Factorio

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Mini
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Factorio

Post by Mini » 07 Jan 2017, 15:40

Anyone else here playing this?
I have been having some great fun, and currently running a headless server on a spare PC I have laying about.

Working really well, and doesn't seem to need much bandwidth, as the other 2 people I have connecting haven't had issues other than when there internet was playing up.

I'm still struggling with spreading my area out enough, as I always seem to group it a bit much and then struggle to add more stuff in later that needs the initial resources too.
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Re: Factorio

Post by Mythor » 07 Jan 2017, 16:35

Played a bunch a while back, but not in a while. It's very addictive slowly building up all the factories and processes. Been trying to wait for some more updates before starting a second game as the first took me about 30 hours from start to "finish"?
Haven't tried it multiplayer. Is it harder to get your stuff on good spawns of resources and whatnot? Would think it's a little more crowded and dangerous the more people are playing.
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Re: Factorio

Post by Mini » 07 Jan 2017, 16:38

Currently the servers seem to be co-op only, or standard ones are.
So we are all working together making a single factory, and only have a single research as well.

Hardest part is knowing what the others are doing and planning with what they have started building
If you wanted to jump on and have a look I'm happy for another :)
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Re: Factorio

Post by Mini » 07 Jan 2017, 16:54

Also I am going to look into some PvP maps that might allow us to research different things and try to beat each other to the end, could make things interesting.

But that will be a private match, and not constantly running in the background like the current server.
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Re: Factorio

Post by Karmic Skink » 07 Jan 2017, 17:05

I'm currently waiting for 0.15 so I can develop some truly enormous nuclear reactors! :lol: (also hoping for artillery turrets)
Was getting tired of the endless arrays of solar panels and accumulator 1s.

Yeah multiplayer is certainly stable and easy to use post 0.14 rewrite. It wasn't great before.

Edit: something something railway logistic spaghetti. (accidently wiped off half the post fixing a typo)
Last edited by Karmic Skink on 07 Jan 2017, 17:26, edited 1 time in total.
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Re: Factorio

Post by Mini » 07 Jan 2017, 17:12

Railway is a lot harder to use I think, and that is the reason they aren't used as much...

I have noticed that once you get tanks killing any sort of alien encampment becomes so much easier, usually just by driving through the middle of it...
The new stuff sounds interesting, I might look into Bob's mods too, some of them look interesting (like the factory one)
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Re: Factorio

Post by Karmic Skink » 07 Jan 2017, 17:23

Should be easier without the nightmare that was balancing barrelling/unbarrelling on trains.

Yeah running things over in tanks can be easy, just remember to disable your personal roboport otherwise you'll lose all your bots when they attempt to repair the tank in the middle of a nest.
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Re: Factorio

Post by Mythor » 07 Jan 2017, 17:33

Karmic Skink wrote:Was getting tired of the endless arrays of solar panels and accumulator 1s.
Yes, I ended up with vast fields of solar panels to keep all my laser turret defenses powered, it was a gigantic pain. But still better than constantly finding new fields of coal to feed into steam engines etc etc etc
Mini wrote:If you wanted to jump on and have a look I'm happy for another
I might take you up on that at some point. And hopefully not ruin everything. :D
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Re: Factorio

Post by kharis » 08 Jan 2017, 19:24

downloaded the demo earlier... damn you guys
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Re: Factorio

Post by Mini » 08 Jan 2017, 20:01

It is slightly addictive...
Huge time sink really, I have added 30 odd hours so far since Christmas...
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Re: Factorio

Post by kharis » 08 Jan 2017, 20:04

ok not gonna fork out for it until i get my stash tab, might be a record season in diablo :)
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Re: Factorio

Post by Mini » 21 Jan 2017, 16:24

Almost got our current server to the end where a rocket is sent off into space...
So now working on a new server idea...
Current plans
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Re: Factorio

Post by Mythor » 21 Jan 2017, 17:43

Recycling Machines? https://mods.factorio.com/mods/DRY411S/ZRecycling
Deep Quarry? https://mods.factorio.com/mods/Versepel ... DeepQuarry

Won't separate research trees mean everyone has to eat up even more of the resources? Not sure if it's a good idea if it's a co-op server?
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Re: Factorio

Post by Mini » 21 Jan 2017, 17:48

Mmm, true... thinking separate starting areas though...
Maybe a central area with everyone sending resources their...

