible for resources to create multiple resources. I can apparently make an "unsorted" resource which can then be crafted into multiple resources, but not the way I had it. The new recipe should work, but apparently recipes that were set up to work in a furnace also can't be multiple outputs - which means I need an intermediate resource for that as well.
Once I get that done, hopefully it will stop throwing up errors. Bleh.

@Sean: You can have inputs on either side of the belt, meaning you COULD have twice as much input if you wanted. I'm sure you don't want to deal with that headache, though.

Hmm. With that know-how you're developing, though, I bet you can't make a 1-tile T-Splitter. >:D
Title: Re: Factorio - Factory building game
Post by: Parsely on May 10, 2016, 02:02:45 am
-snip-
The factory sprite is a little broken there.

In the first image you can see the conveyor overlapping the top of the topmost factory.

In the second image you can see on the rightmost factory that the far sides of the doorways are overlapping the conveyor belts on either side of the building. It's less noticeable on the right side because of the shadow.
Title: Re: Factorio - Factory building game
Post by: flabort on May 10, 2016, 02:04:04 am
-snip-
The factory sprite is a little broken there.

In the first image you can see the conveyor overlapping the top of the topmost factory.

In the second image you can see on the rightmost factory that the far sides of the doorways are overlapping the conveyor belts on either side of the building. It's less noticeable on the right side because of the shadow.
First one looks intentional.
Second one needs fixing.
Title: Re: Factorio - Factory building game
Post by: Parsely on May 10, 2016, 02:05:38 am
First one looks intentional.
Oh- Ah yep. You're right.
Title: Re: Factorio - Factory building game
Post by: Sean Mirrsen on May 10, 2016, 02:25:24 am
Yeah, first is intentional. Second is because Factorio's unique brand of orthographic projection is screwier than Bugs Bunny.

I'm having to remake the side-sprites for all factories to make the entry/exitways as wide as the belts going into/out of them. But I got all the code for multi-inputs working.
(https://dl.dropboxusercontent.com/u/4152380/Screenshots/Screenshot%202016-05-08%2017.50.41.png)

And sure, I could make a T-splitter. It would be a 1x3 building though (center input, side outputs), and would fairly definitely be a programmatically expensive thingamadumb unless I figure out how to make inserters put stuff on a particular side of a belt when facing its working direction. This is mostly because I don't know how to have one tile that would connect to outgoing conveyor belts in multiple directions.

Also. I finally purchased Factorio. Go me. ._.
Title: Re: Factorio - Factory building game
Post by: Parsely on May 10, 2016, 02:56:00 am
Hmm. With that know-how you're developing, though, I bet you can't make a 1-tile T-Splitter. >:D
This isn't exactly what you want but there is a mod for smart splitters. https://forums.factorio.com/viewtopic.php?f=14&t=4822
Title: Re: Factorio - Factory building game
Post by: flabort on May 11, 2016, 02:05:39 am
Spoiler (click to show/hide)
Obvious placeholder graphics are placeholder.

I got it working! With IRC #Factorio's help, of course.

Now to start on the REAL hard part: making something functional using these ingredients.
Title: Re: Factorio - Factory building game
Post by: Sean Mirrsen on May 11, 2016, 02:56:09 am
Judging by the shapes and color of those crystals, the next step's going to be making a variant of the tank which will automatically shuttle between waypoints, collecting the crystals and depositing them into your refinery.

...

Don't tell me.
Someone already did that. (https://i.imgur.com/dwRLRf4.gifv)
Holy crap, people.
Title: Re: Factorio - Factory building game
Post by: flabort on May 11, 2016, 03:03:00 am
No... but thats cool, and my outline does inlude something which can autonomously gather minerals, for the late-mid game progression, so I may borrow some of that code when I get to that stage.

No, the next step is mana production.
Title: Re: Factorio - Factory building game
Post by: Parsely on May 11, 2016, 03:04:24 am
Don't tell me.
Someone already did that. (https://i.imgur.com/dwRLRf4.gifv)
Holy crap, people.
Oh my god.
Title: Re: Factorio - Factory building game
Post by: Empty on May 11, 2016, 11:25:42 am
Lol at the red alert sprites.
Title: Re: Factorio - Factory building game
Post by: flabort on May 12, 2016, 07:14:28 pm
(http://i68.tinypic.com/4t9c9i.png) (http://s000.tinyupload.com/index.php?file_id=07490536198787761677)
Uploading this image was a pain; I don't think I'll use tinypic again.

Someone else made the art for me for the condenser; KubeRoot on the #Factorio IRC

Click the image to get a .zip of my progress so far.
Title: Re: Factorio - Factory building game
Post by: Parsely on May 12, 2016, 07:50:55 pm
Use imgur. I've only very very rarely had problems uploading there.
Title: Re: Factorio - Factory building game
Post by: n9103 on May 13, 2016, 08:00:12 am
imgur seconded.
For those interested, I've been following the RA Harvester mod for awhile now (Official, but outdated thread): https://forums.factorio.com/viewtopic.php?f=87&t=12747
There's unofficial updated versions within the thread, and a completely separate thread with an unofficial version that's updated semi-regularly (unofficial thread): https://forums.factorio.com/viewtopic.php?f=120&t=18311
Title: Re: Factorio - Factory building game
Post by: Gabeux on May 13, 2016, 04:33:08 pm
The RA Harvesters..that looks hilarious. Gotta love'em mods.
Title: Re: Factorio - Factory building game
Post by: SOLDIER First on May 13, 2016, 11:39:01 pm
ptw
Title: Re: Factorio - Factory building game
Post by: n9103 on May 15, 2016, 07:07:33 am
Noticed a marked increase in traffic to the RA Harvesters' old official topic.
Sorry if some folks didn't notice that I said RA Harvesters were officially defunct.

Updated my last post with more explicit labels, and a link to the unofficial version's thread.
Title: Re: Factorio - Factory building game
Post by: flabort on May 17, 2016, 08:19:12 pm
The first "official" release of my mod. (https://forums.factorio.com/viewtopic.php?f=97&t=25422)

Title: Re: Factorio - Factory building game
Post by: ChairmanPoo on June 18, 2016, 10:29:51 am
I just got this on GOG and I hafta say it's pretty darn good. A strangre crossbreed of transport tycoon and minecraft.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on June 18, 2016, 10:43:22 am
I just got this on GOG and I hafta say it's pretty darn good. A strangre crossbreed of transport tycoon and minecraft.


you aren't far from truth, it's actual roots are in buildcraft :)
Title: Re: Factorio - Factory building game
Post by: miauw62 on June 18, 2016, 03:07:11 pm
Yeah, this game is basically minecraft with industrial mods and without the minecraft (and good riddance)
Title: Re: Factorio - Factory building game
Post by: Vattic on June 18, 2016, 03:08:35 pm
I just got this on GOG and I hafta say it's pretty darn good. A strangre crossbreed of transport tycoon and minecraft.


you aren't far from truth, it's actual roots are in buildcraft :)

Also how they did the trains was inspired by TTD, so even closer.
Title: Re: Factorio - Factory building game
Post by: werty892 on June 25, 2016, 12:36:25 am
A early version of 0.13 got leaked on steam for 10 minuets, here is a guy showing off the new lights! (https://www.youtube.com/watch?v=Kry8lbrHjeY)
Title: Re: Factorio - Factory building game
Post by: Puzzlemaker on June 25, 2016, 12:42:35 am
A early version of 0.13 got leaked on steam for 10 minuets, here is a guy showing off the new lights! (https://www.youtube.com/watch?v=Kry8lbrHjeY)

Oh, very nice!

I especially liked the part where
Spoiler (click to show/hide)
Title: Re: Factorio - Factory building game
Post by: QuakeIV on June 25, 2016, 02:14:40 am
I for one am looking forward to this update.

That video is seriously impressive.
Title: Re: Factorio - Factory building game
Post by: MagmaMcFry on July 17, 2016, 05:39:40 pm
So I heard you like factories (https://mods.factorio.com/mods/MagmaMcFry/Factorissimo)
Title: Re: Factorio - Factory building game
Post by: Aklyon on July 17, 2016, 07:09:23 pm
So I heard you like factories (https://mods.factorio.com/mods/MagmaMcFry/Factorissimo)
I like the sound of this.
Title: Re: Factorio - Factory building game
Post by: Girlinhat on July 17, 2016, 07:50:53 pm
So, SpaceChem mod, almost?  I wanna see that explored, as you need to take atoms to build molecules to build compounds to build components to build machines.  It's factories all the way down!
Title: Re: Factorio - Factory building game
Post by: BigD145 on July 17, 2016, 10:50:32 pm
Someone took the Train factory mod to its logical beginning. The moving train factory was truly ahead of its time.
Title: Re: Factorio - Factory building game
Post by: Sean Mirrsen on July 17, 2016, 11:37:30 pm
Putting factories, inside of factories. That kinda reminds me of that one game. Inside a Star-Filled Sky.
Title: Re: Factorio - Factory building game
Post by: Skyrunner on July 18, 2016, 03:30:43 am
So I heard you like factories (https://mods.factorio.com/mods/MagmaMcFry/Factorissimo)

This is pretty cool. It's basically the CompactMachines mod from Minecraft.
Title: Re: Factorio - Factory building game
Post by: SirQuiamus on August 02, 2016, 01:44:32 pm
I enjoyed this game immensely on the first playthrough, but at this stage of development there's not much left to do once you've optimized your factory and researched all technologies.

I guess I should get into modding while I wait for the next update.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on August 02, 2016, 02:26:38 pm
we could get a succession crashland going, to see the madness unravel before our eyes
Title: Re: Factorio - Factory building game
Post by: Fikes on August 02, 2016, 04:26:49 pm
I enjoyed this game immensely on the first playthrough, but at this stage of development there's not much left to do once you've optimized your factory and researched all technologies.

I guess I should get into modding while I wait for the next update.

Have you tried the mod that changes how resources are spread out? It makes for much more interesting large scale economics.
Title: Re: Factorio - Factory building game
Post by: Glloyd on August 02, 2016, 05:14:09 pm
I enjoyed this game immensely on the first playthrough, but at this stage of development there's not much left to do once you've optimized your factory and researched all technologies.

I guess I should get into modding while I wait for the next update.

I got a good 100 hours or so out of it just trying different modpacks with my friends. The game is waaaay better multiplayer, even if the P2P model can mean random lagspikes for everyone when one dude's connection is bad.
Title: Re: Factorio - Factory building game
Post by: MoonyTheHuman on August 02, 2016, 10:03:08 pm
we could get a succession crashland going, to see the madness unravel before our eyes
If we do, what timescale would we use to measure turns, and what would be fair?
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on August 03, 2016, 01:46:17 am
https://mods.factorio.com/mods/binbinhfr/TimeTools this mod gives an in-game clock. 5 days are about 30 minutes of play, could be a good time for short stint, or one can go up to 20 days, make a 'month' instead of a 'week' and that'd be two hours.
Title: Re: Factorio - Factory building game
Post by: chaotic skies on August 03, 2016, 02:26:45 am
Why do a succession game, when we can make a multiplayer game and have everyone contribute to this monstrosity at once?
Title: Re: Factorio - Factory building game
Post by: Skyrunner on August 03, 2016, 03:46:15 am
because that would require people being online at the same time, and someone has to host, and latency is a thing
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on August 03, 2016, 04:25:34 am
because that would require people being online at the same time, and someone has to host, and latency is a thing

I hosted once latency isn't that bad the real issue is people playing at different speed, so if you can get on once a week and someone binge logistic the resources when you come back you'll be at space rockets launching
Title: Re: Factorio - Factory building game
Post by: miauw62 on August 03, 2016, 05:05:04 am
I enjoyed this game immensely on the first playthrough, but at this stage of development there's not much left to do once you've optimized your factory and researched all technologies.

I guess I should get into modding while I wait for the next update.

I got a good 100 hours or so out of it just trying different modpacks with my friends. The game is waaaay better multiplayer, even if the P2P model can mean random lagspikes for everyone when one dude's connection is bad.
They're changing their multiplayer model to a more traditional server client model, BTW.

And i dont have people to play with :<
Title: Re: Factorio - Factory building game
Post by: chaotic skies on August 03, 2016, 11:40:18 am
Yeah, in 0.13 you can get a headless server so that anyone can get on and just do stuff. It's really fun with a lot of mods, as you get this weird mess of people that know exactly what to do and people that have no idea what's going on. Actually sounds rather similar to a succession fort :P
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on August 03, 2016, 01:40:17 pm
Yeah, in 0.13 you can get a headless server so that anyone can get on and just do stuff. It's really fun with a lot of mods, as you get this weird mess of people that know exactly what to do and people that have no idea what's going on. Actually sounds rather similar to a succession fort :P

does the .13 server autopause when there are no players?
Title: Re: Factorio - Factory building game
Post by: n9103 on August 03, 2016, 04:26:08 pm
I don't know for certain if it's able to do so stock, but I do know that mod(s) exist that can do that.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on August 08, 2016, 02:30:43 pm
set up a server with 0.13.15, latest experimental. autopauses when no players, no mods installed. pm me for ip (and yes you can share it afterward with your friends if you wish)
Title: Re: Factorio - Factory building game
Post by: chaotic skies on August 10, 2016, 03:33:06 am
I'm on said server, if anyone wants to join me. Apparently starting from scratch, just started automated science.

UPDATE: Got Green science set up, just need to research stuff now. Also set up assembly machine and inserter production, should be on the left side of the bus. Also, Power needs upgraded a bit.
Title: Re: Factorio - Factory building game
Post by: guessingo on August 19, 2016, 01:03:11 pm
Outstanding game. I do not normally buy early access ,but this game has 5 years of development and it has alot to do. It also has mod support and some overhauls to add more features. It is a bit feature poor for end game. It needs more. However, there is ALOT to do. Its the kind of creative game dwarf fortress fans can get into.
Title: Re: Factorio - Factory building game
Post by: chaotic skies on August 23, 2016, 09:11:57 pm
The end-game for most people amounts to "How ridiculously huge can I build everything?" or "How tiny can I make everything, to then copy/paste it until it's huge?" and that kind of thing. There's some good mods for endgame though, like Bob's that just throws everything into a constant state of spaghetti-fied mess.
Title: Re: Factorio - Factory building game
Post by: BigD145 on August 24, 2016, 12:19:32 am
Yuoki has a lot to do.
Title: Re: Factorio - Factory building game
Post by: chaotic skies on September 12, 2016, 09:52:06 pm
It's been fixed, but at one point there was a thing where you could compress 5 coal into a stack with youki and then decompress it into 50 with a boxing mod. It was over powered as hell, if you needed coal. Otherwise I couldn't find a use for it.
Title: Re: Factorio - Factory building game
Post by: BigD145 on September 12, 2016, 10:58:18 pm
Yuoki itself compresses coal in at least 2 ways. You go straight to purple stuff or compress coal through at least 3 intermediaries. Each one is a bit more efficient in energy per unit, but of course you send energy to do that.
Title: Re: Factorio - Factory building game
Post by: Sheb on March 11, 2017, 12:16:05 pm
So, I finally bought this. Any good mods to recommend?
Title: Re: Factorio - Factory building game
Post by: Parsely on March 11, 2017, 12:21:46 pm
So, I finally bought this. Any good mods to recommend?
Build the rocket once on vanilla. Then go get Bobs mod and never look back.
Title: Re: Factorio - Factory building game
Post by: BigD145 on March 11, 2017, 12:57:46 pm
Bobs mod is just more vanilla. Longer buildup. I'm partial to 5dim and yuoki. Bottleneck is good. Longreach is handy.
Title: Re: Factorio - Factory building game
Post by: melkor on March 11, 2017, 04:24:47 pm
Bobs mod is just more vanilla. Longer buildup. I'm partial to 5dim and yuoki. Bottleneck is good. Longreach is handy.
add angels ore to that and you got a even longer game.
Title: Re: Factorio - Factory building game
Post by: monkey on March 12, 2017, 08:07:55 am
Quality-of-life mods:
pickerextended+HandyHands
Foreman
Bottleneck

and to make the biters not braindead
Rampant AI
Title: Re: Factorio - Factory building game
Post by: Sheb on March 12, 2017, 09:11:23 am
Isn't stuff like Extended Reach cheating?


Edit: So I should install ALL the Bob's mod? There is like 50 of them in the mod list.
Title: Re: Factorio - Factory building game
Post by: Parsely on March 12, 2017, 09:53:54 am
Isn't stuff like Extended Reach cheating?


Edit: So I should install ALL the Bob's mod? There is like 50 of them in the mod list.
Sorta. To me: it just saves you hiking and lets you think more about how to set up this circuit and less about where to stand. Enemies don't really guard important loot (except for alien artifacts I guess but you'll be close to them anyways if you're attacking) or anything like that so it's not super exploitative.
Title: Re: Factorio - Factory building game
Post by: BigD145 on March 12, 2017, 10:03:51 am
Install 0 of Bob's mod. Much less confusing that way.
Title: Re: Factorio - Factory building game
Post by: Aklyon on March 12, 2017, 01:15:43 pm
Its a single player game, labeling things cheating is beside the point.

Especially since if you're playing in MP, you decide what mods beforehand anyway.
Title: Re: Factorio - Factory building game
Post by: BigD145 on March 12, 2017, 04:33:24 pm
Turrets in the middle of hives is the only thing "cheaty" about far reach. For the other 99.9% of your time it's handy for factory building and laying rail.
Title: Re: Factorio - Factory building game
Post by: Sheb on March 12, 2017, 04:37:03 pm
Welp, I installed a bunch of mods and now the game crash on launch :p
Title: Re: Factorio - Factory building game
Post by: Chiefwaffles on March 12, 2017, 04:58:08 pm
Eh.
Stuff is definitely still cheating in singleplayer. The difference is that it's perfectly fine for you to do.
Title: Re: Factorio - Factory building game
Post by: Ozyton on March 12, 2017, 08:46:59 pm
Things like that long reach should be something you can enable through console commands, like some kind of 'sv_cheats 1' deal that disables achievements. Doubt that things like that are a top priority for them though.
Title: Re: Factorio - Factory building game
Post by: BigD145 on March 13, 2017, 12:34:38 am
Welp, I installed a bunch of mods and now the game crash on launch :p

Some have dependencies of other mods. Some require 1 of the dozen Bobs even if you don't use Bob. Start reading.
Title: Re: Factorio - Factory building game
Post by: Sheb on March 13, 2017, 02:18:16 am
No easy guide to mods somewhere?
Title: Re: Factorio - Factory building game
Post by: BigD145 on March 13, 2017, 09:48:06 am
Add one at a time and see what breaks. Most of the big ones have a forum thread. They are all version dependent so update to latest experimental. It's the most stable and mods update to it.
Title: Re: Factorio - Factory building game
Post by: Sheb on March 17, 2017, 12:55:52 pm
That feeling when you turn on rampant AI on a factory that was built without that mod...
Title: Re: Factorio - Factory building game
Post by: ChairmanPoo on March 17, 2017, 04:28:36 pm
I see few really interesting nonderivative mods
Title: Re: Factorio - Factory building game
Post by: MagmaMcFry on March 17, 2017, 07:25:10 pm
I see few really interesting nonderivative mods
Nonderivative?
Title: Re: Factorio - Factory building game
Post by: Sheb on March 18, 2017, 02:37:29 am
I see few really interesting nonderivative mods
Nonderivative?

That changes the game rather than just make it "more complex vanilla".
Title: Re: Factorio - Factory building game
Post by: Parsely on March 18, 2017, 11:50:47 am
...Aren't all mods by definition derivative? I guess we're talking degrees here.

Who wants to do a total rehaul of Factorio?
Title: Re: Factorio - Factory building game
Post by: BigD145 on March 18, 2017, 07:13:24 pm
I see few really interesting nonderivative mods
Nonderivative?

That changes the game rather than just make it "more complex vanilla".

The moving train factory was one. But no, there's not much else.
Title: Re: Factorio - Factory building game
Post by: Ozyton on April 25, 2017, 08:17:37 pm
Slight bit of a bump, but just figured I'd mention that version 0.15 is out. You just have to opt-in to it because it's considered an experimental release.
Title: Re: Factorio - Factory building game
Post by: BigD145 on April 25, 2017, 10:19:07 pm
It'll be experimental until they work a bunch of kinks out.
Title: Re: Factorio - Factory building game
Post by: PTTG?? on July 27, 2017, 03:45:38 pm
Apparently it's out now.

Also I just got this game a few days ago. Guess I timed it right.

I've been having fun making a self-powering burner array to build up crates of iron plates.

I feel like the main reason for automation is to power research, since it eats so much material. How does one balance the production of red science and green science?
Title: Re: Factorio - Factory building game
Post by: MagmaMcFry on July 27, 2017, 04:00:05 pm
How does one balance the production of red science and green science?

Hover over the recipe to see the work required (the stopwatch icon). Red science requires 5 work, green science requires 6 work, so you need 5 red science assemblers for every 6 green science assemblers if you want to produce red and green science in equal amounts. Note that assemblers 1 have a crafting speed of 0.5, which means they do 0.5 work per second.
Title: Re: Factorio - Factory building game
Post by: lordcooper on July 27, 2017, 05:07:11 pm
10 red, 12 green, 24 blue, 10 military, 15 production, 15 hightech is the perfect ratio, and produces two packs per second.

5, 6, 12, 5, 8, 8 will suffice if you're okay with 1/sec and/or having plate supply issues (you will in your first attempt).

Leave room for expansion!
Title: Re: Factorio - Factory building game
Post by: lemon10 on July 29, 2017, 01:00:30 pm
I feel like the main reason for automation is to power research, since it eats so much material. How does one balance the production of red science and green science?
Yeah, research is probably the first area where you need automation, but as you get further in you will find that resource costs go up so much that you want to have basically everything (all circuits, wires, inserters, transport belts, turrets, ammo, walls, ect) automated due to how much time it saves.
That feeling when you turn on rampant AI on a factory that was built without that mod...
Hurm. This sounds like a fun mod. It would actually mean that my standard strategy of having a equal amount of turrets literally everywhere along the wall wouldn't be a huge waste of resources.
Title: Re: Factorio - Factory building game
Post by: umiman on August 01, 2017, 04:13:39 am
Phew, after 60 hours of gametime, my friend and I finally launched a rocket into space.

