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    Tuesday, October 15, 2019

    Factorio Weekly Question Thread

    Factorio Weekly Question Thread


    Weekly Question Thread

    Posted: 14 Oct 2019 11:04 AM PDT

    Ask any questions you might have.

    Post your bug reports on the Official Forums


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    submitted by /u/AutoModerator
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    Here's my late night insomnia diagram of purple production

    Posted: 14 Oct 2019 10:50 PM PDT

    13x9 Micro Factory

    Posted: 14 Oct 2019 11:59 AM PDT

    First time playing Bob+Angel, this is my base after 34hours, still no blue science !! love it <3

    Posted: 14 Oct 2019 11:32 PM PDT

    At hour 40 I caved and finally turned off biters

    Posted: 15 Oct 2019 02:56 AM PDT

    After spaghetti ing my way through my very first Factorio game, learning as I go and made it to 1sps for the first four, I finally turned off biters via the console and will launch my rocket in peace eventually. Am I a failure?

    submitted by /u/Pernar
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    Load testing our free servers - Come break our server!

    Posted: 14 Oct 2019 01:40 PM PDT

    Load testing our free servers - Come break our server!

    Good day all!

    We're currently testing our new free server product-line and I'd like to see what load is on a server to better define the free tier.

    You can find the server on the public listings :
    Fatality Hosting | Load testing server 1

    Or you can connect directly at
    148.251.1.196:49153

    Join us on this server and PM me on reddit and I'll assign credit for 1 month hosting of any game we support once we launch

    Edit : Couple hours in ...

    https://i.redd.it/ktpxcdr2kns31.png

    submitted by /u/ParadoxForge
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    While your off building the base and your friends aren't doing anything productive.

    Posted: 14 Oct 2019 05:44 PM PDT

    Launched my first rocket in my first and only base after 59 hours of playtime.

    Posted: 15 Oct 2019 07:46 AM PDT

    Well, this isn't ideal

    Posted: 15 Oct 2019 12:20 AM PDT

    I designed a dragonteeth wall to keep the creepy crawlies out. Blueprint book string in the comments.

    Posted: 15 Oct 2019 07:23 AM PDT

    Bot QOL suggestion.

    Posted: 15 Oct 2019 06:19 AM PDT

    Having the roboport be the end-all for all things logistics causes issues. Can the roles be separated?

    Roboports currently function as a bot charger, bot storage, extra repair pack storage, and logistics network extender. Can we have dedicated chargers that have no logistics function and charge any bot in range (including personal)?

    The item could function as bot storage and possibly bot buffer. Let's say you know you want 100 logistics bots in that charging station at all times if possible. Or say you're about to build something large. You could put one of these down and set a bot buffer similar to buffer chests. When you have all the materials and bots ready, you lay down your blueprint, the thing is built quick, and they go back to charge.

    This could be separate items, or it could be features added to a roboport. By default, they function the same, but you have the bot buffer option in the inventory and possibly a check box for the roboport to function as a logistics station.

    Thoughts?

    submitted by /u/Hegyibear
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    Race Track Train Base

    Posted: 14 Oct 2019 10:38 PM PDT

    Race Track Train Base

    I call this map the "Race Track Train Base". Only one way tracks going in a left hand circle (no traffic jams that way). 250 trains. Direct load/unload. 3-12-0 trains.

    https://i.redd.it/rn8zanrv6ns31.gif

    submitted by /u/Denali1987
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    Cleaner trash chests

    Posted: 15 Oct 2019 03:32 AM PDT

    Is there a way to get robots to always take items back to logistic chests that hold that item already, regardless of flight distance? Currently we use storage chests for junk chests (that routinely need to manually be cleaned out and resources returned to our base) and limited passive providers for our mall. It'd be nice for the robots to always take mall items back to the providers for that item, somehow, even if you're far enough away to have a nearby storage chest full of wall-repair materials.

    P.S. I'd also like to sell our team on using their logistic and trash slots more, instead of dumping things manually into random chests they place across our base too, so the lazier this method is, the better.

    submitted by /u/LikelyWeeve
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    One of my favorite things about factorio is the visuals that emerge from the rulesets

    Posted: 14 Oct 2019 12:01 PM PDT

    Mod to get uniform resource patches?

    Posted: 15 Oct 2019 03:18 AM PDT

    I remember a while back seeing people with maps that had identically sized and shaped resource patches. Is that from a mod? How can I do that?

    submitted by /u/Red_Icnivad
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    Megabase Tipps?

    Posted: 15 Oct 2019 01:57 AM PDT

    Hi.

    Im about to try my 3rd attempt at a megase.

    Ignore 1st attempt as it got shot down by a mod incompatibility that removed my entire electric grid and i couldnt be bothered with placeing 25,000 poles again) 2nd attempt was a 2kSPM base which i got decently far in when i realized that my train network is insufficient. I had waaay to many trains (1-2) on a too small of a grid (over 1000 and i estimated id need that amount again to have the base running fully).

