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/fcg/ - Factorio general
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previous >135165082

It just work edition
>http://www.factorio.com/
>http://guide.factorio.com/index.html
>http://steamcommunity.com/groups/eggtorio

WebM for retards:
>gitgud.io/nixx/WebMConverter.git

>Official /egg/torio on friday and saturday approximately 8 PM Central USA time.

This thread is dedicated to autism factories simulator aka Factorio.

When posting a server please include version number and any mods used.
>>
>>135370681 #
>>135370408 #
Excel anon here. Actually I'm trying to fit a full 10-12-24 (or some scaled version) chain on a square grid with 2 tiles between each assembler and somehow weave the belts for it to work (I agree with >>135369916 # )
I did not mean literal battery bus but any kind of external supply.
>>
Why so ded?

>>135372069
Preliminary layout plans if anyone cares
>>
US headless Vanilla Server

71.177.43.3
>>
>>135373479
hrmm..

got kinda unstable, think I'm done for now.
>>
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So this is my first ever map, now that I'm done with the campaign. First thing I've noticed is that the Ays are REALLY not agressive on default settings. In the campaign I'd get attacked every 5 minutes, 10 at most. Here I've been attacked like once if at all, and only by the small ones, so it's much easier.
I don't regret buying this game so far, I haven't been able to sleep in 3 days because my fucking brain keep playing the game when I sleep. Like, it adds new gameplay elements, it simulates enemy attacks and logistic problems and when morning comes I'm tired like I haven't slept at all. Then I get back to the game and I'm even better than the last day.
>>
>>135373710
Yeah default settings are not threatening at all
>>
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>>135371845
>some ores are named as their mineral counterparts
>the rest is "<metal> ore"
>>
a tiny island next to China headless vanilla server

>ayy.noip.me
>>
When there are two different objects on two sides of a transport belt, is there any way to separate them other than with smart inserters?
>>
>>135373941
The dwarf fortress player in me knows how you feel.
>>
>>135374268
Underground belts
>>
>>135374268
This works
http://i.imgur.com/B2Nzjnc.jpg
>>
>>135374268
splitter + underground belt
>>
>>135374090
anyone playing on here?
>>
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>>135374523
Well this is some dark magic.
>>
How am I supposed to automate green science in bob's?

Where would I automatically obtain the wood for the circuits?
Is there another way to make the circuits?
Where the hell is a guide?
>>
>>135375479
research oil processing then plastic and everything you need inbetween to make synthetic wood.

it's retarded because you need green science twice to automate green science.
>>
>>135375545
so tons and tons of manual crafting of science, huh?
>>
>>135375545
You need red science to automate red science in vanila tho. And can't you chop wood and put it in a box to distribute?
>>
>>135375613
You could also just get some wood manually and drop it in a chest till then. The thing doesn't need that much wood afterall.
>>
>>135376137
I settled in the middle of a fucking desert because I didn't know any better
>>
>>135376598
Well good luck with that then.

Just make a great journey to the nearest forest and bring back few stacks of wood.
>>
>>135376757
in retrospect I should just drop bob's instead since I have trouble automatic the basic stuff
>>
Lets get a modlist going, with the goal of adding all the things the devs should have added anyway. Please no mods that completly rearrange the crafting tabs.
>>
>>135377597
RSO
FARL
Bergius Process
Terraforming
Modular-Armor
>>
>>135377597
EvoGUI
Uplink station
Orbital ion cannon
Misanthrope
Rotatable pipes
TheFatController
RailTanker
Uranium power
Weaponry
>>
>>135378010
Isnt Uplink and OIC a bit overpowered?
>>
Do people refer to science packs are "tiers"? Like, if I said that I reached tier 3 science for the first time would they understand I mean that I automated the crafting of blue science packs?
>>
>>135379547
you could just say blu science
>>
>>135379547
they have names and colors. everyone who has ever seen them will understand you if you say "science pack 3". Saying "blue science packs" will still get you there because the other players aren't autistic robots.
>>
>browsing the wiki
>suddenly this

That hits way too close from home.
>>
>>135380196
Woah, there is a stealth armor upgrade?
>>
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>>135380196
of course I forgot the pic.
>>
I know it's early morning in the US and early afternoon in the EU but I need my fix of Factorio discussions.

