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Factorio General - /fcg/

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Thread replies: 643
Thread images: 122

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ded edition

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

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

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

This thread is dedicated to autism factories simulator aka Factorio.

When posting a server please include version number and any mods used.
>>
More oil when
>>
b-bmup ;_;
>>
>tfw adding trains to your base

I don't even give a shit if I'm making things less efficient and more deadly.

Who needs life when you have a train.
>>
>>136977896
Expanding into the sea when?
>>
live
>>
The last one seemed to be doing fine, what happened?
>>
Come back to /egg/ already you fucks.
>>
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How do I not run out of wood instantly
Am I going to have to go on hour long adventures finding trees?
>>
>>136983830
Use construction bots, a deconstruction blueprint, and trees.
>>
I just bought this game.... What am i in for?
>>
>>136985214
Mining ore to mine ore faster to mine ore faster for at least the next 12 hours of your life.
>>
Am I doing oil right?
>>
>>136983830
How experienced are you at Factorio? Once you research steel, engines, and automobilism, you can easily grab a car and go searching for wood with your new ride and Steel Axe upgrade.
>>
>>136985607
>wasting one tile between each refinery
>not having a storage tank before using the products
No, you're not
>>
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Am I doing junctions right?
>>
>>136987697
Why do you have two tracks going each direction
>>
>>136987892

To fit more trains on.
>>
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>>
>>136988089
You better be running like 30 trains through that intersection for that to be a problem
>>
>>136987697
You have two incoming tracks, but left-turning trains will still block nearly everything. Those are imo the most problematic.

You should try to add another left-turning track.
>>
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>>136986387
Yeah, I suppose I can fit another refinery in on the right side from the space saved. Plus another one if I shove everything up/down.

Are storage tanks for light/heavy/petrol necessary, though? I know I'm storing crude, but do I really have to store the refinery products, too? Maybe as a midgame solution to byproduct spam before getting oil cracking?
>>
>>136985607
To get that set up for adv refinery, you'd need to either do a lot of pipe shit that you shouldn't want to bother with or move the return belt for your oil drums to the left side and do a much more manageable amount of pipe shit.

>>136986387
>Storage tank for products
That's only an issue if the heavy/light oil consumption is slow enough to clog up the refineries. I know that there aren't enough chem plants that are obviously going to be devoted to consuming oils with cracking/solid fuel production to keep up with those refineries (ignoring modules) but I can't remember the ratios for products that require gas.
>>
>>136988858
The ratio is 4 refineries, 7 light oil cracking, 1 heavy oil cracking.
However, it well become more complex once you start producing lubricant and light oil to solid fuel (for the rocket).
In that case buffer storage tanks are a necessity. They can then be used with combinators to pump stuff to the cracking plants only if the buffer tanks are nearly full.
>>
>>136988832
It's good to have a storage tank in place, without shoving it right up against either the refinery or the plant, so that you can run lines from it to other places to help distribute the products for expanded production. Say you want to run another line of cracking plants? Tank lets you route some over to it and direct the flow efficiently while keeping an eye on your production levels.
>>
Hey /fcg/, does anyone have experience with a headless MP server?

Does the server need to be powerful? How much RAM is enough?

What happens when no one connects to the server? Does the game still run and bases get overrun by ayyys?
>>
>>136993949
>What happens when no one connects to the server? Does the game still run and bases get overrun by ayyys?
The servers that I played on stopped the time when nobody was connected.
I have no experience running a server though.
>>
So I gathered some alien artefacts.
What do you think is the best to research with alien science packs?
>>
>/fcg/ is ded
So we go back to /egg/ now?
>>
>>136999590
i dont wanna
>>
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>June 1st
>>
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Why does this only ever split to the right side of the belt going down?
>>
>>137005251
try balancing the belt further back that should fill both sides evenly
>>
>>137005251
Is the part that continues to the right backed up?
>>
>>137006107
I did that, but it still mainly filled the left lane, with the occasional piece on the right lane.

>>137006857
It moves, but at a slower pace.
>>
Multiplayer memery soon?
>>
>>137007034
>It moves, but at a slower pace.
That means that most of the items on left hand lane are forced towards the bottom. Right-hand lane can go either way, but since the last thing to go through at any given point was left hand and thus went south, the thing from right hand goes east.
>>
>>137007034
splitters prefer the left
also in cases where one side is fuller than the other the full side has more weighted chance to be split
splitters won't swap side of belt for you
find an open spot further back along the line and put in a splitter with one half coming out to the bottom/right then sideload that back onto the belt
>>
>he plays factorio without long-reach mod
It's like you hate yourself.
>>
Are mods compatible with updates?

Or is it like every other shit early access game where mods brek everytime there's an update?
>>
>>137013907
Depends on what the update changes, especially regarding the Lua API.
>>
>>136993949
Headless pauses when nobody is on.
>>
I just finished single player for the first time.

I was playing for 90 hours.

I went a long, long time before I started to use bots and blueprints. Never got round to building trains though. I had a car + best quality power armour with 2 exo-skeletons, and I was literally drowning in express belts. There was never any need for serious long distance haulage.
>>
>>137007272
That makes sense, thanks.
>>
>>137015124
For your second run lower the availability of the minerals and add some mods like RSO or bob's
>>
>>137015557
>Mods
I know nothing about the mods, but I have just found the mod site.

What other recommended mods are there?
>>
>>137016096
Just pick the ones you like, there aren't really any essential mods. Some of them add more content or complexity, some add some features that seem natural, some add some convenience upgrades.
Bob's mod pack is for example pretty good if you want just a ton of new content and complexity, but is not good if you don't like that part of the game.
>>
>>137016096
Get ks_power , supreme warfare and alien evolution
>>
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>>137016096
>>
>>137019097
Hmm is it safe to use that many mods? I have noticed a frame-freezing with some mods.

Also i dont see any biter mods.
>>
>>137019778
nvm misanthrope mod

Is this mod good? Does it make your game a little bit challenging? I need a good biter mod
>>
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>>137019778
It's fine, I use all these mods without any problems, and I've seen people use vastly more mods

>>137020108
Natural Evolution
>>
>>136989076
Or you can pump stuff to production while the rest goes to cracking.
>>
>>137021001
How do you intend to do that?
>>
>>137021948
Put a pump on one side after splitting the pipes. For example pump into lubricant production, no pump into cracking. Only if lubricant production is full and pump can't push oil there it goes to cracking.
>>
>>136989076
>4 [adv. oil], 7 light oil cracking, 1 heavy oil cracking
That'll still result in a surplus of oil products - you could even keep an 8th light oil cracking plant up.
A more accurate ratio is 16:35:5, which will result in 0 heavy oil, 0 light oil, and 28.8 petroleum gas/s, at a consumption of 32 crude oil/s.
>>
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>>137024521
I went back to my spreadsheet, and turns out you're right. I forgot the speed modifier.
With the new values the ratio comes out at 5 refineries - 7 light cracking - 1 heavy cracking. Does that work better?
>>
>>137025789
That puts out 5.5 + 3.5 = 9 petroleum/s
>>
>>137021948
That's actually the only thing I've found in vanilla factorio where combinators make sense.

Only pump oil to the cracking facilities when the tank are more then x% filled. If it's filled at (x+y)%, send it to the burning pipes (there's a mod for that).
>>
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So, this no steam setup actually does work, even with smaller pumps. Anything faster than regular small pump is enough.
Just needed to swap to pressurized water.
>>
>>137026586
You're only making 31MW out of a 144MW reactor. Try hooking up more Cooling Towers.
>>
>>137026586
Incredibly wasteful though, does the tank decrease under full load after a while?

Also, you aren't getting nearly the full power out of that core.
>>
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>>136993949
headless servers are essentially invisible players as far as the netcode is concerned. the game pauses when all human players are disconnected.

I don't know what the requirements are exactly but i know this laptop was too slow to run a server. my guess is it's the CPU.
>>
>>137025789
>>137026012
Turns out I fucked my calculations as well - 16:35:5 is no good either.
5:7:1 should result in a perfect 0 for both heavy and light oil, producing 9 petroleum gas/s.

>>137026339
>If it's filled at (x+y)%, send it to the burning pipes (there's a mod for that).
I disagree with that approach.
If there's an excess of light oil or heavy oil, then you do not have enough cracking facilities.
Any excess petroleum gas should only be discarded if there is also a shortage of the other oil products.
Finally, the petroleum excess should not be burned off (whether in a steam engine or flare tower), but instead turned to solid fuel.
>>
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I'm getting sick and tired of this shit.
This setup is stuck because there's 0.0 heavy oil in the highlighted pump.
The pipes after the pump are completely empty, but the lower tank cannot be emptied of light oil, clogging the system.
Goddamnit.
>>
>>137027838
Yes, you're right, I'm no fan of burning either. But sometimes you gotta do it as a last measure.

For me, solid fuel was once completely backed up, because rocket fuel further upstream was temporarily not consuming them and I didn't want to add cracking facilities because normally, I wouldn't need them. But I needed to get that plastic rolling again to produce low density structures (which in turn would also cause more solid fuel to be consumed). So I built the burn pipes and added the condition to only burn at 98%, so that I case I forgot to remove them they wouldn't eat through all my light oil.

But you can also use it to produce light oil only at a certain fill % or something like that.

>>137028643
>all fuel types into a single pipe
Sheeeet nigga what are you doing?
>>
>>137028643
No, it's backed up because you're retarded and put everything into a single pipe.
>>
>>137028827
>>137028989
>everything into a single pipe
Calm your shit, anons.
I'm doing engineering. I'm fully aware that things can be done far simpler with three pipes.

