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Factorio General - /fcg/


Thread replies: 636
Thread images: 127

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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
>>
>>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.
>>
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
>>
>>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
>>
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 Wrongâ„¢
>>
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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?
>>
>make my first automated lab complex clusterfuck with both red and green bottles

it's butt ugly but I'm still proud of this achievement
>>
what do you put on the bus /fcg/?
i put 4 lanes of copper/iron and 2 of green circuits
do you think it is worth bussing cogs or steel?
>>
>>137595467
2 of copper, 2 of iron, 1 of steel, 1 of green, a small one of red.

Trying out the YARM mod to monitor my mining sites, it's pretty nifty.
>>
I picked up Factorio yesterday, and I already have no idea WHAT the fuck I'm doing wrong.

I've got a Steam Engine set up, the mining drills are getting power, but only the one on the Coal is working, the other ones just move once when placed and then idle.

What do?
>>
>>137596002
Your belts aren't close enough to the output
>>
>>137596002
The belts need to be right next to it, like you see over at the coal drill.
>>
>>137596131
>>137596097
Well, I'll be fucked.
That's a lot nicer than having to deal with the inserters.
>>
>>137596297
You can go drill-> belt -> inserter - > chest -> inserter -> belt so if the belt gets full, the drill will still keep drilling and putting the materials in the chest.
>>
>>137539681
hes standing next to one
>>
>>137596376
How do I get science packs into a lab?
Inserters just kinda go "hurr" and sit there, and direct belting doesn't work either.
>>
>>137599649
>Inserters just kinda go "hurr" and sit there,
youre doing it wrong then
>>
>>137599649
have you put them backwards?
have you started research?
>>
>>137599776
>>
>>137599967
press alt
>>
>>137599967
Remove the loop.

Also the lab is simply full, build another lab.
>>
>>137599967
>expects help
>doesn't show the content of his machines
We should make the TAB button an advice or a rule in the OP.
>>
>>137600039
>>137600606
>tab meme
literally the first mission of New Hope and it's pretty obvious what's he's trying to make in each assembler
>>137599967
remove loops
make more red science assemblers and more lab
>>
a
>>
So I've completed a game of both vanilla and RSO (so trains are worthwhile) launched a couple of rockets.

Where do I go from here in terms of mods that make things more interesting?
>>
>>137606593
bob's mods.
>>
>>137606593
Content expansion mods like bob's are the natural extension.

Or maybe try a challenge run like "Make all things requiring T3 science or greater in different factories and ship them around with trains" or maybe something like this
>>137469227
>>
>>137606593
My current goal is "Launch an Ion Cannon every five minutes. No logibots allowed in the process".
>>
Any server up?
>>
>>137606593
Toxic jungle mod.
Ayy lmaos set to max
>>
>>137568505
Underground train rails when?
>>
"help I am not good at X" poster again. Any way to automate coal-loading of boilers?
>>
>>137616727
You put coal on a belt and have it travel over to the boilers. Put inserters there.
That isn't exactly hard to figure out mate, are you sure this is the game for you
>>
>>137616890
I already did that m8, the boilers are just being cunts. There a specific side I need to load into?

Other than those, I'm having a blast. Pic related.
>>
>>137617256
>>137616727

Disregard, looks like the game won't add items from conveyors until all the hand-added items leave the machine.

That's kinda retarded, but at least I know how not to fuck up now.
>>
>>137617256
They'll only keep like 5 coal in them at a time. If you've already chucked a bunch of coal in them manually the inserters won't actually do anything until the boilers get low
>>
>>137606593

RSO + bob's
>>
>>137613857
I'd rather have overpasses.
And maybe above-the-ground pipes.
>>
>>137617378
They only feed a bit in each so there aren't thousands of resources just sitting idle in every factory and boiler but rather it takes what it needs and lets other things behind it in the belt to get their share too.
>>
>sat at work today pretending to read something on my monitor while actually I'm thinking very hard about the new rail layout I'm going to build in my autistic vidya train set when I get home

Literally going to lose my job over this game.
>>
>no ARM server
God, the suffering
>>
>>137618086
How do you deal with aliums? I'm not already there, but I suppose they would attack your far away mines and tracks. should I line the tracks with turrets?
>>
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>>137516940
Use MTD.
>>
>>137618086
>the new rail layout I'm going to build in my autistic vidya train set
Tell me about it.
>>
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>>137618086
I just play right at work.

>>137618431
They go after rails only when attacking something else nearby. But you have to protect your outposts.


Anyway. Post your train stations.
Gonna rebuild this because it only has one unloading platform. And it's vertical, so less inserters per wagon.
>>
>>137619901
>it only has one unloading platform
How does it work with multiple unloading platforms? I saw some vid where the guy had poth platforms under the same name. But in what priority do the trains access the platforms then? It would be pointless if they heavily prefer one platform over the other because the load would be very unevenly balanced.

Is it better to have two seperate stations and split the trains between them?
>>
>>137620327
>the guy had poth platforms under the same name
Oh shit, you can do that? I never knew.
>>
>>137620327
The priority is the one that takes the shortest route. So yeah they will generally favour one platform over another.
But if you build them right it shouldn't matter.
>>
>>137620327
> two seperate stations and split the trains between them?
That's how I planned to do it. But if it works, same names is way nicer solution.
>>
>>137618086
>Not designing factorio stuff in excel at work
Step it up
>>
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>>137621773
This desu.
>>
The system for transporting blue science from one side of the jungle to the other is finally finished

Had to add a few more trains for coal, and it took so long my copper ran out, but I'm sure that's all fixable
>>
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>>137624772
>>
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>tfw it's still, somehow, not enough circuits for level 3 module production
>haven't even started on the rocket yet
>>
>>137627227
>long-handed inserter unloading circuits
Nigga what are you doing? It's way too slow
>>
>>137565827
>K&L inserters (not recommended because bad performance wise
Wait wat? How on the earth a mod that has no on_tick would be bad performance wise?
>>
>>137627519
also
>feeding t3 assemblers with t1 assemblers
>sometimes even with speed modules
>>
>>137624772
i wish i had the patience to build shit like this
>>
>>137628163
I see the evolution factor in the top left and panic restart when my redgreen science took 2 hours to set up because I was building a million belts.

I think I need more patience too.
>>
>>137627519
>>137628025

Are you saying I should make my wire with higher tier assemblers? Should I have red inserters to load the iron and blue to offload circuits?

I've got to the point where a saturated blue belt of copper ore can no longer satiate my factory's hunger, I've never been in this deep before.
>>
>>137630315
Put two reds to unloading. Should be enough.
>>
>>137630315
the thing is that based on production times and amounts, 3 wire assemblers feed 2 green circuit assemblers perfectly, but obviously only if they are the same tiers. to figure out whether youre loading/unloading too slowly just watch an assembler for a few seconds and add/change inserters accordingly
>>
>>137630315
I personally have 2 fast inserters to load iron, load wire and unload circuit (the wire loads directly from wire assembler which nas 3 fast inserters feeding it copper). I also provide all t3 assemblers with 4 t1 speed modules.
>>
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Half of my pumps suddenly stopped getting any water. what is going on?
>>
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>>137633694
this new pump isn't getting any water either. Did I fucking empty the lake? what? help!
>>
>>137633694
Sounds like a case of demand exceeding production.
To my knowledge, an offshore pump can only be stopped by a full pipe.
>>
>>137633916
>>137633694
And suddenly, the water is slowly coming back. What the fuck just happened?