For those who listen to other musics than the game's OST, what are your preferences?
I've found that Machinarium's OST marries really well with the game.
https://www.youtube.com/watch?v=XHPjpflNssY
>>
>>135377597
my favorites so far (trying to stay close to vanilla)
RSO+RSO Radar
Initial Scan
Long Reach
Tree Collision with low health
>>
>>135380417
https://www.youtube.com/watch?v=EyKNUj-AjgA
>>
>>135380804
shit, nvm, that video is fucked up, here's a better one
https://www.youtube.com/watch?v=SgbmZO53OiU
>>
Noob here, production speed coefficients for factories are just linear, right?
Specifically, when making up schemes for a factory, since if x=y, then x/z=y/z where z is the inverse of the production speed value.
>>
>>135380417
https://www.youtube.com/watch?v=yqFZtBiHAZA
>>
>can't host a headless server and play on the same machine
>old pc is too slow to host server
>fighting urge to impulse buy a new home server machine
>>
What is "size" on the pipes in bob's mod? Is that like its throughput of fluid?
>>
>>135381483
From what I can tell, headless servers don't really increase the efficiency client-side. Because the networking is mostly UDP peer-to-peer, the only real point of a headless server aside from maintaining continuity among clients is to eliminate lag from the host computer hosting and running the game simultaneously.
>>
>>135381635
yeah, but the problem for me is I'd like to keep a server up and running 24/7 and still be able to play singleplayer if I want.
>>
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>>135373065
i think this is the most compact way to do the science pack assemblers
some of the other stuff in this facility could probably be a lot smaller though...
>>
>>135381786
i just realized i may have been unclear
buy old pc i mean an old laptop i keep around as a simple web server/HTPC. I even ran 2 simultaneous KF2 servers on it without a problem. trying to host a factorio game on it is incredibly laggy though, even when connecting from my desktop in the same room. the CPU just isn't fast enough i'm guessing.
>>
>>135381876
Easier option, go rent a small dedicated server off of any number of providers for not even $10 a month, then use it for a factorio server as well as other things, possibly offsite backups, maybe running a website or two.
>>
>>135378521
uplink? idk looking around doesn't seem that op to me
and IOC is gated behind rockets, at which point you should be able to deal with any vanilla ayyys anyway. it just makes clearing them less tedious at that point
>>
>>135381876
Yeah I reread your post and
> aside from maintaining continuity among clients
suddenly makes sense

>>135381974
Yeah see maintaining a server will end up costing you more than $10/mo. You're far better off renting.
>>
What is a good ratio of boilers to steam engine, i found myself losing power after branching out and need to add more engines.
>>
>>135382141
14 boilers to 10 engines is standard
>>
>>135381974
>>135382049
I work in IT, and I'd rather spend the money on hardware I can tinker with. plus I have no guarantee that a VPS or something similar would be able to host a server smoothly.
also renting feels like throwing money away.
my HTPC/server needs to be replaced anyway, it struggles to play bluray remuxes over the network (works ok for lower bitrate 1080p tho)
>>
>>135381242
Test it, anon.
Compare the speed increase from a T1 and T2 assembler.
If the coefficient is linear, then you would expect a 50% increase.
>>
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Decided to give Bobs mods another go and this time plan my base more
How did i do so far?
>>
>>135381808
But anon, it's so boring to just grow branches from the bus.
>>
Is this shit worth $20 or should I just pirate it?
>>
>>135384150
Yes it's very worth. If you're really worried then pirate it first but you'll find it's excellent
>>
>>135384150
Pirate, then buy in 2 days and with 28h playtime
>>
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>>135368168
>flow control
https://forums.factorio.com/viewtopic.php?f=93&t=20645
Looked up this mod and reposting it in case it gets overlooked, because YES FUCK YES FINALLY
It adds pipes that are forced to connect only in certain directions, which means you can finally have parallel pipes.
>>
>>135383171
what's the next step in your master plan?
>>
>>135378010
>Misanthrope
At first it sounded good, but...

>Biter AI Changes:
The mod will direct the biters that it spawns to attack the surrounding area of player constructed equipment, focusing on high valuable targets line power lines, rail lines, and other vital infrastructure.
Biters will attempt to avoid attacking heavily fortified locations and prefer to attack the least well-defended areas.

