Factorio

Factorio

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chief hopper Mar 17, 2020 @ 10:58am
I'm addicted to bus
I need help guys, once I discover the "bus" game style I can't go back to the funnier and older spaghetti style.
Because after a while the bus gets boring and routine gameplay, but I can't get out of it, how can I force myself to build a good spaghetti base?
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Showing 1-15 of 25 comments
Fel Mar 17, 2020 @ 11:12am 
Deathworld preset, "ribbon" worlds (you limit either the height or the width of the map but not the other), speedruns, complex mods, there are a variety of ways depending on what you like more.

Deathworld forces you in a fairly limited land until you can defeat quite a lot of nests so you will be walling yourself in a relatively small area and try to make the most of it.
The bus doesn't really work in that case because it is not very efficient in terms of space, which is not a concern in normal maps but when you have to fight for every chunk it is quite a bit different.
You also want to limit your pollution so you won't have a lot of machines for every item, which helps when trying to get away from the bus.

Ribbon worlds force you to only expand in 2 of the 4 directions, so a standard bus that takes up a lot of space is hard to justify since you would be limiting your available space for machines.
You don't usually end up with a pure spaghetti but you often go for something other than a main bus.

Speedruns are all about optimising things to an extreme so you don't want long belts that cost resources and don't do much.
The bases are not exactly the same type of spaghetti with that because it ends up following a plan even if belts don't form a bus but it is quite far from the bus approach.

Complex mods tend to add more steps to crafting chains as well as secondary products to many of the steps that have to be handled as well if you don't want the whole thing to stop working.
They also usually have a lot more items that you would want to add to your bus, to the point where the bus would be way too large to be worth attempting in the first place.



Basically, throw yourself out of your comfort zone if you really want to get out of the bus approach that ended up becoming your "tried and true" approach that you always fall back to.
chief hopper Mar 17, 2020 @ 11:55am 
thank you for the advise, i'm trying the new mod krastorio 2 in a island map, let's see how it goes
Owl Mar 17, 2020 @ 12:40pm 
regular map, set water to max.
Fel Mar 17, 2020 @ 1:08pm 
Island maps can be problematic with mods because you have a limited quantity of resources available and large mods tend to consume a much higher quantity of resources (and space).

Once your island's resources run out you don't have any option outside cheating .
seedy sea Mar 17, 2020 @ 2:11pm 
Go the other way - forget belts, embrace the bot
chief hopper Mar 17, 2020 @ 2:14pm 
Originally posted by Fel:
Island maps can be problematic with mods because you have a limited quantity of resources available and large mods tend to consume a much higher quantity of resources (and space).

Once your island's resources run out you don't have any option outside cheating .
yeah i know, maybe i'll use the infinity resources mod
Fumo Bnnuy n Frends Mar 17, 2020 @ 10:23pm 
Originally posted by Owl:
regular map, set water to max.
THIS

water makes it a ♥♥♥♥♥ and half to make proper buses that you gotta improvise with bots trains and underground spaghetti routes. Totally worth it though makes it much easier to move across the map and more orangized even though underneath probably looks like a new york subway movie after the threat destroys half the city.

also having a ton of resources and avoiding most of them usually helps a ton too.
Last edited by Fumo Bnnuy n Frends; Mar 17, 2020 @ 10:24pm
Clonefarmer Mar 18, 2020 @ 4:29am 
Originally posted by chief hopper:
thank you for the advise, i'm trying the new mod krastorio 2 in a island map, let's see how it goes
Check out the Seablock mod. It's basically an island map with a mod pack that is designed to be played using water as your main resource. https://mods.factorio.com/mod/SeaBlock
chief hopper Mar 18, 2020 @ 6:38am 
Originally posted by Clonefarmer:
Originally posted by chief hopper:
thank you for the advise, i'm trying the new mod krastorio 2 in a island map, let's see how it goes
Check out the Seablock mod. It's basically an island map with a mod pack that is designed to be played using water as your main resource. https://mods.factorio.com/mod/SeaBlock
interesting mod
Fel Mar 18, 2020 @ 6:47am 
The problem of seablock is that it is meant to be played with the full mod pack, and that pack is incredibly overwhelming to someone that only played vanilla until then because a lot of bob's and angel's concepts are very far from what most people encounter in vanilla.
It can be a bit grindy at the start because you lack space and landfills are not that easy to get in large quantities until you have a decent infrastructure, and at the end because it uses spaceX that requires a massive amount of resources to get the "victory" screen.

Other than that if you like figuring things out the pack is great fun, even if you know those mods fairly well already because a lot of the basic loops you need are based on water instead of ores, which changes the approach for quite a few recipes (you tend to favour different ore refining processes with the pack compared to when playing with ores you can mine in large amounts for example).
Dakota Mar 18, 2020 @ 8:19pm 
I'd recommend challenging yourself to build efficient and modular systems that make only exactly what it needs rather than overflowing like bus style does.

You could have a belt of just a few of the raw resources like copper/steel/iron/plastic/coal but then when you do something like make red circuits you set it up so that you build exactly the required amount of copper wire production for it, and green circuits production along with the copper wire production for that. The only inputs into the module would be iron, copper, and plastic and the only output would be red circuits, there would be no overflow on any of the belts and possibly you design it in a way where belts aren't the main method of transportation between assemblers in the module.

Not quite red circuits, but here's an example picture I had on hand for production of level 3 modules. It requires inputs of each type of circuit rather than the raw resources, the production of those would be a bit too big to include in just this blueprint, but calculation could be done to determine how many of each circuit type this segment eats up per second and how much production of each type of circuit would have to be done, I have modules in place for other things too such as blue circuit production.

