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/fcg/ - Factorio general
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Previous thread >>136460004

von Neumann devices Edition

>http://www.factorio.com/
>http://guide.factorio.com/index.html
>http://steamcommunity.com/groups/eggtorio

stuff that one anon really wanted us to add to the OP
>http://rubyruy.github.io/factorio-calc
>http://factorioblueprints.com/

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

This thread is dedicated to autism factories simulator aka Factorio.

When posting a server please include version number and any mods used.
>>
First for SCIENCE
>>
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>First time playing
>Playing campaign
>Spaghettijunction.jpg
>Expand forward turret base and kill a nest of those little crawly fuckers
>Shift turrets forward and give them plenty of ammo so I'll be fine
>Back at my base trying to figure out how to piece together my car so I can complete this mission
>Suddenly alarms and klaxons the fuck everywhere
>Aliens went under my forward defences and attacked in huge numbers
>Engines and boilers destroyed
>powerpoles destroyed
>Belts all fucked up
>Pumps dead
>Half broken shit everywhere
>Wail away with my shotgun but they won't aggro to me and keep breaking my spaghetti junction shit that I have no chance at remaking
>Hours of work fucking lost in seconds
>Alt-f4 in blind rage

Haven't had so much fun since I played Dwarf Fortress for the first time.

Best fucking game. 10/10 all years
>>
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>>136774525
>he didn't build The Wall
Your mistake, bud.
>>
>>136773652
holy shit that pic
>>
>>136774735
I did build a wall, but only around my gun turrets.

Now that you say that, what's the AI aggro mechanic with walls? Will they mostly ignore complete walls and make for the nearest opening? Are they pre-programmed to ignore walls if possible?

Or do you mean a literal giant fuckoff wall of turrets and stone bricks in a straight line.
>>
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Post train stations ;)
>>
>>136774931
I think they path towards pollution generators. If they find other structures, their priority is shit that's hurting them, then pollution generators, then whatever's left. If they're blocked off by something they'll go for that instead.
>>
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>>136774868
Shit, I didn't pay attention but it looks like the core unit of a processor through a microscope.
>>
>>136774931
>>136778505
Basically that. Whatever blocks them (usually a fuckoff wall of turrets and stone bricks) will be their priority, unless they have a clear way through to your engines. They'll focus on you if you happen to get in the way though.
>>
>watch a bit of a tutorial
>download game
>start game
>somehow forgot how to start out
>not interested any more

fuck me
>>
>>136783321
New Hope teaches you how to start senpai.

It's a decent set of missions it goes up to Oil & plastic production.
>>
>>136783434
I disliked the missions because they forced you to restart over and over again.

I watched two episodes of a Let's Play and started a Free Play.
>>
>>136774525
>first serious game, get some science 1&2 engines up fast by my standards
>plop a couple radars down in the middle, enemies seem attracted to it so I just turret around it
>at some point while im setting up oil production enemies decide to go full no fucks at all sides and start killing my drills they previously ignored and ran past
>losses:
>50+ belts
>16 drills
>a chest with 600 stone blocks and 150 walls
>a chest of 600 steel (not yet integrated into the automation)

fug
>>
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>>136783589
>they forced you to restart over and over again.

What?
>>
>>136783589
But they give mostly built bases that just need a couple belt connections?

If anything its more fun to work around a prior design.
>>
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Everytime I play this game I feel like im doing something wrong, is there any spreadsheet with how many iron goes in to make 1 red flask etc?
>>
>>136783907
he means you need to start from scratch until you fulfill the goal of the mission, then in the next one you need to do that again
>>
>__launch-control__/control.lua:3: attempt to index global 'game' (a nil value)
Is there a functioning version of launch control? I don't want to have to visit the silo every few minutes.
>>
>>136784318
That's literally in the ingame recipe for that item.
>>
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>>136784457
No I mean like, if I have one assembling machine making red flasks, how many drills do I need to make the gear wheel and so on, because right now its just guessing work
>>
>>136784318
>play computer game
>doesn't read the informations dispatched on GUI
Sure buddy you're doing something wrong.
>>
>>136784781
follow the recipes and do some math, it tells you everything you need to know
>>
Can you explain me nuclear power?
I've got this green stuff, and some purple stuff nearby, and water. And even oil, because looks like acid is needed.
But how to put it all together?
>>
>>136784781
Look at the recipe, note the time, then go back to iron wheel gear factory and note how many plates it must consume to fill the demand, then tje smelter and the recipe how many ores the required plates need and so on.
>>
>>136785305
step one: go nuclear
step two: go wild
>>
>>136785305
You can run pipes into assemblers and other random machines. Just j-jam it in.
>>
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>>136785121
>>136785461
I understand that, but once I get into green and blue flasks the math falls apart, I was just wondering if there was a spreadsheet somewhere so I dont have to spend hours figuring out how many drills I need just for one blue flask.
>>
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>>136784781
Are you seriously not capable to work that out? Start with the finished product and work your way backwards, e.g. one red pack needs 1 copper and 1 gear every five seconds. 1 gear needs two 2 iron plates every .5 seconds.
This means in order to fully sate one assembler with gears, you need 1/10th of a gear assembler and 0.7 copper smelters.