>>137634067
I didn't change anything in the last couple of hours at this site. Everything's been running smoothly so far.
>>
>>137633916
One time I tried to stick 2 pumps in a small pond, like 3x3 you have there. Didn't ger any water either.
>>
>>137634526
>>137633694
>>137633916
You're a massive retard. How do I know this?
Three posts, of which none make a single mention of what's going on downstream.

>What the fuck just happened?
Open your power graph.
My money is that you have more engines than your pumps can provide for, and a short-lived power spike drained the pipes.
>>
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>>137634526
ah, it seems the "water" meter in the window of the pump is no showing the current output, but how much water is left in the exit pipe. I started getting enough water again after building some panic pumps and randomly attaching them to the system.

It seems I had an increased water demand because my energy consumption went up. weird, I thought I had placed enough pumps per boiler. Seems like I miscounted them.
>>
>>137635021
welp, you're right. No need to be an ass about it though. The dumb interface made me think the pump capacity went down, instead of telling me that demand was too high.
>>
>>137635480
i wouldnt blame the interface. since environmental water doesnt get drained and offshore pumps dont need electricity they always produce the same amount and theres no reason to assume otherwise. plus thats not a production interface, its a tooltip thats identical to the pipe one
>>
>>137635480
>>137635245
>The dumb interface made me think the pump capacity went down, instead of telling me that demand was too high.
The dumb interface did tell you that demand was too high for the given production - that's why the pipes were empty.
Note how someone else concluded this from less information than was available to you.
The problem cause you proposed (dried-up lake) could have been eliminated with a minute of experimentation and observation.

>ah, it seems the "water" meter in the window of the pump is no showing the current output
What would lead you to believe otherwise?
Place an offshore pump and a pipe or two (leading to nowhere). Note how it remains at a constant 10, even though the entire system has been filled.
Clearly, the 'water meter' cannot be displaying current output.

>No need to be an ass about it though.
>blames game for own incompetence
>>
>>137397245
Trees reduce pollution in the chunk they're in by .03 per second per tree. A forest has a pretty good chance of stopping a low pollution factory from spreading out past it, and if left unchanged, it will be possible to go full elf-mode when aboriculture is implemented. (For reference: a group of 30 trees will complete negate the pollution from an electric furnace, 300 for a baseline electric miner)

Each chunk reduces pollution based on the weighted average of their tiles. More "green" tiles reduce more pollution than desert tiles, but unless it's a chunk mainly made of ocean, it's usually a negligible effect.

Efficiency modules reduce pollution proportional to their reduction in power consumption, both of which are capped at 20% of normal.

The biggest pollution cleaner is actually biter and spitter nests; theses nests will blackhole pollution around them, scrubbing up to 20 per second per nest. The issue of course is that it converts this scrubbed pollution to extra biters/spitters, so unless you've got a contraption set up to take care of the extra spawns, it doesn't help you (A wall plus several laser turrets in a circle works pretty well, assuming you can power them though. The attacking groups are so small due to aggro, you can place turrets just outside of the spawner's range and pick off all aliens like that.)


Also note, pollution spreads evenly in all directions from its source, fans of nuclear reactors from Minecraft will understand this with their old heat management. It's much easier to prevent spreads from a single direction with a tree line and instead focus defense on a smaller area. This also means that just because you have 30 trees to the north of your furnace, only about a quarter of that will actually get dissipated by them.
>>
>>137637527
tl;dr

Fill everything with efficiency modules to reduce pollution. If you can afford it and have lots of solar power, use beacons to help you get this bonus so you can still use productivity modules.

Build near forests and oceans. Oceans prevent the need for pollution management as the reduce it by a lot per chunk, and prevent attacks from their direction. Forests eat a lot of pollution themselves.

Electric furnaces actually cause a lot of pollution if you account for boiler usage. Switch to electric when you start building solar fields.

Miners and pumpjacks are your biggest sources of pollution beyond things with productivity modules. Efficiency modules are the best in them from a pollution standpoint.

Avoid productivity modules since they increase the pollution multiplier, which is impossible to reduce with other modules. Resources are unlimited for the most part, and at their absolute peak, productivity modules will only stretch your final production by about 150% at most, which is hardly worth generating over twenty times the pollution of an unmodified factory for.
>>
>>137636206
>since environmental water doesnt get drained and offshore pumps dont need electricity they always produce the same amount

That's why I was confused in the first place though. I always build pump:boiler:steam engine in the right ratio, so the possibility of having too little pumps didn't occur to me at first. Especially since the the system has been at max performance several times without any problems. Turns out the storage capacity of the pipes themselves managed to prevent a disaster up until this point, and I stayed at max capacity a lot longer than usual this time.

Also, since that's not the output of the pump, the pump has absolutely no indication of how much water it can output, whatsoever. Isn't that a large oversight? Everything else tells you its output. Whether it is solar panels, pump jacks or drills.

>>137636430
>The problem cause you proposed (dried-up lake) could have been eliminated with a minute of experimentation and observation.

I tried adding more pumps, even in other bodies of water and independently came to the conclusion that demand was too high. I was hesitant to let a lot of time pass in game because I am absolutely screwed if the power goes out for too long, since I rely on Laser Turrets for defense.

>What would lead you to believe otherwise?

Because if that's not the measure for the output, there is none in the window of the pump. This seems even more unlikely to me, since everything else tells you it's output.

>Clearly, the 'water meter' cannot be displaying current output.

It doesn't have to be current output, it could have been maximum output as well.
>>
>>137638793
well i can see how you could get confused and yeah i agree offshore pumps should display the amount of water they produce but it never really occurred to me since it never comes up
>>
r8 my first factory

>tfw out of oil
>>
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We had a trainstation discussion earlier ... rate my new one.
>>
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>>137640726
Forgot my fucking image
>>
>>137640726
nice cloaking tech
>>
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I spilled the beans really hard right there
>>
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>>137641353
>>
>>137640960
looks kinda cool i guess
>>
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By the way has anyone here tried to make some nice Autobahn ?
>>
>>137624772
oh god. use chain signals please!
>>
>>137643850
Isn't the point of fencing to keep the wildlife and pedestrians out of under your wheels?
I fail how your implementation would be up to that task.
capcha: find cars
>>
>>137644398
I know but the wildlife here gets really anoying when they can't get through something and i don't want to put laser turrets the whole way.
So instead i let them through, worst case scenario i roll them over, and i wouldn't complain about that
>>
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>>
How do I make a railway work multiple branches with a train on each branch? I put a rail signal at the appropriate intersections but my trains keep telling me "no path"
>>
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Oh god, what was I thinking? I just don't remember any more...

