Omni okay but i can't stand staring at screens flooded with mauve for hours on end
Bobs okay now we're talkin'
Angelbobs i think i can handle this whatelse you got
Angelbobs Petrochem brain suddenly smoother than a marble
None of you have ever so overly-designed a system that's worked so poorly; change my mind.
I never got that far. I played seablock but i had major power problems and issues getting more than 6 electrolyzers going. I scales up 14 algae farms and it was just so prohibitive to smelt new stuff i didnt know how to progress after i handcrafted a bunch of green science. You cant automate science worth a shit because theres no flow of raw materials so you have to upgrade to increase the flow and…
I've never tried seablock, but I've heard the name a bunch. What is it, exactly? Some kind of water-focused mapgen mod?
You start out in a tiny island and have to expand slowly, there is angelbobs seablock and a regular seablock mod, instead of having to extract resources that are available from the map you need to use different (infinite) method of getting resource. Ayy lamo spawns in tiny island chunk too and by default they can't make large scale attack against your base.
Huh, interesting. Definitely sounds different. I'll be giving that a try once petrochem finishes melting my brain.
inb4 they remove bugs altogether
You mean because they simplified the combat research stuff or something?
I want more enemy types with different kinds of behavior and different strengths/resistances, and the enemy bases spawn in more interesting ways than arbitrary blobs of every enemy type. Like maybe the chance of X enemy base is significantly increased near iron patches, and Y enemy is more likely to spawn near water, and the enemy types are clustered almost like mini-biomes so there's only 2-3 enemy types near each other, and other areas have different mixtures. Maybe you can't go into a specific location because you haven't researched/stocked up on the appropriate weapons for the enemies in there. I want to use different strategies that aren't "run backwards while shooting flamethrower" every time.
Enemies are pretty much tacked on.
There's a "creative mode" in the game that does just that.
It's completely pointless because over half the shit you build is dedicated to killing bugs so you can expand to more resource patches.
Is pyanodon any good?
The fundamental problem with enemies in factorio that you need to be able to kill them in order to survive and continue the game, so there's a hard limit to how complicated or demanding they can be. Everything other problem in the game is something you solve at your own pace, in whatever order you want, and with varying degrees of success. Ayys just don't fit the paradigm of the game, they need to be solved completely and once that's done they're completely uninteresting.
>you need to be able to kill them in order to survive and continue the game
Well duh, I don't mean "spawn behemoths randomly", I mean add variance in the behaviors so it's not the same shit every single time. For example add an enemy that charges at you at high speed and explodes on contact. You'll have to use either a machine gun or a shotgun on them to pick them off quickly, but those weapons are weak against biters with such ridiculous defense/HP. It's not that you can't go there with the wrong weapons, it just becomes much more inconvenient.
Add a worm variation that spews toxic gas that floats in the nearby environment for a while. Add another that shoots 8 spikes in a circular pattern and you have to dodge them.
Add second spitter type that shoots non-homing projectiles from a long distance that can be dodged. Add third spitter that tosses high damage grenades which explode after a few seconds.
Add enemy that slowly floats around randomly and damages anything nearby with electricity, but never chases you, allowing you to avoid them.
Add underground crawling mole enemies that are hard to see visually and have a strong flamethrower resistance, but easily killed by explosives and land mines.
Add a tanky enemy that intercepts all projectiles that passes through and takes the damage onto itself, but is mortally weak against flamethrowers.
Enemies that are paralyzed by disruptor drones or gas grenades. Enemies that prioritize attacking your drones. Enemies that flee from fire. Enemies that are on water and never come to the shore. Enemies that become much stronger or become dormant depending on time of day. Enemies that randomly stop moving and attacking and withdraw into their shell for a short period, giving them incredible defense for the duration.
None of this hinders your ability to progress in the game, all it does it make the combat aspect of the game more varied and interesting. Of course you won't survive without more weapons later on, but that already applies to Factorio right now. Good luck surviving against a horde of Behemoth biters without flamethrower or rockets or combat drones or fucking nuclear grade bullets.
