Factorio Finally. Factorio and Conquer: Tiberian Dawn is ready. |
- Finally. Factorio and Conquer: Tiberian Dawn is ready.
- Why are these things not getting repaired? They're well within range of the roboport, which has repair packs and construction bots. It's been like this for several hours.
- Fix the electricity, deal with the biter attack, grow the factory. Fix the electricity...
- Just “Finished” a map and immediately started anew.
- Finally launched the rocket. have played this game for the 6th time now, but so far I always reset when I got to nuclear or robots ':D (not purposely tho)
- "After" A Short Story...
- Pretty new: How can I improve my Iron smelting line? I have iron ore being grabbed in from the right and coal being pulled by red observers from the left.
- 2 hours into Space block. Just pulled copper to get an iron ore bus going.
- Ecological win vanilla: 46h 24m, evolution factor 0.46, no military science of any kind, no walls, 2 trains, 1 blueprint, 4 pumpjacks, all-solar ~10MW steady-state power consumption
- Thank you little assembler, for almost singlehandedly giving me Mass Production 3 Achievement
- Did any else just aim an artillery shell at themself to get the Golem achievement?
- Does this mod exist?
- Idea for logistic chests
- Friend and I were hunting enemies, saw this massive onslaught and it crashed the game
- First time trying a non-spaghetti setup. It ain't much, but I like it.
- I may have gone a little ott with beautifying my oil setup (well, a third of it)
- Trouble connecting to online games lately... Any ideas?
- Please someone tell me this guy is joking
- Exporting recipe database from the game
- Help, need a beter way to get rid of biters
- How do I make inserters working in order using Logistics Network?
- Does the achievement for not using solar panels include personal solar?
- A blue belt of steel
Finally. Factorio and Conquer: Tiberian Dawn is ready. Posted: 02 Feb 2020 06:43 PM PST It's been a while since I said anything here about it, but we're finally ready for the mod portal. Current features: -Green Tiberium grows on the planet, causing damage to anything in its path. Walking over it also causes damage, which can kill you quite quickly if you don't take appropriate precautions. -Can be harvested and refined into raw resources, Further refining gives Liquid Tiberium, which is used for weaponry and power generation. -Tiered Tiberium Specific centrifuges for separating out the ores. -Tiberium Ammo for dealing massive damage to biters. -An Ion Beam Projector. A really power, long range laser turret, basically. -Liquid Tiberium Core missiles, dealing explosive and tiberium damage. -Liquid Tiberium bomb, far surpassing a nuke in terms of destructive power. -Tiberium armour which makes you almost immune to tiberium damage. -Any armour gives tiberium resistance equal to acid resitance, so should be compatible with any modded armour. May refine later. -Sonic fencing technology for containing tiberium growth. -Tiberium Spikes, for capping nodes to prevent growth into fields. -Node harvesters, to remove them the old-fashioned way. -Control Nodes, to harvest tiberium from a large area. -Dynamic sprites that aren't uranium, and change based on how much is on the tile. -Growth Accelerators to use excess resources, and to put power into growing more tib. -Tiberium refining and Power production is pollution heavy, but is quite compact. Use wisely. -All Tiberium recipes are in it's own tab, so it doesn't clutter up the Intermediate Products tab. Compatibility: -The Orbital Ion Cannon mod has been somewhat integrated, in that its tech and recipes are modified to require and use techs and items present here. -The new tiberium ore is it's own mining category. Bob's mining drills are still capable of mining it though. -Next update, assuming nothing breaks, is going to be Bob's Ores Compatibility, so you can get his ores out of tib. It will be conditional on some of his other mods being there, such as different outputs depending on if you have his Tech mod or not. -RE on the Harvesters is that it'll take a but longer than I anticipated. Community/Contact a dev: I have a discord where I will be posting teasers and screenshots of stuff I'm working on. As well, you can get me here, or on the mod portal. [link] [comments] | ||
Posted: 03 Feb 2020 05:13 AM PST
| ||
Fix the electricity, deal with the biter attack, grow the factory. Fix the electricity... Posted: 02 Feb 2020 03:07 PM PST
| ||
Just “Finished” a map and immediately started anew. Posted: 03 Feb 2020 04:12 AM PST After 268 hours on my first successful mega-ish base achieving around 360 SPM I am diving into my next play through with even bigger ambitions. Last base had a lot of traffic issues and constant plastic shortages, but I'm calling it done. Thankfully I only relied on blueprints for science packs as I really just wanted to get the place done. So here's to the next base and hopefully a true 500 or 1k SPM Megabase! Initial thoughts and goals include, zero logistics bots, mass smelting arrays with steel furnaces instead of electric, 2x8 trains for mass movement and 1x2s for small scale movement, 2 very large dedicated green circuit arrays. Damn this is a glorious game, more than just fun. [link] [comments] | ||
Posted: 02 Feb 2020 01:55 PM PST
| ||