Bear in mind we entered this having no idea how to play the game, and we agreed not to use any outside sources to learn how to play, so we had to figure everything out from scratch.

This was such an achievement. Felt so good.

Have some screenshots:

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Highlights:

1. The entire first 30 hours or so were pure chaos as we tried to defend ourselves from the neverending alien hordes. My friend was teching us up to lasers while I ran around frantically for hours shoring up defenses, reloading guns, and repairing walls.

2. After that came the (never actually solved) power shortage problems. The entire game was spent right on the border of power consumption. No matter how many accumulators we built, solar panels, steam engines, it was never enough. There was one particularly tense few hours where we tried to piece together our nuclear power despite the entire base being ripped to shreds around us due to the complete and total power outage. It was a really vicious one as the extended power outage meant the coal mines stopped working, and since the coal mines weren't working, the steam engines didn't have power. And because we had no power we couldn't mine up any coal to regain it. It was really bad.

We managed to figure out how to run the nuclear reactor at the very last minute as the biters punched through all our walls, turning all the lasers back online (we were stuck for a damn long time until we figured out you needed to attach something to store the steam to get nuclear to work). So for another few hours our entire base was running on a nuclear reactor and two turbines since we had no space or resources to expand it. But at least we were safe. For awhile...

3. When the ores we started with finally started giving out, then came another crisis. Even worse, we ran out of uranium. We hastily threw together another few dozen steam engines as a temporary fix (that we still haven't replaced). Now we had to figure out how to get trains to work and how to get distant ores back home. We built power armour, loaded it up with personal lasers,, flamethrowers, and hopped onto a locomotive with no tracks. Then we placed tracks and plowed forward in our makeshift assault train, carving through gigantic alien nests to built a satellite base. It was glorious, as we fought on and off our train.

4. My friend went to check on our uranium supplies, which we decided to stockpile when we learned from the tech tree that you can essentially get an unlimited supply of them if you have 40 of the good ones. He then accidentally carried them into his inventory and didn't realize or forgot that he did. A few hours after that, he went to go test out his power armour mk2 and ran off into a humongous horde of aliens. He didn't realize you kinda need more than one fusion reactor to power all those shields and he ran out. Then got slaughtered. Then he realized he lost 30 of our good uranium. So we had to launch a rescue mission to try and recover our precious uranium that we spent days refining. Unfortunately, no matter how many aliens we killed, we couldn't find the body and basically our power supply plans were completely wrecked. I still bug him about how he lost all our uranium constantly.
Title: Re: Factorio - Factory building game
Post by: Mephansteras on August 01, 2017, 12:39:31 pm
Sounds epic! Been ages since I took a real shot at this game. I should try again.
Title: Re: Factorio - Factory building game
Post by: umiman on August 01, 2017, 02:29:15 pm
Sounds epic! Been ages since I took a real shot at this game. I should try again.
It's pretty intense how much time it sucks from you. I honestly felt I was married to my friend on like... the 4th day we were playing together in a row. We were playing at least 10 - 15 hours each day nonstop.

Even though I knew it was a fucking awful idea, we couldn't stop putting hours in.

At least now with the rocket launch I can finally say no more.


---------------------

It was very memorable and very compelling though. The intensity of the defense crisis and power crisis are things I'll probably remember for a damn good long time. It's really different from other games where you can just... do the thing and boom, you solved the problem. Here you need to accomplish so many things yourself and do everything without anything handed to you to solve problems. So it's really taxing on the mind as you work out solutions to all these complex problems while in crisis high-stress situations.

In Dwarf Fortress you also have a lot of complex problems to solve, but you don't really have to deal with a neverending horde of enemies that get stronger so it's actually more relaxing I think.

The nuclear part especially felt just like a goddamn bomb defusal. We had no frigging idea how to set it up and were just throwing shit at the reactor to see what works. All the while the base was screaming at us that everything was being destroyed and I could see more and more red encroaching on the borders of the minimap. We literally had no other options. There was no more coal for steam, and the solar panels only provided 20GW. If we didn't get the nuclear to work, we were fucked.

I'm not joking but we had to think "okay, how do nuclear reactors work in real life? They take heat from the nuclear process and use it to boil water to make steam to rotate some turbines." "Alright. we have a reactor, heat pipes, heat exchangers, and turbines." "So we probably need to connect the reactor to the pipes to the exchangers then to turbines." "It's not working". "Oh fuck". "Do it the other way around!". "Not working." "Oh fuck!!!!" "Do we need water? How do we connect water to this?" "There's no water connection!".

It was bloody nutty.
Title: Re: Factorio - Factory building game
Post by: MrRoboto75 on August 01, 2017, 05:15:24 pm
My last start-to-rocket run in .14 was rather peaceful, all things considered.
Title: Re: Factorio - Factory building game
Post by: umiman on August 01, 2017, 05:49:51 pm
My last start-to-rocket run in .14 was rather peaceful, all things considered.
I'm fairly certain my friend upped the enemy spawnrate and aggression in the world gen. He won't tell me, but I never faced such hordes in my games before.
Title: Re: Factorio - Factory building game
Post by: MrRoboto75 on August 01, 2017, 09:47:11 pm
My last start-to-rocket run in .14 was rather peaceful, all things considered.
I'm fairly certain my friend upped the enemy spawnrate and aggression in the world gen. He won't tell me, but I never faced such hordes in my games before.

I think my run was mostly default settings.  It was .14 so no nuclear stuffs and research was different.  By end game biters came in small groups, and had evolved up to "Big".  I had some areas blocked off with walls, but I mostly relied on a row of gun turrets, which by then were well upgraded by tech.  Directions of attack were very predictable, so defenses really only had to be in certain areas.  The entire main factory had stone or concrete flooring as well as my armor having an exoskeleton, so alerts aren't hard to respond to either.

It'd probably helped that by the time I had the car I make a habit of exploring a good chunk of the map, and by extension a whole lot of biter bases.  Evolution hasn't happened yet, so a basic smg and heavy armor is sufficient, as well as the gun mounted on the car itself.  By endgame I had a tank, but never bothered using the main cannon much, just the machine gun, mk I power armor with one or two shields and a leg upgrade.  SMG was fully or near fully researched, and I made a rocket launcher and research for that just because of big worms.  All of that was just for offense, especially by then as I needed train lines for iron and copper.

I skipped the flamethower, mostly because its silly powerful, and I never bothered with laser turrets really.  I built grenades just to murder trees.  Processing units weren't being made fast enough to bother with most of the power armor stuff either.
Title: Re: Factorio - Factory building game
Post by: umiman on August 01, 2017, 10:29:36 pm
Yeah, that's totally different from what happened to us.

For us, we faced hordes of 30+ medium biters and spitters at around the blue research stage. They would come from every side and even if we cleared the camps, they'd resettle nearby within 20 minutes or so anyway... making it kinda pointless. We tried discouraging them from resettling by dropping down belts and walls at old bases, but it didn't really do anything.

We started with 2 guns with armour piercing ammo every few electric poles apart, but it didn't take long before we needed at least 4 everywhere. This was where the insane amount of running around reloading them came about, as we couldn't even hope to build enough automation to reload all those guns, let alone produce the ammo fast enough to begin with.

------------

We also learned some neat tricks to help fight against unceasing hordes. I'll share some for people interested, though we were noobs so maybe there's better ways:

1. Multiple layers of walls is incredibly important. When starting out, just having two double-walls instead of one buys a lot of time for your turrets to kill things. Later on, when spitters appear, we found that you can build an external wall just slightly further than spitter range but inside turret range. This will smash those pesky spitters into ground alien paste.

Walls are stupid cheap, so it helps to just throw down walls everywhere.

2. Get construction bots ASAP and automate repair packs, turrets, and walls. With a good construction network setup, all the defense headaches will basically go away as the robots repair and replace everything for you. Except ammo.

3. Once you can support it, lasers are hands down the best. Simple, no fuss, easy. Only problem is they eat up so goddamn much power.

4. You can kinda funnel aliens into death zones with proper planning. Aliens like to beeline for radars and turrets, so if you set those in vision range of them, you can build walls with intentional holes in them that all the turrets face some distance back. All the aliens will try to path through this hole only to get mowed down by the turrets.

5. Personal defense lasers are stupidly overpowered. Once you get those, shields, and exoskeletons, you basically become invincible. Also they barely use any power, so they even work with portable solar.

-------------

In the end game, the bases would regularly (by regularly, I mean every 20 seconds or so) fight hordes of 100+ large and behemoth aliens. And we'd go around exterminating enemy bases just by walking into them and letting the personal lasers annihilate everything while shields make us invincible. Buys a little time to give our power network a break and let the accumulators charge.

I don't understand why there are portable fusion reactors for your power armour but no fusion power for your base. How does that make any sense?
Title: Re: Factorio - Factory building game
Post by: MrRoboto75 on August 01, 2017, 10:49:35 pm
I don't understand why there are portable fusion reactors for your power armour but no fusion power for your base. How does that make any sense?

I guess they wanted base power to have some sort of sacrifice.  Either you have steam that pollutes like hell, or you have solar that's clean but you need a billon of them and they take up all of the space everywhere.  Fusion would have neither of those problems.
Title: Re: Factorio - Factory building game
Post by: TheDarkStar on August 22, 2017, 01:38:08 am
I just bought this game. Any advice?
Title: Re: Factorio - Factory building game
Post by: andrewas on August 22, 2017, 05:27:30 am
1) Set aside time to eat, sleep and go to work. Maybe set an alarm.

2) Press ALT. Makes it much easier to see whats going on.

3) Figure things you for yourself. My brother has a beautiful factory full of elegant, efficient designs mostly copied from katherineofsky, and is bored of the game.
Title: Re: Factorio - Factory building game
Post by: sluissa on August 22, 2017, 09:29:23 am
Yeah, most of the fun is making a design, realizing it's shit, and trying to make it better. If you just go find the "most efficient" design and copy/paste, then yeah, it gets boring.

Also don't be afraid to tear it all down and start from scratch. Always be stretching to make things flow faster, produce more, and to find and exploit new resources on the map. Past the first hour or two, if you're sitting there waiting for something to finish, you're doing something wrong. There's always something you can be building, rebuilding, or studying to figure out how to rebuild it in the future.

Honestly? Just play. There's a few things you might end up needing to look up how they work. Some systems can be complicated. Trains especially. The fluid systems aren't 100% intuitive when you first hit them. But beyond looking up basic mechanics, try not to spoil yourself. I don't think anything is too complicated to just explore on your own and figure out through just trying everything until it works... but it can be frustrating, especially in a game that has a time pressure (even as lax a time pressure as this has on its easy levels)
Title: Re: Factorio - Factory building game
Post by: Sirus on August 22, 2017, 03:38:34 pm
I don't understand why there are portable fusion reactors for your power armour but no fusion power for your base. How does that make any sense?

I guess they wanted base power to have some sort of sacrifice.  Either you have steam that pollutes like hell, or you have solar that's clean but you need a billon of them and they take up all of the space everywhere.  Fusion would have neither of those problems.
I can think of one very simple (and !FUN!) way to give fusion a drawback: make it a risk to your entire complex. Fusion should be quite safe and efficient normally, but if the alien hordes break through and wreck your fusion generator it should go critical in a very big way. I'm talking a couple square miles of destroyed buildings and infrastructure. Sure, that particular attack wave will probably perish as a result, but chances are you'll lose most of your factory unless you positioned your fusion generator far away from your bases.
Title: Re: Factorio - Factory building game
Post by: Parsely on August 22, 2017, 04:10:45 pm
I don't understand why there are portable fusion reactors for your power armour but no fusion power for your base. How does that make any sense?

I guess they wanted base power to have some sort of sacrifice.  Either you have steam that pollutes like hell, or you have solar that's clean but you need a billon of them and they take up all of the space everywhere.  Fusion would have neither of those problems.
I can think of one very simple (and !FUN!) way to give fusion a drawback: make it a risk to your entire complex. Fusion should be quite safe and efficient normally, but if the alien hordes break through and wreck your fusion generator it should go critical in a very big way. I'm talking a couple square miles of destroyed buildings and infrastructure. Sure, that particular attack wave will probably perish as a result, but chances are you'll lose most of your factory unless you positioned your fusion generator far away from your bases.
I like it. There's a similar mechanic in Supreme Commander, whereby any structures that just passively generate resources such as power generators or mass fabricators are volatile, and therefore explode when damaged. So you get this big benefit of efficient and safe resource generation, but as a consequence it's much harder to protect than any other type of building because you are encouraged to build them in clusters, so when one blows up all of them do.
Title: Re: Factorio - Factory building game
Post by: umiman on August 22, 2017, 04:15:13 pm
I don't understand why there are portable fusion reactors for your power armour but no fusion power for your base. How does that make any sense?

I guess they wanted base power to have some sort of sacrifice.  Either you have steam that pollutes like hell, or you have solar that's clean but you need a billon of them and they take up all of the space everywhere.  Fusion would have neither of those problems.
I can think of one very simple (and !FUN!) way to give fusion a drawback: make it a risk to your entire complex. Fusion should be quite safe and efficient normally, but if the alien hordes break through and wreck your fusion generator it should go critical in a very big way. I'm talking a couple square miles of destroyed buildings and infrastructure. Sure, that particular attack wave will probably perish as a result, but chances are you'll lose most of your factory unless you positioned your fusion generator far away from your bases.
I like it. There's a similar mechanic in Supreme Commander, whereby any structures that just passively generate resources such as power generators or mass fabricators are volatile, and therefore explode when damaged. So you get this big benefit of efficient and safe resource generation, but as a consequence it's much harder to protect than any other type of building because you are encouraged to build them in clusters, so when one blows up all of them do.
It was always fun to watch someone build his super hyper efficient resource generation centre, taking him an hour and a half of turtling to do... only for you to come in with 20 strat bombers and blow the whole thing up after sniping a single corner.
Title: Re: Factorio - Factory building game
Post by: Parsely on August 22, 2017, 04:18:30 pm
I do see one issue with the volatile fusion reactor suggestion. In Factorio, on maps that are big enough, there's no reason why you couldn't build your fusion reactor in an isolated area of the map surrounded by defenses with electric poles connecting it to your base. And since it's clean it wouldn't attract many enemies, so it wouldn't require even a railroad connection for maintenance probably, so now it presents no danger to your main base base. So there needs to be some kind of reason to keep it within your main base, I think.

It was always fun to watch someone build his super hyper efficient resource generation centre, taking him an hour and a half of turtling to do... only for you to come in with 20 strat bombers and blow the whole thing up after sniping a single corner.
Heh, yeah, that's not how you play SupCom.
Title: Re: Factorio - Factory building game
Post by: Sirus on August 22, 2017, 04:36:43 pm
I do see one issue with the volatile fusion reactor suggestion. In Factorio, on maps that are big enough, there's no reason why you couldn't build your fusion reactor in an isolated area of the map surrounded by defenses with electric poles connecting it to your base. And since it's clean it wouldn't attract many enemies, so it wouldn't require even a railroad connection for maintenance probably, so now it presents no danger to your main base base. So there needs to be some kind of reason to keep it within your main base, I think.

It was always fun to watch someone build his super hyper efficient resource generation centre, taking him an hour and a half of turtling to do... only for you to come in with 20 strat bombers and blow the whole thing up after sniping a single corner.
Heh, yeah, that's not how you play SupCom.
Well, I can think of a couple reasons. For one thing, it could be handwaved that something about fusion power attracts/angers the aliens. Radiation, vibrations, magnetic fields, whatever. Perhaps the attacks are much more powerful as long as your fusion plant is up and running.

A second possible reason could be that the fusion generator provides power in a very large radius but cannot transfer power through anything but heavy-duty lines. Park it in the middle of your base and you no longer need to worry about throwing power poles down everywhere, which can open up room for further optimization of your industry. On the other hand, it also puts your base at greatest risk of explosions.

I'm sure someone more familiar with Factorio than I could come up with something else.
Title: Re: Factorio - Factory building game
Post by: PTTG?? on August 22, 2017, 11:58:28 pm
1: Fusion power doesn't explode. The containment vessel might pop, but that's barely an industrial accident.

2: If it did, the fact that it encourages you to build an external power annex is actually just cool.

If you claw your way to fusion, maybe you deserve to be able to stay there. Just make it require "superconductor filament" and lots of other stuff first, so it clearly demands you reach the top of the tech tree.
Title: Re: Factorio - Factory building game
Post by: TheDarkStar on August 23, 2017, 12:03:26 am
1) Set aside time to eat, sleep and go to work. Maybe set an alarm.

2) Press ALT. Makes it much easier to see whats going on.

3) Figure things you for yourself. My brother has a beautiful factory full of elegant, efficient designs mostly copied from katherineofsky, and is bored of the game.

1. I played 9 hours in my first 24 hours of owning the game. Send help.

2. Does that toggle the GUI thing that indicates what different things store/build?

3. Yeah, I've already redesigned my base three times or so.
Title: Re: Factorio - Factory building game
Post by: Sirus on August 23, 2017, 02:00:18 pm
1: Fusion power doesn't explode. The containment vessel might pop, but that's barely an industrial accident.

2: If it did, the fact that it encourages you to build an external power annex is actually just cool.

If you claw your way to fusion, maybe you deserve to be able to stay there. Just make it require "superconductor filament" and lots of other stuff first, so it clearly demands you reach the top of the tech tree.
You don't research things by producing large quantities of multi-colored beakers. You can't run large-scale steam-power generators from a tiny pool. I doubt we'll ever have man-portable fusion generators. You can't carry around 9999 steam engines or power poles.

It's a game, dude. A fusion containment field breach is nearly always a Very Bad Thing in fiction.

In any case, the original ideas came from someone complaining that fusion power involved no sacrifice in this game, unlike every other power source. I merely offered ideas on how to counterbalance the extreme amount of energy a fusion power plant would (presumably) create.
Title: Re: Factorio - Factory building game
Post by: Empty on October 22, 2017, 07:12:08 am
If you haven't done so already hit left alt I think.
It'll show you what stuff is doing.
Title: Re: Factorio - Factory building game
Post by: Ozyton on December 13, 2017, 05:34:46 pm
Experimental 0.16 is available
Title: Re: Factorio - Factory building game
Post by: Farce on December 14, 2017, 01:28:18 am
I think I might have mentioned before, but one of my favorite things in this game is just a messy, horrible, snarled, weirdly laid-out factory, with snaking around other stuff and all that.  Every video I've seen of Factorio on youtube and the like has these super well laid out, efficient, well-planned things, and I just get all sad.

Like, one time a guy had like five belts going just straight north, his 'bus' he called it, and he'd just send stuff to little production chains on the right and then just feed them back into the bus and it was just... perfect.  Anathema.
Title: Re: Factorio - Factory building game
Post by: Ozyton on December 14, 2017, 01:35:28 am
Whenever I play this game I end up making a bus as well. Last game I played I had a bus with I think 5 lanes of 4 belts each, and 4 lanes of fluid. It takes up a lot of room but I like it. I'm doing something similar for my new playthrough but I'm going to try to use trains more, especially considering they changed how ore patches generate. The 'starter' coal they gave me is not only pathetic, but it is sort of mingling with the iron patch which makes it kind've annoying to mine.
Title: Re: Factorio - Factory building game
Post by: umiman on December 14, 2017, 02:22:38 am
I think I might have mentioned before, but one of my favorite things in this game is just a messy, horrible, snarled, weirdly laid-out factory, with snaking around other stuff and all that.  Every video I've seen of Factorio on youtube and the like has these super well laid out, efficient, well-planned things, and I just get all sad.

Like, one time a guy had like five belts going just straight north, his 'bus' he called it, and he'd just send stuff to little production chains on the right and then just feed them back into the bus and it was just... perfect.  Anathema.
If a guy came to me with what looks like a jumbled up mess of a factory, I can see passion. I can see self discovery. I can see his mistakes, his corrections, and what he thought was more important. His entire factory will tell me a story of him. And that is beauty and that is art in industry. Compared to another guy who has a main 5 bus with a bunch of copypasted blueprints. Sure it's efficient. But wow I couldn't care less. It's like the people who buy LEGO and only know how to build the thing that's on the box.

So I prefer the messy factory. It's more real. It's more human and more personal.

-----------------

Amusingly, this is more of a personal anecdote, but out of all my friends, I'm probably the least efficient in the game. I just spaghetti everywhere and build as needed. I don't care about ratios or whatever. I just build and build.

We all tried to get all the achievements.

Only I (mostly) succeeded. All my other friends with their bus theories and all that never even managed to get the train in 90 minutes achievement.

I'd like to think it's because I enjoy the game more by doing my own thing. They just know how to copy paste others so it's not as fun. But who knows. Maybe I'm secretly a savant. Or incredibly dumb.

Spoiler (click to show/hide)
Title: Re: Factorio - Factory building game
Post by: Criptfeind on December 14, 2017, 06:36:45 am
I dunno, I guess there's one thing if you're literally copy pasting set ups off the internet, but if you take a lot of time and set up a hyper effective set up and try to make it all efficient on your own, that also speaks of passion and creativity to me. To continue the Lego comparison, you've got the people who buy the boxes and follow the instructions (which is a fun time, but not super creative) people who make a higglety pigglety pile with the legos free building, which is, once again, fine and at least somewhat creative, although just because somethings trash doesn't make it special... And those who actually make something really really cool without instructions. And I think those are the people who are the most creative and passionate about lego.
Title: Re: Factorio - Factory building game
Post by: milo christiansen on December 14, 2017, 11:28:30 am
I generally build a bus, but then off to the sides are a mix of well organized factory modules and retrofitted belts snaking over, under, around, and through to fit in those last minute assemblers that I forgot to leave space for...

Anyway, I just got Steam, so it is time to go for all the achievements again. I'm going for Lazy Bastard+Logistics Embargo+Raining Bullets+Steam all the Way for my first .16 run. Just to make it extra fun, I'm trying for the minimum hand crafts rather than 111. IIRC back in .13 I did it with 101 crafts, but .15 changed some recipes so I'm at 104, and I still need oil and such (I think the new lowest possible is 106).

