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

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Dedder than ded edition.

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

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

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

This thread is dedicated to autism factories simulator aka Factorio.

When posting a server please include location, version number and any mods used.


Last ded: >>137909158
>>
why would it be dead?
hell even markiplier is playing it now
>>
>>138473881
I suppose the group of people who play factorio and the group of people who regularly post in /vg/ threads simply don't overlap much. Or maybe nobody knows this general exists since it's dead all the time.
>>
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>>138473630
/egg/ here.
Please come back ;_;
both of our generals are dead.
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>>138475779

ded for the ded god
>>
Most threads deserve one last bump
>>
I hope this game goes on sale soon
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The end, put it to rest.
Let's go back to /egg/.
It's... It's over, guys.
>>
>>138475779
>>138483171
but /egg/ is too autistic
>>
Fuck it, making a server.

Once it all loads of course
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>>138484492
Nevermind, no idea what I'm doing
>>
emergency bump.

I do not want to go back to /egg/
>>
It was neat going back to /egg/, I was there for spengies and infrequently posted some stuff I was doing in factorio but nobody seemed too interested in the game back then.
>>
>>138497683
eh, felt like we couldn't get any factorio discussion in.
>>
>>138499238
I was trying to discuss it, but that one anon who was angry over logistics bots kinda derailed it.

I've been making good use of the modified code for the rocket_auto_start mod that some anon graciously provided. I leave my game running overnight (and pretty much all the time I'm not playing something else that needs my CPU) just to process all the ore I have to make space in the warehouses, and it's been sending up 6-8 rockets every 10 minutes. I went through and pulled out all the speed and efficiency modules from my ~900 assemblers doing rocket parts and put in productivity modules, and the whole thing is way more efficient, but I'm also having to use air filters which break up the perfect form of my arrays.

The reason for the air filters is that having several thousand chunks being calculated really slows down the game. I even pulled up all of my vanilla solar panels and accumulators (14k accumulators, 16.5k solar panels) to replace them with higher-end versions that are much more expensive but use less space. That got me 3 fps back, but I'm still running below half simulation speed.
>>
>>138500678
Are you using bots?

I'm trying to set up a factory using mainly bots, because I heard it's more efficient, but I'm not sure how to go about it.
I'd appreciate some tips.
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>>138502276
Fuck, op can't bump his own thread. Halp
>>
>>138502424
Oh wait, now it worked?
>>
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>1 post per hour
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>>138502751
>11 am in europe
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>>138502751
>not automating your posts
You must be new to Factorio
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>>138501453
Yes, I am using logistics bots. I didn't start off that way of course, I set up red through purple research through strictly using belts.

The way to use bots as an endgame strategy is to make the mark4 roboports from Bob's logistics mod. Then, you want to make a blueprint with one of those and large power poles in a line connecting back to the last one. This lets you make a grid of roboports, just be careful to autistically line up their logistics coverage and use construction bots to clear the trees in the direction you want to go.

Then, you'll also need to put large recharge pads around your base, as these are more efficient than roboports for recharging the bots. I usually throw 3 of them on the pole that I have the roboport on, but I do this manually: I leave the outermost edge of roboports alone until I expand coverage, because the recharge pads "count" as a roboport for coding purposes and you won't get the connection line to help you line up the next roboport layer if there are recharge pads in the way.

After that, you want to make a small, repeatable pattern for most of your big stuff. I have something like 25 chunks of furnaces for copper and iron each, and another 10 for steel. You want to maximize the number of assemblers/furnaces pulling from the same requester chest and outputting to the same provider chest to minimize wasted logistic bot capacity.

After that, you'll want to experiment with designs for mining arrays and other things, to get as efficient as you can.
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>>138500678
>>138503075
the thing about bots is that they cause exponential lag depending based on how big the logistics network is.
break it up into smaller networks and manually transfer items across the boundaries and you'll get a lot more fps
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>>138504083
What's your basis on that? I've used the active-chunks filter to check out maps and activity when doing things. Every roboport causes the chunk it's in to be active, as does every logistic bot flying over a chunk. You end up with a lot of active chunks that don't really do that much, but are you talking about something different?
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>>138504689
Pathfinding and similar.
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>>138504940
Wouldn't that just be a result of the number of logistics bots active in total, rather than the distance covered by the logistics network?
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>>138504940
>>138504940
Logistic bot pathfinding is extremely simplistic though. They get an order to transfer something from a to b and go only exactly the route necessary for that. They don't plan charging stops, they simply take a break at the nearest port when they run out of juice. And they don't even check if the thing they have to transport is still there on the way. they will fly the comple route with nothing in their hands if they have to. They should really fix bot pathfinding
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>>138505283
they do try to stay in the logistics network, though, right?
if so even that will probably not be linear in path size
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>>138505405
No, actually. I've done U shaped logistics networks because of water or forgetting to add the missing parts. As long as an area is connected via logistic network, the bots will make a bee-line right to their destination, even if they cross areas outside of the logistics network. If they need a recharge out there, they fly to the nearest recharge point and then make another bee-line, sometimes only advancing one roboport's coverage distance at a time because they don't follow the recharge points.
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>>138505405
>they do try to stay in the logistics network, though, right?