I'll actually clean it up now.
>>
>>137652459
if you use a single track you need to place signals on both sides but in that case you shouldnt be using multiple trains
>>
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>>137652784
That's nuffin!
>>
>>137655706
Put shit on both sides of the belts, brother
Increase that motherfucking throughput
Double iron belt, double copper belt, circuit/gear belt, whatevs, just gotta increase that PENETRATION
>>
>>137655706
>Unbalanced conveyor belts
0/10
>>
What worldgen settings do you use? I always get stuck with an awful layout full of tiny lakes
>>
>>137659169
download RSO
>>
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>>137655706
>copper wire on main bus
>>
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>>137655706
>>
>>137643850
just ride your trains desu
>>
I'm setting up trains soon, is there a way to make them not run if your ore chests are full enough?
Pretty much everything in this game is designed to automatically stop once it's not needed but unless I'm missing something trains will always cycle around and go grab ore even if the mining way exceeds the demand.
>>
>>137666083
You could just use more
>>
>>137666083
If your trains are full up, then that means you're not using ore fast enough.
Go fix that.
>>
>Buy this game 3 days ago
>25 hours on record
HELP
>>
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>>137668727
Bought the game about a week ago
>Pic related
kill me pls
>>
>>137669058
Who are you quoting?
>>
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I want casuals to go.
>>
>>137662595
I'm seeing if I can eventually have a massive row of belts with every possible item being shat out at once. Also, circuits and shit. I just picked this up today, to be fair.
>>
>>137670471
Hitler
>>
>>137470429
set up radar outposts in long distances
>>
>>137476360
you have probably got a station on the wrong side in your train path somewhere
>>
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>page 10
>>
Whats the best way to kill nests for artifacts? I still need a shit load to research for my rocketpad
>>
>>137685439
From orbit >>137469969
>>
>>137685439
Spam them with distractor capsules or slowly turret creep by having your personal construction bots build laser turrets. I find that creep takes too long early/mid game when spamming distractors is easier.
>>
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Feels rich, nigga.

I dont even know why i have so many gems.
>>
>>137675716
>not using the website version to hide your addiction
>>
>>137692293
Gems are pretty easy to make in bulk but really you don't need that many.
>>
>not making a huge car factory
>not going full jihad with your cars in ayyy's base

Its like you dont even praise Allah.
>>
>>137694836
Anon, why do you hide from your true nature? Embrace it. Become the belt.
>>
Does two personal roboport stack?
>>
>>137568738
Sweet freedom
>>
>>137698542
Well what did you use.
>>
>>137698525
yeah
>>
>>137675716
That's almost exactly 10 hours a day since release. The fuck do you do for a living
>>
>>137698575
Upgraded bullet speed/damage, smg with piercing rounds, and a couple capsule dudes
Looking forward to murdering more
>>
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>>137670471
>greetext is for quoting
Anyway, I was only noticing how addict I became from playing this logistics hell game. This much dedication is pretty unusual for me.
>>
>>137698764
What do you think?
>>
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>>137699398
I have no idea. I've never heard someone with an engineering degree getting a job.
>>
>>137699265
>greentext should be used whenever, no context needed
>seriously responding to "who are you quoting?"
>calling others new
>>
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>>137701657
>sperging for the sake of sperging
C'mon buddy I'm not in the mood.
>>
>>137701765
>C'mon buddy
I'm not your buddy, guy.
>>
>>137701765
>sperging first, then chickening out
quitter
>>
>>137701905
I'm not your guy, bud.
>>
What are the numbers for transport capacity of belts and inserters? Need for planning.
>>
>>137702398
Test it out in game yourself
>>
>>137702398
Fully compressed blue belts have 2400/min. When sideloading I reached about 1800-1900.
>>
Are there any must have mods?
>>
>>137704369
Not really. The base game is pretty good.
>>
>>137702116
I'm not your bud, guy
>>
>>137704369
Nope, base game is really good, as it should be.
Sad that some games even have a list of "must have" mods.
>>
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Autonomous miner

1 Solar panel
1 Basic Acumulator
2 Electric drill
1 Pole
2 Effy modules for -80% consumption
1 lamp(optional)
1 chest

Better than burner drills in terms of pollution.

Pic is using furry mods.
>>
>>137706720
for what purpose

seems pointless to me
>>
>>137707128
Could be useful in bob's mods to grab something like gems just a tiny bit into your logistics network.
>>
>>137706030
I think he means mods that undeniably make the game better.
Evolution gui is one.
>>
>>137705712
I'm not your bug, gud
>>
>>137708965
I'm not your gud, ferind.
>>
>>137708535
Also resource spawner overhaul seem a favourite, is it good?
>>
>>137704369
Orbital Ion Cannon serves greatly as a highest tier weaponry. Without it cleaning big nests of behemoth ayys in the lategame is just too frustrating.

RSO for better resources, evogui and YARM for monitoring stuff
>>
After playing so many...finally finding a game you're just not intelligent enough to play
>>
>>137712613
>tfw too dumb to understand circuit network
>>
>>137710535
I find there isn't enough space without RSO, I mean you can still do trains without it, but if you really want to build something _humongous_ you'll keep bumping into ore patches when building.
With RSO you can find yourself a nice large empty spot to go big.
>>
>>137712613
>>137714017
ask your answers
>>
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>tfw the ayy start sending their Big Spitters/Bitters en masse
>>
How does FARL work? The Read blueprint button does nothing for me. I have two blueprints with a vertical and diagonal design in the wagon.
>>
>>137706720
I never understood the accumulators. Like, how can I see for how long the saved energy is going for?
>>
>>137720917
W is J times 1 second so you could calculate it with that in theoretical sense.

Or you just take a look at the electricity use history and see if the accumulator energy production declines slowly when other production kicks in or drops of sharply as the energy runs out.
>>
>>137720917
time the accumulators can work = capacity / power

if you have 1 gigajoule of energy in your accumulators (i.e. 200 fully charged), for example, you can sustain 40 megawatts of power for 25 seconds. The maximum each accumulator can put out is 600 kilowatts, meaning the fastest you can drain them in this example is 8.3333... seconds pulling 120 megawatts.
>>
>>137704369
Autofill
Orbital Ion Cannon to launch more rockets
UraniumPower otherwise getting electricity in late game is pain

Flow Control for pipes that are not retarded
Bergius_Process gives some use to coal
>>
>>137721573
I should add that Google or WolframAlpha will do all of the unit conversion for you, so if you don't want to do a bunch of math, you can just search "(1000 * 5 megajoules) / 40 megawatts" to get how many seconds 1000 accumulators will sustain you pulling 40 megawatts, or "40 megawatts * 5 minutes / 5 megajoules" to see how many accumulators you need to sustain for 5 minutes (if 40 megawatts is your peak)
>>
>>137721259
>W is J times 1 second
No. W=J/s. Not W=J*s as you claim.