It might allow for some more compact large-scale setups.
Knowing how to create and manage mixed pipes might also be useful for other plants, such as cracking and acid.
>>
>>137028643
>all these combinators
>trying to pipe multiple liquids through the same piping
>>
>>137028989
stop being a rude piece of shit, hes been trying to find out if you can use a single pipe to store all liquids in for a while now
>>
>>137029221
no you don't understand
>As of 0.9.1, only one type of fluid can occupy a Pipe at a time. Two liquids will never mix.
>>
>>137029221
>>137029272
and guess what? You can't.

Just fucking fix it, you nincompoop.
>>
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>>137029221
Genius. Why has no one else had that idea yet?
>>
>>137029405
If fluids could mix, it would be impossible to do this, and there would be no reason to.
>>
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REEEEEE
This is the third time I'm redoing this chemical plant and I feel i'm banging my head up against the wall again.


I'm still missing too many metals, I think I need to start shipping in some at some point.
>>
Going to set up a server with the toxic jungle mod, it basially places trees everywhere. With large biter bases and medium ores that makes for a nice challenge, if anyone is interested, here are the mods I will be using for the server

https://a.pomf.cat/sazwyp.zip

IP:eggtorio.noip.me

No 16k modem people pls, server will be up in a minute or so.
>>
>>137030914
region?
>>
>>137031224
In Europe, but if you have good internet joining from the US would be alright too.
>>
>>137031451
So that toxic jungle mod seems to be weird, I don't get nearly enough biter bases as I should. Might take a few more minutes until i figure out what's going on.
>>
Given that furry mod adds nitrogen and hydrogen production, is there one that adds the Haber process to make ammonia?

That would be fun but I don't know what you could use ammonia for, maybe another route into explosives, or hydrazine for rocket fuel.
>>
>>137031618
Washing bug-guts outs off your car''s windshield.
>>
>>137031579
Ok it's fine now, just trying to get a map we can start on, without biters right on top of the first iron ore.
>>
>>137032515
Alright got a nice map, come and join

eggtorio.noip.me
>>
>>137032668
Gonna join in a minute.
>>
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US Serb up.

USians only please.

Mods:
https://a.pomf.cat/fjvgrm.zip

Factorio.no-ip.org:34197
>>
>>137026905
Needs some serious pressed water supply, but can support 4 turbines at almost full load.
>>
>>137034593
If you built it the right way you could support 4 turbines at full load with no pressurized water supply and only 1.5 offshore pumps per turbine as coolant.
>>
>>137034890
Can you post a screenshot? never seen a setup for the 144MW.
>>
Where are the NPCs
I feel so lonely
>>
>>137032668
>>137030914
Join, EU fags.
>>
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With southern expansion comes new fields of resources. Mmm, feel that rumble in the ground from all those miners.
>>
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Whenever I play this game I'm reminded of this old YTMND and the song that goes with it (underage fags might not remember YTMND)

http://blueballfixed.ytmnd.com/
>>
lmao diamond pick axes are goat.


>>137036515
Ill come in a bit
>>
>>137035797
The ayys will keep you company im sure
>>
>>137036515
Im home soon. Want me to join?
>>
>>137039286
sure.
>>
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>not putting your coal on the bus

Bus your coal
>>
>>137040637
>using coal
Solid fuel yo
>>
>>137040637
>recipes used in
That's a pretty bad metric
>>
>>137041802

What metric would you prefer? I suppose something that represented the rate of consumption.
>>
>>137042129
The only recipe you regularly use it in is plastic, which generally isn't even made on or near the bus, which means you're better off not wasting all that space on the bus running an ingredient you only need in 1 place, when you could just directly route it to your oil area or wherever your plastic is.
>>
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Factorio.no-ip.org:34197

https://a.pomf.cat/fjvgrm.zip

Hellworld is up, get in here, new and interesting mods.
>>
>>137042852
That's for US.

EU fags get here:
Mods: https://a.pomf.cat/sazwyp.zip
IP: eggtorio.noip.me
>>
>>137042852
US serb.
>>
>Build factory
>Go elf mode because it's my first real factory.
>Very compact production chains designed for just in time production to prevent overproduction.
>Exact amount of miners/electric furnaces + 10% to ensure exact iron/copper/steel production.
>Small oil refinery with only a single storage tank for each oil, crack all oil into petroleum.
>Electricity generated from solar panels and stored in accumulators; zero hydrocarbons burned for power.
>Further installation of efficiency modules across high pollution devices, dragging miners down to 1.8 from 9.

>Pollution area is a very, very tiny red tinted cloud, can't even reach the nearest biter nests so my laser turrets never need to fire anyway.


>Decide to start over, this time going full mass production scheme.
>Miners packed as close as possible, mass storage in chests, 48 steel smelters going at once for iron, another 24 for copper.
>Assemblers use the bus concept and stretch out in large patterns for miles, ample space between everything to ensure it all has room for expansion and transport.
>Materials are produced far beyond needed quantities with a lot of mis-timed production, buffer crates fill up unevenly.
>Speed modules installed everywhere they can be because gotta go fast.
>Half a dozen oil refineries and tons of pumpjacks running.
>Base is basically one giant red square on the map, regular swarms of biters attacking my defenses with waves lasting upwards of 30-45 seconds a piece.
>At some point, my construction drones, despite having 40 per roboport, can no longer keep up with the rate of incoming attacks.

>Too late to go back to a peaceful life, it will take centuries to dissipate all this pollution.

Fun though it was, I wish there was a way to dump science packs into pollution scrubbing once you hit the end of the tech tree.
>>
>>137044939
Use the Air Filter mod. You can make air filtering structures which are reskinned assemblers, that use an air filter consumable and output a used filter. Then you clean the air filter using coal.
>>
I have no idea how to build my oil industry without it turning into a massive clusterfuck of pipes everywhere.
>>
So, what's the best way to make electronic circuits? I currently have them lined up with copper wire coming in -- problem is that I never seem to have enough wire, and even a fast transport belt is nearly clogged by the wires. Yet I need more circuits, so this doesn't feel expandable enough.
Would moving the wire directly into the circuit assembler be a better idea? Maybe just give each its own wire assembler? Or maybe a wire assembler is able to supply two circuit assemblers with wires?
>>
>>137048992

Put your wire assemblers right next to where the copper is smelted and send the wire everywhere it's needed using belts. If you need more throughput, put 2 or 3 belts parallel to each other.
>>
>>137044939
just make more turrets
ayys can't damage you if they die long before they can reach you

a 2 thick solid wall of laser turret, behind 2-3 thick regular wall is damn near fucking impossible to breach, even harder if you have bots repairing it
>>
>>137049605
Nah, wire is not needed enough to warrant putting it on a bus; even then they are laughably easy to assemble, requiring only copper plate, so you can just make them wherever there's a need for them.
The thing is I have the electronic circuits on my bus, as damn near everything requires it, so I need to scale up the production of it since the lack of throughput of them are currently hampering my blue science assembling. Problem is supplying the assembler with enough wires since they gobble up an incredible amount of them. I'll probably have to build a second circuit assembler further down the bus and re-supply it that way.
>>
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>>137048992
Don't put wire on a belt, it's terrible inefficient because 1 copper is 3 wire so it moves faster in copper form.

Best methods are either
II
II II
II<Circuit<Wire<II
II <Wire<II
II<Circuit<Wire<II
II II

duplicated as much as needed, with copper coming in on the right belt and circuits going out on the left, or:


II W<II
II v II
II<C II
II ^ II
II W<II
II v II
II<C II
II ^ II
II W<II
>>
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Did I do good, sempai?

>>137048992
Place 3 wire assemblers per 2 circuit assemblers.
>>
>>137044939
Does anyone really use just in time assembly? I think the bus concept is far, far easier to set up and use, and inefficiency doesn't matter all that much so long as finished products arrive timely to their destination.
>>
>>137050921
Remember to place chain signals outside the turn.
>>
>>137051416
>Does anyone really use just in time assembly?

I want it to be necessary via some kind of mod that makes conveyor belts explode if they ever get backed up.
>>
>>137037436
holy shit haven't seen that in years.

>underage fags might not remember YTMND
this is probably true by now.

also the music from the trailer is extremely fitting.

https://www.youtube.com/watch?v=DR01YdFtWFI
>>
haven't played much and far into it but I wondered, does building more than one lab actually do something? does it speed up research or is it a waste?
>>
>>137050921
Finally, a 2 tile s-curve!
>>
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>>137042982
>>
>>137020424
>>137019097
What is red alerts mod?
>>
Remind me why we all use bobsmod instead of Dytech? That's the only other big one I hear mentioned frequently.
>>
>>137054132
adds sounds that play when you have low power, losing a structure or unit, and when someone connects to your multiplayer game, in style with the C&C series hence the name
also have different voices to choose from
>>
>ayyyyy going for the nuclear option
>>
>>137042982
Did we crash or what?
>>
>>137037436
Hey, this looks familiar.
>>
>>137054132
Sound effects like
"Warning, low power"
"Building lost"
"Reinforcements have arrived"
"unit lost"
"Unit under attack"

It adds to the ambience and overrides the annoying standert alert noise.
>>
>Server descends into chaos
>>
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So is there any 90-degree angle inserters in this game? Or do I need a mod for that
>>
>>137058628
Side Inserter mod does that
>>
>>137058628
Mod has that.
>>
>>137058628

Maybe you should stop building shitty layouts that require cheat inserters to function, did you ever think of that?
>>
>>137058628
Don't use it or you will get addicted to it and won't be able to function on multiplayer servers without it. Just use better layouts.
>>
>>137059667
desu multiplayers should have it on default, it's pretty good mod.
>>
>>137060063
>it's pretty good mod.
Only if you are retarded faggot.
>>
https://wiki.factorio.com/index.php?title=Music

Who runs this page?
>>
>>137056530
>standert
>>
>>137059667
>won't be able to function on multiplayer servers without it.
Wait, you mean like, with people?
>>
>>137060331
no one knows
>>
Thinking about buying the game after ages of piracy
>>
>>137062859
Ye that's what multiplayer pretty much means
>>
>>137066431
But why would one want to do such thing?
>>
>>137067092
>he doesn't know about the glory of /egg/torio
Fucking newfags
>>
>>137067092
It's pretty fun.
I think we have 2 servers up right now, the EU server is a full forest map for example-

It's quite a lot of fun to work together, makes the game bit faster too and you can focus more on building the things you like while other people might handle different things. You also get to see what other people build and stuff like that. Coop games are quite popular you know.
>>
>>137067376
Nah, I just regard the last year spent on network-related crap as a complete waste.
>>
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>>137028643

Yeah, didn't make any progress with it myself.