That is right
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>>138505595
Nope. If you set up a line of roboports to a far outpost, they will routinely take the shortest path rather than staying inside the actual logistics coverage path.
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>>138505864
I thought he meant something else. Eh
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>>138501453
logistic bots need upgrade before they are useful and you'll need several hundreds of them before you can replace every belt with bots
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>>138506797
>you'll need several hundreds of them before you can replace every belt with bots
My basic factory when not mining uses about 3k logistics bots.
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>>138506797
But when I'm mining, it goes up to about 13-14k logistics bots being used.
>>
Does anyone have a screenshot of a production line of all 4 science packs using bobs? I'm overwhelmed trying to plan everything out
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>>138508971
Here's what i quickly slapped up to make do
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>>138508971
>4
you mean 5, right?
don't forget the module shit!
>>
How do you deal with getting oil in vanilla ? I'm 25 hours into my first game and I have most of the techs researched but I can't actually build a lot of the cool shit like bots and power armor and modules because I'm being bottlenecked by plastic. I've piped oil in from pretty far away from my factory but it doesn't seem to be enough.
>>
>>138510529
Oh god pls don't I just moved from vanilla to mods and I might die

Srs though someone must have made something efficient enough to work
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>>138510663
Oil never stops. Just throw speed modules in the "empty" pumps.
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>>138510663
Also use pumps to speed up the oil from faraway sources being delivered to you
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>>138510874
you'll have a 20+wide main bus by the end
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Bump
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>>138515772
just loop it
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>>138516084
Ä Ë Š Ť H Ë Ť Ï Č
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>>138516327
It looks nice, but I think I'm too jaded. All I can think of is how much space it's using for 8 assemblers.
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>>138515772
That is the most retarded thing ive ever seen in this general.
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>>138515772
Actually, you know. After looking at this, I see some things to improve. The long inserter taking the tier 2 module and putting it in the tier 3 module could be in either of the two space between the assemblers, so there's no reason to have an underground belt there. You're using provider and request chests so this is clearly in a logistics network, but there's no buffer chests with extra tier 1 and tier 2 modules that get used in other recipes.
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>>138519409
>After looking at this, I see some things to improve
>minor technical stuff
Check the ratios.
You only need 6 assemblers to keep a T3 speed module running at full speed - that's half of what's being used in the pic.
One could also shave 3 assemblers off the T3 pink module.
>>
>>>/vg/egg
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>>138521072
no.
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>>138509295
>loops
Yeah, no.
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>>138475779
/egg/ is trash where people come in and post some shit about the latest piece of trash to be released and the thread is filled with 20 different games.

Factorio is better than anything /egg/ has and deserves its own thread, /egg/ should stand alone, You are Peter Gabriel and we are Phil Collins.

Now go write another song about driving a fucking car.
>>
>>138516327
why all thòse d̬i̊ḁ̃c̬̊r̯̃ï̥t̆ií̬ć̬̥ŝ̥̬̩̯̊̃̈?
>>
>>138501453
Bots are great for the 'middle game' but the game is unplayable after a point. I'm starting to change how I do things at endgame to be more 'processor friendly'. If you don't intend to have the same game running for weeks and are the type to start fresh after a while to try a different way with a different set of mods then bots are fine, long-long term depending on bots will begin to cripple any PC eventually, Belts will give more bang for the buck.
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>>138510663
Just scout for more oil

Remember that oil never actually runs out but sticks at 0.1 per pump cycle minimum. Use speed modules on your pumpjacks and get more pumps working on it.


For nearby wells just tap them and pipe the oil into your base, but for farther sources don't use pipes but rather barrel the oil near the source and then ship it with a train. Not only does the flowrate dwindle the longer the pipe is but a long pipe will also absorb lot of the oil just to fill itself.
Scout around with a car, find wells, build railway and barrel that stuff up.

You can also think about using a mod called Bergius process, which allows you to turn coal into oil products.
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213.185.230.141

No mods, steam version, 24/7
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>>138510663
Are you sure the problem is crude oil, and not petroleum production?
Maybe you need more refineries and more cracking. Or even more plastic labs.
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>dead again
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What do I do with the approximately one billion new metals that furrymod adds?
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>>138535405
you autism them into 2 billions intermediates
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>>138535405
Build the billion parts it adds.

If you use RSO you will start with all the "low-tech" materials, but will have to go out to find materials for higher tech stuff.

For example, the basic inserter requires wood, iron and copper. But the fast inserter requires Tin and Lead, which are probably first new mats you want to hook up.
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>>138532861
Forgot to mention it's EU.
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>>138531713
I dunno about all that anon, I'm running 15k logi bots active and the game is playable although under half simulation speed.
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>>138535721
for some reason my bob mod still have basic inserter built with green circuit
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>>138538020
You don't have all the bob's mods components installed then, or you have a conflicting mod.
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oi
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Seems it's a busy day on /vg/
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http://strawpoll.me/7355254
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>>138542327
yep
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Are there any good resources for understanding the wire signal bullshit? I can't seem to figure it out.
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>>138544421

There are probably dozens of hour-long youtube tutorials, with 20 minutes being the streamer introducing the video, 20 minutes more of that of him running back and forth, 15 minutes of "uhh" and "umm", 4 minutes of "remember to like and subscribe", and 1 minute of content
>>
Trying to open a saved game in the map editor and not having any luck.
Running the map2scenario line doesn't do it.
And copy pasting the save file into scenario folder doesn't either
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>>138545212
2/ Creating a new map in the editor creates just a blueprint.dat file. Putting the saved game in the same area doesn't work, I assume because there's no blueprint file in it.
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