Though it definitely got annoying when I was forced to expand.
Yeah. Clearing nests is just straight-up bad gameplay in my opinion. I have to work pretty hard to find bad things to say about Factorio, but this counts.
This is a great change in that it greatly simplifies the ability to make circuits that can detect whether a belt is fully compressed
My Kovarex rig is so happy right now!
EDIT: Just reading the FFF now. Apparently the new mod API will allow the creation of arbitrary lights. I want to make "Lantern Bots" that will follow the player and provide light. It might be time to learn some Lua.
MightyMooquack wrote:This is a great change in that it greatly simplifies the ability to make circuits that can detect whether a belt is fully compressed
My Kovarex rig is so happy right now!
I never did get the need for circuits. Would somebody like to give me some "for examples" that would encourage me to dig into these some more?
Here are some simple things you can do with circuit networks. They are pretty optional in vanilla IMO but fun to mess around with.
I use them for a couple of things:
- Control how many bots get created and added to my main base' robot network
- Control the flow of uranium fuel cells into and out of my reactors
- Remote sensing of how much remote bases have in various containers (like acid for uranium mining)
They really become mandatory with some mods like LTN, especially if you want to control how much "stuff" is needed/available for transport by trains beyond "full" and "empty".
So far, the first use that tboon mentioned is the one that I have used them for, but will probably branch out to uranium stuff at some point.
Put another way, this is a train with a huge variety of items that need to be automatically restocked. There are a couple of ways of doing this, but one solution I've used was to design this unholy mass of combinators, to handle the train loading.
I don't think it was added until a fairly late iteration, but you can set filter limits on what types and amounts of material any given train car can take. I think all you'd need in 0.16 would be a string of belts feeding different materials into chests, and then filters on your rail cars so that only as many resources as you want will get loaded. Fill times wouldn't be very fast, and the feeding belt network might be a little complex, but it wouldn't likely take much logic.
With logistic bots and requester chests, there wouldn't even be any special feed complexity.
Oh, one useful trick I found was that you can connect belts to circuit networks. This can function as a choke point, like a pump. If the enabling signal is on, the belt flows, but if not, it turns off.
It's been a number of months since I fired up the game, and my memory's a little blurry, so I'm not certain if it was the actual belt that got disabled or the belt under the squarish things you can add. (sensors, I think.) But there is *definitely* a way to turn belts on and off easily, which can be handy in the same way as overflow pumps in your oil industry.
I was specifically finding this useful for Kovarex uranium enrichment; the feeding belt wouldn't allow any ore through until the target belt was empty. This meant that the reactor wouldn't get backed up, because its own output would get priority and recirculate back into the reactor again. Only when that ran low would the input belt add more.
edit to explain: Normally, the ore would go around and around the reactor, 40 getting loaded and 37 or 38 getting unloaded each cycle. If the output was blocked, that process would stop working, so there always needed to be enough room on the output belt to empty the reactor completely. But then there also needed to be enough to fill the reactor completely, and each cycle had a few less ore. So, the sensor ensured that new ore was added when there was room, but only when the supply was exhausted far enough. I think the circuit was just a sensor block, a pole, a normal vanilla feeding belt, and two wires to connect sensor->pole->input belt.
So, yeah, that's better than just belts, but as soon as you go to requester chests, that's not a problem anymore... four chests would allow for 48 unique item requests. And then you could make up volume with the remaining chests on the same side, or all the chests on the other, no?
I would think that if you're up to the point of genuinely needing more than 12 items in any given car on a train, you're probably advanced enough to have logistics bots?
Another possibility would be having two stations, but getting the train to move out of the first one reliably might be hard.
Been playing again and I always hit the wall. I just find getting enough basic materials to be rather grindy. Maybe it would better with friends but I always lose interest by blue or yellow science packs.
Still the game is amazing and makes me want to go back again and again....
I just restarted with the Whistle Stop Factories mod. It creates a scattering of super-furnaces and assemblers with 30-50x throughput that you're intended to connect with trains.
I've gotten a starter base running so now I'm just scouting the map in a car looking for some of these furnaces and addemblers and some big deposits to feed them. I'm still thinking of a bus design, using the big factories just for the belt supplies, but I'll see what I find. That plan might be too small.
Finally finished and launched a satellite. I was griping before but turning in high resources helped a lot. Still a lot I haven't done but this seems good for now.
Many rocketey congratulations to you!
I just restarted with the Whistle Stop Factories mod. It creates a scattering of super-furnaces and assemblers with 30-50x throughput that you're intended to connect with trains.
