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Factorio General - /fcg/
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You are currently reading a thread in /vg/ - Video Game Generals

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no edition 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 location, version number and any mods used.
>>
Previous ded
>>136976480
>>
Current ded
>>137394326
>>
fucking bob mod. every little thing requires a little bit of this, a little bit of that
how the fuck do I belt all the shit without it looking like spaghetti
>>
>>137394326
Factorio for elves edition?

By the way, do trees affect pollution?
>>
>>137394326
This one dies we go back to /egg edition.
>>
still a bit mad that there are no proper mountains and that water basically means no-go except for flying/shooting over it
>>
>>137397245
>do trees affect pollution?
Yes, they suck it up a bit.
>>
Anybody got a good setup for hardcrafting mod?
>>
>>137398206
do their effectiveness decrease as they decay?
>>
>>137397245
yeah if you're surrounded by trees at the start, you can go ham on pollution a little before ayy start kicking your shit down
>>
>>137398920
>>137398206
It's a pretty huge effect imo. On my current map my main base is on the edge of a desert and the whole desert is completely filled with my smog cloud, even far away from my base or any outposts, but the cloud ends immidiately where the trees start growing.
>>
I just gave up on hardcrafting.
So much fucking dirt and gravel it becomes silly, i like the crusher/pulverizer shit but as you expand you simply cannot get rid of the dirt/gravel quick enough.

it stops being hard crafting and becomes annoyingcrafting.


time for 5dim and running extreme long distance comfy trains.
>>
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>>137397164
>how the fuck do I belt all the shit without it looking like spaghetti

This is my furrymod endgame, you don't.
>>
>>137399362

>5dim

What is it? Is it good?
>>
>>137399598
a modular pack of mods.
pretty well organized uses a few of bobs ores.
the electric trains are shit though.
>>
>>137398206
>>137399349
interesting, makes me a bit mad that I started in a desert area.
>>
>>137400389
well you don't have to deal with clearing trees everywhere, pre-logist bots
but you have to deal with ayy from 2-3 maps away
>>
>>137398841
Yes. Dead trees absorb less pollution. Also, if an area is saturated with pollution for too long, it will kill off the trees.
>>
>>137400608
>but you have to deal with ayy from 2-3 maps away
that I do. it's fun to see them run into my defenses but I still have to check up on those regularly since I haven't started my logistic/repair robot net yet.

>>137402304
interesting to know as well, I thought that part in the trailer was just for dramatic effect.
>>
Is Bob's mod actually good?
Does it add interesting steps to production?
Or is it just a "loads more of the same content under different names" kind of thing?
>>
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>>137404973

It adds a few new recipes
>>
>>137404973
there are a lot more intermediates you have to make before the final product. More upgrades more belts
>>
Don't talk to me or my page 10 ever again
>>
>>137408138
it's really hardcore today. my other regular thread hits page 10 all the time, too.
>>
>>137409690
Why did vg get so popular all of a sudden? Used to be dead threads would kick around for weeks
>>
>>137410640
some idiots create threads for things that aren't /vg/ related or when popular threads hit bump limit, 3-4 people create new threads instead of just one. that inevitably means some slow thread gets bumped off the board.
>>
>>137411870
>sonic general
>dragon's dogma general
>sony general
that's just on the first page
why does this shit exist
nothing ever changes in either of those games, and there's no way sony generates enough news to warrant a constant thread

oh and don't forget
>/ksg/ #2972
>>
>>137412291
ksg will never die
>>
>>137412291
>/ksg/
literally the worst
>>
>>137412291
>bioshock general
>>
>>137412291
>nothing ever changes in either of those games
So does nothing in /df and not much changed here in the last few weeks. I really don't see a way for this "they deserve less than us" train of thought. But it'd be nice of Nagasaki-san to do some scripting to ensure only one thread with the same tag outside of bumplimit and to raise cap of unique threads in catalog.
>>
>>137411870
CSGO tournament today
>>
>>137414403
Dude what Dorf Fort changes constantly, toady is a hero
>>
>>137412291
Those threads usually have avatarfags and neet to keep bumping with shit constantly.

