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.
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.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?
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).
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.
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.
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.
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!
Seems like you got the combat part locked down tight :)I looked at the Spacechem (never heard of it till now), and the style of something is similar.
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...
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.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.
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.
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.
I looked at the Spacechem (never heard of it till now), and the style of something is similar.
Will you be doing anything else after the end of the campaign?It depends on the result of the campaign heavily :)
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?
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.
ptw, this looks good. I'll grab the demosame
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.
How did you get the lamps to actually make light?Spoiler (click to show/hide)
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.
How did you get the lamps to actually make light?
They drop aliens artifacts, which don't seem to be used in anything.
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.
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.
I was wondering what the stuff in the pictures were from.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.
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
You people are far more organized than me.
...I'll post mine soon. It takes up half the map.
...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.
It's big, disorganized, and terribly inefficient....I'll post mine soon. It takes up half the map.
Oh god.
Anyone else think its odd that these conveyors move without any power?I thought about it too, the answer has to be hamster wheels.
Anyone got a good starting map save they could share? The generator is being mean.
And using that, you can place the player spawn point anywhere you like.Anyone got a good starting map save they could share? The generator is being mean.
You can edit the map with E
Oooooh. Any idea how to edit the amount of iron/copper/coal you place?And using that, you can place the player spawn point anywhere you like.Anyone got a good starting map save they could share? The generator is being mean.
You can edit the map with E
Oh, and use X to delete things.
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.
I'm only at mission 2 and I am really liking it.Electricity is awesome. But also requires plenty of coal still, so don't send all of it to iron/copper smelting ;)
waiting to discover electricity...
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
Mind you, logistic robots are very slow compared to conveyor belts.
It appears you can't put resources into an assembler via mecha-arm.
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.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.
Also, are there any electrical furnaces? End up consuming TONS of coal.
I'm gonna go out on a limb and say that you will always need coal for furnaces.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.
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.
(http://img200.imageshack.us/img200/9108/b7bfe5464c7d4e93853b3e6.png)I downloaded the Windows x64 zip file and it works fine. Dunno what's up with yours.
I haven't even started the game and it already is glitching out on me. :-/ (it's x64 zip'd version, BTW)
Go and advertise it then! ;DI wonder what a multiplayer version of this would be like.
I need a multiplayer version of this :P
Go and advertise it then! ;DI wonder what a multiplayer version of this would be like.
I need a multiplayer version of this :P
You'd probably remove the technology for towers, otherwise players will rush over and murder each other while the others tech turrets.
I think the point was that one player could just run over and shoot the enemies while they're busy trying to get turrets.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.
This.I think the point was that one player could just run over and shoot the enemies while they're busy trying to get turrets.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 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.This.I think the point was that one player could just run over and shoot the enemies while they're busy trying to get turrets.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 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.
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.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.This.I think the point was that one player could just run over and shoot the enemies while they're busy trying to get turrets.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 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.
This would be more than a RTS build though.I don't see how this is different from flying your commander over and shooting a guy's commander in an RTS
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.
In an RTS you can start building units right off, which can help you defend yourself.This would be more than a RTS build though.I don't see how this is different from flying your commander over and shooting a guy's commander in an RTS
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.
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.
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.
..
Wait, now that I paid do I get access to the alpha right now? :confused:
Ok I just contacted them. Thank you.Download link on their site gets updated.
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
Wow.Paypal always does dick moves if you have some arbitrarily high amount, as far as I've heard things.
Dick move, Paypal.
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.
FACTORIO ACCOUNT UPGRADEYour account is now level 4! :P
FACTORIO ACCOUNT UPGRADE
FACTORIO ACCOUNT UPGRADE
is what just appeared in my inbox. What changed?
I know I finished that before, but I'm not really interested in the missions right now, the other modes seem somewhat less ridiculous.
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'.
Why you set enemy to low?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.
Five laser turret in a bunch can dispose of everything.
