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Author Topic: Factorio - Factory building game  (Read 170317 times)

LoSboccacc

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Re: Factorio - Factory building game
« Reply #1005 on: April 12, 2019, 01:55:22 am »

I've seen one of the 3 hours run, the amount of micro at start is impressive, they also use a lot of the stack manipulation shortcuts to keep producers queues up. and the gist up until mid-game is that the character is the most efficient logistic tool you have
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Kagus

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Re: Factorio - Factory building game
« Reply #1006 on: April 12, 2019, 10:51:43 am »

Just throw 156 simultaneous players at it, that rocket'll be up in no time.

EnigmaticHat

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Re: Factorio - Factory building game
« Reply #1007 on: April 25, 2019, 12:52:18 am »

Got this recently, from the demo I got the idea biters would be attacking in waves every night but I've played ~5 hours in the full game and they haven't bothered me at all.  Aside passively defending their nests.  Is that... normal?
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Trekkin

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Re: Factorio - Factory building game
« Reply #1008 on: April 25, 2019, 01:04:48 am »

Got this recently, from the demo I got the idea biters would be attacking in waves every night but I've played ~5 hours in the full game and they haven't bothered me at all.  Aside passively defending their nests.  Is that... normal?

It can be. If you've built radar, you can see if any spawners are in polluted chunks yet; they need to absorb pollution to spawn attack waves.
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EnigmaticHat

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Re: Factorio - Factory building game
« Reply #1009 on: April 25, 2019, 09:54:36 am »

Ohhhhhh that would make sense, I've polluted a lot but its contained to a small area.  I set up a little radar outpost to my northeast and its seen some disturbing blips, was wondering why they didn't come say hi.

I should be ready for them now.  I have an automated ammo producer, which connects to a huge conveyor belt that loops infinitely around the base, with inserters+gun turrets at regular intervals (so their ranges overlap but just a little).  Based on what I've seen the system should hold up... provided no one turret gets hit with a huge swarm.  There are almost no natural choke points near me, I was going to wall but a perimeter wall is looking real expensive at this point.

Edit: My map
Spoiler (click to show/hide)
« Last Edit: April 25, 2019, 09:56:39 am by EnigmaticHat »
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AlStar

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Re: Factorio - Factory building game
« Reply #1010 on: April 25, 2019, 10:30:23 am »

You should upgrade to the experimental version - .17 has a number of excellent user interface improvements (and you only occasionally get bugs where biters evolve 16x faster than they should!).

Edit: as an update to my last post, I did, in fact, manage to launch under 15 hours - the rocket flew off the top of the map with an entire 40 seconds to spare.  :P
Spoiler (click to show/hide)
« Last Edit: April 25, 2019, 10:47:37 am by AlStar »
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n9103

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Re: Factorio - Factory building game
« Reply #1011 on: April 25, 2019, 03:32:58 pm »

If you'd like an accelerated timeline for conflict, EnigmaticHat, reduce/remove the "starting area" when setting up map gen.
It's basically an enemy exclusion zone to allow you to get established before coming into direct conflict.

IWishIWereSarah

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Re: Factorio - Factory building game
« Reply #1012 on: April 25, 2019, 03:48:05 pm »

biters
On the map, click on the red square on the upper-right, and it will show you where your pollution cloud expands.
IIRC, the red pollution display blinks on biters camps that are currently absorbing pollution and will send enemy waves.

About building a perimeter wall and it being expensive : It basically only takes Stone from your resources (and electricity), which is not something necessary for your starting science and buildings, so you can easily set up a furnace + assembler to get some walls built ;)
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EnigmaticHat

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Re: Factorio - Factory building game
« Reply #1013 on: April 28, 2019, 09:00:08 pm »

I've found that trying to transport stuff between factories results in a hopeless jumble of conveyor belts, making it much easier to simply have input and output chests and ferry things between them yourself.  But as the number of them goes it gets exponentially more annoying to remember what needs what especially since unlike other games of this type you can't just put a sign over a chest.

So I went after logistics robots... only to discover that apparently they only deliver items to the player?  And to have them actually deliver stuff, you need to get 500 yellow science packs?  WTF.

I'm going to come back to this game a different day when I'm not super frustrated, but I think I might be permanently done with it.  Too much grinding, too much waiting, too much trying to fit things into tiny spaces.  Its one thing to require the player to build a factory to do research, its quite another to have 8 blue assembling machines churning out green science packs only to spend 50% of my time twiddling my thumbs because I have a massive overabundance of everything and my only bottleneck is tech.

