Poll of the Day > Factorio is rather relaxing

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Lokarin
05/10/23 7:40:57 AM
#51:


my rocket is at 78%, but my White Potion research is at 50%

... mmmm

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adjl
05/10/23 9:00:10 AM
#52:


If you're splitting LDS between yellow science and the rocket, whichever one is left will likely seed up a bit once the other finishes. Your rocket won't launch automatically unless you tell it to and it has cargo, so don't worry about letting it sit there for a bit if you want to wait to add a satellite and get something meaningful out of it. The satellite is also going to take another 100 LDS and 50 rocket fuel, so you can start collecting that if the science isn't ready yet.

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Sahuagin
05/10/23 8:57:40 PM
#53:


glad you're enjoying it

do you have any screenshots?

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Lokarin
05/10/23 11:00:56 PM
#54:


sure:

here's my first solar radar array from like 3 days ago

https://i.imgur.com/hBU9WvF.jpg

Me AFK building a conveyer

https://i.imgur.com/WrvzT6h.jpg

And my rocket silo as of sometime yesterday morning

https://i.imgur.com/H1RugOl.jpg

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Lokarin
05/10/23 11:10:54 PM
#55:


oh, and here's my original spaghetti field plus its expansion (to the left)

https://i.imgur.com/GscHxxw.jpg

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Sahuagin
05/10/23 11:20:17 PM
#56:


cool thanks

surprised you don't use your toolbelt more

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Lokarin
05/10/23 11:41:06 PM
#57:


Sahuagin posted...
cool thanks

surprised you don't use your toolbelt more

it's cuz i use the Q key for almost everything :D

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Lokarin
05/11/23 12:31:03 AM
#58:


Rocket's Away!!!

First Victory, 44 hours 18 minutes (in game time)

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Sahuagin
05/11/23 12:34:53 AM
#59:


grats

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Lokarin
05/11/23 12:40:36 AM
#60:


i loaded my save file so I can double-dip, now I got my rocket back and am just waiting on White Potion

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adjl
05/11/23 9:00:28 AM
#61:


Lokarin posted...
it's cuz i use the Q key for almost everything :D

I remember the days before Q. Dark times indeed.

Lokarin posted...
Rocket's Away!!!

First Victory, 44 hours 18 minutes (in game time)

Congratulations!

Now the factory must continue to grow.

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Lokarin
05/14/23 10:38:40 PM
#62:


second win in 32 hours, but i was handicapped slightly cuz getting the Lazy Bastard achievement

Second base was a lot cleaner

https://gamefaqs.gamespot.com/a/user_image/7/2/4/AADnJsAAEejc.jpg

A mistake I made was my bus was only single lane so once I started infinitely expanding my circuit machines sideways I ran into throughput issues I couldn't fix easily, and even then was only able to cobble together 2-lanes in SOME regions

Next base gunna do 4 lane right from the start

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adjl
05/15/23 2:06:33 PM
#63:


Lokarin posted...
once I started infinitely expanding my circuit machines sideways I ran into throughput issues I couldn't fix easily

You're always going to run into some throughput issues if you try to expand linearly. Even without modules/beacons, one AM3 producing green circuits will consume 3.75 copper per second (through wires). That means one blue belt of copper (45/s) can only ever supply 12 circuit assemblers, no matter how much spare material you've got on your bus. Usually, my green circuit factories are built with two lines of copper and one iron (the copper each feeding a row of wire assemblers, direct inserting into rows of circuit assemblers that share the iron belt), but for AM3's that's still 2.5 iron a second and the most you can get out of a row like that is 18. Really ramping up production entails having multiple rows working in parallel, since otherwise you're just held back by the throughput of the belts.

Lokarin posted...
Next base gunna do 4 lane right from the start

My usual bus design is 8 lanes each of iron and copper, 4 of green circuits, 2 steel, 2 plastic, 1 red circuit, and 1 blue circuit, sometimes doing stone, stone bricks, and/or coal depending on how I'm feeling (outside of malls, those three are used in pretty limited quantities). I rarely actually use that much before transitioning into a modular train-based design to really scale up (and I don't actually build out all the lanes unless I need them), but it does a solid job of future-proofing my base and means I don't have to upgrade the whole thing to red or blue belts before I move to trains.

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josh
05/15/23 6:42:14 PM
#64:


imo don't bother scaling up so big from the beginning cause it'll slow you down, just treat your 1st base as a feeder base that supplies materials for a new mega base then deconstruct it

ofc play how you want, just my thoughts

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Lokarin
05/15/23 7:36:25 PM
#65:


josh posted...
imo don't bother scaling up so big from the beginning cause it'll slow you down, just treat your 1st base as a feeder base that supplies materials for a new mega base then deconstruct it

ofc play how you want, just my thoughts

ya, i'm in the post game of my second base now so I'm strip mining to get to a million plates per second and ran into throughput issues (I have more than enough input, but it gets bottlenecked and can't feed everything)

One example is my circuit mill; I have a copper wire assembler connected to everything, but the demand is just too high and there's no space now to fit in more assemblers, and even if I did fit them in I'd have a tumourous growth of copper wire assemblers jutting out of everywhere

So I'm working on a separate copper wire plant; but since it's fed by the same copper lane I need for literally everything else none of the plates are actually getting farther down the line (being all consumed by the wire plant)...