>the fastest you can drain them in this example is 8.33 seconds
At maximum discharge and full charge, any factory's accumulators will only last 16.67 seconds.
This number is constant with respect to number of accumulators.
Note that the maximum output of an accumulator is 300kW, not 600kW.
>>
this game is Shit
and this is a shit post
>>
>>137722471
>Note that the maximum output of an accumulator is 300kW, not 600kW.
Whoops, just got back from a diff eq class, and I can't math anymore.
>>
>>137714017
>Discover circuit network
>Don't completely understand how to use it, but know a few things.
>Make small, self contained factories that dynamically monitor mass storage facilities and turn on inserters to grab from the main bus when certain parts are low (Threshold: Activate factory when below 4800 green circuits, deactivate when above 200k.)
>Prevent needless drain on resources by managing resources this way to only produce so much.
>Prevent power spikes by ensuring factories are only active at specific times to allow for my laser turret accumulators to properly charge.
>Circuit network can be easily expanded to distant mining nodes containing all the logic necessary to start and stop their production, allowing me to produce finished goods in specific quantities and ship them back via train to improve space and loading times.

>This was all completely unnecessary because it could've been handled just as well with a main bus, centralized factory that only needs oil, copper, and iron as inputs.

It was a fun project though. Didn't even really help with just in time production though since anything needing JIT was timed with constant input to assemblers which themselves were further timed with speed modules.
>>
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What do you think of my first factory
>>
>>137720917
Accumulators store 5000 KJ, which is equal to 5000 KW over one second. This means if you want to power your base for an entire night (125 seconds), you'll need to store your base's average energy consumption per second * 125 in accumulators. Also note, each accumulator can only discharge or charge 300 KJ per second, meaning you'll also need average energy consumption / 300 accumulators.

Say you've got an accumulator that powers five electric miners with backup energy. Five electric miners have a constant drain of 300 KW total. Therefore, to output power to all of them simultaniously, you'd need (300 / 300) 1 accumulator. With only one accumulator at max charge, it would be able to power those miners for (5000 / 300) 16.6 seconds. To power those same miners for an entire night, you'd need (125 seconds * 300 KJ / 5000 KJ) 7.5 accumulators.

What I wish would happen would be a way to set accumulator's discharge speed so that you can "time" your accumulators to output constant power throughout the night. A continual brownout is better than 10 seconds of full power followed by two minutes of darkness.
>>
>>137723729
Got any pics?
>>
H-how do you move lubricant into an assembly machine?
>>
>>137725398
by piping duh
>>
>>137725451
I didn't know you could add assembly machines into the piping network
>>
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>>137725398
Like this.

Choose the recipe and pipe input will appear.
>>
>>137725550
They get an input for fluid if the recipe requires it.
>>
>>137681797
>long range inserter for short range
trash.jpg
>>
>>137704369
long reach
>>
Anyone else hate super long belt distances? I wish there were a better way to hide them from view, like a 10 or 20 tile long underground belt or at least a way to get them off the ground so I'm not constantly running over them.

I've started to feed my factories directly from other factories to eliminate belt usage, but then I run into efficiency issues then.
>>
>>137726514
5dim has the 30, 50 belt in the logistic module
>>
>>137724497
Too small.
>>
>>137723729
>have CPUs
>need a building to add two numbers together
Cuircuit networks now are retarded. They better make a simple scripting language to write controlling programs for factory
>>
>>137728643
There is mod for lua combinators.
As far as I remember author did a plain loadstring instead of sandboxing and you could have your combinators explode biter brains in arbitrary radius around them.
>>
>>137724497
Too big.
>>
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>>137725371
Here's the best I can do at work, and probably more clean than a screen shot.

Mass storage keeps a tally of resources on the global (red) circuit network. When the amount of resources in mass storage is low, a signal is sent to the relevant factories, when then turn "on" and start requesting resources from Logistics Out. Logistics Out just start dropping resources onto the belts of whatever is currently needed by a factory, so sometimes there's a ton of different items on the bus. External smart inserters on the factory turn on as well to fill up a factory's internal storage to a certain amount, only grabbing when this internal storage is below a certain point. Internal smart inserters feed the material into the assemblers, when then start shipping the finished products back to Logistics In. Logistics In sorts and loads the products into their proper storage containers.

Some things to note:

The Logistics Out section will often output more resources than the factory needs because there's no way to count items in transit on a belt. This requires a way for the bus to eventually feed back into the Logistics In section so those items can be restocked.

Because of the above, your storage can never be too full or too empty. If it's too full, items will gum up the buses and won't be able to be stored. If it's too empty, items won't be assembled.

At the time, there's no good way to tell smart inserters in Logistics Out to start outputting in large logic. Instead, all factories have a small setup that places a dummy resource in a circuit network compatible chest and remove it to control the "need" for a specific type of resource. For instance, in the global network, I can specify if the amount of wood planks in the circuit network is over 1, iron plates are to be sent out from Logistics Out. All factories that could request iron plates have that same small wood setup, where it can place a piece of wood in a smart chest to turn on iron dispensing.
>>
>>137730447
Some other things I'm experimenting with:

Multiple mass storage locations that load balance each other (Ensuring resources are more equally distant to each other).

Train logistics replacing belt logistics (Items are loaded onto a train at Logistics Out, train wagons ship resources to corresponding factories, factories both load and unload onto the same train wagon.)

Master request system (IE adding in new mass storage facilities is automatically handled by the existing logistics network, filling it to a specific level of storage upon creation and connection to the rest of the network.)

Basically, the entire setup is designed to smartly request resources to fill mass storage which can then be used by construction bots to spread out with nearly no player input. The final challenge is mass mining and stripping of resource fields without killing logistics lanes. I want to quickly be able to uproot ore patches and place the product into chests where it can be processed quickly.

Eventually, I'm hoping this mass production and storage design can be coupled with remote drone building or something similar, where I no longer need my physical body and simply can ghost build and program everything from orbit.
>>
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>>137731803
I think you have gone too far with automization anon.
>>
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Is there a more elegant way to merge belts while ensuring as much gets through as possible?
>>
>>137734449
Just drive both belts into the splitter and draw only one lane out of it.
>>
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>tfw probably time to just admit defeat and download the nuclear power mod
>>
>>137738137
>not using steam engines
>>
>>137738137
Try to separate your grid into several sections -- one that powers only accumulators for laser turrets, another for constantly used factory assemblers, miners, and oilfields, and another for non-essential sometimes used assemblers and furnaces.

Basically, reduce the demand spikes on the turrets by splitting them off so they don't shut down the rest of your factory, keep a set of solar panels/accumulators for exact, constant production facilities, and put the weakest grids on stuff that doesn't have to work 24/7.
>>
>>137739558

Isn't it really trivially easy to accidentally connect those two isolated grids by mistake though?