I'm surprised we haven't automate bumping yet
>>
>>137404973
i enjoyed going back to factorio with bob's mods on but ultimately it is more of the same

i don't see any mods adding anything which really changes the gameplay significantly in the near future

i would like to see a full economy simulation where you have to pay some sort of running costs by selling things you make (and getting them to a market building which puts things on trucks/shuttles)

then maybe that massive rail network you set up to supply your car factory will actually have a reason beyond sandboxing
>>
>>137415121
Go home, Tarn, you're drunk.
>>
>>137416572
Factorio + Transport tycoon
>>
>>137415008
yeah that could be the reason. the recent days in general were pretty fast though due to spring break in america and easter holidays in most other countries
>>
>>137417452
>transport tycoon

that game was so much fun and so much more enjoyable than railrood tycoon
>>
Anyone want to spend 5 or 6 hours playing Furry's mod multiplayer?
>>
>>137422683
I want to, but I don't have the time
>>
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>>137422774
It's Saturday night and you're posting on 4chan about Factorio.

You have the time, just not the will.
>>
>>137423003
nixie tubes are so neat
>>
>>137423003
Normally I'd agree but I'm at work. :)
>>
playing bob mod with RSO = literally no oil
>>
So, I'm still fairly new to this game. Is there any way to change which resource comes out of which port on the oil refinery? More than once I've found that I could make a smoother operation if I could make some refineries produce sulfur on the left, and some on the right.
>>
>>137427321
No. Pipes are fixed but you can rotate the whole building, even after placing it. The r key does that.
>>
>>137428173
watch out for not fucking up already existing pipes when you rotate them. better cut them off the building first before doing that
>>
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Time to bump with gore?
>>
>>137429753
>no detailed information
angers me more than the spaghetti does
>>
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Whoever advised not putting gaps between lanes in my bus because it saves space, I hate you. It saved space, my not my sanity.
>>
>>137416572
that sounds pretty cool. Adding elements that constantly drain your network for benefits adds a lot of potential.
>>
>>137429753
>loop
>sorting by using one inserter
what are you even trying to do
>>
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>>137430547
>>
>>137429753
>9 water tanks
worth more than gold in the desert
>>
furrymod mp when?
>>
>>137430547
It's not his fault you suck at belt management.
>>
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>>137432660
Not sure how else to do it when I'm packing this tight.
>>
>>137433109
just don't pack that tight

also
>loops
>>
>>137434284
>just don't pack that tight
I like the challenge

>loops
The only loop is on the science labs.
>>
>>137433109
I see things like this, and then I look at my factory, and all I feel is shame.
>>
>>137434850
>i like the challenge
>i hate you
pick one
>>
>>137434850
>I like the challenge
well then don't complain about compact belt spaghetti
>>
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noob here, what do from here?

I've never done any oil/plastic stuff but I need to go electric furnace soon I think

I've never done trainstuff before either.

Also how do you expand into aliums area? I set them on very rich or whatever and I dont see how a single SMG can take them out
>>
>>137435536
>>137435292
Yeah, I guess this is true. Still, I wish I had put one or two tile gaps between each two lanes on the bus; it would still be pretty compact (only adding 3 or 6 tiles height respectively) and make my spaghetti more manageable. Don't have the heart (or the patience) to rip it all up and start over.
>>
>>137435929
gun turret and red ammo
>>
>>137435929
>oil
I'd suggest looking thoroughly at the tech tree and look at everything that goes into making blue science, try to plan as much as you can before setting things down.
Once you got the tech and structures, you can shift-click to "build a ghost" this way you won't spend ages ripping it down.
Also don't be discouraged if your oil is spaghetti, it's hard to get right and the step from green to blue science is enormous.

>trains
https://www.youtube.com/watch?v=3ZiL7_vfJtQ
haven't watched it in its entirety, but it's pretty good.

>ayyliens
as >>137436892 suggests, automate piercing ammo, make a bunch of gun turret and just turret creep your way closer.
>>
>>137436892
>>137437375
I'm no expert, but I've had way more success with well upgraded laser turrets when trying to remove ayy
>>
>>137437603
the fact that laser turrets don't need ammo helps a lot, but if you haven't got the tech/resources/power to use them you've got work with what you have.
>>
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>>137437375
>>137437375
>you can shift-click to "build a ghost"
i've played for over 200 hours and i never knew this.
>>
>>137438181
When you've got bots they will also construct ghosts you put down, allowing you to
1. clean up your inventory
2. not be concerned with moving within build range, just stand one place and build an entire new section
>>
>>137400389
Just get ks power and spam dem wind turbines hella cheap
>>
>>137430547
That red belt with iron on the left could be replaced by a single belt running <- to put the plates on the right side.