    Im looking at generell tipps and tricks from experiened mega base builders, lessons learned and things you would do different on your next playthrough.

    basically i want to avoid as much traps as i can whilst having little experience.

    how much onsite production vs centralized, inline smelting on the patches vs megasmelter, train size (variable train sizes) Logistic networks, circuit network essentials? such things.

    submitted by /u/overlydelicioustea
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    Looking for a mod to create a totally new experience

    Posted: 15 Oct 2019 03:39 AM PDT

    I'm on my third major playthrough, and I'm finding I'm losing interest in the game at around 200 spm. Last two games got to roughly 1kspm in 0.15, and my new base is set up great to grow past that, but I'm just not finding myself interested in building more ore outposts.
    Are there any good mods that completely change the game? I'm not thinking of something like Bobs/Angels, that just adds more of the same, but something that gives different types of gameplay/challenges.

    submitted by /u/Red_Icnivad
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    "Factorio" for mobile

    Posted: 15 Oct 2019 06:30 AM PDT

    So most of us would like factorio for mobile but sadly it takes a lot of time and resources to make it happen

    So I thought why not make just the train part , since I really enjoy playing around with trains why not make a mobile game devoted to making railroads and playing with trains

    In game we would have 2 modes first is the creative or free play , basically blank canvas to make railroads stations etc And the second is the puzzle mode that you would have to connect 2 or more "starter points" to their exit points that can't be moved

    Also an easy GUI

    Run every train at once or quick run for short If you hold it it opens a big GUI with the list of all the trains that you've placed so far and form that screen you can run each and everyone

    Click on a train to manual control it or to set an automatic path

    Items that will be in the game are all the items for trains that we have in factorio

    Also maybe throw in some rewards for the puzzle mode Like skins or colors for your trains

    Would be nice to play around with trains on mobile This is just a suggestion also sorry for my really bad English I'm not a native speaker

    submitted by /u/IceBoo
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    Finally figured rail chain signals! Now to install them...

    Posted: 14 Oct 2019 12:04 PM PDT

    Returning Player - Blueprint Question

    Posted: 14 Oct 2019 11:45 PM PDT

    Greetings fellow factory workers...

    I took about a 1 year hiatus... one of the things I can't figure out is how to edit a blueprint now. I used to be able to open a blueprint and then click on items I didn't want to use in the components area (like lights / electric poles, etc...) but now when I open a blueprint it seems all I can do is look at it, edit the name, and delete it.

    I feel like I'm missing something easy.

    I've tried clicking, right clicking, middle clicking, shift-clicking, ctrl-clicking and alt-clicking things to no avail.

    It's not the end of the world, but I'd rather remove them completely at the beginning rather than leave the ghosts or have to edit the ghosts by hand...

    Thanks!

    submitted by /u/Mlcjohnson16
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    Wooden chest and offshore pump no longer craftable...

    Posted: 15 Oct 2019 03:16 AM PDT

    So I've had this non-modded world for a while, nothing special. Now today I noticed I can't craft wooden chests and offshore pumps anymore. They don't show up in the crafting menu or when I search for them. When I start a new game there's no problem in that map... Does anyone know a fix?

    Thanks!

    submitted by /u/SjaakTrekhaak98
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    Modified Super Compact Loader / Unloader, 4 or 8 lanes, LCCCC trains!

    Posted: 14 Oct 2019 03:23 PM PDT

    Doing a modded play through for a change. Designing with Factorissimo2 is fun

    Posted: 15 Oct 2019 08:10 AM PDT

    After 259 hours, I've finally launched my first rocket and beat the game! Granted this is after deleting my first 2 saves because I had no idea what I was doing and then redoing my whole factory after I started to get the hang of things. Still don't understand trains but they get what I need!

    Posted: 14 Oct 2019 04:01 PM PDT

    Intangir's Vanilla Train Network (w/ smart depo) v0.9

    Posted: 15 Oct 2019 07:41 AM PDT

    Intangir's Vanilla Train Network

    I made a new train managing/routing network that utilizes a smart depo, a very carefully controlled release of just the necessary number of trains. It is intended to prevent trains from all rushing towards 1 station as it opens, and prevent trains from cluttering up the network and requiring stackers when waiting for a station.

    The programming and design was influenced by Haphollas train network and Omnistop, but is drastically different from, and i think is better and easier to use than both now.

    Probably literally hundreds of hours on this version working 100% perfectly now, i have about 40 trains running out of 3 huge deops and am not noticing any errors, but it is auto correcting so it COULD have sent more trains and went back to normal automatically without noticeable slowdown. I'd hope others can get some enjoyment out of it, it was a lot of work.

    Features

    • No Mods needed

    • Easy Implementation (basic trains and circuits, and blueprints make it easy to use)

    • quick setup of new stations (just change a few things before connecting it)

    • supports many trains per resource

    • no stackers needed leading upto any stations

    • has a skip station to skip returning to depo with supply

    • Faster response than HTN and LTN because even on the demand side, trains are dispatched from the depo fully loaded

    • no routing stations needed along the route (like with omnistop), so trains can move full speed from depo to station and station to depo

    • no special track layout requirements

    • can have multiple depos far seperated across the network

    • auto recovers from MOST sync/state issues, and can operate fine out of sync most of the time too

    • two variations of depo lanes are blueprinted

    Limitations

    • Having VERY large depos AND multiple depos AND many trains of the same commodity can increase the chance of two trains going out on the same signal and a state desync between depos/network (very rare)

    • Each train needs to be dedicated to a specific resource (no shared trains like omnistop can do)

    • needs a depo lane for every train, the depo essentially becomes the global stacker for all trains

    • If you don't fully setup the a station name, the station signal, and the train itself correctly it will lead to very confusing state issues

    • The network requires both green and red wires connecting all supply/request stations and depos

    Blueprints: on factorioprints: https://factorioprints.com/view/-LpyJCHt58gu5__MLNZ4

    How to video (Youtube): https://www.youtube.com/watch?v=Nz1pv4YnFM8

    Smart Depo: https://cdn.discordapp.com/attachments/334735604342325249/627936520115978260/blueprint.png

    Request Station https://cdn.discordapp.com/attachments/334735604342325249/627936523161042974/blueprint.png

    Supply Station: https://cdn.discordapp.com/attachments/334735604342325249/627936536645599232/blueprint.png

    submitted by /u/intangir_v
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