>>136785793
Or maybe you're not autistic enough after all.
>>
>>136785793
Here's the alternative: Just have more than you need.

If any belt is running dry chances are you need more of the previous step. You eventually need 100 smelters for both iron and copper anyways so you might as well have bit of extra iron production to make sure everything goes smooth.
>>
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>>136786261
Yeah thats simple enough, but I dont want to do that for everything if its already been made.

>>136786261
Yeah, I could do that with everything I produce, but eventuelly it will fill the tracks up, which just adds extra work.
Knowing exactly how much you need would make it much more effictiant
>>
>>136787025
Just stop being lazy for once in your life.
>>
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>>136787156
I'm sorry for wanting to play the game and not make spreadsheets.
>>
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>>136785709
Thanks, but that's not helpful at all.

What does actually produce electricity in this picture, and where nuclear fuel goes?
Do I need to enrich fuel the way up?
Why there are 2 identical turbine things?
What the fuck is all this about pressurizing water?
>>
>>136787025
Having backed up belts is not a problem, in fact saying fuck it and adding 5 more miners and 10 more smelters will make you do way less work than calculating everything. And you eventually will want that extra capacity anyways.

And "efficient" is pretty bad way to think about it. Sure it's kinda wasteful to have bit of extra stuff laying around the belts but at least everything works. If you calculate everything there might be less stuff laying around but if you make a mistake something instantly stops working.
>>
>>136787246
Well, there's https://synopia.github.io/factoratio/, but it's sometimes wrong, it's pretty easy to check it yourself.
>>
>>136783589
the best part of factorio is to learning everything by yourself

then upgrading, tweaking, improving machines efficiency while getting attacked by ayys
>>
Any simple mods for tanks that makes them more relevant? I would like to put flamethrower or shotgun instead of submachine gun.

All tanks mods add tons of useless shit and ugly shit like 4x bigger tank.

God I would love someone to make a mod with tank being upgrade-able like power armors.
>>
>>136784781
Make spreadsheets
>>
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>>136787383
Yeah but that'll end up in the belts being over filled, and making sure it doesn't fill up just adds extra work, is it really worth it compared to the fact that it having it fully calcuated-might- make it stop for a bit?

>>136787847
Eh, not what I wanted but it helps, I would prefere unit per resource and not unit per minute.

>>136790984
Haven't you already made some? Share!
>>
>>136784358
I got it to work and placed the Launch Control Radar thing, but it doesn't do anything. My rocket gets built, but I still have to shoot manually. Do I need to do anything else?
>>
>>136791240
>Yeah but that'll end up in the belts being over filled
this is only a problem if you have more than two types of items per belt, which you should never be doing in the first place
>>
>>136791240
You don't have to "make sure it doesn't fill up" that's nonsensical. Unless your set up is some kind of pants on head retarded loop I suppose.
It's always better to have a full belt than an empty one.

I mean if you want to do the hard way and make a massive spread sheet then be my guest but just making sure you have enough is both the easiest and the easiest to expand upon too.
>>
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>>136791520
But that's nessarcy once your assembly machine needs 3-4 ingredients, no?
>>
>>136791751
|..>||
|.->||
|....||
>>
>>136791751
I think we've identified the problem. He's either retarded, never did the tutorial, or never looked at the inserters he has available.
>>
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>>136792071
I dont understand, what are you trying to say?