LOL NO FUCK THAT MOD
>>
>>135384150
In that you should purchase a game you enjoy, yes. This is not some EA bullshit DLC-laden release. This is a quality, old-school style video game made by a developer that cares.

AT WORST by pure principle you could wait until the game reaches full release to purchase it.
>>
>>135383171
you seem inexperienced anon, how often have you played through vanilla? have you done so alone yet?
>>
>>135384950
you can put haarps to keep them away
>>
>>135384950
That'd be fine if they didn't go for rails, that's just stupid
>>
>>135384216
It's probably overlooked because it doesn't really add anything.

>valves/pumps
Don't fill any roles not covered by existing basic pump.

>pipe sections
Adding another 3 items to my toolbar at what benefit?
Parallel pipes are for the most part possible through use of underground pipes.
>>
>>135384216
>which means you can finally have parallel pipes.
wtf
you can have parallel pipes just fine as it is
>>
>>135385110
It says that big biters are immune to haarps, so you will have them eating your rails anyway.
>>
>>135385185
(use pipe to ground)
>>
>>135385043
i played through vanilla once early last year
I only play alone
>>
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post shit you want to see in game
>>
>>135371845
>sulfur as ore

What is this, the 19th century?
>>
>>135386375
Pretty sure that's outdated. In current bobsmod sulfur is made from petroleum gas.
>>
>get decently into current modrun
>want to start over with new mods
>this happens at least once a week
>>
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>>135386263
Monster replacement
>>
>>135386492
>In current bobsmod
in current base game
>>
>>135386263
3 way splitters alright, but the rest can be easily done
that's what the game is about for me, engineering compact solutions to these small problems
>>
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>>135371845
play shadow mod pack. It's a nice challenge and even further fuels your timeloss-machine.

also: heres the last vanilla factory I didn't even complete from last year the map view of it.

thansk for the factory generals anon. I enjoy reading these

THOUGH None of you has not yet failed to satisfy my need for perfection and symmetry
>>
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[wall building intensifies]
>>
>>135386791
3 way splitters can be easily done too. Just put a few regular splitters on either side and it'll quickly even out to 1/3 on all three.
>>
>>135386375
Considering that in Factorio, sulfur isn't an undesired side product, it still makes sense to produce it via mineral extraction.
>>
>>135386791
It was fun when you were first playing the game, finding solutions to small things. But after your twentieth playthrough it's just tedious and waste of space.
Guy who can build a space rocket can build and easy conveyor belt exchanger.
>>
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>Rail roundabout
How disgusting, people don't actually use this, right
>>
>>135387364
Yes, but double tracked. Never mix opposing directions.
>>
>>135387350
what is the point of the game for you then?
>>
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>>135387364
What's wrong with it?

>>135387048
>yellow-black concrete
Which mod?
>>
>>135387560
color coding
>>
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>>135387364
>>
>>135383171
not bad, but your picutre reveals only low technology has been used. keep on bulding and post again.
>>
>>135387518
Building a good looking and efficient factory?

Are you saying that if you don't want to build an ugly looking conveyor belt snake for 15421456th time because you need a 3-way split, there is no point in playing the game?
>>
>>135387364
Roundabouts most superior though
>>
loops
>>
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>>135387695
this is the point of the game for me
cramming as much shit as possible as thight as possible while still maintaining efficiency
>>
Someone post a super effective power generation setup
>>
>>135387695
Anon, how many times have you needed a perfect 3-way split into three outputs?
I'm having a hard time imagining a scenario where two splitters can't do the job.
>>
>>135388156
1 pump per 14 boilers per 10 engines
One coal belt in the middle, and then rows of boilers and inserters taking the coal out of the boilers closer to the coal line
>>
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>>135388287
what about something like this
>>
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What's the point of all the extra tech in bob's furmod when halfway there your base becomes invincible?
Look at those fucking numbers.
>>
>>135388949
>2 pumps for 66 steam engines
Although the water tanks let you get momentary bursts of higher output, you'll at most get 14MW from that facility during sustained operation.
The 1:14:10 pump:boiler:engine ratio isn't just a meme.
>>
>>135388949
I didn't even think of that, that's pretty good for when you got solar power I suppose
>>
>>135389338
Looks like something straight out of an idle game.
>>
>>135388287
>>135389357
So what i should do is this right:

>1pump
>connect to 14 boilers that are placed in a row
How do i correctly place the Engines? Just in a straight line behind the boilers? Or do i place pipes leading to each engine?
>>
>>135389512
Straight line is easiest and allows for easiest expansion
>>
>>135389587
must be doing something wrong because the further i go back in the line of the engines, the less output they are producing. Is this supposed to be this way?
>>
>>135389685
They'll ramp up if your energy consumption increases
>>
>>135389512
remember to use small pump if you found water pressure is too low
>>
give me your loops
>>
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>>135391649
>>
>>135389338
Om fine with just setups of 1x MK2 Gun turret and 3x MK2 Sniper Turrets, and the biters see fully evolved. Bob's mod is easy after light blue science unless you play with low resources.
>>
>>135392667
Is there any settings that make it at least a bit of a challenge to defend your main base?

It's always just the mining bases that are a pain in the ass to defend.
I'm thinking of trying a no expansions with replicators playthrough, so all the attacks focus on the main base.
>>
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>>135391649
some mp factory i optimised
if you remove the loops it stops working because i flipped some underground belts in the main iron line
>>
>>135392974
You can turn all resources to low and max biter settings. That will make it frustratingly had, especially if you play single player.

You can also download misanthrope.

Also I presume you use RSO, if you don't install it ASAP.
>>
>>135393840
RSO doesn't make it harder to defend your bases. Only makes it harder to expand.
With RSO, the difficulty comes from whether you are able to clean out enemy hives to get new resources before you starve to death.

I'm interested in a form difficulty where the main threat is bugs breaking through your walls and turrets.

Does misanthrope work well with bobs new enemies mod?
>>
So how do I use more lube?
I'm already making electric engines like mad.
>>
>>135394320
express belts
>>
>>135389512
Straight line. Every length of pipe you include in your design lowers the efficiency slightly.
>>
>>135394320
Capture cute bug girls. You gonna need a lot of lube.
>>
>>135394148
I haven't tried misanthrope. But someone in this thread said it make bugs focus on high value targets like roads and assemblers.

I don't know much about it.
>>
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>>135394587
>you will never breed a bunch of cute bug girls
>>
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>>135394978
JUST
DO IT
>>
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>having anything else than iron,steel,copper and plastics on your main bus

For what reason? It doesn't speed up anything and and makes you have tons of mats sitting around. Just give every production the bars they need and enjoy not having to over complicate things.
>>
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>>135395536
JUST
DO ME
>>
>>135394978
I want to mod in qt bug gfs now.
>>
>>135395610
I usually run a battery/plastic belt along my main bus, as well as circuits, just because it tends to be the best that way.
>>
>>135395610
>making green circuits in 10 different places from scratch
No thanks.
>>
>>135395770
But how would you even execute that? Replace the normal bugs with qt pi bugs? But then you have to kill a bunch of cute japanese arthropods.
>>
>>135395930
It could just be a rare spawn entity. A poor lost qt and you must house her and provide for her.
>>
>>135396026
What if you played as the qt?
Kinda like playing as the Naga in Warcraft 3. Completely different gameplay.
>>
>>135395891
>>135395815
Okay green circuits might be the only exception because they are so widely used. But running shit like gears is just inexcusable. No matter how much iron do you have, having 10k gears sitting on your belts is NOT OKAY.
>>
>>135395930
Destroyed hive gets a chance to drop bug queen, you can then construct your own hive from t3 assembler and chem plant, supply with water and artifacts to produce semi-autonomous cyberzombie bugs.
Oh wait, that actually sounds fun.
>>
>>135396158
>Mutated Biter becomes a cute anime girl
>Gains sentience separate from the hive
>Game turns into a factory system version of the Zerg, but you're on a planet that has been at least partially conquered
>>
>>135396358
Or you can just manually craft your own bugs using the queen as a catalyst
>>
>>135395610
>makes you have tons of mats sitting around
literally doesnt matter
>>
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Thinking of hosting a server with this mod pack. Small infrequent ore veins, meaning limited, but not finite ore, but not enough to sustain industry without many mine patches. Also some hardmodes like Gloom, Misanthrope, and Oxygen (MUH IMERSUN)

