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/fcg/ - Factorio general

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Thread replies: 771
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previous >135165082

It just work edition
>http://www.factorio.com/
>http://guide.factorio.com/index.html
>http://steamcommunity.com/groups/eggtorio

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

>Official /egg/torio on friday and saturday approximately 8 PM Central USA time.

This thread is dedicated to autism factories simulator aka Factorio.

When posting a server please include version number and any mods used.
>>
>>135370681 #
>>135370408 #
Excel anon here. Actually I'm trying to fit a full 10-12-24 (or some scaled version) chain on a square grid with 2 tiles between each assembler and somehow weave the belts for it to work (I agree with >>135369916 # )
I did not mean literal battery bus but any kind of external supply.
>>
Why so ded?

>>135372069
Preliminary layout plans if anyone cares
>>
US headless Vanilla Server

71.177.43.3
>>
>>135373479
hrmm..

got kinda unstable, think I'm done for now.
>>
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So this is my first ever map, now that I'm done with the campaign. First thing I've noticed is that the Ays are REALLY not agressive on default settings. In the campaign I'd get attacked every 5 minutes, 10 at most. Here I've been attacked like once if at all, and only by the small ones, so it's much easier.
I don't regret buying this game so far, I haven't been able to sleep in 3 days because my fucking brain keep playing the game when I sleep. Like, it adds new gameplay elements, it simulates enemy attacks and logistic problems and when morning comes I'm tired like I haven't slept at all. Then I get back to the game and I'm even better than the last day.
>>
>>135373710
Yeah default settings are not threatening at all
>>
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>>135371845
>some ores are named as their mineral counterparts
>the rest is "<metal> ore"
>>
a tiny island next to China headless vanilla server

>ayy.noip.me
>>
When there are two different objects on two sides of a transport belt, is there any way to separate them other than with smart inserters?
>>
>>135373941
The dwarf fortress player in me knows how you feel.
>>
>>135374268
Underground belts
>>
>>135374268
This works
http://i.imgur.com/B2Nzjnc.jpg
>>
>>135374268
splitter + underground belt
>>
>>135374090
anyone playing on here?
>>
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>>135374523
Well this is some dark magic.
>>
How am I supposed to automate green science in bob's?

Where would I automatically obtain the wood for the circuits?
Is there another way to make the circuits?
Where the hell is a guide?
>>
>>135375479
research oil processing then plastic and everything you need inbetween to make synthetic wood.

it's retarded because you need green science twice to automate green science.
>>
>>135375545
so tons and tons of manual crafting of science, huh?
>>
>>135375545
You need red science to automate red science in vanila tho. And can't you chop wood and put it in a box to distribute?
>>
>>135375613
You could also just get some wood manually and drop it in a chest till then. The thing doesn't need that much wood afterall.
>>
>>135376137
I settled in the middle of a fucking desert because I didn't know any better
>>
>>135376598
Well good luck with that then.

Just make a great journey to the nearest forest and bring back few stacks of wood.
>>
>>135376757
in retrospect I should just drop bob's instead since I have trouble automatic the basic stuff
>>
Lets get a modlist going, with the goal of adding all the things the devs should have added anyway. Please no mods that completly rearrange the crafting tabs.
>>
>>135377597
RSO
FARL
Bergius Process
Terraforming
Modular-Armor
>>
>>135377597
EvoGUI
Uplink station
Orbital ion cannon
Misanthrope
Rotatable pipes
TheFatController
RailTanker
Uranium power
Weaponry
>>
>>135378010
Isnt Uplink and OIC a bit overpowered?
>>
Do people refer to science packs are "tiers"? Like, if I said that I reached tier 3 science for the first time would they understand I mean that I automated the crafting of blue science packs?
>>
>>135379547
you could just say blu science
>>
>>135379547
they have names and colors. everyone who has ever seen them will understand you if you say "science pack 3". Saying "blue science packs" will still get you there because the other players aren't autistic robots.
>>
>browsing the wiki
>suddenly this

That hits way too close from home.
>>
>>135380196
Woah, there is a stealth armor upgrade?
>>
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>>135380196
of course I forgot the pic.
>>
I know it's early morning in the US and early afternoon in the EU but I need my fix of Factorio discussions.

For those who listen to other musics than the game's OST, what are your preferences?
I've found that Machinarium's OST marries really well with the game.
https://www.youtube.com/watch?v=XHPjpflNssY
>>
>>135377597
my favorites so far (trying to stay close to vanilla)
RSO+RSO Radar
Initial Scan
Long Reach
Tree Collision with low health
>>
>>135380417
https://www.youtube.com/watch?v=EyKNUj-AjgA
>>
>>135380804
shit, nvm, that video is fucked up, here's a better one
https://www.youtube.com/watch?v=SgbmZO53OiU
>>
Noob here, production speed coefficients for factories are just linear, right?
Specifically, when making up schemes for a factory, since if x=y, then x/z=y/z where z is the inverse of the production speed value.
>>
>>135380417
https://www.youtube.com/watch?v=yqFZtBiHAZA
>>
>can't host a headless server and play on the same machine
>old pc is too slow to host server
>fighting urge to impulse buy a new home server machine
>>
What is "size" on the pipes in bob's mod? Is that like its throughput of fluid?
>>
>>135381483
From what I can tell, headless servers don't really increase the efficiency client-side. Because the networking is mostly UDP peer-to-peer, the only real point of a headless server aside from maintaining continuity among clients is to eliminate lag from the host computer hosting and running the game simultaneously.
>>
>>135381635
yeah, but the problem for me is I'd like to keep a server up and running 24/7 and still be able to play singleplayer if I want.
>>
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>>135373065
i think this is the most compact way to do the science pack assemblers
some of the other stuff in this facility could probably be a lot smaller though...
>>
>>135381786
i just realized i may have been unclear
buy old pc i mean an old laptop i keep around as a simple web server/HTPC. I even ran 2 simultaneous KF2 servers on it without a problem. trying to host a factorio game on it is incredibly laggy though, even when connecting from my desktop in the same room. the CPU just isn't fast enough i'm guessing.
>>
>>135381876
Easier option, go rent a small dedicated server off of any number of providers for not even $10 a month, then use it for a factorio server as well as other things, possibly offsite backups, maybe running a website or two.
>>
>>135378521
uplink? idk looking around doesn't seem that op to me
and IOC is gated behind rockets, at which point you should be able to deal with any vanilla ayyys anyway. it just makes clearing them less tedious at that point
>>
>>135381876
Yeah I reread your post and
> aside from maintaining continuity among clients
suddenly makes sense

>>135381974
Yeah see maintaining a server will end up costing you more than $10/mo. You're far better off renting.
>>
What is a good ratio of boilers to steam engine, i found myself losing power after branching out and need to add more engines.
>>
>>135382141
14 boilers to 10 engines is standard
>>
>>135381974
>>135382049
I work in IT, and I'd rather spend the money on hardware I can tinker with. plus I have no guarantee that a VPS or something similar would be able to host a server smoothly.
also renting feels like throwing money away.
my HTPC/server needs to be replaced anyway, it struggles to play bluray remuxes over the network (works ok for lower bitrate 1080p tho)
>>
>>135381242
Test it, anon.
Compare the speed increase from a T1 and T2 assembler.
If the coefficient is linear, then you would expect a 50% increase.
>>
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Decided to give Bobs mods another go and this time plan my base more
How did i do so far?
>>
>>135381808
But anon, it's so boring to just grow branches from the bus.
>>
Is this shit worth $20 or should I just pirate it?
>>
>>135384150
Yes it's very worth. If you're really worried then pirate it first but you'll find it's excellent
>>
>>135384150
Pirate, then buy in 2 days and with 28h playtime
>>
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>>135368168
>flow control
https://forums.factorio.com/viewtopic.php?f=93&t=20645
Looked up this mod and reposting it in case it gets overlooked, because YES FUCK YES FINALLY
It adds pipes that are forced to connect only in certain directions, which means you can finally have parallel pipes.
>>
>>135383171
what's the next step in your master plan?
>>
>>135378010
>Misanthrope
At first it sounded good, but...

>Biter AI Changes:
The mod will direct the biters that it spawns to attack the surrounding area of player constructed equipment, focusing on high valuable targets line power lines, rail lines, and other vital infrastructure.
Biters will attempt to avoid attacking heavily fortified locations and prefer to attack the least well-defended areas.

LOL NO FUCK THAT MOD
>>
>>135384150
In that you should purchase a game you enjoy, yes. This is not some EA bullshit DLC-laden release. This is a quality, old-school style video game made by a developer that cares.

AT WORST by pure principle you could wait until the game reaches full release to purchase it.
>>
>>135383171
you seem inexperienced anon, how often have you played through vanilla? have you done so alone yet?
>>
>>135384950
you can put haarps to keep them away
>>
>>135384950
That'd be fine if they didn't go for rails, that's just stupid
>>
>>135384216
It's probably overlooked because it doesn't really add anything.

>valves/pumps
Don't fill any roles not covered by existing basic pump.

>pipe sections
Adding another 3 items to my toolbar at what benefit?
Parallel pipes are for the most part possible through use of underground pipes.
>>
>>135384216
>which means you can finally have parallel pipes.
wtf
you can have parallel pipes just fine as it is
>>
>>135385110
It says that big biters are immune to haarps, so you will have them eating your rails anyway.
>>
>>135385185
(use pipe to ground)
>>
>>135385043
i played through vanilla once early last year
I only play alone
>>
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post shit you want to see in game
>>
>>135371845
>sulfur as ore

What is this, the 19th century?
>>
>>135386375
Pretty sure that's outdated. In current bobsmod sulfur is made from petroleum gas.
>>
>get decently into current modrun
>want to start over with new mods
>this happens at least once a week
>>
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>>135386263
Monster replacement
>>
>>135386492
>In current bobsmod
in current base game
>>
>>135386263
3 way splitters alright, but the rest can be easily done
that's what the game is about for me, engineering compact solutions to these small problems
>>
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>>135371845
play shadow mod pack. It's a nice challenge and even further fuels your timeloss-machine.

also: heres the last vanilla factory I didn't even complete from last year the map view of it.

thansk for the factory generals anon. I enjoy reading these

THOUGH None of you has not yet failed to satisfy my need for perfection and symmetry
>>
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[wall building intensifies]
>>
>>135386791
3 way splitters can be easily done too. Just put a few regular splitters on either side and it'll quickly even out to 1/3 on all three.
>>
>>135386375
Considering that in Factorio, sulfur isn't an undesired side product, it still makes sense to produce it via mineral extraction.
>>
>>135386791
It was fun when you were first playing the game, finding solutions to small things. But after your twentieth playthrough it's just tedious and waste of space.
Guy who can build a space rocket can build and easy conveyor belt exchanger.
>>
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>Rail roundabout
How disgusting, people don't actually use this, right
>>
>>135387364
Yes, but double tracked. Never mix opposing directions.
>>
>>135387350
what is the point of the game for you then?
>>
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>>135387364
What's wrong with it?

>>135387048
>yellow-black concrete
Which mod?
>>
>>135387560
color coding
>>
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>>135387364
>>
>>135383171
not bad, but your picutre reveals only low technology has been used. keep on bulding and post again.
>>
>>135387518
Building a good looking and efficient factory?

