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>get to the point where I need to automatize the green science

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>get to the point where I need to automatize the green science pack
>close the game
Who /brainlet/ here
>>
/determinedbrainlet/ here, just do it semi-manually
>>
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>tfw still not inteligent enough for factorio
>>
Can't you brute force any of this shit? Maybe it won't be super efficient but oh well. Janky factories are neat.
>>
>>388623647
>that fucking death march to automate blue before 0.15
I'm glad they changed it
>>
>>388624967
What do you mean 'brute force'? Craft shit by hand? By like mid-game things can't be hand crafted.
>>
What's it like to be an idiot?
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>was a colossal faggot and watched a bunch of youtubers using the bus
>became the only way I know how to play it anymore
sometimes knowing more is actually worse
I started upping the biter and pollution rates to be challenged again
joke's on me, now I'm the challenged tryhard who's every game goes exactly the same
>>
>>388626076
Pretty much this but the bitters are pretty easy to deal with. You have to be completely new or completely retarted to accualy lose a game on medium.
>>
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Stock Factorio is easy as fuck. I installed Bobs mods and forbade myself from using direct assembler-assembler inserters. My efficiency took a hit but I want the additional challenge.
>>
>>388625931
Nah instead of one complex which takes copper and iron to pump out green, build a fuckton of fabrics for gears and a fuckton for wire etc. And with that a fuckton of other shit what you need for green. Just build huge
>>
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Step up sempai
>>
>>388623647
is green the third science pack, or is that blue?

anyway the third one is where i get overwhelmed and quit yet another game of factorio

someday i'll get through it
>>
>>388626950
Green is second, blue is third.
Since last update there is also yellow, black and white,
>>
>>388627081
>Since last update there is also yellow, black and white,
great
>>
>>388625931
>>388626459
This anon gets what I mean. Just add shit until it works
>>
>>388626076
I figured out a bus setup early on myself and its just the most efficient setup. Whenever I try new mods like DyTech or Bobs it usually results in spaghetti factories again
>>
>Steel production
It takes so much iron just to get a decent supply.
>>
>>388626793
I came
>>
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>haven't played since 2016
>>
this is from my most recent factory
>>
>>
>still no lategame
>>
>>388627161
they made blue easier though
>>
>>
>>388627230
You cant but it'll be horribly inefficient and will cause a lot of bottlenecks since you'll end up making more things than are needed and it'll he horrible to work with. At that point you should probably take the time to learn ratios and learn how to make a bus, it's not even hard.
>>
>>388626076
I disable biters in every game. It's fun at the start but when it comes to expanding it gets so fucking tedious it's ridiculous.
>>
>>388628602
YES YOU CAN DO IT EFFICIENTLY

THE POINT IS IF YOU ARE A BRAINLET JUST ADD SHIT

REE
>>
>>388628456

I've always wondered, what do people want at the endgame? Going to different planets with different biomes?
>>
>>388628456
You're wrong though, the game never ends now. Research is infinite and rockets bring in white research. The end is when your computer can't keep up anymore and you reach 5 ups. Should take a brainlet about 2 or 3 years.
>>
>>388628708
Spaghetti is rarely efficient. Adding more shit doesn't make things more efficient if you don't know the ratios or know the throughput of your belts. It always ends up with bottlenecks because people don't know what the fuck they're doing on the macro level.
>>
>>388628713
I want to put my industrial facilities to use. I want a total war with an enemy that can put up a fight.
>>
>>388628909
Anon... please read what I said again
>>
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>>388628909
>spaghetti is inefficient
nigga that shit's delicious
>>
>>388629026
And read what I said again. I said efficiently. Adding shit until it "works" isn't efficient and isn't productive to learning the game. Go to the factorio subreddit and look at the spaghetti bases, most of them are a cluster fuck that ends up always have bottlenecks or fatal flaws, usually due to oil.
>>
>>388629338
I'm literally saying you can either do it efficiently, or the opposite of efficiently which is just to add shit until it works. Which is the entire fucking point of what I've been saying from the beginning.
>>
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>>388623647
>brainlet can't even green science
>probably doesn't sushi belt his research
smug_engineer.memepng
>>
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is Factorio, dare I say, the comfiest game?
>>
>>388629462
YOU ARE PLAYING IT WROOOONG
>>
>>388625080
Shit, I need to get back into Factorio if they changed the blue. It's such a huge fucking step up from green, even taking it one step at a time, just because oil is a pain to integrate into your factory line. I think it would've been better had oil been a separate step between greens and blue to sort of get you into the swing of things.
>>
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>>388629528
>sushi belt
>>
>no (you)'s about the efficiency autism-max factory i posted
>>
>>388629528
sushi belt leads to bottlenecks eventually though, at least the one in your pic does
>>
>>388630056
We've all seen a million autists do that shit nigga.

Looked good though
>>
>>388628685
Yeah I feel the same way. I've played 4 games across 230 hours and I always got to a point late in the game where I wanted to expand and ramp up my production, but I always give up because it's so annoying having to destroy all the entrenched spawners. I wish the game instead spawned groups of biters occasionally instead of having them colonize every inch of the fucking planet.