The flamethrower turrets certainly make Raining Bullets much, much easier to get.
Title: Re: Factorio - Factory building game
Post by: Gabeux on December 14, 2017, 12:14:27 pm
I generally build a bus, but then off to the sides are a mix of well organized factory modules and retrofitted belts snaking over, under, around, and through to fit in those last minute assemblers that I forgot to leave space for...

That's how I prefer it too. First time I played, I didn't watch any videos or see any pictures so I could do my own thing. The problem was mostly scalability, and how I wasted lots of hours making designs compact without even being fully used to the game.
Last month I played for a bit and having a dedicated space for a bus makes things much more scalable, and makes building the actual factories much more fun (because I don't have to constantly fix throughput issues for each little module).
Title: Re: Factorio - Factory building game
Post by: Blood_Librarian on December 14, 2017, 12:17:38 pm
Factorio is fun, I abandoned hte game halway through and picked it up and installed the bobs mods, with angels. I vaugely know what i am doing, and I am probably inches away from gettingthe circuitboards which require transisters after about 10-20 hours. its fun.
Title: Re: Factorio - Factory building game
Post by: PTTG?? on December 14, 2017, 01:21:24 pm
I liked what Bob's did to exploration and diversification, but I didn't enjoy the complexity of basic components for infrestructure.

I really want there to be a lot of more advanced resources that you have to explore for. Setting up five iron mines is one thing, building an iron mine over here, a tungsten mine there, a lithium-from-seawater plant down by the coast, and a gold mine way the heck over there, and a high-quality silicon purification plant somewhere else would be cooler.

And I mean Bob does have most of those resources so I should get into it, but I found it really tedious to have the complicated internal stages of circuit board development be represented.

Maybe once I master vanilla spacelaunches I'll try Bob's again.
Title: Re: Factorio - Factory building game
Post by: Blood_Librarian on December 14, 2017, 01:56:34 pm
I thin Exploration really isnt the most critical part of the game, since the vast majority of hte time is gonna be spent placing down and running the factories.

Angels mod kind of does that by putting down another step where ou have to purify the ore from the stuff you find in the ground into a smelt able material. End game, you can use multiple ores to make "purely" one ore ( 100% Gold) or you can sort it out to get a ratio of ores (40 Iron, 20 copper, 10 quartz, 30 uranium)

It's pretty cool, but fucking complicated.
Title: Re: Factorio - Factory building game
Post by: Sirus on December 14, 2017, 07:40:17 pm
Okay...either steam engines are bugged, or power generation was changed at some point...or I'm just an idiot.

I have an offshore pump taking water out of a pond. It's connected to a boiler loaded with coal. I connected that boiler to a second boiler, also with coal, just in case one wasn't enough. I then attached a steam engine to the second boiler, on the outgoing steam connector side of the boiler. I string some power poles to my first electric mining drill...and nothing happens. The boilers don't boil. The steam engine produces exactly zero power. The mining drill has a "not enough electricity" symbol, not a "disconnected" symbol, so everything should be hooked up properly. A quick run along my power line shows no breaks.

What am I missing here? I've never been great at Factorio, but I was at least able to cobble together a steam engine without too much undue difficulty.
Title: Re: Factorio - Factory building game
Post by: Thexor on December 14, 2017, 07:55:46 pm
Hmm. I just picked up the game myself, but I can try to help Sirus.

Is the second boiler not producing steam? It's possible you've gummed up either your boiler-to-boiler connections, or your boiler-to-engine connection, and either you've hooked up a water port to a steam port, or you've missed a pipe. For reference, the ideal ratio is 2:1 the other way around; one boiler feeds two engines, so maybe try attaching 1:1 for now, and ignore the second boiler for the time being.
Title: Re: Factorio - Factory building game
Post by: umiman on December 14, 2017, 08:08:45 pm
Post a screenshot.
Title: Re: Factorio - Factory building game
Post by: Sirus on December 14, 2017, 08:35:00 pm
While getting set up for a screenshot, I figured it out.

Turns out, I'm an idiot! Good to know. My pump and boilers were not quiiiiite aligned with each other, and thus water wasn't flowing from the pipe which explains why the boilers weren't doing anything.
Title: Re: Factorio - Factory building game
Post by: Ozyton on December 14, 2017, 09:19:49 pm
So I just spent quite a while in a new map. Was disappointed that not only was the starting coal patch I was given really tiny it was embedded in the corner on the iron patch. Annoying, but not the end of the world. The actual end of the world? No other coal patches as far as I can tell. I took a carn and drove in every direction until I reached biters. Plenty of oil in a massive patch, but no coal.
Guess I'm starting over again. Not that I made much progress, spending so much time fiddling around with setting up trains (first time really trying to get into them). Ended up not even turning any of them on because what was the point.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on December 15, 2017, 02:45:52 am
While getting set up for a screenshot, I figured it out.

Turns out, I'm an idiot! Good to know. My pump and boilers were not quiiiiite aligned with each other, and thus water wasn't flowing from the pipe which explains why the boilers weren't doing anything.


new boilers are weird, also they don't self connect anymore
Title: Re: Factorio - Factory building game
Post by: PTTG?? on December 15, 2017, 03:17:11 am
I'm having a good time on my map set up for Dune mode. Water only at the starting location, and all desert. Sadly there have to be a few trees or else you can't build level one electrical poles and therefore can't have any power.

How do you guys build large reserves? Like, suppose I want to store 10,000 coal at a time. Should I just get a LOT of steel chests and hook them up in a row with fast inserters?

I have a fantastic coal deposit a ways out from my home base, and I want to have coal trains bring in fuel continuously.

Other things... Hmm, I want to build a turret perimiter with an ammo train kinda circling around and topping each one off. Not sure how to do that yet.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on December 15, 2017, 03:37:49 am
lot of chest but not in a row, since a row can only discharge up to {inserter bonus} element per move, so I put them down in a rectangle with the last side matching the train station length and the depth depending on how much storage I need - a train is quite efficient a moving things so rarely more than three depth

Code: [Select]
b belt
i inserter
c chest
t train

bicicicit
bicicicit
bicicicit
bicicicit


haven't tested 0.16 trains yet so idk if they can still fit 5 inserter on certain conditions iirc they got squared off

Title: Re: Factorio - Factory building game
Post by: umiman on December 15, 2017, 03:55:36 am
Other things... Hmm, I want to build a turret perimiter with an ammo train kinda circling around and topping each one off. Not sure how to do that yet.
It's not particularly difficult, since you can just drag a regular belt around them and connect it to the ammo factory which you'll inevitably build.

Inserters know to limit ammo clips to 10 per gun. So provided they all have 10 ammo clips in each already, then they will only take what they need, allowing you to build a surplus theoretically.

I never really did this myself though. Too much work and I found it easier to just dump a bunch of ammo into each gun as I built them. I would replace them with lasers later anyway. Not to mention when you get robots it becomes super easy to refill anything you want without having to build a gigantic belt.
Title: Re: Factorio - Factory building game
Post by: StagnantSoul on December 15, 2017, 04:13:22 am
Just updated after a few months away, glad uranium's a thing now, hopefully it can help me slim down the nine hundred someodd steam engines I usually have. Took a bit to get my head around steam=/=hot water, though everything's proceeding like normal now... Me being to lazy to make an automated green research line, religiously sticking to red and slowly crying as my iron stores are depleted... Already well turtled in, triple thick walls with gun turrets everywhere, going to decide which way I want the entrance to be soon.
Title: Re: Factorio - Factory building game
Post by: Finndibaenn on December 15, 2017, 07:18:19 am
How do you guys build large reserves? Like, suppose I want to store 10,000 coal at a time. Should I just get a LOT of steel chests and hook them up in a row with fast inserters?

IIRC, each steel chest can hold 4800 coal, so 10K is just 2 chest :)
Title: Re: Factorio - Factory building game
Post by: umiman on December 20, 2017, 12:33:59 am
Been trying to get one of my last two achievements, Lazy Bastard. It's the one where you're only allowed to craft a limited amount of items for the entire game.

Holy christ it's taking one hell of a long time. I think I played around 6 hours or so and I only just reached petroleum.
Title: Re: Factorio - Factory building game
Post by: Blood_Librarian on December 20, 2017, 09:21:55 am
Ooh. that sounds painful, I am not jealious at all.
Title: Re: Factorio - Factory building game
Post by: milo christiansen on December 20, 2017, 10:02:06 pm
Lazy Bastard is... Well, easy. The trick is simple: Design a good general purpose factory loop, and build lots of them.

(https://s31.postimg.org/wqg1hw40r/Generic_Factory_Loop_.13.png) (https://postimg.org/image/wqg1hw40n/)

This is the loop I designed for my .13 Lazy Bastard run, and I have used it many times since. Back then I had 6 of these things producing just about everything a growing factory needs. Basically it keeps basic raw materials circulating on a belt, so wiring up a new product is simple and easy. Often you will have to shift a machine around a bit so you can pass intermediate products from machine to machine, but the basic design is made with that in mind so it involves a minimum of disruption.

All the circuit stuff described in the image is there to keep a certain amount of each input on the belt, inputs count the incoming stuff, and outputs count the outgoing. A memory cell and a few belts set with item limits take care of the rest.

I would post a blueprint, but all that stuff is on my other hard drive, and that is sitting on a shelf... Not worth the trouble to pull it down when I still have this image.
Title: Re: Factorio - Factory building game
Post by: umiman on December 20, 2017, 10:42:12 pm
No one said this achievement was hard. (https://www.youtube.com/watch?v=Y9nDagqKL7Q)

It just takes eons because you spend hours at the start being AFK waiting for stuff to happen.

By the time someone can build your machine they can already beat the achievement no problem.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on December 21, 2017, 02:06:05 am
need to try lazy bastard. just got pro train, lazy bastard seems only a slog to the first assembly machine then it's just having some and feeding them manually

how hard are the beat game in x hours achievement?
Title: Re: Factorio - Factory building game
Post by: umiman on December 21, 2017, 02:14:10 am
need to try lazy bastard. just got pro train, lazy bastard seems only a slog to the first assembly machine then it's just having some and feeding them manually

how hard are the beat game in x hours achievement?
Yeah, that's basically the challenge of lazy bastard. Once you get assembly 2 you can make basically anything except oil refineries, which need assembly 3. You can only get assembly 3 after oil though, so that's the other wall. Once I had oil up and running my game started moving really quick like it was a normal game.

I beat the hours achievements fairly easily. I didn't really try for them, got them in the same run as the train achievement. They don't seem really strict. I think just focus on getting the rocket and don't get sidetracked by efficiency or perfect ratios and you'll be good. Also a lot of manually feeding machines.
Title: Re: Factorio - Factory building game
Post by: milo christiansen on December 21, 2017, 10:43:21 am
It just takes eons because you spend hours at the start being AFK waiting for stuff to happen.

By the time someone can build your machine they can already beat the achievement no problem.

You are doing something wrong. <2 hours of constant activity gets me to automated red science (with AM2s of course). The trick is to calculate the minimum iron/copper needed to get an AM1, and mine just that much. From there AM2 is a short hop, and then things can really get going. Honestly, the biggest slog is mining enough coal, but if there are many trees nearby you can greatly reduce that time by using wood. Trees can be chopped at a decent rate even without a pickaxe, and each one you cut reduces your coal mining time by a good bit. Any time spent AFK just makes the beginning longer.

I'm at ~9 hours on my current run, and I could have built that contraption hours ago. I wasted most of that time fiddling with belt balancers and building a permanent belt+inserter factory.
Title: Re: Factorio - Factory building game
Post by: Blood_Librarian on December 22, 2017, 09:31:32 am
I never actually built a train until yesterday.

Me and another steam friend got onto a server, and in under 90 minutes we had assembled gods bowl of spaghetti, which built a train I promptly put in a tiny fucked up ciruclar track that looked like it had a stop on one end but didnt.

It was worth messing up my Bob& Angels mods save, to be honest.
Title: Re: Factorio - Factory building game
Post by: umiman on December 24, 2017, 01:38:20 am
So 0.16 added artillery and artillery trains.

The artillery turrets can't be manually operated, but the artillery wagons can.

These things are obscene. They're almost identical to the Mavor from SupCom.

Spoiler (click to show/hide)

They have the same fire rate as it for one. They are laser accurate, have incredible range, will instagib nests, and have unlimited tech that increases their range and damage so you could end up with mavors that can nuke the entire map.

Also they added nuclear fuel cells as an upgrade from jet fuel. These nuclear fuel cells provide Back to the Future levels of power and acceleration. So you can make your artillery train move at hyperspeed if you want.
Title: Re: Factorio - Factory building game
Post by: Putnam on December 24, 2017, 01:40:11 am
Well, they provide Back to the Future levels of power... for one second, having 1.21 gigawatt-seconds of power in 'em. This also gives them that much power per stack, since they only stack up to 1 (!!). Very useful for trains, however, given that trains can hold 3 stacks of whatever at one time and, yes, they do indeed give you ludicrous speed.
Title: Re: Factorio - Factory building game
Post by: choppy on December 24, 2017, 04:32:43 am
Hello everyone, I am planning on hosting a .16 server and am wondering if any fellow Bay12 members would be interested. (I do plan on hosting with mods so please let me know mod preference)


A few of the mods I am thinking of having.
Air filtering
Aircraft (maybe it has a crash bug that might be a deal breaker)
auto research
Bio industries
some of Bobs mods ( at least the inserters)
Bottleneck
Crafting Speed Research
EvoGUI
Lighted Electric Poles +
FARL
Honk
Natural Evolution (at least buildings)
Rampant
robotarmy
Squeak through
Warehousing
Factorissimo2 ( hopefully Magma will have it ready soon [but getting well is more important])
YARM

other mods that I have seen, but not sure about.
Factorio DrugLab
Geothermal
Loot Chest+
FTweaks
Endgame Combat
Auto Designate
Black Market

thanks for reading and let me know what you think.
Title: Re: Factorio - Factory building game
Post by: Putnam on December 24, 2017, 04:39:33 am
Black Market is insanely, hideously broken and I straight up leave it out in my most recent runs
Title: Re: Factorio - Factory building game
Post by: Parsely on December 24, 2017, 11:20:52 am
I'm interested! I just got Factorio for GiglameshDespair and we've been wanting to play together.
Title: Re: Factorio - Factory building game
Post by: GiglameshDespair on December 24, 2017, 11:24:20 am
Personally I'd prefer to not have to mess around with too many mods to start with.
Title: Re: Factorio - Factory building game
Post by: choppy on December 24, 2017, 11:28:53 am
Black Market is insanely, hideously broken and I straight up leave it out in my most recent runs
thanks for letting me know. (could you tell me how it is broken? I may want to mess around with it in singleplayer)
I'm interested! I just got Factorio for GiglameshDespair and we've been wanting to play together.
you were one of the first people on steam I planned on asking for interest.

Personally I'd prefer to not have to mess around with too many mods to start with.
that is not a problem, if it is your first time playing we can keep the list small or run vanilla.
Title: Re: Factorio - Factory building game
Post by: Glloyd on December 24, 2017, 05:24:12 pm
I think the game autodownloads mods now for players who don't have them, but I could be wrong.
Title: Re: Factorio - Factory building game
Post by: BigD145 on December 24, 2017, 05:27:19 pm
It should. But once the game updates you'll get version mismatches. A couple updates ago broke any mods with trains. Most mods took a day or two to update. Standard issues.
Title: Re: Factorio - Factory building game
Post by: Glloyd on December 24, 2017, 06:18:28 pm
You can easily disable/enable/update any installed mods in the ingame mod manager though. As far as mod support goes, Factorio is fucking awesome.
Title: Re: Factorio - Factory building game
Post by: Putnam on December 24, 2017, 08:38:24 pm
Black Market is insanely, hideously broken and I straight up leave it out in my most recent runs
thanks for letting me know. (could you tell me how it is broken? I may want to mess around with it in singleplayer)

Balance-wise. Selling power is too good, you can buy shit when you don't have the technology for it.
Title: Re: Factorio - Factory building game
Post by: umiman on December 25, 2017, 04:36:02 am
I made a terrible mistake.

At the same time as my Lazy Bastard run, I thought I'd try to do the Mass Production 3 achievement as well. Those are the last two achievements I have to do.

Well, I thought the Mass Production 3 achievement was for blue chips, so I made an erroneous factory for blue chips only to realize it was for green chips. I have no idea how I made this mistake, considering the achievement itself is frigging green in colour.

Oh well... at least blue chips use green chips too, so it's not like it's a complete waste. No idea what to do with all these blue chips though.

Have some screenshots as I faff about in my base, too lazy to actually finish the achievement.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

This was actually the first time I used so many trains. It's nice. I really should have used them more before. In the past I used them more for transport rather than anything else. Never realized how huge of an effect they have on your production. I suspect this is also compounded by how 0.16 changed resources so that they're further away now and you basically have to use trains.

That's also the first time I actually made a completely self-sustaining nuclear power plant. I even have it connected up to the logistics network so it doesn't overproduce nuclear fuel cells or enriched uranium. I never bothered with a real nuclear plant before due to solar being so much easier to work with and faster to get up and running.
Title: Re: Factorio - Factory building game
Post by: lordcooper on December 25, 2017, 06:23:31 am
It feels weird to see a factory that isn't a full on 'bots do everything' megabase or built around a main bus.  And yet it's too organised looking to call spaghetti.
Title: Re: Factorio - Factory building game
Post by: milo christiansen on December 25, 2017, 11:11:12 am
Weird is right, I don't think I have ever seen a base that size that lacks a bus or stupid amounts of bots that isn't a total mess.

It looks fairly organized, but I bet most of that is due to the way each sub-factory is spaced fairly far apart. Space makes it possible to stretch spaghetti out so it is less messy.
Title: Re: Factorio - Factory building game
Post by: umiman on December 25, 2017, 01:24:31 pm
What can I say. I'm a hipster who doesn't like following guides or blueprints or what's popular despite obvious benefits.

I think it's more fun when you figure things out on your own. You get a good feeling of pride and accomplishment ($1.99).

I might build a main bus later though. Just for the mass production achievement. 20m circuits is a hell of a lot.
Title: Re: Factorio - Factory building game
Post by: MrRoboto75 on December 25, 2017, 01:56:22 pm
I remember my first rocket-capable factory had a main bus of four lanes: steel, iron, copper, and green chips.  The bus formed an L shape with stuff branching off mainly in the interior of the L to make all the bigger stuff.  Stuff that wasn't on the main belt but was needed for shit like plastic got belted from one branch to another directly, or just made on both branches.  Copper ore and stone were on the same input belt at first because early on both resources were far away but basically next to each other.  Oil pipe spaghetti was west of the L.  Solar panels naturally were just fucking everywhere they could be.  The factory only really became less pasta one I had robots to delete stuff for me.

I built a train or two to input in iron ore after the initial patch ran out, but that's about it.  I think I got lazy about trains when it came to getting more oil so I built a line of roboports for bots to tote oil barrels in.  Or maybe they just carried the empty barrels back, I don't remember.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on December 25, 2017, 05:00:08 pm
finally did some reusable blueprint that I'm happy with, thanks to the new blueprint book

I call it the modular station system http://bundly.io/Nmsrf

book here https://pastebin.com/raw/CcNq88ms

works this way: you place the basic loop aligned to any other loop, then you add whatever input output station as needed on the four sides using the power station and the roboport as an alignment guide

stations all have their network that disable inputs if full and enable output if there's something

trains are short to be fast and because there are supposed to be loads, at least one per output - or you can call all output station with the same names and the trains will find whatever 'PICK IRON PLATES' that's enabled and path there

consider it beta, I'm using a system with 5 loops, so not really a massive deployment, I'll add a station and some basic function (smelting, refueling) going forward
Title: Re: Factorio - Factory building game
Post by: umiman on December 26, 2017, 05:47:49 am
Lazy Bastard finally done.

I spent so long fiddling with trains that I completely forgot to actually finish the achievement.


Gonna take a damn long time to finish that Mass Production achievement...
Title: Re: Factorio - Factory building game
Post by: Sergius on December 26, 2017, 12:34:35 pm
I want ceilings. In vanilla factorio (haven't checked mods. also, not talking about those factories that are bigger on the inside).

Like, completely aesthetic tiles that block view unless you're under a ceiling. A bit of furniture would be nice, that way you'd be able to make some sort of housing or management offices and stuff.
Title: Re: Factorio - Factory building game
Post by: BigD145 on December 26, 2017, 03:36:29 pm
I'm sure those biters need lots of offices.
Title: Re: Factorio - Factory building game
Post by: Sergius on December 26, 2017, 04:55:43 pm
How are you gonna sue them for property damage then?
Title: Re: Factorio - Factory building game
Post by: umiman on December 29, 2017, 05:11:38 pm
Does anyone have any tips for mass green circuit production?

I've just been making ginormous green circuit production lines using the default 3xcopper wire directly feeding 2xgreen circuits and it's still taking eons.

I have to get 20m of them and I don't want to just sit around being AFK forever.

Also I have no clue what to do with all these circuits. Trying to use them to make more chips is going to kill me as I'd have to make a ridiculously large oil setup just for that alongside even more base metals. I think I'm going to end up loading cars with them because for some reason in Factorio universe, a car's boot has the most storage space you can construct.
Title: Re: Factorio - Factory building game
Post by: milo christiansen on December 29, 2017, 05:43:28 pm
3->2 takes too much space. I much prefer 1->1, with the wire assembler being an AM3 (AM2 before AM3 is researched) and the circuit assembler being an AM2. If you plan to boost everything with modules this probably isn't a great idea, but for no-modules factories this provides a nice square design that expands well.

I haven't unlocked AM3s in this save yet, so this is the cheaper, but slower, all-blue version.

