There is a red trash can when you highlight the pipe - and you can flush the system.jztemple2 wrote: Fri Nov 08, 2024 2:56 pm I've just contaminated a bunch of pipes with the wrong fluid . Other than deleting and adding all the pipes again, is there some simple and fast way to purge the pipes? I know there is in Satisfactory, but I don't remember there being one in Factorio.
Factorio, highly addictive game(alpha)
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- Unagi
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Re: Factorio, highly addictive game(alpha)
- Unagi
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Re: Factorio, highly addictive game(alpha)
Use Cases:jztemple2 wrote: Thu Nov 07, 2024 11:11 pm I have a question about robots and chests. I unlocked Logistic Robotics which gives me the Passive Provider Chest and the Storage Chest. I'm not really sure what I can use those for, can anyone suggest some uses? I know how to use the full up five chest types, but I'm not sure what I can do with just those two.
**(Red)Passive Provider Chest: Let's say you make Blue Belts by a chain of buildings separated by chests like this:
Assembler(Yellow Belts) -> Chest(w/ yellow belts) -> Assembler (Red Belts) -> Chest (with red belts) -> Assembler (Blue Belts)
You can make the Yellow and Red Belt chests into Passive Provider Chests, and their inventory will only be made available to Robots as a last resort. This is important in that it doesn't disrupt your supply chain in the production of Blue Belts - when you suddenly ask for a bunch of Red Belts. So where would those robots hopefully get the Red Belts from? - well either they got them from someplace where you actively want them to take from (Perhaps a Storage or Active Provider designed for that purpose).
- Could also use a Buffer Chest in this case (when you get em)
**(Yellow)Storage Chests: These are great in the beginning to just do most everything for you. You can make dozens of them and set each one up for single use - and/or have a few catch all. Even later - you will probably still have some around.
**(Blue) Requestor Chests: Used to feed Assemblers or Trains that are driven by Robot Networks. Sorta obvious uses - but it's contents are not available for other robots to make us of.
**(Purple) Active Providers Chests: Scream for the robots to use items from them. Highest priority.
**(Green) Buffer Chests: It Requests and Provides - so it's good to keep a chest maybe that is a Buffer for 'Walls' or "Ammo" near a distant roboport - so the local robots can resupply off that chest - but the entire logistic network is going to make sure the buffer is full.
I hope that helps. Obviously - the two chests you get first are limited to keep you from building out a robot network that can entirely run your factory (no belts). The other three chests totally open that world up, but those first two are still useful to control priority - and then also to just control some of the "misc".
- The Meal
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Re: Factorio, highly addictive game(alpha)
Just a note about belts and belt colors. Blue belts (and splitters and undergroundies) are *very* expensive. It's very unlikely going to work out well for you to just arbitrarily upgrade your entire factory to blue belts because "they're what comes next". They do have their uses (undergroundies are most obvious, when you need that extra streeeetch...) but mostly its wrapped about situations where you can't just make a longer line of assemblers.
That said, I've definitely just arbitrarily upgraded everything indiscriminately, but only successfully on those planets when I set up my mines to be very overabundant.
Unagi's post about advanced oil processing should be a pinned post in this thread. It's a work of art. If you can't be chuffed to get the ratios balaned just right, then you've got to use the circuit network for a long-term solution, or "just add more tanks" if you feel like kicking that can farther down the road. Personally, I find ratio-perfect to be more spreadsheety and annoying than fun, but younger me definitely set up a few factories that way. Now I'm happier to generally overproduce and deal with the consequences, which philosophically does not work very well for advanced oil processing (without circuits).
That said, I've definitely just arbitrarily upgraded everything indiscriminately, but only successfully on those planets when I set up my mines to be very overabundant.
Unagi's post about advanced oil processing should be a pinned post in this thread. It's a work of art. If you can't be chuffed to get the ratios balaned just right, then you've got to use the circuit network for a long-term solution, or "just add more tanks" if you feel like kicking that can farther down the road. Personally, I find ratio-perfect to be more spreadsheety and annoying than fun, but younger me definitely set up a few factories that way. Now I'm happier to generally overproduce and deal with the consequences, which philosophically does not work very well for advanced oil processing (without circuits).