Gonna start a new game and just disable biters.
>>
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>>388629528
>making a Sushi Belt like this
LMAO
>>388629926
>>388630104
Sushi Belt is objectively the best choice as no other setup will let you put 8 beacons around your labs.
>>
>>388628713
Stronger bitters or a boss or some thing. Bitters just get reked and after I set up a wall im never concerned again.
>>
>>388626076
The bus is fine, but I still prefer my old JIT production chains where every assembler is synced together to produce things down the chain and timed such that each belt, when they must be used, transport exactly the right amount of materials for each line. It's a complete bitch to set up and expansion requires large amounts of assemblers to be made to ensure timing is right, but the actual factory becomes compact as shit due to space management and eliminating redundant lanes on the bus.

There's also replacing the bus with a train, works well for mass delivery and is easier to set up, but requires coal to run.
>>
>>388624867
I never understood this wojak. Even when it appeared for the first time on /sci/ and everyone thought it was hilarious I only could think how I don't get it at all.
>>
>>388630585
Till it bottle necks and its completely filled with red.
>>
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>>388629926
>>388630104
psh, maybe it'll bottleneck; I think it looks cool.
>>
>>388630556
The game just needs a way to ramp up the war on biters later on, perhaps like RTS units like drones or automated vehicles. Maybe even make artillery a thing, I'd kill for railway artillery.
>>
>>388630841
It never gets filled. The circuit makes sure that there is never too much of the same Science Type on the same part of the belt and that it is perfectly distributed. The belt that puts the packs on the main belt is only active if the 2 belts after it don't have that type of science on them and perfectly distributing the Science like this. It's flawless.
>>
>>388628909
Doing it inefficiently first will help the average brainlet. Not only you will have more stuff to build/refactor your factory with thanks to your spaghetti but doing it once or twice inefficiently will help show the brainlet's brain how all of it fits together and make it seems way less daunting when it's time to fix the spaghetti.
>>
>>388630585
>Sushi Belt is objectively the best choice as no other setup will let you put 8 beacons around your labs.
You can use inserters to pass science from lab to lab.
Just leaving that here for you.
>>
>>388630841
with that particular setup it's designed only to let in science packs when they are needed
>>
>>388631192
what if you get some on your overalls?
>>
>>388630638
Use mods. Done.
>>
>>388631304
Yes, and it's inferior. Show me a design with Inserters that has 8 beacons per lab and 8 labs per beacon. You can't. It also has another flaw which is that labs will steal form each other which can potentially lead to a bottleneck.
>>
>>388630841
>brainlets can't make circuits
i made a sushi belt fucking 200 hours ago in my game for science packs and as long as i don't manually pick anything up from it i don't see how it's going to fuck up.
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>>388631490
How about you show me a design that has 8 beacons per lab that a sushi belt can actually feed lmao
>>
>>388631129
i saw on the roadmap that an artillery train is coming i think
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>>388631393
What mods should i use to make bitters more difficult?
>>
Who makes a good tutorial video on making circuits for your factory?
>>
>>388630808
Brainlet.
>>
>>388632242
>doesn't understand that I directly implied that I am a brainlet
Brainlet.
>>
>>388631730
But what would we use the artillery train for? Right now, nukes are already exceedingly effective at clearing space from biters.
>>
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>>388631637
Here you go.
>>
>>388632031
There are a whole bunch you can choose from:
- Armageddon (didn't test it)
- Rampant AI (makes biters smarter, probably not good to use on a toaster)
- Natural Evolution (Enemies) (Adds different harder biters for each evolution step, still similar to vanilla)
- Nuclear Spitters (you will die)
- Bob's Enemies (Adds really harder biters, tuned to be dealt with with Bob's overpowered shit so pretty hard with vanilla defenses, lags a bunch once the biggest biters show up, better to disable the spawning of small artifacts)
- EMP biters (didn't test it)
- Swarm (can cause a lot of lag, biters spawn smaller biters on death)
Just go on the mods website and filter for "Enemies".
Rampant AI would be my suggestion if you're playing vanilla.
>>
>>388623647

Try Angels+Bobs mods together
>>
>>388632487
Your sushi belt will never be able to fill a decent amount of labs (or even just one fully once all those beacons are active). They will consume packs way, way faster than they can get more.
>>
>>388626793
That's beautiful anon. How many hours in this map?
>>
>>388626793
I'm jealous of your ability to actually have good pathways in your factory anon. Not so much of the mess that is the actual factory, but at least it's pretty.
>>
>there are people who have never made their own circuit or figured out their own ratios who just download blueprints others have made and steal ideas they saw on youtube so they can talk down to other people anytime they see spaghetti belts
loving every laugh
>>
>>388626793
this is sex
>>
>get a job
>close the game
NEETing out was the correct choice
>>
>>388632609
Thanks anon
>>
>>388633378
There are also people who did.
>>
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>tfw I always lose control of my factory at a certain point
>>
>>388632762
Bullshit. I'm getting a Lab Speed of 1645% which means that they consume a Science Pack every 3.65 seconds on a 60 second research. I can easily scale the amounts of belts that are needed by 1. moving the beacons on the left and running 2 belts and 2. feeding the sushi belts sideways by running them vertical to the lab/beacon rows with underground belts. So I just have to cut off and send another belt once the throughput is too low.
>>
>tfw too stupid to make decent train depots
Being a brainlet hurts.
>>
>>388634203
And you'll still feed less labs than if you weren't using sushi belts.
>>
>>388634323
so copy actual train depots
>>
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>>388634136
>Mfw getting to tier two Science
>>
>>388634583
>t2
>hard
anon
you can't be THAT dumb
>>
>>388631113
If you want to sushibelt you just have 2 belts with a science pack one side each. Not sure if it's even viable now because you have like 5 science packs instead of 3.
>>
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>tfw surrounding factory with thick walls and auto-loading gun turrets
>>
>>388626431
is there a grid mod?
>>
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>>388634621
>>
>>388633378
For the longest time, I was always afraid of looking up any guide to Factorio because I thought once I saw a solution, I wouldn't be able to think of it any other way. Forcing myself to design and implement my own solutions has given me a lot more insight into the inner workings of factory layout than simply copying designs.
>>
>>388634849
It certainly looks confusing at first, but keep trying and you'll make it!
>>
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>>388629528
>sushi belt