The separate research trees was so that everyone kinda had their own thing so that we could all do our own thing.
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Re: Factorio

Post by Mini » 21 Jan 2017, 17:58

Looking at this mod too https://mods.factorio.com/mods/orzelek/rso-mod
Will make trains more useful, and make spreading out a bit useful.
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Re: Factorio

Post by Mythor » 22 Jan 2017, 17:18

RSO combined with Angel's Infinite Ores ( https://mods.factorio.com/mods/Arch666A ... finiteores ) seems good. RSO can distribute the infinite ores with the regular ones, they can be rarer or more common and you can turn them on or off for the starting area.
The infinite ores are yield based, more like the oil fields. Over time the yield decreases so you dig up less of whatever resource, which seems fair.

I also installed the Auto Recycling Plant ( https://mods.factorio.com/mods/The_Evil ... clingplant ) which can apparently recycle just about anything, including any recipes added by mods. Only restriction seems to be you can't pull liquids back out of things.

Going to have a poke at it after dinner on a new map. Starting out is so slow...
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Re: Factorio

Post by Mini » 22 Jan 2017, 17:24

I was looking at the different Bob's mods... but they seem to change the game too much...
I'm thinking just the couple of simple mods to begin with.

So list for now is
- RSO https://mods.factorio.com/mods/orzelek/rso-mod
- Angel's Infinite Ores https://mods.factorio.com/mods/Arch666A ... finiteores
- Auto Recycling Plant (Because I hate ending up with random things I don't need) https://mods.factorio.com/mods/The_Evil ... clingplant
- Tomb Stones (Because dying is bloody annoying (https://mods.factorio.com/mods/ToadRoach/TombStones

Now to work out how to use them on a headless server... hmm...

And as my other server will probably be finished tonight... looks like I need to work it out this afternoon :D
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Re: Factorio

Post by Mythor » 22 Jan 2017, 17:35

Tombstones looks cool. Shame you'd have to die lots to really see many of the markers. :D
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Re: Factorio

Post by Mythor » 22 Jan 2017, 18:18

Also going to try this dirt path mod: https://mods.factorio.com/mods/Mylon/Dirt_Path
Not sure what it looks like in use. Want such a feature for RTS titles and city builders but nobody does it anymore. :(
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Re: Factorio

Post by Mini » 22 Jan 2017, 18:50

Ooo, that looks cool, I'm sure half my area would have been bare after a while of running around
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Re: Factorio

Post by Mythor » 22 Jan 2017, 19:16

The paths/squares of dirt it makes are too big so it looks kinda naff. :(
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Re: Factorio

Post by Mythor » 22 Jan 2017, 19:46

Patchy and too big, bit disappointing.
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Re: Factorio

Post by Mini » 22 Jan 2017, 20:23

Eww. Yeah not going to use that one...
This is one of those games I wouldn't mind getting my teeth into and attempting to mod... But I lack ideas...
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Re: Factorio

Post by Karmic Skink » 22 Jan 2017, 21:45

Mini wrote:Eww. Yeah not going to use that one...
This is one of those games I wouldn't mind getting my teeth into and attempting to mod... But I lack ideas...
Modding step 1: Have a good idea.

If you like the above mod, but don't like the size of the tile it generates, why not have a go seeing if you can change the tile size?

Making small modifications to something that already exists is a pretty good way of getting into modding.
Also recommend using something along the lines of Notepad++ to change those .luas etc
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Re: Factorio

Post by Mini » 23 Jan 2017, 13:12

Ok, new server is up to see how some of these mods go...
It is running All of them have to be downloaded and put into the mods folder (%appdata%\Factorio\mods or %appdata%\Roaming\Factorio\mods)
They don't need to be unzipped, just the whole zip folder into the mods folder
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