[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/v/ - Video Games

Name
Spoiler?[]
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File[]
  • Please read the Rules and FAQ before posting.

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]


Janitor application acceptance emails are being sent out. Please remember to check your spam box!


[Advertise on 4chan]


File: 1735849675131489.jpg (1.85 MB, 2560x1440)
1.85 MB
1.85 MB JPG
Oof, trying to plan out yellow science, looks like quite the project. Intimidating.
I was also trying myself on setting up some better rails and conceptionally I guess I understand signals and chains but when it comes to actually building anything like a T junction it turns out to be nonsense.
>>
engine -> electric engine -> 2x robot frame
it's easy bro, one pipe and gear assembler would supply dozens of science/min
the rest is simple if you've already made it past blue
>>
File: 1750016090142887.jpg (1.39 MB, 2560x1440)
1.39 MB
1.39 MB JPG
>>724574628
Yeah, I guess it's not that bad. I do like me some direct insertion, looks satifiying.
>>
File: 1732752981052704.png (217 KB, 658x390)
217 KB
217 KB PNG
>>
>>724573857
As someone who hasn't played factorio, are there lots of mods for this game? Can you make it fantasy style?
>>
>>724573857
If you want a braindead rail junction just put rail signals at each entrance. All the trains will have to stop and wait their turn but you won't have to use chain signals at all. Not efficient but it works and won't break.
>>
>>724576816
Yes there are lots of mods, no I haven't seen any mods that turn it into a wizard factory.
>>
>>724576556
>military
>"actual" science

>>724576816
There are a lot of add-on and overhaul mods, but nothing totally changes the aesthetic like that
There is a "fantasy factory" game though and it has a demo
https://store.steampowered.com/app/3320980/MoteMancer/
>>
>>724576816
Only fantasy automation game that comes to mind is something like Oddsparks. No clue if it's good or not. Most factorio mods lean into sci-fi
>>
>>724573857
I usually setup twice as many engines as I need for blue science so when I get to yellow I can just steal some of those.
You also need a solid production of low density structures for the rocket so those can go in their own subfactory too.
>>
>>724577620
When I saw the recipe for yellow science I thought the same thing but I boxed in my engines for blue already which I annoyed me.
>>
>>724576556
Get the black one out of there and bring back alien science
>>
File: 1758192675658718.png (367 KB, 591x445)
367 KB
367 KB PNG
>>724573857
>>
>>724573857
>>724576943
For trains the braindead rule of thumb is put a _chain_ signal on the track before a crossing and a _rail_ signal on that track after the crossing.
Of course you need to do so for each track in the crossing. In a crossing of two single tracks you would have four signals.
Implementing this with routes of bi-direction tracks is very easy and should do everything you want for a standard factory.
By paying attention to how the colours of the paths change or how slightly more involved intersections start to interact actually understanding it can come naturally, after you actually have some trains running.
>>
File: 1743539786461370.jpg (1.75 MB, 2560x1440)
1.75 MB
1.75 MB JPG
I'm aiming for 1 science per second. If my current research speed is 2.61 then I'll need 23 labs, I'm guessing?
>>
>>724578226
I don't know. Put down 50 just to be safe
>>
>>724573857
Is vanilla yellow science really that simple? I haven't played vanilla in years.
>>
>>724576556
The space sciences are all more simple than blue though.
>>
File: Spoiler Image (1.19 MB, 1920x1080)
1.19 MB
1.19 MB PNG
>>724573857
>trying to plan out yellow science
You're going to need more copper.
>But I already have-
You're going to need more copper.

>>724576816
There are lots of mods, a good portion of which are smaller things like QoL rather than massive overhauls. There are a decent number of overhauls though, ranging from more modest vanilla+ type, all the way up to overhauls that add literal thousands of hours of gameplay i.e. Pyanodon's alien life

The only fantasy-themed one I can think of is some wuxia mod I saw someone post one time. Not even translated from Chinese, so good luck with that one.
>>
>>724578770
And you'll need more rails
>>
>>724578548
It also needs blue chips.
>>
File: fact0rio.jpg (321 KB, 1615x917)
321 KB
321 KB JPG
:D
>>
>>724578226
Depends on what you're researching. Some of the later techs take 120 seconds per bottle.
>>
File: 1682212800917167.png (759 KB, 548x595)
759 KB
759 KB PNG
;D
>>
>>724578923
what's wrong with your drill?
>>
File: py milestones 2.png (717 KB, 1920x1080)
717 KB
717 KB PNG
>>724578816
It's Py. Rails aren't too bad to make, but the locomotives and wagons are another story. Genuinely cheaper to run a belt several thousand tiles, never mind the time it takes to get to trains. I also haven't touched that save in several months now, though I was gearing up for a more modular train factory at the time.
>>
>>724573857
I launched the rocket and won the game one time like in 2017 or 18. I've never wanted to play this game again. I did not find it fun, I found it really meticulous and difficult. Just not relaxing or fun at all. There's no city building or colony building, just factory production. No population management, just one guy. Once you beat it you don't really wanna play again. It feels good as an accomplishment but the game is really boring.
>>
>>724579058
The mother of all sushis
>>
File: Untitled.png (1.86 MB, 960x828)
1.86 MB
1.86 MB PNG
i'm conflicted
on one hand, making a mall without using requester chests takes years
on the other hand, belt abominations look much sexier
>>
I just landed on gelba and have no idea what the fuck i'm doing
I want to go home, but I can't make ammunition, let alone rocket bullshit
thank you for reading my blog
>>
>>724582196
Worst case scenario, you can just run around mining iron and copper stromatolites to get enough metal for a rocket + silo, and cobble together a couple of biochambers to make rocket fuel and plastic from fruits. Assuming you don't want to just ship in materials from another planet.