Are you saying that if you don't want to build an ugly looking conveyor belt snake for 15421456th time because you need a 3-way split, there is no point in playing the game?
>>
>>135387364
Roundabouts most superior though
>>
loops
>>
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>>135387695
this is the point of the game for me
cramming as much shit as possible as thight as possible while still maintaining efficiency
>>
Someone post a super effective power generation setup
>>
>>135387695
Anon, how many times have you needed a perfect 3-way split into three outputs?
I'm having a hard time imagining a scenario where two splitters can't do the job.
>>
>>135388156
1 pump per 14 boilers per 10 engines
One coal belt in the middle, and then rows of boilers and inserters taking the coal out of the boilers closer to the coal line
>>
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>>135388287
what about something like this
>>
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What's the point of all the extra tech in bob's furmod when halfway there your base becomes invincible?
Look at those fucking numbers.
>>
>>135388949
>2 pumps for 66 steam engines
Although the water tanks let you get momentary bursts of higher output, you'll at most get 14MW from that facility during sustained operation.
The 1:14:10 pump:boiler:engine ratio isn't just a meme.
>>
>>135388949
I didn't even think of that, that's pretty good for when you got solar power I suppose
>>
>>135389338
Looks like something straight out of an idle game.
>>
>>135388287
>>135389357
So what i should do is this right:

>1pump
>connect to 14 boilers that are placed in a row
How do i correctly place the Engines? Just in a straight line behind the boilers? Or do i place pipes leading to each engine?
>>
>>135389512
Straight line is easiest and allows for easiest expansion
>>
>>135389587
must be doing something wrong because the further i go back in the line of the engines, the less output they are producing. Is this supposed to be this way?
>>
>>135389685
They'll ramp up if your energy consumption increases
>>
>>135389512
remember to use small pump if you found water pressure is too low
>>
give me your loops
>>
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>>135391649
>>
>>135389338
Om fine with just setups of 1x MK2 Gun turret and 3x MK2 Sniper Turrets, and the biters see fully evolved. Bob's mod is easy after light blue science unless you play with low resources.
>>
>>135392667
Is there any settings that make it at least a bit of a challenge to defend your main base?

It's always just the mining bases that are a pain in the ass to defend.
I'm thinking of trying a no expansions with replicators playthrough, so all the attacks focus on the main base.
>>
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>>135391649
some mp factory i optimised
if you remove the loops it stops working because i flipped some underground belts in the main iron line
>>
>>135392974
You can turn all resources to low and max biter settings. That will make it frustratingly had, especially if you play single player.

You can also download misanthrope.

Also I presume you use RSO, if you don't install it ASAP.
>>
>>135393840
RSO doesn't make it harder to defend your bases. Only makes it harder to expand.
With RSO, the difficulty comes from whether you are able to clean out enemy hives to get new resources before you starve to death.

I'm interested in a form difficulty where the main threat is bugs breaking through your walls and turrets.

Does misanthrope work well with bobs new enemies mod?
>>
So how do I use more lube?
I'm already making electric engines like mad.
>>
>>135394320
express belts
>>
>>135389512
Straight line. Every length of pipe you include in your design lowers the efficiency slightly.
>>
>>135394320
Capture cute bug girls. You gonna need a lot of lube.
>>
>>135394148
I haven't tried misanthrope. But someone in this thread said it make bugs focus on high value targets like roads and assemblers.

I don't know much about it.
>>
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>>135394587
>you will never breed a bunch of cute bug girls
>>
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>>135394978
JUST
DO IT
>>
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>having anything else than iron,steel,copper and plastics on your main bus

For what reason? It doesn't speed up anything and and makes you have tons of mats sitting around. Just give every production the bars they need and enjoy not having to over complicate things.
>>
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>>135395536
JUST
DO ME
>>
>>135394978
I want to mod in qt bug gfs now.
>>
>>135395610
I usually run a battery/plastic belt along my main bus, as well as circuits, just because it tends to be the best that way.
>>
>>135395610
>making green circuits in 10 different places from scratch
No thanks.
>>
>>135395770
But how would you even execute that? Replace the normal bugs with qt pi bugs? But then you have to kill a bunch of cute japanese arthropods.
>>
>>135395930
It could just be a rare spawn entity. A poor lost qt and you must house her and provide for her.
>>
>>135396026
What if you played as the qt?
Kinda like playing as the Naga in Warcraft 3. Completely different gameplay.
>>
>>135395891
>>135395815
Okay green circuits might be the only exception because they are so widely used. But running shit like gears is just inexcusable. No matter how much iron do you have, having 10k gears sitting on your belts is NOT OKAY.
>>
>>135395930
Destroyed hive gets a chance to drop bug queen, you can then construct your own hive from t3 assembler and chem plant, supply with water and artifacts to produce semi-autonomous cyberzombie bugs.
Oh wait, that actually sounds fun.
>>
>>135396158
>Mutated Biter becomes a cute anime girl
>Gains sentience separate from the hive
>Game turns into a factory system version of the Zerg, but you're on a planet that has been at least partially conquered
>>
>>135396358
Or you can just manually craft your own bugs using the queen as a catalyst
>>
>>135395610
>makes you have tons of mats sitting around
literally doesnt matter
>>
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Thinking of hosting a server with this mod pack. Small infrequent ore veins, meaning limited, but not finite ore, but not enough to sustain industry without many mine patches. Also some hardmodes like Gloom, Misanthrope, and Oxygen (MUH IMERSUN)

Ofcourse this will be similiar to hellscape, but with solars being nerfed by gloom, and increased biter attacks, and low ore volume, it'll be a lot easier!
>>
>>135396246
Gears are space-efficient and widely used so with very careful planning it might be reasonable to craft a small amount at smelting facilities.
>>
>>135396729
>Gears are space-efficient
That goes for nearly every item (provided productivity modules aren't used), copper wires being a notable exception.
I'd also consider plastic and sulfur (if used for sulphuric acid) to be space-inefficient.
>>
>>135396524
>tanks

does it work?
>>
>>135396380
there's a mod where you can produce ayys
>>
>>135397757
Most items require both iron and copper somewhere during their production or are rarely used.
>>
What if the ayys, instead of raping your base to death bred you into submission, forming a new race of alien-human hybrids
>>
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>tfw once your mines run out your spaghetti becomes ravioli
>>
>>135398539
hot
>>
>>135384828
Crashing this ecosystem.
With no survivors.
>>
>>135398916
don'T put copper wire on belts
>>
>>135399352
TOO LATE NOW
>>
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>>135398916
What the fuck is that mess? Detroit?

Fucking triggered.
>>
>>135399352
Why not?
>>
So how are you Factoriors on this day?
>>
>>135399730
1 copper plate turns into 3 wires, so almost under all circumstances it would make more sense to just transport it as copper plates and make the wires on the spot.
>>
>>135400027
It's apparently one to two, but yeah that makes sense.
>>
>>135399989
I almost had a heart attack because The Fat Controller broke and wouldn't let me reload my save.
This is the only time in recent memory where autosave saved my ass.
>>
>>135399187
What if they aren't sure which one of your holes is the baby maker, so they fill all of them with icky purple alien spooge, just to make sure?
>>
>>135400984
>implying they'll not just stab your abdomen, injecting semen through the resulting wounds
>>
>>135401582
They aren't that kind of retarded bug.
Probably.
>>
>>135401582
>>135401650
https://en.wikipedia.org/wiki/Traumatic_insemination
>Traumatic insemination, also known as hypodermic insemination, is the mating practice in some species of invertebrates in which the male pierces the female's abdomen with his penis and injects his sperm through the wound into her abdominal cavity
>>
>>135402021
No shit, Sherlock.
>>
>>135402021
so i have to build a machine that drills a hole in their shell before i can fug them?
>>
I looked into misantropy and it has an interesting mechanic.
During alien swarms, it actually slowly reduces biter evolution level. Which means that instead of almost only seeing big bugs at the end, you also get swarms of small biters/spitters which makes it a lot more fun to slaughter them.
Also as the time passes, the evolution stat becomes a lot more "sensitive", as in it increases much more easily.
>>
>>135400984
>>135401582
>>135401650
>>135402021
>>135402232
Y'all need Jesus.
>>
>>135402412
To drill holes into ayy lmao abdomens? He's a carpenter, he should know how to do that
>>
>>135402568
He got nailed so hard he died.
>>
>>135402663
>the wounds in his hands, stomach and feet were actually from traumatic insemination by some ayylmaos that came down to earth and raped him
>he was too ashamed to tell anyone so he told them he was crucified and came back from the dead afterwards
>>
>>135402663
That shouldn't be as funny as it is.
>>
>>135402663
>>135404019
>>135404131
You are all going to hell for this.
And in hell, transport belts can only carry one item in the middle instead of having two sides.
>>
>>135405259
I'm okay with this.
>>
>>135405259
Are their speeds doubled to keep total throughput intact?
>>
>>135405458
Yes, but for any belt faster than yellow, inserters have a small chance of grabbing the wrong item and clogging the machine.
>>
>>135405797
Logistics boxes seem to be much more viable in hell.
Where do I sign up?
>>
Are there any good mods that have artillery?
>>
>>135406071
Well there's supreme warfare, but you asked about good mods.
It's okay, i guess.
If you use it with bobs mods you have to copy over dytech settings or it will be underpowered.
>>
>>135406203
Can someone host a serb with bobs or dytech?
>>
>>135405259
I'm going back to church.
>>
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So question about Oil processing.

Im currently starting to make plastic followed by sulfur and then batteries. The problem is my chemical plant constantly stops working. I have 2 Oil refineries doing the default basic oil processing, light oil goes into lots of tanks, Heavy Oil gets turned into wood and resin.

What exactly is causing the problem right now? Sometimes it works, sometimes it doesnt. It constantly stops producing and gets even worse if i put 2 chemplant on the same supply pipe.

How do i into Oil processing properly? What are the rules to maintain a steady, uninterrupted flow?

Should i funnel all oils in a large amount of Tanks first and then sent the Oils to reprocessing instead of directly connecting the Chemplant to the Oil Refinery?
>>
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>mfw at work talking to people in China on the phone and thinking about my factory expansion layout
>>
>>135408912
Put storage tanks for all types so you have a buffer of sorts, they probably produce way more than you actually need right now so it stops
>>
>>135408912
Either the plants are out of one of their inputs or one of the outputs is full, that's pretty much it so check which is the problem.
>>
>>135408912
Flow control + Flare Stacks if it becomes too much of a problem.
>>
>>135408912
>What exactly is causing the problem right now?
Figure it out yourself, using the same method as with any other production facility.

>Is it even powered?
>Is it adequately supplied?
>Is the output clogged?
If yes to any of those, trace the problem further until you've found the root cause.

>Should i funnel all oils in a large amount of Tanks first and then sent the Oils to reprocessing instead of directly connecting the Chemplant to the Oil Refinery?
It might help, but is not strictly necessary.

>also
Connect those two refineries; you're using one refinery for each plant that consumes heavy oil, which is barbaric to say the least.
Your bottom chemplant needs heavy oil, but the pipe is clogged with petgas. Contamination of supply lines will kill most factories.

>>135409965
>flow control
Shit mod for shitters. Adds nothing your vanilla setup can't do.
>>
>>135408912
1. Upper rafinery's heavy oil output is full
2. Underground pipe for petro gas from upper rafinery is not connected to next one
3. Bottom heavy oil output is blocked by petro gas

Use a bus for liquids, it really helps.
Space it underground - 1 empty space - underground
When you need to use a liquid just put a pipe inbetween underground pipes for the same liquid and then connect another ug pipe to that pipe, so that it outputs sideways from the bus.
>>
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Wish me luck.
>>
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>all this backed up surplus pet gas

Bob's mod is completely backwards, I'm chronically low on heavy oil of all things.
>>
>>135410570
>all these random tanks
nigga what r u doin

show full base
>>
>>135371845

get this furry shit off the OP
>>
Does the games music make anyone else feel uncomfy?
what are you listening to have the right mood for factorio?
>>
How often do you refactor your forges in the early game?
>>
>>135377843
yep
>>
>>135412336
>refactor
What?
>>
>>135412336
Old music was comfy as fuck, I wish they would bring it back.
>>
>>135412253
I listen to Caravan palace and such, get's me in a steampunk kind of style bibe
>>
>>135412763
meant to reply to
>>135412253
>>
>>135412787
>caravan palace
>steampunk

Nigga what the fuck are you smoking
>>
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tfw bottlenecked
>>
>>135413153
dunno i can't get anything straight while playing the game and don't getting drunk
>>
>>135410570
Yeah, I never use the advanced oil refining that gives more gas.
Well, you can always make solid fuel from all your surplus gas.
>>
>>135413193
You have plenty power, what're you on about?
Only bottleneck I can see is your rate of oil refining, as one or more pumpjacks switch on/off - hinting at full stockpiles of crude oil.
>>
>>135410353
Godspeed.
>>
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>>135410745

I know it's fucked, I'm actually in the middle of failing to sort out my oil production right now.
>>
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>>135386263
>>135386791
>3 way splitters
How about this?
>>
>>135412763
There's an HD redux of the original music on the mod subforum.
>>
>>135416108
>loop
Completely superfluous.
>three splitters
You only need two.
>>
>>135416610
2 splitters give a 50%/25%/25% split.
Loop gives perfect 33.33333333%.
>>
>>135417608
>2 splitters give an uneven split
I've yet to come across a scenario in Factorio where this is of any importance.
Please, construct a few examples where it is absolutely necessary that belts are split in a specific ratio.
>>
>>135418094
>>135417608
The only case where correct splitter ratio matters is if you have multiple ways for the ingredient to go and each way could suck up your entire production. In that case correct splitting ratio ensures you have ingredients going to each direction keeping the wheels turning even if slowly.