Ofcourse this will be similiar to hellscape, but with solars being nerfed by gloom, and increased biter attacks, and low ore volume, it'll be a lot easier!
>>
>>135396246
Gears are space-efficient and widely used so with very careful planning it might be reasonable to craft a small amount at smelting facilities.
>>
>>135396729
>Gears are space-efficient
That goes for nearly every item (provided productivity modules aren't used), copper wires being a notable exception.
I'd also consider plastic and sulfur (if used for sulphuric acid) to be space-inefficient.
>>
>>135396524
>tanks

does it work?
>>
>>135396380
there's a mod where you can produce ayys
>>
>>135397757
Most items require both iron and copper somewhere during their production or are rarely used.
>>
What if the ayys, instead of raping your base to death bred you into submission, forming a new race of alien-human hybrids
>>
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>tfw once your mines run out your spaghetti becomes ravioli
>>
>>135398539
hot
>>
>>135384828
Crashing this ecosystem.
With no survivors.
>>
>>135398916
don'T put copper wire on belts
>>
>>135399352
TOO LATE NOW
>>
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>>135398916
What the fuck is that mess? Detroit?

Fucking triggered.
>>
>>135399352
Why not?
>>
So how are you Factoriors on this day?
>>
>>135399730
1 copper plate turns into 3 wires, so almost under all circumstances it would make more sense to just transport it as copper plates and make the wires on the spot.
>>
>>135400027
It's apparently one to two, but yeah that makes sense.
>>
>>135399989
I almost had a heart attack because The Fat Controller broke and wouldn't let me reload my save.
This is the only time in recent memory where autosave saved my ass.
>>
>>135399187
What if they aren't sure which one of your holes is the baby maker, so they fill all of them with icky purple alien spooge, just to make sure?
>>
>>135400984
>implying they'll not just stab your abdomen, injecting semen through the resulting wounds
>>
>>135401582
They aren't that kind of retarded bug.
Probably.
>>
>>135401582
>>135401650
https://en.wikipedia.org/wiki/Traumatic_insemination
>Traumatic insemination, also known as hypodermic insemination, is the mating practice in some species of invertebrates in which the male pierces the female's abdomen with his penis and injects his sperm through the wound into her abdominal cavity
>>
>>135402021
No shit, Sherlock.
>>
>>135402021
so i have to build a machine that drills a hole in their shell before i can fug them?
>>
I looked into misantropy and it has an interesting mechanic.
During alien swarms, it actually slowly reduces biter evolution level. Which means that instead of almost only seeing big bugs at the end, you also get swarms of small biters/spitters which makes it a lot more fun to slaughter them.
Also as the time passes, the evolution stat becomes a lot more "sensitive", as in it increases much more easily.
>>
>>135400984
>>135401582
>>135401650
>>135402021
>>135402232
Y'all need Jesus.
>>
>>135402412
To drill holes into ayy lmao abdomens? He's a carpenter, he should know how to do that
>>
>>135402568
He got nailed so hard he died.
>>
>>135402663
>the wounds in his hands, stomach and feet were actually from traumatic insemination by some ayylmaos that came down to earth and raped him
>he was too ashamed to tell anyone so he told them he was crucified and came back from the dead afterwards
>>
>>135402663
That shouldn't be as funny as it is.
>>
>>135402663
>>135404019
>>135404131
You are all going to hell for this.
And in hell, transport belts can only carry one item in the middle instead of having two sides.
>>
>>135405259
I'm okay with this.
>>
>>135405259
Are their speeds doubled to keep total throughput intact?
>>
>>135405458
Yes, but for any belt faster than yellow, inserters have a small chance of grabbing the wrong item and clogging the machine.
>>
>>135405797
Logistics boxes seem to be much more viable in hell.
Where do I sign up?
>>
Are there any good mods that have artillery?
>>
>>135406071
Well there's supreme warfare, but you asked about good mods.
It's okay, i guess.
If you use it with bobs mods you have to copy over dytech settings or it will be underpowered.
>>
>>135406203
Can someone host a serb with bobs or dytech?
>>
>>135405259
I'm going back to church.
>>
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So question about Oil processing.

Im currently starting to make plastic followed by sulfur and then batteries. The problem is my chemical plant constantly stops working. I have 2 Oil refineries doing the default basic oil processing, light oil goes into lots of tanks, Heavy Oil gets turned into wood and resin.

