Author Topic: Factorio  (Read 10671 times)

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Offline Vibe

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Re: Factorio
« Reply #30 on: August 24, 2014, 09:18:24 pm »
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Pretty good, but your raw material input is so low, while you have like a million smelters :D

Offline Mala

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Re: Factorio
« Reply #31 on: August 24, 2014, 09:25:39 pm »
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well the old smelters had a lower output than the new ones and i have simply upgraded all of them.

Offline Nightmare798

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Re: Factorio
« Reply #32 on: August 24, 2014, 10:30:40 pm »
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Hinterland has this, but its a game that doesnt have much going for it. Its 2 hours of gameplay max.

Also "Elemental: Fallen sorceress" has this. While the combat isnt RTS but turnbased. The way how customizable your troops are is quite remarkable really.

Gotta hand it to you, I am having a fuckton of fun with the fallen sorceress. My only complaint so far is the small number of units in a group.
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Offline Kafein

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Re: Factorio
« Reply #33 on: August 25, 2014, 12:44:00 am »
+1
it is quite addicting.
here is my first somewhat working factory.
https://www.youtube.com/watch?v=BAbvP5USIeY

this was a plan for my next one, but i have scrapped it already.
(click to show/hide)
it takes to long to unload the train and after a short while the transport belt gets blocked.

wow, that seems very complicated for just unloading and smelting. Also the trick with unloading is to use buffers. Get one row of 4 fast inserters on each side of every wagon with iron boxes behind, then have another row on each side transfer the content of the boxes on your transport belts.

By the way here's a screenshot of my factory

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Offline Mala

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Re: Factorio
« Reply #34 on: August 26, 2014, 03:40:23 pm »
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wow, that seems very complicated for just unloading and smelting....

the main idea was a huge factory complex and a lot of self-sustaining resource outposts.
the factory itself was planed with a star-shape in mind, with the major transportation routes in the centre but a lot of room for expansion at the outer edges.

or i could make a system like in tributs of panem, with several specialised districts while the main district gets all the fancy stuff.
logistics could be a problem here.

Quote
...
 Also the trick with unloading is to use buffers.
...
the boxes were my next step as well, i have tried the belt solution at first because the belts need no energy to run.
it works with faster belts but only to a specific point.

Offline Kafein

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Re: Factorio
« Reply #35 on: August 26, 2014, 04:47:17 pm »
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I don't get why there are so many long transport belt cycles. You can use splitters to distribute coal and other items in a way that avoids all blocking.

Offline Mala

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Re: Factorio
« Reply #36 on: August 26, 2014, 05:01:03 pm »
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the long belts were more a placeholder  for future extension without to rebuild the whole section. but this was before i have realised the the bottle neck at the unloading station.

Offline Mala

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Re: Factorio
« Reply #37 on: October 27, 2015, 11:55:15 pm »
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*necropost*

ha, the factory chimneys are smoking again.
this is the largest complex that i have build so far and this is only the processing plant.
on the other hand i still have trouble to control the final production lines. my envisaged solution (a few smaller train stations and a decentralised production) has some serious space issues and some flaws in the distributing system, yet.

processing plant

Offline Kafein

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Re: Factorio
« Reply #38 on: October 28, 2015, 07:17:05 pm »
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Just so you know, all those conveyor belt mazes around your loading and unloading stations are completely useless. At around 1:20 there's an example of this. For loading and unloading all you need is one conveyor belt track going alongside the train tracks on each side and have the pickers and buffer in between. It's exactly the same as what you do with your furnaces, except you add a buffer.

Offline Mala

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Re: Factorio
« Reply #39 on: October 28, 2015, 08:02:02 pm »
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well, it looks nicer. :D
i could have add a box instead of the maze to save some space.
anyway, the idea for the unloading is to prevent a tailback on the conveyor belts so the inserters can unload more items during one stop.

the maze for the loading is an attempt to control the distribution a bit.
since every inserter gets the same share of the items, i should have some limited control over in- and output of the wagon.
it does not make sense with the raw materials, but then there is rule #1: it has to look nice.

Offline Kafein

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Re: Factorio
« Reply #40 on: October 28, 2015, 10:12:15 pm »
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Well, there's no need to balance the inserters because everything will buffer on the belts and balance automatically anyway. And afaik there is only one container in each wagon, so there's literally no point trying to distribute the load between inserters. In any case, your furnaces and transformation lines will bottleneck much sooner than the train unloading. That said I respect your will to make it look nice, although personally I don't think it looks nicer than a smooth line of boxes.

Offline Gravoth_iii

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Re: Factorio
« Reply #41 on: March 05, 2016, 10:39:03 pm »
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Game is on steam now, and has multiplayer. Having a grand time playing with georges, absolutely amazing game.
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Offline Vibe

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Re: Factorio
« Reply #42 on: March 06, 2016, 12:12:12 am »
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Yeah been playing it a bit again myself now that it's on Steam. What a great game.

Also, 99% positive reviews. And the price isn't in the xx.99€ format for a change. Says early access on Steam but honestly it's already the full game, pretty much. Gonna try multiplayer with a friend soon.

Offline The_Bloody_Nine

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Re: Factorio
« Reply #43 on: March 06, 2016, 12:49:04 am »
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Sounds awesome, like one of those games I will get one day when I'm weak and then de-install again out of self-protection after playing 20 hours straight.


Offline Gravoth_iii

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Re: Factorio
« Reply #44 on: March 06, 2016, 01:56:10 am »
+1
Sounds awesome, like one of those games I will get one day when I'm weak and then de-install again out of self-protection after playing 20 hours straight.

First day we decided to start a multiplayer game, we sat around for 12+ hours, so yes, beware.
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