Factorio - Are you an input or output guy? - /vst/ (#2062020)

Anonymous
6/8/2025, 10:58:03 PM No.2062020
1161900-3791366969
1161900-3791366969
md5: f55877114afd377d216078bd4105dcd3๐Ÿ”
Input Focus:
>resource patches get specifically reserved for production
>you designate each iron ore patch to iron plate, gear or steel production
>you don't have to, but you might even build the smelters and assemblers near these patches and ship the product to the rest of your factory
>principially you first figure out your inputs, then you build your output based on that
>I have 6 fully satisfied yellow belts of iron plate, 2 iron gears and one 50% satisfied steel belt, what can I build with my supply?

Output Focus:
>your thought process is to figure out a certain production goal (produce x amount of resources per time unit)
>you build the output you want first and then settle as many resource patches you need to satisfy your demand
>I want another full belt of red circuits, let me set up the production, then get more mines or oil, until I can satisfy the increased demand
Replies: >>2062051 >>2062094 >>2062121 >>2062948 >>2063088 >>2063169 >>2063190 >>2064383 >>2064395 >>2072988 >>2073173 >>2073174 >>2073613 >>2091576 >>2097970 >>2099545
Anonymous
6/8/2025, 11:38:14 PM No.2062051
>>2062020 (OP)
Uh I just ship stuff to the factory.
Anonymous
6/9/2025, 12:28:32 AM No.2062094
>>2062020 (OP)
It was fun to launch the satellite once but I don't really see how people can put 1000s of hours into it. Yeah the production chains get more complex but ultimately there are no meaningful goals to achieve. It would be more interesting if there were enemy factories and you had to out-produce them in an automated war or something.
Replies: >>2063188
Anonymous
6/9/2025, 1:03:01 AM No.2062116
>start game
>put drill on patches
>put smelters nearby
>put further production a little further away
>find new patch
>drills/smelters nearby
>conveyer everything else off to original production area
>expand production if lines are too backed up
>spaghetti ensues
no calculations, all spaghetti.

though i mainly play mindustry these days since i like the more tower defense aspect of it.
Replies: >>2063090
Anonymous
6/9/2025, 1:10:35 AM No.2062121
>>2062020 (OP)
I just restart when I get bored
Anonymous
6/10/2025, 12:19:55 AM No.2062948
>>2062020 (OP)
I would say output focus but do no calculations, simply ship as much ore as I can for the foundries to make molten copper or iron.
Anonymous
6/10/2025, 3:24:41 AM No.2063088
sushi-red-green_thumb.jpg
sushi-red-green_thumb.jpg
md5: 1e706c9693ecf0c77ca692865fa89f29๐Ÿ”
>>2062020 (OP)
I guess input going by the description. I know just stuffing things inefficiently into the factory is probably best for throughput, but I like it when the factory is compact as possible and runs like a well oiled machine.

For example, this setup uses a single belt to input iron and copper in the proper ratios and outputs 1 red, 1 green, 1 inserter, 1 belt, 1 cog, and 1 circuit every two seconds to the same belt, filling up storage at the end of the line.
Anonymous
6/10/2025, 3:28:50 AM No.2063090
>>2062116
Lately I've been placing a line of smelters right down the mineral patches and then using electric drills feeding right into them. 50 coal will last around 37 minutes so it's easy to just go by and manually place a stack in every smelter every so often. It does cause the drills to only run at half speed because the smelter can't keep up, but this is solved by placing steel smelters in the place of the normal ones, which match the speed of the drills and last for 74 minutes without needing fuel.