What exactly is causing the problem right now? Sometimes it works, sometimes it doesnt. It constantly stops producing and gets even worse if i put 2 chemplant on the same supply pipe.

How do i into Oil processing properly? What are the rules to maintain a steady, uninterrupted flow?

Should i funnel all oils in a large amount of Tanks first and then sent the Oils to reprocessing instead of directly connecting the Chemplant to the Oil Refinery?
>>
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>mfw at work talking to people in China on the phone and thinking about my factory expansion layout
>>
>>135408912
Put storage tanks for all types so you have a buffer of sorts, they probably produce way more than you actually need right now so it stops
>>
>>135408912
Either the plants are out of one of their inputs or one of the outputs is full, that's pretty much it so check which is the problem.
>>
>>135408912
Flow control + Flare Stacks if it becomes too much of a problem.
>>
>>135408912
>What exactly is causing the problem right now?
Figure it out yourself, using the same method as with any other production facility.

>Is it even powered?
>Is it adequately supplied?
>Is the output clogged?
If yes to any of those, trace the problem further until you've found the root cause.

>Should i funnel all oils in a large amount of Tanks first and then sent the Oils to reprocessing instead of directly connecting the Chemplant to the Oil Refinery?
It might help, but is not strictly necessary.

>also
Connect those two refineries; you're using one refinery for each plant that consumes heavy oil, which is barbaric to say the least.
Your bottom chemplant needs heavy oil, but the pipe is clogged with petgas. Contamination of supply lines will kill most factories.

>>135409965
>flow control
Shit mod for shitters. Adds nothing your vanilla setup can't do.
>>
>>135408912
1. Upper rafinery's heavy oil output is full
2. Underground pipe for petro gas from upper rafinery is not connected to next one
3. Bottom heavy oil output is blocked by petro gas

Use a bus for liquids, it really helps.
Space it underground - 1 empty space - underground
When you need to use a liquid just put a pipe inbetween underground pipes for the same liquid and then connect another ug pipe to that pipe, so that it outputs sideways from the bus.
>>
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Wish me luck.
>>
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>all this backed up surplus pet gas

Bob's mod is completely backwards, I'm chronically low on heavy oil of all things.
>>
>>135410570
>all these random tanks
nigga what r u doin

show full base
>>
>>135371845

get this furry shit off the OP
>>
Does the games music make anyone else feel uncomfy?
what are you listening to have the right mood for factorio?
>>
How often do you refactor your forges in the early game?
>>
>>135377843
yep
>>
>>135412336
>refactor
What?
>>
>>135412336
Old music was comfy as fuck, I wish they would bring it back.
>>
>>135412253
I listen to Caravan palace and such, get's me in a steampunk kind of style bibe
>>
>>135412763
meant to reply to
>>135412253
>>
>>135412787
>caravan palace
>steampunk

Nigga what the fuck are you smoking
>>
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tfw bottlenecked
>>
>>135413153
dunno i can't get anything straight while playing the game and don't getting drunk
>>
>>135410570
Yeah, I never use the advanced oil refining that gives more gas.
Well, you can always make solid fuel from all your surplus gas.
>>
>>135413193
You have plenty power, what're you on about?
Only bottleneck I can see is your rate of oil refining, as one or more pumpjacks switch on/off - hinting at full stockpiles of crude oil.
>>
>>135410353
Godspeed.
>>
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>>135410745

I know it's fucked, I'm actually in the middle of failing to sort out my oil production right now.
>>
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>>135386263
>>135386791
>3 way splitters
How about this?
>>
>>135412763
There's an HD redux of the original music on the mod subforum.
>>
>>135416108
>loop
Completely superfluous.
>three splitters
You only need two.
>>
>>135416610
2 splitters give a 50%/25%/25% split.
Loop gives perfect 33.33333333%.
>>
>>135417608
>2 splitters give an uneven split
I've yet to come across a scenario in Factorio where this is of any importance.
Please, construct a few examples where it is absolutely necessary that belts are split in a specific ratio.
>>
>>135418094
>>135417608
The only case where correct splitter ratio matters is if you have multiple ways for the ingredient to go and each way could suck up your entire production. In that case correct splitting ratio ensures you have ingredients going to each direction keeping the wheels turning even if slowly.

