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Factorio General - /fcg/
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ded 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.
>>
More oil when
>>
b-bmup ;_;
>>
>tfw adding trains to your base

I don't even give a shit if I'm making things less efficient and more deadly.

Who needs life when you have a train.
>>
>>136977896
Expanding into the sea when?
>>
live
>>
The last one seemed to be doing fine, what happened?
>>
Come back to /egg/ already you fucks.
>>
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How do I not run out of wood instantly
Am I going to have to go on hour long adventures finding trees?
>>
>>136983830
Use construction bots, a deconstruction blueprint, and trees.
>>
I just bought this game.... What am i in for?
>>
>>136985214
Mining ore to mine ore faster to mine ore faster for at least the next 12 hours of your life.
>>
Am I doing oil right?
>>
>>136983830
How experienced are you at Factorio? Once you research steel, engines, and automobilism, you can easily grab a car and go searching for wood with your new ride and Steel Axe upgrade.
>>
>>136985607
>wasting one tile between each refinery
>not having a storage tank before using the products
No, you're not
>>
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Am I doing junctions right?
>>
>>136987697
Why do you have two tracks going each direction
>>
>>136987892

To fit more trains on.
>>
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>>
>>136988089
You better be running like 30 trains through that intersection for that to be a problem
>>
>>136987697
You have two incoming tracks, but left-turning trains will still block nearly everything. Those are imo the most problematic.

You should try to add another left-turning track.
>>
>>136986387
Yeah, I suppose I can fit another refinery in on the right side from the space saved. Plus another one if I shove everything up/down.

Are storage tanks for light/heavy/petrol necessary, though? I know I'm storing crude, but do I really have to store the refinery products, too? Maybe as a midgame solution to byproduct spam before getting oil cracking?
>>
>>136985607
To get that set up for adv refinery, you'd need to either do a lot of pipe shit that you shouldn't want to bother with or move the return belt for your oil drums to the left side and do a much more manageable amount of pipe shit.

>>136986387
>Storage tank for products
That's only an issue if the heavy/light oil consumption is slow enough to clog up the refineries. I know that there aren't enough chem plants that are obviously going to be devoted to consuming oils with cracking/solid fuel production to keep up with those refineries (ignoring modules) but I can't remember the ratios for products that require gas.
>>
>>136988858
The ratio is 4 refineries, 7 light oil cracking, 1 heavy oil cracking.
However, it well become more complex once you start producing lubricant and light oil to solid fuel (for the rocket).
In that case buffer storage tanks are a necessity. They can then be used with combinators to pump stuff to the cracking plants only if the buffer tanks are nearly full.
>>
>>136988832
It's good to have a storage tank in place, without shoving it right up against either the refinery or the plant, so that you can run lines from it to other places to help distribute the products for expanded production. Say you want to run another line of cracking plants? Tank lets you route some over to it and direct the flow efficiently while keeping an eye on your production levels.
>>
Hey /fcg/, does anyone have experience with a headless MP server?

Does the server need to be powerful? How much RAM is enough?

What happens when no one connects to the server? Does the game still run and bases get overrun by ayyys?
>>
>>136993949
>What happens when no one connects to the server? Does the game still run and bases get overrun by ayyys?
The servers that I played on stopped the time when nobody was connected.
I have no experience running a server though.
>>
So I gathered some alien artefacts.
What do you think is the best to research with alien science packs?
>>
>/fcg/ is ded
So we go back to /egg/ now?
>>
>>136999590
i dont wanna
>>
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>June 1st
>>
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Why does this only ever split to the right side of the belt going down?
>>
>>137005251
try balancing the belt further back that should fill both sides evenly
>>
>>137005251
Is the part that continues to the right backed up?
>>
>>137006107
I did that, but it still mainly filled the left lane, with the occasional piece on the right lane.

>>137006857
It moves, but at a slower pace.
>>
Multiplayer memery soon?
>>
>>137007034
>It moves, but at a slower pace.
That means that most of the items on left hand lane are forced towards the bottom. Right-hand lane can go either way, but since the last thing to go through at any given point was left hand and thus went south, the thing from right hand goes east.
>>
>>137007034
splitters prefer the left
also in cases where one side is fuller than the other the full side has more weighted chance to be split
splitters won't swap side of belt for you
find an open spot further back along the line and put in a splitter with one half coming out to the bottom/right then sideload that back onto the belt
>>
>he plays factorio without long-reach mod
It's like you hate yourself.
>>
Are mods compatible with updates?