In that case the real fix is to increase your ingredient production though so it's kinda a moot point.
>>
>>135417608
If the incoming belt is full, the loop will just clog up and you'll end up getting 50%/25%/25% again.
>>
>>135418401
> If the incoming belt is full, the loop will just clog
True.
>and you'll end up getting 50%/25%/25% again
False.
You will get 25%/25%/25% of maximum incoming flow, 25% redirected into recursive loop, clogging incoming flow even further.
If flow is important you can use 14 splitters to get 31,25%/31,25%/37,5% instead, which is close enough for most cases.
>>
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>mfw I realize the raw material requirements for tier 3 speed modules (and others)
>>
Ayy, Steel I'm on the serb right now. Gonna work on automating all the things.
>>
>>135418880
STOP BEING AUTISTIC
>>
>>135381808
>the most compact way not using bots*
>>
>>135418880
>You will get 25%/25%/25% of maximum incoming flow
Surely you mean 33%/33%/33%
If what you're saying is true, then only 75% of what comes into the system will leave it again - it would violate a simple mass balance.
>>
>>135383171
i like how you store the solid fuel
>>
The scariest part of the game is the very beginning before reaching the first gun turrets.
You are completely alone, have a single pistol, and have to defend an iron, coal and copper mine, probably fairly far from each other from attacks that can come from any direction.
>>
>>135419950
If my understanding of splitters is correct, incoming flow will be at most 75% of corresponding belt speed.
Actually, I should just test it.
>>
>>135419787
ip?
>>
>>135420384
>Actually, I should just test it.
That should be completely unnecessary.

Imagine that the splitter setup receives 300 items/minute.
What you're suggesting, is that each of the three forks would then output 75 items/minute
Where do the remaining 75 items/minute end up?
imagine it's run continuously like this for an hour, you'll now have 4500 items that're unaccounted for.

It will only output 25%/25%/25% for brief "warm-up" periods. Once it has reached steady-state, it will ultimately end up as 33%/33%/33%.
>>
>>135420079
I always feel so worried before I get radars and turrents set up.
No idea which direction they'll come from, and no way to hold them off when they arrive.
>>
>>135420836
Does radar really help anything?
I never see enemies coming on the minimap, the dots are just too small.
>>
>>135420814
What's the throughput of a splitter with both source belts full? I assumed it would take turns between sources, thus stalling incoming flow.
>>
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>>135421376
Anon, I really hope you're pretending to be retarded.
Do you not understand that input must be equal to output, provided there is no accumulation in the system?
We're talking about laws of the universe 101.
>>
>>135422038
He's thinking that a splitter splits at a slower rate than a belt can insert new materials, causing the belt to back up when it's at full capacity
I don't think he's right but he's not being retarded either, you're just having communication problems
>>
>>135420903
They've saved my ass when they revealed that a nearby nest was clustering up.
Past that, they help me figure out where I need to put my turrets.
>>
>>135422038
Basically >>135422436 but I think a splitter can process as much items per second as one corresponding type of belts.
Yellow splitter can split yellow belt evenly without slowing it down, but does it "mix" 2 in 2 out at 2x speed?
>>
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>tfw making gem processing facilities just for the aesthetics
>>
>>135422436
No, he's still retarded.
Splitter throughput relative to belt throughput is completely irrelevant in this discussion.
What goes in must come out, regardless of what rate the splitter can process it.
This is why the discussed splitter setup simply cannot split one input X into three equal outputs of size X/4.
It's physically impossible, because it would require items to disappear.

Even ignoring that, let's say splitter processing speed is relevant.
Where does the X/4 come from, then? Why not X/7, X/9 or any other number?
>>
>>135423490
>Glittering bi-plane
>>
Sorting machines are cool.
https://www.youtube.com/watch?v=SMEQgGcl1ik
https://www.youtube.com/watch?v=HB5f004ASBU
>>
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UNDERGROUND WIRING
WHEN
>>
>>135410570
When you get dark blue science you will want mostly petroleum gas.
>>
>>135424358
Use an underground belt to make room for a pole, you mongoloid.
>>
>>135424358
place those mines further apart their mining areas are overlapping
two problems solved at once
>>
>>135423687
Anon, look at that loop. Look at where it ends. A splitter can also be a joiner!
What I assumed at first (and have doubts now but that's irrelevant) is that a joiner can process X items per second, and with both inputs full it will take turns getting X/2 items per second from each.
I was not talking about limited input amount and infinite time, I was talking about flow speed.

What happens when a blue belt is followed by a yellow belt?
Sure it does deliver 100% of items. Eventually. But it does that at 40% speed of two blue belts.
>>
>>135424358
Do you see the area around the miners when you place them? That's the area they mine. Currently they overlap for your miners. Unless you really need maximum throughput it's better to overlap as little as possible, and if you do it that way you have plenty of space for power poles.
>>
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>bobs mod tier 2 assemblers require basic electronic board
>basic electronic board has 3 components and can only be assembled in tier 2 assemblers
>>
0.13 FUCKING WHEN

Also I want smart long handed inserters
>>
>>135425281
I just went over the same meme.

The meme is that you can make the electronic board in hand but the components require advanced facilities, namely the carbon from the chemical furnace and solder plates from mixing furnace
>>
>>135424885
disregard this niglet
he has no fucking idea of what he's talking about
>>
>>135425281
Son, just wait until you get into Science 4 and the entire production tree
it just gets worse and worse

I still think resin and wood should be completely eliminated from the entire process and the electronic circuits cut down by one tier
its too much
>>
>>135425469
>>135425569
I know. It's my second game with the mod but it still pissed me off.
>>
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>>135424919
Oh btw the test can be simplified a lot. And I really was wrong, total throughput of 2i2o splitter is 2x of corresponding belt type, not 1x.
>>
>>135425054
>>135424885
Poles are cheaper than land.
>>
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>>135425569

Got to modules 14 hours in.

I think this means I'm about a third of the way there?
>>
>>135424919
>I was not talking about limited input amount and infinite time, I was talking about flow speed.
Just like I've been talking about flow speed in previous posts (>>135422038 and >>135420814).
Even though I repeatedly bring it up, you fail to address the 25% that seemingly disappear.

>But it does that at 40% speed of two blue belts.
u wot
A yellow belt has a throughput one third that of a blue belt.
https://wiki.factorio.com/index.php?title=Transport_belt
Where the fuck do you get 40% from?
>>
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>>135426692
>He doesn't know about real belt speeds
https://wiki.factorio.com/index.php?title=Transport_belts/Physics

Also lrn2 traffic jams.
To the right is approximation of my incorrect assumption about splitters. You redirect output2 to input2 and it clogs input1 and thus output1
>>
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rate my loops

>>135427473
splitters don't change which side of a belt something is on
>>
>>135429554

>all that brick production
>>
>>135427473
Didn't they fix the belt physics? Like turns don't uncompress the belt anymore and stuff.
>>
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>>135427473
>https://wiki.factorio.com/index.php?title=Transport_belts/Physics
This article confuses me. It links to an alleged experiment, but there's no mention of how it's performed.
Further, it mentions the "other" belt values as theoretical, even though it's clearly explained as an experimental value in the article I linked to.
Even assuming that the given values are correct, a yellow belt has a throughput equal 20% of two blue belts.

>here's my half-assed picture that shows how things clog up
Only thing clogged around here is the arteries leading to your brain. The picture does not demonstrate anything.
While I get some sleep, you should read up on mass balances, and how they easily prove that a 25%/25%/25% split between three outputs is simply not possible.
Alternatively, study this .webm. Note how the two different setups have the same number of active inserters, and how the right-side input isn't slowed by adding items to the loop.

Finally, you've still failed to account for the missing 25%.
>>
>the resources required to make Electronic Circuit Board with Bobs Mods

really?
>>
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build wall
>>
>>135432889
> 20% of two blue belts.
Oh, I meant blue followed by blue as opposed to blue followed by yellow, not two belts in parallel.

>Alternatively, study this .webm.
Uhh I have already verified that my initial assumption about throughput of a single 2i2o splitter was incorrect.
>>
>>135432889
[muffled wall destruction in the distance]
>>
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>>
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>>135432889
> Finally, you've still failed to account for the missing 25%.
Don't need fancy webms to see the difference in output density between a straight belt and a clogged loop (what I INCORRECTLY assumed would happen in 1-splitter loop)
>>
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>>135435173
>small scale
what am i a pleb?
>>
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>>135436176
>Doesn't infinite loop
>>
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>>135436263
why would i loop it...
>>
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>>135436645
>Why would i loop it...
>>
>>135436645
YOU MUST RESPECT THE MEMES
>>
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>>135436921
>>
MODDED FACTORIO SERB WHEN
HEAVY AUTISM MOD WITH ADDED DAKKA SERB WHEN
>>
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>there are people in this thread who don't use both sides of the belt
>>
>>135436176
>rockets sent: 1391
do you have time to waste?
>>
>>135436645
a better question is why not?
>>
>>135439448
>MODDED FACTORIO SERB WHEN
as soon as it's possible to run more than one instance of the game at a time
>>
So, steam power is king, wind is an alright supplement, nuclear is probably based, but I'm nowhere close to it, and the burner generator seems like it's only useful if you're in the desert.
How's oil for energy production? I'm coming up on unlocking its secrets.
>>
>>135441185
You can turn heavy and light oil and petroleum gas to solid fuel, which last 3 times as long as coal. You can use it to supply an obscene amount of steam engines.
>>
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Alright 17 Hours in, im ready for Science pack Blue.

Had to reformat large parts of my base and travel incredibly far to find new iron and Stone.

I still think the resource requirement for Blue is pants on head retarded, but i managed to finish it.

Its a shame i cant stop my base from going spaghetti desu
>>
>>135441185
Light oil into solid fuel

or just go nuclear the first chance you get, it shits out obscene amounts of power for small amounts of space
>>
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>>135441419
>>135441754
Perfect.
My energy grid has been waiting for this.
>>
I just realized that mining picks stack in your equipment bar like ammo does. So you can craft more than one instead of having it run out unexpectedly.
>>
>>135441185
Nuclear is godlike, generates tons of power (60mw from 1 reactor if done correctly) but INCREDIBLY susceptible to power surges, as the turbine rampup speed is slow, and if the reactor recirc pump gets anything other than absolutely full power, the whole system likes to shit itself, and the system requires power to restart, meaning you will be scrambling around trying to squeeze 500kw out of whatever you can, supplying it only to the recirc pump trying to get the steam flow from the steam generator to restart whilst biters are eating your base.
>>
>>135441185
>>135444214
How much uranium does it need? Do you need another heavy mining outpost/train to carry it, or it's just relatively small amounts?
>>
>>135444396
It's pretty much nothing, burnout time is so long that the modder didn't even include it, but he's been talking about adding it to the next version.

Big pain is getting the supply system set up to enrich uranium enough to power the reactor, takes a dozen chemical plants and a bunch of assemblers.
>>
>>135444214
>not just setting up some accumulators to feed it seperated from the rest of your grid
>>
>>135444812
but to ease on this, there are uranium bullets and tonk shells which do fucktarded amounts of damage
and as an added bonus, a fucking mini nuke to one shot vaporize ayy bases, 2000+ damage in a 25 radius
>>
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holy shit the autism for a few blue flasks
>>
>>135447470
You could have stopped it
We warned you about the autism
>>
ded
>>
>>135451934
Working on my factory desu
>>
>>135433295
Yes, really. For tier for science the only non vanilla ores you need is gold, Galena and tin. It's a lot of work but you should have robots as a priority after tier 3.
>>
STOP BREAKING MY WALLS YOU ALIEN SHITS, CAN'T YOU SEE I'M TRYING TO OPTIMIZE BELTS
>>
>>135454762
go home alien
t. biter
>>
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>>135410353
My very high/very high/very high enemies, very low frequency/big/very rich ores (practically starting ores only until I can clear hives en masse) has been pretty fun so far. I have to admit I had to reload the game about two times when they came from a completely new direction and went all around my turrets, but otherwise I can hold them.

