Factorio Friday Facts #324 - Sound design, Animated trees, Optimizations |
- Friday Facts #324 - Sound design, Animated trees, Optimizations
- I present to you: Big Bertha, an artillery Train with 532 Artillery wagons
- My "Disgusting" Smeltery. (Zoom In)
- My power problems are sorted, for now. 952 turbines for 5,5 GW power!
- Trains are Turing complete... I think?
- 3.7k/min compact Blue Circuits (moduled & beaconed)
- My Vanilla Train Network – featuring a dispatcher, duplicate station names, and easy to read global network with supply and demand
- Someone else showed a "Disguisting" Smeltery. Let me present to you: the Multismelter!
- 2x2 chunk challenge, 59 spm
- Alien artifacts returns
- Mac Catalina
- New Car. Fresh Air. Open Plains.
- I got my first 1k/hour consumption rate.
- Can I change game settings after I've already started (eg research queueing)
- Some thoughts on Biters from a game design perspective.
- Best Mods?
- A question
- Haven't played much, only around 20 hours or so. Came up with this structure for steady researching, but no idea what should be the next thing to do. Any recommendations, how to expand and what should I do next? Only doing research and wandering around now... Thanks!!!
- Son-Goku base decoration
- Combinator Improvement Idea
- 2-8-2 unloading/loading train station?
Friday Facts #324 - Sound design, Animated trees, Optimizations Posted: 06 Dec 2019 04:11 AM PST
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I present to you: Big Bertha, an artillery Train with 532 Artillery wagons Posted: 06 Dec 2019 12:08 AM PST
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My "Disgusting" Smeltery. (Zoom In) Posted: 05 Dec 2019 09:08 AM PST
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My power problems are sorted, for now. 952 turbines for 5,5 GW power! Posted: 06 Dec 2019 01:56 AM PST
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Trains are Turing complete... I think? Posted: 05 Dec 2019 08:30 AM PST
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3.7k/min compact Blue Circuits (moduled & beaconed) Posted: 06 Dec 2019 12:08 AM PST
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Posted: 06 Dec 2019 05:12 AM PST After seeing this post, I decided it was time to upgrade how my train network operated. So here I am nearly 2 weeks and 50 hours of prototyping later (mostly trying to get an even better system working but failed) and I can say it works perfectly so far. (Well I haven't seen anything go wrong… yet) Currently I have blueprints for just Iron Ore and Crude Oil in my Train blueprint book, you can see it in action here (x2 speed). If you want, you can also copy the blueprint (290 x 634 tiles )and try it yourself. It does require the infinity mode mod for power and item creation though. The trains will also need to be set to automatic and given fuel. If you want to add more trains to each depo, you must change the constant combinator to match the number of trains and the random signal you've set to also match. If you want to setup another outpost for say, copper ore, you will need to change some of the combinator settings at the depo, load, and unload stations. For the Iron Ore blueprints, you can see anywhere there is an 'i' signal, you will need to change it to something else, like signal 'C' of anything else other than i (or any of the items on the network). If you want to add copper plates to the network, you will need to change the combinators and the load and unload to divide by 16 000 instead of 8 000 because there are only 50 ore in a stack but 100 plates in a plate stack that will fit in 1-4 trains. This goes for items with other stack sizes as well, like rocket components that stack to just 10. Disadvantages: 1) Requires 2 signals per item (item + random signal) 2) Each item on the network requires its own depo station (which could be throughput limiting for very, VERY large networks) Advantages: 1) Inside each depo station is a dispatcher that will send out the exact number of trains to keep the demand full. 2) Works with duplicate station names, making the process of creating mining outposts in the mid to end game simple by just stamping blueprints. 3) Easily read the supply (green wire) and demand (red wire) on the network by hovering over a large power pole. 4) Stations automatically enable and disable. Load stations enable with a least 1 load available, and unload stations enable if they can fit at least 1 full load. Inspiration: The design features multiple ideas from Haphollas' HTN, KnightElite's VTN, and some concepts from Wolscott's post a couple years ago. Is it better than any of these? Maybe, and maybe not. It depends on the advantages and disadvantages of every system and which one you prefer the best. HTN can have dispatching issues, but it is also much easier to tailor to your preferred use of trains. I use 1-4 trains LHD, but this system can work for any train, it would just take some tinkering with a couple of the combinators at the load and unload stations to fit your preferences. I don't know what call it, so if you have an idea, post a comment. Also, if the explanation isn't good enough, i'll edit the post (or maybe make a follow up post) to more easily explain how to change it for other items. It's possible that there are other solutions out there that i didn't find that are better in every way. For all i know, there could be a post out there thats 10x better and fixes all the problems i have. The network could be much better, for example, i'd hope to get it to just 1 signal per item (the item itself), or maybe a true wizard with the circuit network will figure it out and make a post. [link] [comments] | ||