damn love the idea and the name
>>
>>388634974
Yeah I did spaghetti factories for the longest time then I looked shit up. Ruined it for me.
>>
>>388634713
You've got 7 now actually. I do it like you said and in my most recent map I have two sushibelt (2 lanes each), one that goes around the labs and one that goes through the middle of the labs.
>>
>>388635276
That sounds like a pain in the ass desu. I quit before the science rework and nuclear reactors because I burnt myself out with 300+ hours but it sounds tedious now
>>
What's your favorite world settings?
>>
>>388635501
So tedious I'm past 1500 hours and enjoying myself.
>>
>>388635501
Research got quite resource heavy. I expected progress to be much slower but all the 'basic' research doesn't really need the new science packs. Also the alien artifacts are out so no mandatory killing anymore which is a relief.
>>
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>>388634460
Fuck you, anon. I admit that I underestimated the required throughput at first, but 1 Sushi Belt is enough for 1 Lab. If I feed Packs from both sides I can supply 6 rows of Labs with 7 rows of Beacons and scale up infinitely. Let's see your design.
>>
>friend and I buy the game to coop
>open up lobby "hitlerdidnothingwrong" and left it open just for shits
>get started on our spaghetti factory
>start automating blue science packs
>people start joining
>in the nicest way possible tell us our factory is shit and start fixing things
>like this thing is a mess and needs to be torn down and built from scratch
>but they just start fixing everything

was surprised there were nice and helpful people in a server named hitlerdidnothingwrong

this was a few months back
>>
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>>388623647
>sushi belts
>ratios
>circuits
>nuclear power
I can't even be in this thread
>>
>>388636150
Nuclear power is easy nigga
>>
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>tfw finally have green circuits after 3 days in Bobs+Angels mods
>>
>>388635890
>Also the alien artifacts are out so no mandatory killing anymore which is a relief.
you got something like 7 or 10 fucking purple science for every artifact. i had a chest at least 3/4 full of 500 stacks. that's around 200k purple science without making a point of killing aliens, just clearing them for expansion.
>>
>putting green chips on the main bus
>not just using atomic production of them at every chain that requires them
It allows you to better control the ratios if you produce them on the spot instead of belting them in from some huge central production
>>
how do i deal with trees?
>>
>>388635620
Yeah, and people have 6k hours in FFXIV and Dota/League/HS, your point? Invested that many hours in a game is a sign of severe autism.
>>
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>>388636624
>not putting everything on the main bus (including copper cables)
>>
>>388636985
>putting cables on belts
>ever
Absolutely fucking disgusting
>>
>>388636974
grenades
>>
>>388636974
shotgun, grenades, flamethrower, constructo-bots
>>
>>388636624
Ratios are overrated. Putting green chips on the main bus saves place as well as the bus capacity.
>>
>>388636978
enjoying factorio in the first place is a sign of autism
>>
>>388633502
>>388626793
This. Should be banned tbqh.
>>
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>>388626793
>The trains
>The layout
>The production
>All in an island.
OH FUCCCC
>>
Game would be better without the shitty survival features.
>>
>>388632384
4d chess
>>
>>388637387
Can't see what you mean than the piss easy ayys, if you're that much of a faggot and incapable of dealing with them, or some kind of cocksucking treefucker, there's peaceful mode for you.
>>
>>388637339
>shitty survival features.
Like what? Bitters. You can turn them off.
>>
>>388637387
Game would be better without a community of clinical autists
>>
>>388637525
>game made for autists by an autist
>better without them
so you're saying it would be better off not existing?
>>
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>>388634460
>>388635906
FUCKING REPLY TO ME ANON. MY LAYOUT IS SUPERIOR TO YOURS REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
>>
>>388637487
It's not even the aliens it's the 'little man running around building shit', the game doesn't need that.
>>
>>388637658
yes, it does, automation of factory creation itself is a progression step
you can go full grey goo
>>
>>388637615
there are autists, and then there are people so autistic they make chris-chan look like a functional member of society
>>
>>388637658
>have to actually press keys to play the game
wtf i hate factorio now
>>
>>388637731
i want to try this but i'm afraid i'm not autistic enough.
>>
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Reminder that if you do any of the following your base is objectively not optimized and thus inefficient:
1. Sushi belts
2. Non-bus material distribution (allowable if entire base is bot based)
3. Non-MadZuri bus split-offs
4. Loop-based train system and/or single-headed trains
5. Roundabouts and/or 4 way train intersections
6. Fake multi lane bus (when you have 1 belt worth of smelters/production feeding a 2+ belt bus via splitters at the start)
7. Buffers of any kind (buffer chests, more than a single fluid storage tank per fluid type)
8. Efficiency modules at all (literally worthless, just stamp down more solar)
9. (late game only) Not fully prod moduling everything that takes it and speed mods in everything else, all with full speed beacons
>>
>>388638923
bait post
>>
>>388639271
denialfag
>>
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>>388638923
>>
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>>388623647
Just look at some designs online, if anything just to marvel at the autism of other people.
>>
>>388625080
Oil management is still a pain in the dick, tho.
>>
>>388638923
Alright.