-> | <-
>>
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>>137430547
>>
Page 10 bump
>>
I just got this game, and i'm loving it, but how do I get these mods to run? I see a bunch of stuff I want to run, such as Tankers for my railroad, but the downloads don't work for .0.12.29. Should I just be using an earlier version of the game ?
>>
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Hellworld still up from yesterday.

Mods:
https://a.pomf.cat/nyefrv.rar

Factorio.no-ip.org:34197
>>
>>137446805
All the mods designed for anything past 12.11 work with everything past 12.11

You probably just managed to find an older version of the mod from before 12.11.

Also, be sure it's in the right place
%appdata%/roaming/factorio/mods
>>
>>137446805
just about every maintained mod works with the 0.12.x version(s)

make sure you put the downloaded files in the %appdata%/Factorio/Mods folder, you don't have to extract the mods, the game loads them just fine

also be sure they are activated in the mods menu
>>
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Are you guys willing to rejoin us f/egg/its yet? With Steam launch hype dying down, /fcg/ is almost constantly dedbumps. It would be mutually beneficial, seeing as you would never have to deal with ded threds for some time, but still suffer the in-thread spaghetti posting of multiple games. Whaddya say?
>>
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Senpais I need your help

Since my assemblers that make blue science are far away, I want to set up a circuit network that shuts them down when the belt in front of my labs is full of blue science packs. How can I do this?
>>
>>137449447
Make a smartchest buffer
>>
>>137447101
That was the problem, "Latest version" didn't actually mean latest version, after some looking.
Thanks.
>>
>>137449601
I did but I wasn't sure how I'm supposed to set it up, what combinators do I use?
>>
>>137450128
The smart chest output to the labs, if the labs are full then there would be a build up in the smartchest which turn off shit when there are more than x number of blue science
>>
>>137450128
>>137450710
also make sure to let the smart chest fill up to about a thousand, so that in the event that you get completely cucked by your resource flow, your science wont grind to a halt
after all, that's literally what buffers were originally designed to do
>>
>>137451905
>5 hours in bob
>still no blue science yet
fuck all these lead and ferric and hydrogen bullshit
>>
>>137447201
Don't talk to me or my dead general ever again
>>
>>137446967
someone join me, it's lonely
>>
>>137455973
10kb/s
wew
>>
>>137457007
eh, forget it, it's 2 am anyway. I'll go on tomorrow
>>
>>137397164
are you even trying?
https://imgur.com/a/hCfax
>>
>>137423003
what mod is that for the nixie tubes?
>>
try putting bitters on max for everything and i'm getting stutters when moving around. Any thought?
>>
>>137459905
nvm it's a problem from K&L inserters which is too bad because free form inserters are so nice
>>
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>>137434850
>I like the challenge
bussing everything is a meme, just make most stuff on site
see pic related
>>
>>137459437
https://forums.factorio.com/viewtopic.php?f=93&t=14671 (first google result for "factorio nixie" desu)
>>
>>137460265
It seems like bussing common elements, like green chips, would give you more of a buffer on the baser raw elements, like copper and iron. If I've just requested some express belts from a chest, the fact that it's refilling and eating a lot of iron isn't going to affect my module production because I don't need iron at all to make chips for them on site, and I've got a huge line of chips to chew through (possibly doubly buffered with chests) before my chip factories need to start drawing large amounts of iron to make more.
>>
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I kindof feel like terraforming across this lake to set up roboport coverage was too autistic.
>>
>>137461172
I should add that the other reason I like to bus is because I can just slap a train station on the starting end and make things well off site. Usually my HQ turns into a rocket manufacturing facility that's ultimately self-sufficient (provided it gets ores, oil, and coal) but can still take any of the bussed products by train. I feel like this game encourages you to decentralize after you get trains, and a bus infrastructure makes that simple to implement. Not enough green chips? Just slap down a giant chunk-sized green chip factory from a blueprint and route some iron and copper plate trains to it, then have a train that takes the output back to your HQ or maybe to a blue chip factory.
>>
>>137461549
Clearly you need this mod: https://forums.factorio.com/viewtopic.php?f=94&t=21568
>>
>>137426110

Crack that coal
>>
>It's an abstract kind of general
>>
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>June 1st
>>
Finally back! Internet was out for a while sorry to the guys who played with us.