In that case the real fix is to increase your ingredient production though so it's kinda a moot point.
>>
>>135417608
If the incoming belt is full, the loop will just clog up and you'll end up getting 50%/25%/25% again.
>>
>>135418401
> If the incoming belt is full, the loop will just clog
True.
>and you'll end up getting 50%/25%/25% again
False.
You will get 25%/25%/25% of maximum incoming flow, 25% redirected into recursive loop, clogging incoming flow even further.
If flow is important you can use 14 splitters to get 31,25%/31,25%/37,5% instead, which is close enough for most cases.
>>
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>mfw I realize the raw material requirements for tier 3 speed modules (and others)
>>
Ayy, Steel I'm on the serb right now. Gonna work on automating all the things.
>>
>>135418880
STOP BEING AUTISTIC
>>
>>135381808
>the most compact way not using bots*
>>
>>135418880
>You will get 25%/25%/25% of maximum incoming flow
Surely you mean 33%/33%/33%
If what you're saying is true, then only 75% of what comes into the system will leave it again - it would violate a simple mass balance.
>>
>>135383171
i like how you store the solid fuel
>>
The scariest part of the game is the very beginning before reaching the first gun turrets.
You are completely alone, have a single pistol, and have to defend an iron, coal and copper mine, probably fairly far from each other from attacks that can come from any direction.
>>
>>135419950
If my understanding of splitters is correct, incoming flow will be at most 75% of corresponding belt speed.
Actually, I should just test it.
>>
>>135419787
ip?
>>
>>135420384
>Actually, I should just test it.
That should be completely unnecessary.

Imagine that the splitter setup receives 300 items/minute.
What you're suggesting, is that each of the three forks would then output 75 items/minute
Where do the remaining 75 items/minute end up?
imagine it's run continuously like this for an hour, you'll now have 4500 items that're unaccounted for.

It will only output 25%/25%/25% for brief "warm-up" periods. Once it has reached steady-state, it will ultimately end up as 33%/33%/33%.
>>
>>135420079
I always feel so worried before I get radars and turrents set up.
No idea which direction they'll come from, and no way to hold them off when they arrive.
>>
>>135420836
Does radar really help anything?
I never see enemies coming on the minimap, the dots are just too small.
>>
>>135420814
What's the throughput of a splitter with both source belts full? I assumed it would take turns between sources, thus stalling incoming flow.
>>
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>>135421376
Anon, I really hope you're pretending to be retarded.
Do you not understand that input must be equal to output, provided there is no accumulation in the system?
We're talking about laws of the universe 101.
>>
>>135422038
He's thinking that a splitter splits at a slower rate than a belt can insert new materials, causing the belt to back up when it's at full capacity
I don't think he's right but he's not being retarded either, you're just having communication problems
>>
>>135420903
They've saved my ass when they revealed that a nearby nest was clustering up.
Past that, they help me figure out where I need to put my turrets.
>>
>>135422038
Basically >>135422436 but I think a splitter can process as much items per second as one corresponding type of belts.
Yellow splitter can split yellow belt evenly without slowing it down, but does it "mix" 2 in 2 out at 2x speed?
>>
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>tfw making gem processing facilities just for the aesthetics
>>
>>135422436
No, he's still retarded.
Splitter throughput relative to belt throughput is completely irrelevant in this discussion.
What goes in must come out, regardless of what rate the splitter can process it.
This is why the discussed splitter setup simply cannot split one input X into three equal outputs of size X/4.
It's physically impossible, because it would require items to disappear.

Even ignoring that, let's say splitter processing speed is relevant.
Where does the X/4 come from, then? Why not X/7, X/9 or any other number?
>>
>>135423490
>Glittering bi-plane
>>
Sorting machines are cool.
https://www.youtube.com/watch?v=SMEQgGcl1ik
https://www.youtube.com/watch?v=HB5f004ASBU
>>
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UNDERGROUND WIRING
WHEN
>>
>>135410570
When you get dark blue science you will want mostly petroleum gas.
>>
>>135424358
Use an underground belt to make room for a pole, you mongoloid.
>>
>>135424358
place those mines further apart their mining areas are overlapping
two problems solved at once
>>
>>135423687
Anon, look at that loop. Look at where it ends. A splitter can also be a joiner!
What I assumed at first (and have doubts now but that's irrelevant) is that a joiner can process X items per second, and with both inputs full it will take turns getting X/2 items per second from each.
I was not talking about limited input amount and infinite time, I was talking about flow speed.

