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Author Topic: Factorio - Factory building game  (Read 268227 times)

n9103

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Re: Factorio - Factory building game
« Reply #1140 on: October 23, 2024, 07:35:24 am »

From what I've seen in the FFFs, yes, you do need a separate machine to utilize non-normal parts. Luckily, Nauvis is something like 10k chunks in radius. (IIRC that is.)
So not only is it "we're going to space", it's "we're gonna need so much space".
Additionally, the quality thing is basically entirely optional. End game gets a bit harder, but complexity drops a lot.

E: Something else on the FFFs was that they generally recycled things below desired quality levels. So you don't have to build out a full line of processing at every item step, just a recycler loop.
« Last Edit: October 23, 2024, 07:46:03 am by n9103 »
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AlStar

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Re: Factorio - Factory building game
« Reply #1141 on: October 24, 2024, 10:26:55 am »

I've managed to set up specialized production facilities that take quality mined resources (stone) process it (stone brick) and turn them into a finished product (a wall). Exciting stuff, I'm sure you'll all agree.

What I've learned from this endeavor is that, for anything more complicated than a wall, I think I'm best waiting for advanced logistics to try to pull off quality base goods, rather than just putting quality on the final product. Quality items are rare enough (at least at this point in the game) that it shouldn't overly tax a drone logistics system to shunt the quality goods around.

As I'm envisioning it, each assembler will literally just be connected to a requestor chest on one side and a supply chest on the other. That way you can seamlessly deal with items going up in quality as they're made.

Edit: I think I'm developing anxiety or some mild PTSD to the "a building has been destroyed" chime, especially when there's a cascade of them. </joking... but not entirely>
« Last Edit: October 25, 2024, 10:30:21 am by AlStar »
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Aoi

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Re: Factorio - Factory building game
« Reply #1142 on: October 28, 2024, 11:04:10 pm »

So I've just started to play around with quality. Even at the low end, it's pretty sweet to get bonus capacity... however, there's something I think I'm not getting. If I just put the modules on the final products, then I've only got like a 1% chance to get better-grade stuff; but if I module something further up the line - say copper wire - as soon as the machine outputs an improved product, it gets stuck in the machine, since my destination machines only want to accept normal-quality parts.

Does this mean that to fully utilize quality, I need to make all my machines feeding into belts to get split off by quality, then those quality parts routed to a factory specifically geared to that quality? That seems extremely space inefficient - I was hoping that I could just make everything quality, then, when I luck into a quality ingredient, that'd have increased rarity chances on everything down-line.

Basically-- yes. Quality exists at this point, but it's kiiiiind of an annoyance until you get recycling, when it becomes (conceptually) practical to grind low quality stuff into dust and reproduce everything in a quality the entire way down. I wouldn't bother with it yet, except on final products that are also consumed (prodmods and electric furnaces, mostly). Alternatively, unload your buildings into chests, and unload the chests onto the production belt with quality filters.
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AlStar

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Re: Factorio - Factory building game
« Reply #1143 on: October 31, 2024, 08:46:29 am »

Had some definite downs in my game - I hit an evolution milestone, and suddenly it seemed like my defenses were crumbling, my bases were being overrun from new and unfortunate directions, and biter nests were popping up everywhere. I was spending so much time running back and forth between my satellite bases putting out fires that I didn't have the ability to work on my main base.

Fortunately, with thickened walls, laser turret-buffed defenses, and going on the offensive with multiple personal laser units in my armor, as well as switching to the tank, I was able to push back against the more aggressive hives; trying to use water and cliffs as natural bottlenecks to reduce the front lines.

For now I'm still stuck on Nauvis, but it's entirely my own fault; space science opened up the full power of logistics bots and - unfortunately for me - level two modules. I'm currently stuck in the Factorio Loopİ: "Oh no, I've run out of blue circuits! I need to build more! Oh no, I've run out of red circuits! I need to build more! Oh no, I've run out of plastic! I need to conquer a new oil field! Etc., etc."

The second space platform is in orbit and slowly taking shape; so I'll be leaving eventually...
« Last Edit: October 31, 2024, 08:49:47 am by AlStar »
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Jopax

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Re: Factorio - Factory building game
« Reply #1144 on: October 31, 2024, 02:47:42 pm »

I'm on a new run myself, slowly getting up to an oil setup and cleaning up some of my starting base. Had one of the strangest starts too, where all the initial resources were in one big clump with lots of overlap making for both an easy setup in terms of distance and an annoying one in terms of routing and filtering everything properly. Been slowly clearing up the biter bases in the general area, thankfully no massive attacks so far so just running in and gunning them down was enough.

Rearranging some of the initial poor placement (done mostly out of expediency) is going to be a pain until I hit drones, those aren't too far off but the blue science setup before them is probably going to annoy me into further corner cutting and poor planning :V
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AlStar

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Re: Factorio - Factory building game
« Reply #1145 on: November 06, 2024, 02:00:14 pm »

Finally back on Nauvis again, after being stranded on Fulgora for hours (insufficient ammo generation meant that the ship was taking infrequent but unrepairable damage over time sitting in a parking orbit - I ended up grabbing everything of value off of it before it died.) I probably could have worked out how to build a new ship at Nauvis with the infrastructure I'd left behind, but in the end, I decided to just build the new ship at Fulgora... which was a bit nerve-wracking, since I almost lost the platform immediately upon spawn to an asteroid hit,

Came back with 1,000 regular science, 200 uncommon-quality science, a rocket's worth of blue circuits, and some electromagnetic plants. Totally forgot to ship up recyclers, since I didn't realize I needed to build them there. Ah well, next trip.

