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Factorio - a factory building game

tripedal

Augur
Joined
Feb 22, 2015
Messages
401
Location
Ultima Thule
The game tricked me into playing it all night, goddamnit.

Mostly been adding mining stations and trains, and expanding production of everything. I also built the infrastructure for transporting oil by trains as my initial patches started running low. In retrospect I should've used the RSO mod to make trains more interesting.

Full base: https://s31.postimg.org/mekkc154p/full_base.jpg

Production stats:

ZRE0OFc.jpg
 

Norfleet

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Jun 3, 2005
Messages
12,250
Okay, my version's a bit old and I haven't played in awhile, bu as far as I know, nothing has fundamentally changed except some graphics. Here's what a SCIENCE CENTER looks like:
sciencecenter.png


Some interesting structures you may notice:
The Science Domes are arranged the way they are because it allows all 9 domes to simultaneously benefit from the single beacon positioned in the center.
The two science belts serve up a green/red track and a blue/purple track. Note that this allows 4 inputs to be fed into a dome within the reach of a pair of short and long inserters, with each side of the track used for one thing. This technique is used heavily when dealing with structures that need many types of input, but have limited space for putting belts in.

There is a random stone quarry there. It is unrelated, and just happens to be there because there is a stone pit there that has to be stripmined.
 
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Norfleet

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Full base
Your base is interesting, if a bit sprawling, but WHY HAVE YOU SUFFERED THE TREES TO LIVE? I always purge all the Dendros and BURN THEIR CORPSES. And how the hell big is your monitor that this can all fit on one screenshot? I see you've opted for the beacon-line method.
I notice your railway appears outside your walls. Are you not concerned about the Xeno Filth destroying your tracks?

Your solar area is kind of tangled. I like to plop combo Solar/Battery/Substation grids where a unit consists of 4 2x2 blocks of solar panel with a + of battery and a center substation. This particular formation covers the entire ground and tiles perfectly, so you can just plop it all around in a gigantic mat.

All in all, pretty neat, I see similar structures from what I used.
 

Norfleet

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Trees soak up pollution, so they're pretty useful if you don't want the aliens to evolve too fast.
They claim to, but I have not found this to be effective at all. Plus, they're unsightly and aggravate my dendrophobia.

Xenos don't attack the tracks, they just go straight for the base...I think they will only attack sources of pollution.
Well, they USUALLY only attack sources of pollution. I used to believe this was true, until I noticed I couldn't reach an area by train because one of the train stations had gone missing due to Xeno attack, despite it being an outlying stop with no industry or power. When I got there, I found that the Xenos had entirely destroyed the train station. So...this is not true: They WILL attack tracks, often quite frequently, as it turns out.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
15,879
Xenos don't attack the tracks, they just go straight for the base...I think they will only attack sources of pollution.

They do attack tracks and anything else. IT is just super low priority. Once they reach base and start to attack they will also go for other things like belts and tracks.

Pollution gives them target to hit but when they reach that target they don't give a shit anymore and they attack.
 

Perkel

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Mar 28, 2014
Messages
15,879
How far is the game from 1.0 ?

Frankly speaking it is not a game where you need 1.0 I played it 1,5 year ago and still had like 150h then.

But from what i gather they need to finish up properly end game goal for that. Current build a rocket is just filler for true end game goal.
They mussed about building space station or something and presented even working parts of it on their blog but they appeasementy scratched it.
 

Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
How far is the game from 1.0 ?
It is not entirely wrong to answer this question with: The devs changing the version string.

Supposedly they plan to do that around a year after they released it on early access so less now.
 

Norfleet

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They do attack tracks and anything else. IT is just super low priority. Once they reach base and start to attack they will also go for other things like belts and tracks.

Pollution gives them target to hit but when they reach that target they don't give a shit anymore and they attack.
Well, that doesn't explain why they destroyed a random rail junction that had no pollution sources or anything. They're also known to randomly attack power poles and lights, despite none of these producing pollution.

In short, I would not construct anything that doesn't have a full infrastructure to withstand indefinite attack if I needed it for anything mission-important. I'd build a wall and make them pay for it.
 

Blaine

Cis-Het Oppressor
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Grab the Codex by the pussy
The aliens present a welcome adversary to butt heads with, a useful purpose for much of your materiel in the form of guns, power suits, turrets, disposable combat bots, and all that jazz.

That being said, I've found the combat a low point in an otherwise outstanding and enjoyably complex game. There are countless ways to set up your supply lines and assembly complexes, but options for dealing with aliens are very limited. The evopollution mechanic is a neat concept and well executed, but the aliens are like rejects from a simplistic RTS game: One moves fast and is tough, the other moves more slowly and is somewhat weak but can attack at short distances, while the last is stationary, but very tough and can attack over long distances. None of these are dodge-able; if you're within range and they target you, their attacks will land.

Offense amounts to hit-and-run spamming of one or two sorts of disposable robots and by far the best personal weapon in the game, the combat shotgun with piercing ammo. The rocket launcher is shit, because you can only use it when well within range of worms' artillery and within the rest of the nest's aggro radius, leaving you ludicrously vulnerable given the slow firing animation. Defense amounts to shitting out lots of turrets, and perhaps getting a bit fancy with maze-walls, conveyors, and/or landmine blueprints... but in the end, especially later on, shitting out lots of turrets is all that really matters.