>>136792279
>doing the tutorial or looking stuff up
Might aswell hold my hand senpai x)
>>
>>136792405
left: Factory
right: two belts
mid: normal and long inserter

you can have two ingredients run on the same belt. one on one half, other on other half.
>>
>>136791240
every time I see this gif I get angry beyond reason
>>
>>136792405
>looking stuff up
>said look AT the inserters he has available
Okay yeah, you're just a complete fucking retard. You never looked at the tools you have available on your crafting menu, because you're some kind of weebspamming fuck.
>>
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>Ayys can acutally be fun, once you have Ion Cannons
Who would've thought.
>>
>>136776568
>unloading straight onto transport belts
>not unloading into active provider chests which are then unloaded into 18 requester chest fast inserter setups that saturate an express belt
AGH MY AUTISM
>>
>>136794413
>bots
>>
>>136796632
>look mom, I posted it again!
>>
>>136797484
Bots just aren't impressive
What's the challenge
>>
>>136797563
Having the game be playable at later stages? Making designs that minimize the amount of chests and inputs needed? Making aesthetic and functional designs that are modular and reproduceable?
>>
>>136797830
You go from actually having to plan out stuff to plopping down roboports and assemblers at random spots
>>
>>136790779
But they're great, pack some grenades and normal shells and you can clear every base easily
>>
>>136798130
>random spots
>not making a grid to maximize coverage while minimizing wasted roboports/electricity
>not making modular designs that expand in a flowing pattern fitting together smoothly
Anon, you have let your hatred blind you.
>>
>>136798763
>putting ports in a simple grid
>making simple-ass setups with one assembler, two inserters and two chests and then blueprinting them
That's absolutely fucking nothing compared to the previous logistic challenges
Abundance has made you supremely lazy, anon
>>
>>136784781
Anon all these bitch niggas are wrong. Just supply the assemblers with enough gears and copper so that the line is clogged up. That's how you know you have enough.
>>
>>136798632
this stops being true once Behemoth biters start showing up and stops being easy once Big Spitters are showing up
>>
>>136799951
It still werks though
>>
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>>136799936
But that wouldnt work, at some point it would overclock with only gears forexample.
Adding 5 different belts just seem austistic as fuck, but if that is what works...
>>
>>136800126
You obviously have dedicated belts for the different materials
Some people like producing stuff like gears and copper wires on the spot
>>
>>136800126
Are you being dense on purpose? Put them on each side of the belt. The belt has two sides. Red research require 2 ingredients.
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>>136800126
Here, look at the last factory to be posted other than yours.

See how everythings backed the fuck up? That's great.
>>
>>136784318
Anon read the fucking OP
>>
>>136800458
Lots of Ordnung there. And Ordnung muss sein.
>>
>>136800458
>lots of Ordnung
>barely any bots
Thats a nice base
>>
>>136799189
>one assembler, two inserters
What the FUCK are you talking about? You really never even looked at how to use them properly, did you? Again, your hatred has blinded you.
>>
>>136801278
Show me an example of what you think to be a logistic bot setup that comes close to the complexity of a belt setup
>>
>>136801435
I'd like to know that for informative reasons, as I am about to start out for the first time just now.
>>
>>136801617
Can you?
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>>136801832
what
>>
>>136802329
Oh I thought you were him trying to mock me or something
Carry on
>>
>>136797563
I hardly use bots in any of my main bases as I prefer buses, but they are great for loading and unloading trains. In my main base they're usually just mules to take my trash and deliver construction materials.
>>
>>136802630
I always use bots for inventory management, but never to move items going to assemblers, just bringing me shit and taking out the trash.
>>
>tfw imagining all the aliens are really muslims

makes the game infinitely better I tell you
>>
>>136804740
exploding biters when
>>
>>136805239
can you change sound data? like making them yell allahuh ackbar instead of their usual sounds?
>>
>dont mess with modules too much just make tier 1 speed ones
>try a productivity module
>all those resources for 4% productivity
>-15% to speed
I swear I've seen people argue that they use this but I cannot figure out why.
>>
If i have 2 mk2 shields will the effect stack?
>>
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Y/N?

It basically allows me to expand any needed assembling to the south, expanding any further assembler types to the west.

All belts are red at the moment, don't feel the need for blue yet.
>>
>>136807902
Yeah, I usually throw two or three in my MK2 armor, but the rest of the space is reserved for exoskeletons and a fusion generator... gotta go fast.
>>
>>136807415

The sounds are all there in the data directory as .ogg files, I don't see why you couldn't change them out for whatever you wanted.
>>
>>136807841
Basically the idea is that no modules is best if you have infinite space and infinite resources

Speed is great if you are tight on space but have plenty of resources to spare

Productivity is great is you have space to build but no resources.