Electromagnetic plants are crazy energy hogs. Just the two I have cost nearly as much as the rest of my Nauvis assemblers; although the productivity is nice.

Next up - connect some new ore patches on Nauvis, back briefly to Fulgora to pick up more science and recyclers, then over to Vulcanus.

LoSboccacc

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Re: Factorio - Factory building game
« Reply #1146 on: November 09, 2024, 03:11:01 am »

idk why but I'm really not vibing with the space age stuff, managing the planets and the space logistic feels draining instead of challenging, and I'm not dragged into playing that much as back then, when the factory had to grow.

I think overall dyson sphere program spoiled me in terms of planetary logistic, but there's more, planet with infinite production loop and quality allow for very compact design to satisfy whatever need you have, making the entire logistic play moot, just build better thing, stack belts, and be done.

definitely doesn't feel factorio
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n9103

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Re: Factorio - Factory building game
« Reply #1147 on: November 09, 2024, 07:34:57 am »

I don't own it yet, but I'm pretty sure you could play with the planets off, if you just wanted to play on nauvis with the new quality modules, rails, and whatnot.
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AlStar

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Re: Factorio - Factory building game
« Reply #1148 on: November 10, 2024, 10:26:18 pm »

First ship returns with 2,000 science from Vulcanus. Next up: Gleba.

In other news, up to tank 4 on Nauvis - cliffs are the primary enemy. I really need to get Fortress:Nauvis into being, since I keep getting new spawners popping up in cleared areas. I've put up walls and defenses on pretty much all of the cliffs and lakes, but anywhere there's nothing but a huge plain, it's mostly still open.

Edit: Finished up my Vulcanus base. Dropped back on Nauvis for long enough to secure an additional copper patch; since I'd noticed that some of my assemblers near the end of the line were running dry. Back to Fulgora to clean up - I hadn't made things quite robust enough, so items were backed-up/overflowing.

Finally, at like 1 AM, dropped on to Gleba. I have absolutely no idea what I'm doing - just ran around until I found both of the 'production' trees so I could unlock the starting farm techs and called it a night.
« Last Edit: November 12, 2024, 03:37:08 pm by AlStar »
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Jopax

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Re: Factorio - Factory building game
« Reply #1149 on: November 15, 2024, 12:43:22 pm »

I'm at the edge of space myself, got the tech and all the basic components to go up but I really need to scale up my shit, especially steel since that's turned out to be a massive bottleneck for me. The only issue with that is that I'm already burning trough the only major iron patch in the immediate area and even that barely lasts long enough between train shipments (should probably look into enlarging the station itself). I did find over 10 mil in three deposits way down south but holy heck is the area full of absolutely massive nests. Luckily by the looks of it most if it ends up as a peninsula so fortifying it once it's cleared out should be fairly easy.

I should also really look into setting up my logistics network properly, I've opted for point defense instead of enclosing everything since the outposts are fairly spread out, so going out and fixing things after a few attacks is starting to get annoying. Already got the production side of it down but placing down the million roboports gets kicked down the road constantly.
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AlStar

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Re: Factorio - Factory building game
« Reply #1150 on: November 18, 2024, 12:34:11 pm »

I recently managed to hit the next level of evolution at Gleba; things got spicy rather quickly. Went from "a dozen laser turrets outta do it" to "Ahhh! Everything's on fire and exploding!"

I've put in some regular turrets as well as rocket turrets, and things seemed to have calmed down; but the main problem is carbon for the rockets. If I don't have a ship overhead dropping regular shipments of the stuff down, my local spoilage -> carbon -> coal pipeline can't even nearly keep up with usage.

Current plans are to modify my existing ships to keep carbon around to drop on the planet whenever they pass by, and slightly longer term, I'm going to have to put up a station in orbit that's entirely centered around carbon production.

Chiefwaffles

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Re: Factorio - Factory building game
« Reply #1151 on: November 18, 2024, 04:19:50 pm »

If I don't have a ship overhead dropping regular shipments of the stuff down, my local spoilage -> carbon -> coal pipeline can't even nearly keep up with usage.

Damn, really? Are you also using your spoilage for something else?
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AlStar

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Re: Factorio - Factory building game
« Reply #1152 on: November 18, 2024, 10:27:39 pm »

Honestly, I don't really have much spoilage at all - most of my lines end in a heating tower, well before they have a chance to spoil. I blame pentapod eggs violently exploding while I was carrying them for this paranoia regarding things spoiling.

Edit: So I've finally gotten around to playing with capturing biter nests for their sweet, sweet eggs which I require for next-level labs. Due to the shoddy construction of my Nauvis perimeter wall, I actually managed to sidestep one of the main complaints I've seen online - "I killed all the nests within a reasonable distance of my base, so now I need to make a train to deliver bioflux" - not me - I managed to capture two hives within three roboport's reach of my main base.

So I'm going to go with "I was thinking ahead" rather than, "my defenses are poorly set-up, and I really need to fix the holes that biter expansion parties keep managing to exploit when I'm not paying attention to Nauvis for extended periods."
« Last Edit: November 19, 2024, 11:01:46 pm by AlStar »
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