Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 74 75 [76] 77

Author Topic: Factorio - Factory building game  (Read 266905 times)

Mkok

  • Bay Watcher
    • View Profile
Re: Factorio - Factory building game
« Reply #1125 on: October 28, 2021, 06:11:45 am »

That would just make mines deplete even faster...
Logged

Micro102

  • Bay Watcher
    • View Profile
Re: Factorio - Factory building game
« Reply #1126 on: October 28, 2021, 05:17:27 pm »

? If you are simply waiting around for more ore to arrive, then that's exactly what you need, faster mining. Do you have high tier productivity modules on all the mines?

And this I know is krastorio 2, but I had the option to enrich ore, making the processing of ore more efficient at the cost of my sanity in rebuilding everything.
Logged

n9103

  • Bay Watcher
    • View Profile
    • My Steam
Re: Factorio - Factory building game
« Reply #1127 on: October 28, 2021, 06:24:27 pm »

He said he's running out too fast.
Productivity modules are indeed the answer to making more from less.
Logged

Nirur Torir

  • Bay Watcher
    • View Profile
Re: Factorio - Factory building game
« Reply #1128 on: October 28, 2021, 07:59:20 pm »

Before I boosted productivity I was genuinely having issues with producing enough iron to clear out biters to expand to the next ore patch before my current patches run out. Maybe I am just too used to BA infinite ores, as I have never really played any factorio outside of BA before, just a bit of IR back in the day...
What's your military strategy look like? It sounds to me like you're using a lot of bullets, to defend against the large swarms trying to end the massive pollution caused by your core miners. I don't like bullets, they end up very expensive against the bigger bugs.

My strategy is usually to clear out a big area up to easy choke points once I get flamethrowers and enough exoskeletons to kite with, before the giant yellow bugs evolve. A quick burst of fire is wonderfully efficient and powerful. A few rockets to kill a nest before running works too. Then I turtle up with flamethrower and laser turrets, and try to go easy on pollution with efficiency modules until I can get out artillery and landmines.
(This worked fine for regular Space Exploration, but I haven't started a Space/Kras run yet.)
« Last Edit: October 28, 2021, 08:03:53 pm by Nirur Torir »
Logged

Mkok

  • Bay Watcher
    • View Profile
Re: Factorio - Factory building game
« Reply #1129 on: October 29, 2021, 04:16:52 am »

Exactly, and with productivity modules and research in SE (vanilla) even something like 50% productivity is high (especially before leaving nauvis). For military I use laser turrets laced with ammo turrets using modded almost free copper bullets (1 copper plate per 1000 magazines), but the sheer cost of laser turrets is sooo huge in iron in SE and you need so damn many of them (compared to BA). maybe using flame turrets would work better, I did have plenty of oil for them. For clearing nests I was using flame tanks for small to medium nests, worked fine, just a bit too tedious. For larger nests flame tanks are too weak so I had to make a small army of laser tanks. It was a huge pain in the ass clearing even that one single nest right next to a big iron ore deposit. THE ONLY iron ore deposit outside my base I have not yet claimed as far as I had vision...

I have only SE, so best recipe there is to procces ori is to mix it with vulcanite and it gives I think 8 plates per 5 or 6 ore?? So maybe Krastorio would have made this better if it has better efficiency. I do put productivity modules wherever possible. Then again, I am probably just way too used to BA infinite ores where even a single deposit is enough to run a large base forever with no problems...
Logged

Micro102

  • Bay Watcher
    • View Profile
Re: Factorio - Factory building game
« Reply #1130 on: October 29, 2021, 04:42:20 pm »

He said he's running out too fast.
Productivity modules are indeed the answer to making more from less.

Ah I see, I was remembering an older comment.
Logged

The_Explorer

  • Bay Watcher
    • View Profile
Re: Factorio - Factory building game
« Reply #1131 on: July 31, 2024, 03:32:48 pm »

Hi.

Its factorio...

but

as a

city builder

https://mods.factorio.com/mod/tycoon

Also may this old ancient thread be alive again

tbh last time I played was when the thread was last posted in...decades ago
Logged

Akura

  • Bay Watcher
    • View Profile
Re: Factorio - Factory building game
« Reply #1132 on: July 31, 2024, 03:37:18 pm »

I've wanted a mod like that.
Logged
Quote
They asked me how well I understood theoretical physics. I told them I had a theoretical degree in physics. They said welcome aboard.
... Yes, the hugs are for everyone.  No stabbing, though.  Just hugs.

n9103

  • Bay Watcher
    • View Profile
    • My Steam
Re: Factorio - Factory building game
« Reply #1133 on: July 31, 2024, 04:36:29 pm »

Played that one a bit. I'd call it more TTD than SimCity. Glad to see it's still getting updates.
Logged

The_Explorer

  • Bay Watcher
    • View Profile
Re: Factorio - Factory building game
« Reply #1134 on: July 31, 2024, 06:02:39 pm »

Played that one a bit. I'd call it more TTD than SimCity. Glad to see it's still getting updates.

I suppose. I kinda consider TTD a type of city builder, but not like sim city. But yeah more like that.

In a few weeks its getting a huge update apparently (the tycoon mod) where you can place cities anywhere and a ton more fleshed out stuff.
Logged

AlStar

  • Bay Watcher
    • View Profile
Re: Factorio - Factory building game
« Reply #1135 on: October 21, 2024, 02:25:23 pm »

Space Expansion is coming out today - anyone else hyped? I'm planning on picking it up once I get home from work.

https://store.steampowered.com/app/645390/Factorio_Space_Age/
« Last Edit: October 21, 2024, 02:55:29 pm by AlStar »
Logged

Il Palazzo

  • Bay Watcher
  • And lo, the Dude did abide. And it was good.
    • View Profile
Re: Factorio - Factory building game
« Reply #1136 on: October 21, 2024, 02:34:22 pm »

I'm sort of looking forward to it. But I'm not sure I'll find the fortitude to build a base again. And then again in space, and again on other planets.
I think I'll wait to see what folks say about the new game flow. So, you know, do post a review when you're ready.

also, oof, the price is a bit steep for a dlc.
« Last Edit: October 21, 2024, 02:53:22 pm by Il Palazzo »
Logged

Aoi

  • Bay Watcher
    • View Profile
Re: Factorio - Factory building game
« Reply #1137 on: October 21, 2024, 08:21:09 pm »

Got it first thing in the morning... except now I'm too drunk to actually start, so back to troubleshooting my Pyanodon's factory.

I like (most) of what was covered in the FFFs though, so that's a win!

« Last Edit: October 28, 2024, 10:49:41 pm by Aoi »
Logged
Stench Guzman: Fix this quote, please.
Now celebrating: Two and a half years misquoted. Seriously man. Just fix it. -_-

LoSboccacc

  • Bay Watcher
  • Σὺν Ἀθηνᾷ καὶ χεῖρα κίνει
    • View Profile
Re: Factorio - Factory building game
« Reply #1138 on: October 22, 2024, 01:31:39 am »

game second playtrough is massively improved with the mods that give you a personal roboport with 4 construction bots from the get go: https://mods.factorio.com/mod/BuilderBotStart (and others, depending how much you want to jump ahead in time)
Logged

AlStar

  • Bay Watcher
    • View Profile
Re: Factorio - Factory building game
« Reply #1139 on: October 23, 2024, 07:30:43 am »

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.
Pages: 1 ... 74 75 [76] 77