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Factorio - a factory building game - now with Space Age expansion

Snorkack

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Shadorwun: Hong Kong
wow... game's the shit! Too bad my notebook cpu always starts tanking at about when I start getting deeper into green science/automobiles and trains tho.
Don't bother with the campaign, its basically a long-winded tutorial, and once you meet the winning condition, you can't continue on the map.
 
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jcd

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Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Bubbles In Memoria
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Last edited:

Perkel

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Mar 28, 2014
Messages
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So I almost phased out steam engines completely, I have a huge array of solar panels that can produce about 2x more energy than I need and a field of accumulators that store 5x more than I spend in a single night. My energy problems are pretty much gone for now. I started the production of blue science packs and I'm looking at advanced oil refining and establishing mining outposts outside my main base.

What's the best method of transporting oil over large distances? Looking at the map I will have to go outside radar range to find some decent oil wells.

Oil trains but via mods only for now.
 

Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
As the mining outposts get further and further from your main factory, it quickly gets much more cost efficient and faster. And you can have a lot larger throughput than with a couple of conveyor belts. Useful when you have to sacrifice tons of metals per second at the altar of Moloch to produce enough chips or modules for the end game technologies.
The primary gain is reusing the track. You can easily have 4 trains running on the same track, with different resources. That's hard to do with conveyors.

What's the best method of transporting oil over large distances? Looking at the map I will have to go outside radar range to find some decent oil wells.
Trains. The extra step of barreling it is honestly not a lot of effort, barrels even craft fast enough to easily make 200 by hand while you build the oil drilling outpost.
 
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jcd

Punished JCD
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Last edited:

Ashery

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May 24, 2008
Messages
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do you have to add empty barrels to the system? do they get used up at some point? or can you just keep refilling and emptying them endlessly?

Wiki shows you can reuse them endlessly, but I've yet to get to that point in the game myself.

I'm guessing the more difficult job is to make sure your barrels stay evenly split between multiple outposts. Don't think it's possible with the current game mechanics for the player to setup the condition where if a train arrives with 268 barrels of oil on it, it leaves with 268 empty barrels. I suppose you could create a system where the train dumps its barrels, has them drained, and then waits for the very same barrels to be reloaded, but that would require a particularly long train stop that leaves a substantial infrastructure investment idle the majority of the time.
 
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jcd

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Jaedar

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do you have to add empty barrels to the system? do they get used up at some point? or can you just keep refilling and emptying them endlessly?
You have to add barrels to the system somehow, but they never get used up.

If you have multiple train outposts it's probably pretty horrible to do it in a way that keeps barrels balanced and it optimized. You can use one train with one wagon for each oil base, or make sure the train stays long enough to empty and reload all barrels into cargo (of course, this way you are fucked if you run out of storage space).

I only used one oil base at a time, so I had none of these issues.

Note that you can reserve slots on cargo wagons for both empty and full barrels so you could ensure no train ever leaves any station with more than a certain amount of empty barrels.
 

Ashery

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Note that you can reserve slots on cargo wagons for both empty and full barrels so you could ensure no train ever leaves any station with more than a certain amount of empty barrels.

You'd still run into the issue where a train can arrive with less full barrels than the reserved amount of empty, so it's far from immune to developing imbalances.

The more I think about it, the more I'm inclined to use the setup I mentioned in my previous post. It necessitates a long layover at your main base, sufficient storage for the crude, and a substantial infrastructure investment, but it only requires the player to occasionally monitor overall crude supply. Real estate investment could also be reduced a bit with speed modules. And if the delay at base cuts into your throughput, you can just add more wagons.
 

Blaine

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At an oil outpost, I typically use this setup. I always use two cargo wagons for all of my trains because two-wagon trains are faster and easier to fit than three- or four-wagon trains. The increased speed and minimal train size also help the network run more smoothly; less waiting at intersections and such.

10d7eb4c47.png


Two assemblers, eight smart inserters, empties in, oil barrels out. The throughput from even five or six very rich oil wells is nowhere near enough to fill two chests when a train is picking up and dropping off regularly, in my experience.

At the base, you need some combination of logistics robots, (fast or smart) inserters, and/or belts to get the filled barrels off the train and into the emptying assembler(s). You can unload directly from the train and into the emptying assembler(s) if desired. You can also either empty from assemblers directly into storage tanks or directly into refineries. I plan (still setting up big base) to pipe the crude oil down southeast toward my storage tanks and refinery and chemical plant complex.