Productivity is pretty useful on very complex products or things that are inherently limited like alien science and even better if you manage to chain them as they increase in power exponentially.
>>
Is there a mod that will allow me to look into a place i'm not in? Like the focus on trains? But for example in a part far on my base?
>>
>>136808461
Yeah that's how I understand it. But what I'm looking at is the slimmest of slim margins where even at just POURING in resources to make these things (which inherently lowers their productivity because they have to recoup both the resource and time cost of making them!), the margin that they increase productivity would take hours or tens of hours to recoup.
>>
>>136808716
Well I know of two addons that does kinda what you want:

The Fat Controller to check on trains where ever they are

Yet Another Resource Monitor to check on whatever resources you've marked
>>
>>136809004
Pretty sure the T1's pay themselves back pretty fast.

And if I remember correctly even the T3's pay themselves back if you slap them into the rocket during the first launch already.
>>
>>136787314
N-no one knows, anon.
>>
>>136808214
ah cool, will probably do that then
>>
>>136809114
Like The Fat Controller but i get to place where i want to see
>>
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>>136801435
>>136801617
>>
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>>136808171
That's a weird bus design. Look at mine. It's much more compact, but as expandable. The idea is, don't tunnel the branches (the bus is too big to be tunneled), but tunnel the bus.

Also: If you wanna get serious, you will need to add more rows of, e.g., green and red circuits. Expanding to the bottom won't be sufficient because of belt capacity.
>>
>>136808171
>>136811248
Also, it's important to note that when you need 2 or more ingredients, it's best to start with the closest resource on the bus and then the farther one just due to quirks that allow you to save time, space, and hassle that you would run into by attempting to do1 the opposite.

So for instance, he
>>
>>136811248
Well, I guess I can always add additional belts for iron plates and circuits. Your design, with assemblers up and down, makes me think that it is limited somehow while mine, with being onesided, can just expand more and more.

Is there any big downside and being wasteful with space like I am at the moment?
>>
>>136812870
>with assemblers up and down
That's not really an issue. I can always remove one row of factories and add them further below or on top.
>>
>>136812870
>Is there any big downside and being wasteful with space like I am at the moment?
Besides it being ugly, no.
>>
>>136812870
Not really, it makes it easier to manage for marginally more materials. So spacing things out is a good move if you are unsure about things.

The real problem is that it doesn't look as nice as the other anons pic
>>
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How do you turn your ores into plates? This is what I've done. Is it the best method?
>>
>>136814403
Well it's a bit in efficient but that's right on a principal level.


Some things are wrong though, namely why are you using so many pointless things

>Splitter splits only to merge right back up
>2 inserters moving things from belt to belt when you could just use a splitter and run it into those 2 lanes
>You could actually just delete one of those ore lanes, you only need to reverse the long handed and fast inserters on the other side
>Another random inserter moving shit from one belt to another only to be put into the chest moments later, when you could simply delete the last piece of belt and put down the inserter there.

A solid start though, no meme loops or anything like that.
>>
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>>136814403
I use this setup
it's similar in dimensions to yours but much easier to expand upwards and requires less loaders
>>
>>136814403
no, yours is not very expandable, limited by the "seperator inserters" speed
>>
>>136815178
>>136814403
>these meme smelter setups
the campaign's train mission has one of the better smelter setups for stone and steel furnaces
>>
>>136815037
that splitter was to evenly distribute the ore between both sides.
The other things are stupid. I have no excuse
>>136815178
I never thought about having both coal and iron on the same belt like that. Fucking genius
>>
>>136815672
I know what's it's for.
Balance the belts on the miner end by placing as many miners on both sides of the belt for the same effect.
>>
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>>136815591
>>
How does everyone handle train maintenance/fueling? I tried just having a central location that a train would hit after three or four cycles of its main schedule, but I found it got clogged rather quickly and would deadlock trains. Might've just been problems with my signals, but either way it seemed like a bad solution. The only other solution I could think of was delivering coal to a majority of my stations and having fueling there, but it seems like overflowing coal would be a problem as I couldn't think of an intuitive way to have stations only take coal from the cargo of the supply train if the refueling chests are almost empty. I guess the same for repair packs, but I seldom had trains getting damaged. This wasn't a problem before I decentralized, as every train passed through my main base at least once, but once I started doing stuff like ore mining->smelting complex with other trains doing smelting pickup->electronic chip factory dropoff and stuff like that, I had to worry about it.

I really wish there was just an "go to station X if fuel or health is less than Y%" option in the scheduler, it would make things a lot easier, especially since the scheduler is a bit awkward to use even with The Fat Controller.
>>
>>136815178
Are the single-tile belts for each output there for compression or am I being rused?
>>
Who got a serb up?
I wanna play this shit.
>>
This game reminds me of why I became an engineering student. And why I then switched degrees.
>>
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>steel smelting setups
What's wrong with this?
>>
>>136817768
Have a belt of coal and an inserter at every unloading station in your HQ.