IP: 64.189.167.49
Version: 0.12.29
Mods: RSO, FARL, Marathon, Railtankers
Region: USA

Server is headless so it autopauses when you leave
>>
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>>137461549
>>
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>>137469227
Neat! Not a fan of trains though.

ALSO. So for anyone else who decided to use the ion cannon mod, you might have noticed some slowdown, stuttering, delay, etc. when moving around or doing much of anything. I was going through the config.lua files in some of my downloaded mods and was editing the one for the ion cannon mod; when I turned off the proximity check safety measure in the mod (setting it to false), it removed this nasty delay I'd been playing with.

Turns out it checks your position like every tick, and there's 60 ticks per second. So go ahead and turn that off, but just be careful not to call a shot down on your head accidentally. If you're feeling suicidal though, go for it.
>>
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>need to find a decent-sized oil patch
>find one
>it's here

Holy shit RSO is intense
>>
>>137470429
really better off cracking it from coal
>>
>>137469969
Oh nice. You can blow yourself up even with safety check, so turning it off doesn't hurt.
But there is massive fps drop when explosion happens on screen. If I don't actually see it, everything is okay. Any help with that?
>>
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>>137469227
bery nice anon.
>>
>>137470830
That's just the animation, and the fact that it's modded in and not really optimized. I would suggest doing this:

>Open the console with ~
>type in "/c game.local_player.zoom = 0.1" without quotes
>this will zoom you way out, way past normal levels
>target everything you want to from far away as fast as you can
>zoom in on yourself before the animation plays
>no slowdown

Alternatively...there's no real alternative I think. It's a modded animation that's playing too many frames for what it is. You can also disable the warning klaxon and the EVGA voices in the ion cannon mod's config.lua, might help as well.
>>
>>137469969
It'd be nice to have a method that only ran once every second, or a customisable number of ticks. It's easy enough to write code that only executes the real script every # of ticks, but still. Every additional control.lua script adds up...
>>
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>>137405729
wtf am I looking at
>>
>>137471873
Yes indeed. Everyone's mod that they write alone on vanilla and works fine for them starts to have trouble playing nice with others after you pile enough of them into the same room.
>>
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>>137470429
Here is mine, BoB buggaloo version
>>
>>137469227
oh this is nice
>>
>>137473483
I stole the picture from here: https://forums.factorio.com/viewtopic.php?f=94&t=21568#p137450
>>
I tried 3 different rocket auto launcher mods, none of them worked. Is it because I'm trying to shoot Ion Cannons instead of satellites?
Do I need to start a new save after adding these mods?
>>
hi
>>
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>time to start bringing oil in by train
>"no path :^)"

I can drive the route manually fine, what the HECK is going on?
>>
>>137476360
wrong signals
>>
>>137476360
Can you drive back manually without reversing too?
>>
>>137416616
>What is the latest update
>What is myths coming up
>>
>>137476460

Yes. Should I always place signals in pairs?
>>
>>137476907
if you only use one track, yes, but thats shit
>>
>>137476964

I'll tell you what's shit, is having to lay twice as much track to use a two-track layout.
>>
>>137477432
Not getting robots do all work for you is shit.
>>
>>137477432
as if that was really such a big deal
>>
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>>137394326
>my screenshot as the OP image
I'm so proud

Currently working on transportation to a second part of the jungle, which will be producing blue science, most likely

Still getting the trains sorted out, will probably need a few more to ferry things
>>
Is BUILD WALL the only way to prevent resettlement? Right now I walled myself a nice and cozy chunk of desert, with turrets, roboports and supply train along the wall. But eventually you'll need to move forward and rebuilding it every time seems like a great pain in the ass.
>>
>>137481203
Just put some junk you don't need anymore on the ground after you destroy a nest. Ayyys won't settle near any of your buildings (at least not by default, you can change it via Lua).
>>
>>137481203
I always drop electric poles after removing settlements. That seems to work. Nevertheless you need walls to protect outposts and your main factory.
>>
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>>137480860
Might as well post a bit more, general is slow enough

Oil and copper producing area
>>
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>>137481760
Southern part of the main jungle, making a few convenience goods

Also includes new train stations
>>
What the fuck

/c game.evolutionfactor = 0 command stopped working in the MP right after i installed misanthrope mod

evo rate goes way too fast, it went from 60 to 83% in few minutes

send help
>>
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>>137481897
Oil processing, still quite expandable south, but there hasn't been a real need yet
>>
>>137481897
these are great man
>>
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>>137482049
And lastly, plastic production and loading