3620618432.png


Just make sure you have a nice buffer of empties in a chest or the logistics network, and plenty of room in the network for any extra filled barrels. If filled barrels are piling up, jam in speed mods or add more assemblers.

For my money, it's best to have dedicated oil trains that do nothing else. I have two of them.
 
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Blaine

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My new, compact and modular, circuit assembly line (temporary plastic chests while I set up):

91d9bb4fba.png
 

Damned Registrations

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Ugh, such waste. Use both sides of the conveyors you neanderthal. Wire on one edge, iron on the other, etc.
 

Blaine

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Wire on a belt, sure thing.

I considered somehow using both belt lanes in this setup, but for starters, the throughput is very high (and will be higher when I add splitters further back) and both the iron and copper, along with both types of circuits, are destined for elsewhere after they leave the assembly line. Placing things that aren't meant to continue on past the assembly line on those same belts would be a bad idea unless consumption is absolutely pitch-perfect. The circuits will likely be two-laned onto a belt at some point, and copper and iron will probably be two-laned from here into the battery complex once I've got that going properly.

Also, getting materiel onto both lanes would actually increase the total area required, not that I can't afford the space in a 400 x 200 base, but I want plenty of room left for unforeseen shortfalls and contingencies.
 

Jaedar

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Thinking half a line of greens will be enough. I was innocent like you once.
 

Blaine

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I know it's not enough, there are never enough green circuits. I just don't know how many dedicated green circuit assembly lines I need to add yet.

All I have left to research are a handful of levels of robot followers and of course I've been putting off the missile silo, I know exactly how it is with everything else.
 

Damned Registrations

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Ok yeah wire is the one exception, past the very early stages you basically need to be moving that shit in stacks of 3 or 4 to meet demand. Still no reason you couldn't do it with steel/electronics, or put the copper and iron on one belt and have it go by both types. I generally set up my lines with 2 conveyors up top, each with 2 different kinds of basic resources (copper/iron,gears/electronics maybe) and then a conveyor underneath producing complex items that may or may not get snatched off further down the line. Much tidier, and easier to retrofit to produce something different when you suddenly have 9000 smart arms you don't need or something. Then it all gets dumped in a chest or three at the end you (or bots) can loot the high end shit from.
 

DakaSha II

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i want to play this really badly, but i refuse to play before the announced balance changes. (the game really is an unbalanced mess right now. a very fun well designed unbalanced mess, but unbalanced none the less)
 

Jaedar

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i want to play this really badly, but i refuse to play before the announced balance changes. (the game really is an unbalanced mess right now. a very fun well designed unbalanced mess, but unbalanced none the less)
Announced balance changes?
 

Blaine

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The main balance issue I see in the game is that all the weapons, capsules, robots, and vehicles are absolute garbage (for combat) as soon as big aliens show up, save two of them and one ammo type. Then, once you have Destroyer capsules and piercing combat shotgun fully upgraded, you can trample even behemoths with relative ease. I wouldn't have even noticed I'd reached evolution 1.0 had I not seen the unmistakable green color of behemoths. I certainly didn't notice due to any sizable jump in difficulty.

It's important to note though that after a while, aliens are just a nuisance to be cleared out and planned for. Combat is only a small part of the game.

The other improvements they've been talking about are improvements to trains and train functionality (some of which already exist as mods, fluid tanker for example), tweaking and expanding resource generation (a mod already mimics one aspect of this: richer resources further from map center to match denser enemy nests), better readability and utility of the logistics network and power and production charts, enhanced map and alert system, better readability and utility of the logistics and circuit networks, an actual tech tree with flow charts, tweaks and buffs for inserters for some reason (logistics bots seem incredibly slow to me in the grand scheme even with full upgrades, but for some reason they're concerned robots are too good), and a few other bits.

I'm really looking forward to enhanced concrete graphics and the Spidertron vehicle (temporary graphics):

fff-120-concrete.jpg


fff-120-spidertron.gif
 
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Blaine

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To my knowledge, all they've talked about doing is 1.) increasing green science pack costs so that choices matter more up until blue science, and 2.) maybe adding more and/or infinite (exponentially expensive) endgame research.

These won't change the game nearly as dramatically as you might think. They aim to improve two particular brackets of the game that are, in the grand scheme of things, fairly small brackets, not unimportant but not total game-changers. I wouldn't call research "incredibly unbalanced" at this point by any stretch of the imagination. Besides which, there's almost certainly a mod already, even if the official base game hasn't yet been balanced.

You'll have green research done long before you even move out of your babby base, even if they double or triple the costs.
 

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