Mods do all of this. There are mods for burrowing, climbing, exploding and all other kinds of enemies. There are also enemy AI mods that affect how they spawn, and they'll even use scent-tracking to hunt players specifically as well as intelligently probe for weaknesses with small scout packs and then only attack where you're weakest with big groups. It's fun sometimes. Other times I just want to be left the fuck alone so I can design my next 5km x 5km factory segment in peace without constant distractions.
I think I'd like it better if instead of turrets the focus was on combat drones. All you'd have to do is feed an ever-increasing number of factories that spit out drones and occasionally walk around to lay down waypoint or perimeter markers to tell them where to patrol or defend, and then let them seek and destroy on their own.
I'm fairly sure there are combat robotics mods that do something similar to this, but I don't think any of them are hands-off enough for it - except maybe AAI but I'm not an ascended being so I can't handle having to write behavioral scripts for every unit and building just yet.
It honestly feels like the game was designed for multiplayer, but with 1 player engaged in full-time construction and the other player engaged in full-time warfare and defense maintenance. The problem is just that the warfare and defense portion is very boring and monotonous, while the construction part of the game is so dynamic and exciting. It's all kinda tipped on its head. I hope they find a solution rather than just gutting it.
Mods don't fix shit anon. They've cut pickaxes from the final version and removed the ability for modders to things with them. They changed assemblers to all have 6 slots and again removed the ability you change it.
I didn't say they fix it, I just said that they do it. Most mods can add fun things, but those things rarely compensate for innate weaknesses in the structure of the base game. Just how it is.
And you missed my point entirely. Mods can't fix some things with this game, because they're proven that they are all too willing to cut things and remove modder ability to re-add it. This was a thing. This happened like 3 months ago and they pissed everyone off, and … next FFF update, they didn't mention a fucking thing about it.
There's never been a mod that's fixed anything in the history of modding, but I get what you're saying. It's unfortunate that they're sabotaging their own game like that. It just means that either someone will end up reverse engineering the game, or that 0.16 will become the final definitive version that most players stick with forever regardless of developer updates.
>Mods can't fix shit anon
>But mods exist with the features you're pining for
>YOU'RE MISSING MY POINT, MODS DON'T FIX SHIT
Fix your autism
They don't, though. You can mod a broken game and make it better, but you can't fix the game underneath the mod. Sometimes developers wisely steal mods and thus fix aspects of their games, but then they stop being mods, so mods still can't fix anything.
The point is 100% semantic, but not untrue.
Yeah but I mean, the ayys are pretty poorly coupled with the rest of the game, you have to deal with them very specific ways at specific points (wall them off from your base, exterminate them when you want to expand) and once you've dealt with them it wont affect anything else. Combat is always going to feel tacked on even if you add some variety to it, because it basically functions as a minigame. I'd much rather have ways to automate it (e.g. AAI vehicles) since that at least that requires some decisions and tradeoffs that affect the rest of the factory.
>A mod added by player doesnt fix a problem
>A mod added to the game by dev fixes a problem
This isnt even autism this is just plain old stupidity.
Stalker games have a problem with enemies seeing through bushes in call of pripyat and there are mods that fix it so that they no longer see through them.
Are you really claiming that isnt somehow fixing a problem with the base game with a mod?
>next FFF update, they didn't mention a fucking thing about it.
>Almost every FFF mentions that encourages the player to post his options
>none of those recent FFF even gives a hint from the player feedback if its overall positive or negative
I wonder how much damage control they have been doing lately. And I find from them quite strange too first they mentioned quite often how gud modding support this game has and then doesn't even provide a means to restore those removed functions.
Alright, started a new file. Is this the best way to set up electrolyzers on seablock?
Did they ever manage to finish this game or is it still a giant cauldron of game mechanics with paper-thin goals to actually tie them together into a game? i.e., another never-to-be-finished pile of wasted potential just like Minecraft?
>this is why early access is always a mistake, every time.
No, the reason early access is a mistake is because they start pandering to the loud backers on their forums instead of committing to a design plan and then get bogged down in features.
Played for about 8h, fucked up really bad and slowed down, then restarted and got to pic related at 4h.
For some reason, my charcoal is consumed immediately, I can't seem to stockpile carbon because my base is too hungry
Focus on expanding your building space.
What happened with the axe removal? Did the devs realize that they are retarded?