Unless you're doing something super fancy with lots of different drop off points this should be super easy.
>>
>>136818218
Maybe for easier upgrade to electric smelter.
>>
>>136818218
compression and room to add new output lines if the need arises; that they make using substations instead of medium electric poles easy is a nice convenience though.
>>
>>136818728
>Unless you're doing something super fancy with lots of different drop off points this should be super easy.

Like I said, that's what I'm doing. Some of the trains will never pass through my HQ as they're just on a loop between ore mining and smelting for instance. Maybe it's pointless to do things like make green chip factories that take up an entire chunk, but by god I wanna do it.
>>
>>136819919
>take up an entire chunk
Actually not as big as I thought. I'm thinking 4 chunks on a side.
>>
>>136818471
Do you feel like productivity isn't worth it for smelting? I'd rather have speed desu copper and iron are too easy to get.
>>
>>136821675
I agree considering that electric furnaces are already power hungry as it is. A single one of those in the image with the two modules takes 5.4 solar panels to function whereas with two level 1 efficiency modules you only need 1.2. Seems like that facility would be a biter magnet.
>>
>>136821675
Meh. I don't like building outposts and klling creeps and rather focus on building a huge main base.
>>
>>136822262
Luckily I have nuclear power. I constantly have to had more, though.
>>
>>136809523
>>136787314
Build 72mw core, it puts an empty fuel chest in your inventory when you place the core, put the chest anywhere along the outside edge of the core and put the fuel in it.

2 methods to get power from nuclear, loop hot pressurized water from the core, to a few heat exchangers, back to the core with a fast pump, then feed water to the other side of the heat exchanger and go to regular steam engines, or put a steam generator and a steam turbine.
>>
>>136808716
Uplink mod lets you remote view your factory after you launch the first satellite.
>>
>>136774367
isn't this just very visually misleading because there's no numbers
>>
>>136825919
>>136787314

Don't worry anons I'm working on a much simpler nuclear power mod.
>>
>>136829267
Well, nuclear power shouldn't be simple or inexpensive. It should be relatively complicated and expensive to get running otherwise it becomes rather cheaty.

That being said, it should also be much funner than whatever the fuck Uranium Power tries to do. Building the rocket is complicated and expensive, but getting there is still fun. Uranium Power just has a bunch of shit that loops back in on itself until you hit the 4.7% fuel assemblies at which point you never have to worry about the reactor ever again.
>>
>>136829267
Uranium mod is incredibly easy...

Anything easier is literally just cheating for power.
>>
>>136829267
Just plopping done some imbalanced super power source is pretty boring.

With the Uranium Mod you do get a good endgame power source, but you have to work for it.

Even after you have figured it out, you can't just plop it down, you have to build 5 different things, and set up the reactor, which consists several different steps.
>>
>>136830787

That kind of supply chain for power is fine for big mods but for the base game it's not very reasonable.
>>
>>136830356
>Uranium Power just has a bunch of shit that loops back in on itself until you hit the 4.7% fuel assemblies at which point you never have to worry about the reactor ever again.
I actually like that step, it tries to simulate that you not only get nuclear fuel but also waste.

It is fucked up in the point that the fuel is only needed once, while the waste is actually useful because you can make ammo out of it. However, the creator apparently plans to make the reactor exhaust the fuel in the next version.
>>
>>136831342
What's the energy density of the ore in the uranium power mod?
>>
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Nuclear guid here for people saying it's too complicated.

>>135990237

It really isn't once you understand the concepts behind the buildings.

Also, check out this pic.
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This game looks fun, downloading now

Any protips for a newfag?
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>>136835467
Lots of loops.

Also, get the good mods, they add a lot of necessary stuff.
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>>136835929
>Lots of loops.
Don't fall for the b&. And don't use any mods for a vanilla first time play through except maybe EvoGUI and The Fat Controller.
>>
>>136835467
Don't worry too hard about perfect designs or shit like that at first, you have to intentionally try to fuck shit up in order to fuck shit up.

Experiment constantly. If worst comes to worst, tear it down and try again, you don't lose any resources from doing so, only your time.
>>
>>136778821
I think that's why the thread edition is "von neuman devices edition"
>>
>>136836438
Oh, I thought it was for me since that one anon said I was going Von Neuman in the last thread.
>>136709719
Thread replies: 140
Thread images: 30

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