The opportunity to belt stuff below the water was too tempting

>>137482098
The aliens seem to agree, pollution has barely even reached the single-hive spots yet
>>
>>137481963
Misanthrope mod does its own thing with biter evolution. Why do you use it if you don't seem to want its effects?
>>
Are there any resource stats for how much raw resources and energy one needs for launching a rocket? It's useful for planning with resource monitors.
>>
>>137482273
Its way too fast imo but I like how it changes biter behaviour. I im moving my base so I don't want to deal with behemoth yet.

Got it to work now, its supposed to be:

>/c game.evolution_factor = 0
not
>/c game.evolutionfactor = 0
>>
>>137482201
>>137482049
>>137481897
>>137481760
>>137480860

You are an artist.
>>
>>137482882
r->u
>>
>>137480860
WHY
>>
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Will this unload station work? Or I should go for better design.

For now I have only 1 sub mine for iron/copper that brings me raw ore
>>
>>137482201
>barely any production
Yeah, I wonder why pollution is almost nonexistent.
>>
>>137472532
>tfw you recognized a face in the thumbnail
>>
>>137487019
Not bad. Put signals after your forks, before the inserters.
>>
>>137487019
For two trains it is fine. But in factorio you should always plan ahead. You're going to need waiting bays and faster unloaders (7 per wagon on each side), if your factory is supposed to grow.
>>
>>137486557
Why not?

>>137487041
Style before function, anon
>>
>>137487041
it doesnt even take much to have outrageous pollution so yeah, its the trees
>>
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>can't unload train fast enough

What do I do now? I've never needed this amount of iron before, the fast inserters just can't keep up.
>>
>>137489363
so add more, ya dummy
>>
>>137489363
Add more inserters and balance the load better between the vagons
>>
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>>137487372
>>137487395
Will do. I kept that in mid that I will need to expand soon or later, I will expand station to the east.

Goddammit steam engines are burning through solid fuel like mad, they were supposed to last 3x longer. And it was left-over from my old base before I moved on.

And they are only working on the night because I have lots of sonar panels and accumulators.

Whats the good ratio for solar panel X acc? I might need to store more energy them for night attacks. If one line breaks its already over, I haven't setup my base properly yet to be autonomous and biters for some reason are overrunning my coal mine.
>>
>>137489363
lol
>>
>>137446967
Serb still up here.
>>
Where do I install mods, I can't find this info anywhere on factorio website or the forums even
>>
>>137493142
https://wiki.factorio.com/index.php?title=Installing_Mods
>>
>>137481760
what's the deal with all the underground belts? just for fun or is there a practical reason for that like, let's say, increasing fps with less moving objects or something?
>>
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>>137494329
Thank you anon, I don't know how I didn't find that.
>>
>>137494762
Just for fun, and reducing the visual impact on the area, plus I think it looks funkier than endless belts
>>
page 10
>>
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Rate my blue science pack production /fcg/
>>
>>137499785
You could save a bit of space if you just moved the 3 wires to where the 6 others are.
>>
>>137499785
green circuit productioncapacity is totally inadequate
>>
>>137499785
also
>not making splits to store some green circuit, red circuit and fast inserters
>>
>>137501124
This. Enjoy your 5.6 SP2 assemblers doing anything.

Also
>belting anything with less than 2:1 production rate.
>>
>>137501124
>green circuit productioncapacity is totally inadequate

Ehm, why? Assemblers are making just enough circuits to fill the needs.

>not making splits to store some green circuit, red circuit and fast inserters

This is just for making blue packs, not for getting random things.
>>
>>137501623
>belting anything with less than 2:1 production rate.

