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factorio_status [2020/01/28 12:57] – old revision restored (2020/01/28 10:33) Jonathan Monginfactorio_status [2020/04/30 15:39] (current) Adam S
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 +====== Factorio Status ======
 +Here is a place to update others on what we recently accomplished and to remind ourselves what we want to work on next.\\
 +\\
 +2020/04/29: Our evolution is at 0.75 ([[factorio_resources|calculator here]]), we have about 1 and a half sessions left until behemoth biters. We don't have much research for artillery, but that needs to be the number 1 focus until then. We can lookup and setup the automation for artillery ammo before we have the research. I'll work on a blueprint for the next science so when we hop back into the game we can start that ASAP.
 +\\
 +Once the base is secure for 0.91 we should look at securing more of the 4 resources: Iron, Copper, Stone & Coal. All delivered by train ideally. Do you guys still like the idea of only expanding in one direction? I think it'll make defending a lot easier until we have proper [[factorio_firebase|firebases]] we can plop down.\\
 +Here is a list of the things to automate with priority (in my opinion!) feel free to add, remove, reorder or check off anything you see fit:
 +  - Utility Science Packs (yellow): Adam TBD
 +  - Yellow Splitters:
 +  - Yellow Underground Belts:
 +  - Long-arm (red) inserters:
 +  - Artillery Ammo: 
 +  - Landfill: 
 +  - Solar panels:
 +  - Accumulators:
 +  - Red Belts:
 +  - Red Splitters:
 +  - Red Underground Belts:
 +\\
 +PS: Lets ditch our personal shields for exoskeleton legs. Moving around the base faster is probably the most important upgrade other than the personal roboport.\\
 +\\ 
 +2020/04/22: [[factorio_radar_base|Radar Base]] planning \\
 +\\
 +2020/04/21: [[factorio_firebase|Firebase]] planning \\
 +\\
 +2020/04/16: Our evolution is at 0.65 ([[factorio_resources|calculator here]]) gaining about 0.015 per hour. Once we hit 0.91 behemoth biters spawn doing 3x the damage as large biters and have 10x the health. It'll be game over if we're not ready by then. Evolution is caused by killing enemy bases (not killing enemies!), time, and pollution. The breakdown so far has been:
 +  - Pollution 50%
 +  - Time 30%
 +  - Killing bases 20%
 +We should both try to lower pollution production (pollution touching enemy bases causes them to attack, all pollution made no matter how far the biters are will still cause them to evolve) to buy us time, and tech military for the behemoth biters, once we are prepared for them, increases in evolution just causes fewer smaller biters and more larger ones each attack, but the major jump in difficulty is at 0.91. \\
 +\\
 +We found tanks are very resilient just shooting with normal SMG ammo, the increased damage and range from tank shells along with all 3 of us attacking vs 1 at a time will make the current evolution level trial. \\
 +\\
 +Our reliance on laser turrets has been causing brown outs on the power grid. They have a decent draw when not firing and a very large draw when firing. I have a farm of accumulators set up but because we're getting attacked from all sides it can't keep up. \\
 +\\
 +We were thinking about heading in a straight line West because the farther we get from the starting location, the richer the resource patches are. That plan is on hold because this base need to be 0.91 proof first. \\
 +\\
 +Since we're staying here for a while, here is the rough order of tasks I pasted in chat:
 +  * Get fluids on the bus
 +    * We're going to be here, we'll need this for advanced production
 +  * Automate tank ammo
 +  * Automate solar panels
 +  * Change over to electric furnaces
 +  * Automate efficiency modules
 +    * Electric furnaces generate way less pollution than coal ones, but consume electricity. If we're not 100% on solar this will cause an increase in pollution unless we add Efficiency modules to greatly reduce the Electricity used. We'll also add them to mining drills and factories.
 +  * Kill all biter nests in extended area
 +    * This will cause a spike in evolution, but killing bases is the smallest evolution-contributing factor so far. This will give us room and time to set up defensive outposts.
 +  * Setup defensive outposts ([[https://en.wikipedia.org/wiki/Fire_support_base|Fire Base]])
 +    * Radar to detect advancing biters so we can kill them before they establish a base
 +    * Solar setup to reduce / eliminate their drain on the power grid
 +    * Tank traps from range 15 to 30 (Spitter distance - 1 to flame turret distance + 1)
 +    * Line of 3 or 4 laser turrets then a flame turret
 +    * Roboport with repair packs and replacement parts to fix after an attack
 +    * Replacement parts and repair packs restocked via train (phase 2 of outposts?)
 +    * Leave room for 2nd train stop for artillery train to stop by
 +  * Automate speed / productivity modules
 +  * Set up double the circuit production and double the smelting, all with speed & productivity modules
 +    * This should be worked on the whole time, but should be complete by now
 +    * Once our defenses are up we should be ok for behemoths
 +    * Do not power / activate until 100% ready
 +    * At this point we don't care about pollution anymore and just want as much production as possible
 +  * Change over to speed & productivity modules
 +  * Tech hard to advanced military tech
 +    * Drones that attack from personal roboports
 +    * Portable fusion reactors
 +    * MK2 shields
 +    * Portable atomic bombs
 +  * Safely expand far West to rich resources, sending some back to the base
 +  * Set up new base:
 +    * A new mega train-based base?
 +    * A dense logistic bot based base (belt free)?
 +    * Something else?
 +  * Launch a satellite to space so we can go home
 +    * (insert as much dicking around needed before hand)
 +===== Projects =====
 +Place for big projects / goals that will span multiple sessions. Ideally we will all agree on these goals so we are not working in different directions, but that's just my idea, not a rule ( :
 +Here is what I have so far:
 +  * Military outpost(s)
 +  * Separate bases for major component manufacturing (e.g.: Green circuits)
 +  * What do you guys think of just expanding in one direction vs all directions? The father from our base we get the richer the mineral patches become, but also the harder the biters are. We'll make solid static defenses around our current boarder and push just one direction.
 +
 +===== Recent Accomplishments =====
 +Here we should list recent things important for anyone who missed the last session or two so they can get an idea of what's been changed / added since they last played.
 +  * Fixed military science from 0.16 -> 0.17
 +  * Pushed back a lot of biters
 +  * Oil processing and added sulfur and plastic to the main bus
 +  * Added coal outpost (might need to make it better)
 +
 +===== Next Steps =====
 +Things we really wanted to work on but the sun was coming up and couldn't get to it. If we forget, our base might shutdown.
 +  * Setup stone outpost
 +  * Setup next tier of science
 +  * Batteries, we need lots of batteries, so we can explore at night
 +  * Maybe move oil products by train instead of belt
 +
 +
 +===== To Do Reminders =====
 +Personal reminders of what we were in the middle of / wanted to work on next.
 +==== Adam ====
 +  * Increase buffers for unloading until we have more outposts
 +  * Finish automated belt / splitter / underground production 
 +==== Jon ====
 +  * Automate the upgrading of ammo
 +==== Paul ====
 +  * Install Factorio on a 64-bit computer
 +===== Tips for Play =====
 +==== Defender capsule ====
 +A basic capsule which, when used, will spawn a single defender robot. The defender has infinite ammunition and will follow the player, attacking any enemies that come within range, until it is destroyed or its lifespan elapses.
 +  * Note from Jon: You can only have 10 up at a time at the base level of Follower robot count (research), but they're extremely useful for clearing biter bases
 +
 +