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- jztemple2
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Re: Factorio, highly addictive game(alpha)
Thanks, that's what I need.Unagi wrote: Fri Nov 08, 2024 7:23 pmThere is a red trash can when you highlight the pipe - and you can flush the system.jztemple2 wrote: Fri Nov 08, 2024 2:56 pm I've just contaminated a bunch of pipes with the wrong fluid . Other than deleting and adding all the pipes again, is there some simple and fast way to purge the pipes? I know there is in Satisfactory, but I don't remember there being one in Factorio.
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
- Unagi
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Re: Factorio, highly addictive game(alpha)
Logistic Chests, another way to look at em.
Question: If I have all the chests, why would I use ________.
Storage: to see what items you don't have properly handled, or to store 'excess'
Passive Provider: The output of a factory supplying a logistic network - it will never be returned to this chest... Not great for things like belts/inserters though - as you will be recycling and having a lot of large inventory exchanges with these as you go from yellow to red, etc.
Active Provider: first chest looked at for any item - it's as if the chest is paying the robots to take items. This chest is about forcing priority. (I find the least specific use for these, but I can see why they made em)
Requester: For robots to feed your factory instead of belts. - Can be set to grab from Buffer too - otherwise it will not take priority over a Buffers need for items. (can be useful)
Buffer: It's like a Requester and a Provider - very useful, IMO.
But the variety is there mostly to create some system of Priority and also a level of control/flexibility of what is not available to the network vs what is. (the network cannot ever take from a Requestor, but it can a Buffer)
Question: If I have all the chests, why would I use ________.
Storage: to see what items you don't have properly handled, or to store 'excess'
Passive Provider: The output of a factory supplying a logistic network - it will never be returned to this chest... Not great for things like belts/inserters though - as you will be recycling and having a lot of large inventory exchanges with these as you go from yellow to red, etc.
Active Provider: first chest looked at for any item - it's as if the chest is paying the robots to take items. This chest is about forcing priority. (I find the least specific use for these, but I can see why they made em)
Requester: For robots to feed your factory instead of belts. - Can be set to grab from Buffer too - otherwise it will not take priority over a Buffers need for items. (can be useful)
Buffer: It's like a Requester and a Provider - very useful, IMO.
But the variety is there mostly to create some system of Priority and also a level of control/flexibility of what is not available to the network vs what is. (the network cannot ever take from a Requestor, but it can a Buffer)
- jztemple2
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Re: Factorio, highly addictive game(alpha)
Thanks, I've copied and printed this as well to put next to my computer.
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
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Re: Factorio, highly addictive game(alpha)
I'm a few days away from playing, so I'm not following most of what I see, but I'm reading along anyway. Thanks for the (future) advice.
What doesn't kill me makes me stranger.
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Re: Factorio, highly addictive game(alpha)
So this being my second playthrough of Space Age I'm finding space platforms easier to create and maintain. I'm not a good lateral thinker (hence my question about flushing the pipes) so I've gone on the Factorio forums to the Space Platform 101 Discussion thread for some ideas and help.
I've gotten to the white flask science pack without first done the yellow flask first, I guess it makes no difference. But before I build a second platform to send to another planet I need to get my belts in better shape.
I've gotten to the white flask science pack without first done the yellow flask first, I guess it makes no difference. But before I build a second platform to send to another planet I need to get my belts in better shape.
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
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Re: Factorio, highly addictive game(alpha)
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Re: Factorio, highly addictive game(alpha)
I opted for a start over. Slow and steady. I'm working toward yellow science...
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Re: Factorio, highly addictive game(alpha)
I've got my first space platform operating, sending white science and carbon down from orbit. I'm working on building my second platform, this one is for travel to another planet. On my previous playthrough it was a disaster, but I learned a lot. Still, I'll make a special save before I send it.
Meanwhile, production is going great guns. I have the full logistic robot support which makes building a lot easier.
Meanwhile, production is going great guns. I have the full logistic robot support which makes building a lot easier.
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
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Re: Factorio, highly addictive game(alpha)
There’s a new feature (I assume in 2.0, but possibly only in Space Age) when you mouse over an assembly building (not click into) which shows the updated-for-modules-and-beacons production rate of the item along with the required input rate of its constituents. It’s WAY EASIER now to create (nearly) ratio perfect factories without exiting the game and this has amplified my fun level meaningfully. I start with the intended end product desired rate and work my way backward to the core input products (slightly overproducing each level up, with the assumption that Future The Meal can figure out hypothetical distribution-related issues). Sublime.The Meal wrote: Fri Nov 08, 2024 9:21 pmPersonally, I find ratio-perfect to be more spreadsheety and annoying than fun, but
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Re: Factorio, highly addictive game(alpha)
Pay close attention to power draw for a bot-distribution base! (Also take advantage of personal logistics to keep your inventory clean whenever your within the Roboport network.)jztemple2 wrote: Sat Nov 09, 2024 7:36 pm Meanwhile, production is going great guns. I have the full logistic robot support which makes building a lot easier.