(https://s18.postimg.org/3psvds5jd/20171229173756_1.jpg) (https://postimg.org/image/ag9cn7sp1/)

Code: (Blueprint) [Select]
0eNqlmNGOoyAUhl9lw7VuBBRbb/diH2Iy2ahlOySIBHCyTeO7Lx2bmWnHtucwV41avvN7+H9Qj6TTk7ROmUCaI1H9aDxpno7Eq71p9elcOFhJGqKCHEhGTDucjqSWfXCjUX3eK9dPKpA5I8rs5D/S0Pk5I9IEFZRcaG8Hhz9mGjrp4h/eOX9bH/LgWuPt6ELeSR1iETv6OHY0p/KRl/OMHOJPHUvslIuV366xOftCZkgyBZM5kszA5PKSrIyXLsQLN5niklmuMCucWngbBA5cgME1Dgy3xAYHhs/bFjpv8GmjxTuz9V4OnVZmnw9t/6KMzNltS0QYiWRlb4bza62PFA5yp6YhX8bFUXbU8uZclvMajCGFf0P3RxL1GIu8tHHV2d2LzdkrDND/EsumcHaFzTkEKpCCEXprJBrR5g0yOhDmNtEW9DGbJcaSfnZ3P1orXd63XQzXWpGrXXGK+t3ejfH3wR5zKnPepccp2Gk1Niwtobhb4GmWgUxBie0OqjlV0lpI15ZCJsA5X26fA+6+RntjYZeXbAHpBTic58UPon+L1k/v61fmhnxeJD2ore5qPDWSfAYIZdA+g9vMecrT2XWP18Do9NFU+3HwNglODxdY9TzVfHXKw+a69zZpCx7IetukFzDx2CjlVfq81SrcWzyqnxWASpMyDdHLksjV2oyVSemDiCxT3uYg4CrFrhCwgNqAI1yQFK44Vc/Z8vWi+fSxIyO6jcPiud9OSvPjl9Tax7Ov0vlFwaZmRSFEJYp5/g/3H7sb

Edit: A better version that has one more pole, but is 1 tile narrower.
Edit2: Fixed goof in blueprint.
Code: (Blueprint) [Select]
0eNqdl92OqyAUhd+Fa50AKlpfZTI5UcvpkCgQwMlpGt99aJvTaTtYN1wZa/n2cu0f4YT6cebaCOlQe0JiUNKi9v2ErDjIbjz/5o6aoxYJxyeUIdlN57vOWj71o5CHfOqGTyF5TtGSISH3/B9qyZJtIvjIB2eUFEM+CDPMwt0B6PKRIS6dcIJfBV1ujn/kPPXc+Ag3zt/OutyZTlqtjMt7PjofRCvr1yp5Du95eZGho7/UPsReGB/58oyedT6RaSSZgslFJJmAyWUcGYPBVRwY7gWLA8OtqF/X6Gr+So/2YKFXa/NXqObxHYS03Dj/YDUGe5RfBpi7SPkkWT3Bt1AT34t5yq/r/CqtRr5aNWwJwQjUCwK2gtBYfykA+tSEs5835mCUv240uJ9p/weZmp2ew6b+dOKofOY+O8/fv5JO4NKrSDaGo1laLZBgLdSROiOy10SWGYS5S5NLttEUxxYbiag1StJGHbmfFYPSmpt86Hqf5lAQmjSQ4mKk9mTxY5OQay6V4ClCbtCtvFZQJgYjGRRJwcg6rfpArjbRKbvuwMpH3QxS57ukHVkZmk0FTmJVQRaJ9oC89mDV7uLpU2j1KNyrIq7eqqcgIWp03+HUHBZl0gcm7HsVK5um2p60Sw0XXg3NII1IYJOiL2zqLulAxbZFlmktByGTlGMPBExTfP0F9kfYy5G3vTtkZ+iLG3v9Q1NTjBmrGF6WbygAMU4=
Title: Re: Factorio - Factory building game
Post by: n9103 on December 29, 2017, 06:10:28 pm
Other than spamming the map with blueprints for mining and assembling them, my only tip is that you can just destroy steel chests full of circuits, instead of fiddling with the cars. (with force fire, F, iirc.)
An extremely long span of inserters into steel chests can take a surprisingly long time to fill, enough time that you could make the rounds destroying and rebuilding the chests eventually.

Of course, if you're planning on actually using the mountains of circuits, this is obviously sub-optimal :P
Title: Re: Factorio - Factory building game
Post by: umiman on December 29, 2017, 06:38:23 pm
Hmm...

I could use that 1>1 setup, though I'd use both AM3. To make it fully efficient all I'd have to do is put in enough modules to boost each copper wire factory to at least 150% production, which isn't hard. I have more than enough modules too. It'd save a lot of space for me to spam a million more of them so I can get 10m green circuits per hour or something. Even then I'd still have to wait two hours for it to complete lol...

But if I did that then I have to figure out a way to somehow compress that copper line. Right now even with 6 trains worth of ore I can't even compress it properly. Oh well, gives me something to do. The map is already being completely saturated with train lines.

Spoiler (click to show/hide)

-------------

n9103: Nah, not really planning on using them. I don't have the chops or desire to make such an obscene red circuit into blue circuit factory. It'd be ridiculously huge and the amount of oil I'd need would make my head explode.

I'd need 518 steel chests to hold the remaining amount of chips. Each steel chest can hold 11,600 chips. Pretty doable now that I think about it.
Title: Re: Factorio - Factory building game
Post by: milo christiansen on December 29, 2017, 06:42:55 pm
I suppose a few production modules in the circuit assemblers would probably drop their speed enough to maintain balance too (maybe not, I would need to check the numbers).

Either way, this won't work with max modules, but anything less than that should be fine.
Title: Re: Factorio - Factory building game
Post by: Ozyton on December 29, 2017, 06:55:18 pm
So I've started a map where I want to use trains for a lot of stuff, but I've run into an awkward situation. So, I was planning on making it so that I have a train parked at a sort of centralized area and then departs when a station becomes active (when there's enough to fill a train). Then the train goes back to the parking spot then goes to a station that will accept a full train load once it's turned on. The problem is that the train won't wait for the next station in its schedule to activate and instead skip over it so it will go to an unloading station when it's empty or will go from one parking spot to the next in a loop. I suppose I could wire up a circuit connection all the way to all the stations and the parking area but I was hoping to avoid doing that. Is there a way to solve this in vanilla?
Title: Re: Factorio - Factory building game
Post by: StopGamer on December 29, 2017, 07:10:49 pm
If you are able to play DF than I can recommend Bob+Angels mod in Factorio. It adds a lot of complexity and depth. In general Factorio is f*cking awesome game
Title: Re: Factorio - Factory building game
Post by: Ozyton on December 29, 2017, 07:13:45 pm
I mean, I'm not very good at Factorio, but I have heard a lot about how Bob's and Angel's are, but nobody has mentioned what those mods actually do.
Title: Re: Factorio - Factory building game
Post by: umiman on December 29, 2017, 07:20:35 pm
So I've started a map where I want to use trains for a lot of stuff, but I've run into an awkward situation. So, I was planning on making it so that I have a train parked at a sort of centralized area and then departs when a station becomes active (when there's enough to fill a train). Then the train goes back to the parking spot then goes to a station that will accept a full train load once it's turned on. The problem is that the train won't wait for the next station in its schedule to activate and instead skip over it so it will go to an unloading station when it's empty or will go from one parking spot to the next in a loop. I suppose I could wire up a circuit connection all the way to all the stations and the parking area but I was hoping to avoid doing that. Is there a way to solve this in vanilla?
You need circuits for that. If you want a stop to autocall a train when its ready, the only way to do this is via circuits.

You can have individual circuit networks at each stop which can turn the stop off or on. If a train has no stop to go to, it just chills at an active station until there is one. In this case you could have the train depot be the only permanently active station and have each station be automatically activated once enough chests are filled to load a train. It's a lot easier than connecting everything.

------

Bob's and Angel's just make the game more complicated. Doesn't really add anything but make the game longer. You still make the same things in the end, e.g: red chips, blue chips, etc. But the amount of shit each thing needs is quintupled with a billion more things. It's good if you want REALLY REALLY complicated factories and you find the current game too easy.

It's not good if you want more enemies to fight or more features to play with, since you're going to be going through the same motions, just multiplied by several factors.
Title: Re: Factorio - Factory building game
Post by: Ozyton on December 29, 2017, 07:28:47 pm
So I've started a map where I want to use trains for a lot of stuff, but I've run into an awkward situation. So, I was planning on making it so that I have a train parked at a sort of centralized area and then departs when a station becomes active (when there's enough to fill a train). Then the train goes back to the parking spot then goes to a station that will accept a full train load once it's turned on. The problem is that the train won't wait for the next station in its schedule to activate and instead skip over it so it will go to an unloading station when it's empty or will go from one parking spot to the next in a loop. I suppose I could wire up a circuit connection all the way to all the stations and the parking area but I was hoping to avoid doing that. Is there a way to solve this in vanilla?
You need circuits for that. If you want a stop to autocall a train when its ready, the only way to do this is via circuits.

You can have individual circuit networks at each stop which can turn the stop off or on. If a train has no stop to go to, it just chills at an active station until there is one. In this case you could have the train depot be the only permanently active station and have each station be automatically activated once enough chests are filled to load a train. It's a lot easier than connecting everything.
This is how I already have it set up. I have all the chests leading to a wagon outputting to a decider combinator that outputs a signal once it has enough to load that wagon, and all of the signals combine to activate the train stop only when there's enough signals to indicate that each wagon can be filled (so it doesn't load all but one wagon and wait forever to fill said wagon). The problem is that the train will just go between the parking lot and, say, the unloading station (which is sending a signal that it has room to receive stuff) because instead of waiting until the loading station is ready before leaving it just skips over it in the schedule. I also think one of the problems is I have the parking lot in the schedule twice...
Title: Re: Factorio - Factory building game
Post by: umiman on December 29, 2017, 07:37:24 pm
So I've started a map where I want to use trains for a lot of stuff, but I've run into an awkward situation. So, I was planning on making it so that I have a train parked at a sort of centralized area and then departs when a station becomes active (when there's enough to fill a train). Then the train goes back to the parking spot then goes to a station that will accept a full train load once it's turned on. The problem is that the train won't wait for the next station in its schedule to activate and instead skip over it so it will go to an unloading station when it's empty or will go from one parking spot to the next in a loop. I suppose I could wire up a circuit connection all the way to all the stations and the parking area but I was hoping to avoid doing that. Is there a way to solve this in vanilla?
You need circuits for that. If you want a stop to autocall a train when its ready, the only way to do this is via circuits.

You can have individual circuit networks at each stop which can turn the stop off or on. If a train has no stop to go to, it just chills at an active station until there is one. In this case you could have the train depot be the only permanently active station and have each station be automatically activated once enough chests are filled to load a train. It's a lot easier than connecting everything.
This is how I already have it set up. I have all the chests leading to a wagon outputting to a decider combinator that outputs a signal once it has enough to load that wagon, and all of the signals combine to activate the train stop only when there's enough signals to indicate that each wagon can be filled (so it doesn't load all but one wagon and wait forever to fill said wagon). The problem is that the train will just go between the parking lot and, say, the unloading station (which is sending a signal that it has room to receive stuff) because instead of waiting until the loading station is ready before leaving it just skips over it in the schedule. I also think one of the problems is I have the parking lot in the schedule twice...
I too suspect you screwed up the scheduling.

--------

Edit:

So apparently even 320 furnaces and trains worth of copper and iron can't feed 80 green chip factories working at full tilt.
Title: Re: Factorio - Factory building game
Post by: milo christiansen on December 29, 2017, 08:02:17 pm
It sounds to me like the waiting area is redundant. Simply let the empty train wait at the last used unloading bay.

If you have multiple trains this will eventually clog up, but why in the world would you ever use a system like this with multiple trains for a given set of stops?
Title: Re: Factorio - Factory building game
Post by: Ozyton on December 29, 2017, 08:12:04 pm
I made a quick thing to try to demonstrate: image (https://puu.sh/yQtzN/a4c40ac720.jpg). "load" is the rightmost station, "unload" is the middle, and "park" is the one on the left. The train will endlessly loop between 'park' and 'unload'.

It sounds to me like the waiting area is redundant. Simply let the empty train wait at the last used unloading bay.

If you have multiple trains this will eventually clog up, but why in the world would you ever use a system like this with multiple trains for a given set of stops?
I don't know, I'm new to this. It seems like if you just let the trains wait at the loading/unloading area it would also cause some kind of traffic jam eventually unless you have a bunch of stackers.

How do people usually set up their trains? I've seen pictures of their fancy rail junctions but nothing about how they set up their stops or schedules.

EDIT: What do they do to fuel their trains? Have fuel available at every train stop?
Title: Re: Factorio - Factory building game
Post by: umiman on December 29, 2017, 08:28:31 pm
I just use timers and rail signals. Fueled with rocket fuel (was coal before).

It's really simple and it works. I also don't make loops but rather have locomotives on each end. So instead of loops they're just a bunch of straight lines.

This is my most recent one and is the thing feeding my giant green circuit factory:

Spoiler (click to show/hide)

There's 6 trains using this. Even with 320 furnaces I can't use the ores fast enough. This single train stop outputs more copper and iron than my entire rocket-capable base uses by like 2 or 3 times. Though honestly I learned fairly quickly that 4 carriages per train is stupid and a waste of time. I recommend 2 or 1 carriage.

I think it's also better to have like... smelter outposts for trains to bring ores to. So instead of a giant smelter array where you bring all your ores to, instead you have say... 4 different smaller smelter outposts. Then have trains bring the metal from that to your factories. Blue belts move things too slow and don't carry enough so the less belts you rely on the better it seems.
Title: Re: Factorio - Factory building game
Post by: milo christiansen on December 29, 2017, 09:07:26 pm
I don't know, I'm new to this. It seems like if you just let the trains wait at the loading/unloading area it would also cause some kind of traffic jam eventually unless you have a bunch of stackers.

Now, to me it sounds like you want to make a system where a train waits for a load. Once one is available it goes an load, then takes it to a empty destination. You do not want trains waiting at either loading or unloading stations.

The problem with this is, as you have discovered, the train will loop between the waiting bay and any other open station on its schedule. The solution is simple. Instead of a parking bay, just build one unloading bay per train. Trains will wait until fully unloaded at "their" bay, then look for a full loading station to fill up at. Generally you want at least one unloading bay or stacker slot for each train that unloads at a given station. If you do not have enough waiting space you risk blocking your main lines and/or deadlock.

If you have trouble providing enough loads and trains need to wait for a load, stackers will hurt more than they help. In this case you simply have too many trains and should either let trains wait at each loading station or use less trains.

For truely useful help with lots of details start here (https://forums.factorio.com/viewtopic.php?f=194&t=18621) and keep reading other things in that subforum. Also, try some multi-player games. Plenty of guys there will be happy to show you how to do trains in great detail.
Title: Re: Factorio - Factory building game
Post by: Ozyton on December 29, 2017, 09:22:19 pm
Thanks I'll give that thread a look. I've been wary of trying multiplayer with anyone but my friends because I don't want to be a hassle to anyone >__>

E: Just joined a server for a second (seemed to have a ton of people in it, more than I was expecting) and yoinked the save file for scrutiny.
Title: Re: Factorio - Factory building game
Post by: milo christiansen on December 29, 2017, 10:10:13 pm
Just joined a server for a second (seemed to have a ton of people in it, more than I was expecting) and yoinked the save file for scrutiny.

I ought to try that myself ;) Sounds like a great way to discover new things with minimal distractions...
Title: Re: Factorio - Factory building game
Post by: Putnam on December 29, 2017, 10:24:02 pm
this mod is actually way cooler than i expected and i expected it to be cool (https://mods.factorio.com/mods/Optera/LogisticTrainNetwork)

Basically, you hook up the new train station it adds to a circuit network and the train station will act as a provider to the train network for positive amounts and a requester for negative. Rather than finagling with schedules, I set up each individual train stop to have requests and chests that go into train stations so that one of the four trains I have lying around will deliver stuff.

It requires good signaling, but... I mean, that's probably easier to learn than the circuit shenanigans I have set up (though it's not as complicated as you think to, say, order some sulfuric acid barrels when sulfuric acid in a tank is low)
Title: Re: Factorio - Factory building game
Post by: Ozyton on December 29, 2017, 10:29:20 pm
I was hoping to be able to do something like that simply with vanilla but I have seen that mod mentioned a few times. Does seem rather tempting...
Title: Re: Factorio - Factory building game
Post by: umiman on December 29, 2017, 11:00:35 pm
Goddamn, oil tanker trains look cool as hell.

Spoiler (click to show/hide)

Those pumps deploy every time a train arrives.

Makes me wish for some kind of dedicated unloading machine for regular goods rather than a silly looking array of inserters.

----------

I'm at 14 trains right now.

I still don't have enough copper to feed the green circuits to produce 1 million circuits per hour. I'm at 342,000 circuits per hour apparently.

This is insane. I really wasn't expecting this achievement to be so big.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on December 30, 2017, 04:56:57 am
this mod is actually way cooler than i expected and i expected it to be cool (https://mods.factorio.com/mods/Optera/LogisticTrainNetwork)

Basically, you hook up the new train station it adds to a circuit network and the train station will act as a provider to the train network for positive amounts and a requester for negative. 

Been doing that thing manually with duplicate station names, circuits and lot of trains but it’s hard to create enough trains per type - do trains in that mod ship mixed content? I’d need only to change thestack inserter with the filtered version and redo all the blueprints
Title: Re: Factorio - Factory building game
Post by: Putnam on December 30, 2017, 05:41:27 am
No, but the stop that the mod provides gives the expected items loaded/unloaded from the train on a delivery, so you can hook filter inserters up to it.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on December 30, 2017, 05:58:21 am
got lot of work to do then ( all this need to change https://imgur.com/a/LgOf8 )

do blueprint book get exported with a modlist?
Title: Re: Factorio - Factory building game
Post by: umiman on December 30, 2017, 08:00:29 am
There's a pretty annoying bug right now in the latest .16 build.

It seems if your logistics network is too large, it will crash the game as well as screw up saves. So you can't progress.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on December 30, 2017, 10:38:53 am
There's a pretty annoying bug right now in the latest .16 build.

It seems if your logistics network is too large, it will crash the game as well as screw up saves. So you can't progress.

Wasn’t that fixed in .16.10? Or is it a new one?
Title: Re: Factorio - Factory building game
Post by: umiman on December 30, 2017, 12:30:48 pm
There's a pretty annoying bug right now in the latest .16 build.

It seems if your logistics network is too large, it will crash the game as well as screw up saves. So you can't progress.

Wasn’t that fixed in .16.10? Or is it a new one?
I think it's a new one. It's happening to me.

It's been fixed.

Edit:

Behold... glorious production:

Spoiler (click to show/hide)

Perfectly compressed input lines. Almost perfect production. It... it took so much work...

...

And that's still only 600k circuits per hour AAAAAAAARGH!!!!
Title: Re: Factorio - Factory building game
Post by: Putnam on December 30, 2017, 10:17:24 pm
It's great how quickly these things tend to get fixed. I stopped yesterday because that crash was affecting me and thought "well, maybe after the weekend", but no, it was fixed by the time I woke up.
Title: Re: Factorio - Factory building game
Post by: umiman on December 31, 2017, 01:11:19 pm
I'm free!!!!

(https://i.gyazo.com/be5a1a9274ca54a1ed08c82d722f7577.png)
Title: Re: Factorio - Factory building game
Post by: MagmaMcFry on December 31, 2017, 01:24:17 pm
I'm free!!!!

lol
Title: Re: Factorio - Factory building game
Post by: motorbitch on December 31, 2017, 03:06:55 pm
so, train unloading stations. like proably everybody else i had the problem that just using a staight belt and a bunch of injectors will unload the wagons one after the other with greatly increases the unloading time. using one belt line per wagon instead of the whole train improves things, but even then usually one wagon will unload much faster then the others witch makes the train configuration awkward. either wait forever untill the train is empty, or waste a good part of the capacity and limit the train to a single item type per wagon.

now it is rather easy to use the circuit network to make all the injectors work syncronized. however, this too was unsatisfying to me, even with one belt line per wagon. the problem with syncronized injectors is, that tho it unloads the wagons evenly, it will  just syncronize the throughput of every wagon to the throughput of the wagon with the slowest line.

anyway, after a lot of experimentation i learned that if the unlaoding station is build right, it does not even need circuits to unload all wagons balanced at full speed (or, if the demand is lower then the supply, every wagon at 1/4 of the demand).

i came up with two versions, one for a 4 lane output and one for a 8 lande output.


4 belt output:
Spoiler (click to show/hide)

8 belt output:
Spoiler (click to show/hide)



Title: Re: Factorio - Factory building game
Post by: umiman on December 31, 2017, 03:23:06 pm
Huh, that unloading station looks good. Certainly looks way better than my stupid single line that was always clogged up.

You should post the blueprint.
Title: Re: Factorio - Factory building game
Post by: motorbitch on December 31, 2017, 03:44:27 pm
here you go:

4 lanes

Spoiler (click to show/hide)

8 lanes:
Spoiler (click to show/hide)
Title: Re: Factorio - Factory building game
Post by: umiman on December 31, 2017, 05:05:38 pm
Is there a reason why you went with 8 stack inserters per wagon instead of 12? Space constraint?
Title: Re: Factorio - Factory building game
Post by: motorbitch on January 01, 2018, 08:59:44 am
space, but also 8 inserters will saturate a blue belt so there is no point. tbh fast inserters will do it *on the belt side not the wagon side*. i was just lazy when i made it. there are also many blue belts on the 8 lane output version that could be red belts without slowing it down. in any case, when i first build it i wont even have red belts let alone construction bots, and if i have blue belts i wont care anymore so i never bothered to fix it.
Title: Re: Factorio - Factory building game
Post by: milo christiansen on January 01, 2018, 10:18:29 pm
I always unload directly into splitters, no belts required until you get to the end.

(https://s18.postimg.org/elhi124m1/20180101221335_1.jpg) (https://postimg.org/image/cgx4zz2z9/)

^^^ Like that, but with rails beside it :P Also, I tend to throw in some other refinements. Too bad all my station blueprints are sitting in an anti-static bag on my shelf (on my spare harddrive in case you were wondering).
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on January 02, 2018, 03:52:14 am
clever!

stealing intensifies
Title: Re: Factorio - Factory building game
Post by: Ozyton on January 03, 2018, 05:00:52 pm
So I havne't gotten to try this in my singleplayer base but playing with my friends I've encountered a bit of an issue with the whole "just have the trains sit in the unloading station until there's a station that can fill it" deal. Trains will sit at the unloading station for the main bus and block trains full of plates from getting in.