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.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
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.You can turn the music off (Menu->options->Sounds->Ambiente set to 0)
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?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).
I am awful at this game. Just awful.Play sandbox mode. (or freeplay with lowered/no enemy base amounts)
I don't think that building factories while being attacked by annoying monsters is within the range of my skills.
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)
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.
What's the difference between sandbox and freeplay?I am awful at this game. Just awful.Play sandbox mode. (or freeplay with lowered/no enemy base amounts)
I don't think that building factories while being attacked by annoying monsters is within the range of my skills.
Sandbox mode has no player character.What's the difference between sandbox and freeplay?I am awful at this game. Just awful.Play sandbox mode. (or freeplay with lowered/no enemy base amounts)
I don't think that building factories while being attacked by annoying monsters is within the range of my skills.
So how do you play? Just kind of have the parts go down with your hand-of-god type thing.Sandbox mode has no player character.What's the difference between sandbox and freeplay?I am awful at this game. Just awful.Play sandbox mode. (or freeplay with lowered/no enemy base amounts)
I don't think that building factories while being attacked by annoying monsters is within the range of my skills.
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.
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.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.
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.
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
Were you playing on the easiest difficulty?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 ...
Interested
Were you playing on the easiest difficulty?
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.
Making multiple labs does help, its just you need to really scale up your various colored beaker production to benefit from them.
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?
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.
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.
you can take the supreme commander approachExactly what was my tought too.
one campaign level with a map that gradually 'expands' to uncover new challenges, enemies and objectives. (and resources)
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.
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).
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!
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".
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.
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.
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).
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
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!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*.
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.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.
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.
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.That's the thing, I like both. Hm..
If you like shooters, get Halo.
If you like building complicated machines, get Factorio.That's the thing, I like both. Hm..
If you like shooters, get Halo.
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?
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.
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 hardpointSpoiler (click to show/hide)
this game is absolutely amazing.
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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.
not matter how I try to organize things, everything degenerate in a messy patchwork
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.
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.
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?
Didn't buy it (yet) but i wonder... resources run out don't they?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.
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?
Do. Seriously. My favorite game of 2014.
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... )
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.
Oil doesn't run out? How exactly does it work then :xIt 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.
Also without resources running out, there would be no reason to expand ever...
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
Link to the mod?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
Good stuff
unless you pull the entire thing up and reorganise.
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.
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.
This finally got the multiplayer update! NOW THERE IS MP GUYS. WHO'S HOSTING A SERVER???How buggy is it,though?
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)You are my hero, this makes the game much simpler.
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
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.
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.
but we need a low tech solution to fight biters.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.
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.
but we need a low tech solution to fight biters.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.
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.
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 towalkdrive 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.
and it might have some issues with integrated video card, especially the intel ones.What doesn't?
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.
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).
Is there anything besides Minecraft mods that comes even remotely close to Factorio? I can't seem to find any similar games.
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.
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!?
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.
Are there any guides or wikis that describe things like how many smelters one coal mine can supply?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 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.
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.
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.
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.
Are there any guides or wikis that describe things like how many smelters one coal mine can supply?http://www.factorioforums.com/forum/viewtopic.php?f=8&t=5576
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.
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.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.)
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!
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.
http://www.factorioforums.com/forum/viewtopic.php?f=3&t=678
tldr; inform yourself instead of assuming
Passive aggressiveness is a valuable skill too, it seems.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.
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.
Robots are the work of the robo-devil and promote inefficient factory design.
Passive aggressiveness is a valuable skill too, it seems.
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...
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.
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.
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.
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)
Coal runs out, while oil (and therefore soild fuel) is infinite.Oil does run out! I've learned the hard way.
Coal runs out, while oil (and therefore soild fuel) is infinite.
Link, please?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
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.
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.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
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.
Yes, trains.Fair enough. :P I haven't played with trains yet.