"Better to talk to people than communicate via tweet." — Elontra
- Unagi
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Re: Factorio, highly addictive game(alpha)
Under the context of "there is no wrong way to play" and also understanding the 'need for speed'....
Pro-tip, relating to the comment that The Meal made earlier about blue belts.
Blue Belts aren't really there to make things just get from A to B quicker (well, yes - that's all they do, but bear with me)
In the screenshot - I see all these blue belts that are almost entirely empty. That's a tell-tale. The blue belts (and the reason they cost so much) is because they are there to solve through-put bottle necks. If you produced enough to over-fill a yellow belt, it should be upgraded to red. If not - you aren't really changing anything when you make it red. (or even more true with blue). The rate of copper plates hitting your assembler is still the rate it's being produced - not the rate it's being thrown.
Just wanted to point that out. A full Blue belt should feed two full red belts, which can then feed two full yellow belts.
All that being said, it looks like you may have that capacity/through-put need in some places - so I will 'shut up' here. But I wanted to point that out. (Also, a screenshot could be taken when throughput isn't being challenged because of a temporary production shortage / or just plans for the future. - so I'll shut-up again).
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Re: Factorio, highly addictive game(alpha)
I've just started to (well, a couple days ago now) play around with Quality. I haven't unlocked Recycling though.
It's really quite interesting and has just really shattered the convention on just about any old 'perfect' build concept, as now parts can be made better, and the combination of elements in one's solutions are just astronimical. There are a lot of approaches to make something more efficient, or faster, or more cost effective, etc.
At first though, I didn't understand how it was implemented, and I think it's a tiny bit unintuitive.
Main thing being that I thought I could make better parts, and those better parts could be used in my Assemblers and have a chance at making their end product better quality.
No sir. Quality parts are used in their own recipes. So that quality copper ore that turns into a quality copper plate - it will gum up your works unless you filter it off the belt and collect it for use elsewhere. Same with any quality component you manage to make. Also, I started to just do that. I have no specific plan for it all yet - but all of my RGB Chips Assemblers have Quality Modules in them - and before they make it to the main bus - I have a splitter filtering them off into a little treasure chest. For later. So now I have thousands of Uncommon Green Chips (for instance), and hundreds of 'Rare'. Lesser ammounts of Red and Blue, but I still have some of those too. These will all likely be used in recipes for higher quality Modules (I've manually done some now).
Very cool way they managed to basically crack open an entirely new layer/dimension to the game.
It's really quite interesting and has just really shattered the convention on just about any old 'perfect' build concept, as now parts can be made better, and the combination of elements in one's solutions are just astronimical. There are a lot of approaches to make something more efficient, or faster, or more cost effective, etc.
At first though, I didn't understand how it was implemented, and I think it's a tiny bit unintuitive.
Main thing being that I thought I could make better parts, and those better parts could be used in my Assemblers and have a chance at making their end product better quality.
No sir. Quality parts are used in their own recipes. So that quality copper ore that turns into a quality copper plate - it will gum up your works unless you filter it off the belt and collect it for use elsewhere. Same with any quality component you manage to make. Also, I started to just do that. I have no specific plan for it all yet - but all of my RGB Chips Assemblers have Quality Modules in them - and before they make it to the main bus - I have a splitter filtering them off into a little treasure chest. For later. So now I have thousands of Uncommon Green Chips (for instance), and hundreds of 'Rare'. Lesser ammounts of Red and Blue, but I still have some of those too. These will all likely be used in recipes for higher quality Modules (I've manually done some now).
Spoiler:
- jztemple2
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Re: Factorio, highly addictive game(alpha)
Thanks for the heads up! I've got two reactors plus a bazillion conventional boilers and turbines. I do have to remind myself to set up a warning horn tied to an accumulator so I can get an early warning if there's an issue. I've got coal and carbon and solid fuel feeding the boilers so there's no shortage there. I might end up draining that lake thoughThe Meal wrote: Sun Nov 10, 2024 10:15 amPay close attention to power draw for a bot-distribution base! (Also take advantage of personal logistics to keep your inventory clean whenever your within the Roboport network.)jztemple2 wrote: Sat Nov 09, 2024 7:36 pm Meanwhile, production is going great guns. I have the full logistic robot support which makes building a lot easier.