>>137738906

I thought steam engines were obsolete once you got solar panels?
>>
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>>137742031
>I thought steam engines were obsolete once you got solar panels?
Nigger, you can look at the power output of both, and clearly see the massive fucking difference between them, steam outputs a fuckton more than solar
>>
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>>137742259

I thought that just meant you should build more of them. Oh god, what have I done?
>>
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>>137742878
You've become a hippie
>>
>>137742031
If you shift or control click a power pole, it'll disconnect all the wires to it and let you run new lines with copper wire. The problem arises when you're not paying attention when placing lines and cross them somewhere, then you have to go looking through the whole line to find the problem.
>>
>>137738137
>only 1,5k solar panels
>admit defeat
Them and accumulators are dirt cheap in the lategame. Just spam them in a grid somewhere far from your base.
>>
>>137744592
I wish there were easier ways to create and control separate power and logistic networks.
>>
>>137738906
Yeah, steam engines.
>increase the power consumption of your factory
>output gets more than input
>inserters work slower and do not insert coal
>massive blackout
>you have to run and put coal into every fucking boiler by hand
>>
>>137745336
>not using separate grids or burner inserters
>>
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>>137745336
>he doesn't use burner inserters for his boilers
>>
>kept building factories and electric drills by hand until my 8th playthrough
>finally decide to actually mass produce these fucking things early on
>mfw realizing that you make them from the exact same shit you use to make inserters

Man I feel retarded. It was so easy. I'm expanding like a motherfucker now.

>tfw getting to endgame on the 7th playthrough and suddenly feeling empty without power armor mk2 and 6 exoskeletons
>cheated that shit in, along with 3 roboports and deconstruction planner
>since I have no robot speed or automated construction I don't feel too guilty, just using them for autorepairing walls and deconstructing them, which is exactly what I wanted
>>
>>137745991
>>137745997
How would you fully automate burner inserters without any use of electricity?
>>
>>137746617
burner inserters feed themselves before feeding something else
>>
>>137746617
are you retarded? How does electricity even come into it ?
>>
>>137746617
????
You do realize they work automatically.
>>
>>137746617
burner inserters insert coal into themselves senpai
>>
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>>137746943
>>137747059
>>
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>>137747216
Welcome to factorio newfag
you can check out any time you like, but you can never leave
>>
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>>137744227
>>137742878
>>137742259
Solar panels supply and/or ease the steam engines production during the day.
>>
>>137747990
they take up too much space for me, and I don't why I should use that space for solar panels when it could be more efficiently used by steam engines.

Only reasons I see to use solar panels are radar outposts and powering the miners that supply the steam engines.
>>
>>137749037
>Only reasons I see to use solar panels are radar outposts

What are the ratios to make a radar run self-sufficiently with solar panels and accumulators? I can't tell if in-game kilowatts are joules per in-game second or per real time second. I wish they would just rate accumulators in kilowatt-seconds like any sane person would.
>>
>>137749401
>kilowatt-seconds
these are called kilojoules, and seconds are real
>>
>>137749401
Pretty sure you can just use 5 solars:1 radar. Discounting the lack of enemy tracking during night hours, it just werks.
>>
>>137749401
Pretty sure the game-seconds are used for everything.
>>
>Ion Cannon ready
>Ion Cannon ready
>Ion Cannon ready
>....

I've really got to disable these sounds.
>>
what are some good mods for the game.
>>
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>>137750351
>play the game 12 hours in a row
>lay down to get some sleep
>woooh woooh
>woooh woooh
>woooh woooh
>...
>>
>>137755627
had that feel yesterday
>>
>>137750351
Easy config.lua option for that
>>
>>137755627
holy shit. this happened too me too. is there any good sound alert mod?
>>
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>>137755627
>go to bed
>close eyes
>see conveyor belts
>>
>>137757921
>go to bed
>bed is really a conveyor belt
>>
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>>137759203
>>
keep the belts moving
>>
>>137738137
>102MW consumption
>builds 1.5k solarpannels
>Gee billy what do you need all that power for, aliens I bet?
>his base is a shiny red becon attracting all the ayys

Did you use Any efficiency modules? I mean if you want to go hippie you want to reduce your pollution.
>>
I'm completely shit at circuit networking. Is there a way that I can detect the flow of a pipe or if a pump is running? Would I need a mod?
>>
>>137766329
would like to know that too
>>
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r8 my setup <|x^}
>>
>>137769723
9/11
>>
>>137769723
Side inserters? Kill yourself.
>>
>>137769723
>r8 my setup <|x^}
>windows 10
Full retard.
>>
>>137773057
>he doesn't willingly keylog himself for big brother
Go install Arch or something ya dummie o<|8^)
>>
>>137773057
Full bait, you mean?
>>
>>137772315
Do you think devs will add more stuff oficialy like this? Side,near inserters,that item which unloads items from the wagons\chests like belts. Which destroys purpouse of any inserters or stations.

I already hate drones and people stroking each other dicks because they "won" by having 1k logistic drones.

I think a lot of stuffs stuff becomes obsolete pretty quick thanks to this ,they should tone it down a bit.
>>
>>137773485
It's can't be FULL bait because there are no loops
>>
>>137757921
Shit's creepy as fuck dude.
>>
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>>137754936
>>
>4am
>its time to stop sperging about my electric network
good night /fcg/ and sweet conveyed dreams
>>
>>137712613
You should try some Zachtronic games
>>
Are blue splitters worth it? The recipe seems like a headache
>>
>>137782074
jesus fuck yes
blue belts are the sanic belts
>>
>>137783190
Not the belts, I already have more than I need, I'm wondering about the splitters.
>>
>>137784781
blue belts, blue undergrounds, and blue splitters are all "Blue belts"
it's really really worth it to start autocrafting on blues when you get them
>>
Is it worth building a personal laser defense when I'm getting mainly big ayys?
>>
>>137785450
nope, they suck past small.
>>
>>137785450
Just use capsules.
>>
>>137785076
literally no reason to get blue belts if your factory isn't consuming shit fast enough
>>
savior of the belts
>>
df
>>
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At last, I have surplus petroleum after being low on it for almost my entire game
>>
>>137774823
I don't know, honestly. Some of it is probably gonna become official stuff, yeah. Rail tankers started off as a mod, so did concrete flooring and other things. I think that item that offloads ore from wagons is gay as fuck, but at the same time I think the logistic rails mod that turns the wagon directly into logistics chests is okay.

People who go straight to logi-bots because they can't make good/efficient designs are missing out on some of the fun of the game, but people who swear off logi-bots are also missing out on the end-game. At a certain point you have to use them to keep expanding your production without having belts reaching across 10 chunks, and to keep production of things solidified. If you had to add a new green circuit bus every time you added more blue circuit capacity, your bus would be about 350 belts wide and an absolute clusterfuck to do anything with.