Or is it like every other shit early access game where mods brek everytime there's an update?
>>
>>137013907
Depends on what the update changes, especially regarding the Lua API.
>>
>>136993949
Headless pauses when nobody is on.
>>
I just finished single player for the first time.

I was playing for 90 hours.

I went a long, long time before I started to use bots and blueprints. Never got round to building trains though. I had a car + best quality power armour with 2 exo-skeletons, and I was literally drowning in express belts. There was never any need for serious long distance haulage.
>>
>>137007272
That makes sense, thanks.
>>
>>137015124
For your second run lower the availability of the minerals and add some mods like RSO or bob's
>>
>>137015557
>Mods
I know nothing about the mods, but I have just found the mod site.

What other recommended mods are there?
>>
>>137016096
Just pick the ones you like, there aren't really any essential mods. Some of them add more content or complexity, some add some features that seem natural, some add some convenience upgrades.
Bob's mod pack is for example pretty good if you want just a ton of new content and complexity, but is not good if you don't like that part of the game.
>>
>>137016096
Get ks_power , supreme warfare and alien evolution
>>
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>>137016096
>>
>>137019097
Hmm is it safe to use that many mods? I have noticed a frame-freezing with some mods.

Also i dont see any biter mods.
>>
>>137019778
nvm misanthrope mod

Is this mod good? Does it make your game a little bit challenging? I need a good biter mod
>>
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>>137019778
It's fine, I use all these mods without any problems, and I've seen people use vastly more mods

>>137020108
Natural Evolution
>>
>>136989076
Or you can pump stuff to production while the rest goes to cracking.
>>
>>137021001
How do you intend to do that?
>>
>>137021948
Put a pump on one side after splitting the pipes. For example pump into lubricant production, no pump into cracking. Only if lubricant production is full and pump can't push oil there it goes to cracking.
>>
>>136989076
>4 [adv. oil], 7 light oil cracking, 1 heavy oil cracking
That'll still result in a surplus of oil products - you could even keep an 8th light oil cracking plant up.
A more accurate ratio is 16:35:5, which will result in 0 heavy oil, 0 light oil, and 28.8 petroleum gas/s, at a consumption of 32 crude oil/s.
>>
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>>137024521
I went back to my spreadsheet, and turns out you're right. I forgot the speed modifier.
With the new values the ratio comes out at 5 refineries - 7 light cracking - 1 heavy cracking. Does that work better?
>>
>>137025789
That puts out 5.5 + 3.5 = 9 petroleum/s
>>
>>137021948
That's actually the only thing I've found in vanilla factorio where combinators make sense.

Only pump oil to the cracking facilities when the tank are more then x% filled. If it's filled at (x+y)%, send it to the burning pipes (there's a mod for that).
>>
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So, this no steam setup actually does work, even with smaller pumps. Anything faster than regular small pump is enough.
Just needed to swap to pressurized water.
>>
>>137026586
You're only making 31MW out of a 144MW reactor. Try hooking up more Cooling Towers.
>>
>>137026586
Incredibly wasteful though, does the tank decrease under full load after a while?

Also, you aren't getting nearly the full power out of that core.
>>
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>>136993949
headless servers are essentially invisible players as far as the netcode is concerned. the game pauses when all human players are disconnected.

I don't know what the requirements are exactly but i know this laptop was too slow to run a server. my guess is it's the CPU.
>>
>>137025789
>>137026012
Turns out I fucked my calculations as well - 16:35:5 is no good either.
5:7:1 should result in a perfect 0 for both heavy and light oil, producing 9 petroleum gas/s.

>>137026339
>If it's filled at (x+y)%, send it to the burning pipes (there's a mod for that).
I disagree with that approach.
If there's an excess of light oil or heavy oil, then you do not have enough cracking facilities.
Any excess petroleum gas should only be discarded if there is also a shortage of the other oil products.
Finally, the petroleum excess should not be burned off (whether in a steam engine or flare tower), but instead turned to solid fuel.
>>
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I'm getting sick and tired of this shit.
This setup is stuck because there's 0.0 heavy oil in the highlighted pump.
The pipes after the pump are completely empty, but the lower tank cannot be emptied of light oil, clogging the system.
Goddamnit.
>>
>>137027838
Yes, you're right, I'm no fan of burning either. But sometimes you gotta do it as a last measure.