>not making indefinitely expandable lines
you kinda have to pack things together since space is quite limited for a very long time
Ground can be placed in lines as well.
This is sort of where I'm at now.
I made enough room to put double wide lanes on algae and electrolyzer production, and I'm just getting a slag crushing line set up. One thing that baffles me is the whole production chain to product slag slurry. I can do it, but my chem plants look awful
Geodes are where its at eventually.
Like here's the least retarded way I could get sulfuric acid going
So after I get slurry and smelting going, I should focus on what, getting green science? What do I build towards after that?
I keep trying to get into this game, but I'm not nearly autistic enough to enjoy it properly.
How far do you get?
Once fluids and green science kick in, it's a bit of a fuck if you're not careful
I feel like Slag is a lot simpler when you have nuclear power and you don't care about power because of the crushing part, you don't have to worry about bottlenecks.
So is there any repository for factory designs, or just basic stuff that is in an infograph that is simple to grasp like this?
I usually get a few tiers into science and get burned out from trying to automate everything. Trying to make everything not a complete clusterfuck is tiring.
I restarted twice, about 8-10h in, and that was the game I won. My first rocket launch took about 55h, my map had this giant lake in the middle, and I just kinda built around it. I had to drive around it to get to the coal seams and once I hit blue science, I was still running stacks of stuff around to the very end. It was awful, but it worked
Past a certain point you just blueprint everything anyway. If your blueprints work then it all works.
Also there is a site with blueprints but IMO stay away from that at least until you launch your first rocket.
Are there any useful applications for the circuit stuff? I have never felt any need to learn about them.
>those soy levels
every fucking time
>Having oil cracked when light/petrol is needed but otherwise keep a reserve of heavy/light
>not running nuclear continuously, having it turn off until it needs energy.
>sushi belts (OK they aren't exactly useful, but pretty)
>Having a switch to turn off all non-essential production if power gets low and you need all 500 laser turrets working because its marathon deathworld and shits fucked.
>Muting the ingame soundtrack and listening to Starcraft OST instead
>You can store molten metal in tanks
Okay that's neat. This also lets me stock up on slurry while I prepare other shit.
Fuck this is all one session, I don't want to go to bed
They don't give a shit about it anymore, from what I could read so far they removed this entire slot from the engine side of thing and doesn't even provide a Lua API or something to add it back. For me personally I will stick with 0.16 for a while at least their mod site is sorted by major versions so that shouldn't be too bad I think unless they decide to (((overhaul))) it too.
How do you turn off forced steam updates?
>How do I take control of steam?
Goddamn, I keep running out of carbon dioxide and I can't keep a loop going while also creating carbon
Like, nigga, just breathe
>Breathing, factorio style
>Lay down amino acid extractors that capture biters and convert them into base biomaterial
>Feed mats into cloning facility
>Pump out thousands of clones, all crammed together as closely as possible, faces connected to pipes
>Get carbon dioxide.
something like .76 of each wood pellet needs be turned back into carbon, just use the new belt splitter feature to bias the output into your co2 line.
Heads up mods are INSANE in seablock. They made mod 3s way more expensive but also better. Product mod 3 has a +12% bonus instead of +10%, and assembly machine 6 and electronics assembly machine 3 can fit 6 mods in them, meaning you can get up to 72% prod bonus. Couple this with the additional steps in making things like circuits you can cut down the base inputs to stupid small levels. The downside is massive power usage and that for a lot of things like plate production you can only use prod mods on the last step.
If you have angels smelting you can make sheet coils and cut those up in bobs assemblers so you can use more mods, though.
Yes but you don't get to use prod mods on every step of the blast smelting, at least in seablock. Haven't played angels bob on regular factorio.
What's a good setup for blast furnaces? Obviously you want to have some ore processing for once you get high efficiency stuff, right?
Ah, found a simple way to chain my Filtration Units together. Not ideal, but it scales up
Something like this.
For seablock you probably don't need more than 2 or 3 blast furnaces for each ore. The speed boost from higher tiers + later productivity improvements will keep you going a long time if you buffer.
You do tend to get a lot of productivity in bobs, and it applies in multiple steps past smelting. Late game Bobs has always been basically a cheat mod unless you heavily limited module use.
