| K8.0 posted:Thinking about it, I'm actually coming to the conclusion that the new tutorial is in fact really bad in the current state of the game. It teaches you to run away from biters and turtle up, which is exactly the opposite of how the game as it currently exists wants you to deal with them. As a new player, I have zero idea how you would even go about attacking a nest early on and be successful. I don't think that's a viable option for a new player. The way the game is presented I think a wipe / game over is something that needs to be very much avoided at all costs by the devs. I've been playing for a week or 2, and 60 hours or so. I had just got my plastic production in vanilla 0.16 done and decided to add some mods and make the jump to 0.17. New player experience they are pretty much identical. Is the oil change even in? I still have to deal with 3 outputs though I'm doing much better now that I'm doing 99% underground and using different distances for piping it's become fairly trivial. I don't like the biters re-expanding into areas I cleared it makes it tedious and I end up covering my entire base in a perimeter of guns. I do like this look but I also know I will miss a power pole going out so I also send bullets with the power and add guns since any depot is going to need guns as well. I could / should probably look at lasers solar and capacitors. A lot of early game is getting ammo up and running, I did a few starts on 0.16 and 0.17 to get a feel for how I wanted to generate my map (I've opted to turn off biter expansion but leave them hostile so they send attacks, I like the military look of a ring of guns and a secure area. The switch to AP rounds is pretty expensive at first but it's honestly not that hard to mass produce them either. It's the first major use of steel and copper but the use rate of bullets is low enough that it generally takes a few hours before the first shots with AP are fired (I just run them along the same line, and also start using both sides of the belt so there's an immediate large demand. I then upgrade my copper and steel production so they can produce an entire red belt worth and go gently caress off and do trains / blue science. The main problem I have is biters with expansion enabled means they will surround my base entirely while I'm learning and overwhelm me. (Well keep me from moving beyond them until I in theory run out of resources in my base). Turning it off means I can take them out for good but they get pretty strong, they seem like must larger nests with expansion disabled so I have to assume they can grow or expand and if they can't make a new base they just always grow. This provides a good balance but I'm still at a point where they send attacks take out a section of wall then I have to run 20 minutes to fix the damage and the busted up machined add a few more guns to prevent it and suddenly same problem at the opposite side of the base. It just feels like I'm bailing out a sinking ship in shark infested water with land in sight. Biters could stand a bit of a slow down on how fast they expand, how fast they evolve seems pretty decent up to the start of blue science. This weekend I can hopefully go through most of the blue tech and let you know how that works, I'm sure it solves all my problems but trying to figure out the optimal way to lay out pipes for the first time while base attack alerts are going off is just frustrating. Yes I could probably just do my work go AFK for 6 hours and still have most of a base, but that's not the point I don't want to have to rebuild poo poo. I can't wait for these robots to repair my poo poo, that's my goal for tonight. So I'm basically at the same point in 0.17 as I was in 0.16 now, 0.17 feels more intuitive and like you are controlling a character. 0.16 felt like a 90s RTS engine with a directly controller character bolt on top. |
#¿Jul 30, 2019 20:19 |
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#¿Aug 5, 2024 08:25 |
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| Mithaldu posted:Fwiw, the Bio Industries mod allows you to plant trees, either via slow terraforming, or later via tree seed rockets, and it's an excellent way of walling biters against your poison while also putting up walls against the biters. This is something I might look at if I try any of the harder enemy mods to combine it with. They are mostly just a problem while learning. When you are messing around with the best way to lay something out in the game for a few hours watching belts move and trying to see where bottlenecks are (all things that become automatic and easy with a glance as you play, I don't need to do these things anymore) but all of this takes up time during a first play. I've never really felt like it was impossible to progress just really really tedious to clear out all the nests with my current tech level. I think biters being tied more closely to your tech level could smooth things out with new players, or even capped based on the highest science tier created. The way the game is it just feels like something you aren't supposed to start over at least not frequently once you get into. Maybe someone with more playtime can turn this into an actual idea in game terms and get it to the devs. I'd also like to have a reason to have a battle train, I was a bit disappointed when I read they are mostly worthless. |
#¿Jul 30, 2019 21:35 |
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| neogeo0823 posted:I was gonna ask you guys what changed recently about oil processing, but then I realized I hadn't opted into betas for the game, so I hadn't seen the changes yet. After reading through the change log, I wanna see how things have changed. Do I have to start a new map to see them, or will the changes be there when I load in my current one? It's the basic recipe, its petro only now, and I didnt use advanced before the change since I set oil up the night before the parch but it's basically the same output but better as the old basic, but it does require water. If you can hook water up to the other line in your processors and switch them to adv you shouldn't notice much of a difference. The point of the change was to make it easier to learn for a new player. |
#¿Aug 2, 2019 23:02 |
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| neogeo0823 posted:Ok, so just take down the 3 oil buildings I had set up to do basic processing, and look for any other weird looking poo poo and remake that as well? That I can do. Don't take them down, switch them to advanced and pipe water to the back of them, set up a train to move the water if you need to. Advanced is the same recipe with more output as the old basic only you have to add water too. |
#¿Aug 2, 2019 23:26 |
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| Burner phase feels like a tutorial and if you like to start over because you made horrible spaghetti it gets old fast. It in no way should be removed from the game, but modding it out is no loss at all running between 4 patches to keep everything running while manually throwing coal in things is pretty tedious the 30th time you do it. |
#¿Sep 12, 2019 13:56 |