Launched a rocket for this playthrough- I could probably have done it several hours earlier than I did, but I was busy just adding new outposts and a big nuclear plant. Then I had to spend a while untangling contaminated fluid stations (caused by LTN issues with stuck trains). But at this point I can build a rocket in less than 2 minutes and I'm getting white science faster than I can use it.
LTN did save me a lot of trouble; I still have a crapload of trains but not as many as if I had to dedicate them for each pair of stations, and because of depots I don't need parking lots or fueling at every station. It's sure nice to be able to just plunk down a station that demands X and Y and provides Z, independently of everything else.
Just recently I found the LTN Tracker mod which adds a helpful GUI to LTN, listing all of the depots and trains and all of the materials in the LTN network. It's new and a little crashy though.
I ended up not using the big factories for space production as it just seemed easier to set it up from a blueprint, and I didn't need that much stuff. If I keep going with this base I'll probably build the stations though so I can have more rockets. But to do that I'd need to up several big trees of production and I'm getting tired of building stations.
I'll wait for 0.17 before trying again, and maybe next time I'll use a different train manager.
Probably have to since I doubt something as complex as LTN would be ported to 0.17 for a while (hopefully not - hopefully Wube has been getting modders of at least the biggest mods early acces for them to be getting their mods updated close to day 1).
I keep plunking away at my vanilla game when I need to play me some Factorio, waiting for them to release 0.17. Got a lot of cheevos out of this one, I guess I play modded most of the time.
I started up a new game a couple of weeks ago. I actually misread something here and thought that the new version had just dropped, not that it was about to drop, but oh well. It's been two years since I've played, so I definitely have new stuff to toy around with. (Splitters filter now!!)
I'm way further than I got at my first playthrough, which I believe stalled out trying to get blue science working well. Now I've got robust Red, Green, Blue, and Black science production. I've got a tiny little yellow science line squirreled away as well, but I have to manually move the inputs and outputs.
I'm coming to the end of a big spring cleaning effort, however, which I think will help me push forward and progress into full purple and yellow production. My Copper has been mined and smelted off of the mine base for awhile, but now I am also coiling it right at the edge of my base. Another more distant base mines and smelts iron, steel, and crafts iron gears, shipping these three products in by train. The offsite Steel and Gear section is new, and yesterday I finished pulling up those sections of my main base, then doing another round of cleaning where I could now more directly route belts that used to need to meander around.
That gave me the room to expand circuit production, and there is still a bit of surplus breathing room (which I think I'll hold on to as possible sites for train stations). I also set up another distant manufacturing site, although rather than producing raw goods this base creates my most advanced products: importing the three circuits and creating lvl 1 Speed Modules and lvl 3 of all modules (Without Purple Science I don't have lvl 3 Productivity modules yet, but the factories are waiting).
Looks like maybe Feb. 25th for 0.17: https://factorio.com/blog/post/fff-282
.17 is out.
List of changes/updates: https://forums.factorio.com/viewtopi...
So .17 is only kind of out. It's 'experimental' and you have to opt in to the .17.x beta on Steam to get it.
The tutorial campaign is in, it's apparently incredibly difficult, and the devs would like you to try to break it.
I'm about to give it a crack.
Is .17 going to break save game compatibility?
I believe it does. Blueprints seem to come across OK, for the most part, though.
I like the changes in 0.17 so far. I like that the hot bar is now an alias instead of a separate inventory slot. It seems like they have increased reach (I did not see that in the patch notes nor in the dev blogs) which is good IMO. Manually putting down a smelting area last night was much smoother than usual.
Tier 2 factories now take steel which I think is good (steel was generally utilized IMO) but it has messed up my early bootstrap base design.
Also, want to thank Mooquack for his calculator and his efforts to keep it up to date with the patches. Much appreciated!
0.17 is now up as an Experimental build, they're at 0.17.6 already, as they're patching bugs like mad.
They had an issue where their patch notes weren't being posted correctly on Steam... because it exceeded the 40K maximum message size! There are a lot of updates this time around.
Not directly related in anything except timeframe, check this out:
It took me awhile to realize what I was seeing, but once I did.... dear lord, I can't even imagine how to do that.
He apparently needed a mod to make it work, one that would build all the completing belt segments instantly. It's so timing-sensitive that apparently even electrical signals aren't good enough. All the belts have to start on the exact same tick for this to come out right.
I have been making mods.
Mod the second: Time Series Graphs.
Nice! I was thinking about building something to export metrics to Elasticsearch, like this one for Prometheus. Being able to do custom metrics with your mod would be a perfect combination.
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