For me, solid fuel was once completely backed up, because rocket fuel further upstream was temporarily not consuming them and I didn't want to add cracking facilities because normally, I wouldn't need them. But I needed to get that plastic rolling again to produce low density structures (which in turn would also cause more solid fuel to be consumed). So I built the burn pipes and added the condition to only burn at 98%, so that I case I forgot to remove them they wouldn't eat through all my light oil.

But you can also use it to produce light oil only at a certain fill % or something like that.

>>137028643
>all fuel types into a single pipe
Sheeeet nigga what are you doing?
>>
>>137028643
No, it's backed up because you're retarded and put everything into a single pipe.
>>
>>137028827
>>137028989
>everything into a single pipe
Calm your shit, anons.
I'm doing engineering. I'm fully aware that things can be done far simpler with three pipes.

It might allow for some more compact large-scale setups.
Knowing how to create and manage mixed pipes might also be useful for other plants, such as cracking and acid.
>>
>>137028643
>all these combinators
>trying to pipe multiple liquids through the same piping
>>
>>137028989
stop being a rude piece of shit, hes been trying to find out if you can use a single pipe to store all liquids in for a while now
>>
>>137029221
no you don't understand
>As of 0.9.1, only one type of fluid can occupy a Pipe at a time. Two liquids will never mix.
>>
>>137029221
>>137029272
and guess what? You can't.

Just fucking fix it, you nincompoop.
>>
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>>137029221
Genius. Why has no one else had that idea yet?
>>
>>137029405
If fluids could mix, it would be impossible to do this, and there would be no reason to.
>>
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REEEEEE
This is the third time I'm redoing this chemical plant and I feel i'm banging my head up against the wall again.


I'm still missing too many metals, I think I need to start shipping in some at some point.
>>
Going to set up a server with the toxic jungle mod, it basially places trees everywhere. With large biter bases and medium ores that makes for a nice challenge, if anyone is interested, here are the mods I will be using for the server

https://a.pomf.cat/sazwyp.zip

IP:eggtorio.noip.me

No 16k modem people pls, server will be up in a minute or so.
>>
>>137030914
region?
>>
>>137031224
In Europe, but if you have good internet joining from the US would be alright too.
>>
>>137031451
So that toxic jungle mod seems to be weird, I don't get nearly enough biter bases as I should. Might take a few more minutes until i figure out what's going on.
>>
Given that furry mod adds nitrogen and hydrogen production, is there one that adds the Haber process to make ammonia?

That would be fun but I don't know what you could use ammonia for, maybe another route into explosives, or hydrazine for rocket fuel.
>>
>>137031618
Washing bug-guts outs off your car''s windshield.
>>
>>137031579
Ok it's fine now, just trying to get a map we can start on, without biters right on top of the first iron ore.
>>
>>137032515
Alright got a nice map, come and join

eggtorio.noip.me
>>
>>137032668
Gonna join in a minute.
>>
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US Serb up.

USians only please.

Mods:
https://a.pomf.cat/fjvgrm.zip

Factorio.no-ip.org:34197
>>
>>137026905
Needs some serious pressed water supply, but can support 4 turbines at almost full load.
>>
>>137034593
If you built it the right way you could support 4 turbines at full load with no pressurized water supply and only 1.5 offshore pumps per turbine as coolant.
>>
>>137034890
Can you post a screenshot? never seen a setup for the 144MW.
>>
Where are the NPCs
I feel so lonely
>>
>>137032668
>>137030914
Join, EU fags.
>>
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With southern expansion comes new fields of resources. Mmm, feel that rumble in the ground from all those miners.
>>
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Whenever I play this game I'm reminded of this old YTMND and the song that goes with it (underage fags might not remember YTMND)

http://blueballfixed.ytmnd.com/
>>
lmao diamond pick axes are goat.