How do you play this game? I fucked around for 3 or 4 savegames with some friends, then i looked up how to "do it properly" with a massive main bus layouts and smelter arrays etc. Started building it but i got bored as it started feeling like work. On the other hand, the branching complexity and the ramping interdependencies eventually fuck you over if you just do whatever.
Normal angels doesn't really allow prod mods anywhere other than some casting machine and ore sorting recipes.
Just, like build where ever but leave enough space to not get fucked. Alternatively, use trains to shuttle things around so you can relocate and upscale sections that prove too small.
Leave space. Trains can let you move stuff around to other parts of the map at high speed and low map footprint.
You can get construction bots that will automatically construct/deconstruct stuff for you fairly quickly. Then you can use blueprints to relocate whole sections of your factory fairly effortlessly and just worry about what goes in and what comes out.
>You can get construction bots that will automatically construct/deconstruct stuff for you fairly quickly.
Provided the pattern doesn't make use of too much buffering because it will take much longer for the bots to relocate the item.
Just got to the point where things get interesting
I can't progress any further because all my charcoal is being converted into carbon dioxide and carbon, and all my carbon is greedily being used by my steam engines. I need both for other products but I just cannot safely generate a surplus, how do I unfuck this?
I have 9 green algae farms and 3 assemblers making wood bricks
Like, I see that I can use an Arboretum to make wood and generate a fuckton of cellulose, but I have no idea how to make Tree Seeds. It seems that I need a tree generator, but that needs like a Temperate Tree, but I can't figure out how to get them. I feel that they spawn on the map somewhere, because I can't craft them
Those green marks on your map are plants, usually puffer nests or gardens. Just keep looking, you'll find a tree sooner or later.
As far as I can tell, wood bricks are the only way to make charcoal and carbon which are used a LOT beyond power. Is tree farming the way to go in terms of progression or can I just spam algae farms? Seems inefficient
I did a bunch of comparisons. Algae farms seem the most efficient starting option. Eventually you want to get one of the good seeds and grow that, the best being Quillnoa.
Some more direct insertions to cut down on inserter use might be good. I direct inserted all green algae into the assemblers. This will let you scale up without needing to build 6 parallel belts to carry all that algae.
Unlock more efficient boilers/steam engines. They mean a lot.
Charcoal pellets are also a nice efficiency boost.
Pellets seem to be the next step but I cant power enough to stockpile them properly to craft. I have a bad habit of changing one little thing and thrashing my stock.
I do have mk2 boiler and engine but i feel like the boilers just consume literally 2x faster. I did the efficiency math and it seems like literally a double boiler so i didnt upgrade them, since it ate through my belts no problem
Okay! Found a Desert Tree so I made a generator and I think I can make a positive feedback loop of wood and compost, so maybe can be supplemental charcoal for industries. Seems like I can't go wide and make a hundred more unless I find more Trees, which sucks but at least it's a start.
Will also try direct linking algae farms to assemblers; I did it earlier but it seemed far too slow and also awkward for space
It's a double boiler but you get 60% of the fuel output rather than 50%.
Fuel is only consumed when you actually use power, nothing is wasted.
MK1 gives 3.6mw at 50% efficiency (1.8 mw net)
MK2 gives 6.0mw at 60% efficiency (3.6 mw net)
It's literally a double boiler, no better, no worse.
>MK1 gives 3.6mw at 50% efficiency (1.8 mw net)
>MK2 gives 6.0mw at 60% efficiency (3.6 mw net)
That means it eats 3.0 instead of 3.6 to generate 1.8, meaning your fuel lasts 20% longer.
Okay got this somewhat working, just have to actually link up the wood blocks
Decommissioned my algae farms (9) and moved strictly to tree pulp. Production is not an issue anymore, and I've got a surplus 4k carbon to upgrade, while I research better ironmaking
Started expanding and laying down some extra stone. Power is no longer a concern and I have a decent tree-based power loop set up now. I have massive amounts of charcoal and carbon, and I'm starting to set up a proper iron smelting process now
Jesus christ angels machines need a lot of pipe.
How do trees work? Do I just get one seed generator for each or can I breed them in captivity or something?