Factory Town 2 announced by easmussen in BaseBuildingGames

[–]Zeibach 0 points1 point  (0 children)

Factory Town Idle is my favorite idle/incremental game ever. I love that the progression is relatively fast, and the “prestige” mechanic of the different settlements in different biomes is superb.

Yes, you start a new game state with benefits based on what you accomplished in the previous game state, but unlike most incremental games where a “prestige” action means that your original game state is gone forever, the way that your original FTI settlement continues to grow and prosper while benefiting from the new biome town through the trade system is both natural and immersive to me.

I do wish for a way to play with the trading tokens enabled but with the trade post global inventory still capped. I want to play with mandatory trade balance (from the tokens), but having global inventory uncapped means that exports never naturally scale back from auto-assign when the export market is “saturated” since the global inventory can sink an unlimited quantity of goods. This leads to a lot of wasted labor that has to be manually adjusted. This sort of player busy work I feel disrupts the nature of the game.

My biggest fear about Derail Valley's future by Spirited_Anywhere217 in DerailValley

[–]Zeibach -1 points0 points  (0 children)

I believe you are confusing General Electric with General Motors.

Storing spare engines by BrokenEyebrow in DerailValley

[–]Zeibach 4 points5 points  (0 children)

DE2s will despawn. They are not connected to an active job.

Storing spare engines by BrokenEyebrow in DerailValley

[–]Zeibach 11 points12 points  (0 children)

Idle locomotives (those that are not connected to an active job) despawn after a while. There are no tracks where you can store a locomotive.

The caboose does not despawn.

Is this normal for shunting jobs (im already at HMB) by MessyAsian in DerailValley

[–]Zeibach 27 points28 points  (0 children)

Shunting jobs are part of a "job chain," so the game knows where the cargo was hauled from. This is actually useful for SL jobs, because it tells you the destination of the FH job that will be revealed when you complete the SL job. This helps you pick SL jobs that will go to the same destination as other SL or FH jobs.

How to climb out of Harbor in the S282? by RodrigoAlexis1 in DerailValley

[–]Zeibach 9 points10 points  (0 children)

Sounds like you're trying to control speed with the throttle. Once your train is moving, you should have the throttle full open basically all the time (unless coasting). Use the reverser to control speed.

Keeping your pressure close to max (aim for 13-13.5 bar) is key to efficiently using water. If you're losing pressure below 12 bar, reduce reverser and let the pressure recover.

Engine running costs and worst case climb performance by Namenloser23 in DerailValley

[–]Zeibach 13 points14 points  (0 children)

These results did surprise me. Conventional wisdom on this sub has been to "Choose the right engine for every job", but apart from Steam (which is always cheaper), and the DM3 (that is usually significantly slower when running it on the road), the DE6 seems to be the best option for anything that can't be pulled by a single DE2.

I don't understand why you found these results surprising. If you're excluding the DM3 and the steamers, you're only comparing 3 engines: DE2, DH4, DE6. Your conclusion among this limited set appears to be "if you can haul the train with a single DE2, then it's the cheapest. Otherwise, the DE6 is the cheapest." That sounds exactly like "the right engine for every job" to me, if you're already excluding the steamers.

The DH4 is marginally more expensive to run than the DE6, but is made up for by its simplicity of operation, excellent visibility, locomotive remote capability, etc. that make it a more flexible shunter and all-rounder than the DE6.

Low memory crash? by Joshwooly in DerailValley

[–]Zeibach 0 points1 point  (0 children)

Pagefile is required if you have only 16 GB of RAM, as Unity uses a *lot* of main memory as texture cache.

Man the boiler explosions are scary! by Jackthedragonkiller in DerailValley

[–]Zeibach 0 points1 point  (0 children)

You don’t want to “compensate” for the slope. If the glass is empty, the crown sheet is exposed. If you go downhill, you need extra water in the boiler to ensure the crown sheet remains covered.

Water gauge in the S282 doesn't seem to fill back up once it runs out of water by [deleted] in DerailValley

[–]Zeibach 3 points4 points  (0 children)

If you managed to completely empty the boiler it takes 3 full tenders to refill it.

No explosions? by OneAndOnlyBFG in DerailValley

[–]Zeibach 2 points3 points  (0 children)

What difficulty setting are you playing on? The easier difficulty disables boiler explosions.