>>137036515
Ill come in a bit
>>
>>137035797
The ayys will keep you company im sure
>>
>>137036515
Im home soon. Want me to join?
>>
>>137039286
sure.
>>
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>not putting your coal on the bus

Bus your coal
>>
>>137040637
>using coal
Solid fuel yo
>>
>>137040637
>recipes used in
That's a pretty bad metric
>>
>>137041802

What metric would you prefer? I suppose something that represented the rate of consumption.
>>
>>137042129
The only recipe you regularly use it in is plastic, which generally isn't even made on or near the bus, which means you're better off not wasting all that space on the bus running an ingredient you only need in 1 place, when you could just directly route it to your oil area or wherever your plastic is.
>>
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Factorio.no-ip.org:34197

https://a.pomf.cat/fjvgrm.zip

Hellworld is up, get in here, new and interesting mods.
>>
>>137042852
That's for US.

EU fags get here:
Mods: https://a.pomf.cat/sazwyp.zip
IP: eggtorio.noip.me
>>
>>137042852
US serb.
>>
>Build factory
>Go elf mode because it's my first real factory.
>Very compact production chains designed for just in time production to prevent overproduction.
>Exact amount of miners/electric furnaces + 10% to ensure exact iron/copper/steel production.
>Small oil refinery with only a single storage tank for each oil, crack all oil into petroleum.
>Electricity generated from solar panels and stored in accumulators; zero hydrocarbons burned for power.
>Further installation of efficiency modules across high pollution devices, dragging miners down to 1.8 from 9.

>Pollution area is a very, very tiny red tinted cloud, can't even reach the nearest biter nests so my laser turrets never need to fire anyway.


>Decide to start over, this time going full mass production scheme.
>Miners packed as close as possible, mass storage in chests, 48 steel smelters going at once for iron, another 24 for copper.
>Assemblers use the bus concept and stretch out in large patterns for miles, ample space between everything to ensure it all has room for expansion and transport.
>Materials are produced far beyond needed quantities with a lot of mis-timed production, buffer crates fill up unevenly.
>Speed modules installed everywhere they can be because gotta go fast.
>Half a dozen oil refineries and tons of pumpjacks running.
>Base is basically one giant red square on the map, regular swarms of biters attacking my defenses with waves lasting upwards of 30-45 seconds a piece.
>At some point, my construction drones, despite having 40 per roboport, can no longer keep up with the rate of incoming attacks.

>Too late to go back to a peaceful life, it will take centuries to dissipate all this pollution.

Fun though it was, I wish there was a way to dump science packs into pollution scrubbing once you hit the end of the tech tree.
>>
>>137044939
Use the Air Filter mod. You can make air filtering structures which are reskinned assemblers, that use an air filter consumable and output a used filter. Then you clean the air filter using coal.
>>
I have no idea how to build my oil industry without it turning into a massive clusterfuck of pipes everywhere.
>>
So, what's the best way to make electronic circuits? I currently have them lined up with copper wire coming in -- problem is that I never seem to have enough wire, and even a fast transport belt is nearly clogged by the wires. Yet I need more circuits, so this doesn't feel expandable enough.
Would moving the wire directly into the circuit assembler be a better idea? Maybe just give each its own wire assembler? Or maybe a wire assembler is able to supply two circuit assemblers with wires?
>>
>>137048992

Put your wire assemblers right next to where the copper is smelted and send the wire everywhere it's needed using belts. If you need more throughput, put 2 or 3 belts parallel to each other.
>>
>>137044939
just make more turrets
ayys can't damage you if they die long before they can reach you

a 2 thick solid wall of laser turret, behind 2-3 thick regular wall is damn near fucking impossible to breach, even harder if you have bots repairing it
>>
>>137049605
Nah, wire is not needed enough to warrant putting it on a bus; even then they are laughably easy to assemble, requiring only copper plate, so you can just make them wherever there's a need for them.
The thing is I have the electronic circuits on my bus, as damn near everything requires it, so I need to scale up the production of it since the lack of throughput of them are currently hampering my blue science assembling. Problem is supplying the assembler with enough wires since they gobble up an incredible amount of them. I'll probably have to build a second circuit assembler further down the bus and re-supply it that way.
>>
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>>137048992
Don't put wire on a belt, it's terrible inefficient because 1 copper is 3 wire so it moves faster in copper form.