All of bobs mods are enabled, new ores are completely disabled, vanilla resources only. Every new ore comes from replicators only. I had to console cheat in about 15 blue circuits, as replicators need them before you can even build one, and you need lead and tin to make your first blue circuits.

I plan to survive with zero expansions, and once my starting fields run out I'll replicate everything. I managed to capture a big oil field before it got overrun, so energy shouldn't be a problem either. I did some testing in earlier games, I'll need at least 50MW just to replicate enough iron, and once that again for the rest of the ores.

I can recommend these settings, the game feels like a total annihilation/supreme commander game where you build a massive self sustaining base with enough metal makers. Endgame is gonna be fun, I have both misanthropy and bobs enemies installed, which probably means a lot of spitters with exploding bullets and biters with 2000 health. If I don't manage to tech to robots before spitters come i'm probably ded, since there is no way you can repair in every direction at the same time.
>>
>>135441584
>been playing around 15 hours
>need to make blue science
>haven't setup oil refineries before
oh boy this'll be fun

I haven't slept the past 3 out of 4 days
send help
>>
loop back from page 10
>>
Why haven't we automated bumping yet?
>>
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I swear, every time I reach a new industry, a tingle runs up my spine.
This game is so much fun.
>>
>>135460284
>tfw just got oil on the bus
yay
>>
what's a bus?
>>
>>135464873
A big central line that other things draw off of. This exists in electronics as well in your factory.
>>
>>135462490
and now i'm producing batteries.

that only took an hour...
>>
>>135466629
>No ayy
wew
>>
Fuck, it's the 4th day since I started playing Factorio.
I just woke up, and once again my brain hurts.
Feels like I haven't slept at all because MY FUCKING BRAIN KEEPS PLAYING THE GAME IN MY SLEEP
And it adds new elements too, super-long handed inserters, total annihilation-like factories that pump out drones that are automatically sent to raid spawners and bring back the eggs, building residential areas to house colonists, etc,
all the while simulating all those logistics problems as well as my response to them (which I generally fail to resolve because dreams are based on reality)
I just want a good night of sleep without thinking of anything. Is that too much to ask, brain?
>>
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>automating blue science
WEW
E
W
I haven't racked my brain this hard since I first started the game.
I'd hate to see how bad this is in Bobmod considering how much it takes for vanilla.
>>
>tfw stumped on the second mission

kill me
>>
>>135468205
of the tutorial or the campaign? which one was it?
>>
>>135467719
I miss that feeling.

>Tfw started 2 years ago
>Tfw burned out all to fuck
>>
>>135371845
i think this game is making me dizzy and giving me headaches.

Why do I keep playing it?
>>
>>135468124
The worst part about blue science is that one of the first things you can get out of it is logibots which then immediately negate everything you did for it.
>>
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First time playing, how comfy is my peninsula base?
>>
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>>135471280
My current plan is to move to main bus west and hold off the giant biter nest from the south.
>>
successful red circuit construction, complete with loops

>mfw I spent the last half hour or so fiddling with the load balancer
>>
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>>135470978
I don't like this.
I don't like this at all.
>>
>>135473286
sorry anon :(
i died inside too a bit but at least robots are so great/easy they kind of make up for it
>>
>>135470978
that's why you manually craft the blue science required to get logistics bots and then automate once you have them
>>
>>135472741
my circuit boards weren't producing at full speed. i fixed it.
>>
>>135473745
I know that now but on my first playthrough I had no idea what I was getting into and just saw all these massive blue science requirements
>>
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Be honest, /fcg/. How bad is it?
>>
Bought the game yesterday and now I'm stumped. Maybe I should have started with Big Pharma cause I can't make head and tail with streamlining conveyor belts and production. Played Anno and city builder games and though this would be easy, it wasn't.
>>
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>water: very small
>>
>join /fcg/ to revel in my autism with my fellow spergs
>everyone is one-upping my autism through bob's mods and I'm left out
Well okay guys ;_;
>>
>>135477043
dont mind the furry mods, they are trash
>>
>>135473796
if you loop you deserve to loop in hell
>>
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>>135471431
I like your bus.
Here's my unfinished bus.
>>
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r8 my oily business. any advice welcome, I'm still on my first map.
>>
>>135479317
Clusterfuck/10
Needs more Ordnung
>>
>>135479405
ikr, Ideally I should remove everything and place them back more orderly. But at the same time I was wondering how much I could stack in this small space.
>>
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What is /fcg/'s feelings on rejoining /egg/?
>>
>>135440459
seUsandboxie and other virtualization methods
>>
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Tonight we raid the Ays!

>>135480293
no. When i first started factorio a few days ago I went to check if /egg/ was playing it as well, and how happy was I to see that it had in fact its own general. The further away we are from Robocucks the better.
>>
>>135480293
yes
>>
I'm pretty happy that Factorio has it's own general now. A few years ago I'd post factorio in the openttd thread in the hope of finding someone to discuss it with, but usually there was no one.
>>
>>135480293
If you kick robocraft. Only underage faggots play it and it's a disgrace to the word engineering.
>>
>>135480417
>robocucks
Found the separatist.
>>135480695
And his sock puppet.
>>
New Modded US Serb up
71.177.43.3
https://a.pomf.cat/fchpdy.zip
>>
>>135481563
I didn't know americans also played autismal PC games, I though that was entirely yuro territory
>>
>>135482278
they inject their kids with autism, of course they play this stuff
>>
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Fuck that blue shit
>>
>>135484387

qt
>>
>>135484387
Shit nigga what are you doing
One inserter asm is enough for 24 bottle asms
>>
does this upset you
>>
>>135485103
wat
>>
>>135485343
http://rubyruy.github.io/factorio-calc/#core-0-12-1

>>135371845
This link should be in op
>>
>>135485296
yes
>>
>>135485442
holy shit
>>
>>135485103
>but muh aestics
>>
>>135485442
A little buggy for me, I have to refresh it every time I change what I am producing it, or it doesn't change.
>>
https://forums.factorio.com/viewtopic.php?f=87&t=9097

A russian has made a starcraft mod. OH GOD YES
>>
Can anyone give me tips to stay focused and take time to build my factory.

I always am too ambitious and just can't stand being too far behind and i just quit
>>
>>135485296
Yes, but not because of those loops.
Because you're using electrical inserters to move coal instead of burner inserters. You do know that these can replenish themselves right?
>>
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>For my first map I chose to play on default settings.
>The ay presence is completely laughable.
>I've made myself a tank and I still haven't seen any medium biters.
>Don't want to restart on a harder setting because I've already put too much effort in my factory.
>>
>>135488849
never play vanilla, its garbage and waaaaaay to easy
>>
What are some Blogs that post armors and clothing in a regular basis?
>>
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>>135488849
>>135488950
Why not set ayy settings to the MAX before starting the new world? You want getting rekt fun? Then do that.

PRO MODE VANILLA EXCELLENTO: No Laser Turrets! No Solar Panels! No Electric Furnace!

Are you up to the Ayy-Challenge? Or you gonna hide in the deep corner of the map building loops?
>>
>>135489067
>>>/fa/
>>
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over 90 hours in game and I have discovered this holy grail... holy fuck
>>
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>>135490079
You can also use half of a tunnel and reverse it.
>>
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>>135386263
>>
>>135490079

Yeah it's pretty neat
>>
>>135490395
I knew about belt going into underground belt entrance from sideways, but holy shit, I didn't think about making it go into a tunnel EXIT from sideways.
>>
redpill me on looping
>>
>>135425319
https://forums.factorio.com/viewtopic.php?f=93&t=12474
>>
>>135492041
they are working and recommended for new players (<400 hours)
>>
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A friendly reminder to bobs mod users to slightly oversize your circuit boards production starting form tier 3 and fork off to modules, as they need the exact same materials.
>>
pls dont die i dont want to go back to egg
>>
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This is how unfinished production of flying robo frame mk1 looks like in bobs mods.

>>135494912
Sure thing
>>
>>135495012
You don't need so many engines.
>>
>>135495086
I calculated everything, I do. This baby right here makes 2,5 electric engines per second.
>>
>>135480792
>being a robocuck sympathizer
>>
>>135495374
What are you going to make from that?
>>
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post your power armor
>>
>>135496710
2,5 robo frames per second
>>
>>135498353
Why? unless you want to replace all your belts/trains by robots, you won't need more than 100 of each bot.
>>
>>135498513
Because I can?
>>
>>135498172
>Less than 6 exos
>Do you even need for speed
>>
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>>135498513
>not wanting this
>>
>>135498513
>100
>>
>>135479718
Ordered packing allows for greater density than a random clusterfuck (think of Lego).
You're only making it harder on yourself, anon.
>>
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>>135498172
Top if I'm fighting, bottom if I have places to be

>Can outrun the jet in the jet mod
>>
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when a biter somehow finds its way into your massive base despite practically impenetrable walls and there's no clear way it got in
>>
Whats the point of trains?

Even with low resource settings all i have to do is build a few conveyor belts and get all my shit to my smelter units. Trains seems overkill for a distance thats maybe ~200 conveyors long
>>
>>135501354
Trains take 1.5 iron every 4 tiles
yellow belts take 4.

Trains, assuming your stations are built correctly, have more throughput than a blue belt after a short distance.

Don't even try to compare iron per tile of blue belts to train tracks, it's ridiculous.

Plus once you build the infrastructure of rails, additions are incredibly easy, just branch off the nearest line to whatever new resource deposit you are after, old lines don't need to be demolished and can forever be used.
>>
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>>135498172

Current setup, works for clearing small nests and the usual stuff. I usually switch 4x exos for 2x fusion reactors when doing heavy robo-building.
>>
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Very first game
I'm really unsure how to approach making a science 2 lab
>>
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>>135501819
Just copy and/or rearrange the applicable portions of this as needed.
>>
>>135501929
I'm not at a stage where I can read this to find whats relevant yet
>>
>>135502102
Second column from left is all green potions, just look at what belts are feeding it and emulate that.
>>
>>135501819
Build from backward.
-find out what you need for science 2, which are A, B, C, make assemblers for them
-find out what you need for A, B, C, which will be D, E, F ,G, make assemblers for them and so on.
-stop when you only need iron, copper and coal
>>
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>>
Are there any mods that improve or add lots of new vehicles?

Also can you add mods in a running save or do i have to start new?
>>
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>>135435710
Admittedly, a picture is sufficient for full-input scenario.
Not so much when the input is reduced, as the output then becomes irregular.

What's happening in the 'clogged loop' is relatively simple, and not applicable to the originally proposed triple split (because there's no 2i1o splitters).
The first splitter is receiving a full input and a partial reflux. Considering that it must accept items from both of these, only a fraction of the intended input will be passed along - reducing the effective throughput.
Because the second splitter only receives one belt's worth of input, only half of it actually leaves the system.
Throughput can easily be brought back to normal by closing the loop.