I was also thinking of maybe making a system like pic related.
>>
>finally launched a rocket with a satellite at 41 hours

Holy shit I am retarded
>>
Care to share some tips on space management?
I usually get one long ass belt from metal mines, mix it with coal and run it to stone furnaces. Then I have two nice and clean belts of metal plates, usually close to each other. Then I can put down a red science pack line without too much trouble, but even the green pack start to get messy. Anything more and everything becomes a damn tangle of unholy whatthefuckery.
So, how do you usually plan your base? I'm not looking for plain layouts, mind you. Those can and surely will be efficient and all, but I don't wanna be spoon-fed too much
>>
>>137068774
yes you are
>>
>>137070403
cover your nearest ore patches in miners, run the miners to an expandable array of furnaces
either mix the ore with fuel or use two belts and long handed inserters
run the plates to a 4 or 8 lane belt balancer
branch off the main bus to produce products
plug in additional furnace arrays to the balancer as you make them
if a belt is always full of stuff either upgrade it or run another belt in parallel
>>
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how do you kill big worms

its exploding spit fucks my shit up every time. cant get close enough to shoot it or throw grenades at it. cant even place a turret close enough without it sniping me and then sniping the turret soon afterwards.
>>
>>137073923
Fill your inventory with construction bots and repair packs and drive a tank right into it, works like a charm
>>
>>137074106
I will try this
>>
/fcg/ where are you? stop dying every night
>>
>>137077939
on the crapper right now, birthing the most gargantuan shit in my life
>>
>>137077939
I'm expanding roboport coverage, but it gets pretty tedious. Gotta keep the minerals coming in.
>>
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in this game I will try to build a wall around a bunch of alien hives and put turrets at the wall. I want my personal concentration camp
shame you can't tansport aliens via train, it'd make this so much more enjoyable.
>>
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>>137078539
And part of that includes ayy removal. It may be impersonal, but goddamn is it fun.
>>
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Guys I have some questions about electricity

1. Do things connected to the grid always consume electricity even if they are not doing anything?
2. When I hover over something and it shows energy consumption and drain as two separate values, what do each of these mean?
>>
>>137081543
Drain is power consumption when idle
>>
>>137081543
1+2. Yes. Look for the "drain" stat, that's what they're using when they're not actively operating, the other is what's consumed while operating.
>>
last thread bump!
>>
I hereby declare "Factorio General" Abb. as /fcg/ as deceased.


May imperial justice account in all balance.
>>
>>137085617
Yeah everyone is playing the damn game because it's actually fun.
>>
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>>137085820
>>
>>137086284
>civ 5 is still going strong
>>
>>137086891

the MP lobby is always empty
>>
>>137082074
>>137082184
Thank you my fellow autists
>>
If i want several trains using the same tracks in one direction i have to put normal signals of the max length of my trains, right?
>>
>>137086284
What is this? Users per day?
>>
>>137090401

Currently online and peak
>>
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>>137090401
Left column is currently playing, right column is peak that played today.
>>
>>137080141
>with openrct2 someone could modify the source and actually make that
>>
>>137068257
I'm not sure if your .gif is applicable.
In order to work, it relies on an input of a pure liquid - which would imply that we have already placed the oil products in separate lines.
This would be a regression, given that the original design goal was to completely do away with separate lines for the refinery.

I'll try my luck with the suggestion forum.
If storage tanks would at least output a circuit signal when they hold 0.0 liquid, then my first proposed tank setup might work.
>>
>>137093391
Try pumping liquid out of the tank when the tank has >.1 liquid in it?
>>
File: Train station.png (3MB, 1440x900px) Image search: [Google]
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Here is my iron/copper outpost. Let's share some train stuff.
>>
What do you guys usually look for first on a freeplay map?

I go for coal myself
>>
>>137095365
iron, then coal, then stone, then copper
>>
>>137095365
Iron first, nothing gets done without iron plates. Coal second because otherwise I'll be chopping down trees for fuel. Stone for furnaces, then copper for actually moving up the tech tree.

Lately, I've been mass producing burner drills since they're incredibly easy to set up without any infrastructure; just put down a burner drill, a burner inserter to take coal to feed it, then place a belt in front of it so that coal flows on the far side and ore on the other. Feed the coal in with a chest if it's too far to link it.
>>
>>137081543
They have a small "idle" consumption listed on their stats
>>
>>137053984
What mod is it for the trees?
>>
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my new probably shows here but i'm really fucking satisfied with this thing i built

also, is the normal way of killing aliens to build a power line there and nudge laser turrets in? that's how i do it, never fails.
>>
>>137100940
Seems pretty alright if you're not going for a main bus.
When you move onto blue science you can just put it on top since you've already got the inserters there
>>
>>137100252
I think it's this one.
https://forums.factorio.com/viewtopic.php?f=91&t=22348
> captcha: select images with trees
>>
>tfw tearing up your entire boiler system after having enough solar panels and accumulators to run your factory 20 times over
>>
>>137094673
http://imgur.com/a/CxXxd
>>
>>137105757
But how are you going to mine out all those coal deposits if you don't use boilers???
>>
hi
>>
>>137108874
With miners?
>>
>>137108929
Yeah and do what, just leave it lying around in storage boxes like a chump?
>>
>>137109023
You make plastic with it. You dumbass.
>>
>>137100940
it looks pretty neat, but your red:green assembler ratio should be 5:6 because red science takes 5 seconds to make and green takes 6 so you produce them equally. wire:circuit assembler ratio is 2:3 and you should directly feed the wire from assembler to assembler because of the inserter stack bonus you can research.
youre probably going to need only 1 inserter assembler and 1 conveyor belt assembler and 2 gearwheel assemblers should do it for this setup as well. the reason you think you need more assemblers is probably that youre not feeding the ones that use tons of resources per second with fast inserters.

yes, attacking alien bases is most easily done with turrets
>>
>>137109216
Plastic really doesn't use up enough coal to clear out entire deposits
>>
>>137109472
Then you're not making enough of it.
>>
>>137037436
>YTMND is still up
huh
>>
bob's mods server when?
>>
>>137111464
Seconded that, would be nice. Maybe during the weekend someone could host.
>>
>>137111464
Gonnahate.fag here, I'll stick bob's mod on the next server map.

Might get around to doing it tonight.
>>
>>137086284
>Tree of Savior
>Clicker Heroes
>Unturned

I've never even heard of those
>>
>>137117339
ToS is the new ragnarok online, clicker heros is yet another idlegame. I think unturned is the current hot beanstealing simulator?
>>
>>137116742
So far on the list for the next map:
Toxic jungle hell mode
Bobbu Moddu
standard quality of life mods.
>>
Do you bus or jit your gears?
>>
>>137073923
Poison Capsules thrown just outside of their radius works perfectly. Multiple poison clouds stack, so just toss 5-7 at once and that fucker and all his neighbors are guaranteed toast. The alternative is battering ram tank or maybe plain single-target rockets from max range.
>>
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Fuck me.

I will never understand train signal system.
>>
>>137123291
whats not to understand, it's pretty fucking straight forward, and since you use two tracks, there is no need to have signals on both sides of one track
>>
>>137119618
Toxic Jungle hell mode?
>>
Ok guys, eggtorio.noip.me will be back up in a minute, we are pretty far in already, and destroying lots of bases now.

Mods: https://a.pomf.cat/sazwyp.zip

The map is a toxic jungle map, which means every free tile is covered with trees when generating the map. Also huge biter bases.
>>
Here's something I just found out: If you change your name to somebody elses in a MP game, you end up with that guy's inventory.
>>
>>137129168

Stolen Identity 3
>>
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>>137129168
>>
Don't let this die you fuckers
>>
>>137093669
The circuit network only supports integers.
For the most part, logic is
>if [fluid] is greater than 0
>if [signal] is equal to 0
If the circuit network supported decimals, I could probably get it perfectly working just the former logic statement.
>>
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>that panicky feel when after multiple hours you think you may be on an island
>>
>>137135420
worst feel
>>
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>>137123291
Change it like this.
>>
>>137139603
why would he replace that one chain signal? i thought their specific purpose was to keep intersections clear
>>
>>137139904
Their specific purpose is to copy the next segment state. It is not needed in this setup, and will only increase waiting times.
>>
>>137141289
There is no intersection there. Only a merge.
>>
>>137141289
well without a chain signal it would be possible for a train to block both tracks
>>
>>137144501
Which is irrelevant in this setup. Even if it is waiting outside of the junction, it will still block both directions. It's not an intersection, it's a merge.
>>
>>137145024
oh right, i see. this issue has always bothered me. even in TTD i always avoided signals
>>
>>137145552
>even in TTD I always avoided signals
>path signals exist
You sound like a casual m8
>>
>>137145903
i was pretty damn young when i played that and openTTD pissed me off because the AI kept crashing
>>
>>137145903
I just wanted to post the same thing.