Best methods are either
II
II II
II<Circuit<Wire<II
II <Wire<II
II<Circuit<Wire<II
II II

duplicated as much as needed, with copper coming in on the right belt and circuits going out on the left, or:


II W<II
II v II
II<C II
II ^ II
II W<II
II v II
II<C II
II ^ II
II W<II
>>
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Did I do good, sempai?

>>137048992
Place 3 wire assemblers per 2 circuit assemblers.
>>
>>137044939
Does anyone really use just in time assembly? I think the bus concept is far, far easier to set up and use, and inefficiency doesn't matter all that much so long as finished products arrive timely to their destination.
>>
>>137050921
Remember to place chain signals outside the turn.
>>
>>137051416
>Does anyone really use just in time assembly?

I want it to be necessary via some kind of mod that makes conveyor belts explode if they ever get backed up.
>>
>>137037436
holy shit haven't seen that in years.

>underage fags might not remember YTMND
this is probably true by now.

also the music from the trailer is extremely fitting.

https://www.youtube.com/watch?v=DR01YdFtWFI
>>
haven't played much and far into it but I wondered, does building more than one lab actually do something? does it speed up research or is it a waste?
>>
>>137050921
Finally, a 2 tile s-curve!
>>
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>>137042982
>>
>>137020424
>>137019097
What is red alerts mod?
>>
Remind me why we all use bobsmod instead of Dytech? That's the only other big one I hear mentioned frequently.
>>
>>137054132
adds sounds that play when you have low power, losing a structure or unit, and when someone connects to your multiplayer game, in style with the C&C series hence the name
also have different voices to choose from
>>
>ayyyyy going for the nuclear option
>>
>>137042982
Did we crash or what?
>>
>>137037436
Hey, this looks familiar.
>>
>>137054132
Sound effects like
"Warning, low power"
"Building lost"
"Reinforcements have arrived"
"unit lost"
"Unit under attack"

It adds to the ambience and overrides the annoying standert alert noise.
>>
>Server descends into chaos
>>
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So is there any 90-degree angle inserters in this game? Or do I need a mod for that
>>
>>137058628
Side Inserter mod does that
>>
>>137058628
Mod has that.
>>
>>137058628

Maybe you should stop building shitty layouts that require cheat inserters to function, did you ever think of that?
>>
>>137058628
Don't use it or you will get addicted to it and won't be able to function on multiplayer servers without it. Just use better layouts.
>>
>>137059667
desu multiplayers should have it on default, it's pretty good mod.
>>
>>137060063
>it's pretty good mod.
Only if you are retarded faggot.
>>
https://wiki.factorio.com/index.php?title=Music

Who runs this page?
>>
>>137056530
>standert
>>
>>137059667
>won't be able to function on multiplayer servers without it.
Wait, you mean like, with people?
>>
>>137060331
no one knows
>>
Thinking about buying the game after ages of piracy
>>
>>137062859
Ye that's what multiplayer pretty much means
>>
>>137066431
But why would one want to do such thing?
>>
>>137067092
>he doesn't know about the glory of /egg/torio
Fucking newfags
>>
>>137067092
It's pretty fun.
I think we have 2 servers up right now, the EU server is a full forest map for example-

It's quite a lot of fun to work together, makes the game bit faster too and you can focus more on building the things you like while other people might handle different things. You also get to see what other people build and stuff like that. Coop games are quite popular you know.
>>
>>137067376
Nah, I just regard the last year spent on network-related crap as a complete waste.
>>
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>>137028643

Yeah, didn't make any progress with it myself.

I was also thinking of maybe making a system like pic related.
>>
>finally launched a rocket with a satellite at 41 hours

Holy shit I am retarded
>>
Care to share some tips on space management?
I usually get one long ass belt from metal mines, mix it with coal and run it to stone furnaces. Then I have two nice and clean belts of metal plates, usually close to each other. Then I can put down a red science pack line without too much trouble, but even the green pack start to get messy. Anything more and everything becomes a damn tangle of unholy whatthefuckery.
So, how do you usually plan your base? I'm not looking for plain layouts, mind you. Those can and surely will be efficient and all, but I don't wanna be spoon-fed too much
>>
>>137068774
yes you are
>>
>>137070403
cover your nearest ore patches in miners, run the miners to an expandable array of furnaces
either mix the ore with fuel or use two belts and long handed inserters
run the plates to a 4 or 8 lane belt balancer
branch off the main bus to produce products
plug in additional furnace arrays to the balancer as you make them
if a belt is always full of stuff either upgrade it or run another belt in parallel
>>
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how do you kill big worms