Although you're still retarded (for reasons explained previously and above), you've brought to light an unusual device.
With this, it's effectively possible to throttle down a belt's throughput in a very controlled manner. No idea if it has any practical application.
>>
>>135503180
there's 'aircraft' which adds a fairly overpowered gunship with chaingun and rocket spam
bobs mod adds upgraded tanks, which come with a third weapon, an artillery which does massive damage to a large area. of course it comes with the rest of bobs mods, which may be more than what you bargained for.

you can add almost any mod to an existing save and they will work, but if it changes the production chain like bobs you will have to rebuild everything, or if it needs new resources like uranium power, replicators, or again bobs mod, the new ores won't spawn in already explored terrain. you can cheat them in with the console, though.
>>
>>135503495
Lets say im using bobs mods, would it make sense installing misanthrope for harder ayys?
>>
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Am I commieblock yet?
>>
>>135503991
>Smelters to chests
Why?
>>
>>135504127
So that I'd still make goods even if whole facility is overrun with made product.
>>
>>135504248
Each smelter can store 200 plates on its own.
>>
>>135488503
Just set small goals to accomplish.
>I've got no coal, better put down a miner
>I've got coal, now I need iron
>Iron is on its way, now to collect copper
etc.
>>
Just a little more until repair robots... just a little more
>>
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>>135504617
forgot pic

why is it so painful before you get them
>>
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>>135504379
A 100, not 200, since metal stacks cap at 100 per slot.
But even then, I'd only store 800 metal plates.
Meanwhile with this build I get to store 51.2K metal plates.
This way I'd get a lot better metal output compared to 'from smelter to belt' method, as you're actually saving up for when you need to look for new iron mines once you run out.
>>
>>135504775
Get the repair module mod.

makes a module you can stick in your armor that repairs items in your inventory with repair kits.
>>
>>135504901
I forgot to account the additional 800 the smelters themselves can store.
So yeah, 52K iron plates saved up.
>>
>>135505027
I get repair bots before modular armor. It's only a problem when you have demolish walls that are not fully repaired.
>>
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post roboswarms
>>
>>135506370
I'm starting to think that this game is mainly about rushing to bots to end the suffering of transport belts as soon as possible.
>>
>>135507476
Believe it or not there's cases still where belts are way better, but they're kind of edge cases, somewhat literally. On your base's frontier it's not always practical to rely on bots, since the net calls on the next available bot /wherever it is/ which could conceivably be on the far side of your net
>>
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>>135500636
HAHA! Who cares about order anymore, I've got logistics robots now!

I'm using this game to discover and experiment with all the features.
>>
>>135506370
>>135507680
Is there a good guide somewhere on how to setup a robot logistic chain?
>>
>>135506370
It's like watching a flock of hungry seagulls descend upon freshly-dumped trash
>>
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>>135508134
Not that I know of but there's not actually much to it. Each roboport has two square areas, a small one that represents its logistics net (loginet) capabilities, and a larger that represents its construction/repair net capabilities. If two roboports have loginet borders that touch they connect to form a single loginet. In a perfect world you would have what amounts to a grid of roboports that stretch your entire base/coverage area that you're interested in. A dotted line will connect the two ports while you're in build mode if you're in range.

This picture shows the ports at maximum range from eachother.

You should be careful of making your net too sprawling if you have a low population, or making a shitload of requests at the edge of your net, because all your bots will go there and potentially delay things in your core where they're probably needed most, on top of having their batteries die on the way there or back and going at extra slow speed.
>>
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>>135508586
To clarify by low population I mean low population of bots. I'm this guy >>135499130 and that number has been working well for me for a pretty silly big area. Most of those squares that seem to regularly dot the landscape are roboports, for reference. The walls are also lined with enough roboports to give full repair coverage.
>>
>>135371845
surely this game isn't big enough to leave /egg/ !
>>
>>135509343
/egg/ 404'd without us. We're doing fine.
>>
Is there anyway to make a server for me and my friend without port forwarding?
>>
>>135509642
Hamachi
Tunngle
>>
>>135509813
only with hamachi?
>>
>>135510052
Or with tunngle
>>
>>135510352
fuck, then idk why i was breaking my head over port forwarding, it was my first time
>>
>bobs mods
>build huge complex for smelting glass, gold, titanium and cobalt
>plan everything carefully and with most effectiveness
>start connecting power
>ores flow in
>slowly something in my mind starts laughing
>check gold again
>it needs electrical CHEMICAL furnaces which need 1-3 tiles for space for the tubes
>mfw

i can deconstruct this entire compound. 2 hours
help
im die

its so fucking hard to keep track of all the requirements sometimes
>>
>>135510525
Why can't you port forward? It's fairly simple.
>>
>>135510719
momma never gave the password
>>
>>135478018
>not looping
what kind of sick fuck are you?
>>
>>135486903
that page doesn't work at all for me, I've been using this instead

http://factorio.rotol.me/pack/base-f11/factoratio/
>>
>>135510609
Post a screenshot, there might be a way to salvage the gold line without touching the others.
>>
>>135511870
i already deconstructed a large part of the compound and rebuild it. Now that i knew how to do it it was really fast
>>
>>135507709
>logistics bots
They can't save you from the oil, anon.
How will you transport liquids without pipes?
>>
>>135513358
In your mouth.
>>
>>135513358
barrels
>>
>finally get oil production up and running
>it stops after a few minutes because i'm not using any of the light or heavy oil
>start making solid fuel just to get rid of some of it
>coal is 8 MJ, solid fuel is 25
really, who needs electric furnaces anyway?
>>
>>135514871
Several retards around here are touting electric furnaces as the best thing around.
Reality is that they're a downgrade unless you have modules and/or solar power.
>>
>>135514871
>Not having burner towers
>Not dumping all your unwanted hydrocarbons into the atmosphere

wew
>>
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>>
>>135514871
Don't forget to also replace your steam engine coal line with solid fuel asap.
>>
>>135516598
At least attach a pump to it that only turns on above 80% capacity of the tank.
>>
>>135515152
they have the same production speed and energy cost, they just use electric instead.

the only real difference would be pollution i guess
I wonder if powering electric furnaces through steam would be more or less efficient

>>135516605
that was the first thing I did.
>>
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>>135516743
>Using pumps when relief valves are available
>>
Am I cool yet, guys?
>>
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>>135517489
>>
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Hey fcg just got this game yesterday and i think im doing alright but shits slow. I have iron and copper plates backed up for miles, what do.
>>
>>135517785
build all the things
>>
>>135517785
Well, that's a new one.
>>
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So this is my base right now.

Using Bobs Mods, i started working on Superior Circuit Boards and Electronic Logic Boards

For these i need
>Plastic + Glass for Fibreglass Board, sources circled red
>Iron Ore and Hydrogen Chloride for Ferric Chloride Solution, sources marked green.
>Copper+Gold+Ferric Chloride Solution+Fibreglass Board for Superior Circuit Boards, sources circled blue

My base is already pretty spaghetti, so i want to keep the damage minimal. How should i move the required resources away from my base and how far away should i set up the production for the Circuit Boards? How would you guys do it?
>>
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>>135517708
I prefer the 5/5 split to prevent making a giant impassable wall, feels far more compact.
>>
>>135517785
Are your assemblers not fast enough?
>>
>>135517785
Double side your belts.
>>
>>135518132
I'm trying to get more green research but the assembler I built for it is slow. I just built another so things move a bit faster
>>
>>135517708
remember to check water pressure
you can add more offshore pump or connect small pump between steam engine
>>
>>135517708
A single pipeflow will only supply 10 steam engines.

1 pump/14 boilers/10 engines is the standard and most effecient blocksize.
>>
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>>135513358
>How will you transport liquids without pipes?
>>
>>135514871
The electric furnace can use modules and it has lower pollution to start with. Add in the modules and pollution and energy can be dropped to almost nothing.
>>
>>135517708
>14 steam engines and ten boilers
>>
>>135517785
red science takes 5 seconds to make
green science takes 6
if you want even production, you need 5 red science assemblers and 6 green (and eventually 12 blue)
this will make 30 of each science per minute, assuming they're all being fed correctly.
>>
>>135424358
Use underground belts and place them at the outputs of the middle mines, then place a power pole in the clear space

Problem solved.
>>
>>135516419

Getting rid of surplus oil products is one thing, what am I supposed to do with all the spare sodium hydroxide I get from salt water electrolysis?
>>
>>135520789
Make Silver
Make Aluminum
Put it in a chest and use it for target practice.
>>
>>135521538
Sage advice
>>
>>135520789
You'll need it for one of the hipster new metals. Just stockpile for now.
>>
Snow biome when? I want to have a comfy factory in the middle of a frozen wasteland
>>
Biter nest spawned on an island and now the poor biters can't get out.
>>
>>135522926
>peanut butter and jam
>>
>>135516832
>same production speed
Perhaps, but they're more expensive to build (compared to steel furnaces), and take up more space.

>they just use electric instead
There's a 50% energy loss in boilers.
In a steel furnace, one piece of coal is enough for 25 pieces of ore.
If the coal is instead used in a boiler to power an electric furnace, you'd only get half of that.

This is why electric furnaces aren't worthwhile unless you've got solar power (to avoid increase in coal consumption), or modules (to reduce it down to a comparable level).
>>
>>135522926
Just wait until you have spitters.
>>
>>135523659
>There's a 50% energy loss in boilers
thanks, i didn't know this.
>>
>>135523826
Spitters don't reach that far, fampai.
>>
>>135516870
>needing mods to solve simple problems
>>
Is there any way to turn off the colonization of biters? I want to completely redesign my factory and I don't want them to expand while I fuck around.
>>
>>135525801
having just 1 pipe down prevents them from colonizing a huge area.
>>
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>>135525801
Kill them.
>>
There are people right now that dont play with biters never attack first

wtf
>>
>>135526203
Pretty good bait, really, but you should take off the "acting like an illiterate" thing. It never works.
>>
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Here's a dumb question:

How do I increase the rate of biter colonization efforts?
>>
So when do you usually remember to throw out all the burner shit and that pistol that's still in your inventory?
This time I reached logistic robots with still hauling them.
>>
>>135526320
pollute more?

i have a question of my own, does anyone know how many furnaces it takes to saturate a belt?

I'm trying to figure out how long I can extend a single line of furnaces, and how to keep them all fed with ore.
>>
>>135526320
Misanthrope mod. It also makes them target your power poles and rail lines, so have fun with that.
>>
How many Electrolyzer do you need to keep 10 Electrical Chemical Furnaces permanently filled with Chlorine?
>>
>>135525543
>Real life oil refineries don't use burnoff stacks

wew

Real life needs to stop relying on mods so much.
>>
>>135386263
>>135386616
This.
>swimming enemies
>burrowing enemies
>flying enemies with AA guns for dealing with them
>enemies that attack only at night
>>
>>135527505
I'm referring more to the relief valves, than the flare stacks.
Then again, the flare stack is basically a glorified steam engine.
>>
>>135386263
Von-Neumann factories: Take the robots a step further and allow them to choose where to place blueprints by themselves, driven by customisable rules.
>scout robots search for whatever ores you specify
>place the blueprint you've specified over the ore, tiling it to cover the patch
>place a run of a connecting rail blueprint to bring resources back to the factory
>expand to space, eventually automating space platforms to do this on new planets they discover by themselves
>final boss fight is you verses your multimegafactory attempting to stop it before it destroys your homeworld
>>
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Rate my trains.
>>
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>base layout is FUCKED
>too much time invested to give up

send help
>>
https://www.reddit.com/r/factorio/comments/3vhd84/increase_existing_biter_population_commandsmods/cxplkiq

This looks to be the way to increase biter base spawn rate
>>
>>135528854
Download bobs mods and go full autism with your newfound knowledge about the game
>>
bob was a mistake
>>
>>135528854
Tear down everything
Build it again
Don't install furry mods
>>
>>135528854
replace belts with logistic robots
use freed up space to rebuild bit by bit
>>
>>135529559
Other In game commands: Biters ignore any player structures and will build right next to defensive walls. In other words, no victory poles. (units in chunks, default: 3):
game.map_settings.enemy_expansion.min_player_base_distance = -1

So basically this removes the starting zone forbidden land?
>>
>>135529607
>download bobs mod
Did you even look at the screenshot?
>>
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first time playing with lots of enemies settings.
Is it normal that the AI has all these units and they are not attacking, just sitting in their base?
They do attack in small groups, but no real swarms. I have bob enemies and misanthrope installed and wondering if it's causing some problems.

Currently 8 hours into the game, 32% evolution factor.
>>
>>135530343
No, it lets them build up to your base when they expand.
>>
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>>135530162

I've automated the production of bots I'm that desperate.

By the way, does anyone know if there is a way to use combinators/wires to only build robots if there are below a certain number working in the logistics system? It doesn't seem to work for me because I think the signal coming out of the logistics system would be how many robots are stored in storage chests, rather than working actively.
>>
>>135531149
enemies don't get very agressive until about 65% evo for misanthrope I'm pretty sure.
>>
>>135531149
That's spooky nigga. i bet they are holding up to unleash some mega horde on you
>>
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>>135531837
Gotta generate more pollution then. Better cut down the forests.

>>135532084
Everywhere my radars can see, there's just massive blobs of small biters/spitters.
>>
Going in for hardmode kiddos.