On the bright side, I built a rail around the perimeter of our base and put 4 artillery wagons on it. By the time it made a complete circuit it had used all but 12 of its 400 shells.
Title: Re: Factorio - Factory building game
Post by: MagmaMcFry on January 03, 2018, 05:48:26 pm
Option 1: Instead of having the train sit in the unloading station while empty, send it off and have it wait at its loading station, or in the stacker in front of it.

Option 2: See Option 1.

Basically just use the "Empty" and "Full" wait conditions (or make some "Almost empty" and "Almost full" item conditions) and you're golden for most purposes. You don't even need to mess with activating/deactivating anything. Just make sure that every station's stacker can hold all the trains that are assigned to that station, and you'll never need to worry about trains being in the way again.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on January 03, 2018, 06:10:43 pm
empty and full condition should have an or timeout to avoid issues, it's also useful to have a refueling depot in the list so if all station are disabled by circuit condition the train doesn't just stand where it is taking up a line
Title: Re: Factorio - Factory building game
Post by: Ozyton on January 04, 2018, 07:10:21 am
it's also useful to have a refueling depot in the list so if all station are disabled by circuit condition the train doesn't just stand where it is taking up a line
This just results in the issue I was having in the first place.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on January 04, 2018, 08:37:37 am
weird, how many stops had your depot?
Title: Re: Factorio - Factory building game
Post by: motorbitch on January 04, 2018, 09:13:42 am
i kinda suck at this game, so i usually do the simple apporach: use multiple railways from my iron and copper unloading station, each connecting 2 mineral fields. each line is served by one train. the trains then just wait at the mineral field untill they are full. sure, this needs a few more trains. but they are cheap anyhow.
Title: Re: Factorio - Factory building game
Post by: Ozyton on January 04, 2018, 10:03:19 am
weird, how many stops had your depot?
Sorry, I misread you. I haven't connected any of the stations with circuits yet, though I imagine I could have the stations output a signal of some sort once it's ready and bring the signal all the way back to the fuel depot, then have the trains only leave on circuit condition. It'd take a bit of setup but I could probably pull it off.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on January 04, 2018, 10:48:14 am
sorry I didn't actually explain :D

I'm doing it like this:

train schedule:
PICK IRON
DROP IRON
DEPOT

pick iron stop has a circuit that disable the stop if the loading chests are empty
drop iron stop has a circuit that disable the stop if the unloading chest are half full
depot has no circuit but is close to the base and receive all the train all the time


there's some inefficiency by train going to the depot every loop, but there are multiple depot station across all the main base all called -DEPOT- so it's, all considered, not much, since trains will path to the closest enabled station with the right name


Title: Re: Factorio - Factory building game
Post by: Ozyton on January 04, 2018, 11:05:23 am
But that again leads to my initial problem. To reiterate, imagine if the unloading station is active (requesting) but the loading station is off. The train will simply go to the unloading station, realizing there is nothing there it will go to the parking lot. Once it tries to go to the next scheduled stop it won't wait for the loading station to become available and simply skip over it to go back to the unloading station etc. It's not the end of the world but it simply means there will be trains infinitely using fuel and taking up space on the track for no reason. Setting up the circuits so the train only leaves the parking space when the loading station is available would fix it I think.
Title: Re: Factorio - Factory building game
Post by: MagmaMcFry on January 04, 2018, 11:17:51 am
I do it like motorbitch, but for everything, not just ore. Every station has its own unique name, and two train stops only get the same name if they're part of the same station. Each necessary transport route (pickup -> drop) gets a dedicated train that has exactly two stops (a pickup stop and a dropoff stop), and waits until full or empty respectively (no other conditions). Major stations (e.g. central ore dropoff) need quite a large stacker because so many trains target them, but no station ever needs to be deactivated.

I also have a single supply train that goes around distributing fuel and collecting junk. That dude gets his own stations. I also have a bunch of construction trains, equipped for different tasks, that usually only have a single stop, at their customized resupply site, set to "wait until inactivity". They get an additional "wait forever at construction site" stop whenever there's a construction site, and they get sent back to their resupply using "Go to station" whenever they run out of the necessary construction materials. They'll come back automatically.
Title: Re: Factorio - Factory building game
Post by: umiman on January 04, 2018, 11:58:06 am
I'm even more lazy. I don't even set up circuits or depots or anything.

I just put everything on a 30 second timer and overload the network so nothing will ever be empty. It's unefficient but rocket fuel is super cheap so who cares. All the lines are at max compression and there's no headaches.

It just goes like this.

Code: [Select]
Unloading Station > Copper Smelters A
                  > Copper Smelters B
                  > Copper Smelters C

1 train for each. Problem solved.
Title: Re: Factorio - Factory building game
Post by: n9103 on January 04, 2018, 07:38:44 pm
I'm even more lazy. I don't even set up circuits or depots or anything.

I just put everything on a 30 second timer and overload the network so nothing will ever be empty. It's unefficient but rocket fuel is super cheap so who cares. All the lines are at max compression and there's no headaches.

It just goes like this.

Code: [Select]
Unloading Station > Copper Smelters A
                  > Copper Smelters B
                  > Copper Smelters C

1 train for each. Problem solved.
Pretty much exactly my approach.
If I notice a train comes back short on resources, then it means it's time to expand the rail line further out to the next patch.
Title: Re: Factorio - Factory building game
Post by: umiman on January 04, 2018, 07:59:50 pm
Yup. It served me more than well enough for my 1,000,000 green circuits per hour factory.

I had more problems expanding the bus to be big enough to unload all the plates rather than the trains not delivering enough. Which is why I will be using motorbitch's blueprints in the future, though I might tweak it a little. I'll probably make it 12 inserters per carriage and reduce some splitters. It just won't look as pretty and neat.
Title: Re: Factorio - Factory building game
Post by: Putnam on January 05, 2018, 01:22:05 am
What do y'all bus, anyway? Usually I only bus iron/copper, but in my latest game I bussed circuits too and it was, uh, actually pretty helpful, so I should probably do that more often.

Eventually I'm probably going to give into the bus and start bussing stone bricks or something.
Title: Re: Factorio - Factory building game
Post by: umiman on January 05, 2018, 02:23:25 am
You don't really need a bus if you're making average "launch one rocket" factories. This is for several reasons:

1. You don't have the proper tech to do it justice for most of the game.
2. It's ultra annoying to upgrade if you start with regular belts. This is the worst part.
3. It's way too expensive for you to plan for both materially and strategically early on (unless you have no biters, though it'll still be expensive).
4. You don't use enough resources to justify a bus. Maybe a really small one.

Buses are better for when you've already basically beaten the game and want to make uber factories. Also way better then since you don't have to manually lay down all the belts yourself.

Then you're looking at many, many belts for copper and iron. Some for steel. Some for each of the chips. That's basically it.

You don't want to bus things like metal gears or copper wire as this is extremely inefficient. Belts don't move things fast enough even at blue belts and more importantly, they don't move enough of them in a single stack. This is extremely problematic for those two items as they get used in massive quantities. So when it comes to items like metal gears and copper wire, you don't want any belts involved whatsoever if you can avoid it and have everything moved directly from assembler to assembler. This is also the reason why everyone designs red and green chip blueprints to direct feed them.

For other stuff like plastic or modules... Eh. Depends on you. If you want to bus it you can. I personally wouldn't and would just use a train or make it on site. I also would rather use trains instead of buses if I could, but I'm not creative enough to figure out how to directly feed a thousand assemblers through trains without going through a conveyor belt. Actually there's an idea... I could manually filter each cargo carriage to carry specific things and have the trains move around supplying the assemblers in a big line somehow. Maybe train stops every single section? 1 second timers? Or one ginormous train? Unloading into buffer chests that unload directly into assembly machines with no belts involved.

Oooo....
Title: Re: Factorio - Factory building game
Post by: motorbitch on January 05, 2018, 03:11:07 am
Yup. It served me more than well enough for my 1,000,000 green circuits per hour factory.

I had more problems expanding the bus to be big enough to unload all the plates rather than the trains not delivering enough. Which is why I will be using motorbitch's blueprints in the future, though I might tweak it a little. I'll probably make it 12 inserters per carriage and reduce some splitters. It just won't look as pretty and neat.
12 inserters will only speed up the unloading of the train *if* the chests are empty. but it wont put more ore on the belts, as 8 are enough to saturate the belts. so the chests wont be empty. the long and short of it is, it wont speed up anything.
also, you can use the empty spot to put a requester chest there with an inserter that loads *into* the train. have it request ore and put ore on auto trash so the stuff will be neatly inserted into your factory.
Title: Re: Factorio - Factory building game
Post by: PTTG?? on January 05, 2018, 12:18:28 pm
I ended up doing copper, iron, and steel for a simple bus (one lane each of a level 2 belt, so barely a bus at all). It was actually pretty cool. To be honest though, I think my next approach may be train based cargo shuttling.
Title: Re: Factorio - Factory building game
Post by: motorbitch on January 05, 2018, 12:37:21 pm
yeah, i found busses dont realy work very well for copper and iron, at least not with expensive recieps. when i first tried it i read about that this to do it and that you just rebalance the belt after you take out stuff and gucci. but it doesnt work that way. no matter how hard you rebalance a belt, you wont magically saturate a belt that has half its contents taken out, and a belt will only support its items/s taken out of it on its whole lenght. so what i do now is yes, i do have a main bus of sorts, but that i only use for factories with low demand.  lines with high demand, like green electronics get their own dedicated lines.
another thing expensive reciepts told me that its a smart thing to do to have your iron smelter lines interrupted by gear wheel factories. they will use up a lot of iron, thus its smart to have this drain before you even start to bus. of course, the belt limit then means it will be hard to get enough ore to your smelter/gear line to saturate both the gear and the iron lines.
still, if you want to feed a very hungry factory, like a gun turret fac, one fully saturated belt is MUCH better then two belts that are half empty.
Title: Re: Factorio - Factory building game
Post by: milo christiansen on January 05, 2018, 01:00:13 pm
You need to run dedicated lines for green circuits at a minimum. other than that, a bus should be enough. If not, then run a few more feeders to merge into the bus after it thins out too much.

I keep wanting to try a train base, but I never quite get around to it.
Title: Re: Factorio - Factory building game
Post by: MagmaMcFry on January 05, 2018, 03:27:48 pm
Busses don't need to be balanced, and they don't need to be full-width all the way. If you need half a belt of iron at the first fork, and half a belt at the next, then you can make your iron bus narrower by one after that, it's pointless to keep the bus at full width afterwards.
Title: Re: Factorio - Factory building game
Post by: milo christiansen on January 05, 2018, 03:38:34 pm
Whoa! The latest FFF really set the fox in the hen house!

One of the devs was talking about how he wishes he could go back and remove logistics bots, you should hear the megabase types on the factorio forum! You know the kind I mean, max modules everything, no belts, all bots. Boring.

One guy even tried to say that belts are "too easy, just drop more blueprints". I thing he got belts and bots confused :P
Title: Re: Factorio - Factory building game
Post by: umiman on January 05, 2018, 03:49:17 pm
It could be something worth investigating though.

Those all bots factories are lame as hell. I think logistics bots should honestly just be limited to delivering things to you and vice versa.

When people make all bot factories they remove all the challenge of logistics. This seems to be a big deal for the dev team as when they were asked about adding z-levels they mentioned their concern about it.

Here: https://www.reddit.com/r/factorio/comments/6e6tkw/im_the_founder_of_factorio_kovarex_ama/di83rf7/

Quote
Real levels, like underground, would be easy to do, but it would introduce new problems. As you don't see both levels at the same time, it is much harder to understand the factory layout compared to simple 2d view. It would also diminish the important part of the logistic challenge.

Maybe instead have a dedicated bot moving thing that has to be on the ground. Like a giant walking robot with a big bag.
Title: Re: Factorio - Factory building game
Post by: motorbitch on January 05, 2018, 04:10:28 pm
dunno, i think they are nice to fill a niche, like delivering high value low quantity stuff like red or blue circuits. maybe just make them much more expensive to use, so there is a real tradeoff for not building a belt.
Title: Re: Factorio - Factory building game
Post by: MagmaMcFry on January 05, 2018, 04:38:42 pm
Bots are very expensive to use though, they require massive amounts of power in comparison to belts and trains. Also bots are actually pretty low-capacity: If you have a strip of perfectly packed roboports, then this strip can carry only 5 times as many items as an equally wide strip of blue belts, and that's even assuming that robots have infinite speed. That's basically peanuts compared to train throughput.
Title: Re: Factorio - Factory building game
Post by: umiman on January 05, 2018, 05:46:39 pm
You know what would be fun?

If we could build war bots. Like in Star Wars. Just have factories building armies of them, and factories building the weapons and vehicles for them.

It'd give us a nice end game goal to aspire to other than make 1000 science per minute.

We'd need a more capable opponent though.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on January 05, 2018, 11:05:31 pm
There’s a mod for that https://forums.factorio.com/viewtopic.php?f=97&t=23543
Title: Re: Factorio - Factory building game
Post by: Antioch on January 06, 2018, 08:30:56 am
I am currently playing the seablock modpack and holy moly does it get complicated fast.

Its great though, it really forces you to think in new ways if you have already mastered the base game.
Title: Re: Factorio - Factory building game
Post by: n9103 on March 05, 2018, 10:05:18 am
I would expect a stable .16 release soonish. There's been very few features added in the last several experiementals, and a looot of bug fixes, which is their typical route to stable release.
(For those of you coming here expecting something other than a spambot :-\)
Title: Re: Factorio - Factory building game
Post by: silver0708 on March 07, 2018, 07:59:43 am
I am currently playing this and found it amazing. Just saying :)
Title: Re: Factorio - Factory building game
Post by: Blood_Librarian on March 07, 2018, 09:37:30 am
It is pretty fun, I havent gotten much of a chance to play lately, but I've been sticking with some pretty ultra hard core mods that basically make each red science pack require 5 wood bricks as a rule.
Title: Re: Factorio - Factory building game
Post by: Zanzetkuken The Great on August 25, 2018, 09:46:01 pm
Anyone here be up for messing around with the PvP scenario the game includes?  Trying to get some people together for it.
Title: Re: Factorio - Factory building game
Post by: choppy on August 26, 2018, 12:34:48 am
Anyone here be up for messing around with the PvP scenario the game includes?  Trying to get some people together for it.
I would be. ( have you checked out 3ra's pvp server? it is modded with pvp in mind)
Title: Re: Factorio - Factory building game
Post by: Zanzetkuken The Great on August 26, 2018, 02:17:33 am
Anyone here be up for messing around with the PvP scenario the game includes?  Trying to get some people together for it.
I would be. ( have you checked out 3ra's pvp server? it is modded with pvp in mind)

Haven't heard of it.  What mods does it have, and what do they do?
Title: Re: Factorio - Factory building game
Post by: choppy on August 26, 2018, 02:35:28 am
it is the groups own pvp mod. it sets up 2 teams with a walled off square with the goal of either 1. killing the enemy rocket silo or 2. launch a rocket. ( the research has been change so things just cost time) there is more info about it that I will try and find that I do not remember at the moment.
Title: Re: Factorio - Factory building game
Post by: etgfrog on February 27, 2019, 07:52:35 am
0.17.0 released (https://forums.factorio.com/viewtopic.php?f=3&t=65070)
Quote
Improved game startup performance when using a large amount of technologies with deep dependency trees (it's now 67,000 times faster).
While there is a significant amount of changes, this one alone is amazing in my opinion. I should also mention the graphics have been improved.

Edit. I should mention, this version needs to be opted into on steam or downloaded on the experimental page.
Title: Re: Factorio - Factory building game
Post by: Parsely on February 27, 2019, 11:03:04 am
They probably switched to a more efficient data structure.

What kind of graphics improvements?
Title: Re: Factorio - Factory building game
Post by: etgfrog on February 27, 2019, 12:02:54 pm
All the UI got updated and almost every model* did as well.
Spoiler: As an example (click to show/hide)
https://factorio.com/blog/
Almost every blog in the last while showed off one of the new art model.
https://factorio.com/blog/post/fff-283
This one shows off more of it.


*I say model but they are 2d sprites that are generated using a 3d model.
Title: Re: Factorio - Factory building game
Post by: Retropunch on February 27, 2019, 02:27:26 pm
I've been reading a lot of the blog posts and it seems to be a huge (and really worth coming back for) update. Somehow the change-log doesn't quite do justice to how much they've improved stuff.

The main big one for me is the GUI - it was always a bit wonky and got a bit frustrating even when you did know how it all worked. Looks to work far better now.
Title: Re: Factorio - Factory building game
Post by: Kagus on February 28, 2019, 05:37:06 am
I was just watching some videos of 2-400 player multiplayer games from back in the day, and it got me thinking about giving Factorio another go. I always was a bit too cautious both with resources and especially placement, but watching the utter clusterfuck of 159 simultaneous players made me realize that it's maybe not that important to get everything perfect on the first pass.

Cool to see that they're still pushing out big updates as well.
Title: Re: Factorio - Factory building game
Post by: lordcooper on February 28, 2019, 01:14:13 pm
I was just watching some videos of 2-400 player multiplayer games from back in the day, and it got me thinking about giving Factorio another go. I always was a bit too cautious both with resources and especially placement, but watching the utter clusterfuck of 159 simultaneous players made me realize that it's maybe not that important to get everything perfect on the first pass.

Cool to see that they're still pushing out big updates as well.

Yeah, everything up until you start mass producing bots should be considered temporary IMO.  That's the point where I'll start making blueprints and setting up huge discrete factories for different items, all connected by rail.  Until this point, all I'm really doing is unlocking the research to get there and setting up automated production for the items I'll need to actually build the 'proper' factory.  Even then, individual areas still get bulldozed and remade when switching to beacons.
Title: Re: Factorio - Factory building game
Post by: milo christiansen on February 28, 2019, 09:13:05 pm
Assuming you mass produce bots at all. I hate bot factories, so boring compared to belt factories.
Title: Re: Factorio - Factory building game
Post by: n9103 on February 28, 2019, 11:21:57 pm
I try to avoid bot-factories about 50% of the time. I like the modularness of them, but it usually ends up less satisfying to me.

As for importance of placement on first pass, obviously that's not critical.
But also keep in mind that when your labor force is a couple magnitudes larger than solo, the mistakes are greatly reduced in impact, since there's always someone else that will look over your work, sooner than later the larger the game.

... This has definitely been a turn-off for me more often than not, because it's often me doing the fixing, and often fixing the same problem in different places.
Title: Re: Factorio - Factory building game
Post by: MrRoboto75 on March 01, 2019, 12:11:51 am
Your labor force would be a few magnitudes bigger with some construction bots.

Honestly, bots can't replace belts.  They suck at being belts.
Title: Re: Factorio - Factory building game
Post by: lordcooper on March 01, 2019, 05:46:47 am
Assuming you mass produce bots at all. I hate bot factories, so boring compared to belt factories.

You don't use them in place of belts or trains, they're bad at that.  You make infinite construction bots so that you can build a tileable circuits blueprint and copy/paste it.  Then the bots take care of it in a matter of minutes instead of you having to place a few thousand factories manually like a pleb.

You also make a few thousand logistics bots just to keep yourself supplied with the stuff needed to create outposts.  Fuck running around gathering the stuff myself when flying robots are an option.  Other than that, they can be worthwhile for rapidly separating items if you're running sushi belts or mixed train carriages for whatever reason.
Title: Re: Factorio - Factory building game
Post by: AlStar on April 12, 2019, 12:37:03 am
Arg - trying for the "launch rocket in 15 hours" speed run achievement. Rich world. Things going pretty well - researched the launchpad tech with a full hour remaining... then discovered, to my horror, that I was desperately short of blue circuits - it took all the way to ~10 minutes left before I had enough to build the rocket port.

Still not necessarily a problem, as I'd been stockpiling rocket parts for quite some time... but apparently not enough. Ran out of steam (rocket control units, to be precise) about 50% through the rocket with about 5 minutes left.

I've got save games going a way back, so I'm going to revert back and prioritize blue circuit production. I feel confident I should be able to pull off a win without having to start over from scratch.


That said, I have absolutely no idea how people manage to launch in 8 hours - that sounds like black magic to me.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on April 12, 2019, 01:55:22 am
I've seen one of the 3 hours run, the amount of micro at start is impressive, they also use a lot of the stack manipulation shortcuts to keep producers queues up. and the gist up until mid-game is that the character is the most efficient logistic tool you have
Title: Re: Factorio - Factory building game
Post by: Kagus on April 12, 2019, 10:51:43 am
Just throw 156 simultaneous players at it, that rocket'll be up in no time.
Title: Re: Factorio - Factory building game
Post by: EnigmaticHat on April 25, 2019, 12:52:18 am
Got this recently, from the demo I got the idea biters would be attacking in waves every night but I've played ~5 hours in the full game and they haven't bothered me at all.  Aside passively defending their nests.  Is that... normal?
Title: Re: Factorio - Factory building game
Post by: Trekkin on April 25, 2019, 01:04:48 am
Got this recently, from the demo I got the idea biters would be attacking in waves every night but I've played ~5 hours in the full game and they haven't bothered me at all.  Aside passively defending their nests.  Is that... normal?

It can be. If you've built radar, you can see if any spawners are in polluted chunks yet; they need to absorb pollution to spawn attack waves.
Title: Re: Factorio - Factory building game
Post by: EnigmaticHat on April 25, 2019, 09:54:36 am
Ohhhhhh that would make sense, I've polluted a lot but its contained to a small area.  I set up a little radar outpost to my northeast and its seen some disturbing blips, was wondering why they didn't come say hi.

I should be ready for them now.  I have an automated ammo producer, which connects to a huge conveyor belt that loops infinitely around the base, with inserters+gun turrets at regular intervals (so their ranges overlap but just a little).  Based on what I've seen the system should hold up... provided no one turret gets hit with a huge swarm.  There are almost no natural choke points near me, I was going to wall but a perimeter wall is looking real expensive at this point.