In oTTD you didn't need to know shit. You could just spam path signals and 99% of usecases were covered.
>>
>>137146356
ah yeah path signals didnt even exist in the original. man id love to get back into it but its no fun without AI that restarts every now and then
>>
>>>AAAMAB0AAAADBAYAAAAEAAAAY29hbAMDBAoAAABjb3BwZXItb3Jl
AwMCCQAAAGNydWRlLW9pbAMEBAoAAABlbmVteS1iYXNlAwMCCAAAAGl
yb24tb3JlBAQEBQAAAHN0b25lAwMEq85XeRJZAAAOBQAAAAAAAAAAAA
AEANqO8wI=<<<
>>
>>137146818
no u
>>
>>137124256
Trees everywhere, aliums set to max, max, max
>>
>>137124950
Server down?
>>
>>137119618
>>137124256
>>137147523
Toxic jungle isn't so bad. As soon as you get a ways to clear the forest (e.g. grenades) it ceases to be a real obstacle, and just becomes a free wall. You'll never need to worry about fuel either.
>>
i want there to be a building that you can enter like a vehicle and then send tanks and robots to attack biter nests in an RTS like fashion. i dont even need the game to turn into starcraft, just let me send the shit that already exists in the game except i dont need to be there
>>
>>137151070

The devs actually did a thread regarding this. Where they were asking what direction the players wanted the game to take and this was one of them. A sort of throne room where you could command remote building and send robots in your bidding.

https://forums.factorio.com/viewforum.php?f=9
>>
>>137151317
nice. didnt even think about how it could simplify late game building too
>>
>>137151070
>big AI centers full of computers
>signal networks to remote control things
>AI tanks to kill ayys
>AI trucks as an alternative to trains
>constructors that build complete outposts autonomously based on your programming
muh dik
>>
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>>137144501
Trust me, I'm a train specialist.
>>
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>>137152253
>>
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>>
>>137153091
>ayy's hellworld is offline
>EU hellworld analogue is offline
>gonnahate.org is outdated
Okay. Guess I'll just sleep instead.
>>
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>select all images with trees
>>
if you switch research to another project, will the progress of the project you already researched be lost or will it start from the point where you changed?
>>
>>137158357
I mean when you take up the reasearch on the old project again later on. will you have to start from scratch again for that old project or will it start from the point where you switched.
>>
So I'm experimenting with oil refineries finally and also starting a new base. I'm using my light oil for solid fuel production to fuel a new set of steam engines to power my new plant. Is this a good idea for mid to late game? I've got about six engines running is that underpowered for so far into the game? I'm done with all green science and am about to start blue
>>
>>137155668
You could always do your own serb.
Maybe I can convince EUserb admin to put it back up, but he said he's too busy to play, personally.
>>
>>137158503
>>137158357
All projects keep their current progress.
>>
>>137159460
cheers
>>
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>>137096358
>mass producing burner drills
living on the edge there m8
those things are fucking biter summoning beacons, get them turrets up quickly
>>
>>137161485
>implying he isn't mass-producing gun turrets and bullets and blueprinting like mad

Do you even Captain Planet and the Planeteers Supervillain
>>
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factorio 1st timer here. need help with train signals.
i have 1 train station at base (pentagon) that i cannot edit since it requires to move and change too much. so far that train does a trip to the copper mine and then to mcdonalds station (oil) and then back to base to unload. i want to have 2 trains on the same railway without them crashing (duh).one will collect copper and the other collects oil. do i need to use chain railway signal or the current setup works? also what changes to the railways outside of the base should i make? i dont mind having the trains wait till the other leaves the base since im in no need for oil that much, and every unloading of a full copper cargo will be more than enough for the bus.
please share some wisdom
>>
>>137159460
>>137158357
No they don't lol
>>
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Think the last diagram was missing some recipes, this should have all of them
>>
>>137166184
It's completely unreadable, make it 10 times as big and then upload it to imgur.

>>137165893
That should work, you can even delete the lower 2 signals there.


For future you could think about adding another platform to that station, the step after that is to make a turning loop so you don't have to use 2 engines per train.
>>
>>137165893
You're going to have to add signals to the intersection part that connects McDonalds and CopperMine. But I don't have experience with single track networks.

Sooner or later you're going to have to add a second track, which makes things much easier.
Also, how do you handle unloading if you have one station with multiple resources incoming?
>>
>>137165893
>crude oil in tanks
Build more refineries
>oils in tanks
build more production
>>
>>137166552
>make it 10 times as big

Just zoom in bro
>>
>>137166880
>Not "just enhance"
>>
do i need any mods for first time free play?
>>
>>137167105
No
>>
>>137167105
no
>>
>>137166552
after getting a lil bit more into trains section that was my thought, but seeing how poorly located the base station is, i had no choice other than having 1 train do 2 stops and unload, or 2 trains on the same track.
so you say that using only the top two normal signals should make it so that when there is a train unloading in base, the other train have to wait in the intersection?

if that's so then when does chain signal is applicable?
>>
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Your trains will never crash as long as you have at least one signal. They are going to get stuck however. Copper and McD are on the same 'block' (shown in pink). The best solution would to have one track per direction, but the easy solution would be chain signals on the intersection's entry points (yellow) and regular signals on the exits (blue). That will work for 2 trains.

>CAPTCHA: Select all images with trains.
>>
>>137167218
>>137167223

thanks
>>
>>137167298
>so you say that using only the top two normal signals should make it so that when there is a train unloading in base, the other train have to wait in the intersection?
No, this won't work. This will make your bottom two stations be in the same block.
And since there's only one train allowed in a single block, the other train won't be able to enter it as long as the other is waiting.
>>
( >>137167385 is a reply to >>137165893 of course. )
>>
>>137167298
Chain signals are useful when you expect several trains to pass over the same intersection.
In your case the other train is coming or going from the base and other is waiting in either of the branches so there will never meet. If you had tracks in both directions one track has to cross the other and then when you have several trains there it will bring problems.

You should just test drive it with 2 engines and see how it goes.
>>
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>>137165893
post's op here.
how would that work? seeing how it divides the tracks to 3 sections, there shouldn't be any problem right?
>>
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>tfw you realize the campaign is only 4 levels long

I was looking forward to a cool new level after building that plane
>>
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Am I fucked?
>>
>>137168670
Make your own campaign then
>>
>>137169401
no u
>>
>>137169381
Flee to your base and let your lasers take care of the ayyyyy.
>>
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I fixed yesterday's bar chart that nobody cared about, it turns out bobsmod calls the circuit boards by their old names internally, I suppose so it doesn't break compatibility with exisitng recipes/other mods.

Bus your solder.
>>
>>137169781
How to destroy the base without dying? Or am I better off just ignoring it?
>>
>>137170386
Turret creep.
>>
We need a new server damnit
>>
>>137170386
Fastest way is to to drive-by tactics with your piercing smgs bullets via tank.

Just get close to enemy bases, aim for the spawners and they die in 2 seconds. Step back, kill ays, repair via drones and again.
I once destroyed 5 alien spawners in 1 drive with this tactic.
Try to not kill ayys just lure them out and do circles if you dont have enough of space.

Its especially good tactic if you play with a friend, one lures the ayys and you are going in.

Sniping with explo shells i also good, especial if you have researched tech. Or go with turret creep but this is more fun, make sure to have a small outpost with turrets in case more aliens attack you.
>>
>>137170386
Poison capsules
>>
>>137170386
Turret creep until you're outside of Big Worm range, to defend yourself from respawning mobs. Then you throw Poison Capsules at the worm piles, relying on the wide area to extend your effective range beyond that of the Big Worms.
>>
>>137170386
2-3 poison capsules are enough to kill worm. If you can't take a hit, then you can throw those from outside the range, the huge size of the cloud will compensate the distance you couldn't approach.
>>
>>137170386
Distractor capsules work wonders. Usually I just tower creep, but distractors are basically turrets you can throw from quite a distance away.
>>
>>137165893
Why are people so fucking weird when it comes to trains? If you don't play with high water/fracture you should have enough room to just build dual railways and you'll never have to fuck around with signals so much.
Son of a track layer here
>>
>>137124950
If there's interest I can start the server up again. Other than ayyy visiting for 10 minutes no one joined so I went and played some eve.
>>
>>137170569
>>137171086
>>137171142
>>137171249
>>137171340
>>137171365
Thanks for the tips

I'll try poison/distractor capsules. I actually haven't used capsules at all yet (it's my first time playing).
>>
>>137172156
No one, really? Just post something if you want a server, I don't feel like playing sp factorio right now.
>>
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>>137172034
This. Dual tracks are the best.
>>
>>137172034
Not everyone is used to build big. The double rail will take double amount of rails, duh. And I for one feel uneasy with having to fill two 5dim wagons with rails for FARL, which would be 4 otherwise.
>>
>>137174060

Take out the stake out
>>
>>137174545
Your posts are waaaaayyyy too obvious trolling to trigger anyone's autism.
Be more subtle.
>>
>>137179000
Server is up.

eggtorio.noip.me
>>
>>137174545
>are you frustrated?
>>
fucking ayyys, when will they learn?
>>
What do I do when my oil wells start running low? Can I just pipe more oil in from somewhat far away?
>>
>>137183961
You find more oil, obviously. Shit. Just get the RailTanker mod to transport fluids by train without having to barrel all that shit.
>>
>>137184172
>You find more oil, obviously.
No shit, I'm asking if I'll run into any problems if I just pipe it from like two or three screen lengths away rather than barreling it.
>>
>>137184426
It's fine, just put pumps on that line so the oil doesn't go back and forth for miles
>>
>>137184426
Should be fine. Maybe add a pump as well.
>>
>>137184426
You'll need a pump if it's more than like 10 normal-zoom-screen-widths or so.
>>
>>137184426
>barrelling it when distance is three screen lengths
nigger you what?
I pipe that shit across the map
I have never put oil in a barrel
>>
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I did it, I finally fucking did it. Goddamn this took a while though.
>>
>>137185954
Fluid per second you can get out of a pipe is inversely proportional to the length of the pipe from the source to its destination.
>>
>>137187003
Not bad, now do it a few hundred times!
>>
>>137187003
>1 rocket sent
Casual.
Now do one rocket every 15 mins .. every 10 mins .. every 1 minute.
>>
>>137187003
>few hundred biters