Gloom, Misanthrope, Day/Night extender (2x long days, 3x long nights), Scary Nights (increased biter attacks at night), inserters use 4x the power when active, Swarm, slower mining (8x mining speed reduction)

Considering Furry mods to top it all off with a heavy dash of autism. Is that suicide?
>>
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I walled off the desert on two sides and will build a wall on the left side so I can mine all that iron and copper out of it. I also set up a complete robot network in it

But now that I've seen the distances, I'm starting to think maybe trains would be a better idea
I thought trains would be useful over longer distances though. Also the ore is spread out everywhere, it's not one big spot
What do you think?
>>
>>135522901
>you will never watch the nearby snow turn black from the pollution
>>
>>135533263
>default ayy lmao settings
>walls
Just build little nests with like 3 turrrets a little from your base in the direction they're coming from
Or just exterminate everything in pollution range in a swift 15 min trip
>>
>>135533321
Oh god yes, I already love plastering the whole yes with glorious concrete
>>
>>135532982
You might want to do your first furplay on normal enemy settings, as you will have a lot of stuff to figure out before you can get to robots.
>>
>>135526972
>power lines and rails
I'm tempted to complain, but if that isn't misanthropic, I don't know what is.
>>
Is there anything more satisfying then holding down the mouse button and releasing 200 robots to the air?
>>
>>135533563
>the whole yes
What am I doing
>>
>>135533819
That webm of the 100 dirty bombs being launched from a plane.
>>
Supreme Warfare is fun, but the graphics are god-awful and the guns lack that oomph.

Better artillery when
>>
>Base s doing fine
>Oil production/Petroleum
>Suddenly, for absolutely no fucking reason im constantly short on petroleum and my MK3 drills go from 5oil/sec down to 0.2/sec
>cant make plastic anymore
>cant make sulfur anymore

its so tedious
Oil is the worst part of the game, its so badly balanced and so shitty handled
>>
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>>135532982
>darker, longer nights
I've been waiting for this.
>>
>>135534794
Petrol runs out, it eventually ends up at 0,1/s, so you gotta expand
>>
>>135535561
Do oilfields run out?

I wish Light and Heavy oil wouldnt be so incredibly fucking useless
>>
>>135535727
It doesn't run out but it gets down to like 0.1 liters per second or something
>>
>>135535727
You can crack them down to petrol bro

baka
>>
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>>135535727
>not creating enough solid fuel to turn the planet inside out with burner drills
>>
>>135535727
I meant oilfields, yeah
>>
>>135533819
Using the deconstruction blueprint on a forest and watching them go to work.
>>
>>135536234
>sacrificing throughput for burner drills
RREEEEEEEEEEEEEEEEEEEEEEEE
>>
>>135536052
currenctly using 6 chem to turn shit oil into petroleum
still not enough and my oil production is down to 5 seconds until 20 heavy oil. Thats with 12 MK2 pumpjacks

>>135536234
M8
I turned entire galaxys into solid fuel
i have 54 steel chests full with solid fuel
i cant dump it
it doesnt go down
its too effective
I have all these chests connected to burner inserters, these inserters put stuff into trains
you know what these trains do?
they bring fuel. to fuel the inserters
so the inserters can put fuel into boxes
>>
>>135535727
But you can crack them down into petrol with the blue science oil tech
>>
>>135536660
if only you could dump all your useless toxic waste into the water
>>
>>135536549
you can stick some modules into pumpjacks to help a bit
>>
>>135532982
>>135533637
WTF, there are furry mods?
>>
How do I mined cobaltite in furry mod?

There's none on the ground around my base, does it come mixed in with another ore?
>>
>>135537303
>hiring goblins
enjoy being robbed
>>
>>135537449
they're too beta to risk their lives
>>
>>135537184
It's a shitty meme
>>
>>135538150
Which mod is the furry mod then?
>>
>>135538410
Bob's a mega-furry chris chan autist.
>>
>>135538410
Bob's mod.
It's not an actual furry mod, it's a mod made by a furry.
>>
>>135538410
Apparently the guy who created bob's mods (his name is coincidentally 'bob') once used an avatar of an animal on a forum, therefore all of his mods are automatically furry.
>>
>>135538410
Bob's Mods. Bob is a furry, judging from the avatar. It's more of a meme than anything, since people still use his shit.
>>
>>135535727
You can crack them into Petroleum or alternatively just feed them into a steam engine to obliterate them from the universe forever

and oilfields don't run out but they do slow down and when they hit maximum slow they're almost totally worthless
>>
>think about some resources i need from base for my little resource expansion
>walk back to base
>while walking click around in resources
>completely forget why i even came to the base
>see some resources are short in base
>spend 30 minutes fixing that
>walk back to expansions
>realize i need more resources from base
>walk to base
>....
>>
>using furry mods.
wew lads, i didn't knew you had gone this low.
>>
>>135538684
>>135538740
kthx.
I found bobsmod actually makes things kind of easy once you get to modules.
>>
>>135539223
Every time
>>
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>>135539619
>you fell for the bus meme
This is making my life harder than how much it helps.
>>
>>135539810
Didn't mean to quote

>>135539707
Nerf modules in bobconfig, makes the game more fun.
>>
>>135539619
I want a furry mod that replaces AYYY with furfags.
>>
>>135539810
That's why you leave space
>>
>>135540243
and turrets shoot out mini space marines
>>
So had my first biter attack with misanthrope. They casually walked past my mines and went straight for the power. This is gonna be a lot of fun.
>>
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>all those parts in Uranium Power
Is this hard to set up, or does it just look like it?
>>
>>135542175
Very easy once you understand the resources.

The reactor heats pressurized water, which is very slow and power intensive to make, that should either be circulated through heat exchangers with fresh pumped water on the other side powering 10 engines each, with multiple heat exchangers in a row until you hit the heat capacity of the reactor, or 2 steam generators powering a 30MW turbine each, remember that everything operates in loops.

It is possible to use pressurized water from the reactor to power steam engines, but that is idiotic as that pressurized water is power intensive to make and lost when it boils off, whereas if you recirc it back to the reactor after the heat exchanger it isn't lost, only the water that flows on the other side of the heat exchanger from the pump to the steam engine.

IE just treat the cold side of the heat exchanger as 14 boilers.
>>
Has anyone used an algorithm to determine which production chains need to be localised together?

I feel like if you could mine all the data from the game files you could calculate some kind of optimal layout.
>>
>>135542780
Along with bobs mod chemistry and uranium power, I learned more about science and how shit actually works than in my entire school time.
>>
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Is it possible to need so much red chip production that a blue belt can't keep up with copper wire & green chip production?
>>
>>135543292
>is it possible that a belt cannot keep up with demand?
Is a belt's throughput finite?
>>
>>135542923
It's all readily avaible in .lua files in the base mod. Go at it. You can even do all the mods someone has installed.
>>
>>135544034

Someone must have done it already, this game is a complete autism magnet.
>>
>>135544034
>>135544225
https://github.com/ingmar/factorio-trees
>>
>>135543292
>Belt of wire

wew lad
>>
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u like?
Design partially stolen from another anon.
>>
>>135544357

That tells us the recipes but doesn't do anything towards determining which ones should be grouped together.
>>
>>135545932
It loads and parses the Lua files, so it's a start.
>>
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Scary nights causes insane biter attacks even in early game. Just had atleast 100 biters smash against my wall, and with the Factorio, Directed by Michael Bay mod, it's pretty awesome.
>>
>>135546012

No you don't understand

I want someone else to have done all the work and present it to me in a nice infographic that requires minimal effort to understand
>>
>>135546864
You're not autistic enough for this game. Get out.
>>
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>>
I doubt anyone ever used mines, so here's a fun fact. They are considered buildings, and constructor robots will replace them after they blow up, like they would rebuild a destroyed building.
>>
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>>135547570
>replenishing mine fields
That's some good shit, right there.
>>
>>135547570
Oh shit, that makes a lot of sense, I never used mines because I just assumed they were useless one time things
>>
>>135534794
Use Bergius Process to turn your spare coal into oil.
>>
>>135554349
https://a.pomf.cat/osimzf.zip

Shameless self advertising, here's a mod I made for turning coal into oil, among other things.
>>
>>135554349
Bobsmod does it.
>>
Bob's Mods: not as autistic as expected, but still pretty goddamned autistic.

Here's my bus. This isn't a "bullshit bus everything" bus, all of this gets used often enough. The shit on the right are all the ingredients for modules, which it turns out I also need to build a whole new research pathway just for them before I can make any, and that just burned through the last fuck I had to give for this mod.
>>
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>>135555898
>building over a deposit
>>
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>>135555898
>building over a deposit
>>
Does RSO work without Bob's autist ores?
>>
>>135556224
>>135556516
It's just tungsten. There are less useful minerals in Bob's shit, but not many. One drill will do me for a long time.
>>
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CUTE compact bobsmod circuit board assembler.
input: copper+tin, carbon, silicon, plastic, phenol board, ferric chloride, solder

Can be chained however long you need. Can also be changed to a module board assembler by changing recipe in the bottom two buildings, without having to change anything in input.
>>
will this layout work to keep enough ore coming in once i add more furnaces? i was hoping to have two or more belts coming in but i'm not sure if the splitters would still limit how much ore can come in.
>>
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>>135558840
Double center belt is much more effective and compact. Can easily be upgraded/sidegraded to electric without changing much too.
>>
>>135558789
Do I see right-angle inserters
>>
>>135560107
Yeah, pretty much every item movement between the small 2x2 assemblers are done with left/right inserters.
>>
>>135560213
>side inserters
>implying
>>
>>135558789
>>135560107
>>135560213
Without angle inserters, all you'd need to change is one more line of free space between inserters, right?
>>
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>>135558789
Complete circuit board plus all basic modules production in one.
Solder comes from offscreen.
>>
>>135536660
>only 6 chem
hue
>>
rip /fcg/
You died as you lived.
>>
So I'm pretty new to get this, just finished the first four tutorial missions, is there a campaign or something afterwards?

I just started a new game and it asked me to build a rocket or something...
>>
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I have no idea what I am doing but it feels like progress
>>
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Man I love these tiny 2x2 electronic assemblers. So cute.
>>
>>135569336
The second campaign is the rest of it.
>>
>>135569459
>manually extracting processed ores from furnaces

This is factorio not minecraft senpai
>>
>>135570013
Bob should really get some outside help with those icons.
They look like they were made in paint.
>>
>>135572083
But its so easy to be lazy
>>
>>135573384
I know, so make some fucking extractor bands
>>
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>>135573384
You won't be able to keep up m8.
>>
>>135573384
Anon doing menial tasks is not being lazy.
Having 200 drones carrying ammo to you because you can't be assed to visit the ammo factory after you returned from the field is being lazy.
>>
>>135573384
It takes more effort to collect the materials yourself than it does to automate the system.
You just haven't realized yet because your factory is still in its infancy.
>>
So i gathered up all my materials and put them in 6 iron chests. Going to try the central bus concept and see If I can get it to work.
>>
Can someone give me a quick overview of how bots work? I build a roboport, when I place it there's a 50x50 "Supply" area and a 100x100 "construction" area. I'm not too bothered with optimizing or automating everything, I just want to be able to tell a few bots to go refill various fuel consumers when they're empty.
>>
>>135578516
Build area = build and repair
Logi area = carry shit and stock chests, also the range at which roboports combine their networks.
>>
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>>135501929
>>
>>135578516
Have a provider (red/purple) or storage (yellow) chest filled with fuel
Have a requester (blue) chest configured to request an ammount of fuel.
Bots fill blue chest to the specified ammount, taking from the provider/storage chests
Bots only work with chests in the supply area (orange) of their roboport network
>>
>>135573890
To be fair, until he gets long-handed inserters doing it manually might still be more efficient.
>>
>>135580193
>>135579081
Thanks. I actually like doing a bit of the grunt work myself, but refueling everything is becoming a pain. One more question: if I start converting to solar power, will my pollution dissipate or is it permanent?
>>
>>135580380
Your pollution dissipates over time. It's a matter of not polluting faster than the speed at which it dissipates; so, yes, solar will contribute towards polluting less, but it'llll do nothing to prevent miners, assembly machines, refineries and fuel run furnaces from polluting.
>>
>tfw too stupid to get green science automated