So my initial mineral patches are miners+smelters in one, the patches run out slower because of the less efficient use of space but in the early game it's still enough for each to supply two belts of iron/copper. From there, everything outputs into a simple factory to make a bunch of basic items.
Replies: >>2063093
Anonymous
6/10/2025, 3:35:15 AM No.2063093
>>2063090
too complicated for grug
Anonymous
6/10/2025, 5:46:39 AM No.2063169
>>2062020 (OP)
Spaghetti Focus:
>notice something is bottlenecking my factory
>expand it
>notice something is bottlenecking that
>expand it
>notice an imput resource is limited
>build a new mine
>hey now I have a ton of excess iron, I should use that
>steel was bottlenecking me in the past so I'm going to build a huge steel production
>then I can distribute that between the different science types
>now I'm being bottlenecked by red circuit production
>expand it
>now I'm being bottlenecked by green circuit production
>expand it
>now I'm being bottlenecked by raw copper
>build more copper mines
>now I'm being bottlenecked by copper thoroughput
>build an new branch of green circuit production
>now I'm being bottlenecked by iron plates
>divert some from the excessive steel production I set up earlier
>and so on
So output with occasional and erratic changes to input when I'm feeling bold I guess.
Replies: >>2073613
Anonymous
6/10/2025, 6:49:34 AM No.2063188
>>2062094
You just highlighted why I donโ€™t like these types of games, ultimately management games like tycoon, factory, city builder types are boring in the long run
Anonymous
6/10/2025, 6:52:01 AM No.2063190
>>2062020 (OP)
Where is the busty female engineer retexture with jiggle physics?
Anonymous
6/11/2025, 2:35:57 AM No.2064383
>>2062020 (OP)
I want to input my resources into her until a finished product is outputted, if you know what I mean.
Anonymous
6/11/2025, 2:42:54 AM No.2064395
>>2062020 (OP)
I'm a splitter guy and I'll demonstrate by splitting your bussy
Anonymous
6/11/2025, 4:21:31 AM No.2064491
>buy Factorio
>have a lot of fun learning the game
>base is a mess, but it's my mess
>start a new run
>it's less fun because now I'm just thinking about all these chores I have to do to get to the interesting stuff
sad
Anonymous
6/13/2025, 11:21:43 AM No.2066388
lazybastardscrn
lazybastardscrn
md5: 35aa10923a8eeaca338af1bb78ddebc4๐Ÿ”
I finally decided it was time to get Lazy Bastard. It was an interesting way to play the game, and it really made me appreciate the flexibility that sushi malls provide. I still handcraft a lot on my main savefile, but the sushi concepts have started to spread throughout my base.
I really hate restarting this game too, burner city is a waste of 20 minutes and I'm decent enough at the game but not quite there yet in rushing bots and fully utilizing them for massive and rapid expansion.
>speaking of massive and rapid expansion, I would the OP if you know what I mean
Past that point though, it's a lot of fun. Interplanetary logistics and quality are really fun to figure out.
My only gripe about this game is how normies cry about biters and insist to newfags to turn them off. IMO they're just another logistics and production challenge into military science, which conveniently, most of these fags decide to skip over. No wonder biters run you over.
Replies: >>2073613 >>2073816
Anonymous
6/21/2025, 4:39:50 AM No.2072945
Space Age completely altered the game into a focus around spaghetti-ing your first factory because you only need to be on Nauvis as long as you want to.
With the rest of the planets and space platforms you basically shouldnt build a mega factory until you can build outposts elsewhere.
This also heavily incentivizes early military science (before blue) which can feel burdensome to start up sometimes because you can build all the fluids stuff for blue long before you actually need black.
Anonymous
6/21/2025, 5:55:35 AM No.2072988
>>2062020 (OP)
Resources all get moved near a central resource organizer and introduced when the amount in the designated crates in <X. They then get called on by machines doing their best to auto-balance for surplus, looking at a list of the end items I've demanded. The products get run back to the organizer.
Anonymous
6/21/2025, 11:02:05 AM No.2073173
1000016841
1000016841
md5: 91f1071afeb4a5b076aa320230570696๐Ÿ”
>>2062020 (OP)
>Are you an input or output guy?
Idunno, i just mine everything, put it all in massive AAI warehouses on site with each stops having a sr latch, load it up onto trains, bring it to the main foundry area, the main refinery area or unload onto belt feeding into the 50 lane bus (12 iron 12 copper 6 steel 6 green circuit 4 red circuit 2 blue circuit 4 coal 2 bricks 2 stone, splitters prioritize the bus over the branches, liquids get their own main bus)

I don't even think about production goals or production rates, i just overbuild until the main bus has no gaps in it
Anonymous
6/21/2025, 11:03:38 AM No.2073174
>>2062020 (OP)
>Puzzle game
>Make a thread about it on the Strategy Board
Replies: >>2073185 >>2073209
Anonymous
6/21/2025, 11:18:11 AM No.2073185
>>2073174
there's no such thing as a strategy game, they're either puzzle games or action games
Anonymous
6/21/2025, 12:15:25 PM No.2073209
>>2073174
You're thinking of Satisfactory. Factorio is a strategy game at heart.
Anonymous
6/21/2025, 9:22:39 PM No.2073613
>>2062020 (OP)
nigga this dichotomy is retarded af
>>2063169
this is the way
>>2066388
lazy bastard just taught me that carrying around a few assemblers and dumping them to make stuff is faster than making it yourself
my main gripe is that you can't use good components as bad components like you can't have a good iron plate and normal gears to make normal transport belt