Gleba is definitely tricky, what with spoilage being a thing. The key thing to work on is always having a way to get spoilage out of your machines and off your belts.

If you want to produce anything locally, it all starts with the 2 fruits. If you process fruit using biochambers you will be net positive on seeds, so long as you don't let too much fruit spoil before processing, and so it is possible to have a single patch of special soil last literally forever.
>>
>>724582196
Setup up circular belt systems in order to remove stuff via splitter, this helps prevent stalling from belts getting backed up and allows resources to not stay on the belt but to get used as long as they pass something that needs it.
For nutrients only use the recipe that makes it from bioflux, it's the one that produces enough for the factory instead. You can use the nutrients from spoilage recipe in key locations to do a quick start if the bioflux stalled.
Make sure you use the burner to burn things, it is useful when dealing with the biter egg recipe's. Any excess eggs get sent off to the burner.
Remember that the farm plants are endless if you recover seeds, don't make too many farms and just gradually build up resources without creating too much farm pollution so you don't get overwhelmed by the biters.
There's no factory pollution.

You can do it anon.
>>
>>724583148
>>724583452
Thanks for the advice, i'll give it another shot
>>
>>724582196
Have you considered importing all of the shit you need?
>>
>want to shore up my Nauvis defenses before heading to other planets
>not much space to build cleanly because cliffs
>need to go to another planet to unlock cliff explosives
why did they do this
>>
Gleba ruined the game.
>>
Can you guys tell me if Factorio is a good game to play while listening to a podcast or audiobook?
>>
>>724584530
There's generally two modes you can be in with Factorio
- Thinking, designing, planning, testing, getting frustrated, redoing the plan, testing again
- Doing the rote work for a plan you know will work without much thought.

When you're first starting out you're doing a lot of the first and not a lot of the second, but as you get to know the game at lot of things won't require much thinking anymore.
So at least if you get to that point after getting sucked in, then sure.
>>
>>724583859
I hadn't thought of that, no. I haven't got any way of getting things from the surface of other planets to my ship without physically being there, I didn't think that far ahead.
What I have realized I can do, though, is get iron and ammunition from my ship dropped to the surface, which is a gamechanger. Thanks for the suggestion
>>
>>724581948
90% of a mall is gears, steel, iron and green chips.
Unless you're playing furry mods?
>>
>>724585268
>I haven't got any way of getting things from the surface of other planets to my ship without physically being there, I didn't think that far ahead.
Nigga you fucked up but there is a reason the game makes a save before leaving to a new planet just load there and stop the ship from leaving
>>
>>724585268
Don't listen to this guy >>724585601
You're going to bleed and cry on Gleba, but the feeling you'll get once you've finally made it your bitch and gotten back to Nauvis since forever ago is one of the greatest things to experience with space Factorio.
>>
>>724585889
He can do gleba from 0 and its even fun to do but if he does not set a barebones supply transport he will suffer for it when he goes to aquilo. Besides my first run i have never gone to gleba naked
>>
>>724585601
>throwing away hours of production from my fulgora quality loop
>just to probably get stuck in the same way later
I've got to learn these fucking fruit at some point, it may as well be now when I only have sticks and about five bulk inserters
>>724585889
my situation has vastly improved now that I have more than one biochamber
>>
I wanna go to Vulcanus first. I feel compelled to do more on Nauvis, I don't know when to go to another planet.
>>
>>724573857
>busnigger
you get what you deserve
>>
>>724573857
Fuck outta here with this unc shit
>>
File: 1737257009699174.jpg (25 KB, 550x308)
25 KB
25 KB JPG
>>724588914
>>724589003
>>
>>724589534
We just don't know.
>>
>>724588898
you go basically as soon as you can, the unlocks on the other planets are such game-changers you'd only be doing yourself a favor
ultimate mode is starting from scratch on each new planet
>>
>>724583718
The key to gleba is making sure everything is looping so it never stands still while also burning off old material/overproduction. Just use splitter input/output preferences and filters to whisk it away. Resources there are infinite so burn baby burn. Hardest part is automating your copper/iron so that it doesn't overproduce and lock up as it is harder to burn off.
>>
>>724588898
IMO the new meta is to do minimal bases and rush key technologies (EM plant -> big miner/foundry/green belts -> biolab/stack inserter/advanced asteroid processing).
Building a soild starter base is no longer worth the time investment. I've downgraded my starter base on Nauvis from 11 furnace stacks pre-SA (4 iron, 4 copper, 2 steel 1 bricks) to 5,5 post-SA (2 iron, 2 copper, 1 steel 0,5 bricks).
Only on Vulcanus I build a relatively strong starter base, because it's my main hub for building spaceships and exporting materials to all other planets.
>>
>>724588898
Vulcanus best planet
>>
Canus my anus.
>>
File: utility science.png (120 KB, 971x466)
120 KB
120 KB PNG
>>724573857
>Oof, trying to plan out yellow science, looks like quite the project. Intimidating.
Multiply these numbers by however many packs per minute you want. Get rid of coal to smelting if you switched your furnaces to electric ones. If you want to account for productivity modules (highly recommended to use them on sulfuric acid, PUs and the actual science pack), you'll have to recalc everything yourself.
Get FRFs (construction/logistic robots) and PUs (lv2 modules, a lot of misc stuff) going first since they have way more secondary uses than LDSes at this stage.
>>
>>724590610
What? You don't need to worry about making too much iron/copper. There's already ways to restart the cycle.
>>
rate the planets, bitches
by aesthetics: Aquilo = Fulgora > Vulcanus > Gleba
by tech: Fulgora > Gleba > Vulcanus > Aquilo
God I wish I could properly mainbase on Aquilo
>>
>>724595801
Vulcanus is my favourite aesthetically. I've long been aroused by volcano planets.



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.