fuck sake
>>
>>135580918
Boy, just wait until you try automating blue science.
Green science is a cakewalk.
>>
>>135580918
>can't manage green
blue will give you nightmares
>>
Hey Steel, did the server go down? Can't seem to access it.
>>
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I finally researched Rocket Silo. Now to build one.
>>
I keep seeing the term "main bus" thrown around. What does it mean? Is it an actual bus you build or what?
>>
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>tfw belts for fucking everything because I'm not autistic enough to stay organized without it

well, atleast it's easy to organize
>>
>>135585347
Short bus mod made special for /fcg/.
>>
>>135585378
Why not just pipe sulfuric acid through the bus and just assemble batteries where you need them
>>
>>135585347

this is a main bus

>>135585378
>>
>>135585378
don't put copper wire on the bus just make it where you need it. 1 copper plate = 4 copper wire
>>
>tfw your shirt is so terminally fucked you restart after 12 hours
>>
>>135587751
>can't help restarting even when shit isn't fucked up
I really need to start rebuilding instead of restarting.
>>
>>135587751
I did this like 3 times, until I found a design that lasted me to SP3
at which point my production was fast enough that I just built another setup alongside my main one and then destroyed the old one once I was done
>>
>>135585040
I put 20 hours in that factory. Why play large when you can play comfy.
>>
>>135585378
>tfw have the capacity to mass produce tanks
>tfw no use for mass produced tanks

they should really have automated armies at some point in time
>>
>>135585040
how do you take screenshots like that?
>>
>>135588849
F12, then 5 minutes in Gimp to put everything together. If you know of a software that can do it better I'm all ears.
>>
>>135373710
>>135373865
They're more aggressive if you settle in the desert.
>>
>>135589815
Turns out that using only solar panels to power my base also had its part in that.
>>
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Jesus Christ why didn't I invest in those speed modules and AssMachines Mk3 sooner?
>>
/egg/ Discord server, for those who are interested
https://discord.gg/0tV9azlDyy0BN0b1
>>
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>Mfw build a large system based around coal fuel
>Mfw moving up to electricity
>>
>>135592234
>moving up to electricity

ayoo
>>
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>>135580225
>>
>>135580225
He can do it without longhand inserters too, it's just more resources and space that need to be used for it. You can still automate that shit.
>>
>>135593306
But what's the point in building an outomated setup without longarm when you get them 2 minutes later anyhow
>>
>>135593306
Yes you can, but it takes longer and is not as efficient than just rushing the long handed inserters.
>>
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hhehehee
>>
>>135596541
>those two perfectly synchronous yellow inserters
>>
>>135596541
That is actually one of the only usefull applications of a loop.

If you pick up oil like this from several places you can reduce the need of barrels by looping so each station only takes as many as they need.
>>
>even the tiniest shit takes huge effort to automate in bobsmods
>killing ayylmaos is suffering in vanilla
why live
>>
>>135594487
What's the point of longarm when a single side of yellow belt is enough for 13 drills and 26 furnaces? Just push coal and ore on one belt.
>>
So bobs mods allow you to turn coal into oil?

How
Where
What research
>>
>have dream about 3D Factorio
>Voxel like Minecraft but Factorio
>no ayys
>instead
>BattleMechs come to attack every once in a while
>Fight back with turrets and own constructed BattleMechs

I don't know what was happening for most of it but it was awesome.
>>
>>135599440
You'll have to change it when your consumption increases, so might as well make it right from the beginning and save yourself some work down the line
>>
>>135599880
Not bob's, it's the Bergius process mod.
>>
bob was a mistakeeee
>>
>>135600184
Does his starting ore field even have space for over 13 drills?
>>
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I'm sure this will be useful somewhere.
>>
Guys im literally drowning in Sodium Hydroxide

wat do

should i just load it into trains and sent those trains into ayy bases?

factorio needs a way to dump shit...
>>
>>135589080
SSU (screenshot utility) lets you take screenshots larger than what you can see on your monitor at arbitrary zoom levels.
>>
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>moving on to sp3
>>
>>135602875
bobs mods?
come back when you started 4
tell me about your mental state then
>>
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Aside from bobs mods, what mods are absolutely recommended for use and a must-have?
>>
>>135601805
You're clearly not spamming enough rockets or building enough bots. It's mostly needed for aluminium smelting, which is used mainly for flying stuff.
>>
>>135603161
Larger Inventory
Long Reach
Foreman
Upgrade Planner
Module Inserter
EvoGUI
FARL
The Fat Controller (might become obsolete with the 0.13 update)
Landfill

more or less a list of what I use, and they're almost all quality of life improvements
>>
can someone easily explain how long arm inserters and splitters work to me in simplish terms.
>>
>>135603685
longarm - Pickups things 2 spaces away, and deposits them 2 spaces away on the other side.
Splitter - splits a belt in two.
>>
Alright someone make a Mod that add some kind of Recycler that breaks down things you throw into it

>Machine needs any item + sulfuric acid and fuel
>machine dissolves item and breaks it down into 3 random low tier metals with a chance of producing very small amounts of a high tier material

Something like this
>>
>>135604014
so, i see this pictures and alll that where 1 belt of lets say iron plates are on 2 sides go through a splitter to have iron plates on 1 side of a belt

how does that work?

I have been fiddling but i can't wrap my head around it all
>>
>>135604094
that sounds fucking retarded.
>>
>>135604206
Why?
Better than just a deconstruct machine that simply deletes items
>>
I've seen people place items directly from their hands onto belts, how do you do that? Is that a mod?
>>
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I think I'm doing okay
Tell me I'm not
>>
>>135537414
You can do advanced cobalt processing or whatever it's called. You use copper ore and some other stuff and get 10bcopper plates and 2 x cobalt oxide or something which you can process your cobalt bars.
>>
>>135604128
Are you sure you don't mean exploiting an underground belt part? If a belt goes from sideways into an underground belt, only the open half of it will receive materials.
Splitter will never make a full belt into a half filled belt.
>>
>>135604418
please tell me you're not feeding coal into those furnaces by hand
>>
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>>135604128
You mean this?
>>
>>135604797
I am; but only because it was inconvenient to set it up properly when I started and I was lazy as time went on

I'll fix it now
>>
>>135604980
nah i know about that, it literally took me like 2 hours to realise that when i started

>>135604496
like this>>135601576


but i also don't understand underground belts

I have been playing for like 15 hours in total and i just can't seem to understand this underground belt and splitter thing
>>
File: my fresh start.png (2MB, 1282x754px) Image search: [Google]
my fresh start.png
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So i started a new game and i set up basic power for now.

What i would like to know is, how much room would i roughly need to automate all the science packs for labs?

I plan to build north and either east or west and having a iron and copper mine this close seems pretty good.

anyone got any tips for what i could do?
>>
>>135605368
As I said, the copper part of the belt on >>135601576 is blocked by the cover of the underground belt exit. It only lets the top half through.
Also on that pic, that underground belt has no entrance connected. It's only a standalone exit that pushes upwards whatever comes in from the side.
>>
>>135605661
use the north-east for science packs
use the west for other low level production you want to start
>>
>deconstructing buildings
>robot flies over it
>pick up robot
>pick up obscure material he's carrying
>have to find both in inventory, release the bot and put the material into the trash slot
>>
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>>135604797
I had to spaghetti to fix it and where before it was clean and nice now it looks messy
I am sad
>>
>>135605809
fuck, that sounds so confusing.

I know that being stuck on something like this will just repeat later on.


So

Iron--------->splitter
Copper---->splitter

does what?
>>
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ALMOST
>>
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FUCK YES
>>
>>135606183
iron
copper
iron
copper

but why don't you try it? you will never understand unless you see it for yourself.
>>
>>135606752
I have before, this game just seems so complicated at first and i am still learning, but yeah. You are right. I just need to fiddle around

Luckily i chose peaceful so the biters won't attack me until i do
>>
>>135597993
it isnt even a loop
>>
>>135606667
>>135606527
Next time, remember to use productivity modules, it cuts the resources needed for the rocket by about 29%
>>
What is better electric or steel furnaces and why?
>>
>>135605661
>What i would like to know is, how much room would i roughly need to automate all the science packs for labs?
98 assemblers + chems for 10-15 labs
>>
>>135607127
situational. low on coal? get electric.
overabundance of coal? just use steel.

Electric could make for more compact designs but they suck on a lot of power.
>>
>>135607127
stone

depends, do you have modules yet oor not?
>>
Do I need to be autistic to be good at this game?
>>
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>>135607078
But I gotta go fast!
>>
>>135607350
Have a ton of coal and surplus power

>>135607370
I have automated to build level 3 speed modules so im pretty good with modules

Just dont know if i should make a switch
>>
>>135607417
No, you just gotta be good being logical.
aka not being a woman.
>>
>>135604304
>stick a basic inserter in
>thanks to a lucky proc I got steel out of it!
>>
>>135607127
Steel:
Pros:
>4 tiles of space
>same crafting speed as electric
>cheaper
>requires less power infrastructure

Cons:
>No module slots
>requires belt space/another belt for fuel

Electric:
Pros:
>Module slots so it can be faster, more productive, or more efficient than steel
>doesn't require a fuel belt/belt space for fuel

Cons:
>9 tiles of space
>same crafting speed as steel without modules
>requires more power infrastructure
>expensive

One thing to note is that, in theory, the electric and steel furnaces bot consume the same amount of power, meaning they both take the same amount of fuel for every craft (assuming no modules), one just requires that fuel to be burned in a boiler and the other in the furnace itself.
>>
>>135607127
The real answer is that for most of the game steel is better.
Burning coal in steel furnaces costs less coal than burning it in steam engines to generate the power for electric furnaces. They have the same crafting speed while electric is 50% larger, which means your production will drop while your coal costs increase if you "upgrade" them.

Electric only starts pulling ahead when you jam it full of speed/productivity modules, since you can't mod steel furnaces.
>>
>>135607787
whatcha gonna do with an amusing 1 steel now chump?
>>
>>135608006
Efficiency modules can trivially reduce the power consumption of electric furnaces to 20%. And, of course, you can power them with solar.
>>
>>135607459
build more assemblers then
productivity modules are really the only modules with benefits that can't be otherwise acquired by good factory design
>>
So, for feeding furnaces via inserters, what is better.

Burner inserters or electric inserters?
>>
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>>135608739
>Burner inserters
>>
>>135608739
Burner for stone
Electric for everything else

Burners are slower than electric and will bottleneck steel and electric furnaces.
>>
>>135608739
Unless you're swimming in spare coal, burner inserters.
>>
>>135608739
Burners only if you have a dedicated fuel input. Don't use them for smeltables except stone.
>>
>>135608941
But electric inserters don't need fuel you dummy!
>>
>>135608739
why would you make burner inserters when electric inserters can do the same and you don't have to mass produce and carry both of them
>>
>>135608680
If you use efficiency modules instead of steel modules, then they are going to be slower than steel.
>>
>>135609592
There's a better solution than using speed modules: making more smelters. It's not like space is highly restricted in most cases.
>>
>>135608830
But i saw for steam engines, using them to load boilers of coal is better.

Is that really the only thing they are good for?
>>
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>>135609592
>steel modules
>>
>>135610295
They are useful for the few minutes until you get a power generator going. Then they're best used for boilers.

They could be interesting in campaign scenarios where you don't have access to electricity, but are there any interesting vanilla campaigns?

I still haven't forgiven them for having made me build a plane for hours and not even let me fly it.
>>
>>135609161
What?
>>
>>135384206
Too accurate.

I got 15 hours in, then bought it a few days later. Such a solid game.
>>
>>135610887
furnaces, electrict furnaces
>>
I finally figured out how to automate my research pretty good by reading this thread and holy fuck does just the red science pack research go by way faster.

How much harder is automating green science?
>>
>>135611063
green is no biggie either ... but when you start on blue ...
>>
>>135610962
this

I saw a thread on /v/

It was about "what went right" for this game

and it got me really intrigued, bought it on a whim and now i am hooked, i love the challenge of automating the processes and i can't wait till i figure out a way to make my factory more compact and what not

I also can't wait for what the devs have in plan for the game.


what bums me out is that i have been reading about how there isn't much to do late game once you basically have everything down pat
>>
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well that didn't take lo...hold on a second, when/how did I fucking kill a fish? Fish are a thing that you can kill in this game?
>>
>>135611045
I still don't get your point?