Basically, I need to take all my problems and move them somewhere else, I need a dedicated copper mine that can just shit out copper wire on to a train and then have the logistic network move everything (I'm currently running around 500 logistic robots and my base is only like 2 screens big :/)

edit: Or I could use speed beacons :B

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adjl
05/15/23 8:55:18 PM
#66:


Moving copper wire around generally isn't the best idea. One copper plate makes two wires, so you can only fit half as many on a belt/bot as if you belted the copper around and made the wires on site (or, framed differently, you need twice as many belts/bots to deliver what you need). For green circuits in particular, directly inserting the wire between machines makes the most sense, in a ratio of 3 wire assemblers per 2 circuit assemblers.

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Lokarin
05/15/23 9:27:45 PM
#67:


It's a consequence of the layout of my base, i have wire and green set up 1:1 (which isn't enough) but on top of that the same wire assemblers are feeding red circuits on the other side... next base will be better, but I gotta make do with what I have since if I deconstruct it could get ugly.

As an aside, I launched my 12th rocket so only 1 more until I have all the White Potion I need for the all-science achievement

Example:

https://i.imgur.com/VByfi8b.jpg

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josh
05/15/23 9:32:06 PM
#68:


don't be afraid to deconstruct ;) especially when you have construction bots

green circuits are worth having their own dedicated factory haha

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adjl
05/16/23 8:54:08 AM
#69:


Lokarin posted...
Example:

https://i.imgur.com/VByfi8b.jpg

You could replace two of your red assemblers with wire ones, reroute your green circuit belt to share the plastic belt (a half belt each of plastic and green circuits is plenty for reds on that scale), and use the current green circuit belt to transport wires down the line for reds. If you run a copper belt between the lower green output belt and the current green input one, you can use a combination of splitters and undergrounds to make sure the wire assemblers can use fast inserters instead of long-handed ones, keeping your throughput up.

Also, half of a red belt can only handle the output of 10 unmodded AM2's making green circuits (15*0.5/0.75), so if you want a little more breathing room you could actually delete quite a few of your green assemblers with no change in throughput.

As Josh said, though, don't be afraid to deconstruct. Dealing with belts full of materials can be a pain, but even if you can't fully empty them by disconnecting the source belt, all you really need to do is slap down a couple roboports with a bunch of storage chests and they'll take everything that gets picked up. From there, just set up a couple requester chests for raw materials back at the start of the bus, unload them onto a belt, and use an input priority splitter to feed the materials back into the bus. The only thing you really have to worry about is making sure you have enough materials to rebuild afterwards, but where the machines you currently have built aren't going anywhere, you're guaranteed to have at least the same production capacity you started with.

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Sahuagin
05/29/23 2:08:30 AM
#70:


dude, you got There is no Spoon just like that?

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Lokarin
05/29/23 9:02:29 AM
#71:


Sahuagin posted...
dude, you got There is no Spoon just like that?

it took like 40 hours of being paused and staring at the screen between every sciencey step... but ya

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darkknight109
05/29/23 5:36:43 PM
#72:


I haven't played Factorio in years and this topic is making me feel like I should try it again and see what's changed.

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Sahuagin
05/30/23 12:18:09 AM
#73:


Lokarin posted...
it took like 40 hours of being paused and staring at the screen between every sciencey step... but ya
I don't have the energy to attempt even the easier one. The title of the thread is one reason I like the game: as long as your base is secure you can just sit back and relax and go at your own pace. (another game like that is minecraft.) trying to race through it is not for me.

did you use custom settings to make it easier, or was it on normal settings?

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Lokarin
05/30/23 9:51:49 AM
#74:


Sahuagin posted...
did you use custom settings to make it easier, or was it on normal settings?

I just lowered pollution spread, and pumped up the resource count; that's about it

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adjl
05/30/23 11:04:36 AM
#75:


darkknight109 posted...
I haven't played Factorio in years and this topic is making me feel like I should try it again and see what's changed.

Depending on how long it's been, not a whole lot. 1.0 launched in August 2020, but even that didn't have a lot of major features. I think the last major addition was adding cut/copy/paste functionality in 0.17, in February 2019. Everything since then has mostly been optimizations (though I hesitate to downplay those because they include something like a 50-fold increase in UPS for megabase-scale belts), quality of life fixes, or smaller features (like train limits and the spidertron). The game has certainly still evolved, but it was more or less feature-complete for a solid year or so prior to leaving Early Access three years ago.

Now, on the modding front, there's quite a bit of new stuff to play with there, since that scene is constantly evolving. But then that's a given.

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darcandkharg31
05/30/23 11:10:00 AM
#76:


Lokarin posted...
it took like 40 hours of being paused and staring at the screen between every sciencey step... but ya
wgi rthe uck is is my name closesest to tom mt namem

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darkknight109
05/30/23 1:50:02 PM
#77:


adjl posted...
Depending on how long it's been, not a whole lot. 1.0 launched in August 2020, but even that didn't have a lot of major features. I think the last major addition was adding cut/copy/paste functionality in 0.17, in February 2019. Everything since then has mostly been optimizations (though I hesitate to downplay those because they include something like a 50-fold increase in UPS for megabase-scale belts), quality of life fixes, or smaller features (like train limits and the spidertron). The game has certainly still evolved, but it was more or less feature-complete for a solid year or so prior to leaving Early Access three years ago.

Now, on the modding front, there's quite a bit of new stuff to play with there, since that scene is constantly evolving. But then that's a given.
I should probably clarify - when I say "years", I mean "I last played the game in 2016."

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adjl
05/30/23 2:17:08 PM
#78:


Then quite a bit, including the entire concept of infinite research to provide something to do post-rocket launch other than launch rockets for rockets' sake. I first played in 2016, and there's a ton more to the game now than there was then.

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