Posted: 02 Feb 2020 09:44 PM PST Ass-chin: "I don't get it. The whole line was running full speed for the first hour or so, and now..." I zoom in the radar view on the most likely spot. It's just what I thought. Me: "Look here. See the coal jamming up the belt?" Ass-chin: "What the hell?" Me: "You probably left a belt end from the coal system side feeding onto it somewhere upstream. When the iron belt lost compression, some coal got pushed on and jammed things up." Ass-chin: "Sorry. I'll fix it right now!" Me: "Stay here. After you fix that, I want you to get another 4 belts of greens running off that iron." Ass-chin: "Where the hell do I get the copper though? There's no room for even one more belt through there!" Me: "You just set up the lines. I'll get you the copper." Why is he still here? I'm done with him. Never mind, he's going now. Right, I'm supposed to start calling people by their names. I'll have to ask him what his name is when he's done. Humans are definitely more work than bots, but overall, I have to say they're a nice upgrade. If I needed the bots to build more smelting, I'd have to lay down the blueprints, run belts from the stations to the smelters and out of the smelters, connect power, set train schedules, place roboports and radars, etc. etc. With a human, I can just tell him to go up to the Northeast smelter and get me 4 more belts of iron. He'll figure out the rest. Of course, that means I had to name the "Northeast smelter", but still, it's not bad. I should write about why there are humans here. I didn't mention that yet. The psychologist will read this journal. I'm supposed to mind him doing that, but I don't care. That's not normal. I know when he says "That's very understandable in your situation." he means it's not normal. I haven't been updating my journal since they came. I've been so busy. Well, they answered the distress call. Thinking back on it, I can't really remember why I even sent it. It's not like I wanted to leave anymore. I must have just done it because I'd been planning it for so long. I'd wanted it so badly for such a long time, and put in so much effort, I just couldn't not finish it. So if I sum it up, I decided to send a distress call before I went insane, but I sent it after I went insane. I'm supposed to stop saying I'm insane, but I definitely am insane. I don't mind it really. At least I went insane in a functional way. Actually, as far as survival, I'm more function and rational now than I was when I was still sane. It's the anthropic principle of insanity. If I'd gone insane in a less functional way, I wouldn't be alive to write about it. Because I'm writing, I'm a survivor. I stopped choosing anything after insanity, or rather, I couldn't anymore. I survived, built, expanded, without choosing to. I could choose the details of my methods, but that was all. I'm getting distracted. When they landed, I didn't fight, or even ask to stay. I just went with them. Did I feel a little amused at how surprised they were at what I'd built? Was that pride? I don't remember. It's like the "Lord of the Flies". I read that in school. It's not a bad book or anything, and really I enjoyed it, but does anyone read that, except in school? At the end, when the sailors suddenly showed up, the boys were children again. Stranded on that island, it had been a life and death struggle of kings and betrayals and murder, and then the adults appeared and it was children playing a game. It was like that with me. I left the planet without complaint. The factory was a more complicated situation. It started with the nuclear plant. The main plant, I should say, since I think there are 5 major ones by now, but it was the biggest that they noticed first. It would be hard to miss that one even from high orbit, even just visually and never mind thermal or all the radionuclides. They didn't mind leaving all my equipment and oil and toxic heavy metals to poison the planet. It's pretty fucked up at this point, so what's the difference, but I guess thousands of tonnes of nuclear waste was a bridge too far. They sent the reactor officer and his team to shut it down. The reactor officer took one look at my plant and ran away. "Don't look at me like that! It's perfectly sensible once you understand how it works!" Anyway, they brought me back down to shut down the plants, but then the biters attacked. It was a pretty small attack really, but everyone freaked out. We need to shutdown the power plants to protect the biters from the nuclear waste. We need the defences to protect the plants from the biters. We need the plants to power the defences. Quite a pickle really. I never built much solar, and the old steam plants are just a mostly inadequate emergency system at this point. The nuclear plants provide most of the power, which is why I made the system so robust. Of course, the plants took us to the enrichment area, which got them really upset, but the real problems started when they found the nukes. By nuclear standards, they're just crude little firecrackers, and I only ever bothered to stockpile a few hundred, but they said my standards for evaluating things had become "strange". People say that a lot actually. I'd have made a lot more nukes if I had had an easier delivery method than running around with a rocket launcher. The nukes are a "Problem". I might be an insane techno-hermit, but I even I know the difference between a problem and a "Problem". Apparently the captain gave me an "epic" chewing out. I think I remember he said a bunch of meaningless