its exploding spit fucks my shit up every time. cant get close enough to shoot it or throw grenades at it. cant even place a turret close enough without it sniping me and then sniping the turret soon afterwards.
>>
>>137073923
Fill your inventory with construction bots and repair packs and drive a tank right into it, works like a charm
>>
>>137074106
I will try this
>>
/fcg/ where are you? stop dying every night
>>
>>137077939
on the crapper right now, birthing the most gargantuan shit in my life
>>
>>137077939
I'm expanding roboport coverage, but it gets pretty tedious. Gotta keep the minerals coming in.
>>
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in this game I will try to build a wall around a bunch of alien hives and put turrets at the wall. I want my personal concentration camp
shame you can't tansport aliens via train, it'd make this so much more enjoyable.
>>
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>>137078539
And part of that includes ayy removal. It may be impersonal, but goddamn is it fun.
>>
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Guys I have some questions about electricity

1. Do things connected to the grid always consume electricity even if they are not doing anything?
2. When I hover over something and it shows energy consumption and drain as two separate values, what do each of these mean?
>>
>>137081543
Drain is power consumption when idle
>>
>>137081543
1+2. Yes. Look for the "drain" stat, that's what they're using when they're not actively operating, the other is what's consumed while operating.
>>
last thread bump!
>>
I hereby declare "Factorio General" Abb. as /fcg/ as deceased.


May imperial justice account in all balance.
>>
>>137085617
Yeah everyone is playing the damn game because it's actually fun.
>>
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>>137085820
>>
>>137086284
>civ 5 is still going strong
>>
>>137086891

the MP lobby is always empty
>>
>>137082074
>>137082184
Thank you my fellow autists
>>
If i want several trains using the same tracks in one direction i have to put normal signals of the max length of my trains, right?
>>
>>137086284
What is this? Users per day?
>>
>>137090401

Currently online and peak
>>
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>>137090401
Left column is currently playing, right column is peak that played today.
>>
>>137080141
>with openrct2 someone could modify the source and actually make that
>>
>>137068257
I'm not sure if your .gif is applicable.
In order to work, it relies on an input of a pure liquid - which would imply that we have already placed the oil products in separate lines.
This would be a regression, given that the original design goal was to completely do away with separate lines for the refinery.

I'll try my luck with the suggestion forum.
If storage tanks would at least output a circuit signal when they hold 0.0 liquid, then my first proposed tank setup might work.
>>
>>137093391
Try pumping liquid out of the tank when the tank has >.1 liquid in it?
>>
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Here is my iron/copper outpost. Let's share some train stuff.
>>
What do you guys usually look for first on a freeplay map?

I go for coal myself
>>
>>137095365
iron, then coal, then stone, then copper
>>
>>137095365
Iron first, nothing gets done without iron plates. Coal second because otherwise I'll be chopping down trees for fuel. Stone for furnaces, then copper for actually moving up the tech tree.

Lately, I've been mass producing burner drills since they're incredibly easy to set up without any infrastructure; just put down a burner drill, a burner inserter to take coal to feed it, then place a belt in front of it so that coal flows on the far side and ore on the other. Feed the coal in with a chest if it's too far to link it.
>>
>>137081543
They have a small "idle" consumption listed on their stats
>>
>>137053984
What mod is it for the trees?
>>
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my new probably shows here but i'm really fucking satisfied with this thing i built