Module production:
https://cdn.discordapp.com/attachments/453061862175539207/690034842112491522/unknown.png

blue circuit production:
https://cdn.discordapp.com/attachments/453061862175539207/690036075988647949/unknown.png

I'll usually setup modules as their own little blueprints. For example I did it with blue science and also the requirements for green science.
https://cdn.discordapp.com/attachments/453061862175539207/690036378783842305/unknown.png
https://cdn.discordapp.com/attachments/453061862175539207/690036485151522918/unknown.png

Can be a pretty fun puzzle to figure out and very efficient and modularized.
chief hopper Mar 19, 2020 @ 2:37am 
Originally posted by Dakota:
I'd recommend challenging yourself to build efficient and modular systems that make only exactly what it needs rather than overflowing like bus style does.

You could have a belt of just a few of the raw resources like copper/steel/iron/plastic/coal but then when you do something like make red circuits you set it up so that you build exactly the required amount of copper wire production for it, and green circuits production along with the copper wire production for that. The only inputs into the module would be iron, copper, and plastic and the only output would be red circuits, there would be no overflow on any of the belts and possibly you design it in a way where belts aren't the main method of transportation between assemblers in the module.

Not quite red circuits, but here's an example picture I had on hand for production of level 3 modules. It requires inputs of each type of circuit rather than the raw resources, the production of those would be a bit too big to include in just this blueprint, but calculation could be done to determine how many of each circuit type this segment eats up per second and how much production of each type of circuit would have to be done, I have modules in place for other things too such as blue circuit production.

Module production:
https://cdn.discordapp.com/attachments/453061862175539207/690034842112491522/unknown.png

blue circuit production:
https://cdn.discordapp.com/attachments/453061862175539207/690036075988647949/unknown.png

I'll usually setup modules as their own little blueprints. For example I did it with blue science and also the requirements for green science.
https://cdn.discordapp.com/attachments/453061862175539207/690036378783842305/unknown.png
https://cdn.discordapp.com/attachments/453061862175539207/690036485151522918/unknown.png

Can be a pretty fun puzzle to figure out and very efficient and modularized.
Thank you for the answer, i really like the blue circuit production, i'll try to copy that haha
chief hopper Mar 19, 2020 @ 2:41am 
Originally posted by Dakota:
I'd recommend challenging yourself to build efficient and modular systems that make only exactly what it needs rather than overflowing like bus style does.

You could have a belt of just a few of the raw resources like copper/steel/iron/plastic/coal but then when you do something like make red circuits you set it up so that you build exactly the required amount of copper wire production for it, and green circuits production along with the copper wire production for that. The only inputs into the module would be iron, copper, and plastic and the only output would be red circuits, there would be no overflow on any of the belts and possibly you design it in a way where belts aren't the main method of transportation between assemblers in the module.

Not quite red circuits, but here's an example picture I had on hand for production of level 3 modules. It requires inputs of each type of circuit rather than the raw resources, the production of those would be a bit too big to include in just this blueprint, but calculation could be done to determine how many of each circuit type this segment eats up per second and how much production of each type of circuit would have to be done, I have modules in place for other things too such as blue circuit production.

Module production:
https://cdn.discordapp.com/attachments/453061862175539207/690034842112491522/unknown.png

blue circuit production:
https://cdn.discordapp.com/attachments/453061862175539207/690036075988647949/unknown.png

I'll usually setup modules as their own little blueprints. For example I did it with blue science and also the requirements for green science.
https://cdn.discordapp.com/attachments/453061862175539207/690036378783842305/unknown.png
https://cdn.discordapp.com/attachments/453061862175539207/690036485151522918/unknown.png

Can be a pretty fun puzzle to figure out and very efficient and modularized.
there was a mod that does the maths for you to calcolate the best ratio, but i don't remember the name.
Dakota Mar 19, 2020 @ 2:44am 
Originally posted by chief hopper:
Originally posted by Dakota:
I'd recommend challenging yourself to build efficient and modular systems that make only exactly what it needs rather than overflowing like bus style does.

You could have a belt of just a few of the raw resources like copper/steel/iron/plastic/coal but then when you do something like make red circuits you set it up so that you build exactly the required amount of copper wire production for it, and green circuits production along with the copper wire production for that. The only inputs into the module would be iron, copper, and plastic and the only output would be red circuits, there would be no overflow on any of the belts and possibly you design it in a way where belts aren't the main method of transportation between assemblers in the module.

Not quite red circuits, but here's an example picture I had on hand for production of level 3 modules. It requires inputs of each type of circuit rather than the raw resources, the production of those would be a bit too big to include in just this blueprint, but calculation could be done to determine how many of each circuit type this segment eats up per second and how much production of each type of circuit would have to be done, I have modules in place for other things too such as blue circuit production.

Module production:
https://cdn.discordapp.com/attachments/453061862175539207/690034842112491522/unknown.png

blue circuit production:
https://cdn.discordapp.com/attachments/453061862175539207/690036075988647949/unknown.png

I'll usually setup modules as their own little blueprints. For example I did it with blue science and also the requirements for green science.
https://cdn.discordapp.com/attachments/453061862175539207/690036378783842305/unknown.png
https://cdn.discordapp.com/attachments/453061862175539207/690036485151522918/unknown.png

Can be a pretty fun puzzle to figure out and very efficient and modularized.
there was a mod that does the maths for you to calcolate the best ratio, but i don't remember the name.

I just sit with a calculator by my desk, never really thought to look something up that does it for me.
Fel Mar 19, 2020 @ 3:18am 
The mod is called helmod, it is also helpful to simulate the results of crafting chains, which might not mean much in vanilla but is incredibly valuable when playing with mods that have multiple recipes for the same item with different ingredients and side results.
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Date Posted: Mar 17, 2020 @ 10:58am
Posts: 25