I derive fun from trying to make my factory work despite having no idea what I'm doing. I did a bus once and it felt soulless.
>>
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>>388639498
To be fair, something like this is much easier and faster to produce if you know what you're doing with a certain tech than a starting factory for a newcomer. All I see here are basic designs copied with blueprints and built with robots. Resource intensive, sure, but not complex to understand, unlike shit like picrelated.
>>
>>388629627
>trees
BURN THOSE MOTHERFUCKERS
>>
>>388629627
I looked at the image and thought it was damn comfy, then read your comment and totally agree.
The music is pleasant as well.
>>
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>>388639808
Fire is for biters
Trees are friends
>>
>>388629627
Is that a greener trees mod or something? I wish there was a mod to add more nature shit. I'd love to build a factory that coexists with nature. Need bird chirping sounds and rain and shit.
>>
>>388629627
Goddamn right.
>>
>>388640020
>>388640135
both of you should be purged along with the biters
>>
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>>388639808
The day of the axe approaches.
>>
What even is the bus that people are talking about, I haven't played in half a year. Should I even look it up, seeing as everyone seems to feel that it's soulless and trivializing?
>>
>>388639772
Complexity is the first thing to avoid in a good system, not something to shoot for.
>>
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>>388640335
>Being this new to factorio
>>
>>388640351
Not sure how that's related to my post, but I agree.
>>
>>388640335
The bus is the line of belts carrying basic materials (iron, copper, steel, optionally green belts and iron gears or something else), from which you create sidelines to various production lines. It's not soulless, just a way to avoid spaghetti hell.
>>
>>388640335
The only people that think it's "soulless and trivializing" are people that refuse to learn from their mistakes or change their ways and want to stick to their spaghetti forever.
Everyone with any sense knows that busses are strictly better.
>>
>>388638923
>Repeating other people's dumb opinions, because you can't think for yourself. Fresh opinions you got there, anon. Almost all of these are wrong to some degree. I'm curious what a "MadZuri bus split-off" is supposed to be though.
>>
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>>388640487
It's also A E S T H E T I C
>>
>>388640487
>>388640496
oh. I thought we were talking some sort of literal bus. I've always done it that way, especially since the main campaign basically shows you a half complete one
>>
>>388640961
>main campaign
>>
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>>388640823
>Repeating other people's dumb opinions, because you can't think for yourself.
Except I have tried all of these and their opposites, and what I said stands. The points I made are all true in that they provide the greatest throughput and production efficiency.

>Fresh opinions you got there, anon.
Facts, not opinions, as demonstrated by not only my own but many players' experiments and calculations.

>I'm curious what a "MadZuri bus split-off" is supposed to be though.
https://youtu.be/plalb3NiChM
>>
>>388641040
Yeah bad wording but I wasn't sure what else to call it. The story scenario you get to play through in the demo for the game.
>>
>>388641258
anon I'm bullying you for playing the tutorial
>>
>>388638923
>reminder that copy pasting blueprints that you download off the internet and taking ideas straight from youtube videos makes for a soulless trash factory that only a pure autist will derive any satisfaction from """""building""""""
>>
>>388640878
>this
>aesthetic
>furry mods
>aesthetic
>>
>>388641296
in my defense, when I tried it before I bought it, that was the only thing you could do, no free play in the demo

I did enjoy it though
>>
>>388623647
Well i can setup everything, i do reach a fuck-it phase and just make a freewheel setup with everything but oil, green logic wiring for item buffer control on the main line is all it takes with some simple count rules.
>>
>>388640020
>Trees are friends
For the omnissiah...
>>
>>388641382
>this projecting
I make all my blueprints myself, and I do proper research to ensure my factory has maximum efficiency.
I'm sorry you get triggered over someone else playing a game about maximizing efficiency by maximizing their efficiency.
>>
>>388641409
>furry mods

>after finally beating the game decide to finally look up bobs mods everyone talks about
>find the forum
>his avatar is a furry
>close window
welp factorio was fun while it lasted.
>>
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>>388640351
>>388640460
That's not really the point of my post. All I was saying that noobs, me included, do a lot of unnecesary actions due to how unplanned their first factories are. For a new player it takes much, much more autism to keep his first factory (which is most likely a spaghetti shitfest) in check, than for an experienced player to preplan and produce the necessary amounts of resources. In time a newcomer would only get his hands on robots an experienced player can create an array of factories able to launch a rocket every few minutes. In that sense it's much harder for a newcomer to just complete a game than for an experienced player do a challenge like a megafactory. It may look autistic, but in reality a good factory is all about preplanning and calculation, than actual micromanagement. Factorio is one of the few games where knowledge of what you're doing is essential throughout the game, because a badly planned factory will bite you in the ass sooner or later. Sadly, campaign doesn't really teach that, the player has to experience the awfulness of his factory himself.
>>
Should I get this game?
I always assumed it was a city builder type comfy game. I have probably 2000+ hours combined in games like Anno/Skylines/Banished/Sim City/etc..