I have like 42k and I haven't researched rocket silo yet.
>>
>>137187318
do pumps reset that?
>>
>>137189225
I've done everything there is to do without mods. I don't see the point.
>>
>>137191186

channel your inner autism
>>
>>137191186
Factorio is not a game that you play just to launch that rocket, anon. If that's all you did, you haven't done anything.
>>
>>137192128
So it's a game you play just to launch the rocket ten times?
>>
>>137192494
If that's how you view the game, you are in the wrong place.
>>
>>137192812
I see irony is lost on you.
>>
>>137193572

dont waste iron, we need more plates
>>
>>137193572
No, you still have a too-narrow view of what to do in this game, plus you think you're being clever.
>>
Can I edit the map i'm currently playing? playing with atomic power and can't find any flouride
>>
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AARGAGRGARGAHRGHGHARGHRGHARGHR GOD DAMN IT
>vanilla
>get to 89% rocket construction
>life looks good
>notice coal supply a bit low
>no biggie, should be able to fix
>get distracted
>power starts having brownouts
>ohshit.jpg
>start to work on setting up coal mine
>suddenly destruction reports start appearing
>bugs destroyed my base walls, wrecking my power equipment
>5 hives worth of bugs inside my base
>mfw
>>
>>137195538
I'm sorry I enjoyed a game. I will correct my attitude and go full autism at once. I'm glad you're here to show me the way.
>>
>>137195679

yes
>>
>>137195883
don't you have a fucking weapon on you? 5 hives? laughable!
>>
Perfect starting location...
>>
>>137197137

>combat shotgun inside base
>>
>>137197137
ran outta bullets, and outta plates too
against 50 big biters, what am I to do?
>>
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Post production.
>>
>>137197676
better than fucking dying.
>>137197678
your fault for not having a chest full of piercing shotgun ammo.
if you don't want to lose everything and don't have backup save, activate peaceful mode through the console
>>
>>137198040
>peaceful mode
That's CHEATER talk, anon.
Nah, I'm just gonna say I lost, and try again.
>>
desync is fun
>>
May want to reload an autosave, I think the serb is fucked.

I'm seeing ayys that are apparently already dead, which means I'm out of sync and the serb isn't registering it, plus everyone that joins is now desyncing.
>>
>>137197678
Power Armor Mk II with 6 exoskeletons.
>>
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is this junction good? i don't see any possibility of deadlocks.
>>
I'm trying to use uranium power mod, but i'm not seeing any ore spawns. do they not spawn in the starting area or something?
>>
>>137200627
No, and they're pretty rare, usually need to do quite a bit of wasteland wandering to find em.

It's a midgame tech that needs blues to really properly build anyway, so you would usually have done enough wandering by the time you are ready to actually build it.
>>
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Total noob here, rate my base and give advices if you can.
Also essential mods?
>>
Does the server desync every time i join
>>
>>137200847
use inserters
>>
>>137200847
if you want bigger ore patches set the size to big/very big and the frequency to low
richness to very good for easy mode
>>
>>137201330
You mean with the assemblers? will do, thx.
>>137201935
Ah cool, thanks, i will keep that in mind when i'll start a new map.
>>
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>go to check out some streams for this neat game i found
>mfw
>>
>>137202605
>2x4 lane belt balancer
>120 something miners
thats two extra lanes than they really need
>>
I want to kill all the ayyyys
>>
>>137202605
>gap in the miners
absolutely disgusting
they could get a ton more miners in there
>>
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>transport belts everywhere
>not enough assembler machines to use all the iron plates
>>
>>137208830
construct a pipe factory
then a ground to pipe factory
then belts, splitters and underground belts
limit the output chests to 1 or 2 stacks
send those to a central smart chest or use logistics bots
>>
>>137211009
not that far yet, I basically set up insane raw materials infrastructure without providing enough assemblers yet. my whole infrastructure is geared towards creating science packs 1&2.
sadly I had the brilliant idea to bunch all that shit near a lake at the north eastern border while the center of my base is basically empty so I'm probably going to have to relocate a bit and expand production of all the intermediate products
>>
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>it's a page 10 episode
>>
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>>137215152
>it's an archived boss fight
>>
>>137215474
>there is no bossfight
kind of sad
>>
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>>
>>137179812
B-but I'm not trolling. This is my actual setup.
>>
oh christ, this is already getting silly
>>
>>137218718
I don't really know what I'm looking at
>>
>>137219080
A main bus in bob'S mods
>>
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can i improve on this? after 30 minutes of messing around this is the most compact i could get it.
>>
>>137221375
other than the piping on the left which i messed up obviously
>>
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>>137221375
>>
I've seen pictures of setups with a small grey structure that looks like a radio beacon placed at corners where belts bend. Usually a couple used in a red-green science setup.
Anyone know what it is?
>>
>>137222349
dude what
>>
Oil is such a god damn pain in the ass in this game, refineries and chemical plants are such a fucking mess and oil runs out so fast that it feels impossible to maintain a regulated setup.
Am I missing something? Even if I barrel oil and send it around via train I constantly have to move the site its mining from.
>>
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>>137223582
These fucking things.
>>
>>137224171
Productivity modules when you start a deposit, speed when it caps at minimum flow.
>>
>>137225212
they are lights, they activate at night to provide light
>>
>>137226894
Not him, but my lights don't look like that and according to the wiki there aren't any upgrades or anything
>>
Those are the old version of the lights, the graphics have changed for the current branch.
>>
>>137200272

It's fine, though most people build circle junctions for situations like that because the trains can enter and exit from any direction.
>>
>>137227435
Older sprite.
>>
>>137202605
that's some potato quality stream
>>
Solid fuel
Fuel value: 25MJ
Stacks at 50
Full chest with 2400 of them produces 60.000MJ

Liquid fuel canister
Fuel value: 150MJ
Canister is consumed
1 iron plate and 1 plasticl produces 5 canisters
Stacks at 100
Full chest with 4800 of them produces 720.000MJ
Consuming the same amount of liquid oil, 960 iron plates and plastic.

Should i go full liquid fuel?
Both liquid and solid are 1 to 1 ratio from light oil.
>>
hi
>>
>>137231534
bob's mods?
>>
>>137233862
Yes.
>>
>>137236078
put efficiency modules in electolyzers
>>
>>137231534
No real reason not to unless you have real troubles keeping up with the iron/plastics production or the logistics demands of such system.

I wonder how much energy could one get from single coal -> bergius processed into oil -> liquid fuel
>>
>>137237536
Right now i'm basically self sufficient in power.

My MK5 pumps with god modules and beacons make 6 oil per sec in a 10% yield field only using 90kw and producing barely any pollution.

Each 10 oil becomes 4.5 light oil which becomes almost five 150MJ canisters.
My MK4 Boilers consume almost no fuel at all.

Lel, shit's OP as fuck, but i like it.
>>
>>137231534
If you crack it down to hydrogen with god modules you should get more solid fuel.
>>
>>137221375
>>137222115
I'll take that as a template for my own, thanks.
>>
Is there a dummy guide into nuclear power?
>>
live
>>
>>137244005
>>
well, this is weird
>>
>tfw this tab still looks normal
>>
HIIROOOOOO
>>
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>>>137135420
and finally i find out it actually is an island that doesnt even have enough biter nests for research
but its okay i wanted to restart anyway
>>
>Hiro killed the entire site
should've dropped another nuke
>>
>>137249436
>he didn't block the css
>>
one-directional or two-directional trains?
>>
rate my map
>>
>>137251762
always one-directional trains, always two traintracks
>>
>>137251762
Two directional trains travel slower because a backwards engine doesn't add to engine strength, and counts as a cargo car for speed reduction.
>>
>>137252371
>setting starting area to very small
You asked for this.
>>
>>137252667
They're also larger, which means you need larger train stations, larger waitings bays, larger block sizes, etc. All in all, lower throughput.

And they're more prone to deadlocks.
>>
Who's got serb?
>>
>>137253409
eggtorio.noip.me
>>
Sorry m8, no tranbjergians allowed.
>>
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>tfw can't roll a comfy map
>>
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>>137197713

>only 144 coal consumed per minute

Small time
>>
>>137218718

Don't bus lead and tin, bus solder, the graph is right here >>137169840
>>
What is some stuff I should focus on at the start usually?

I am getting rekt a bit and I think its because my start is pretty weak.
>>
>>137259371
...
...yes that makes perfect sense now that I've gotten further into the mod
>>
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>>137259159
>tfw small time calls someone else small time
No, YOU are small time.
>>
>>137260115

On the production side what are those canister-like objects between purple circuits and solid fuel?

Also are you sure you have enough ion cannons?
>>
>>137260583
Those are the consumable part of the air filter mod. You use up the green one and get the black one, then you have to process it to make it clean again.
>>
Orbital Ion Cannon, when used with vanilla, is the perfect endgame weapon. Without it cleaning behemoth ayys is just too tiresome
>>
So I thought cargo wagons were 7 tiles long in horizontal position. But I just noticed I could fit 29 inserters onto a 4-wagon train.
>>
>suddenly ayyys in the middle of my base
fugg
>>
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Is there a furnace layout as efficient as this one that doesn't need long-hand inserters?
>>
>>137263836

where are the ayyys
>>
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IT BEGINS
>>
Ore+coal on one belt.

Ore,coal,in,furnace,out,plate,plate,out,furnace,in,ore,coal.
>>
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Are these OK for /fcg/-approved RSO map generation settings?