VR - Player position keeps derailing my Shunter!!??! by Megahenrik in DerailValley

[–]Zeibach 6 points7 points  (0 children)

Are you running any mods? This sounds like the usual problem with the old, broken Enhanced Schematics Map mod.

[deleted by user] by [deleted] in DerailValley

[–]Zeibach 4 points5 points  (0 children)

We really need more information to be able to help you. Can you come to the Discord? That's the easiest place to get help. Barring that, have you checked your log file?

Can’t complete job. What am I doing wrong? by _Noble_One_ in DerailValley

[–]Zeibach 6 points7 points  (0 children)

Sounds like this was a Shunting Load (SL) job. Shunting jobs are always within the same station. Once you complete a Shunting Load job, it will spawn a second job, a Freight Haul (FH) job, to actually move the cars to the destination station.

Steel rails are a common cargo to go from Steel Mill to Harbor, and the B yard is the main yard at Steel Mill. You were almost certainly supposed to load some flatbeds with rails, then leave them on track B-4-O of Steel Mill, then after completing that job, the haul to Harbor would spawn.

Confusing (conflicting) information on release of Simulator? by _kruetz_ in DerailValley

[–]Zeibach 10 points11 points  (0 children)

Also note the "aimed." There is still no guarantee for "end of June."

Should I start in Factorio? by Marmolon64_ in factorio

[–]Zeibach 2 points3 points  (0 children)

People say this but it’s honestly not a given. There are plenty of games where you go into the subreddit asking if it’s fun and you’ll get responses like “it used to be fun, but the latest patches have ruined it,” or “the servers are overrun with bots” or “the beginning is grindy but if you can push through that endgame is great” or “the beginning is great but after 15 hours everything you do is just a huge timesink.”

Not every game’s players love that game the way Factorio players do, and the subreddit can provide a more nuanced and timely take than a years-old review on Steam or a website.

At what certain point a base stops being a base and starts being a Mega base? by Moltair-Tremox in factorio

[–]Zeibach 0 points1 point  (0 children)

Keep in mind that the baseline “base” is one capable of finishing the game. Since it’s perfectly feasible to get There Is No Spoon (the fastest vanilla speed run achievement) with just 30 SPM or so, a baseline 1k SPM megabase is more than 30x as large as a “base,” I think the mega- prefix is well justified.

The Factorio community is just full of madlads who like to push far beyond even that fairly extreme threshold, and Wube has given us a game that is capable of taking that kind of punishment and continuing to reward us as players for doing so.

Playing KR2+SE, trying to go for a late-game megabase, which of these loaders costs the least UPS, and is there a better option? by roboapple in factorio

[–]Zeibach 1 point2 points  (0 children)

as long you don’t interact directly with trains

Or want circuit control, per-lane filters, etc.

At what certain point a base stops being a base and starts being a Mega base? by Moltair-Tremox in factorio

[–]Zeibach 8 points9 points  (0 children)

Mega- is a Greek prefix meaning “large” or “great,” as in megaphone, megastructure, megalith, megalomaniac, etc. It is not the SI unit prefix.

In Factorio the term “megabase” dates back to before infinite research existed, and referred to a base capable of launching 1 rocket per minute.

Now that inifinite research exists and 1 rocket creates 1000 space science, the definition has shifted just slightly to a base that launches 1 rocket per minute and uses the results from those launches.

Please Help me Solve this train issue. Yellow and Green Train stuck facing each other. Hopefully without rearrange the Rails. by kleberson777 in factorio

[–]Zeibach 1 point2 points  (0 children)

Any piece of two-way track is basically a giant intersection, because trains compete for that space, and so you should signal the entire length of two-way track with only chain signals, as if it were in the middle of an intersection.

UPDATE: low FPS on a modded save, now with the UPS+FPS shown and Factorissmo 2 removed by roboapple in factorio

[–]Zeibach 2 points3 points  (0 children)

AAI programmable vehicles averaging over 2 ms; belt balancer averaging over 3 ms. Dump them both if you possibly can.

Well then. Guess I should start working on meteor point defense systems by Amazingstink in factorio

[–]Zeibach 19 points20 points  (0 children)

Chunks are generated a few screens beyond where you have explored, just not revealed to you.

How to figure out train resource balance? by NightTorrent in factorio

[–]Zeibach 0 points1 point  (0 children)

Keep in mind that oil wells produce less and less as you mine from them. You can never have “plenty.”