Furthermore, although my rails and power poles haven't been attacked yet, rails should be invulnerable. Having to build a meandering laser fortress wall of Trump around your fucking train tracks that span the map is totally ridiculous, and that's the only option that keeps the aliens out (other than metagaming their potential spawn locations, but that's cheating).

I hope they do a bit of work on combat with aliens and options thereof before release. I've noticed what looks like a flamethrower turret on their Twitter updates, so that's neat.
 

Destroid

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May 9, 2007
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16,628
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Australia
Why have such a giant station with a tiny little train?

Blaine Aliens won't attack your power poles or rail unless they are built too close to an alien base or they get distracted by a train coming past on their way to something that makes pollution. There is very rarely a need to protect a train line with turrets.
 

Blaine

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Grab the Codex by the pussy
This game looks like fun but I think I will stick to Regex and OOo spreadsheets calc for now.

It's clear to me that this game is being developed by two incredibly bright people, but as a player, all you really need to do is take things one step at a time and learn as you go along.

It's very important to learn the many contextual keyboard shortcuts as soon as possible. For example, you can copy the input needs of an assembler with SHIFT-right click, then left-click on a nearby electronic "requester chest" to paste a requisition order for those materials. Otherwise, you'd have to check the needed materials in the assembler's GUI (unless you've memorized them), then manually input requisition orders in the requester chest's GUI.

Flying logistics robots read requester chests' requisition orders, and will then fetch the needed materials from nearby electronic "provider chests" and deposit them in the requester chest. At that point, an inserter (robotic arm) will transfer the materials from the requester chest into the assembler automatically as needed, provided everything has power of course.
 

Blaine

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Grab the Codex by the pussy
That complex appears to be undefended, and surely produces 3.6 Chinas worth of pollution, but with such a massive infrastructure I assume there are 500 laser turrets and some earthworks around the perimeter.

My copper shortage is about to come to an abrupt end once I get a train in here. I've been shitting out solar arrays and occasional accumulator banks all over my structures where there's room. I was very slow in this game since I'd never played it before, cranked out pollution left and right, and the race is on to have lots of fully-upgraded laser turrets everywhere when the behemoths show up.

b7e3562773.png
 
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Blaine

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Grab the Codex by the pussy
You can disable aliens entirely if you wish, but that's more boring in my view. Still, dealing with aliens is rather simplistic as I've mentioned (store 100 terajoules in the accumulators and line everything with turrets), so if you've been playing as much as that guy clearly has, might as well just have them fuck off.
 

Jaedar

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How do you get purple research packs with aliens turned off though?
 

Mr. Pink

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PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Steve gets a Kidney but I don't even get a tag.
My god this game is fun. People told me I'd be bored of it after my first rocket launch, but there is still much more optimizing to do.


there are many things that need to be built
 
Unwanted

jcd

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Norfleet

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Messages
12,250
Blaine Aliens won't attack your power poles or rail unless they are built too close to an alien base or they get distracted by a train coming past on their way to something that makes pollution. There is very rarely a need to protect a train line with turrets.
You claim this, but yet I have encountered this case before. If it happens so often that even I encounter it, then it is clearly an ubiquitous phenomenon.

Defense amounts to shitting out lots of turrets, and perhaps getting a bit fancy with maze-walls, conveyors, and/or landmine blueprints... but in the end, especially later on, shitting out lots of turrets is all that really matters.
I tried the mazewalls thing. Didn't work terribly well, aliens prefer to advance straight, attacking all walls in their path, and will not be baited into navigating a death maze. Just spam solid walls of turrets is the only answer.
 
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Blaine

Cis-Het Oppressor
Patron
Joined
Oct 6, 2012
Messages
1,874,666
Location
Roanoke, VA
Grab the Codex by the pussy
It doesn't help that nearly all of the weapons in the game are crap. Small biters and spitters aren't much of an issue, mediums are a bit more of a hassle, but big worms come out scarcely halfway to evolution 1.0 and big biters and spitters start to appear around 2/3rds of the way.

At that point you can throw the pistol, SMG, rocket launcher, flamethrower, landmines, discharge defense, personal laser defense, and standard shotgun into the garbage. The combat shotgun and destroyer bots are it, baby, with laser turrets lined up around the walls of your basees, and even still the big biters and spitters soak up huge amounts of damage. My strategy is to stack shields and exoskeletons in Power Armor Mk2 and kite all the shitters in a big circle, then dart in to shotgun their spawners. If the rocket launcher could destroy a spawner in one hit, that would shake things up a bit, but it can't.

Let me tell you something, though: The same combat shotgun that takes at least 7-10 shots to kill one big biter can destroy a storage chest with a bunch of your shit in it in one shot.

I've used this to my advantage to use chests as "trash cans" to get rid of unwanted items, since there's no trash option otherwise. I'll admit, it's hilarious to take out the trash by putting it in a chest and then blowing it away.
 

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