Also, anyone want some U-238, cheap? I've got loads of it
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- LordMortis
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Re: Factorio, highly addictive game(alpha)
I read a bit about quality because the tech was sitting there with no explanation. I kinda wish I hadn't researched the basics this early. It's annoying to have to click twice to set up recipes now. So spoiled. Right now I'm just trying to reacquaint myself with the basics nuclear power, even as I don't have the full research online yet. Bit by bit. I go slowly and am trying to build a framework I won't have to gut this time. I'm using the boring megabus method as it is what I accustomed to and building it out is relaxing. Actually getting to Space Age content might still be a long way off yet. I am not even sciencing in a semi permanent way. Just using it as a means to an end to get more puzzle pieces to fit together more nicely.Unagi wrote: Sun Nov 10, 2024 11:46 am I've just started to (well, a couple days ago now) play around with Quality. I haven't unlocked Recycling though.
It's really quite interesting and has just really shattered the convention on just about any old 'perfect' build concept, as now parts can be made better, and the combination of elements in one's solutions are just astronimical. There are a lot of approaches to make something more efficient, or faster, or more cost effective, etc.
At first though, I didn't understand how it was implemented, and I think it's a tiny bit unintuitive.
Main thing being that I thought I could make better parts, and those better parts could be used in my Assemblers and have a chance at making their end product better quality.
No sir. Quality parts are used in their own recipes. So that quality copper ore that turns into a quality copper plate - it will gum up your works unless you filter it off the belt and collect it for use elsewhere. Same with any quality component you manage to make. Also, I started to just do that. I have no specific plan for it all yet - but all of my RGB Chips Assemblers have Quality Modules in them - and before they make it to the main bus - I have a splitter filtering them off into a little treasure chest. For later. So now I have thousands of Uncommon Green Chips (for instance), and hundreds of 'Rare'. Lesser ammounts of Red and Blue, but I still have some of those too. These will all likely be used in recipes for higher quality Modules (I've manually done some now).
Very cool way they managed to basically crack open an entirely new layer/dimension to the game.
Very soon it will all be halted as I will need to start working the perimeter defense. The area around my base is getting more and more aggressively red and all I'm defending with are a few stronghold of red bullet turrets.
- Unagi
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Re: Factorio, highly addictive game(alpha)
I'm not sure what you are saying - it seems to default to just a standard recipe (just 1 click still) ?LordMortis wrote: Sun Nov 10, 2024 11:59 am I kinda wish I hadn't researched the basics this early. It's annoying to have to click twice to set up recipes now. So spoiled.
- jztemple2
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Re: Factorio, highly addictive game(alpha)
I know I've been over-killing it with blue belts, but I was determined to get and keep my main bus full. Plus I've been manufacturing blue belts for quite a while and I have a boat-load of them.Unagi wrote: Sun Nov 10, 2024 10:54 am Under the context of "there is no wrong way to play" and also understanding the 'need for speed'....
Pro-tip, relating to the comment that The Meal made earlier about blue belts.
Comment on quality: I was starting to watch a video about it but decided to hold off for now since I'm doing space. But I'm glad you posted about it, I'm going to give it another look at some point.
Meanwhile, I'm working on my first platform to send to another planet. During my morning walk today I kept thinking of all the nuances about sending my avatar to another planet's surface and starting up a base there. It is really more involved than you might think . I won't post anymore detail about it without spoiler tags for those who want to figure out that stuff for themselves.
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
- Unagi
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Re: Factorio, highly addictive game(alpha)
Yeah, I've not looked anything up and I'm actually afraid to make a platform with an engine. I've just got one - sending down free Space Science. - and it took me until about 2 days ago to get that far.
Baby steps.
Baby steps.
- LordMortis
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Re: Factorio, highly addictive game(alpha)
it's a nothingth of a second but it is a change to my flow. Every time I drop down an assembler I either need to click the recipe twice or click OK to confirm the basic quality.Unagi wrote: Sun Nov 10, 2024 12:03 pmI'm not sure what you are saying - it seems to default to just a standard recipe (just 1 click still) ?LordMortis wrote: Sun Nov 10, 2024 11:59 am I kinda wish I hadn't researched the basics this early. It's annoying to have to click twice to set up recipes now. So spoiled.