Edit: My map
Spoiler (click to show/hide)
Title: Re: Factorio - Factory building game
Post by: AlStar on April 25, 2019, 10:30:23 am
You should upgrade to the experimental version - .17 has a number of excellent user interface improvements (and you only occasionally get bugs where biters evolve 16x faster than they should!).

Edit: as an update to my last post, I did, in fact, manage to launch under 15 hours - the rocket flew off the top of the map with an entire 40 seconds to spare.  :P
Spoiler (click to show/hide)
Title: Re: Factorio - Factory building game
Post by: n9103 on April 25, 2019, 03:32:58 pm
If you'd like an accelerated timeline for conflict, EnigmaticHat, reduce/remove the "starting area" when setting up map gen.
It's basically an enemy exclusion zone to allow you to get established before coming into direct conflict.
Title: Re: Factorio - Factory building game
Post by: IWishIWereSarah on April 25, 2019, 03:48:05 pm
biters
On the map, click on the red square on the upper-right, and it will show you where your pollution cloud expands.
IIRC, the red pollution display blinks on biters camps that are currently absorbing pollution and will send enemy waves.

About building a perimeter wall and it being expensive : It basically only takes Stone from your resources (and electricity), which is not something necessary for your starting science and buildings, so you can easily set up a furnace + assembler to get some walls built ;)
Title: Re: Factorio - Factory building game
Post by: EnigmaticHat on April 28, 2019, 09:00:08 pm
I've found that trying to transport stuff between factories results in a hopeless jumble of conveyor belts, making it much easier to simply have input and output chests and ferry things between them yourself.  But as the number of them goes it gets exponentially more annoying to remember what needs what especially since unlike other games of this type you can't just put a sign over a chest.

So I went after logistics robots... only to discover that apparently they only deliver items to the player?  And to have them actually deliver stuff, you need to get 500 yellow science packs?  WTF.

I'm going to come back to this game a different day when I'm not super frustrated, but I think I might be permanently done with it.  Too much grinding, too much waiting, too much trying to fit things into tiny spaces.  Its one thing to require the player to build a factory to do research, its quite another to have 8 blue assembling machines churning out green science packs only to spend 50% of my time twiddling my thumbs because I have a massive overabundance of everything and my only bottleneck is tech.

Edit: I'm not trying to start an argument, like I said I'll come another time and see if I still feel this way
Title: Re: Factorio - Factory building game
Post by: MrRoboto75 on April 28, 2019, 09:27:39 pm
If you got to logistic bots, you should also have access to construction bots.  Its probably salvageable.
Title: Re: Factorio - Factory building game
Post by: n9103 on April 28, 2019, 09:40:37 pm
Bots are actually super inefficient as far as throughput goes.
Transporting between factories is best done by belts and trains, depending on the distances.

As for the spaghetti of belts, that's pretty much inevitable in the mid-game.
Two things that can help: 1) Don't try to optimize for space. There's tons of it, so feel free to have plenty of room between assemblers.
More spoilery if you haven't gotten the mechanics down yet:
Spoiler (click to show/hide)
Title: Re: Factorio - Factory building game
Post by: EnigmaticHat on April 28, 2019, 09:59:54 pm
Yeah... I started out trying to build with a lot of empty space but somehow it all got filled up.

I think the hardest thing for me in this game is how hard it can be to increase the productivity of a factory line after you've made it.  My instinct is to try to produce singular sources of a product, like pushing all my iron plates into a single circular conveyor and having new factories draw from that.  But if you don't know how many plates you'll need in advance its easy to run into a situation where you run out of space around the conveyor, or its moving too slow, or you can't load plates fast enough.  And then you need a source of copper wire, and gears, ect.

I think I would have enjoyed this run a lot more if I had gone for trains instead of logistics robots... I guess I was just dissapointed because I spent so much time getting them and they didn't do what I thought they would.  Trains on the other hand, I've had a lot of fun with those in Cities: Skylines and that's not a super train oriented game in the first place... I think I'll set up a spaghetti conveyorbelt system to do what I *thought* the logi bots would do, and then go make new factories somewhere else and plan in advance around what I've learned.

Edit: Do things become less efficient at low electrical power?
Title: Re: Factorio - Factory building game
Post by: Mini on April 28, 2019, 10:26:40 pm
Edit: Do things become less efficient at low electrical power?
Efficiency stays the same but they work slower.
Title: Re: Factorio - Factory building game
Post by: MrRoboto75 on April 28, 2019, 10:32:00 pm
The typical strat most people go for is called a "bus".  Basically, its like having a central highway of commonly used materials, like iron, copper, and green circuits, that runs through your factory.  Then you branch off the bus belts to have sections dedicated to different materials.

So, my highway might start with two belts, one of just iron plates and one of just copper plates.  Later, I'll use splitters to split off some of those plates to the side to make green circuits (I'll make the copper wire there for just the circuits, too).  The output of that will become another lane on the highway, since a ton of shit needs green circuits or green circuit byproduct.  Steel is usually the fourth lane.

I don't make loops out of my belts, they just branch off and dead end wherever.  Its not a problem at all if materials pile up at the ends, but also every belt holds one specific kind of item (so JUST iron plates).  Sometimes I let two items on a single belt in its own side but that can be trouble.  Some assembly machines might "starve" but that just means I need to expand, make more.

An assembly line might look like this:

||>O>|
||>O>|
||>O>|
||>O>|

Imagine the O's smelters, the west |'s belts of coal and iron ore, the east | a belt of iron, and the >'s the various long/yellow inserters.  See how I can expand iron production by just repeating the pattern northward?  I can also mirror the smelters westward.  If some smelters lack fuel or ore, then I need more mining.  If the ore is always saturated, then I need more smelting.
Title: Re: Factorio - Factory building game
Post by: EnigmaticHat on April 29, 2019, 08:21:18 am
I already had something like that from the very beginning, but I only used it for a limited number of things rather than making it run the length of the factory...

Spoiler (click to show/hide)

What I'm wondering is, at some point does the bus become too slow for all the things that need it?

(Also yes I'm not giving up on this game, last night's frustration was just temporary I guess)
Title: Re: Factorio - Factory building game
Post by: AlStar on April 29, 2019, 09:01:22 am
How are you supplying your labs? It looks like it's all coming out of that chest in the center - are you personally refilling that chest every so often?

What I'm wondering is, at some point does the bus become too slow for all the things that need it?
It can - upgrading to red then blue belts will stretch that out, but eventually you'll need a second/third/etc. belt of materials. This hit one of my factories badly - my 'bus', such as it was, was a belt 1/2 iron plate, 1/2 copper plate. At some point, the assemblers at the end of the line just couldn't get materials, no matter how much I improved supply. I eventually had to run new belts, which were a total mess, since I hadn't left enough space for them.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on April 29, 2019, 09:03:46 am
at around red circuit you need two red lanes for each raw material. for the final stretch of your first rocket three lanes of the raws are about enough.

if the bus doesn't have enough capacity you can also have train deposit resources halfway into it instead of having everything loaded at the beginning of the bus

consider also adding some more lanes for the common resource intensive materials, like steel, or items that you need buttloads, like green circuits; the first because it's more efficient in belt usage than moving iron around and produce steel locally (but it's less precise as method of steel distribution) the second because then you can extend production as much as you want sideway to the main bus and scale it better as demand increase, plus you can ship copper to them on train and avoid draining too much from the main bus.
Title: Re: Factorio - Factory building game
Post by: EnigmaticHat on April 29, 2019, 09:43:47 am
How are you supplying your labs? It looks like it's all coming out of that chest in the center - are you personally refilling that chest every so often?
Yeah, I was building my factory assuming I could have logistics bots take over the manual ferrying.  Hence the frustration when they couldn't.

I do have a train set up now that has 3 stops: one that picks up coal and wire, one that drops off coal+wire and picks up green circuits and ammo, and then circuits + ammo + coal get dropped off at my base.

This conversation has actually been pretty helpful.  What I think I'm going to do, is build a second train to the north of the labs, that can pick up some of the more advanced stuff I produce (science packs, red circuits, engines, plastic, solid fuel), and then have the first train pick up plates at the base stop, and then have both trains go somewhere else and make a new base with a more complete bus.  The bus will just be fed out of the trains to start out with, although I do have a concern there that the trains might not be able to go fast enough to feed it but that's a problem for another time.  The first base can just chug along, as obnoxious as it is to deal with its pretty independent and once I get rid of the labs (which can't be fed easily and take up a lot of space) I should be able to set up a conveyor web to make it self-supplying.  I'm upgrading stack inserters so that I'll be able to quickly load and unload at train stops using a small number of boxes.  Stack inserters + trains seem like what I should have been teching up to to begin with...
Title: Re: Factorio - Factory building game
Post by: IWishIWereSarah on April 29, 2019, 10:17:15 am
EnigmaticHat, one little question concerning your screenshot : you know about the "alt-view" ?
(I mean, hitting the Alt key will display what is inside the chests and the recipes of the assemblers)

Otherwise, as other have said, many players use a bus with multiple lines of each plates. It's one of the ways of playing, and even though it structures a bit your game, it makes each game look like the others, so that may not be the best way to play ;)
Title: Re: Factorio - Factory building game
Post by: Retropunch on April 29, 2019, 10:27:51 am
One of the main pitfalls for newer players seems to be trying to build too compact - you get loads of space, so use it!!

It might look a bit messy and feel as though things are taking too long to get places, but it'll be loads easier than trying to jam everything into a tiny space. Just something to think about!
Title: Re: Factorio - Factory building game
Post by: AlStar on April 29, 2019, 10:50:57 am
I'm upgrading stack inserters so that I'll be able to quickly load and unload at train stops using a small number of boxes.  Stack inserters + trains seem like what I should have been teching up to to begin with...
Stack inserters are (IMO) overkill - 12 blue inserters (6 on each side of the tracks per car) unloads plenty fast.

That said, do research stack inserters, since that opens up researching stack size, and one of the early ones in there upgrade ALL inserters +1 size, which is a massive speed-up for your factory.
Title: Re: Factorio - Factory building game
Post by: da_nang on April 29, 2019, 11:27:01 am
I'm upgrading stack inserters so that I'll be able to quickly load and unload at train stops using a small number of boxes.  Stack inserters + trains seem like what I should have been teching up to to begin with...
Stack inserters are (IMO) overkill - 12 blue inserters (6 on each side of the tracks per car) unloads plenty fast.

That said, do research stack inserters, since that opens up researching stack size, and one of the early ones in there upgrade ALL inserters +1 size, which is a massive speed-up for your factory.
Depends on your consumption and belts per wagon. I typically use 1-4 trains at 2 belts per wagon. At blue belts, that's 90 items/s per wagon[v.0.17]. Fast inserters will only get you about 83 items/s from train to chest, 77 items/s chest to belt, unless you do some weird diagonal unloading to get more inserters.

Early game, though, you'll be fine for a while.
Title: Re: Factorio - Factory building game
Post by: Finndibaenn on April 29, 2019, 02:59:26 pm
One of the main pitfalls for newer players seems to be trying to build too compact - you get loads of space, so use it!!

It might look a bit messy and feel as though things are taking too long to get places, but it'll be loads easier than trying to jam everything into a tiny space. Just something to think about!
in any case , even if you're "experienced" you WILL end up too small :D

Just live with it, and you hit the limit, build a bigger base further away. You'll be able to boostrap it using the existing one to build hte 100s of smelters/factories and thousands of belts you'll need.
Also, the further away you get from the spawning point, the more abundant the minerals will be.

Last, an "easy" way to never run out of space (if you stick with it ...) is to build your bus, ferrying all the resources you need, and only build factories on ONE side of it, so that you can add new lanes to your bus as your requirements grow
Title: Re: Factorio - Factory building game
Post by: EnigmaticHat on April 29, 2019, 08:19:06 pm
The plan to build trains to feed a bus in a new base have been successful thus far:
Spoiler (click to show/hide)
Now to actually manufacture new products!
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on April 30, 2019, 03:28:45 am
you need more space between belts of different materials, at least two to allow for a splitter, a turn and the required underground entrance to cross the other bus lanes
Title: Re: Factorio - Factory building game
Post by: Malus on April 30, 2019, 06:07:25 am
Can't you just use, say, (using the posted picture as a reference) horizontal underground belts inline with the main bus to create the room you need? Like if they wanted to pull iron south, they could make part of the copper bus line underground. It looks kind of ugly but I don't *think* it causes any serious problems. Same with green circuits; you'd just have to make a little bit of the iron plates underground to create room for the circuit's underground entrance.
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on April 30, 2019, 07:55:01 am
Can't you just use, say, (using the posted picture as a reference) horizontal underground belts inline


the two tipes of factorio players I guess :D

Spoiler (click to show/hide)

Title: Re: Factorio - Factory building game
Post by: EnigmaticHat on April 30, 2019, 09:34:17 am
you need more space between belts of different materials, at least two to allow for a splitter, a turn and the required underground entrance to cross the other bus lanes
I suppose that would have been an efficient way of doing it, but before you posted that I did this:
Spoiler (click to show/hide)
(the manufacturing line in the lower center can manufacture either solar panels or laser turrets, and made around 80/50 of each respectively.  It used an ungodly amount of green circuits so I've turned it off for now)
Title: Re: Factorio - Factory building game
Post by: IWishIWereSarah on April 30, 2019, 11:13:06 am
Solar panels do not provide much electricity each, so you may need more of them.

Especially if you want to use your laser turrets, as these use high amounts of electricity, when firing
Title: Re: Factorio - Factory building game
Post by: Orb on April 30, 2019, 11:33:29 am
I would just use coal/nuclear for your nighttime operations and laser needs. Getting enough capacitors to use solar for those purposes is really inefficient.
Title: Re: Factorio - Factory building game
Post by: Khan Boyzitbig on April 30, 2019, 11:37:28 am
My current run has no main bus because I started on an island, blue science was a pain to setup as a result especially given I had only 40k coal iirc.

Laser turrets eat 2.4mw each when firing, while solar panels give 60kw. At least you can dump them just about everywhere and throw up a fire and forget blueprint with a roboport and leave it to build itself.
Title: Re: Factorio - Factory building game
Post by: MrRoboto75 on April 30, 2019, 11:41:30 am
I never bothered with laser turrets.

Gun turrets were enough, and I tended to be proactive with clearing out biter homes anyways so rarely are there big attacks.
Title: Re: Factorio - Factory building game
Post by: IWishIWereSarah on April 30, 2019, 12:41:39 pm
In a Vanilla game, Laser turrets are more about whether you want to have to set-up many things for your mining outposts :

Gun turrets can take care of most enemies, and flame throwing turrets are great for the rest. Clearing out bitter nests also helps.
the "problem" with both gun and flame turrets is that they need ammunition, whereas laser turrets only need electricity, so it can be easier to set up a mining outpost with laser.
On the other hand, the train getting the ore out of your outpost could be the same bringing the ammo (or fuel) to the gun (and/or flame) turrets.
Title: Re: Factorio - Factory building game
Post by: EnigmaticHat on April 30, 2019, 01:30:59 pm
My plan is to spam laser turrets everywhere as a last line of defense so if a small biter wave attacks (I think the way it works is that the initial attack from a nest should be weak and then it ramps up?) it won't tear through half the factory if I'm somewhere else at the time.

Basically as long as a laser never fires its a one time payment so I'm fine spamming them.

Next I'm going to try and create some outlying outposts that produce pollution and fill them with gun turrets and radar.  That way hopefully I can manipulate the biters into only attacking heavily fortified outposts.

Do trains produce pollution and, related, do biters target train tracks?

Edit: oh never mind lasers drain the grid just from being on lol.  Looks I should use that excess of coal that's filling up my train and make a new boiler system...
Title: Re: Factorio - Factory building game
Post by: AlStar on April 30, 2019, 02:20:21 pm
While they may have a base-level consumption (I'm not 100% on that), it's way, way lower than when they're firing. You can easily see when biter waves are attacking on your energy use graph, because the turrets will jump from not even being in the top 10 to being the number 1 energy consumer.

Relatedly, it's why, even if you don't go solar, it's not a bad idea to have some capacitors around if you're using laser turrets; otherwise prolonged laser fire can starve the rest of your base.
Title: Re: Factorio - Factory building game
Post by: Finndibaenn on April 30, 2019, 03:41:42 pm
regarding defense, and unless you turn off biter expansion, i've found I need several things to be safe
 - laser turrets, because setting up a large perimeter without them requires too much logistics for ammo. As a consequence, i currently run a 16 Nuclear reactor setup
 - flamethrowers, because since 0.17 the spitters are otherwise making too much damage. Those are very efficient at dealing with big packs, which may overwhelm the lasers otherwise
 - logistics coverage of the defense area, supplied with a small supplies station (mainly pipes, because spitters sometimes break the flamethrower ones, and repair packs)

Since I've setup this, I don't need to bother about checking the walls
Title: Re: Factorio - Factory building game
Post by: EnigmaticHat on April 30, 2019, 03:53:23 pm
I find driving around in cars (I have a tank but no shells yet) taking out nests to be way more fun than it has any right to be, so for me radar is a solid defensive option.  Related, but its possible to do driveby grenade-ings in the car and keep shooting the whole time.  Much prefer the active defense to the passive defense, its a little nerve wracking building a huge perimeter defense knowing that at some point the aliens will evolve and I'll have to upgrade the whole thing to match them.
Title: Re: Factorio - Factory building game
Post by: Akura on April 30, 2019, 04:37:12 pm
Tanks are fun. It's pretty cool shooting a nest, killing it, and watching the shell impact another nest. Or wiping out a line of biters.
Title: Re: Factorio - Factory building game
Post by: Khan Boyzitbig on April 30, 2019, 05:07:09 pm
Or just flattening the nest by ramming it at high speed. Tanks are great fun.
Title: Re: Factorio - Factory building game
Post by: EnigmaticHat on April 30, 2019, 08:57:13 pm
I finally got one equipped with good ammo in all 3 slots.  My biters aren't very evolved but holy fuck how are they supposed to kill that thing?
Title: Re: Factorio - Factory building game
Post by: n9103 on April 30, 2019, 09:55:33 pm
A well equipped tank is meant to take you to the end game, so... they're not until they fully evolve?
Title: Re: Factorio - Factory building game
Post by: MrRoboto75 on April 30, 2019, 09:57:05 pm
A well equipped tank is meant to take you to the end game, so... they're not until they fully evolve?

I thought by then you should have modular power armor to surpass metal gear the tank.
Title: Re: Factorio - Factory building game
Post by: n9103 on April 30, 2019, 10:17:56 pm
I generally don't bother with less than PA2 due to how useful the car and tank are when equipped with piercing+.
PA2 is *the* end game, but tank will definitely get you there.
Title: Re: Factorio - Factory building game
Post by: Trekkin on April 30, 2019, 10:25:17 pm
What I'm wondering is, at some point does the bus become too slow for all the things that need it?

Yes. Then you either add more bus (if you're running a one-sided bus) or build more production of whatever's run out and insert it onto the bus after the point where it runs out. Just adding more at the origin ends up running into belt throughput limits unless you do one of these two.
Title: Re: Factorio - Factory building game
Post by: Glloyd on May 01, 2019, 01:00:13 am
And then at that point you should be upgrading belts to the next level.
Title: Re: Factorio - Factory building game
Post by: Sergius on May 03, 2019, 01:56:37 pm
In a Vanilla game, Laser turrets are more about whether you want to have to set-up many things for your mining outposts :

Gun turrets can take care of most enemies, and flame throwing turrets are great for the rest. Clearing out bitter nests also helps.
the "problem" with both gun and flame turrets is that they need ammunition, whereas laser turrets only need electricity, so it can be easier to set up a mining outpost with laser.
On the other hand, the train getting the ore out of your outpost could be the same bringing the ammo (or fuel) to the gun (and/or flame) turrets.

Don't gun turrets have problems trying to shoot the biggest spitters? I think they are outranged by them, or maybe I'm confusing it with a different game.
Title: Re: Factorio - Factory building game
Post by: IWishIWereSarah on May 03, 2019, 02:11:40 pm
Yeah, I'm not really sure (didn't really play with the last patch), but I think so (that's why I wrote that Gun turrets can take care of most enemies).
Flame Throwers have the longest range out of the "normal turrets" (not counting artillery), and they are great for defending a base against the big groups of enemies that come with this kind of critter.
Title: Re: Factorio - Factory building game
Post by: EnigmaticHat on May 03, 2019, 03:52:29 pm
One of my concerns with gun turrets is the vast disparity between the 3 tiers of ammo... the only automatic way I know how to clear the magazines is for the gun to fire.  Plus your reloading system is already going to be full of lower tier ammo by the time you upgrade.
Title: Re: Factorio - Factory building game
Post by: IWishIWereSarah on May 03, 2019, 05:10:11 pm
If you're like me and have an ammo belt going all the way around your base, you can use the ammo that's on it to craft the upgraded ammo to go on it. As for the ammo that's inside a turret... yes, if you're playing without mods, just let it fire at the enemies until it can get better ammo from the belt.

Otherwise, there are mods to help you put/get ammo from turrets.
Title: Re: Factorio - Factory building game
Post by: MrRoboto75 on May 03, 2019, 09:45:01 pm
eh, by the time I get around to building mass turrets and automating reloading them, I probably skipped automating yellow bullets.  I just mass produce the red ones.
Title: Re: Factorio - Factory building game
Post by: Micro102 on May 12, 2019, 02:47:27 pm
So I'm definitely getting this game, the only question is when. My biggest worry is that if I get it now and play it to death, I'm not going to feel like playing it when it's finished and has a ton more content. Alleviate my fears or cement them. I want to enjoy the final product.
Title: Re: Factorio - Factory building game
Post by: Parsely on May 12, 2019, 04:48:54 pm
So I'm definitely getting this game, the only question is when. My biggest worry is that if I get it now and play it to death, I'm not going to feel like playing it when it's finished and has a ton more content. Alleviate my fears or cement them. I want to enjoy the final product.
When I got Factorio I played it for like 8 hours straight the first day and then I didn't touch it for ages. The mod community took off in the meantime though so there is an absolute ton of content out there and still to come. Even if Factorio development died a year ago it'd still be worth buying.
Title: Re: Factorio - Factory building game
Post by: Micro102 on May 12, 2019, 05:54:40 pm
So I'm definitely getting this game, the only question is when. My biggest worry is that if I get it now and play it to death, I'm not going to feel like playing it when it's finished and has a ton more content. Alleviate my fears or cement them. I want to enjoy the final product.
When I got Factorio I played it for like 8 hours straight the first day and then I didn't touch it for ages. The mod community took off in the meantime though so there is an absolute ton of content out there and still to come. Even if Factorio development died a year ago it'd still be worth buying.