Will I enjoy this? This thread is making me think the game isn't as comfy as I thought.
>>
>>388641683
>I do proper research
>aka look up ratios on /r/factorio
nice post.
>>
>>388640218
*unsheaths katana*
>>
>>388641786
>I'm sorry you get triggered over someone else playing a game about maximizing efficiency by maximizing their efficiency.
>>
>>388641710
What is that screenshot?
>>
>>388627713
Though early on you don't really need that much Steel. Late game however....
>>
>>388641924
>looking up how to play the game
>""""playing"""" the game
t. someone who couldn't beat mario/zelda games without a guide
>>
>>388641763
it is maximum comfy
it inspires a strange mood of autism, that's all
it's the kind of game where you're not really sure what you're doing and then 22 hours have passed somehow
it's great
>>
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>>388641763
The game is as comfy as you make it. After that first rocket, the goals are whatever you set, you don't have to sperg out with a super efficient mega factory.
>>
>>388641937
I assume Bobs+Angels
It's a pointless mod pack that adds extreme complexity to literally every item and step of the game solely for complexity's sake, causing every step of the game to take like 50x longer just because there are 10s of new ores that all require like 5 step processing to use or some shit.
>>
>>388641710
In 0.15, I got to the blue science without any planning, with a huge spaghetti mess. Then built a new factory from scratch nearby, clean, clear, extendable. Was very painful, but satisfying by the end..
>>
Some don't like it, but I make boxes in the middle of the belt as a bufffer or cache.
>>
>>388623647
My friend was telling me about how great the automation is. It looks both limited AND hard to use. If you're going to be a factory why not add real PLCs to the game that let you program in ladder logic?
>>
>>388642186
https://youtu.be/7DIt6XTsVYA
Buffers are bad, mmkay
>>
>>388641937
A factoriomaps screenshot, that's why it's so sharp, but not detailed. If you're talking about mods, then it's omnimatter+bob's+angel's, where Angle's ores are unified into one ore called omnium. It may sound easy at first, but it makes the game much harder, because you have to transmute omnium into angel's ores first, which creates tons of waste and throughput problems.
>>
I've never learned to make and use robots because it looks complicated.

How do I use them?
>>
>>388642134
I do like the complexity added by Bobs somewhat, but Angels was really just tedium instead of complexity.
>>
>>388642265
>make bots
>make more bots
>make everything else using bots
>never need to use belts or hand placement again
>>
>>388642215
there are logic circuits for shit m8
>>
>>388642327
adding to my post: the sprites from Angels are really nice though
>>
>>388642101
Rockets are nothing, you have to make trees go extinct.
>>
>>388642265
robots are both easymodo and a shitter crutch, especially when your factory gets huge
>>
>>388642215
That's exactly what circuit wire and combinators are for.
>>
>>388642382
That's retarded, bots are much slower and inefficient than belts. They're like duct tape.
>>
>>388642265
this. also trains.
>>
>>388642481
>shitter crutch
>infinitely greater throughput while simultaneously having far better game performance and far less stress on your computer
???
>>
>>388641141
These belt designs are fucking stupid. Why would I run multiple lanes if the throughput doesn't actually get used? This makes absolutely zero sense unless you were injecting resources at different spots. Also a ridiculous amount of superfluous splitters.

Since you consider all your opinions facts, let's hear your justifications.
>1. Sushi belts
Literally nothing wrong with them.
>2. Non-bus material distribution (allowable if entire base is bot based)
Elaborate. What do you consider non-bus material distribution?
>3. Non-MadZuri bus split-offs
See above.
>6. Fake multi lane bus (when you have 1 belt worth of smelters/production feeding a 2+ belt bus via splitters at the start)
Nothing wrong with this. Can be considered a waste of resources, but it's not actually detrimental.
>7. Buffers of any kind (buffer chests, more than a single fluid storage tank per fluid type)
Nothing wrong with this either. If I have a buffer my machines can keep producing while I am fixing the bottleneck.
>8. Efficiency modules at all (literally worthless, just stamp down more solar)
Efficiency modules are useful for keeping your pollution down if you are playing with Biters.
>9. (late game only) Not fully prod moduling everything that takes it and speed mods in everything else, all with full speed beacons
This one is actually the closest one to be correct, but I still don't need to speed module something if the demand for the product isn't high enough to justify the modules.
>>
>>388641763
Depends if you do spped runs or not.
>>
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>>388642250
But the buffer boxes are on the grid so robots can pick from them and they don't halt the production.

If the belt isn't full it'll put it back on, but if it's full it'll store in boxes.