also, is the normal way of killing aliens to build a power line there and nudge laser turrets in? that's how i do it, never fails.
>>
>>137100940
Seems pretty alright if you're not going for a main bus.
When you move onto blue science you can just put it on top since you've already got the inserters there
>>
>>137100252
I think it's this one.
https://forums.factorio.com/viewtopic.php?f=91&t=22348
> captcha: select images with trees
>>
>tfw tearing up your entire boiler system after having enough solar panels and accumulators to run your factory 20 times over
>>
>>137094673
http://imgur.com/a/CxXxd
>>
>>137105757
But how are you going to mine out all those coal deposits if you don't use boilers???
>>
hi
>>
>>137108874
With miners?
>>
>>137108929
Yeah and do what, just leave it lying around in storage boxes like a chump?
>>
>>137109023
You make plastic with it. You dumbass.
>>
>>137100940
it looks pretty neat, but your red:green assembler ratio should be 5:6 because red science takes 5 seconds to make and green takes 6 so you produce them equally. wire:circuit assembler ratio is 2:3 and you should directly feed the wire from assembler to assembler because of the inserter stack bonus you can research.
youre probably going to need only 1 inserter assembler and 1 conveyor belt assembler and 2 gearwheel assemblers should do it for this setup as well. the reason you think you need more assemblers is probably that youre not feeding the ones that use tons of resources per second with fast inserters.

yes, attacking alien bases is most easily done with turrets
>>
>>137109216
Plastic really doesn't use up enough coal to clear out entire deposits
>>
>>137109472
Then you're not making enough of it.
>>
>>137037436
>YTMND is still up
huh
>>
bob's mods server when?
>>
>>137111464
Seconded that, would be nice. Maybe during the weekend someone could host.
>>
>>137111464
Gonnahate.fag here, I'll stick bob's mod on the next server map.

Might get around to doing it tonight.
>>
>>137086284
>Tree of Savior
>Clicker Heroes
>Unturned

I've never even heard of those
>>
>>137117339
ToS is the new ragnarok online, clicker heros is yet another idlegame. I think unturned is the current hot beanstealing simulator?
>>
>>137116742
So far on the list for the next map:
Toxic jungle hell mode
Bobbu Moddu
standard quality of life mods.
>>
Do you bus or jit your gears?
>>
>>137073923
Poison Capsules thrown just outside of their radius works perfectly. Multiple poison clouds stack, so just toss 5-7 at once and that fucker and all his neighbors are guaranteed toast. The alternative is battering ram tank or maybe plain single-target rockets from max range.
>>
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Fuck me.

I will never understand train signal system.
>>
>>137123291
whats not to understand, it's pretty fucking straight forward, and since you use two tracks, there is no need to have signals on both sides of one track
>>
>>137119618
Toxic Jungle hell mode?
>>
Ok guys, eggtorio.noip.me will be back up in a minute, we are pretty far in already, and destroying lots of bases now.

Mods: https://a.pomf.cat/sazwyp.zip

The map is a toxic jungle map, which means every free tile is covered with trees when generating the map. Also huge biter bases.
>>
Here's something I just found out: If you change your name to somebody elses in a MP game, you end up with that guy's inventory.
>>
>>137129168

Stolen Identity 3
>>
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>>137129168
>>
Don't let this die you fuckers
>>
>>137093669
The circuit network only supports integers.
For the most part, logic is
>if [fluid] is greater than 0
>if [signal] is equal to 0
If the circuit network supported decimals, I could probably get it perfectly working just the former logic statement.
>>
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>that panicky feel when after multiple hours you think you may be on an island
>>
>>137135420
worst feel
>>
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>>137123291
Change it like this.
>>
>>137139603
why would he replace that one chain signal? i thought their specific purpose was to keep intersections clear
>>
>>137139904
Their specific purpose is to copy the next segment state. It is not needed in this setup, and will only increase waiting times.
>>
>>137141289
There is no intersection there. Only a merge.
>>
>>137141289
well without a chain signal it would be possible for a train to block both tracks
>>
>>137144501
Which is irrelevant in this setup. Even if it is waiting outside of the junction, it will still block both directions. It's not an intersection, it's a merge.
>>
>>137145024
oh right, i see. this issue has always bothered me. even in TTD i always avoided signals
>>
>>137145552
>even in TTD I always avoided signals
>path signals exist
You sound like a casual m8
>>
>>137145903
i was pretty damn young when i played that and openTTD pissed me off because the AI kept crashing
>>
>>137145903
I just wanted to post the same thing.