Wait, they are done updating it? Because I thought they had a lot more planned.
Title: Re: Factorio - Factory building game
Post by: choppy on May 12, 2019, 06:24:05 pm
It has not stopped updating, he is saying that just the content from a year ago is quite fulfilling.
Title: Re: Factorio - Factory building game
Post by: AlStar on May 12, 2019, 10:26:31 pm
That said, as far as I know (could be wrong) they're there not planning on adding any major new systems - they seem to be mostly polishing what's there, with the last couple of releases being mostly based around high-res graphics and a better GUI.

They're currently working on unique ruins for destroyed structures, a bigger and better tutorial/campaign, as well as general performance improvements.

Title: Re: Factorio - Factory building game
Post by: EnigmaticHat on May 13, 2019, 12:30:51 pm
So I'm definitely getting this game, the only question is when. My biggest worry is that if I get it now and play it to death, I'm not going to feel like playing it when it's finished and has a ton more content. Alleviate my fears or cement them. I want to enjoy the final product.
You're getting a final product right now, they might add a bit before release but the game has content from beginning to end.

I will say right now Factorio is a bit... it does one thing really well (which is setting up conveyor belts and other systems to fuel a giant factory) and you either like that or you don't.  If that grabs your interest there's enough content to keep you playing indefinitely.
Title: Re: Factorio - Factory building game
Post by: Trekkin on May 13, 2019, 02:43:10 pm
.
I will say right now Factorio is a bit... it does one thing really well (which is setting up conveyor belts and other systems to fuel a giant factory) and you either like that or you don't.  If that grabs your interest there's enough content to keep you playing indefinitely.

You could even subdivide that further and say it's a very data-dense factory simulator. There are various Minecraft permutations that do the broad strokes of what Factorio does in a more casual way, of which Evospace is probably at the far end of the data sparsity spectrum. Factorio is as much about the numbers as the map, and it gives you all the global numbers in an accessible way so you can optimize everything as finely as you wish.

In that sense, then, if maximizing your production throughput is fun (and it can be), Factorio's awesome. If all you want to do is string machines together, other games do that and other things.
Title: Re: Factorio - Factory building game
Post by: Retropunch on May 19, 2019, 02:56:58 pm
So I'm definitely getting this game, the only question is when. My biggest worry is that if I get it now and play it to death, I'm not going to feel like playing it when it's finished and has a ton more content. Alleviate my fears or cement them. I want to enjoy the final product.

I'd say it's absolutely worth it now (or at your earliest convenient sale) - I doubt they'll be adding in any new content (other than maybe some small 'convenience' things) and it's great fun, very stable and does what it set out to do. I don't think it'll be one of those games that you regret getting burnt out on because update XYZ added all the stuff you were hoping for.

Title: Re: Factorio - Factory building game
Post by: MagmaMcFry on May 19, 2019, 03:15:19 pm
Yeah, vanilla Factorio is pretty much content-complete by now. But if you want more content, check out mods once you've finished vanilla. There are already thousands of mods out there, made easy by the amazing modding API.
Title: Re: Factorio - Factory building game
Post by: Micro102 on May 19, 2019, 04:14:03 pm
Yep this is fun  :D

Now I got a couple of questions.

1) Does the campaign end with the building of the plane, or did I miss something? Because the amount of research available in free play was like having a bomb dropped on me.

2) What are the best mods?

3) The bugs seem a bit too docile. and the resources a bit too convenient. Does it ramp up in difficulty, and does everyone have their own preferred map gen tweaks?
Title: Re: Factorio - Factory building game
Post by: Rex_Nex on May 19, 2019, 04:47:16 pm
The last I played, the difficulty of your map was highly dependent on whether you spawned in a forest or a desert. Since foliage consumes pollution, starting in the forest makes the bugs a non-issue.

Regardless though, the game isn't all that difficult - I'd try tweaking pollution absorption modifier down to about half and slightly increasing the evolution rate however you'd like. As a newer player that should keep you on your toes!
Title: Re: Factorio - Factory building game
Post by: MagmaMcFry on May 19, 2019, 04:59:23 pm
1) Does the campaign end with the building of the plane, or did I miss something? Because the amount of research available in free play was like having a bomb dropped on me.

2) What are the best mods?

3) The bugs seem a bit too docile. and the resources a bit too convenient. Does it ramp up in difficulty, and does everyone have their own preferred map gen tweaks?

1) The campaign ends there, you can now play freeplay. There are some mini-tutorials that pop up once you reach the appropriate research, for those technologies that you can't just understand from the descriptions and tooltips.

2) There are no ratings on the ingame mod browser or mods.factorio.com (https://mods.factorio.com), but you can sort by most downloaded and that should roughly correlate to 'best'-ness. I recommend not using any mods for your first playthrough.

3a) In freeplay, biters evolve from pollution, and pollution clouds are converted into biters, which means that the enemy grows stronger at the same pace as your factory.

3b) The default map gen settings are a great balance for all playstyles, so you don't need to change them until your first win. Then once you know your playstyle you'll know what you want to change.
Title: Re: Factorio - Factory building game
Post by: Mini on May 19, 2019, 05:28:29 pm
2) What are the best mods?
As far as QOL mods go, I quite like Bottleneck (shows whether machines are working, and if not why not, at a glance) and Helmod (production line planner, very useful for getting ratios right). There's also FNEI (which allows you to search items and see what is required to make them), but without a complicated expansion mod everything's relatively simple to keep track of so it's not required, and HandyHands (automatically queues making items on your quickbar), but that easily leads to bad habits. Whatever the mod is that allows you to place things across almost the entire screen is also popular, but I find it too much like cheating for my liking, along with Squeak Through (allows you to move between buildings you normally can't), but I haven't found that too bad.

If you were looking for something to make the game more complicated (which I wouldn't advise until you are very comfortable with the vanilla stuff), then there are three main mod sets: Angel's mods, Bob's mods, and Pyanodon's mods. Each are a set of mods each made by the same person, not just a single mod, so you can leave out specific bits you don't like.

Angel's and Bob's mods are frequently used together (and are afaik designed to be at this point), with Bob's adding complexity in intermediary and finished products (including adding a bunch more tiers of assemblers, belts, and modules, with the higher tier modules being OP to the point of having an option to disable them) and Angel's adding complexity in the ore to plate chain, with completely redone ores which each can be refined into up to 5 or 6 types of plate each (with a lot of overlap).

Pyanodon's mods I have very little experience with, but they are not compatible with either of the other sets as far as I am aware, but doing similar things in a different way.

There are also a lot of other useful mods, but almost all of those are probably best found by asking yourself which parts of the game you want some sort of help with and then doing some more targeted research (for example, if you want laying long sections of rail track to be easier then look into FARL).

3) The bugs seem a bit too docile. and the resources a bit too convenient. Does it ramp up in difficulty, and does everyone have their own preferred map gen tweaks?
The bugs do get harder as time and progression go on. There's a hidden "evolution factor" that increases with time, pollution being absorbed by spawners, and spawner kills that makes the spawners start making higher tiers of enemies, and as your factory gets bigger you'll make more and more pollution, which will eventually reach spawners which will make more and more bugs, The attacks can still be mostly circumvented by preemptively attacking spawners that are near your pollution cloud, but by doing so you'll still be increasing the evolution and they'll also slowly spread back into the cleared area. All of that said they are designed to be a problem of making sure you have the capability to repel attacks set up than an existential threat, so it usually takes a few things going wrong in a row to cause significant damage to a factory and losing an entire game to them is relatively rare (unless you turn the settings way up).

You can try turning the resource settings down (if you aren't already using the 0.17 experimental versions then that has changed how the sliders work to be properly independent of each other), and if that doesn't give the results you want then look into Resource Spawner Overhaul which changes the distribution method, has a much sparser default setting, and allows better fine tuning.
Title: Re: Factorio - Factory building game
Post by: Micro102 on May 19, 2019, 11:19:21 pm
I am stuck on trains. Just can't figure it out. I'm trying to make a branch for stone like I did for iron, but it's only letting me place the train stop in one spot. Signals do not change this.

https://imgur.com/a/0RDWI7E (https://imgur.com/a/0RDWI7E)

I want to place the train stop at the end of the branch.
Title: Re: Factorio - Factory building game
Post by: Jilladilla on May 20, 2019, 02:13:44 am
I am stuck on trains. Just can't figure it out. I'm trying to make a branch for stone like I did for iron, but it's only letting me place the train stop in one spot. Signals do not change this.

https://imgur.com/a/0RDWI7E (https://imgur.com/a/0RDWI7E)

I want to place the train stop at the end of the branch.

I believe that you need to have the rail running straight North/South or East/West; not the Northwest/Southeast that it currently is going. Note how you can place the stop only on the bit of track that is going North/South
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on May 20, 2019, 07:00:14 am
biters are tuned to your rate of expansion, not current expansion. I tried the opening of a speedrunner (10 coal drill and burner for each resource type within like 5 minutes or so of play) and damn them biters pushed back hard, forest or not.

on more esplorative and relaxed plays some turret in a wall are usually enough for a long time, especially if investing in efficiency and solar
Title: Re: Factorio - Factory building game
Post by: Putnam on May 21, 2019, 08:26:45 am
Biters are tied to:

1. Time
2. Pollution
3. Number of nests killed.

So yes, they're tied to your current expansion (as pollution generation correlates directly with current expansion), it's just that expanding hard and fast will end up biting you quicker.
Title: Re: Factorio - Factory building game
Post by: Parsely on May 21, 2019, 01:10:40 pm
It took me hours of exploring just to find ONE dang oil field and it's so far away I've got to build a train to get the crude back home
Title: Re: Factorio - Factory building game
Post by: LoSboccacc on May 21, 2019, 04:23:35 pm
is that 0.17? map fairness was one of the topic of improvement if you're there Def's are going to be interested in your map seed
Title: Re: Factorio - Factory building game
Post by: Micro102 on May 22, 2019, 12:29:30 am
So as iron and coal dry up and I'm faced with less and less room to weave conveyors through, I am faced with either making an ever-expanding train network, or hauling all the good shit with me via vehicle and making a far more tidy base. Who has tried both and how much success have you had with each? I feel the robots make making a new base significantly easier.
Title: Re: Factorio - Factory building game
Post by: n9103 on May 22, 2019, 12:45:18 am
Robots and blueprints make new bases much easier to establish, of course.
I would think that an ever-expanding train network should be one of your primary goals.
After you've started expanding to train distances, e.g. past the starting area on medium, you should definitely make sure your primary base is designed to accommodate a modestly efficient throughput for a train network.

Personally, I would aim for something as reasonably spread apart as possible so that I don't run into the overly-crowded issue.
Usually this happens somewhere around getting green science automated. Definitely before I start shipping in anything from a train.
Title: Re: Factorio - Factory building game
Post by: Parsely on May 31, 2019, 12:05:57 pm
is that 0.17? map fairness was one of the topic of improvement if you're there Def's are going to be interested in your map seed
Nah, it's 0.16
Title: Re: Factorio - Factory building game
Post by: PTTG?? on June 04, 2019, 12:47:07 pm
One day I aught to build a train towns approach.
Title: Re: Factorio - Factory building game
Post by: Akura on August 14, 2020, 05:35:42 pm
Necroing a year later to point out that Factorio has just been released from Early Access.
Title: Re: Factorio - Factory building game
Post by: BigD145 on August 14, 2020, 06:49:55 pm
Version 0.18 to 1.0.. Uh. I guess. They must be low on funding or something. Or just ready to move on to other projects.
Title: Re: Factorio - Factory building game
Post by: MrRoboto75 on August 14, 2020, 06:59:17 pm
Version 0.18 to 1.0.. Uh. I guess.

version numbering is largely arbitrary but okay.

Either way I'd have considered the game more-or-less done a few versions ago.  And its a good thing to actually see an early access game get finished for once.
Title: Re: Factorio - Factory building game
Post by: Aoi on August 14, 2020, 07:35:56 pm
Version 0.18 to 1.0.. Uh. I guess. They must be low on funding or something. Or just ready to move on to other projects.

Numbering like that is perfectly normal for software versioning (https://en.wikipedia.org/wiki/Software_versioning).

If they wanted to do the fairly standard practice of an early release when things really aren't quite finished and limp along in development until they give up, they probably could've done it two years ago... Even a year ago I would've said it was perfectly fine for a prime time release.
Title: Re: Factorio - Factory building game
Post by: Glloyd on August 14, 2020, 09:40:16 pm
Version 0.18 to 1.0.. Uh. I guess. They must be low on funding or something. Or just ready to move on to other projects.

Are you trolling, or have you just never played Factorio?

Anyways, it's nice to see it officially 1.0, although it's felt like 1.0 for a while. From what they've said previously, they're going to keep working on the game, adding new features and whatnot, now that the optimization/QoL/bugfixing stuff is all out of the way. Always nice to see an early access success regardless!
Title: Re: Factorio - Factory building game
Post by: Putnam on August 14, 2020, 10:34:26 pm
Version 0.18 to 1.0.. Uh. I guess. They must be low on funding or something. Or just ready to move on to other projects.

nothing like Minecraft, which went from Beta 1.8 to 1.0, or KSP, which went from beta 0.25 to beta 0.90 to 1.0, or Dwarf Fortress, which has made jumps from 0.23 to 0.27 or 0.28 to 0.31 or 0.31 to 0.34 or 0.34 to 0.40 or 0.40 to 0.42 or 0.44 to 0.47, or...
Title: Re: Factorio - Factory building game
Post by: BigD145 on August 14, 2020, 10:58:11 pm
Version 0.18 to 1.0.. Uh. I guess. They must be low on funding or something. Or just ready to move on to other projects.

nothing like Minecraft, which went from Beta 1.8 to 1.0, or KSP, which went from beta 0.25 to beta 0.90 to 1.0, or Dwarf Fortress, which has made jumps from 0.23 to 0.27 or 0.28 to 0.31 or 0.31 to 0.34 or 0.34 to 0.40 or 0.40 to 0.42 or 0.44 to 0.47, or...

Tarn actually uses version numbering as a percentage of completion (and does yearly to bi yearly major updates). Minecraft numbering is stupid. KSP was figuring out their real scope as they went, since making games was brand new to that company.
Version 0.18 to 1.0.. Uh. I guess. They must be low on funding or something. Or just ready to move on to other projects.

Are you trolling, or have you just never played Factorio?

No, I'm not trolling. I haven't kept close track of their roadmap and also haven't put dozens of hours into a version since probably 0.16 or 0.15.
Title: Re: Factorio - Factory building game
Post by: Chiefwaffles on August 15, 2020, 02:15:35 pm
Version 0.18 to 1.0.. Uh. I guess. They must be low on funding or something. Or just ready to move on to other projects.
This is quite possibly the worst software versioning take I've ever seen
Title: Re: Factorio - Factory building game
Post by: Putnam on August 15, 2020, 03:33:13 pm
Yes, Minecraft's versioning was stupid. Meanwhile, Factorio's is industry standard, so I'm not sure what your complaint is.
Title: Re: Factorio - Factory building game
Post by: Mephansteras on August 15, 2020, 04:10:00 pm
0.18 means there were 18 pre-release versions before they released the 'publish' version of 1.0.

Seems right to me. Used to be unusual for games to release to the public before 1.0, but it's incredibly common these days.
Title: Re: Factorio - Factory building game
Post by: Jopax on August 15, 2020, 08:01:56 pm
Yeah, nothing surprising that a dev decides to switch up the numbers because it suits them.

On more factorio related notes, holy crap going back into this after a couple of years (and a Satisfactory playtrough inbetween) really highlights some QoL featers that are still suprisingly absent from vanilla (not sure if mods fix this), like to-do lists and nice summaries of production per minute and similar. Nothing major, but it requires some readjustment. Plus the whole thing with the grabbers and the belts is really messing with me right now. Gosh getting used to a certain very similar way of doing things really messes with you when you go for something almost the same but just slightly different.
Title: Re: Factorio - Factory building game
Post by: n9103 on August 16, 2020, 11:51:01 am
nice summaries of production per minute
Pressing p will give you this, and has been around for many versions.
An in-game to-do list seems a little over the top, but there's probably a notes mod.
Title: Re: Factorio - Factory building game
Post by: Jopax on August 16, 2020, 05:59:33 pm
See having that in the tutorial would've been nice xd

As far as a to-do list goes, not sure if that's the most appropriate term but it's the one Satisfactory uses. Basically you add buildings/items/whatever to a list and it pops on screen how much is needed to craft all of it and how much you have currently. It's a really useful and quick way to plan builds when you can just go, ok need 15 assemblers and 3 inserters per each one, that'll cost me this much in terms of plates, cogs, electronics, whatever instead of having to calculate that stuff yourself.
Title: Re: Factorio - Factory building game
Post by: Sean Mirrsen on August 17, 2020, 04:28:37 am
See having that in the tutorial would've been nice xd

As far as a to-do list goes, not sure if that's the most appropriate term but it's the one Satisfactory uses. Basically you add buildings/items/whatever to a list and it pops on screen how much is needed to craft all of it and how much you have currently. It's a really useful and quick way to plan builds when you can just go, ok need 15 assemblers and 3 inserters per each one, that'll cost me this much in terms of plates, cogs, electronics, whatever instead of having to calculate that stuff yourself.
Don't blueprints do that? Sum up the raw material costs of the blueprint, I mean.
Title: Re: Factorio - Factory building game
Post by: Jopax on August 17, 2020, 05:46:04 am
Not sure, haven't really interacted with them, aren't they a drone related thing?

Like I said, been a few years since I last played or followed the development of the game so for all I know these things might be implemented but not in a way I'd expect.
Title: Re: Factorio - Factory building game
Post by: MagmaMcFry on August 22, 2020, 11:01:00 am
You can create to-do lists on the map by placing map markers.
Title: Re: Factorio - Factory building game
Post by: Dorsidwarf on August 24, 2020, 10:00:28 am
Im afraid to even look at factorio mods... so much complexity
Title: Re: Factorio - Factory building game
Post by: BigD145 on August 24, 2020, 01:46:17 pm
Mods are more manageable if they use the tech tree. You don't have more in your face than you can handle.
Title: Re: Factorio - Factory building game
Post by: Il Palazzo on August 25, 2020, 11:30:46 am
Also getting back to this after a longish pause. I've always been playing vanilla so far, so this time I wanna go with a major mod. One that adds more of everything.
Can I has some recommendations here? A list, if more than one is required.
Title: Re: Factorio - Factory building game
Post by: BigD145 on August 25, 2020, 11:59:41 am
Hah, you suppose so, but if you jump right into, say, BobAngel's mods, you're in for a faceful.

I mean, it's great. It's remarkably enjoyable to put together and learn every step to a BobAngel's factory. It'll take you multitudes of hours longer than the base game, but that's okay. You're in it to learn and have fun, right?

You'll want to crank down the evolution factor for that one, particularly if you're new to it. The tech tree will give you a general idea of what you're supposed to do, but without something like FNEI or some overt direction, you will get lost in the massive quantity of additions. It's up to you to decide if that's okay!

Yuoki just says "here's everything, oh and we replaced every vanilla thing too" and that will confuse people for dozens of hours.

For just "more" I'd probably say the Space Exploration mod.
Title: Re: Factorio - Factory building game
Post by: Caz on January 20, 2021, 06:11:15 am
I got absorbed into this again. You can build tanks now. Tanks that fire missiles. :D
Title: Re: Factorio - Factory building game
Post by: Mkok on January 20, 2021, 08:18:35 am
Also getting back to this after a longish pause. I've always been playing vanilla so far, so this time I wanna go with a major mod. One that adds more of everything.
Can I has some recommendations here? A list, if more than one is required.

Industrial revolution: Gives you "ages" to progress through, increases complexity a bit, nice for one or two playthroughs. The good part is that it does not overwhelm you with stuff to do, and starts slow. Has this "expanded vanilla" feel. Also does not require any other mods. But FNEI is a huge QOL improvement to pass at any point.

Bob + Angel: My personal favorite. Makes the game more complex, adds tons of stuff, and most things have multiple recipes + many recipes have byproducts you can either throw away (I heavily recommend playing this with void chest mod) or use for increased efficiency. Resource mining is also overhauled, and instead of mining one ore per resource, you can process it into multiple differrent ores based upon how/ how much you decide to process it. The main point for me is that in Bob+Angel you dont need quantity as much as diversity, so it is not just copying hundreds of identical machines producing one recipe but more of dozens of different machines running dozens of different recipes. Has a research system so you dont get overwhelmed at the beginning, but in my experience the research will eventually outrun you and you will be unlocking stuff faster then you can explore it, but at the point this happens it doesnt feel like a problem. Recommended additional mods: void chest, FNEI. Oh, and I recomend not using modules, bob modules are OP. Also compatible with yuoki, and you can ignore its stuff until you feel like it.
Title: Re: Factorio - Factory building game
Post by: Putnam on February 02, 2021, 06:13:37 am
Krastorio 2 + Space Exploration's another massive expansion, one that isn't quite as masochistic as bob + angel but still has some interesting new logistics to consider.
Title: Re: Factorio - Factory building game
Post by: Micro102 on June 07, 2021, 05:23:32 pm
Krastorio 2 + Space Exploration's another massive expansion, one that isn't quite as masochistic as bob + angel but still has some interesting new logistics to consider.
I took your recommendation and it's adding a lot more content and doing a good job of not feeling like a replay. Better than Bob's stuff too.

However I realized that the enemies are still lacking. I would love the idea of setting up walls and guns throughout the base, however enemies are predictable and I just end up doing what I did before. Make 2x2 gun "towers" with walls in the way of their paths and throw in 800 ammo. I don't have to check them for hours.