Though now I just used whatever I had on me, which is why it's an iron chest buffer.
>>
>>388642575
Do you not know that there are bot carrying capacity upgrades and bot movement speed upgrades? Or that you can use literally any number of bots to move any amount of material with 0 ground space taken up?
>>
>>388641763
Its similar to a city builder in the way that there's always something to do, something to build, something to optimize. Biters can be menacing at first, but as most people here say, they really become trivial once you know how to deal with them
>>
>>388642625
Their internal logic is retarded, which severely impacts factory efficiency on larger builds.
>worrying about performance in fucking factorio
>>
>Sushi belts
A what now again?
>>
>>388629867
Oil is much easier now they've added the tanker wagons.
>>
>>388642575
>inefficient
They are way more space-efficient and dirt cheap to produce by the lategame. They consume electricity, yes, but nuclear energy is also dirt cheap nowadays.
>>
>>388626793
I want your semen inside.
ALL OF IT!!!!!
>>
>>388642750
The throughput of belts is still much higher and energy efficient. Hell, they don't use any kind of fuel at all.
>>
>>388642791
>but nuclear energy is also dirt cheap nowadays.
Electricity was always a non issue. Just a huge bore and pain in the ass to now and then having to place another field of solar panels.
>>
>>388643174
>solar panels
>>
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>Posting those soulless clean designs stolen from the internet.

I'll take my comfy spaghetti factory thank you, but at least I did it all by myself.
>>
>>388642626
>sushi belts
Far less throughput that just giving each item its own dedicated belt.
>2.
I mean spaghetti bases.
>3.
Linked above >>388641141
>6.
Is detrimental when you try to run production that consumes 2 or more belts worth of material per second when your smelter only provides 1 belt worth per second.
>7.
There is no reason to squirrel away unused items. If you're not using all you can make, put down more production.
>8.
I suppose, but in that case you can just shore up your defenses late game. Early it's alright I guess to keep attacks and evolution down.

>>388642770
>worrying about performance in fucking factorio
Someone who has never played past the first rocket launch confirmed.
If you had ever played past that, you'd realize that you need to take any and all performance increasers you can get. This isn't Minecraft, where there are only a couple thousand active entities, if that. In Factorio, literally every inserter, every item on a belt, everything is active all the time, and thus has to have calculations performed on and around them. There are millions of active entities at a time if you play past the first rocket launch.

>>388643067
>The throughput of belts is still much higher and energy efficient.
Yellow belt throughput is 13.333333 items per sec. Red is twice that, and Blues are 3x yellow.
Bots can transport thousands of items per second with 0 ground space taken, all directly where they need to go without having to worry about crossing over or around other placed buildings or belts.
>>
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>trying to nuclear enrichment without logistics bots
nah i'm good. launched the rocket, hard to find a reason to keep playing but the ~35 someodd hours were fun.
>>
>>388643067
Just because you have robots doesn't mean that you should only do robots. For basic resource management and preproduction the belts are essential. The bus should also stay for commonly used items, but for compact assembly lines bots are preferrable than peeling off yet another bus extention
>>
>>388628685
I never had much of a problem with biters. Shell them until you get personal lasers, then everything is trivial. And then you get nukes as the ultimate timesaver.
>>
>>388642481
>robots are both easymodo
this. you're an absolute shitter if you use logistic robots.
>>
>>388643345
The point after launching a rocket is then to set a goal (most people that keep playing decide on X science packs per minute production and consumption, and usually about 1000 at that) and reach it.
>>
>>388643501
>vanilla plebs calling anyone shitters
>>
>>388643345
>trying to nuclear enrichment without logistics bots
It's piss easy. Use some circuit network to control removing of enriched uranium from the processing chest and you're good to go.
>>
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Spaghetti Life
>>
>>388642481
>>388643501
Good luck trying to get a 1kspm base running at anything over 20 ups (if that) with belts.
I'll just be over here with my 5kspm+ bot only base at 60+ ups.
>>
>>388643670
>use cheats/easy mode
>makes factory better
wow. sure showed me.
>>
>>388643863
>use intended game mechanic as intended and implemented by developer
>"Woow you're cheating because you have a better base than me!"
Stay underage, mate.
>>
>>388643985
>play game on easy
>wowwwwwwwwwwww im just playing as the developer intended
>>
>>388643863
>>388643985

one of you is paying survival, One of you is playing sandbox.

Both opinions are opinions.