- Unagi
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Re: Factorio, highly addictive game(alpha)
Ahhh yes - the green check box.LordMortis wrote: Sun Nov 10, 2024 12:24 pmit's a nothingth of a second but it is a change to my flow. Every time I drop down an assembler I either need to click the recipe twice or click OK to confirm the basic quality.Unagi wrote: Sun Nov 10, 2024 12:03 pmI'm not sure what you are saying - it seems to default to just a standard recipe (just 1 click still) ?LordMortis wrote: Sun Nov 10, 2024 11:59 am I kinda wish I hadn't researched the basics this early. It's annoying to have to click twice to set up recipes now. So spoiled.
I'm not sure if this will help you - but it helped me when I learned I could click the recipe (once), and then with my left hand, click E and it shuts the window with the recipe confirmed.
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Re: Factorio, highly addictive game(alpha)
Unagi wrote: Sun Nov 10, 2024 10:54 am In the screenshot - I see all these blue belts that are almost entirely empty. That's a tell-tale. The blue belts (and the reason they cost so much) is because they are there to solve through-put bottle necks. If you produced enough to over-fill a yellow belt, it should be upgraded to red. If not - you aren't really changing anything when you make it red. (or even more true with blue). The rate of copper plates hitting your assembler is still the rate it's being produced - not the rate it's being thrown.
It's almost as if people are the problem.
- Unagi
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Re: Factorio, highly addictive game(alpha)
look man. this whole thing started with JZ saying he couldn't keep up with his need for lubricant needed for blue belts and ended with 'I just use em cause I've got so many' .
- jztemple2
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Re: Factorio, highly addictive game(alpha)
So I've traveled to another planet, or at least my avatar has. I'll spoiler the rest of the post so folks who want to find out the stuff on their own won't have it, err, spoiled. In my post I'll discuss what I did as well as some of the interesting aspects the Space Age DLC has added. I'm making this two or maybe more posts to avoid chucking too much stuff into one post.
Spoiler:
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
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Re: Factorio, highly addictive game(alpha)
The next part of my story about traveling to another planet.
Spoiler:
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
- jztemple2
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Re: Factorio, highly addictive game(alpha)
The story continues....
Spoiler:
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
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Re: Factorio, highly addictive game(alpha)
Trying to continue my journey to yellow science and my first space platform I get
Edit: Reboot and runs fine. Only now Windows is getting testy about upgrading to 11. I suppose it's about about time...
Ran fine earlier today.Failed to load mods: bad allocation: __base__/graphics/entity/biter/biter-decay-2.png
Edit: Reboot and runs fine. Only now Windows is getting testy about upgrading to 11. I suppose it's about about time...
- jztemple2
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Re: Factorio, highly addictive game(alpha)
Nonsense, you've got months before the apocalypse that is the end of Win10 supportLordMortis wrote: Mon Nov 11, 2024 2:52 pm Only now Windows is getting testy about upgrading to 11. I suppose it's about about time...
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
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Re: Factorio, highly addictive game(alpha)
Years if you are willing to pay a small fee for continued updates!jztemple2 wrote: Mon Nov 11, 2024 3:27 pmNonsense, you've got months before the apocalypse that is the end of Win10 supportLordMortis wrote: Mon Nov 11, 2024 2:52 pm Only now Windows is getting testy about upgrading to 11. I suppose it's about about time...
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Re: Factorio, highly addictive game(alpha)
I've found that feeling in a number of places with the Space Age expansion. I think they're still refining the in-game documentation because early on some things simply weren't explained at all and now they are in some detail. All I can offer is what other people have been screaming every time someone complains about a feature being obtuse: RTFM. I did. Like 500 hours ago. They CTFM. I have to re-read the whole thing again? Maybe.Unagi wrote: Sun Nov 10, 2024 11:46 amAt first though, I didn't understand how it was implemented, and I think it's a tiny bit unintuitive.
I'm currently occupying three planets and have two bases in stationary orbit with no engines around two of them, sending down White Science to Nauvis and Carbonite to Volcanus.
I very useful tip about Space Age buildings.
Spoiler:
Spoiler:
Last edited by Paingod on Mon Nov 11, 2024 6:46 pm, edited 2 times in total.