Someone else showed a "Disguisting" Smeltery. Let me present to you: the Multismelter! Posted: 05 Dec 2019 01:21 PM PST
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Posted: 05 Dec 2019 12:14 PM PST
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Posted: 06 Dec 2019 05:48 AM PST Hi guys, I was just thinking this morning that the long lost mechanic of getting "cotton candy" from biter bases to create purple science was a interesting mechanic. But it was probably removed so people could make bases in peaceful mode or to make all science more a logistic problem idk. Then some time ago KoS said that the developers had told her that the biters are also a logistic problem. That kept me thinking. And like rule 34 for the internet, in factorio "there's a mod for that". Is there a mod that: 1 - brings back the alien artifacts. 2 - has a automatic solution for getting cotton candy I was thinking that if there's a big spider bot that has radars on top, loads of guns and artillery cannons that would get out if the base, walk towards the closer biter base and kill everything on its path to harvest alien artifacts? It would have some aggro sliders to config so we could figure out the optimal range and risk of getting destroyed. And when it gets low on fuel, or ammunition it would return to the nearest supply factory to replenish, deliver all cotton candy harvested and get back to the slaughter. Maybe it's because I was playing Frostpunk lately and became evil but I think it would be fun to automatize biter cleansing. What do you think? [link] [comments] | ||
Posted: 06 Dec 2019 03:04 AM PST Disclaimer: i dont own a mac or any apple device, i am just courious. Will factorio stop supporting Mac Catalina because of the fact that they will need to pay apple just for the fact that they support their os ? [link] [comments] | ||
New Car. Fresh Air. Open Plains. Posted: 05 Dec 2019 03:19 PM PST
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I got my first 1k/hour consumption rate. Posted: 05 Dec 2019 10:26 PM PST Just under 1000 hours playing the game. Have done a couple starts/stops and decided to go full ham on getting to 1k/hour consumption. Three silos running currently. This happened to be a military queue, but purple is sitting at 48k in reserve and running another for mining productivity it was able to keep up. Surprisingly there's more capacity - running low on iron and plates and still have a couple of patches to go out towards. Going to redirect the third silo to bring all the products down to the main production in the bottom right. Even after 1000 hours, I'm still finding new ways to accomplish goals. This setup has no expansion option for the biters. This seemed a good balance between peaceful mode and just constantly dinking with biters. [link] [comments] | ||
Can I change game settings after I've already started (eg research queueing) Posted: 05 Dec 2019 10:11 PM PST I started a game that I didn't allow research queueing and I didn't realize until I put a good amount of effort in. Is there any way I can change this somehow without starting over [link] [comments] | ||
Some thoughts on Biters from a game design perspective. Posted: 06 Dec 2019 12:01 AM PST One thing I've always loved about factorio is the amount of categories of challenges you are faced with on a constant basis. Factorio as a game, however, is built on 90% of the game that is related to production, logistics, and research. It can stand as an incredible game without biters, more broadly meaning the aggressive aliens on the map trying to kill you., which I will broadly call biters for this post. The inclusion of them provides real stakes, and not just from the threat of your hard thought design being destroyed. The biters in this game, are beautifully done, which is ironic to say considering how absolutely revolting they are. To be honest i feel uncomfortable looking at a map full of pulsing hives. Again ironically, i enjoy being disgusted in this way, as it provides motivation to destroy them. There is something poetic in the relationship the biters and the engineer have, but i digress. The biters, spitters, wurms, and spawners all have clean, humble, and relatively realistic designs. I don't mean that these things actually exist, but the biter looks like a mix between a cockroach and a hornet, the spitter looks like a caterpiller, and the wurm looks like a snake with an insect looking mouth structure. Those are my opinions, but i think its fair to say that they don't attempt to be some kind of science