It would be cool if there was a mod that added more variety other than "run here". Like bugs that probe defenses before charging. Or big bug waves that give a warning. Or bugs that tunnel underneath.
Title: Re: Factorio - Factory building game
Post by: None on June 07, 2021, 05:32:43 pm
Rampant is supposed to do just that- the biters will probe your defenses (and therefore won't run through the same path every time), has new enemy types, sends retaliatory waves after killing bases, or more waves at night, etc. Far as I'm aware, it plays nicely with every other major game mod, too.
Title: Re: Factorio - Factory building game
Post by: n9103 on June 07, 2021, 07:44:25 pm
There are a few mods that do indeed add smarter, or at least less lemming-like, enemy AI.
Title: Re: Factorio - Factory building game
Post by: Micro102 on June 07, 2021, 07:57:35 pm
Rampant does sound exactly like what I was looking for! But why does it have a -400 trending rate? Is something wrong with it?
Title: Re: Factorio - Factory building game
Post by: None on June 07, 2021, 08:50:18 pm
Not at all- the trending stat really just tracks how much attention it's received recently, so if I had to wager, something else got a big update, or some other new hot thing came through, or it got an update a few weeks back and the surge of attention it received is over.

It's no measure of people uninstalling the mod, or dissatisfaction, so don't fret.
Title: Re: Factorio - Factory building game
Post by: Micro102 on June 08, 2021, 07:04:00 pm
Haven't noticed any change in the bug AI, but we will see in time. Scratch that, they are avoiding the places other bugs have died!

On another note, I just realized I'm going to have to rebuild my entire base over and automate twice as much as I expected.

yaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay :'(
Title: Re: Factorio - Factory building game
Post by: MagmaMcFry on June 09, 2021, 10:26:19 am
Rampant does sound exactly like what I was looking for! But why does it have a -400 trending rate? Is something wrong with it?
From what I've seen, trending rates are the difference between recent average downloads and average downloads over a longer timespan. Popular mods will therefore always have larger fluctuations in trending than smaller ones, but on average the trendingness of every mod is zero. Trending has no correlation to the mod's quality.
Title: Re: Factorio - Factory building game
Post by: Micro102 on June 16, 2021, 09:35:35 pm
I'm getting deep into the tech of krastorio and space exploration, and I'm losing it. My bus keeps getting bigger and bigger as every other item needs 5 different items which require their own items. And I'm less then half way through all the possible research cards. It seems like I'm going to have to redo the ENTIRE BASE to enrich ores for better efficiency. And the bugs are getting to the point where they can damage weapons eventually which means an ever growing need to automate repairs everywhere.

Anyone else play these mods, who could give me some tips on how to handle the insane production curve?

EDIT: Almost forgot, wtf am I suppose to do about bugs regularly attacking my railroads??? What happens if they attack one 30 miles away? I don't remember them ever doing this.
Title: Re: Factorio - Factory building game
Post by: Aoi on June 16, 2021, 10:58:08 pm
I haven't done K/SE, but from what I've done with some degree of success from other mods with complex production chains like A/B's was to use 'modularized' production facilities. Instead of hooking stuff up to a main bus, I made a pointed effort to avoid the main bus when possible. I found the end result of that design led to fewer bottlenecks and easier diagnosing of imbalances until you get to drones.

On the other hand, I've never been a fan of the main bus design, so... yeah.
Title: Re: Factorio - Factory building game
Post by: Astfgl66 on June 17, 2021, 07:23:44 am
I would advise using efficiency modules everywhere you don't use prod at first, until getting to space and getting a few more damage upgrades at least.
If you're doing core mining, use air filters around them as they spread a lot of pollution. Military control is hard at the beginning of the space age in SE because of the lack of upgrades so you'll have to either go big or reduce pollution IMO.

Bugs should not be attacking your railroads at all. If you're terribly unlucky a bug can get grazed by a train and then it turns hostile, but that should be pretty rare before behemoths.

Handling the production curve means having more ressources available. My advice would be to use nuclear power to run 6-8 core miners or more, enrich the ore you get from this, use vulcanite recipes in industrial furnaces, prod modules at every step of the production chain and make plenty of use from air filters to keep pollution under control.

In my completed SEK2 run I had a ground main bus with all types of circuits, coal, iron and copper plates, steel, stone, rare metals and all different kinds of petrol fluids. It worked very well. You don't really need to bus all the intermediaries.

One of SE's design decision is to let you unlock methods of doing things you were already doing more efficiently. Your production chains will change and you will need plenty of refactoring once you're in space. That's just how the mod is designed, almost everything you'll build in your first run will need to be redesigned at some point.
Title: Re: Factorio - Factory building game
Post by: Mkok on June 17, 2021, 12:58:57 pm
I always had biters attacking rails, in vanilla, as well as with mods. Especially if those rails include electric poles. Always hated that I have to wall in all the rails, or at least build a lot of military outposts so biters attack those instead.
Title: Re: Factorio - Factory building game
Post by: Damiac on June 18, 2021, 07:57:56 am
I always had biters attacking rails, in vanilla, as well as with mods. Especially if those rails include electric poles. Always hated that I have to wall in all the rails, or at least build a lot of military outposts so biters attack those instead.
This matches my experience, and I only ever played vanilla. Had to wall off all my train tracks or the biters would bite them.

But I think it's a matter of layout and positioning.  I don't think biters will ever seek out railroads, but since railroads often travel between 2 pollution sources it makes sense they end up on the tracks now and then, and they seem to make attacks of opportunity in that case.  Maybe there's a smarter way to build that minimizes that problem? Not that I know what it is...
Title: Re: Factorio - Factory building game
Post by: motorbitch on June 18, 2021, 09:56:58 am
indeed, the need to defend railways is what ultimately killed the game for me.
there is a mod to make poles and railwails impervious, but the doing the same with the trains themself was rather borring.

i liked to play with expensive recipies + death world with a huge staring area, but it gets SO TIDIOUS to kill off the the respawning biters in a large area around the railways all the time. even with spidertron it just became to much work and to little fun.
Title: Re: Factorio - Factory building game
Post by: Micro102 on June 18, 2021, 09:15:46 pm
Welp, my game went horribly wrong.... I can only assume this was caused by the rampant mod as I'm not quite sure how this could happen with vanilla pollution levels. Suddenly, literally thousands of bugs all charged this one particular defense together. 8 turrets, concrete walls, myself chucking endless grenades, dozens of distraction drones and defensive drones.... Couldn't hold it. hundreds of bugs died over the course of a couple of minutes, then hundreds more flooded my base. It seems like the game just spawned them out of thin air as my pollution level was very low (15% of the 0.65 evolution rate was due to pollution).

I've seen this endless spawning before when I've cleared nests out. They never stop and the result is "fly around with your jet pack for 10 minutes taking pot shots with an antimaterial rifle", Can't even use a tank because there are simply too many of them.

The rampant mod made the game more intense, but if it's ultimately going to just be "spawn infinite units regardless of pollution" then I don't see much point in keeping it.
Title: Re: Factorio - Factory building game
Post by: Micro102 on June 20, 2021, 12:55:23 pm
Good news, the rampant mod has many many settings to tweak and I don't have to fight thousands of bugs. It also has options to make railroads and electric poles immune, preventing bugs from destroying them. So motorbitch, this might solve all your porblems.
Title: Re: Factorio - Factory building game
Post by: Niveras on June 21, 2021, 03:29:57 pm
indeed, the need to defend railways is what ultimately killed the game for me.
there is a mod to make poles and railwails impervious, but the doing the same with the trains themself was rather borring.

i liked to play with expensive recipies + death world with a huge staring area, but it gets SO TIDIOUS to kill off the the respawning biters in a large area around the railways all the time. even with spidertron it just became to much work and to little fun.

Is this from a very old version or modded or something? I started with 0.17 and I've never seen a rail attacked directly and I have a lot of rails outside of my defended areas. I've also never seen a power pole attacked unless a) the biter was "triggered" because the group it was part of was attacked and the tower was specifically in its way, or b) it was part of a group and it specifically was having trouble pathfinding around an obstacle, so it started to attack it (similar logic as why they sometimes attack rocks or trees). This can happen if the attack group is exceptionally large and the reason it was having trouble pathfinding was because of all the other aliens around it.

Or maybe this behavior is in new versions that I haven't played yet?
Title: Re: Factorio - Factory building game
Post by: Micro102 on June 21, 2021, 06:42:03 pm
I haven't specifically seen this happen, but have seen a train damaged sitting in my train stop which leads me to suspect that the sudden attacks on railways is because the train has hit a bug that was on it's way to attack you, which caused them to aggro on everything in the vicinity. Makes sense, otherwise I would employ a wall of endlessly moving trains as a barrier :P
Title: Re: Factorio - Factory building game
Post by: motorbitch on June 22, 2021, 04:31:01 pm
yeah, biters wont go out of their way to attack poles and rails only take accidential damage.
however, a biter also wont go out of their way to NOT attack poles. with a big enough railsystem and enough pole lines, poles will get destroyed on a regular basis.
trains are also rather squishy, they tend to get blown up a lot.

of course. this scales with biter frequency and nest size. but here is the cruix, without strong biters i think the game is much more dull, but with higher biter settings it becomes to much work to maintain the infrastructure.
dunno. if i would play the game again (i probably will at some point) i tink i would try to find a mod to make trains invincible, too. its just not feasable to defend all the train lines with harder biter settings. the only thing that would work is to fully wall in large parts of the map, but this becomes an exessive investment of time and resources bejond a certain point of the game.
Title: Re: Factorio - Factory building game
Post by: Mkok on June 22, 2021, 05:46:41 pm
It does not happen that often, but considering it is the only thing that cannot be automated in a game about automation makes even very small chance too high. It would be enough to have some kind of automatic rail repair system, as right now it is impossible to automate the repair, which is the main problem IMHO. That is why I play with mods that also make resources infinite, I have walled in a decently sized area, and there is more then enough resources in it for a huge factory. I have not played vanilla since maybe v0.15.

But well, nothing is perfect, still a great game with great devs  :D And with enough complex mods even with no bitters the game is not so dull (though they do add a fine touch to the game)
Title: Re: Factorio - Factory building game
Post by: Aoi on June 22, 2021, 08:33:29 pm
It does not happen that often, but considering it is the only thing that cannot be automated in a game about automation makes even very small chance too high. It would be enough to have some kind of automatic rail repair system, as right now it is impossible to automate the repair, which is the main problem IMHO. That is why I play with mods that also make resources infinite, I have walled in a decently sized area, and there is more then enough resources in it for a huge factory. I have not played vanilla since maybe v0.15.

But well, nothing is perfect, still a great game with great devs  :D And with enough complex mods even with no bitters the game is not so dull (though they do add a fine touch to the game)

Can't you just setup a drone network with extra repair kits/rails accessible to them? It's not a cheap way to get repair coverage on the rail network, but it should work.
Title: Re: Factorio - Factory building game
Post by: n9103 on June 22, 2021, 10:11:25 pm
Albeit expensive for large networks, it does work, as do several of the mods that create a train-based repair system/wagon.
I recall there being a mod that laid tracks automatically, so I imagine that would also replace destroyed tracks as well.
Title: Re: Factorio - Factory building game
Post by: Micro102 on June 23, 2021, 07:50:47 am
yeah, biters wont go out of their way to attack poles and rails only take accidential damage.
however, a biter also wont go out of their way to NOT attack poles. with a big enough railsystem and enough pole lines, poles will get destroyed on a regular basis.
trains are also rather squishy, they tend to get blown up a lot.

of course. this scales with biter frequency and nest size. but here is the cruix, without strong biters i think the game is much more dull, but with higher biter settings it becomes to much work to maintain the infrastructure.
dunno. if i would play the game again (i probably will at some point) i tink i would try to find a mod to make trains invincible, too. its just not feasable to defend all the train lines with harder biter settings. the only thing that would work is to fully wall in large parts of the map, but this becomes an exessive investment of time and resources bejond a certain point of the game.

Rampant adds new AI and enemies. Another reason for you to try the mod.  :)
Title: Re: Factorio - Factory building game
Post by: Micro102 on June 25, 2021, 10:33:32 pm
Sad news  :(

Bugs attack my rails without any provocation and the rampant mod options to make these immune are not working, and because they are in the "map" section, I feel like I have to restart the entire game. Syncing the mods resets the settings, so I think I'm just screwed. Unless someone who is knowledgeable with mods can help.
Title: Re: Factorio - Factory building game
Post by: None on June 25, 2021, 11:50:12 pm
If any of the other biter-proofing mods are any indication, it looks like maybe it only applies to rails put down after the setting is toggled on? You could try one of the other mods like 'Biter-proofing' if you want the same effect through another mod. Given you were already going for it with Rampant, I wouldn't consider this to be any kind of cheating.
Title: Re: Factorio - Factory building game
Post by: Micro102 on June 26, 2021, 07:05:59 pm
Hmmm, I think you may be right, but I'll have to wait and see something obvious to be sure.
Title: Re: Factorio - Factory building game
Post by: Micro102 on July 23, 2021, 02:50:18 am
I can now say that the effects indeed only apply to newly placed buildings.

But the main reason I'm commenting again is because I've hit a point where Rampant has gotten a bit insane. It has started spawning a variant of bug that shoots electrical lasers, is insanely resistant to lasers, and somehow throws down "energy absorbing crystal pylons" after destroying buildings, which are also super resistant to lasers. After several thousands of bullets I managed to wipe out their base, but wow am I getting nervous about what other crazy stuff will spawn.

Also, space exploration + Krastorio 2 is fucking insane. The technology get's a bit weirdly paced around the space part, but the main problem is that I have to figure out a way to automate the delivery of certain items to space for research purposes. I'm also seeing concerning accounts of running out of all resources on the planet...
Title: Re: Factorio - Factory building game
Post by: chaotic skies on October 22, 2021, 09:50:45 am
I can now say that the effects indeed only apply to newly placed buildings.

But the main reason I'm commenting again is because I've hit a point where Rampant has gotten a bit insane. It has started spawning a variant of bug that shoots electrical lasers, is insanely resistant to lasers, and somehow throws down "energy absorbing crystal pylons" after destroying buildings, which are also super resistant to lasers. After several thousands of bullets I managed to wipe out their base, but wow am I getting nervous about what other crazy stuff will spawn.

Also, space exploration + Krastorio 2 is fucking insane. The technology get's a bit weirdly paced around the space part, but the main problem is that I have to figure out a way to automate the delivery of certain items to space for research purposes. I'm also seeing concerning accounts of running out of all resources on the planet...

SE/K2 is intense. The tech getting weirdly paced is because the compatibility for the two isn't fully complete - there will be some oddities but it should be fully playable.

Your options for automated delivery are going to be cargo rockets at the moment, maybe delivery cannons - can't remember when those unlock. Head on up when you've got the chance and bust through what you can manually, if you haven't already. Automation of transporting items is going to come from the circuit network, using transmitters and receivers from AAI. Have inserters fill the rocket, have it pointed at space, and have it launch at full cargo. If you're not sure how to do that, the discord (https://discord.gg/4jNC3h4s36) is a good place to look around (beware of spoilers, they're usually spoiler'd but things happen.)

As for running out of resources...do some core mining. Diminishing returns are irrelevant when you don't have the resources elsewhere. Your only concern is going to be dealing with the resources (they come out mixed) and power draw. Core mines never run out of resources.
Title: Re: Factorio - Factory building game
Post by: Micro102 on October 22, 2021, 03:38:12 pm
Yeah I figured out pretty much everything you mentioned, and stopped when I reached the multiple production lines required for multiple research canisters part. I'm not familiar with circuit networks, and it took forever to automate nuclear reactors even with a guide, so I can only imagine the clusterfuck it will be to set up automated cargo rockets for all these products. And my factory on the main world is getting so huge that I would probably have to just have drones deliver more and more materials, which just doesn't feel right. So I'll just wait until my urge to play the game again outweighs my dread towards the logistics nightmare that awaits me.
Title: Re: Factorio - Factory building game
Post by: chaotic skies on October 22, 2021, 04:16:41 pm
Space Ex is very much a mod based around logistics problems. Pyanadon/Bods & Angels would be the more 'have a massive base' mods, from what I remember.
Title: Re: Factorio - Factory building game
Post by: Aoi on October 26, 2021, 12:50:09 pm
Space Ex is very much a mod based around logistics problems. Pyanadon/Bods & Angels would be the more 'have a massive base' mods, from what I remember.

I'd say that Angelbob's is more about managing industries with wildly different production chains; you can considerably shrink your footprint if you set up bioprocessing and take advantage of the superpowered (relative to baseline) modules.

Another feature of AB's that I find intriguing is that, because of how it has the different industries, you can get white science while ignoring entire branches... albeit with a cost in efficiency. I skipped petroleum processing entirely on one run.
Title: Re: Factorio - Factory building game
Post by: Mkok on October 26, 2021, 02:23:34 pm
One thing I love about BA is that you have dozens of problems, but throughput or resource shortage aint a single of them. Even without modules and using only the lowest tier of machines it is enough to put just few mavhines per recipe and most of the time it is enough. If it is not you can just upgrade or use modules. I also love all the options for recipes where you can choose amongst multiple recipes that are often all viable. The mod is IMHO also very well balanced, in that there is never a point where I would have nothing to do but wait for something to complete, and starting mid game there is always plenty things to choose from for what to do next.

I have finished BA belts only run, and now am playing space exploration. I always find myself in shortage of basic resources, I even went as far as to give myself +1000% mining productivity and even now I am still so short on ore I spend most of my time just waiting to get more ore so I can get more ore to be able to do anything. Plus I always feel my UPS hurting when I have to copy like 80 machines on a single recipe unless I want to be short of the result. Which is completely unlike the BA experience. I have also tried Pymods, liked them, but unfortunately my computer is too old for these (I have 40 UPS 8 hours in)...
Title: Re: Factorio - Factory building game
Post by: Micro102 on October 26, 2021, 05:35:28 pm
Hmmm, I don't have to wait for resources while using the space exploration pack, but I have resorted to mass producing mines, packing them as tightly as possible on a resource deposit to maximize ore production, and using high level belts to move it all. So I guess try that if you are having trouble maintaining ore. But maybe krastorio 2 is helping a bit with that.
Title: Re: Factorio - Factory building game
Post by: Mkok on October 27, 2021, 07:02:04 am
I put mines to output directly to chests that are going supplying the trains. I dont cover the entire deposit, but considering I get 10 times more from from I cover I imagine this should not give me less then ussual. Even with the extra productivity the mines run out just too fast for me. I am currently trying to run mostly on core miners as they produce few blue belts of ore per planet with the extra producivity, but it is just slow (I did set up several regular mining outposts, few city blocks later half of them were depleted...). Before I boosted productivity I was genuinely having issues with producing enough iron to clear out biters to expand to the next ore patch before my current patches run out. Maybe I am just too used to BA infinite ores, as I have never really played any factorio outside of BA before, just a bit of IR back in the day...

Title: Re: Factorio - Factory building game
Post by: Micro102 on October 27, 2021, 04:43:01 pm
Ah, I just remembered I also use beacons filled with boosters on the mines. That makes quite the difference lol.
Title: Re: Factorio - Factory building game
Post by: Mkok on October 28, 2021, 06:11:45 am
That would just make mines deplete even faster...
Title: Re: Factorio - Factory building game
Post by: Micro102 on October 28, 2021, 05:17:27 pm
? If you are simply waiting around for more ore to arrive, then that's exactly what you need, faster mining. Do you have high tier productivity modules on all the mines?

And this I know is krastorio 2, but I had the option to enrich ore, making the processing of ore more efficient at the cost of my sanity in rebuilding everything.
Title: Re: Factorio - Factory building game
Post by: n9103 on October 28, 2021, 06:24:27 pm
He said he's running out too fast.
Productivity modules are indeed the answer to making more from less.
Title: Re: Factorio - Factory building game
Post by: Nirur Torir on October 28, 2021, 07:59:20 pm
Before I boosted productivity I was genuinely having issues with producing enough iron to clear out biters to expand to the next ore patch before my current patches run out. Maybe I am just too used to BA infinite ores, as I have never really played any factorio outside of BA before, just a bit of IR back in the day...
What's your military strategy look like? It sounds to me like you're using a lot of bullets, to defend against the large swarms trying to end the massive pollution caused by your core miners. I don't like bullets, they end up very expensive against the bigger bugs.

My strategy is usually to clear out a big area up to easy choke points once I get flamethrowers and enough exoskeletons to kite with, before the giant yellow bugs evolve. A quick burst of fire is wonderfully efficient and powerful. A few rockets to kill a nest before running works too. Then I turtle up with flamethrower and laser turrets, and try to go easy on pollution with efficiency modules until I can get out artillery and landmines.
(This worked fine for regular Space Exploration, but I haven't started a Space/Kras run yet.)
Title: Re: Factorio - Factory building game
Post by: Mkok on October 29, 2021, 04:16:52 am
Exactly, and with productivity modules and research in SE (vanilla) even something like 50% productivity is high (especially before leaving nauvis). For military I use laser turrets laced with ammo turrets using modded almost free copper bullets (1 copper plate per 1000 magazines), but the sheer cost of laser turrets is sooo huge in iron in SE and you need so damn many of them (compared to BA). maybe using flame turrets would work better, I did have plenty of oil for them. For clearing nests I was using flame tanks for small to medium nests, worked fine, just a bit too tedious. For larger nests flame tanks are too weak so I had to make a small army of laser tanks. It was a huge pain in the ass clearing even that one single nest right next to a big iron ore deposit. THE ONLY iron ore deposit outside my base I have not yet claimed as far as I had vision...

I have only SE, so best recipe there is to procces ori is to mix it with vulcanite and it gives I think 8 plates per 5 or 6 ore?? So maybe Krastorio would have made this better if it has better efficiency. I do put productivity modules wherever possible. Then again, I am probably just way too used to BA infinite ores where even a single deposit is enough to run a large base forever with no problems...
Title: Re: Factorio - Factory building game
Post by: Micro102 on October 29, 2021, 04:42:20 pm
He said he's running out too fast.
Productivity modules are indeed the answer to making more from less.

Ah I see, I was remembering an older comment.