Even then, with about 30k logi-bots, I still use belts for things to minimize their use as it starts to slow down the actual game. My game is permanently at about half simulation speed; a single second in-game takes over 2 seconds in real life. A single requester chest can feed a belt that feeds several lower-draw assemblers or plants, like batteries and plastic, and then pick up the output from a single chest as well. The key is efficiency; does the design have more or less moving parts by using logi bots than it would by hooking it up to a bus? But to each their own.
>>
>>137798439
>surplus gas
You're not making enough batteries or red circuits then.
>>
>>137799651
I wasn't making any actually. After I took that screenshot I found out I accidentally disconnected my petrol line.
>>
>>137799724
Ahahaha. Oh, that sucks. But you didn't need that much storage anyway, honestly. After you reconnect it, try cutting off the storage from production and draining it out, then picking up several of the storage tanks and reconnecting it.
>>
fg
>>
10bump
>>
>>137766329
>>137769140
>detect the flow of a pipe
Pipes don't tell you jackshit, and as such are useless for the circuit network.
However, storage tanks can output their current content (type and quantity) to the logistics networks.
Using the fill gradient between two neighbouring storage tanks, you can calculate the flow rate between them.

>if a pump is running?
Pumps are by default always on.
If it is wired to circuit network, then it is only on if its argument parses TRUE.
>>
>>137757697
red alerts
It lets you replace the alerts with C&C alerts.
Shit's awesome
>>
>finally build a tank
>clear out that pesky nest that always managed to destroy one of my gun turrets and I had to replace it

killing ayyys is so much fun
>>
>>137807937
I'm finally building my first rocket, and am going to launch up an ion cannon with it.

I will do this slowly, to savor the moment.
>>
>>137568738
as long as a base doesnt have worms you only need a shotgun an SMG and steel armour
use the SMG to wipe out the biters and shotgun for bases

For bases with 1-2 worms defender capsules and grenades can be enough to clear them out
For bases with 3+ worms you'll need a vehicle of some kind and once they evolve to having spitters it has to be the tank
For massive bases with big biters spawning you'll need power armour or an ass ton of cannon rounds and patience
>>
>>137808302
I'm still far from that, I don't envy you though since setting up the infrastructure for that would be an absolute horror in my current in-game situation.

>>137808437
>as long as a base doesnt have worms
all bases I cleared had worms so that wasn't an option any more. half my plastic goes into producing explosive shells now after I somehow managed to get a huge stockpile of explosives produced before my petroleum ran out.

off to new oil I go...
>>
>>137808736
Yeah, I'm already running low on iron, so I'm running around expanding my rail network. Also had a close call on my fuel supplies, so keeping an eye on that...
>>
>>137747498
Recall some dinosaurs (from Jurassic Park or wherever) that bite meat of their prey, raise their head and swallow the chunk of meat? I now imagine burner inserters swallowing coal in the same manner. Wish I could draw.
>>
>>137807937
>finally build a tank
>devote my economy to making cannon rounds for a while
>spend a few hours just blowing up ayy bases nearest to my pollution cloud
>the next large base I go to has a behemoth
>I have made the ayys evolve too fast because I was having fun
>I've exhausted my local iron supply making ammo
>the best option for iron is right next to a large ayy base
exterminate responsibly.
>>
>>137810274
Rushing laser turret upgrades never fails. This and destroyers.
>>
>>137810274
It's sad to me that the tank becomes almost useless once the third tier of biters common
>>
>>137812490
Just get some tank mods and gg ez
>>
I guess this wall won't stand any much longer.

I just ran out of coal in the worst time possible.
>>
>>137813654
I forget to setup train to deliver that coal to my steam engines and my power went out.

I should really replace yellow with the burner inserters, once the power is out you are pretty much done.
>>
>>137813654
You had a ton of walls with large areas with no turrets. What exactly did you think it was going to protect you from? There was no reason to have another row of walls behind the railroad track; in fact you should have just moved the wall further to the right and lined it with turrets. Then you might actually have had a chance of surviving that attack.
>>
>>137813878
Actually I run train at max speed on these rails, it makes a good job at cleaning and drawing biters agro.
>>
>>137813952
Drawing aggro into what, your 3 turrets around the large power poles?
>>
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>>137813654
This looks like a nightmare
>>
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>>137813654
what the fuck are you doing m8
>>
>>137772315
I love this meme.
>>
>>137798549
>Rail tankers started off as a mod
Isn't it still a mod?
>>
>>137816909
yep, vanilla rail tankers have been pushed back to 0.14
>>
>>137817058
I thought so.
I'd really like to run the game in vanilla since modded multiplayer can be buggy and shit, but I realized that there are some shit that I'd kinda be annoyed to lose out on. Like the rail tanker, and air filters
>>
>rail tankers
I don't really understand this mod.
Crude oil is the only liquid that warrants transportation by other means than pipes, and oil barrels fill this need.
What's the point?
>>
>>137817419
Because
A) Fuck having to pack up oil into barrels and then unpack them at their destination
B) Because oil tankers are a fucking thing and they're cool
>>
>>137817558
>feeling-based argumentation
dismissed
>>
>>137814002
Well there were more turrets. That big ass worm sniped all my constructor bots which went to repair walls/turrets. It happened really quick.

With no automatic repair my turrets got overhelmed quickly. Not to mention this game likes to spawn 30 spiters and they basicaly one shot anything.

But I already started upgrading my defenses, I will blueprint and move them further later, because I think I will have to expand my railway station, supporting 6 trains right now is a max and i need more.
>>
>>137817882
Just don't use them then faggot, it's not like you complaining about them here is going to stop them being added to the base game
>>
>>137818089
Don't lay off the chill pills just yet.
I'm just wondering why anyone wants them in the first place.
>>
>>137818402
I told you why I personally want them.
What kind of answer were you even willing to accept?
>>
>>137818045
That's honestly a very light defense. Needs way WAY more turrets, behemoths will just walk through that.
>>
>>137818045
leave a 1 tile gap between wall and turret
get robots and put a roboport near the turrets (green square) have repair packs automated into a passive provider/storage with a limit of maybe two stacks
>>
kl
>>
yet another page 10 bump
>>
Emergency inserter bump
>>
>>137818045
>>137813654
How come they've build fucking home under your walls?
>>
>>137818960
God dammit behemoths, im not ready. My power output is not high enough to sustain THAT many laser turrets. Lets hope they don't evolve that quick.

>>137825347
Misanthrope mod, pretty cool Biter overhaul mod. Makes the game very challenging. They have several stances like peaceful or aggressive expansions where they can setup nests anywhere they wish.

But its not that good, its impossible to have long-way railways because biter instantly destroy them , biter-friendly rails does not help at all because when biters are building the new nest they do that mostly on top of your railways. Which makes them destroy rails anyways.
>>
>>137825893
>tfw no automated gun turrets on train
better upgrade those FARL blueprint with a laser turret
>>
>>137825893
>They have several stances like peaceful or aggressive expansions where they can setup nests anywhere they wish.
That part actually comes from the Dynamic Expansion mod, which got multiple clones after compatibility breaking release. I prefer a modest update of that.