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.But what if you added robots to it? :PSpoiler (click to show/hide)
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.But what if you added robots to it? :PSpoiler (click to show/hide)
0.12.0 is out in the experimentals link of your download. Time for multiplayer?Time for Science and a buncb of minipatches, probably.
Someone failed at maths.
Well, Big D actually endorsed it so I'd say that's a pretty big vote of confidence in purchase. ;)
I have no idea of how to deal with enemies, though.
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.
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.Spoiler: this is how I'm doing it (click to show/hide)
.....Electric furnaces, presumably. They take up more space, don't need fuel, eat up power.
Which furnaces would that be?
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.Spoiler: this is how I'm doing it (click to show/hide)
I have never used electrical furnaces or logical circuits, but I can say this.stuffYou 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'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.
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?
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?
No idea what it is o.O
I have never used electrical furnaces or logical circuits, but I can say this.If you only use half of the belt, you get half the throughput, which really isn't desirable.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.Spoiler: this is how I'm doing it (click to show/hide)
You should never need separate belts for fuel and ore.
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.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?
Yes. Steam where game studio's go to die.wow so edgy, mind you don't cut yourself
Yes. Steam where game studio's go to die.
Especially with so many examples to the contrary, like Introversion who's steam release of some of their old games literally saved the companyYes. 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.
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.
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?
This game is kinda cool.Yes
So apparently this is the highest rated game on Steam now.
https://steamdb.info/stats/gameratings/
So apparently this is the highest rated game on Steam now.
https://steamdb.info/stats/gameratings/
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.
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.
So, I got this game.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)
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.
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: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: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.
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)
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.
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.I personally disagree, I think electric furnaces are better for a few reasons.
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.
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.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.
also multiplayer is hella fun
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.
Marathon mode is super super grindy ._.What does it change?
More detailed explanation given in this particular Dev Blog: http://www.factorio.com/blog/post/fff-82
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.
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.
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 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
I might like it except I'd make it far too space-inefficient and run out of building space really quickly :vRobots! You could tear everything down and build it more space-efficiently later.
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.
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
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?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.
That's pretty cool!You can also do it in the toolbar, useful to stop it from being cluttered by what you pick up.
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.
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.
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.
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 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.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.
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.
See basically any tower defense game. :)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.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.
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.
A handful of my friends picked up the game. One of then is a genius level computer programmer.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.
Are base is so organized it kind of ruined the game for me.
Oh. Huh. So that's what that is.This doesn't work for me. It doesn't even seem to be consistently generating the same world.
Well, in that case the exchange string isSpoiler (click to show/hide)
(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.(and yes I managed to completely miss the free demo the game has. >_>)/me bops Sean Mirrson for that
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.
also, you should basically always use underground pipes, they only count as 2 pipes for pressure reasons so you get much better flow.
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.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.
I can't wait for ocean stuff to happen so that we can have actual islands and ships traveling between them.
Oh yes.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.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.
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.
Gah. I haven't used Lightwave in forever. But I feel like trying to make a cannon turret sprite.I don't think you can actually make transparent gifs, can you?
(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?You can do it easier if you don't have any smooth edges, at least.
*mentions apngs*Gah. I haven't used Lightwave in forever. But I feel like trying to make a cannon turret sprite.I don't think you can actually make transparent gifs, can you?
(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)
Aww, Edge is definitely relevant. Like it or not, it is the default browser of the latest version of Windows. It's relevant.
Okay, not going to get into an argument any further than this, but since I really can't resist one more post...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.
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.
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.
Wasn't there one with all of them?
-snip-The factory sprite is a little broken there.
First one looks intentional.-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.Oh- Ah yep. You're right.
Hmm. With that know-how you're developing, though, I bet you can't make a 1-tile T-Splitter. >:DThis isn't exactly what you want but there is a mod for smart splitters. https://forums.factorio.com/viewtopic.php?f=14&t=4822
Don't tell me.Oh my god.