The last time I tried RSO I only realised after 5 hours that there were still plenty of resources nearby and that I would never need trains.
>>
>>137265214

>very good
>>
>>137263836
You can put the coal and iron on one belt when the production is that low.
>>
>>137261889
There is some fuckery going on.
https://wiki.factorio.com/index.php?title=Railway/Train_station/Inserter_positions#Locomotive_and_cargo_wagon_tile_lengths

>A train stopped at a horizontal train stop has locomotive and wagons with the following tile lengths:

Locomotive: 8 <- The first two tiles are opposite of the train stop itself.
Cargo Wagon 1: 7
Cargo Wagon 2: 7
Cargo Wagon 3: 8
Cargo Wagon 4: 7
Cargo Wagon 5: 7
Cargo Wagon 6: 8
Cargo Wagon 7: 7
Cargo Wagon 8: 7
Cargo Wagon 9: 7 <- Careful, the 7,7,8 pattern does not hold up now!
Cargo Wagon 10: 8
Cargo Wagon 11: 7
Cargo Wagon 12: You're crazy!
>>
>>137263836
you can swish the furnace closer if you use underground belt for the poles
>>
>>137266158
You can have up to 25 stone furnaces per one side of yellow belt (or steel/red), that's 50 total with >>137264313 layout.
Usually it's more convenient to repeat the same layout again when you need more.
>>
>search for Factorio Haber
>first result is me in this thread asking if there is a mod that adds the Haber process
>we have the Bergius process but not the Haber process

Someone mod it in already
>>
>>137265268

Well the alternative is spending the whole game being bottlenecked by never having enough oil.
>>
>>137266745
You'd need to find a use for the ammonia, though.
In practice, it's primarily used as an intermediate in the production of nitrates, which in turn are used for explosives or fertilizer.
I find it's weird to leave out the Haber process, given its massive importance in modern industry - but it just doesn't have any ingame purpose.
>>
>>137267985

There just needs to be some high-powered end game recipe that uses it, like bobsmods justifying all the different types of ore by requiring tungsten/titanium etc to make leveled-up versions of things.
>>
>>137267985
>fertilizer
automated farming for the production of biofuels and pollution reduction when
>>
>>137259749
>>137262701
is anyone else getting an advert popup there?

testing:
base
my start
>>
>>137268439

the ayys are inside your computer man
>>
>>137268439
no. you've probably got some shitty malware in your browser
>>
>>137266286

Apparently they're changing the wagons to be constant size on 0.13. I'm looking forward to that, stations are such a pain in the ass right now.
>>
Would people want a market added for late game (fluctuating prices and demand, offworld shipping)? Down to do heavy lifting codewise, but wouldn't mind some help with the gui
>>
>>137268591
>>137268676
I feared as much.
>>
Am I suppose to disable base mod when using bob?
>>
>>136976480
>>http://rubyruy.github.io/factorio-calc

I wish someone would make a calculator that took into account production modules. It's really hard and time consuming to do the math for long chains of those right now.
>>
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>mfw reading today's friday facts before realizing what day it is
why did it have to be a friday for fucks sake
>>
>>137269693

I was actually starting to look forward to it until they started talking about f2p and stuff.

I'd like to be able to glance at my phone ocassionally to find out how many rockets I've launched today.
>>
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>>137239815
1. Set up nuclear fuel production. Get that hexafluorine to 4.7%, everything else is waste.
You'll need at least 3 fuel assemblies for 72MW reactor with one turbine.

2. Place the reactor core.
3. Place stem generator with one of it's balls touching the core.
4. Fill core with pressurized water to 1.5k units. Hot leg of steam gen should get full too. Disconnect water supply.
5. Place big reactor pump. Arrow must face the reactor, and side connect to steam gen.
6. Fill cold leg tank of steam generator with fresh water. Disconnect water supply.
7. Get two offshore pumps and storage tank of cold water where turbine will be.
8. Place turbine, connect your water pipe to big tank, and small tank to steam gen cold leg.
9. Done.
10. If you want to add second turbine on another side, don't forget to put more fuel in reactor.
>>
>>137269393
This one is better imo:
http://ypetremann.github.io/factoratio/

It shouldn't be too hard add module modifiers yourself if you know some javascript.

If you do it, please post it here.
>>
>>137271045
That's some old fork actually.

This one is better:
http://factorio.rotol.me/pack/base-f12/factoratio/
>>
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>>137262701
>suddenly ayyys in the middle of my base

>Mod-name: Worm Attack
>Description: Adds Behemoth and Colossal worms, which can burrow and attack your base from below
https://forums.factorio.com/viewtopic.php?f=93&t=22790

What are your thoughts on this?
>>
>>137271531

Seems annoying having to put lasers everywhere
>>
>>137271859

I hope the devs introduce automatically deployable destroyer-bots for this sort of problem.
>>
>>137269196
>what is the Galactic Trade mod
>>
Help I can't decide whether to start a new playthrough with either RSO or furry mod
>>
Does anyone else get excruciatingly slow download speeds when updating to the newest experimental build in game?
>>
>>137273813
Avoid furry, just pile on the vanilla+ mods like nuclear power/ion cannon/RSO/et al.
>>
>>137271531
would be cool if you could prevent it with concrete, like in tiberium sun I think it was
>>
>>137274320
That, and the old Dune strategy game, concrete slabs stopped sandworm attacks.
>>
>>137274320
reminds me, i wish there were more buildings like radars that only need electricity and nothing else but serve some purpose. it would make building your base and especially outposts more fun
>>
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>>137270450
Why is that shit so fucking popular no one even specifies its modname? There's been the mopower mod and some other one as well which both added uranium power already with it being not so gamebreaking nobrainer, and at least the former did that without crappy lua bugcode.
>>
Has anyone got a copy of .29 linux headless? The main download page is down and I can't update my server.
>>
>>137275980
UraniumPower_0.6.3
What are you sperging about, Janie?
>>
Gonnahate.org new map time!

ip: gonnahate.org

New modpack: http://www.gonnahate.org/GonnaHate_Modpack_3.zip
>>
>>137277698
Cancel that. This modpack is so laggy its unfuckingplayable.
>>
>>137270450
>balls touching

no thanks!
>>
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>>137268341
>pollution reduction
>>
>>137278263
>Furry mod
Meh.
>>
>>137280173
why would you even want that? I enjoy the constant alert warnings of ayyys running into my machine guns and laser towers
>>
>>136976480
put the previous thread link please
>>
>>137281207
pollution is part of the final sollution miss Wagner
>>
>>137283302

previous thread
>>136843806
>>
>>137269014
I really hope they add a wagon turrets with placeable gun/tesla turrets, and roboports.

It would help a lot with agressive biters mods also who wouldn't love to have an artillery on the rails? I know 5dim adds them but it looks ugly and is not animated.
>>
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Spaghetti is fun! FUN!
>>
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>>137289247
I don't know if I'm tearing up because that's causing me physical pain to look at, or because I'm actually mad at that.
>>
>>137289247
That's fucking beautiful.
>>
>>137289247
>Aerial photo of the columbian jungle
>>
>>137289247
I wouldn't hate trees so much if rotating belt isn't such a chore
>>
>>137260115
Which mod gives you this screen?
>>
>>137292000
>which mod
Press p.
>>
>>137292046
Oh. Thanks Myron
>>
>>137292172
No problem Mindy. Ey, you wan sum fuk?
>>
wish there was some random factory operation disasters
https://youtu.be/CuBF0ErWIhQ?t=8m48s
>>
>>137289247
>the elves are learning.jpg
>>
>sulfur and plastic slowed to a crawl, started freaking out looknig for more deposits
>realize I just only had crude oil connected to one refinery
welp
>>
why cant i hold all these desyncs
>>
April 1st eh? Doot doot: https://forums.factorio.com/viewtopic.php?f=91&t=22829
>>
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That feel when I've finally built a spreadsheet with a macro that can calculate the needed amount of factories while taking into account module modifiers.
>>
>>137297008
sharepls
>>
>>137292286
oh thank fuck there aren't. my autism couldn't handle it
>>
>>137297178
Gotta clean this up a little first.
>>
>>137292286
>they wear helmetcams to prevent their company fucking them over when the inevitable workplace accident happen
>>
>>137168670
I feel ya. What a huge let down.

Do they even plan to add more missions in the future?
>>
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That feel when you finish a map and it stops being fun to add more resource nodes
>>
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>>137301528
>>
what's furry mod
>>
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>>137302831
>>
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>>137303017
>>
>>137297008
Very clever anon. Could you explain to us how you did proceed to report all those values ? Did you "compute" the values in-game first then bring them to the sheet manually ?
>>
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i looked around a bit and it seems ok
>>
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>>137303206
>>
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>>137303406
>>
>>137302986
Bob's mod. It's actually something that a lot of people use, but the guy has a furry avatar so they whine about it
>>
>>137303626
make sense
thanks
>>
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>>137303581
>>
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>>137303786
>>
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>>137168670
>after crashing that plane
>>
>>137303017
Holy shit I'm fucking jelly
However, came here to bitch about layouts, how the fuck should I automate blue packs? I did greens without too much hassle(but without expandability neither) and I'm starting oil processing and it's already becoming a nightmare of pipes'n'belts

Also, is a fully solar factory even possible?
>>
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Here's a before and after on my oil refinery.
>>
>>137304180

yes
>>
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>>137304245
>>
>>137304180

I like to make a tiny blue factory just to research the first few key technologies, then switch to a distributed factory with the 4 different components of the science pack in different areas, connected by logistics bots. Trying to do it all with belts and pipes just gets too big and ugly.
>>
>>137303219
>>137297178
Alright, here's the sheet. I even added some instructions.
https://docs.google.com/spreadsheets/d/1LoylbtKMhZmkjikkWSpUPCsgBrHJl77DRpCspx1cfao/edit?usp=sharing

I profited of some of the work this guy (http://factorio.rotol.me/pack/base-f12/factoratio/) did. He computed all recipes into a nice json file. I added them to the Google Sheets Scripts and wrote some code to fill the table according to some preset target item quantities.
>>
>>137304180
Split everything up, first you need steel which is easy, next you need batteries which are done at the refineries, then you need red circuits which you should do seperate and then split some off for blue packs, the rest will go to other things later. Last thing is smart inserter for which you just need 3 assemblers, normal isnerter fast inserter and the smart inserter. they are so fast you won't need more than one each, make sure to use fast inserters at the assemblers so they aren't starving.