people who hate biters are retarded carebears
personally, i wish biters were reworked to have high laser resistance and were made into basically a resource drain because you were forced to manufacture bullets/rockets/mines/etc to kill them and you got to watch waves of biters crash against your turrets only to be butchered unless your supply chain failed
lasers can be there to snipe spitters; give them longer range
Replies: >>2073804 >>2086800
Anonymous
6/22/2025, 1:20:40 AM No.2073804
>>2073613
>people who hate biters are retarded carebears
What about hating pentapods?
Replies: >>2073842
Anonymous
6/22/2025, 1:37:18 AM No.2073814
i love hating pentapods
Anonymous
6/22/2025, 1:40:23 AM No.2073816
>>2066388
>My only gripe about this game is how normies cry about biters and insist to newfags to turn them off.
i have never heard this and suggest that you stop talking to faggot bitches
Anonymous
6/22/2025, 2:23:48 AM No.2073842
>>2073804
Making a quintuple-layered wall that's a test of your construction bot and replacement building production rate as much as anything is F U N though.
At least until you get enough artillery to ignore the problem.
Replies: >>2073844
Anonymous
6/22/2025, 2:35:46 AM No.2073844
1000016912
1000016912
md5: c691ee05a1228382b02350355635f0d8๐Ÿ”
>>2073842
>"Making a quintuple-layered wall"
>pentapods
>walls
Replies: >>2073848
Anonymous
6/22/2025, 2:42:20 AM No.2073848
>>2073844
It's about the rule of cool. Turrets without walls just feel wrong. Naked.
Replies: >>2079699
Anonymous
6/28/2025, 4:30:43 PM No.2079699
>>2073848
this guy gets it
Anonymous
7/6/2025, 6:02:08 PM No.2086800
>>2073613
Yeah having to actually pre-pick which quality you'll input is GAY. I think at the start in the blog posts it was implied crafting would just take the lowest input quality as the baseline, which would have been fine. Of course ideally it would use some kind of weighted average.
Replies: >>2086857
Anonymous
7/6/2025, 7:03:46 PM No.2086857
>>2086800
The reason they changed it to the current system is because play testers apparently felt ripped off or cheated when higher quality inputs resulted in lower quality outputs.
I think that's stupid though, because they could have set up the same systems we're forced to make now to achieve the same result we currently get. If they made separate assemblers for each quality level then they would never get lower quality outputs than the inputs. But they would have still had the option to throw everything into one assembler if they didn't care.
Replies: >>2087408 >>2099588
Anonymous
7/7/2025, 10:28:28 AM No.2087408
>>2086857
I hope the fact that the old system did exist at some point means it's highly moddable.
Anonymous
7/11/2025, 10:41:58 PM No.2091207
I think I'm a train guy.
Started playing recently and unlocked trains. Now the only thing that's on my agenda is building more train tracks and more trains.
Anonymous
7/12/2025, 7:58:11 AM No.2091576
>>2062020 (OP)
Output.

The factory must grow.
Anonymous
7/19/2025, 4:38:56 PM No.2097970
>>2062020 (OP)
Is there such thing as a factory that is too big?
Anonymous
7/21/2025, 6:30:50 PM No.2099545
>>2062020 (OP)
>Implying any of this matters at all
>Implying I'm not just building the exact same patter time and again, because it's the most efficient one.
Anonymous
7/21/2025, 7:32:39 PM No.2099588
>>2086857
did they get a bunch of valve testers or some shit? that's retarded
Anonymous
7/21/2025, 7:59:33 PM No.2099621
1000164745
1000164745
md5: 7773c8b46645496a43439ec4d864b3d9๐Ÿ”
So, some time ago, about 160 hrs of gameplay or so, I decided I would stick to 1.1 to finish up 1(one) big modded playthrough and since py is going to get updated to space age I decided to go with a modpack called all the overhauls which is basically k2+se+248k+rampant and some misc mods. I launched my first satellite at around the 150ish hour mark.
I just had construction bots automated and I'm preparing to re organize my base to start early game SE. Started base spaghetti is pretty fucked but that's just how I roll since I think just copy pasting base designs from other ppl is gay as shit. That being said I've only ever finished the game vanilla and did it with spaghetti around a main bus. Seeing as there's tons of intermediary products I'm not sure what kind of base design would be best to do or is sticking with huge main bus is still just viable
Anonymous
7/21/2025, 8:02:36 PM No.2099629
Forgot to add, I cranked most biter options to deathworld settings except for evolution speed. Im sitting pretty at 50ish % but I have to claim a lot of territory for the Omnissiah so I'm expecting to hit 100% before I'm done, probably so defense has to be the main priority before I fuck off to space