The question was why the fuck did you let them do that to you. And shouldn't they get aggroed to turrets from this distance?
>>
>>137826262
There are at least three mods that implement combat rail equipments:
5DIM
Guntrains
Combat train
>>
so if I want to host a server, I just give my friend my IP:34197?
>>
>>137828890
i dunno lol
>>
>>137830165
hello?
>>
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Whoops! Looks like while I was torching the trees I hurt a fish.
>>
Is the nuclear power mod compatible with the most up-to-date Factorio version? How is it with multiplayer?
>>
I want this game
>>
>>137832756
weirdo
>>
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>>137833167
DON'T YOU JUDGE ME!!!

I HAVE A PROBLEM WITH THESE BASE BUILDERS AND I ACCEPT IT!!!
>>
>>137833395
nah dude, get it, its really good
>>
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I did it!
Sub-5-minutes Ion Cannons all without logibots.
>>
>>137833523
pay day comes about soon so I will. First I gotta pay off that damn ring my ex ran off with.

Never get married anon, just get friends you fuck.
>>
>>137833541
Good job! But don't stop there.
>>
>>137831683
Yes and yes.
>>
>>137834448
>logibots and furry's OP modules
That's easymode
>>
How the fuck do I play this game.
Train won't run, says no path even though I can manually fucking drive it where it should go.
Mass producing higher end stuff seems like it will be a ridiculous clusterfuck.
Help.
>>
>>137836004
>Train won't run, says no path even though I can manually fucking drive it where it should go.
Your rail signals are wrong. Post pics.
>>
>>137836334
I have none, I only have 2 stations in a figure 8 track.
>>
>>137835868
>furry's modules
Anon, I don't use Bob's Modules.
>>
>>137836375
>don't place signals
>hurr my trains won't work
This game isn't for retards like you.

Captcha: Choose pics of trains
>>
>>137810274
I've still got 3 or 4 large iron supplies in easy sight and don't really know where to put all that coal or copper either, didn't even search much or put ressources high at game creation, I only exterminated the immediate threats so I should be fine.
only problem in the long run will probably be oil.
>>
>>137836510
Why would I need signals when there's one train on one track?
>>
>>137836591
>there's one train on one track
The train doesn't know that and it doesn't care. It just goes to the next signal.
>>
>>137836773
I changed the track from an 8 to an O and now it runs fine without signals. It does know, the game just crapped its own pants.
>>
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>>137836375
Is your stations on the right side of the track?
>>
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>>
>>137836773
>>137836936
youre both wrong. you dont need signals at all if theres just one train and having two stops in an 8 loop definitely works. you put one stop on the wrong side of the track
>>
>>137838243
>no explanation of how it works
Bullshit or space magic.
>>
>>137838757
what is it even supposed to demonstrate
>>
>>137839178
oh wait, nevermind. what the fuck
>>
>>137839178
Note how at the end, the iron gears have been separated from the metal plates.
It is a sorter that only uses belts.
>>
>>137839458
What the fuck. It took a gear as 'input' and somehow that took the gears out of that uneven mess? Surely there has to be a trick to it. Like requiring the mess to have an even amount of items on it to not break.
>>
Anyone know how many fast inserters it would take to completely fill both lanes of a blue belt?

I estimated about 11 on each side, but I'd like a hard answer.
>>
>>137838757
So the two leftmost splitters cause all items that pass through them to end up on the inside of the two middle belts. Since underground entrances/exits block one side of belts that merge into them, those things on the inner lanes are forced to go towards the right.
When an item is sent from the top, it enters the center splitter but not the left one. This means that instead of forcing all gears to inner lanes, it now forces them to all outer lanes, and since outer lanes are blocked on the right-going belts the gears are forced to the south-going belts.
Oh, yeah, important thing. Splitters work per item type, not overall. Where a splitter sends the next gear is unaffected by where the last copper plate went.
>>
>>137840134
>Splitters work per item type, not overall. Where a splitter sends the next gear is unaffected by where the last copper plate went.
This.
>>
>>137838243
how would it look like in practice? I mean this example is going in circles, how would an outlet with sorted items look like? and is it practical at all? wouldn't smart inserters work better?
>>
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christ
>>
>>137844718
Time to start a new game.

>>137844194
>is it practical at all?
No. It will deadlock in no time. If one item type is backed up, this thing will clog and no item will get through.
>>
>>137844718
Get RoboCharge mod. Charging towers can connect roboports together.
>>
Is it possible to have blue belts and splitters building at full speed without logibutts? i can't seem to find a way to get all that input that fast.
The only way i see it feasible is using chest input buffer so i have the inserter bonus but that will build until the buffer runs out.
>>
has anyone done the math on how many stone/steel/electric furnaces it takes to eat a solid yellow/red/blue belt?
>>
>>137847125
13.3|26.7|40*3.5(*2)
>>
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>tfw no matter how big I built it will never be as big as ion cannon anon's
>>
>>137846265
>Is it possible to have blue belts and splitters building at full speed
What do you mean by "full speed"? Lvl3 factory? Which modules?

Anyway, of course it's possible, you just need enough raw materials as input.

But it's also pretty useless. Even a quarter of a factory builds that shit faster than you can use it up. Just have them fill up a buffer of 2k belts, a few hundred belts and splitters and you're fine forever.
>>
>>137846265
>Is it possible to have blue belts and splitters building at full speed without logibutts?
Examine the worst-case scenario:
Blue underground belts made with speed 1.25 assembler.
At 42 items (40 gears, 2 red belts) every recipe at 0.4 seconds per recipe. This means 105 items/s (note that a blue belt has a throughput of about 40 items/s.
Knowing that a fast inserter can transfer 2.4 items per second, you'd need more than 40 inserters (at 0 stack bonus) - but an assembler only has 12 spots to feed from.
You could do something ridiculous like feeding the assembler from a train wagon which is in turn fed by more wagons... which are in the end fed by several belts.
This is of course disregarding the resource needs for yellow and red underground belts, which're also hungry for cog.

Is it possible? Yes. Is it practical? No.
But do you really need that scale of production?
Consider that in above example, the production would be 5 blue underground belts per second if going at full rate.
Take a few minutes to estimate how many underground belts you've already placed, and then check how long you've played.
Producing those things at full speed is a small step, but using them at the same rate is a giant leap.
>>
>>137847628
>>137846265
I just looked into the numbers and the biggest issue seems to be gear wheels for underground belts.
You need 3000 wheels/min to satisfy one underground belt factory, which is more than a single belt can handle and also more than the maximum amount of inserters can handle. Anything else seems doable.
>>
>>137848002
You just need stack bonus assisted chests forming a sort of a tree, where the trunk passes things towards the assembler and leaves end with chests being loaded from belts with inserters.

No idea how much stack bonus you need or is even available in the game though.
>>
>>137847538
I'm actually having to expand again. I added more blue circuit production and now I'm running at negative 17k green circuits per minute, quite vexing. I already added another couple hundred furnaces to support the increased chip production, but my specific module layout for the green circuit production array makes it time-consuming to expand production.