Burner inserters are slow, they can't move fast enough to keep up with the crafting speed of steel and electric. Electric inserters are noticeably faster.

If you pair them up with electric furnaces, you are just screwing yourself over. because now you need an entire belt lane specifically to fuel only the burner inserters, which still bottlenecks you.
>>
>>135611158
Is blue really that hard? i feel like this a meme
>>
>>135611412
The guy was asking which inserter to use to FUEL the furnace, not which to use to move the ore, duh.
>>
>>135611382
You can see fish swimming in water and you can "deconstruct" them, which gives you a raw fish item which actually heals you.
>>
>>135611537
haha, what? I might have rolled over one accidentally.
>>
>>135611520
He was asking which one to FEED which usually means both ore and fuel.
>>
So I did put a satellite in my rocket but is there any incentive to actually do it?
>>
>>135611718
You need it to actually launch the rocket.
>>
>>135611684
Nobody is stupid enough to move anything but coal with burner inserters.
>>
>>135611718
If you get the uplink station mod, you get a free camera that can explore anywhere when you launch the satellite.
You can also get orbital ion cannon mod, and send one up with your second rocket.
>>
>>135604094
>throw in wooden chests
>receive metal
Sounds great.
>>
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>>135611425
I just spent over 9000 hours in MSPaint making this artful masterpiece to give you an abstract (but accurate) realization of how complex blue science is compared to red and green.
>>
>>135611425
i hate fucking around with pipes
>>
>>135612320
Also a quarter of those blue lines is liquids network. That requires output balancing.
>>
Fuck splitters and underground belts, it all confuses me so much no matter how many trials i run through

>>135612320
well i am boned, hopefully figure out a good plan before next month, so i can spend another month planing my factory
>>
File: scary nights.png (24KB, 163x71px) Image search: [Google]
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this early game aggression is something alright
>>
>>135612727
>>135612320
okay, any useful tips for blue science automation then?

I figure make thinks that put them into chests so i can semi automate the process or is that just bad in the longrun?
>>
>>135610835
>taking hours to make a plane
hue
half an hour or less
>>
File: mines.webm (3MB, 1280x720px) Image search: [Google]
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Minelayer anon here
It's not the most effective way of killing ayys, but at least it's more fun than turret push.
Also I need to get better at webms
>>
>>135612787
>underground belts
Just like a regular straight-line belt, except they go underground.

>splitters
Receives input(s), splits it evenly into output(s).


Given that you can't even articulate your confusion, it's pretty difficult to help you.
>>
>>135613293
I play the game, then drink because my head hurts due to the confusion of trying to work out my logistics for my factory

drink more because drinking makes it harder for me to work it out

repeat cycle

Although i am slowing learning things which feels great.

I am about to try my hand at automating green science without the splitters at least. they confuse me the most. I think though looking at some of the pictures ITT has made it worse for me because the setups they have for splitters and underground belts make it look like black magic
>>
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>>135612320
>>135612787
now with icons. I accidentally some of the blue lines.
>>
Does playing with "Aliens never attack first" make the game less fun?
>>
>>135613803
yes

just make sure to research turrets first to avoid getting frustrated
>>
>>135613761
>>135612320
>vanilla

now remake that with bobs mods
vanilla is easymode
>>
>>135613761
>including crude oil
that goes a bit far, doesn't it? might aswell include coal and ores as child nodes for the plates
>>
>>135614060
>furrymods
wew lad
>>
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>>135612909
The trick is the same with everything else. The basis of engineering is splitting your problems into small manageable parts.

In one corner. get a working oil refinery, and send a belt of coal its way. You'll need some water nearby, and you'll have an output of plastics and sulph acid.
Add some copper and iron plates to your sulph acid and you've got batteries, that's 1/4th done.

Do the same with all 3 other parts then arrange all 4 components over two belts like pic related. You can make those belts as long as you want and add as many blue science assemblies as you can keep busy.
>>
>>135613761
thank you, i was just about to ask for that.

It helps a lot for figuring out it rather then just blindly doing it you know

Although i just looked and red science is


Iron plate>gear>
copper plater>

not copper plater>copper wire
iron player>

for red science

but still it helps a bunch
>>
>>135614141
Well you're not wrong. I could have added ores. But I wanted to imply that automating petrolum gas intake while managing the light/heavy oil surplus is a chore.
>>
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>>135614439
my bad
>>
>>135614703
Nah man, this is great and if i find any problems along the way i will notify you.

I am about to start automating greens

I got transport belts nearly done, just making some inserters and planning ahead in terms of space and how i want to join my red science to the greens

And i know this somewhat ruins the fun of this game, but fuck when i saw blue and how hard it is to make, i am glad you did this.
i can have fun planning how to make blue as compact as possible
>>
>>135614439
You can also use this: http://rubyruy.github.io/factorio-calc/#core-0-12-1
>>
>>135615173
I found out about Factorio and bought it 4 days ago.
I've got 59 fucking hours of playtime. Half of it being on a single map (which I just "won" >>135611382 )
I'm still far from sated however. Glad I could already help another player here.

On an unrelated note, what is /fcg/'s opinion on smart bus network? Do you use them in combination with logistics robots or do you focus on robots only.
>>
>>135615674
have you made trains yet or what, how are they?

Should i worry about them at all, or just wait until i can do them without a worry about anything basically?
>>
So anyone else likes to play in a fuck the nature way?
Not using solar cells on purpose, massive oil industry, deforest everything within my construction logic zone reach even if I don't need the land, and so on.
It's a bonus that pollution pisses off biters and have more of them dying on my turrets.
>>
>>135615674
If you want to start a new game with real challenge try bobs mods
>>
>>135616085
you can see what my base and train network looked like a few hours ago here: >>135585040
I first made a train because my motherbase was running out of copper, and I needed it in large amounts.
The "empty" station to the right in the middle was my first station. The train would make roundtrips bringing raw copper ore.

Then I noticed I was gonna run out of coal so I built the outpost to the north, which also became the place where I smelt the copper and assemble many basic components because I was running out of place in my main base.

Then the copper mine ran out of ore as well so I built another one (at the bottom left).

After that my base started running out of oil too but there was a lot of it near the old copper mine, so I built a network to bring it home which you can see here: >>135596541

So to recapitulate:
My train has 3 wagon
-first wagon is to supply outposts and bring home the copper (and steel)
-second wagon is always full of coal
-third wagon is to carry components.

Train leaves the base with some empty barrels and some plastics.
It fills the barrels with oil at the old copper mine, then fills its first wagon with copper ore at the new copper mine, then it unloads the copper ore at the north outpost, which gets replaced with copper plates and steel (because there was lots of iron near the outpost, might as well make use of it).
>>
>>135616857
at the bottom right I mean
>>
>>135616857
oh and the plastics is so the assemblers at the outpost can craft me advanced circuit boards, which you're gonna need lots of.
>>
>>135616094
that's the proper way to play

fuck elves
>>
Also my first ever death in Factorio was because I didn't see the train coming. Be careful.
>>
Are the Mods Misanthrope and Oxygen worth using if one uses Bobs Mods?
>>
File: reloading.webm (3MB, 1280x720px) Image search: [Google]
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Who needs transport belts or requester chests to reload turrets?
>>
>>135589080

/c game.take_screenshot{showgui = true, resolution = {x = XSIZE, y = YSIZE}}

It puts the screenshot in C:\Users\<username>\AppData\Roaming\Factorio\script-output
>>
>>135613131
Fuark that's a lot of ayyys

Looks amazing, I'm going to get a minelayer team together.
>>
>>135613131
cannon shells are pretty cheap and 2 shot nests. Look into it.
>>
>>135617852
Oh, didn't know the turrets can share like boilers. Any other buildings do that?
>>
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>>135614703
Suddenly it's easy.
>>
>>135618794
bobs mod adds big nests with 3500 health, they take some time to wear down so you can't just make a circle around the base and destroy all the buildings.
>>
>>135617852
How is that fucking inserter doing 90° insertions? Is that actually a thing?
>>
>>135619091
side inserters, anon. probably the best quality of life mod ever.
>>
>>135619196
>mod

oh ok then, nevermind. asshole. giving me who only ever plays vanilla out of pride false hopes.
>>
Fuck man, i am so glad i decided on to automate my research, i used to play by manually research and always gave up, this is so much more fun

the challenge is great, i am done automating greens, gotta research some new stuff and then onto automating blues after i reorganize my factory slowly
>>
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>>135619028
Congratulations. You are now an engineer.
>>
>>135619514
Well doing research manually is outright impossible for blue science. It'd literally take days.

It's not like the trailer doesn't say "but this is a game about "automation".
>>
>>135619303
That's really dumb.
Mods add a lot of color to games, and really extend the time before you just get bored of the game and burn out.
>>
>>135588356
It's possible as is, as a mod. You can already control biters in certain mods, so I'm sure just reskinning them as tanks wouldn't be hard. But then you'd have an army of tanks just accidently bulldoze your factory lmao
>>
>>135619834
never watched the trailer, but yeah i can imagine, i spent about an hour setting up greens and probably saved myself hours upon hours

I also feel really accomplished right now

Gonna start planning blues until i need them to continue my research further. But fuck man, i feel so damn good right now. Is this why people like this game?

I haven't felt this satisfied from a game similar to this ever
>>
>>135618008

Nice, thanks.
Also, game crashed when I tried 50k*50k px, rip
>>
>>135619989
I still have fun with vanilla Minecraft. And having started playing Factorio less than a week ago I'm far from being burned out. Anyway, solving logistic problems is what I love the most about Factorio, so I'd feel like I was cheating for using side inserters that aren't in the game by default.
>>
>>135619514
Honestly when it comes to blue science, rather than trying to have everything made locally in a massive and overcomplicated factory, just make batteries, circuits, smart inserters and steel whereever they have most of their raw materials at hand, then put a bunch of blue science assemblers next to your labs, make the first 150? blue science kits by hauling the four materials to them by hand and putting them into chests, and then tech immediately to logistic network.
From that point you can just have robots carrying the four blue science ingredients to your assemblers, and this greatly simplifies the job compared to making a megacomplex where everything is made in on place.
>>
>>135620297
>never watched the trailer
you, stop everything right now.

First watch this,
https://www.youtube.com/watch?v=DR01YdFtWFI

Then watch this
https://www.youtube.com/watch?v=KVvXv1Z6EY8
>>
>>135620364
It's not just about being in the game by default, they are just easy modo. It allows too much ease of configurations, and you don't really have to plan space out.
>>
>>135620445
>robots
>for crafting
>ever
You're cancer. Why play if you're just going to watch robots do everything for you.
>>
>>135620364
The way I look at it is that they add new possibilities, so you actually have to think more.
When you only have straight inserters, you're mostly forced to a
belt
belt
inserters
assemblers
belt
belt
pattern without the chance for much creativity. You can use this pattern to make anything at all in the game, it requires no thinking.
With side inserters you can deviate from this on a case by case basis and can come up with more efficient complexes for specific products, like on this pic that heavily uses side inserters: >>135570013
>>
>>135620494
>https://www.youtube.com/watch?v=DR01YdFtWFI
>https://www.youtube.com/watch?v=KVvXv1Z6EY8
fuck man, i am jealous. Why do they make it so great of a factory in the trailer or gameplay.

I feel like such a shitcunt compared to these two videos.

Will i ever make it guys?
>>
>>135620850
Forgot the bottom inserter row below assemblers. But you know what I mean.
>>
Can someone explain combiantors for me using an example
>>
>>135620931
According to the description, the factory in the trailer took 12 hours to build.

It took me 29 hours to send a rocket into space and I still have lots of logistic problems (and my defense of the Ays isn't automated yet).
>>
BUMP LIMIT
>>
>>135620850
On the contrary I think that having those constraints forces you to innovate. We don't have the same paradigm.
>>
>>135621110
NEW THREAD

>>135621672
>135621672
>>135621672
>135621672
>>
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>tfw you accidentally press r on a belt and your automation process stalls

i am just glad i found where i did it again
>>
new thread senpai, or we gonna run out of iron ore
>>
>>135606104
>having robots
>deconstructing things in robot range by hand
>>
>>135475467
You're running out of space already.
Thread posts: 771
Thread images: 164


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