What do you mean?
>>
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>2 trains no longer deliver enough iron
>factory is starved of iron even with an express belt through the middle
>didn't leave space for another belt

wew
>>
>>137503107
>1.5k iron/minute
A single red belt would be able to carry that.
>>
When will the game be finished?
>>
>>137473997
It's because it's ion cannons, yes. The mod doesn't see that as the satellite it's looking for, so it thinks the rocket is empty.
>>
>>137507410
never
>>
>>137507410
>>137508551

0.13 hype
>>
>>137489363
Pssst. You can put inserters on the other side of the track, too. Also, use medium electric poles from further back so you can put more inserters up against the train.
>>
>>137503107
Time to use logi-bots, anon.
>>
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Finally, blue science in the jungle

I'unno if it'll be enough since I never reached this point before, but there's still plenty of jungle left to occupy, and resources aren't very lacking just yet
>>
>>137511804
now research the flamethrower and raze all that shit to the ground
>>
Can someone explain me why I should use trains? Conveyer belts just do fine.
>>
>>137511804
kek

>TFW NO MORE OIL
what the fuck am i supposed to do? I have walked for days in game with 6 exoskele and oil is nowhere to be found
>>
>>137504215
1.5k is the average over the last 10 minutes. From looking at the chart, it could well reach 2.4k/min during the peaks..
>>
>>137513560
in vanilla? there's no reason to.

install RSO.
>>
>>137513560

>do you like trains

if yes, use trains
>>
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>>137513623
>what the fuck am i supposed to do? I have walked for days in game with 6 exoskele and oil is nowhere to be found

SEND HELP
>>
>>137513560
yellow/red/blue belts are 3/12/22 iron per square covered, trains are .4 iron every 2 tiles covered.

Plus a properly built train has the throughput of multiple blue belts stacked together.
>>
>>137514632
.5*
>>
>>137513631
None of that refutes the previous statement.
The average production is lower than the maximum throughput of a red belt, and can thus be supported by one.
As for the peaks, they obviously hit well over the throughput of whatever anon has for belts - notice how the peaks flatten out.
Not that the peaks matter particularly.
>>
>>137507550
Thanks, Anon. I just looked at the mod code and changed it a bit, now it works great with ion cannons.
>>
>>137515441
Oh yeah? Would you mind sharing what you did? I had the auto-starter mod for a while too but when it didn't work I ditched it for other things, would still be neat to have working.
>>
>>137515441
>nvm, fixed
>>
>>137515441
>I PM'd you the fix, locking this thread :)
>>
>>137513623
>walking
Build radar outposts instead
>>
>>137513623
Set up radar outposts at random and check the map for the tiniest piece of shit pink oil dots after a runaround.
>>
>>137515995
>>137516347
Nobody else posted about the same problem, so I though nobody was interested (I asked about the same problem in some earlier generals as well).

Go to control.lua of rocketAutoStarter_0.1.0
Goto line 159, change it to:
if silo.get_item_count("satellite") > 0 or silo.get_item_count("orbital-ion-cannon") > 0 then
>>
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>introduce one extra train to network
>entire system becomes a clusterfuck

Well shit, I guess I should use twin rails.
>>
>>137516778
Thanks anon
>>
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>>137516940
I warned you about single-track railroads.
>>
>>137516940
Single tracks are only for when you intend to run one train back and forth between 2 points.
>>
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>playing for the first time
>complete the first campaign mission
>ok I think I got the hang of this, I should try the regular sandbox mode now
>so far so good, got electricity running and stuff
>wait what's that, press T for research? what research?
>mfw
>>
>>137522516
everyone should play through New Hope before starting free play
>>
>>137513623
Build all the transmitters. Stuff them with all the speed modules.
>>
>>137394326
>stuff that one anon really wanted us to add to the OP
after all those weeks you guys still haven't changed my wording?
>>
>>137516940
Did you not put any signals on those tracks?
>>
>>137404973
use 5dim with the optional bob library. full on bobs mods just goes too far. Gives you a simpler version of hardcrafting with mashers that turn ore into dust to give more plates per ore. Only adds a few new ores not the shitloads that full bobs mods has.

I tried full bobs mods and hardcrafting and it was a pain in the ass just overcomplicates things, 5dim is great middleground.
>>
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>look for more turrets mod
>find supreme warfare
>fuckingamazing models
>install it
>build it
>test it
>mfw its not animated like official turrets
>>
>>137531875
there is always a drawback
>>
>>137524424

Honestly I just free played from the get go and actually felt the "tutorial" campaign was pretty hard

Small cramped maps, enemy spawn set to high difficulty, usually the tech tree is locked so you can't even repair broken walls or fix turrets, resources on a tight budget so you can't overproduce on your way to the goal, ect.
>>
Does anyone have a problem with multiplayer games starting to have constant desyncs after a while of playing?
My friends and I have apparently lost two worlds from this.
>>
hi-res textures when
>>
>>137516940
>not a single signal in sight
What are you even doing
>>
>>137539593

