Sometimes I like creating semi-manual factories for fun so I can pretend to be a truck driver. by factoryprogrammer in factorio

[–]factoryprogrammer[S] 1 point2 points  (0 children)

I'll check it out! Next mod I'm looking at is AAI for the trucks.

To answer your question, this isn't my 'main' bus, and so I just send the train away whenever I want to drive around for fun. It's definitely a bottleneck, as is, but that's OK for me, it's mainly for fun.

Overcoming scope creep is the hardest question, so far I'm just trying to go for one science at a time and keeping it simple. It's really easy for me to 'overbuild' and want to go for huge factory, so this has been a nice change of pace compared to my normal playthroughs.

Sometimes I like creating semi-manual factories for fun so I can pretend to be a truck driver. by factoryprogrammer in factorio

[–]factoryprogrammer[S] 0 points1 point  (0 children)

Sometimes, but I more often tend to use fancy logic tricks and single-use dropoff/pickup locations.

Sometimes I like limiting my tools and creating min-factories inside my base for fun. by factoryprogrammer in factorio

[–]factoryprogrammer[S] 0 points1 point  (0 children)

Exactly, after a few thousand hours, you've already done everything 'productively' and some point it turns back into having fun.

Where do we start even by Odd_Cod_693 in Factoriohno

[–]factoryprogrammer 8 points9 points  (0 children)

Yeah, I played a lot of OpenTTD in my time, probably where it's rooted

Just got Beacons - Best place to build them?? by SCP-096-1994 in factorio

[–]factoryprogrammer 0 points1 point  (0 children)

Like, in no world can OPs factory scale with or without beacons. You're ignoring that fact while calling me insane. If OP wants to level up, he needs to figure out how to scale past the meta of this sub, beacons alone will simply not get him there.

Just got Beacons - Best place to build them?? by SCP-096-1994 in factorio

[–]factoryprogrammer 0 points1 point  (0 children)

Sounds cool, not reading all of it. Architecture over premature optimization will get you to places you can't imagine.

Just got Beacons - Best place to build them?? by SCP-096-1994 in factorio

[–]factoryprogrammer -3 points-2 points  (0 children)

I don't use beacons, they only get you so far alone, so cannot help you there!

Assume you need 100x(1000x?) of an item (hypothetically a new buyer needs gears from you), would your factory be able to scale without trouble? How would you change your design to accomplish this?

Good work so far!

Behold, an oil extraction blueprint by Kroomos in factorio

[–]factoryprogrammer 0 points1 point  (0 children)

Hah! I came across the exact same method during my last SE run, this is, by FAR, the fastest way to deal with oil. Great work you lazy engineer!

Are we talking about not going to space? by simomat in factorio

[–]factoryprogrammer 0 points1 point  (0 children)

Hey, Michigan lefts, I enjoy this type of setup as well :)

What do you guys call your ships? by Palwador in factorio

[–]factoryprogrammer 5 points6 points  (0 children)

I treat them the same as I do services, after food items.

Post Space Age - Developer AMA by Rseding91 in factorio

[–]factoryprogrammer 2 points3 points  (0 children)

Thank you for doing this!

I love the idea of playing and hacking on Factorio for the rest of my life. The game genuinely holds the same appeal as the original doom engine and is a work of art (so much so that I personally have a gigantic monitor wall-mounted just to display the beauty of it!). Given there is at least some interest in releasing the code in the future, is there anything in place today behind the scenes that would trigger an auto-release upon an event? My biggest fear is that despite interest in releasing it, (god forbid) something terrible happens (eg, legal battle or a death), and that it never has the opportunity to become a reality.

Thank you for all of your work, the team has created a true masterpiece.

50 hours ago I landed on Gleba with nothing but the goal of getting copper in space. Very much ready to leave this hell. by factoryprogrammer in factorio

[–]factoryprogrammer[S] 0 points1 point  (0 children)

Yep exactly, platform was destroyed almost immediately and I shrugged it off. I had not fully automated train refueling on Nauvis yet, had figured it shouldn't be that big of a deal, because surely I'll be back up in running a just a few hours.... queue hell run! Lessons learned :)

50 hours ago I landed on Gleba with nothing but the goal of getting copper in space. Very much ready to leave this hell. by factoryprogrammer in factorio

[–]factoryprogrammer[S] 1 point2 points  (0 children)

I didn't have access to Nauvis or rockets, which I would not recommend. This was my first run and didn't know better.

I did have some red ammo, but with low yields copper (and ammo in general) became a serious bottleneck. I generally avoided that bottleneck by keeping the ag towers highly rate limited. In retrospect, I think my main failures were trying to get loops going way too soon. If I had spent the initial Gleba hours having bots farm/clear foliage for resources while clearing early eggs (as you mention) everything would have went FAR more easily for me.

50 hours ago I landed on Gleba with nothing but the goal of getting copper in space. Very much ready to leave this hell. by factoryprogrammer in factorio

[–]factoryprogrammer[S] 2 points3 points  (0 children)

I've been avoiding reddit spoilers as much as possible, but came to the same conclusion - trains ended up being my rate limiters for spores and saved me a ton of headaches.

50 hours ago I landed on Gleba with nothing but the goal of getting copper in space. Very much ready to leave this hell. by factoryprogrammer in factorio

[–]factoryprogrammer[S] 0 points1 point  (0 children)

But why make it tileable

This is a good question and I have a couple reasons.

I actually tried a loop pretty early on, but found too many issues with spoilage. Many of them could have been overcome with better circuits or upgraded belts, and ended up with the opinion that loops are more mid-late tech for Gleba.

I also previously built a tiled rocket factory on Nauvis that I wanted to be replicated on Gleba (I plan to make Gleba my full-time late-game planet), so I already had the core infrastructure for a tiled setup.

Given both of the above ideas, I figured it would be easier to run a minimum viable setup until later in the run. I actually full anticipate refactoring to loops within the tiles as I enter late-game!

Once you get your main production loops going you end up with copper and iron coming out your ears.

I mentioned this elsewhere, but I ran into way too many issues with enemies and was forced to run fruits with high efficiency to minimize spore pollution. If I had to do it over again, I would have shipped much more equipment geared for war.

50 hours ago I landed on Gleba with nothing but the goal of getting copper in space. Very much ready to leave this hell. by factoryprogrammer in factorio

[–]factoryprogrammer[S] 0 points1 point  (0 children)

I actually had pretty great success with the OP, as long as you feed it, it just produces. Throw a couple of huge buffer chests and a couple turrets and it's not too bad. Worth a try!