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| RVT posted:The game has started to really slow down as our factory has gotten really big. Never played one map long enough to deal with this before. It's at the point where I have to host the game, because if my buddy hosts it is unplayable for me even if he lowers the game speed. If I host it's perfectly playable, but everything happens maybe 70% as fast as it should. Is there anything I can do to improve performance? You have reached the point where you now need to tear everything down and do things in the least CPU intensive way. This is with lots of beacons and as few belts as possible. Also good rail routing, train AI on poorly planned tracks can kill performance. |
#¿Sep 17, 2019 19:11 |
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| For oil, you want to mostly use underground pipes you can weave them a decent bit and the underground is longer than with belts |
#¿Oct 2, 2019 23:13 |
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| Shalebridge Cradle posted:That would somehow be so much worse HoNk! |
#¿Oct 6, 2019 04:21 |
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| It's Factorio, anyone serious enough to use outside tools like this and play a non standard combination of mods is going to understand install export mod upload output especially if you make a nice How To with screenshots. |
#¿Oct 24, 2019 16:19 |
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| Lorem ipsum posted:I'd just like to point out that not only did this guy implement a computer, but he also implemented IP and TCP and created a bridge to allow your ingame factorio computer to connect to the real life internet quick someone figure out how to extend this into receiving commands from a website to allow for remotely playing factorio using your web browser |
#¿Sep 17, 2020 16:39 |
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| KillHour posted:The only annoying thing will be that if you want to play cross-platform multiplayer, you'll have to play with people using no mods. But that's probably Nintendo's fault. Nintendo doesn't seem to care too much what third parties do, especially in an M game. They are weirdly protective in their own games, but Monster Hunter Tri U for the Wii U turned the mic on the game pad on every single time you connected to multiplayer and you had to go into options to turn it off (eventually it was remembered). Just freaking hotmicing everyone. Nintendo didn't care. They do suck at online, but that's in their games. And sometimes they are surprisingly competent in a single part of a title. |
#¿Sep 13, 2022 18:42 |
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| KillHour posted:Are there any switch games with mods though? They don't like custom content, they have seen too many softmods emerge from it. I guess I thought you were rehasing an older argument that's long been dead. This is completely fair and probably is Nintendo's fault for reasons I didn't think of. Oh ummm I think the DOOM ports have curated custom WAD files though. I don't have them on switch but Google says that feature wasn't stripped. |
#¿Sep 13, 2022 19:13 |
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| Orc Priest posted:Hmm I think the biggest worry isn't mods, but that screen. Might be too much visually for the switch's small screen. At least for me anyway. I hope there's a demo. It supports the dock so it will go on the TV |
#¿Sep 13, 2022 23:09 |
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| nope dock is 1080 |
#¿Sep 14, 2022 03:21 |
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| Charles 1998 posted:The game runs on ARM? Factorio cell phone game when? The Switch is ARM. I wouldn't look beyond that right now. |
#¿Sep 23, 2022 18:39 |
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| Synastren posted:It's interesting to me that you think folks dive into mods before they launch their first rocket, overall. I think I installed my first mod after 4 hours. Vanilla is missing stuff |
#¿Sep 24, 2022 10:43 |
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| If you are playing anything like angel bob you want a building ratio planning mod. There's several but you really want one. |
#¿Sep 25, 2022 12:01 |
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| power crystals posted:Except for trains. If you want an actual proper rail network thats been all but solved and reinventing it adds nothing imo even as a new player (if you just want lazy ugly trains and dont care about intersection throughput then go wild). Possibly also belt balancers for any non-trivial size. But for everything else yeah at least do it yourself once. I'd still do both of these as a simple run at first just to understand them. This way if something goes wrong you have an idea of what that looks like. |
#¿Sep 27, 2022 19:06 |
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| gaj70 posted:Leave lots of empty space between your assembly lines, particularly early on. You'll need more of those early products than you expect. On this note don't be afraid to just ditch your existing stuff and go build someplace else. You'll have trains eventually this means you can have different "buildings" nothing wrong with having multiple that are the same, or building a new one in a better location with more space before destroying the old one for scrap. Really I try not to make many large changes until trains then I kind of figure out what the hell I want to do with the map. *Note haven't played in like 2 years currently feeling the itch and thinking about starting a game why I'm reading the thread again. |
#¿Sep 27, 2022 19:38 |
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| The Locator posted:Yeah, warehouses and loaders work also, but merging chests is more flexible IMO, although maybe not as pretty. I'm remembering learning Angel Bob and while working out some stuff trying to hyper optimize some things so I can blue print them just building a ton of chests for something with algae farms or something? Some of the output I think was needed for paper to make chips. I just remember expanding it to over a screen size to not back up production (I forget the inputs and outputs but something else would backup and be a problem). I also remember after several hours eventually running out of whatever the hell this was. Do weird things, it's memorable and you're going to come back to this game over the years. also note for the new players, I'm playing Angel Bob in this, that's a mod that says the game is too fast why is there no steampunk phase to this game? (I love steam assemblers) Why don't chips require you build a paper industry? Why not everything. It's long. |
#¿Sep 27, 2022 20:42 |
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#¿Aug 5, 2024 08:25 |
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| necrotic posted:While it seems like one place there are very easily at least 4 delivery locations (one per plate + oil, which can be further split in half if needed). There's always the setup where you have train hubs, then when something runs low it calls for a train it goes and loads up then dumps everything. You can run a surprising amount of stuff with only a dozen 4-5 cart long trains I think, been awhile. You want the engine to cart ratio to be right. |
#¿Sep 28, 2022 13:23 |
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