In oTTD you didn't need to know shit. You could just spam path signals and 99% of usecases were covered.
>>
>>137146356
ah yeah path signals didnt even exist in the original. man id love to get back into it but its no fun without AI that restarts every now and then
>>
>>>AAAMAB0AAAADBAYAAAAEAAAAY29hbAMDBAoAAABjb3BwZXItb3Jl
AwMCCQAAAGNydWRlLW9pbAMEBAoAAABlbmVteS1iYXNlAwMCCAAAAGl
yb24tb3JlBAQEBQAAAHN0b25lAwMEq85XeRJZAAAOBQAAAAAAAAAAAA
AEANqO8wI=<<<
>>
>>137146818
no u
>>
>>137124256
Trees everywhere, aliums set to max, max, max
>>
>>137124950
Server down?
>>
>>137119618
>>137124256
>>137147523
Toxic jungle isn't so bad. As soon as you get a ways to clear the forest (e.g. grenades) it ceases to be a real obstacle, and just becomes a free wall. You'll never need to worry about fuel either.
>>
i want there to be a building that you can enter like a vehicle and then send tanks and robots to attack biter nests in an RTS like fashion. i dont even need the game to turn into starcraft, just let me send the shit that already exists in the game except i dont need to be there
>>
>>137151070

The devs actually did a thread regarding this. Where they were asking what direction the players wanted the game to take and this was one of them. A sort of throne room where you could command remote building and send robots in your bidding.

https://forums.factorio.com/viewforum.php?f=9
>>
>>137151317
nice. didnt even think about how it could simplify late game building too
>>
>>137151070
>big AI centers full of computers
>signal networks to remote control things
>AI tanks to kill ayys
>AI trucks as an alternative to trains
>constructors that build complete outposts autonomously based on your programming
muh dik
>>
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>>137144501
Trust me, I'm a train specialist.
>>
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>>137152253
>>
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>>
>>137153091
>ayy's hellworld is offline
>EU hellworld analogue is offline
>gonnahate.org is outdated
Okay. Guess I'll just sleep instead.
>>
>select all images with trees
>>
if you switch research to another project, will the progress of the project you already researched be lost or will it start from the point where you changed?
>>
>>137158357
I mean when you take up the reasearch on the old project again later on. will you have to start from scratch again for that old project or will it start from the point where you switched.
>>
So I'm experimenting with oil refineries finally and also starting a new base. I'm using my light oil for solid fuel production to fuel a new set of steam engines to power my new plant. Is this a good idea for mid to late game? I've got about six engines running is that underpowered for so far into the game? I'm done with all green science and am about to start blue
>>
>>137155668
You could always do your own serb.
Maybe I can convince EUserb admin to put it back up, but he said he's too busy to play, personally.
>>
>>137158503
>>137158357
All projects keep their current progress.
>>
>>137159460
cheers
>>
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>>137096358
>mass producing burner drills
living on the edge there m8
those things are fucking biter summoning beacons, get them turrets up quickly
>>
>>137161485
>implying he isn't mass-producing gun turrets and bullets and blueprinting like mad

Do you even Captain Planet and the Planeteers Supervillain
>>
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factorio 1st timer here. need help with train signals.
i have 1 train station at base (pentagon) that i cannot edit since it requires to move and change too much. so far that train does a trip to the copper mine and then to mcdonalds station (oil) and then back to base to unload. i want to have 2 trains on the same railway without them crashing (duh).one will collect copper and the other collects oil. do i need to use chain railway signal or the current setup works? also what changes to the railways outside of the base should i make? i dont mind having the trains wait till the other leaves the base since im in no need for oil that much, and every unloading of a full copper cargo will be more than enough for the bus.
please share some wisdom
>>
>>137159460
>>137158357
No they don't lol
>>
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Think the last diagram was missing some recipes, this should have all of them
>>
>>137166184
It's completely unreadable, make it 10 times as big and then upload it to imgur.

>>137165893
That should work, you can even delete the lower 2 signals there.


For future you could think about adding another platform to that station, the step after that is to make a turning loop so you don't have to use 2 engines per train.
>>
>>137165893
You're going to have to add signals to the intersection part that connects McDonalds and CopperMine. But I don't have experience with single track networks.

Sooner or later you're going to have to add a second track, which makes things much easier.
Also, how do you handle unloading if you have one station with multiple resources incoming?
>>
>>137165893
>crude oil in tanks
Build more refineries
>oils in tanks
build more production
>>
>>137166552
>make it 10 times as big

Just zoom in bro
>>
>>137166880
>Not "just enhance"
>>
do i need any mods for first time free play?
Thread replies: 255
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