They actually talked about making a hi-res pack, depending on the development of gpus. Since they have all the graphics they use already pre-made and just rendered down to fit the sprite they could technically do it at any time
>>
>>137539801
They could always release it as a free DLC, for people who want to download and risk their game stabillity.
>>
>>137539593
I really don't need it at all
>>
>>137539593
Use WaiTex. It's clearly just a filter on the original sprites (much like an emulator might do) but it looks nicer from a distance.
>>
>>137539276
multiplayer is barely functional. All it takes is a little desync to completely fuck everything.
>>
>>137535110
>tutorial campaign
>hard
mehmet, my son
what are you doing
>>
>start a new map
>automate red/green
>get oil started
>realize how shit my base design is
>start over
really need to sketch out future expansion i keep boxing myself in
>>
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>>137548230
>>
>>137549251
cute
>>
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>>137542165
>WaiTex
Literally first result on google. Seems appropriate to Factorio.
>>
>>137549251
What's with the line of belts on the right? My only guess would be ayy lmao deterrence but it's only on one side and they're facing the wrong way anyways
>>
>>137543509
I've played multiplayer with up to four players for over 40 hours without a single problem. Desync is caused by shitty mods 99% of the time.
>>
>tfw no autism mod for power management
>up, down voltage transformer
>current management
>power decay over long distance
>>
>>137554840
>no solar-powered lawn lamps
>>
>>137554840
>power decay over long distance
No, fuck this bullshit
That's the one thing I miss the least from Tekkit
>>
>>137557890
well you better convert your power line into high voltage AC before going to the outpost
>>
>>137560194
Sure, I'll just use those 20 stacks of diamonds I have laying around for cables
>>
Recommend me mods i have
Farl
Fat controller
Evo GUI
LandFill
MoTrans
>>
>>137561794
>only 20 stacks
praise be the quarry/redpower tunnelbore/turtle swarm/other cockdickery mining systems
>>
>>137562873
pocket bot start for less grindy start (kinda cheaty but it's only personal bots + other items)
autofill
module inserter
rail tanker
K&L inserters (not recommended because bad performance wise, but it's nice for less spaghetti belt)
>>
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so ded
>>
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When can I start dealing with these fuckers?
Guns and nades aren't doing shit so far
>>
>>137568738
Combat Shotgun, and Piercing shells
Laser Turrets as well
>>
>>137568738
Power armor + combat bots.
>>
>>137568738
Distractor capsules are really good against bases and worms because you can spam them from a distance regardless of your bot limit.
>>
>>137568738
>small biters
>small worms

heavy armour and an SMG will do just fine.
>>
>>137571862
this
red ammo + one or two turrets
ez
>>
>>137568738
Tech up to piercing ammo and either first or second tier armor and research a tier or two on both gun damage and firing speed and you can take that base easily.
>>
>>137470519
Is this in the vanilla version? I can't find that info anywhere
>>
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>The sound of using a repair pack
Jesus it's worse than the drill at the dentist
>>
>>137578964
That's because if you're repairing something by hand rather than having hordes of bots do it for you, You're Doing It Wrong™
>>
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I was playing this game way before it was on Steam, oil and a /vg/ general.

I don't like this. I can't explain why but seeing it become this popular irks me.
>>
>>137579818
It is ok that other people like the same things as you.
>>
>>137568738
Run them over in a tank
Have a personal roboport and some builder drones and repair packs with you for even greater results
>>
>>137579818
This is how hipsters function. You can love something for years and years but the very moment it starts becoming popular you turn miserable and angry; and lose all interest in it.
>>
Poison capsule kills small worms really easy.
>>
>>137579818
Don't fucking post in this thread if you have nothing to contribute
>>
10 bump
>>
eawd
>>
>>137394326
Hmmm. Your factory is rather small and filled with trees. My factory is situated in a clearing and is way bigger.
How come my factory barely shows any red on minimap, and yours is already so polluted?
>>
>>137590778
trees absorb pollution but he probably has very dense pollution creation
your factory is likely more spread out and thus the pollution spreads out over a wider area but in much lower density resulting in a pale red cloud
>>
>using a beacon with 2 speed modules makes the factories two times faster which in turn can save me up to 8 factories and 32 productivity modules
Sheeet, how could I miss that?
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