Bring it all together and you're done.
>>
>>137304723
>Last thing is smart inserter for which you just need 3 assemblers, normal isnerter fast inserter and the smart inserter. they are so fast you won't need more than one each,

This is important. Ensure you take account of out how long different recipes take to complete.

I remember the first time I played I assumed all recipes took the same time to finish. I ended up with some very inefficient factories.
>>
>>137303017
I... have never thought about putting one intermediate product directly into the next assembly machine without a belt.
Okay, I'm new, but I still feel like a retard now
>>
>>137304592
Did anyone try? Did it work?

I just found an important error. The number of factories was calculated wrongly when using prod. modules. You should copy the file again.
>>
>>137304591
>>137304723
>>137304983
Thanks guys
My problem is that I have three belts full of coal/copper plates/iron plates going straight North from the mines, then I said "let's keep those basilar ingredients as the main feeding line, and branch off(to the east, in the West there's oil land) them to a single production line for every item". Turns out that while such strategy keep things pretty and clean if inefficient at first, it suddenly go into clusterfuck mode as soon as I hit things like batteries where the production chain is pretty damn long and need the same item in multiple steps. It might be time to scrap this map and start anew. Fuck.
>>
>>137304592
I can't make a copy of it anon.
>>
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>>137306523
>>
>>137306048
alternatively you could re-purpose some of the mines/factories and change their directions. you said you branched it out with a lot of space, that's good. gives you enough room to re-do the buildings and belts without ending up in an actual clusterfuck. you just need a plan I guess.

make sure your borders are secure before re-purposing though, it's a bit of work and if you have to take care of ayyys all the time you get too distracted and forget stuff, also it's a fucking timesink to run/drive around all the time because of them.
>>
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>>137306048
just spaghetti everything
>>
Any serbs up?
>>
How on earth do you play multiplayer with this game? I am totally computer illiterate
>>
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>>137307559
You think that is spaghetti? GAZE at this shit
>>
>>137306681
>Mack Macdonald, most German of Germans
>>
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>tfw my factories start out well planned with lots of ordnung and devolve into a mess of snaking belts off the main bus with lots of gaps and asymmetry
>>
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So we had this discussion on the viability of productivity modules recently.

Anyone who argued against them should just look at these numbers. You need to mine only a quarter of the copper and iron by using prod modules.
>>
>>137308690
interesting
>>
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>>137308690

you've given speed modules 4 Prod3 modules, but only intermediate products can have productivity modules.

I made the same mistake when I was designing my own rocket part production line.

Also, have you considered measuring how long it takes to pay back the costs of its modules? For instance, you've put 4 prod3 modules in your rocket fuel assembler, but by my calculation it takes over 16 hours of constant production to pay back the cost of those modules (using a single 'item cost' parameter that sums raw iron, copper, oil and coal usage).
>>
>>137307891
there's more than one guy running around and building things. everyone can build/take/raze everything the other built/placed
>>
>>137308479
I know that feel
>>
>>137307891
Find a server address here, steam forum, or factorio forum.

Type address into address box on join server screen.

???

Factorio.
>>
>>137308025
>that copper chest
but why
>>
>>137305778
I tried it for several requests and it seems to work. That's amazing anon.
>>
>>137304592
>I profited of some of the work this guy

Thus what's the main difference between his calculator and yours ?
>>
>>137309287
>you've given speed modules 4 Prod3 modules, but only intermediate products can have productivity modules.
You're right, I've missed that.

Calculating the ROI is harder than that, because you save a lot of resources by needing to build fewer factories downstream.
Besides that, I don't really get your sheet. What is this 1/2/3 thing?
>>
>>137310459
Mine does modules.
Also, it's in excel, which means you can more easily do further analysis with the data.
>>
>>137309287
>Besides that, I don't really get your sheet. What is this 1/2/3 thing?
Alright I think I get it now, but your numbers seem off. Base cost for a prod1 module is imo
10 coal + 65 copper + 15 iron + 30 petroleum = 120
How do you get 68?

I can't reproduce the other numbers either. Maybe yours is for an old version?
>>
>>137309287
Even if use your numbers I get to different results.

Let's look at RCU1. The base cost of the item is 150, the base cost of 4 lvl1 modules is 272. Right?

That means I need to get 272/150 = 1.813 RCU items through the productivity modules for it to pay off.
With each RCU I produce, the productivity modules "produce" an additional 16% of an RCU. Which means, as soon as the factory produced 1.813/0.16 = 11.33 RCUs I have gotten 1.813 additional items through the modules.
That adds up to 680s or 0.19h.
>>
>dead
>>
why can't you transport ayyys in your wagons? I want my Auschwitz Laderampe 1
>>
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So I heard you guys like spaghetti
>>
>>137314856
>ayy transportation
>ayy dissectors to get bonus alien artifacts
>dissectors make biomass byproduct
>biomass can be processed into fuel
>>
>>137283302
not my fault the last thread died early
>>
>>137316349

yes it is
>>
>>137314856
>>137315583
>Research bonus if you've researched Unit 731
>>
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>tfw setting up new plastic production array
>throwing blueprints around like a boss, shit is so cash
>gonna make ALL the plastic
Fuck yeah
>>
>>137318632
>878 ion cannons
takes a bit of dedication
>>
>>137319420
Well, thank you Jimmy. But what do you think about the oil setup?
>>
>>137320438
There's nothing interesting to say about it.
You're deadset on using drones, so there's no point in mentioning the lack of belts.
It's incredibly spacious, but conserving space is silly when there's empty canvas for miles.
Further, at that level of zoom, it's impossible to tell if the cracking plants run fulltime or are controlled by demand.
It's 100% whatever.
Here's your (you)
>>
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>>137321398
When you say spacious, how do you mean? Just that it's a large array? I thought that it was actually pretty compact. You can see here that I have the heavy oil cracking feeding straight into the light oil cracking, saving some space compared to having that separate.

The cracking plants are not quite full time, I built a little bit of extra capacity for expansion; although like you said, there's plenty of room around for more. Thanks for the (you).
>>
could we not let the thread die?
>>
>>137325792
No, too hard, fuck you.
>>
where is serb
>>
>>137325792
>tfw no avatar fag to keep the thread alive
>>
Serb when
>>
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>>137327514
>tfw no drawfags to create OC artwork
>>
Do blue belts eat a ton of gears or am i calculating this wrong?
>>
>>137328624
they do take a lot
>>
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Ayyyy's hellworld up.

USians only please.

Mods:
http://tempsend.com/B5D21D72EA

Factorio.no-ip.org:34197
>>
>>137328624
it's just like red belt from yellow + lubricant
>>
>>137321982
I see you posting here all the time, what's your modlist?
>>
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>>137333204
One or two of those I'm not actually using, like the bigger drills/bucket excavator and flying one. And I have FARL and logistic railways even though I'm not using trains (they're too slow).
>>
>>137333204
Also, I should note that I didn't just jump in and start loading up on mods. I've been playing Factorio since mid-2014, done a bunch of vanilla runs, gone through mod revisions and changes and the game changing and making them all obsolete. So now I just grab whatever seems interesting without being actual cheating, like the Mark 0 Assemblers mod that makes 1x1 assemblers that take 1 ingredient (normal assemblers are 3x3).
>>
>>137276961
Do you have a link for v0.6.3??
I can only find 0.6.0 and it wont work with current version
>>
I want a step up from Vanilla.

What do.
>>
File: Factorio 2016-03-29 00-26-25-28.png (2MB, 1280x720px) Image search: [Google]
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This was my old lab layout, before I converted it to logistics. The loops ensured that every lab had a shot at the available supplies rather than the ones at the end of the conveyor with the still-logjammed portion.

It also looked really sweet in operation.
>>
>>137336509
You do realize the green packs are getting blocked on that undeground belt to the right of the purple factory, right
>>
>>137335485
Download parts (not all) of Bob's Mods to see how you like it. The whole thing is more than a step up from vanilla; ores and electronics will be a giant leap for you, maybe more than you want right away.

https://forums.factorio.com/viewforum.php?f=51
>>
>>137336635
It's a lane splitter, it's by design. Green ones get blocked and the red ones get sucked out by the conveyor.
>>
>>137336720
>look into building my first module in bob's mods
>ferric solution, salt, hydrogen, eletrolysic
truly autism
>>
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>>137336635
>>137337042
Here's a more in-depth explanation:

When a conveyor belt feeds into a belt-to-ground, the belt-to-ground blocks half of the incoming belt, leaving only one lane that is fed into the underground belt. I exploited this on my shitty lanesplitter, which splits the red and green kits to go to their separate assembly areas.

Here's a really shitty drawing of the flow in the lane splitter.
>>
>>137337739
I know how separating mixed belts works, I'm running on two hours and sleep and didn't think there would be any reason for you to split the belts if you say you're just running a loop
>>
>>137337907
just ended up being easier this way, in terms of reducing belt spaghetti while still using a loop.

Also, it looked cool as fuck
>>
>>137330403
that .rar won't extract
>>
>>137336720
>>137337351
circuits are really heavy on heavy oil in bob's mods, jesus christ
>>
>>137338384
Like I said: might be too giant of a leap. I personally don't enjoy some of his mods.
>>
>>137339163
I'm enjoying it, but still.
it doesn't help that I'm using RSO too and spawned with barely any oil
>>
>>137338384

Marathon is a lot more work than regular, without introducing new items or mechanics. It just makes all the recipes take more stuff and take longer.
>>
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>>137334501
How about checking the mod thread, huh?
https://forums.factorio.com/viewtopic.php?f=64&t=9502
>>
Anybody got any tips on a good setup for the "hardcrafting" mod?
>>
>>137339773
>marathon
?
>>
>>137341031

Marathon mod.

https://forums.factorio.com/viewtopic.php?f=14&t=7657
>>
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>>137310515
>>137311296
>>137312547

Sorry for throwing you with the spreadsheet. It was for my own consumption rather than anyone elses, so I didn't try very hard to make it easy to understand.