Shut up
>>
>>388643341
>>sushi belts
>More belts means more throughput.
Woah. The point of the Sushi Belt is that it consumes less space for delivering products. Just because you don't understand the admittedly niche purpose doesn't mean it's useless.
>>2
>Spaghetti bases are bad.
Woah, dude.
>>3
I'm not watching this video of your retarded YouTuber again. I almost fell asleep the first time I was watching this. Give me a rundown why no other belt designs are allowed.
>>6
>If I have less production than consumption then I got a bottleneck.
Anon ...
>>7
Read my post again. There's no reason not to keep the machines running when I intend to fix the bottleneck soon. Time is a resource too and I can make use of it or not. There's obviously no point in making huge buffers for everything, but there is nothing wrong with a temporary one.
>>8
At least we can agree on that.
>>
>>388644247
Using your comparison: one is a noob that thinks biters are a real challenge of the game and tries his hardest to put 7 walls and 3 level deep laser defence on every tile, the other doesn't even think about them, because he rightfully thinks they are a non-issue and focuses on building the base instead, despite both of them playing with the same settings.
>>
>>388644247
thanks reddit for mediating our argument to ruin both our fun. god forbid people on /v/ argue with opinions vs opinions.
>>
>>388644519
Yet both are viable ways of playing. One has a constant threat and 'reason' to play. While the other lacks any risk and therefore has his 'reason' to play
>>
>>388643492
I never said hard anon, I said tedious.
>>
>>388644519
>if you don't use logistic robots you can't focus on base building
no faggot, going beltless is basically negating half the fun in the logistics of building a base.
>>
>>388644652
no, they're playing on the same settings
one just has knowledge
>>
>>388644652
He can have his reason, no one stops him from using belts. He, however, thinks he's superior in every way to everyone else, boasting how biters will never penetrate his base and the ones that do little to none defences as casual scrubs that can't even defend his base.
>>
>>388644772
What? Making a fuck huge base that's automated by bots and circuits is harder and more fun than dicking around with belts lad. Belts are one-dimensional as fuck.
>>
>>388644772
Are you one of the people that complain about bob's and angel's by any chance
>>
>>388644798
Stop elevating yourself.

Your a bitch for not liking any challenge. Hes a bitch for not 'cutting out the fat' by changing settings and enduring biters.

Both have the same settings.
Welcome to the world
>>
>>388645036
no. i'm holding off until the game's done before i start fucking around with mods. i havn't even looked into them enough to know what they do besides bobs mods adding like 15 more resources.
>>
>>388644798
"I'm better because I know enough to play sandbox"

Wat
>>
>>388645059
There's no challenge when fighting against biters unless you're new or suck at the game or turn the settings all the way up where every square inch has a spawning next.
>>
>>388645263
Leave a dedi/constant server on with 2x pollution.

Done.
>>
>>388644974
>making a bunch of greater than / less than conditions is so hard
k
>>
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>>388644378
>Give me a rundown why no other belt designs are allowed.
Some others are fine, but people usually end up doing one of the ones on the left side here.
The bottom left one works ok, but it's a waste of space.
All 3 on the left only end up outputting half a belt to wherever you're splitting to, due to how splitters work.
The one on the right is a MadZuri 4 belt split-off, and it properly splits off an even 1/2 belt worth of material while simultaneously balancing all 4 belts after the split to be all even. The three on the left all have uneven output after, and can easily lead to later splits providing far less material even when there is material still moving down the bus.
>>
>>388645254
>factorio is an easy game and requires no planning. You can only achieve challenge with bots

Wat
Don't even fucking dare to say that not what you've said, because that basically your post
>>
>>388623647

The first time you do it just stretch your conveyer belts far as fuck so you can get a feel for the layout, then gradually shrink and rearrange stuff until it's reasonably sized. Just take it one step at a time so it doesn't overwhelm you.
>>
>>388643586
Never learned how to use circuits because it seemed like a pain in the ass and not worth the time. Maybe if another friend gets the game I'll play through it and learn.
>>
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LE FACTORIO XD
>>
>>388645380
>Having to go out of the way to make biters pose an actual threat
>Implying it won't take an autists a few hours to configure a completely automated defense system that even a retard can make
>>388645672
Harder than placing down a fucking belt, yeah. Especially when you get mods that add in more logistical options.
>>
>>388646145
if you can figure out if....then babby tier programming then circuits aren't that hard once you figure out the settings for each peice of equipment.
>>
>>388646234
What is the purpose of a post like this?
>>388643670
Have you been drinking again?
>>
>>388645672
Okay, I'd love to see you go make this
https://youtu.be/mgfwwqwxdxY
by hand from scratch.
Go on, I'll wait.
>>
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>>388646234
>he plays spacechem instead of the original
>>
>>388646368
if you enjoy a game like factorio but you're also interested in a more nuanced game, check out spacechem
>>
>>388645786
You stated that youre better (as declared by calling anyone who plays otherwise a noob and your hostility) simply because you choose to take off a component of the the game that requires you to entirely change how you play.

Saying that the biters are the only challenge? I did not, You sound like a hothead because you're getting bandwagoned on from above and below.

The biters change the dynamic of how you approach energy distribution and base building. Everything else in the game remains the same difficulty wise.

Your personal preference just shows the naive idea that you are elevated above anyone else because of how you play, for which you are incorrect.

But fuck me thats a funny rebuttal unrelated to my post!

>Don't even fucking dare to say that not what you've said, because that basically your post

"Dont you dare refute anything because this is my personification of your post!"

Wat
>>
>>388626793
anon this is a blue board
>>
>>388646264
Until they have to expand
>>
>>388646234
>too intelligent for factorio
>too much of a brainlet for spacechem
it's suffering. infinifactory a best though.