things to me at some point, but most of what the humans say is meaningless. Oh right, I'm supposed to stop saying "the humans" because I am one. I promise I'll remember Dr. Comb-over! You don't have to apologize for reading this. Or maybe I should apologize for calling you Dr. Comb-over again? I promise I'll ask you your name next session. Remind me if I forget. So nukes. The captain won't bring them up to the ship. Actually, some are already on board. They didn't notice that some of my rockets had nuclear warheads when they took my weapons. The captain won't take those off the ship, but he also won't bring the ones down here up there. I don't understand him. I think someone said he was just "panicking". Was that about the nukes? The nukes are being guarded and left alone now, but it means we have to stay, even if we can figure out a way to clean up the reactors and the nuclear waste without getting eaten first. It's a simple problem, the kind I solve all the time here. We need to send a message home to ask what to do with the nukes. We don't have a dispatch boat, so sending a message home means sending the ship home, but sending the ship home means leaving the nukes here unguarded. The captain won't bring them on board, and he won't leave any of his crew here either. I don't think he can solve this one, unless he wants to wait for someone to come looking for us? Anyway, we'll be here for a while. That means we have to maintain the defences, which means running the whole factory, and the factory is such a rat's nest only I can understand it. They tried running it without me. A technician got killed when a machine he thought was switched off started running. I'd never have made that mistake, since I designed the circuit controls, so now I'm down here again. Dr. Comb-over doesn't like that. He says it's not good for me. Honestly though, sometimes even I have to scratch my head before I can figure out how my own stuff works, but I always figure it out eventually. That's why they let me more of less run things down here. The captain "Won't leave my ship for a second with hand made nuclear weapons aboard her!". Of course they took all my weapons, even the pistol, but I don't mind at all. I can control the bots and the turrets and the artillery without even getting out of bed, and I can send the humans to do things for me now. The marines took a bunch of the combat equipment I've been producing, since my stuff has more punch then what they brought with them. I have to remember to automate production of tanks for them. I wonder if they'll want to use nukes at some point? I can restart production any time, and there should be enough production for all of them to fire those off pretty freely. I never advanced my nuclear weapons much since I only had myself to use them, but with the marines here, maybe I should work on that. Maybe I should start keeping a "to do" list. I haven't worried much about getting anything done quickly ever since I got my defences stabilized. I just did things as I came to them, but the humans are more impatient. The humans should leave. I'm already insane, but they aren't yet. If they stay here, they'll probably go insane too at some point. I tried warning them about that. Now they seem scared when they look at me, though I don't think it's me they're afraid of. It would be bad if anyone goes insane in a less functional way, but I think they'll go insane more like me. Still, I should be prepared. Even without weapons, it's easy. Are you surprised I would write down my thoughts about killing people for anyone to read, Dr. Comb-over? I did notice that writing that was an insane thing to do though. That's progress, isn't it doctor? It doesn't matter. They need the factory, and I'm the only one that understands it. I don't mind teaching them how it works, but even if they didn't need me anymore, we need the factory and it needs us. [link] [comments] | ||
Posted: 03 Feb 2020 06:46 AM PST
| ||
2 hours into Space block. Just pulled copper to get an iron ore bus going. Posted: 02 Feb 2020 10:31 PM PST
| ||
Posted: 02 Feb 2020 02:55 PM PST This is my first game and first time winning; when learning about Factorio from friends, I immediately wondered if you could win without angering the locals with pollution. It turns out that you can! And—while you won't win any speed runs doing it—it's about as fast as to win a normal, casual strategy because you don't invest in defense or military science. Strategy: get to steam power as quickly as possible and replace burners with electricity. Then, get to solar as quickly as possible letting the boiler only run at night. Follow that by batteries for accumulators; take the boiler power offline entirely. Finally, get to Efficiency Modules II and deploy them in all two-slot structures (reducing energy use also reduces polution by 80%); use 3x Efficiency Modules I in three-slot structures. Scatter some turrets with basic ammo rounds around your mining operations. Also, avoid killing trees as much as possible: they soak up pollution and reduce the bug attack frequency. That's it! Finally, with this strategy, there is a small sense of urgency: if you get to evolution factor 0.5 (from producing pollution anywhere on the map), big biters will start to show up at which point your lack of investment in defense will be problematic. The map that I spawned on was mostly desert which made it harder: a forested area would