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- jztemple2
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Re: Factorio, highly addictive game(alpha)
I've kind of hit a wall with the game. I'm on Vulcanus and have built some things there, but having to in some ways start from scratch on another planet is making me reluctant to put in more time. I might need a few days to figure things out
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
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Re: Factorio, highly addictive game(alpha)
I hear that. If you've got a good production line on Nauvis (or another world) you can always ship more goods to help you build up quicker. Chem Labs, Assemblers, Inserters, a Cargo bay, the components needed to make a Rocket Silo. They take up a lot of space on a rocket, but save a lot of time building up to make them there.jztemple2 wrote: Mon Nov 11, 2024 6:20 pm I've kind of hit a wall with the game. I'm on Vulcanus and have built some things there, but having to in some ways start from scratch on another planet is making me reluctant to put in more time. I might need a few days to figure things out
Understanding how to work Volcanus was interesting. I was frustrated with Foundries until I had a few running and then it was a "Well, this works nicely" moment. Now that I've finally unlocked Cliff Explosives I'm currently rebuilding my entire Voncanus base to be 2-3x the scope that it was in one heavy lift. From there it should be self-sustaining and more organized. But it started small and messy, just like Nauvis did.
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2021-01-20: The first good night's sleep I had in 4 years.
- LordMortis
- Posts: 71823
- Joined: Tue Oct 12, 2004 11:26 pm
Re: Factorio, highly addictive game(alpha)
I'm still not even to my first rocket launch and my line is sort of mess as I don't know the game well enough to have a vision for where I want it to be and I still don't have nuclear power up and going because I can't remember how it's really done and haven't built in preparation for that either. Still my little line, and now constant tear down and rebuilds are relaxing enough to just keep on keeping on. Soon the biters and spitters will change that though, as I am not also out ahead of their scale up and quickening growth with my growing pollution.
- coopasonic
- Posts: 21161
- Joined: Fri Mar 04, 2005 11:43 pm
- Location: Dallas-ish
Re: Factorio, highly addictive game(alpha)
I got to where I need to process oil and all my enthusiasm fell off a cliff. I'm not entirely sure why. I found a couple places with oil relatively close to the main base but neither is anywhere to close to water, well, in a baseward direction anyway. Best water location relative to the oil is in a biter direction and I haven't done anything for military so I really need to get that going in order to get oil going so I just kind of end up sitting there looking at stuff and finding distractions so I don't have to do it.
You'd think Factorio would be the perfect game for me. I have finished it before but there is something about progression in the game that just doesn't work for me.
You'd think Factorio would be the perfect game for me. I have finished it before but there is something about progression in the game that just doesn't work for me.
-Coop
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- jztemple2
- Posts: 12578
- Joined: Fri Feb 13, 2009 7:52 am
- Location: Brevard County, Florida, USA
Re: Factorio, highly addictive game(alpha)
Yup, oil was a nuisance for me. I ended up with a train to bring in crude to near water. And I wrangled around a lot until I found ways to essentially "burn off" petro gas and heavy oil I didn't actually need right away so as to maintain a steady flow of light oil to make rocket fuel. And I need that rocket fuel because I managed, while my avatar was on Vulcanus, to figure out how to use my Ghost Mode on Nauvis to create and launch the space platform starter pack . And I used a blueprint of my Explorer One for my new Explorer Two platform which is now under construction above Nauvis. And it's going to take a lot of rocket launches to bring up everything it needs.coopasonic wrote: Tue Nov 12, 2024 8:34 am I got to where I need to process oil and all my enthusiasm fell off a cliff.
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
- Paingod
- Posts: 13221
- Joined: Wed Aug 25, 2010 8:58 am
Re: Factorio, highly addictive game(alpha)
I remember that feeling, along with the pressure of needing to defend myself while still expanding. I'm not saying I don't need to defend myself anymore; I tend to keep a handful of MG Turrets near the closest spawners until I have the tech and equipment to push them back and wall in a substantial portion of land. Then it's static perimeter defense and expansion attacks.LordMortis wrote: Tue Nov 12, 2024 7:48 amSoon the biters and spitters will change that though, as I am not also out ahead of their scale up and quickening growth with my growing pollution.
My failing was thinking that because Light Oil was "numerically" superior to make Solid Fuel to then become Rocket Fuel, what I was accidentally doing was not using Petroleum Gas for nearly enough. My process issues dried up a little when I went to Petroleum solid fuels for Rocket Fuel.jztemple2 wrote: Tue Nov 12, 2024 2:30 pmI wrangled around a lot until I found ways to essentially "burn off" petro gas and heavy oil I didn't actually need right away so as to maintain a steady flow of light oil to make rocket fuel.