Apparently my concept of 'item cost' is the sum cost of:

Petroleum Gas
Lubricant
Coal
Solid Fuel
Copper Plate
Iron Plate

as determined by Factorio Foreman. That particular selection of 'base' items is fairly arbitrary and doesn't necessarily make sense for anyone else to use.
>>
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>>137290519
>>
>>137312547

Fuck, you're right. My spreadsheet is calculating the time it takes *4* production modules to recover the cost of *1* production module.

So for instance, it's calculating the required RCU as: 68/150 = 0.45.

Thanks for pointing that out.
>>
>>137310243
Because I didn't put any though into it. I just built the shit as I went on.
>>
>>137342268

>Input: 0 water
>Output: 0 water

Can't argue with that
>>
>>137330403
This serb or server is still up as of right now
>>
>>137342268
another calculator ?
>>
>>137135420

Landfill mod the fuck out of it.
>>
Don't you die on me!
>>
>devs are working on a mobile version
Stop this bullshit and give us 0.13 already.
>>
>>137354089

No they aren't.
>>
>>137053984
how do you chat?
>>
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>>137354089
>>
>>137037436
even the official trailer sounds like that
https://www.youtube.com/watch?v=DR01YdFtWFI
>>
>>137354345
What are Friday Facts?
>>
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>>137355907
>>
>>137355907

what is hexadecimal
>>
Is there a server up?
>>
>>137357593
>>137330403
>>
>>137357593
127.0.0.1
>>
>>137321982
>When you say spacious, how do you mean?
That it takes up more space than it needs to.
Take the light oil crackers as an example - you could easily set it to only use one water pipe, shaving two blocks off the vertical dimensions.
Similarly, the refineries could, with little difficulty, be built with 0 space in between - yet you have what appears to be 3 or 4 blocks.
Finally, you could shift the plastic array so that it's in the corner between the refineries and cracking plants.
This would further reduce the total dimensions of the entire setup (if it doesn't make sense, try drawing a box that encapsulates it all).

I really liked that hovering over a post number gave a tooltip saying +(You) this post. It was a nice touch.
>>
>>137359965
Optimizing with regards to space is a bad idea when it comes to the chemical processes. In the future you may need to add something and will have to jump through a lot of hoops if you didn't leave some space.

>Similarly, the refineries could, with little difficulty, be built with 0 space in between
Wait, except for that factory in the middle he didn't leave any space between the refineries.

>Finally, you could shift the plastic array so that it's in the corner between the refineries and cracking plants.
He may want to add further cracking facilities in the future.
>>
>>137361125
>In the future you may need to add something and will have to jump through a lot of hoops if you didn't leave some space.
None of the aforementioned changes would interfere with future additions to the area.

>Wait, except for that factory in the middle he didn't leave any space between the refineries.
You don't see the (3 or 4 block high) row of empty space between the refineries?
Might want to go back to the fully zoomed-out picture.

>He may want to add further cracking facilities in the future.
These can be expanded eastwards, just like the refineries.
Moving the plastic production would not hamper expansion.
>>
noob here, almost running out of coal in my base, how do I transport coal from a different location without getting cucked by aliens?

Also, what do you do with oil? I'm pumping and storing it at the moment but I have no idea what to do with it
>>
>>137362243
rails.
Then you put turrets at the outpost.
oil becomes plastic, lubricant, sulfuric acid and solid fuel depending on how heavy it is.
>>
>>137362485
can the aliens attack the rails?
>>
>>137362587
no, they can't.
they can attack power poles though but that's generally quite unlikely as they don't target them
>>
>>137363029
>>137362587
Aliens can attack just about anything that you build - mines excluded.
Rails are pretty far down their priority list, however, and will not usually be targeted.
However, if your rail-serviced mining outpost is attacked and overrun, you should not expect the rails to be left intact.
>>
>>137333568
FACTORIO: SPECIAL SNOWFLAKE EDITION

nice job lad
>>
wew lads
>>
Hey.
This game looks interesting.

And since i study logistics it could be a good challenge.
Should i buy it or is the demo good enough ?
>>
>>137367098

try the demo, get addicted, buy the game
>>
>>137367098
offers more content and replayabillity that latest triple A titles
>>
>>137369827
That's not saying much desu.
>>
>>137370795
this game will destroy your social life
>>
>>137371317
tfw ayyys have more of a social life than I do
>>
What should a good bus look like? What's on the belts? Iron Plates + Copper Plates, Gears + Circuits, Sulphur + Coal, what else?
>>
>>137372308
>Bussing Sulphur

Your buss should have things that are used on multiple places and items.
>>
>>137372308
bus plastic, not sulphur
>>
File: Untitled.png (2MB, 1920x1080px) Image search: [Google]
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Wat de fugg.
>>
>>137373174

>starting a new game without me
>>
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>>137372308
Iron and Copper plates, Coal/Solid fuel, plastic, green and red circuits.

Or just go full autism.
>>
Rest in peace, /fcg/.
>>
Ok, who stalled the damn server on map upload?
>>
>5 people downloading the map at the same time

This isn't going to end well.
>>
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>>137373743
>>137373936
>>
>>137373326
Which serb is that? Some US shit?
>>
>>137373936

mine downloaded in 10 seconds, some nerd is extremely slow
>>
>>137374108
I figured, it's probably just the 1 guy that was lagging a little before the restart, and DLing slow now.
>>
Damn it dongs, it's not you, quitting wont help
>>
The sweet taste of strawberries
>>
>>137374046
Just a screencap of what I assume is Bobmod.
>>
I wasn't paying a lot of attention to the chat.

Why are modular armor and teleporter mod kill?
>>
>>137374567
How do you conclude it's furmod when all of the pictured items are vanilla?
>>
>>137374863
They were bad for game performance, bad scripting
>>
>>137375121
Really? Forgive my ignorance, then. I'm still not that far through the game myself.
>>
>>137375331
Did the armor mod even have custom scripts?
All I saw of it were variants of stock items with changed states.
>>
I feel like there's a better way to do things than big ol' lines with factories looming over them.
>>
oh, wow, i didnt know this had a general
does this game get frequent updates? i got like version 0.11.20, and skimming trough, i see shit i haven't seen before

is it just mods?
>>
>>137377803
Depends on your definition of "better"
>>
>>137377962
We are at the end of 0.12.x cycle already
Lot of new stuff since your version
>>
>We are a small team, the core is currently 10 people. We really enjoy what we are doing. Factorio is more than a job for us. We are located in Prague, Czech Republic.

How long has this been in development for?
I thought it was just like 1, maybe 2 guys, sharing the asset drawing and coding.
>>
>>137378556
steam says 4 years
>>
>drain of 5 laser turrets can be sustained on 2 solar panels alone (120 kW)

How many accumulators should I use per 5 laser turrets? And how many extra for the in-combat drain?
>>
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How is my build? What do you recommend me
>>
>>137374863
They used 10x as much CPU time as anything else.

I like the mods but apparently they are written badly.
>>
>>137375690
I'm betting it was the personal fusion reactor that runs on fuel and the generator that runs on fuel, both of which make the mod scan your inventory every tick for fuel.
>>
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>>137378704
No fucking way.
That's not how devtime works.Even moreso full-time devving.
Gothic 1 look like 3 years to make with about 6-8 people.

They can't be this slow.
>>
>eyes hurt
>wrist aches
>can't stop playing

This fucking game
>>
>>137380280
Try f.lux or a display with different matte cover type.
Get a thumb trackball.
Don't.
>>
>>137378556
imo its still taking too long

i mean they could already improve the combat mechanics, add more sprites, official oil tank wagon

more tank upgrades and moddable with other weps like flamethrower, more weapons and more ammo types because they simply fall off in the late game

this game development is slow as fuck
>>
>>137379236
>>137380671
do you not read the friday facts
they take tons of vacations
anyway theyre making steady (slow) progress so i dont mind
>>
>>137378913
>What do you recommend me
3 roboports.

>>137373326
>Coal/Solid fuel
For what purpose?
Iron plates, copper plates, steel, green circuits, plastic, batteries, red circuits. Everything else can be made locally or handled by logibots.
>>
>>137381025
>call it full time to make it seem like you pump updates every week and take "vacations" instead
genius
>>
>>137381790
Don't buy the game if you don't like it.
>>
>engineering game that is not a broken mess
Yeah, they should take Keen as an example and shit out cyberdogs every week.
>>
>>137382137
Some stuff just takes ridiculously long.

They already finished all core stuff before 1.0 release according to the roadmap, all they do now is just bug fixing.
>>
>>137382137
What do you think I've been doing, sempai?
>>
>>137382137
what does the game have to do with me criticizing their shitty work ethics?
you really need some standards, my man
>>
>>137359965
I liked the post reply button in the lower right corner
>>
>>137359965
Well, like >>137361125 said, I left the area to the left of the light oil open for dropping more blueprinted light oil cracking. I see what you mean about sharing the same water pipe, but I always make my chem plants using water have the water system at the same distance/pattern to avoid accidentally contaminating the pipes on my part, but for that part you're correct and I could save 3 tiles in between the two separate arrays. The plastic array is better up where it is because of saving the space for more light oil cracking. The space in between the refineries vertically, I'm assuming you mean, is there to allow for pipes going in between to balance out the product loads and redirect them if they fill up, as well as to allow for pumping in more crude or water as the line of refineries expands.

With fluids, you want to avoid having very large travel distances from production to consumption if you can help it, so every little shortcut is handy.
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