have been even easier since the pollution would have been soaked up before reaching spawners and I might not have even needed any turrets. I did build a logistics network for quality of life for on-character crafted items and only used it once for an assembly machine for creating the 1000x concrete needed for the rocket silo. I also put the roboports near mining operations to auto-repair any damaged turrets. I used the on-character roboport to deploy the only blueprint that I used in the game: a 6 solar + 5 accumulator layout repeated as power demands increased. With such low resource utilization, I never had to expand beyond the first non-spawn iron/copper mining spots and the first 4 pumpjacks. Around mid-game, the need to produce lubricant for the electric motors precipitated a need to put the unused light+heavy oil somewhere. At first, I sunk those into about 1,000x solid fuel and then, later, pivoted to producing rocket fuel and storing it away in steel crates well in advance of actually building the rocket silo. By the time it was time to produce the rocket, I had already produced all of the rocket fuel I would need. Lastly, I used 4 Productivity Modules III in the rocket silo: they do not increase pollution since the rocket silo doesn't create pollution. What do you think? [link] [comments] | ||
Thank you little assembler, for almost singlehandedly giving me Mass Production 3 Achievement Posted: 02 Feb 2020 11:40 PM PST
| ||
Did any else just aim an artillery shell at themself to get the Golem achievement? Posted: 02 Feb 2020 10:31 PM PST | ||
Posted: 03 Feb 2020 12:11 AM PST Had a look but couldn't find it... i'm looking for a mod that will prevent a person from deconstructing a building that they personally did not construct. Could this be emulated somehow by assigning each player a different force? I dont want turrets etc to be able to shoot other players, and id like all other functionality to remain the same. [link] [comments] | ||
Posted: 03 Feb 2020 05:03 AM PST when I was setting up some red circuit production using bots I came across a situation where it would be cool if I could specify, which requester chest gets priority over another. so I was wondering if there was a mod or if a feature could be added where I can place a priority on requester chests? [link] [comments] | ||
Friend and I were hunting enemies, saw this massive onslaught and it crashed the game Posted: 02 Feb 2020 01:47 PM PST
| ||
First time trying a non-spaghetti setup. It ain't much, but I like it. Posted: 02 Feb 2020 12:07 PM PST
| ||
I may have gone a little ott with beautifying my oil setup (well, a third of it) Posted: 02 Feb 2020 09:28 AM PST
| ||
Trouble connecting to online games lately... Any ideas? Posted: 03 Feb 2020 06:08 AM PST Recently, many of the games hosted online (with or without players) are giving me connection issues... I'm only able to connect to 10-20% of the games in the multiplayer list... For the rest, the ping is saying "can't reach", and getting error "Couldn't establish network communication with server" Am I the only one seeing this issue? [link] [comments] | ||
Please someone tell me this guy is joking Posted: 02 Feb 2020 07:16 AM PST
| ||
Exporting recipe database from the game Posted: 03 Feb 2020 06:04 AM PST So after doing quick skimming of /r/factorio it seems that there is no online recipe database that is up to date. There is https://factorio.rotol.me/ but it stopped updating a while ago. On the other hand there's in-game FNEI which works perfectly well. The question is - is there a way of exporting recipe database from running game (headless server perhaps) and is there a module that already does that in some nice machine-readable form? I assume that all the recipe data is coded in lua, so parsing files with code externally would be sub-optimal. [link] [comments] | ||
Help, need a beter way to get rid of biters Posted: 03 Feb 2020 05:49 AM PST | ||
How do I make inserters working in order using Logistics Network? Posted: 03 Feb 2020 03:26 AM PST Hello! [link] [comments] | ||
Does the achievement for not using solar panels include personal solar? Posted: 03 Feb 2020 03:20 AM PST | ||
Posted: 03 Feb 2020 05:22 AM PST Hi, I'm quite new and can't seem to figure this out by myself. All my numbers come from factoriocheatsheet.com. Without modules/beacons, it takes 72 electric furnaces to fill a blue belt with ironplate / copperplate / stonebrick. With the maximum amount of beacons/modules (productivity3 in the furnaces and speed3 in the 12 beacons) it takes 9 electric furnaces to fill a blue belt with ironplate / copperplate / stonebrick. Without modules/beacons, it takes 360 electric furnaces to fill a blue belt with steel. You would need an input of 5 full blue belts of ironplate. With the maximum amount of beacons/modules (productivity3 in the furnaces and speed3 in the 12 beacons), how many electric furnaces does it take to fill a blue belt with steel? I'm only looking for the amount of steel-smelting furnaces, so not the ones smelting the needed iron. Extra question: what would the needed input of full blue belts of ironplate be in this scenario? Hopefully someone math-savvy can solve this one - thanks in advance! [link] [comments] |
You are subscribed to email updates from Factorio. To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google, 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States |
No comments:
Post a Comment