There were times when I'd accumulate 50k of that Petroleum and just trash it all so the tanks could fill again. I should have figured out that wasn't the right way long before I did.
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2021-01-20: The first good night's sleep I had in 4 years.
2021-01-20: The first good night's sleep I had in 4 years.
- Paingod
- Posts: 13221
- Joined: Wed Aug 25, 2010 8:58 am
Re: Factorio, highly addictive game(alpha)
Having read more online about what people are doing with condensed designs and Space Age, I wanted to test the waters.
Rebuilding my base on Volcanus seemed like a good time to try. I was looking at how to make Reinforced Concrete. Normally I'd set up an Iron Bar production and a Steel production to support it. It was already using overflow from a concrete fab and water is easy enough to come by. That's an inelegant, brute force, and inefficient way to achieve it. It absolutely works, too.
Instead of laying down two Foundries, I wanted to put down just one and have a circuit configured to swap the output between Iron Bars and Steel based on what the chest contained or what was used. I could, in theory, use half as many supporting structures. I know it can be done and is the absolute simplest version of production control circuit a person might make. Two recipes, all ingredients satisfied by one feed line already, output to one chest.
I spent 30-40 minutes looking at other people's circuits and reading through the Wiki page on circuits. By that point I was so frustrated that I quit playing for the night and watched a bad 90's TV series until I went to bed.
I've been reading the Wiki more at work. I fully expect there will be a breakthrough where something finally clicks and then the rest of it makes more sense. That happens a lot for me. Right now, though, I feel like I need at least an Associates degree in an Engineering field in order to do this.
Rebuilding my base on Volcanus seemed like a good time to try. I was looking at how to make Reinforced Concrete. Normally I'd set up an Iron Bar production and a Steel production to support it. It was already using overflow from a concrete fab and water is easy enough to come by. That's an inelegant, brute force, and inefficient way to achieve it. It absolutely works, too.
Instead of laying down two Foundries, I wanted to put down just one and have a circuit configured to swap the output between Iron Bars and Steel based on what the chest contained or what was used. I could, in theory, use half as many supporting structures. I know it can be done and is the absolute simplest version of production control circuit a person might make. Two recipes, all ingredients satisfied by one feed line already, output to one chest.
I spent 30-40 minutes looking at other people's circuits and reading through the Wiki page on circuits. By that point I was so frustrated that I quit playing for the night and watched a bad 90's TV series until I went to bed.
I've been reading the Wiki more at work. I fully expect there will be a breakthrough where something finally clicks and then the rest of it makes more sense. That happens a lot for me. Right now, though, I feel like I need at least an Associates degree in an Engineering field in order to do this.
Black Lives Matter
2021-01-20: The first good night's sleep I had in 4 years.
2021-01-20: The first good night's sleep I had in 4 years.
- Unagi
- Posts: 28248
- Joined: Wed Sep 20, 2006 5:14 pm
- Location: Chicago
- Unagi
- Posts: 28248
- Joined: Wed Sep 20, 2006 5:14 pm
- Location: Chicago
Re: Factorio, highly addictive game(alpha)
I've got my single space-station sending Science, and that's my whole Space Age stuff.
Well that, and the Quality stuff I've been getting lost in (before I've gotten the unlock for the 'real deal' from that planet...).
I have a small little facility that's kinda my 'high quality' factory - that gets filtered ore from Quality moduled Miners. The end goal is to make a Space Ship with 'rare' Solar Panels and Grabbers and Cargo, and what ever else makes any sense - and then... when my base is more secure - I will venture forth to Volcanus.
But I'm still worried about leaving my base behind. And still a few things I want to get straight first - which is fitting my slow play fairly well.
Well that, and the Quality stuff I've been getting lost in (before I've gotten the unlock for the 'real deal' from that planet...).
I have a small little facility that's kinda my 'high quality' factory - that gets filtered ore from Quality moduled Miners. The end goal is to make a Space Ship with 'rare' Solar Panels and Grabbers and Cargo, and what ever else makes any sense - and then... when my base is more secure - I will venture forth to Volcanus.
But I'm still worried about leaving my base behind. And still a few things I want to get straight first - which is fitting my slow play fairly well.