Dream big, anon!
>>
>>137848925
>using cheatistics bots
>>
>>137849224
>being salty
>wants to have a main bus that is 2 chunks wide
Yeah okay.
>>
>>137848925

>Dream big, anon!

My dreams are limited by my constant starvation of iron and copper, I suppose these sinusoidal curves mean alternately one or the other is in short supply.
>>
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>>137849921

>forgot to post the picture

Oh boy that was embarrassing
>>
>>137849921
You get to a certain point where you have no option but to use logistics bots, and use them for a lot. Trains are just too slow to bring in enough ore quickly enough. At best, you're unloading about 4.8-7.2k ore every 10 seconds, and probably more than that with trains actually pulling in to the station and departing again. You have to throw up roboports and mine straight to logistics bots to satisfy that hunger. see >>137595565
>>137850126
Yep, shortages of minerals is what's causing that.
>>
>>137850523
>mine straight to logistics bots

Doesn't that end up requiring a ridiculous amount of bots? Why can't you just scale up and build loads of train stations?
>>
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I just bought this game and i feel retarded, and have a headache now.

But i can't stop playing.
>>
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>>137850126
This is my carefully crafted 5-minute-ion-cannon setup. No cheatbots. I know those curves all too well, you have to force yourself to setup two outposts of everything once and then you're good for a few hours of gameplay.
>>
>>137850126
I've gotten that in one factory before.

>run out of iron for both circuits and steel beams
>but I have shittons of copper for copper wires, so excess copper wire feeds all of my green and red circuit supplies!
>start losing copper-per-second
>excess of green circuits, but red circuits need green and copper wire, so now green circuits are exploding instead of copper wire

I gotta learn ratios and shit.
>>
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>>137851554
>>137851728

I think I found what my problem was.
>>
>>137849224
>shitposting
>>
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>>137852313
>gap
>>
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>>137853865

Why not have a gap? The drills mine the ground around them as well.

Also I think I may be forced to concede that a twin rail layout probably is superior, my trains just made me ragequit for the evening but at least I'm free for a little while.
>>
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>>137857627
>Why not have a gap? The drills mine the ground around them as well.
>>
>>137857627
See you in an hour.
>>
>>137858164

They literally do, if you don't leave gaps you have to mess around with underground belts for your power poles, maybe all your preconceptions are actually wrong and having a gap between your mining drills is a perfectly sensible thing that everyone does, did you ever think of that?
>>
>>137857627
Because there's absolutely no benefit to that. They each mine just as quickly even if their areas are overlapping, so if you have them touching you can fit more mines on a resource patch and get higher resources per second.
>>
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how do I charge my shield ?
>>
>>137860653
You put a fusion generator in your suit
Or solar panels if you're poor
>>
>>137860653
Solar panels + batteries (pleb tier)
Portable fusion reactor (god tier)
>>
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>>137859156
that's the point you downs child
you use those underground belts for the poles so you can fit as many mines as you possibly can on an ore spot, to maximize output of ore, instead of mining at half output like a mouthbreathing retard
gas yourself
>>
>>137860653
>have shields
>using modular armour
>not power armour
>>
>>137858164
can you post your setups for optimum blue science production without circuit networks/flying robots? I'd like to make that happen without it right now as I expect it to be a huge source drain on my first game with trial and error so I'd rather see the basics first.
>>
>>137866423
dunno why I quoted that. really liked that "post reply" button on april 1st
>>
>>137861814
>instead of mining at half output

But if you mine at half output it lasts twice as long
>>
>>137870067
If you mine with gaps you get a lower amount per minute out of a resource patch, but it will also last longer and give the same total amount.

Which means you need more concurrent outposts running at the same time to power the same factory. In the long run you need to build just as much outposts though.

I can think of two pros for the packing the miners as dense as possible:
- less concurrent outposts also means less trains on your network, thus less risk of slowdowns/deadlocks due to your rail network capacity.
- If you have many outposts you need to protect them all at the same time, ie. many turrets up at once.
>>
>>137871130
>less concurrent outposts also means less trains on your network, thus less risk of slowdowns/deadlocks due to your rail network capacity.
I don't know if that's right. Either way you have the same amount of minerals being moved, which means the same number of trains active not accounting for cycle time.
>>
>>137850837
You start measuring them by the thousands, then the tens of thousands. You could scale up and have 60 trains running at once, sure, but you'd have an enormous amount of space dedicated to it, you'd have to be nonstop pulling up mining outposts and dropping new ones and connecting them with rails, and it would still be very inconvenient for getting smaller patches of ore.
>>
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This is a very Zen kind of autism.
I haven't stopped playing for two days and I see conveyors when I close my eyes, send help
>>
>>137860918
Are batteries needed if I have two fusion reactors?
>>
>>137877281
Let me just get it out of the way.
>bussing copper wire
>>
>>137878047
I've got like three other production trees that need wire upstream.
>>
>>137878617
Right, but you make 2 copper cable for every 1 copper plate without any other components. It is always more efficient to bus copper plate and make wires on-site.
>>
>>137878851
That's a fair point, I just can't be assed to do that until I finish a couple of other side production areas.

Also, fuck refining. One misplaced pipe and you flood your light oil line with heavy oil, and all your chem plants go "FUCK" until you remove and replace all the contaminated pipe.
>>
>>137870067
what's the point? you don't want your children to mine those sources, you want to have them handy and ready or worked into intermediate products right now.
>>
>>137882067
There's a mod that allows you to decide if pipes merge or not when next to each other, because we've all had that happen at least once. For me it's always water getting into the oil pipes.
>>
>>137882767
it never happened to me after the first time. just set that shit up before you connect them to running pipes
>>
>>137885265
I do, but sometimes you're expanding to your hundredth light oil cracker in the array and the mouse slips slightly and you have water where it shouldn't be.
>>
Any ways to exit frequency and ammount of ores? Its annoying that all nodes have around 50-70k

They dont last that long and are far away from each other.
>>
>>137887441
Get angel's infinite ore mod, makes ore work like oil where it depletes in value but never completely runs out. Makes outposts worth maintaining.
>>
>>137885990
you are aware you can save your game beforehand, right?
>>
>>137857627
You need one more siding than you have trains, then all your problems will be fixed.
>>
>>137887441
start a new map
frequency determines how often a thing gets generated
size determines the physical dimensions/size
richness affects how much ore each tile has
very low and very high freq generate roughly the same amount of ore just low freq has huge patches of it while high freq will have more patches but each will be smaller
think of resource freq distribution like this, you always get the same amount of stuff it just determines how big or small a blob that stuff comes out as
very low freq, very big size, very high richness is the best you can do without mods but you will have to reroll a few times to get a starting zone with iron/copper/stone/coal all nearby but they should be huge
>>
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>>137757921
>walking to class
>person walking at my pace alongside, obviously needs to get somewhere on the other side of me
>well hes just going to have to loop around backwards and go under our belt to do that
fug
>>
>>137890251
Obviously, but each save takes about 30 seconds to process and is annoying to do for minor work like adding a few more pipes.
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