>>388646264
botfags say things like
>Good luck trying to get a 1kspm base running at anything over 20 ups (if that) with belts
but apparently somehow using bots is harder. which is it?
>>
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>>388646234
I stopped when I reached this level. I may revisit it eventually.
>>
>>388637652
It's really not, but if you like yours better than use it. In the end the only difference is the amount of labs/belts/beacons/modules/time you'll have to dump in it. Sushi belts are pretty, they're just less efficient. I make my nuclear setups symmetrical even though it's more efficient to just make an ugly straight one.
>>
>>388646452
>try and build a factory with higher production than a functioning display
are we playing the same game anon?
>>
>>388647089
All other anon said was that circuiting was easy.
So I proved him wrong.
>>
>>388638923
>Bus
>Efficient
Main bus is used and recommended to newbies because it makes organization braindead easy, not because it's efficient.

Buffers are necessary in train stations.

Efficiency modules 1 are good in miners.

Single-headed trains are fine, both have pros and cons.

You're right about the rest tho.
>>
>>388647286
>All other anon said was that circuiting was easy.
try again faggot. in the context where i said
>making a bunch of greater than / less than conditions is so hard
i was directly replying to an anon i was arguing with about logistic networks. do you see how that's a little different than recreating real life electronics in game?
>>
>>388647543
What efficiency are we talking about? Setup time, space, extensibility, resource cost? Everyone seem to be fapping to efficiency but nobody specifies.
>>
>>388635947
factorio community is best community
they ignore bants
>>
>>388647543
>Efficiency modules 1 are good in miners.
Again, just stamp down more power production.
Unless pollution is a HUGE problem for you, efficiency modules are useless when you could just put speed in miners for more ore faster.
>>
>tfw enjoyed this game but got bored cause it is too repetitive.

Once you know the most efficient set up it basically all the same
>>
>>388630585
or you could just braid your belts
>>
>>388648220
>being a brainlet
>>
>>388648342
fuck off dairy
>>
This game is just amazing. It takes a bit to get into, but once you get the hang of the basics, its pure crack. The best way I would say for anyone struggling to get into it is just watch some youtube lets plays or tutorials. I followed a 10+ part lets play, copying what the lets player was doing, and eventually it all clicked together. Its a very hard game to learn, but not that hard to master. Also at the start, it may be beneficial to make the settings easier, more resources, less enemies, etc. while you learn.
>>
green science is easy but blue science makes me want to sudoku. the thought of having to make all of the oil shit and THEN setup blue science I just hate. It's not as bad as it was before 0.15 but it's still a big leap that,s somewhat unnatural.
>>
>>388648763
Oil is definitely the biggest hurdle, with Bots a close second later.
I always find myself procrastinating on oil until I completely run out of Red+Green researches.
>>
>>388648654
>if you have a hard time figuring out what to do just look it up and copy what you see youtubers doing
>hard to learn
>easy to master
>you should start in babby mode
top casual post.
>>
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>>388648265
>It actually works.
Damn you for making me realize this. I thought Sushi was the only way to do it with Belts. Now I feel dumb.
>>
>>388648196
Using eff 1 instead of speed modules in miners:
- More ups due to less pollution/biter movement
- No need to produce more power
- Less ammo consumption if you're not some scrub who uses laser turrets
- If you are, less turrets and accumulators needed
- Outpost lasts much longer
- The modules are dirt cheap

Using speed modules:
- Less ups due to a LOT more pollution/biter movement
- Exponential need to always increase power and accumulator count if you use laser turrets
- Much more ammo consumption if you don't, and still need to increase power production very often
- Outposts run dry way faster after being put down
- Expensive modules
- Need to run more trains to/from each outpost for it to make a difference in throughput unless the ore patch is small, which would be a stupid ore patch to build on if you're at the point of the game you're putting modules in your miners anyway
- You don't actually get more ore since you aren't using prod modules, you just get it faster if your infrastructure allows, and you only need this if your ore belts aren't actually backed up (which never happens to me once I get bots unless I just left my bootstrap base to build a much bigger one further away and haven't built up a decent amount of outposts yet)
>>
>>388646698
Is spacechem really more nuanced, though? Factorio is far more varied in terms of mechanics.
>>
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>>388626793
I'm downloading this for reference since I mean to get this game eventually. Someday I'll understand why people are creaming over it.
>>
>>388648196
But placing more power takes more time, resources and land.
It can literally be less efficient in every way.
>>
>>388650145
well it also looks modded as hell so good luck.
>>
I just have my science domes in a line with inserters moving things along
saves the hassle of sushi belts
>>
>Want to play these games.
>Arrive at home from work and be mentally exhausted.
Fuck me.
>>
>>388650995
what do you do at work that is so mentally taxing anon?
>>
>>388652089
Software testing; nothing fancy. It might have more to do with myself than with the job.

Lately my drive for getting invested on videogames has decreased. Probably linked to depression.
>>
>>388629338
>Go to the factorio subreddit and look at the spaghetti bases
>Go to the factyorio subreddit
Kys
>>
>>388637339
Sauce me bud
>>
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>>388652261
have some cute girls, feel b etter anon!
>>
>>388629867
They made blue way easier (red circuit + engine + electric drill) and since purple was too easy it was split into two harder ones for high tech and manufacturing. The whole process is much smoother now
>>
>Read thread
>Look at all the pics
>Brain hurts now
I hate being a brainlet.
>>
>>388646908
t. brainlet

It just gets worse from on out.
Thread posts: 281
Thread images: 49


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