Edit: I'm not trying to start an argument, like I said I'll come another time and see if I still feel this way
« Last Edit: April 28, 2019, 09:07:52 pm by EnigmaticHat »
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MrRoboto75

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Re: Factorio - Factory building game
« Reply #1014 on: April 28, 2019, 09:27:39 pm »

If you got to logistic bots, you should also have access to construction bots.  Its probably salvageable.
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n9103

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Re: Factorio - Factory building game
« Reply #1015 on: April 28, 2019, 09:40:37 pm »

Bots are actually super inefficient as far as throughput goes.
Transporting between factories is best done by belts and trains, depending on the distances.

As for the spaghetti of belts, that's pretty much inevitable in the mid-game.
Two things that can help: 1) Don't try to optimize for space. There's tons of it, so feel free to have plenty of room between assemblers.
More spoilery if you haven't gotten the mechanics down yet:
Spoiler (click to show/hide)

EnigmaticHat

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Re: Factorio - Factory building game
« Reply #1016 on: April 28, 2019, 09:59:54 pm »

Yeah... I started out trying to build with a lot of empty space but somehow it all got filled up.

I think the hardest thing for me in this game is how hard it can be to increase the productivity of a factory line after you've made it.  My instinct is to try to produce singular sources of a product, like pushing all my iron plates into a single circular conveyor and having new factories draw from that.  But if you don't know how many plates you'll need in advance its easy to run into a situation where you run out of space around the conveyor, or its moving too slow, or you can't load plates fast enough.  And then you need a source of copper wire, and gears, ect.

I think I would have enjoyed this run a lot more if I had gone for trains instead of logistics robots... I guess I was just dissapointed because I spent so much time getting them and they didn't do what I thought they would.  Trains on the other hand, I've had a lot of fun with those in Cities: Skylines and that's not a super train oriented game in the first place... I think I'll set up a spaghetti conveyorbelt system to do what I *thought* the logi bots would do, and then go make new factories somewhere else and plan in advance around what I've learned.

Edit: Do things become less efficient at low electrical power?
« Last Edit: April 28, 2019, 10:02:54 pm by EnigmaticHat »
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Mini

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Re: Factorio - Factory building game
« Reply #1017 on: April 28, 2019, 10:26:40 pm »

Edit: Do things become less efficient at low electrical power?
Efficiency stays the same but they work slower.
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MrRoboto75

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Re: Factorio - Factory building game
« Reply #1018 on: April 28, 2019, 10:32:00 pm »

The typical strat most people go for is called a "bus".  Basically, its like having a central highway of commonly used materials, like iron, copper, and green circuits, that runs through your factory.  Then you branch off the bus belts to have sections dedicated to different materials.

So, my highway might start with two belts, one of just iron plates and one of just copper plates.  Later, I'll use splitters to split off some of those plates to the side to make green circuits (I'll make the copper wire there for just the circuits, too).  The output of that will become another lane on the highway, since a ton of shit needs green circuits or green circuit byproduct.  Steel is usually the fourth lane.

I don't make loops out of my belts, they just branch off and dead end wherever.  Its not a problem at all if materials pile up at the ends, but also every belt holds one specific kind of item (so JUST iron plates).  Sometimes I let two items on a single belt in its own side but that can be trouble.  Some assembly machines might "starve" but that just means I need to expand, make more.

An assembly line might look like this:

||>O>|
||>O>|
||>O>|
||>O>|

Imagine the O's smelters, the west |'s belts of coal and iron ore, the east | a belt of iron, and the >'s the various long/yellow inserters.  See how I can expand iron production by just repeating the pattern northward?  I can also mirror the smelters westward.  If some smelters lack fuel or ore, then I need more mining.  If the ore is always saturated, then I need more smelting.
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EnigmaticHat

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Re: Factorio - Factory building game
« Reply #1019 on: April 29, 2019, 08:21:18 am »

I already had something like that from the very beginning, but I only used it for a limited number of things rather than making it run the length of the factory...

Spoiler (click to show/hide)

What I'm wondering is, at some point does the bus become too slow for all the things that need it?

(Also yes I'm not giving up on this game, last night's frustration was just temporary I guess)
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"T-take this non-euclidean geometry, h-humanity-baka. I m-made it, but not because I l-li-l-like you or anything! I just felt s-sorry for you, b-baka."
You misspelled seance.  Are possessing Draignean?  Are you actually a ghost in the shell? You have to tell us if you are, that's the rule
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