fiction alien. This gives a grounded vibe to them , which is actually rare in a lot of modern games so maybe that added to my experience. In other words, the aesthetic design of the biters is revolting, realistic,humble. From an actual gameplay perspective, they provide a less heady distraction, one that doesn't require nearly as much thought as the rest of your experience, some logistic challenges have to be made ( placing turrets, ammo or power necessary, walls, bot infrastructure to keep them healthy. I actually think this is a respectable concession from a design standpoint. Although I as a player enjoy them, I respect that having a high chance of your base being destroyed may be too great of an imposing on the core 90% of the gameplay. More broadly I respect the fact that the devs could have made the game as complicated as B&A sea block or anything like it but didn't, they clearly could have and likely thought about it, but chose not to. I suspect this was not only a business decision, meaning appealing to the widest base possible(while also not sacrificing the principle of the game) but also a design decision, Although i am not totally sold on this idea (personally) I think there is something to be said about keeping things as simple as possible, in order to focus on core gameplay concepts. Think about how complex chess is, while also being incredibly simple. If you think about chess in terms of "content' its incredibly minimal, although I mean that in-game dev terms not in internet "content" terms meaning "good content". To bring this back to biters, although I respect the design decision, I personally prefer more of a challenge from them, From my experience, I appreciate the challenge from them " sufficiently" up to the mid-game(blue science up), after which, they become more of an annoyance, then anything else. I think about killing them more as grinding than some kind of challenge. There are two problems with this, firstly, the stats, they don't have enough of them. Bememoth biters are pretty chunky but don't move fast enough or hit hard enough. Spitters do solid damage to turrets but they tend to get destroyed if there are no biters in front, and that brings me to ai. There are some tactics in the base game, but nothing beyond the basic, group up and walkup somewhere then sprint when you are close. There are a myriad of things they could do, (biters kiting flame turrets for main force) although i do not have the technical understanding to claim i know how to implement it . I am aware of rampant and Bobs enemies, although i am currently focussed on hitting 1k spm on vanilla default map and settings. Afterward, i am possibly naively considering doing a rampant, bobs enemies, krasotrio & industrial revolution run. I have got a sense of IR & krastorio from reading item recipes in creative mode, but its hard for me to get a feel on rampant and bobs enemies without actually playing a game. There are two kinds of challenges i think could be done though and i am hoping for them in these mods. Firstly, making intelligent defenses mandatory by having different types of biters that interact with your defenses in different ways.,possibly even changing strategies or compositions in a moderate time frame. I think this part is especially necessary for the defenses available in krastorio, those nuclear rocket towers are so cool but they would seem hilariously over kill for vanila biters. This would also probably include simply higher damage and health with respect to biters. Which brings me to the second challenge, that is the logistic challenge of keeping your defenses stocked with ammo. Im hoping someone in the community could give me a short writeup of there experience with bobs enemies and rampant, cheers. [link] [comments] | ||
Posted: 06 Dec 2019 05:06 AM PST Hey r/factorio, I love Factorio, but sometimes I feel like it's just too easy. I'm wondering if anyone knows any good mod combinations that have increased the overall survival elements and difficulty of it without making it insanely hard? [link] [comments] | ||
Posted: 06 Dec 2019 03:24 AM PST In terms of size, in order to Make products in bulk, would it be more efficient to place beacons or not? [link] [comments] | ||
Posted: 05 Dec 2019 01:29 PM PST
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Posted: 05 Dec 2019 01:36 PM PST
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Posted: 05 Dec 2019 06:51 PM PST Taking a page out of the factorissimo mod's book and make an item that can hold combinators inside to prevent large circuits from being massive given the 2x1 size of each combinator. I feel like this would allow for much better usage of the combinators by making it so that I don't need a large footprint just to control the logic of my factory. Clearly our fantastic engineer can handle making tiny computers since we have autonomous robots capable of making their own decisions on where and when to bring items around. [link] [comments] | ||
2-8-2 unloading/loading train station? Posted: 06 Dec 2019 02:16 AM PST |
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