What happens when a blue belt is followed by a yellow belt?
Sure it does deliver 100% of items. Eventually. But it does that at 40% speed of two blue belts.
>>
>>135424358
Do you see the area around the miners when you place them? That's the area they mine. Currently they overlap for your miners. Unless you really need maximum throughput it's better to overlap as little as possible, and if you do it that way you have plenty of space for power poles.
>>
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>bobs mod tier 2 assemblers require basic electronic board
>basic electronic board has 3 components and can only be assembled in tier 2 assemblers
>>
0.13 FUCKING WHEN

Also I want smart long handed inserters
>>
>>135425281
I just went over the same meme.

The meme is that you can make the electronic board in hand but the components require advanced facilities, namely the carbon from the chemical furnace and solder plates from mixing furnace
>>
>>135424885
disregard this niglet
he has no fucking idea of what he's talking about
>>
>>135425281
Son, just wait until you get into Science 4 and the entire production tree
it just gets worse and worse

I still think resin and wood should be completely eliminated from the entire process and the electronic circuits cut down by one tier
its too much
>>
>>135425469
>>135425569
I know. It's my second game with the mod but it still pissed me off.
>>
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>>135424919
Oh btw the test can be simplified a lot. And I really was wrong, total throughput of 2i2o splitter is 2x of corresponding belt type, not 1x.
>>
>>135425054
>>135424885
Poles are cheaper than land.
>>
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>>135425569

Got to modules 14 hours in.

I think this means I'm about a third of the way there?
>>
>>135424919
>I was not talking about limited input amount and infinite time, I was talking about flow speed.
Just like I've been talking about flow speed in previous posts (>>135422038 and >>135420814).
Even though I repeatedly bring it up, you fail to address the 25% that seemingly disappear.

>But it does that at 40% speed of two blue belts.
u wot
A yellow belt has a throughput one third that of a blue belt.
https://wiki.factorio.com/index.php?title=Transport_belt
Where the fuck do you get 40% from?
>>
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>>135426692
>He doesn't know about real belt speeds
https://wiki.factorio.com/index.php?title=Transport_belts/Physics

Also lrn2 traffic jams.
To the right is approximation of my incorrect assumption about splitters. You redirect output2 to input2 and it clogs input1 and thus output1
>>
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rate my loops

>>135427473
splitters don't change which side of a belt something is on
>>
>>135429554

>all that brick production
>>
>>135427473
Didn't they fix the belt physics? Like turns don't uncompress the belt anymore and stuff.
>>
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>>135427473
>https://wiki.factorio.com/index.php?title=Transport_belts/Physics
This article confuses me. It links to an alleged experiment, but there's no mention of how it's performed.
Further, it mentions the "other" belt values as theoretical, even though it's clearly explained as an experimental value in the article I linked to.
Even assuming that the given values are correct, a yellow belt has a throughput equal 20% of two blue belts.

>here's my half-assed picture that shows how things clog up
Only thing clogged around here is the arteries leading to your brain. The picture does not demonstrate anything.
While I get some sleep, you should read up on mass balances, and how they easily prove that a 25%/25%/25% split between three outputs is simply not possible.
Alternatively, study this .webm. Note how the two different setups have the same number of active inserters, and how the right-side input isn't slowed by adding items to the loop.

Finally, you've still failed to account for the missing 25%.
>>
>the resources required to make Electronic Circuit Board with Bobs Mods

really?
>>
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build wall
>>
>>135432889
> 20% of two blue belts.
Oh, I meant blue followed by blue as opposed to blue followed by yellow, not two belts in parallel.

>Alternatively, study this .webm.
Uhh I have already verified that my initial assumption about throughput of a single 2i2o splitter was incorrect.
>>
>>135432889
[muffled wall destruction in the distance]
>>
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>>
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>>135432889
> Finally, you've still failed to account for the missing 25%.
Don't need fancy webms to see the difference in output density between a straight belt and a clogged loop (what I INCORRECTLY assumed would happen in 1-splitter loop)
>>
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>>135435173
>small scale
what am i a pleb?
>>
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>>135436176
>Doesn't infinite loop
>>
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>>135436263
why would i loop it...
Thread replies: 255
Thread images: 164

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