Someone already did that. (https://i.imgur.com/dwRLRf4.gifv)
Holy crap, people.
I just got this on GOG and I hafta say it's pretty darn good. A strangre crossbreed of transport tycoon and minecraft.
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 :)
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)
So I heard you like factories (https://mods.factorio.com/mods/MagmaMcFry/Factorissimo)I like the sound of this.
So I heard you like factories (https://mods.factorio.com/mods/MagmaMcFry/Factorissimo)
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 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.
we could get a succession crashland going, to see the madness unravel before our eyesIf we do, what timescale would we use to measure turns, and what would be fair?
because that would require people being online at the same time, and someone has to host, and latency is a thing
They're changing their multiplayer model to a more traditional server client model, BTW.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.
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
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.
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.
Isn't stuff like Extended Reach cheating?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.
Edit: So I should install ALL the Bob's mod? There is like 50 of them in the mod list.
Welp, I installed a bunch of mods and now the game crash on launch :p
I see few really interesting nonderivative modsNonderivative?
I see few really interesting nonderivative modsNonderivative?
I see few really interesting nonderivative modsNonderivative?
That changes the game rather than just make it "more complex vanilla".
How does one balance the production of red science and green science?
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.
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.
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.
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 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 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 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 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.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 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.
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.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.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 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.
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.
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.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.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.
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: Fusion power doesn't explode. The containment vessel might pop, but that's barely an industrial accident.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.
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.
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.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.
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.
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...
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.
b belt
i inserter
c chest
t train
bicicicit
bicicicit
bicicicit
bicicicit
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.
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?
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 manuallyYeah, 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.
how hard are the beat game in x hours achievement?
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.
Black Market is insanely, hideously broken and I straight up leave it out in my most recent runsthanks 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.
Black Market is insanely, hideously broken and I straight up leave it out in my most recent runsthanks for letting me know. (could you tell me how it is broken? I may want to mess around with it in singleplayer)
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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.
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...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.
I too suspect you screwed up the scheduling.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...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.
It sounds to me like the waiting area is redundant. Simply let the empty train wait at the last used unloading bay.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.
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.
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.
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.
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.
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'm free!!!!
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 lineThis just results in the issue I was having in the first place.
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.
Unloading Station > Copper Smelters A
> Copper Smelters B
> Copper Smelters C
I'm even more lazy. I don't even set up circuits or depots or anything.Pretty much exactly my approach.
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.
Yup. It served me more than well enough for my 1,000,000 green circuits per hour factory.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.
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.
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.
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)
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)
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.
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.
Assuming you mass produce bots at all. I hate bot factories, so boring compared to belt factories.
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?
bitersOn the map, click on the red square on the upper-right, and it will show you where your pollution cloud expands.
Edit: Do things become less efficient at low electrical power?Efficiency stays the same but they work slower.
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.
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'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.
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.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.
One of the main pitfalls for newer players seems to be trying to build too compact - you get loads of space, so use it!!in any case , even if you're "experienced" you WILL end up too small :D
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!
Can't you just use, say, (using the posted picture as a reference) horizontal underground belts inline
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 lanesI suppose that would have been an efficient way of doing it, but before you posted that I did this:
A well equipped tank is meant to take you to the end game, so... they're not until they fully evolve?
What I'm wondering is, at some point does the bus become too slow for all the things that need it?
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.
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.
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.
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.
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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.
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.
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?
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.
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).
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.
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 seedNah, it's 0.16
Version 0.18 to 1.0.. Uh. I guess.
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.
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.
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.
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...
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?
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
nice summaries of production per minutePressing p will give you this, and has been around for many versions.
See having that in the tutorial would've been nice xdDon't blueprints do that? Sum up the raw material costs of the blueprint, I mean.
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.
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!
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.
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.
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.
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.
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.
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)
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.
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...
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.
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.
He said he's running out too fast.
Productivity modules are indeed the answer to making more from less.