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Author Topic: Factorio - Factory building game  (Read 254853 times)

Aklyon

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Re: Factorio - Factory building game
« Reply #705 on: April 25, 2016, 07:33:33 am »

More importantly, if it looks pretty than you probably rebuilt everything to look less like the disorganized mess it is.
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Crystalline (SG)
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It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Sean Mirrsen

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Re: Factorio - Factory building game
« Reply #706 on: April 25, 2016, 08:14:59 am »

Speaking of disorganized messes...

Spoiler (click to show/hide)
You can actually mostly navigate that with some level of ease. Probably made it more convoluted than necessary, but at least you don't have to take pipes out to get to something in the middle.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
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LoSboccacc

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Re: Factorio - Factory building game
« Reply #707 on: April 25, 2016, 08:40:55 am »

Yeah oil is terrible to expand
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guessingo

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Re: Factorio - Factory building game
« Reply #708 on: April 25, 2016, 12:15:12 pm »

anyone get the world generator to work well on anything other than defaults? coal doesnt seem to get generated where i start. I googled it and it seems to be a known issue with the world generator. it doesnt work. I googled for 'seeds', but didnt find any that worked. The ones I copied failed. So it looks like if they are not current to the current version they dont work. I am playing on the default.
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miauw62

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Re: Factorio - Factory building game
« Reply #709 on: April 25, 2016, 12:58:49 pm »

why do you still have burner miners???
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Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.

Aklyon

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Re: Factorio - Factory building game
« Reply #710 on: April 25, 2016, 01:02:17 pm »

why do you still have burner miners???
This is a good question, yeah. Burner miners go out the window for usefulness as soon as you have electricity, I'd think.
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Crystalline (SG)
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Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

miauw62

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Re: Factorio - Factory building game
« Reply #711 on: April 25, 2016, 01:04:33 pm »

also, you should basically always use underground pipes, they only count as 2 pipes for pressure reasons so you get much better flow.
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Quote from: NW_Kohaku
they wouldn't be able to tell the difference between the raving confessions of a mass murdering cannibal from a recipe to bake a pie.
Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.

Empty

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Re: Factorio - Factory building game
« Reply #712 on: April 25, 2016, 02:59:14 pm »

also, you should basically always use underground pipes, they only count as 2 pipes for pressure reasons so you get much better flow.

Not even counting the lag reduction :P
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Sean Mirrsen

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Re: Factorio - Factory building game
« Reply #713 on: April 25, 2016, 03:11:14 pm »

why do you still have burner miners???
This is a good question, yeah. Burner miners go out the window for usefulness as soon as you have electricity, I'd think.
Yes, except for one thing - emergency supply. If electricity gives out for whatever reason - and I did have it spontaneously happen a few times already, what with the expanding the refinery and starting to use lots of speed modules - your electric mining drills and inserters will slow down. And when they're already feeding two massive powerplants both close to max capacity, that tends to have bad feedback-loopy consequences. With a string of self-fed burner miners with burner inserters) dedicated to feeding the powerplants with coal I basically guarantee that no matter how badly I screw up with managing electrical power, I will never completely black-out the grid, which can be troublesome if you're away on a nest-clearing mission and your primary base defences run on electricity.

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

And I just use the small pumps to boost liquid flow. Works best immediately exiting a storage tank. I just like the look of piping. :P
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Sirus

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Re: Factorio - Factory building game
« Reply #714 on: April 25, 2016, 03:17:23 pm »

I can't wait for ocean stuff to happen so that we can have actual islands and ships traveling between them.
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Sergius

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Re: Factorio - Factory building game
« Reply #715 on: April 25, 2016, 06:06:22 pm »

I can't wait for ocean stuff to happen so that we can have actual islands and ships traveling between them.

And water based critters.
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Sirus

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Re: Factorio - Factory building game
« Reply #716 on: April 25, 2016, 06:17:24 pm »

I can't wait for ocean stuff to happen so that we can have actual islands and ships traveling between them.

And water based critters.
Oh yes.

Actually I almost hope for giant sea critters that you'll need to build warships to battle against. Eventually you can construct automated warships to defend your sea-going supply routes.
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Quote from: Max White
And lo! Sirus did drive his mighty party truck unto Vegas, and it was good.

Star Wars: Age of Rebellion OOC Thread

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BigD145

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Re: Factorio - Factory building game
« Reply #717 on: April 25, 2016, 08:39:31 pm »

I can't wait for ocean stuff to happen so that we can have actual islands and ships traveling between them.

And water based critters.
Oh yes.

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

Before that, turrets that work while on a moving train.
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Sean Mirrsen

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Re: Factorio - Factory building game
« Reply #718 on: April 26, 2016, 06:56:55 am »

Yeah, there's a lot of things the game could be improved with. A lot of them are either already known and planned for by developers, or theoretically possible already with mods.

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

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

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

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

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

I'd start making a mod to that effect, but my creative drive has run out. :(
« Last Edit: April 26, 2016, 07:05:53 am by Sean Mirrsen »
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

LoSboccacc

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Re: Factorio - Factory building game
« Reply #719 on: April 26, 2016, 07:16:00 am »

stirling generator taking coal as input > https://forums.factorio.com/viewtopic.php?f=93&t=15094&sid=1e387850ec16394fe41902dbab333835 mod page need better search :P

I heard there's cfan around, how's that? https://forums.factorio.com/viewtopic.php?f=137&t=23109
« Last Edit: April 26, 2016, 07:26:11 am by LoSboccacc »
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