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    Saturday, November 30, 2019

    Factorio Biter Battles League FINAL Comfy VS Steelaxe - Sun Dec 1st @18:00 UTC (19:00 CET) + Mass Event After (~7PM GMT)

    Factorio Biter Battles League FINAL Comfy VS Steelaxe - Sun Dec 1st @18:00 UTC (19:00 CET) + Mass Event After (~7PM GMT)


    Biter Battles League FINAL Comfy VS Steelaxe - Sun Dec 1st @18:00 UTC (19:00 CET) + Mass Event After (~7PM GMT)

    Posted: 29 Nov 2019 10:29 AM PST

    Biter Battles League FINAL Comfy VS Steelaxe - Sun Dec 1st @18:00 UTC (19:00 CET) + Mass Event After (~7PM GMT)

    On Sunday 1st December at 18:00 UTC (19:00 CET) the 10th and final Biter Battle match in this tournament will be played between the top ranked teams Comfy and Steelaxe (led by AntiElitz).

    Current standings and videos from previous matches can be found in this document: https://docs.google.com/spreadsheets/d/1FSteRuxJZuEYXEhJn361XD8nZ4biOYdXtpU17tg1OMk

    Mass Event: After this match is over (expect it to last around 60 minutes) we will do a massive public event with Comfy & friends vs Steelaxe & friends! Each team will be populated by the communities behind them plus all the other players that choose to join us. This is a for-fun, non competitive event.

    Biter Battles: For those who don't know it is an indirect PVP mode where teams produce different tiers of science in mass amounts to convert it into mass biter attacks vs opposing team. Objective is to destroy the enemy silo through these attacks. So it is about building and defending effectively.

    Comfy Factorio: Multiplayer server that focuses on Fun and Innovation. Our popular maps: Fish Defense, Mountain Fortress, Biter Battles, Choppy, Junkyard + More.

    Map Overview of Early Stages.

    Hope to see you on Sunday! For any doubts, you can join us on our discord channel:

    getcomfy.eu/discord ( https://discordapp.com/invite/AG799rm )

    Cheers!

    PS: If you want to get a basic idea of the game, you can join us in multiplayer anytime. COMFY - Biter Battles!

    submitted by /u/booomhorses
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    TIL Inserters are actually huge.

    Posted: 30 Nov 2019 04:43 AM PST

    I'm not sure whether I should be ashamed or proud of my creation.

    Posted: 29 Nov 2019 03:40 PM PST

    Instead of dumping your items on the floor when removing power armor, you should just be over encumbered (like skyrim) and move at a crawl (or not at all) until you remove items in your inventory or requip your power armor.

    Posted: 29 Nov 2019 12:17 PM PST

    Could go even further and allow you to pick up items beyond your inventory limit, which would be convenient when you are trying to move a chest full of nuclear reactors 3 tiles over to the left.

    submitted by /u/soapy5
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    Biter Santa - mashup of graphics

    Posted: 29 Nov 2019 01:43 PM PST

    Biter Santa - mashup of graphics

    My updated attempt at a Biter santa claus from mashing vanilla graphics together. Yes it fly's, lands and takes off while delivering an inventory of coal fresh to your feet!

    I always enjoy coming across other modders creations who also aren't 3d artists, but make new graphics from vanilla assets rather than just re-coloring and re-scaling things.

    https://preview.redd.it/r2cintft2p141.png?width=714&format=png&auto=webp&s=dea64bc31a5c26878d90608f67db6615fe6457e6

    https://reddit.com/link/e3lgpa/video/a2zk7nnlds141/player

    https://reddit.com/link/e3lgpa/video/3nuo12oods141/player

    https://mods.factorio.com/mod/Biter_Santa

    submitted by /u/Muppet9010
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    Very proud of this border wall

    Posted: 30 Nov 2019 07:13 AM PST

    Finished my first "mega" base. 500 science per minute, belt and train based

    Posted: 29 Nov 2019 09:43 AM PST

    I have a head of steel...Litterally unplayable

    Posted: 30 Nov 2019 12:33 AM PST

    Basically unplayable

    Posted: 30 Nov 2019 05:39 AM PST

    I need a lot of -235

    Posted: 29 Nov 2019 01:08 PM PST

    Vanilla 13 Segment Numeric display

    Posted: 30 Nov 2019 01:46 AM PST

    Vanilla 13 Segment Numeric display

    /u/_electrocutie's 7-segment numeric display blueprint (here) gave me an idea how to simplify his (her?) design and simply encode the segment states for each digit in a binary constants. This allowed me to easily upgrade the original design from 7-segment to 13-segment without need for any complicated math functions and special conditions. Plus, I saved 2 combinators per each digit.

    My blueprint is here. Put any item on the belt to start the counter. The next challenge is to find out how to add colors...

    https://preview.redd.it/wcz2x8zxns141.png?width=1273&format=png&auto=webp&s=332159c677d3e974d3c15585026b0d3afa7d9bd5

    submitted by /u/fuxoft
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    Can someone explain to me why this happens with the flow off my bus??? If anything I would assume the right side would have the issue. Sadly, I'm misunderstanding something.

    Posted: 29 Nov 2019 09:28 PM PST

    What is the meaning of the tooltip "Ghost rebuild timeout: +168h"?

    Posted: 29 Nov 2019 01:24 PM PST

    How do I merge these 4 lanes?

    Posted: 30 Nov 2019 01:34 AM PST

    What happened?

    Posted: 30 Nov 2019 03:03 AM PST

    I let my factory run overnight. Close but yet so far away from a steady 1k SPM base.

    Posted: 30 Nov 2019 06:59 AM PST

    Dyworld - Military Science

    Posted: 30 Nov 2019 06:45 AM PST

    Hi,

    In this mod pack killing biters is needed to obtain military science. So I have a few biter farms set up however the loot the biters drop only appears in my inventory if I'm close. This means I'm spending a lot of my time cruising around the base.

    Does anyone know of a way to have it automatically drop in a chest or something like that so my bots or trains can collect it for me?

    submitted by /u/Sentinel203nl
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    Another bus question.

    Posted: 30 Nov 2019 05:34 AM PST

    I built a copper mine/ smelter that's able to consistently pump out 4 full blue belts of copper plates. However, the place I want it to be is super far away, and I don't want to use a billion blue belts or 12 billion yellow belts. I want to use a train, and I'm pretty sure this is the way, but how would I go about it? A cargo wagon can only hold one chest, and a chest doesn't take very long to fill from 4 belts. Would I just make a super long train, or a bunch of normal sized ones?

    submitted by /u/ViktorNovikov
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    0.17 Coal Liquefaction Module

    Posted: 29 Nov 2019 02:37 PM PST

    0.17 Coal Liquefaction Module

    https://preview.redd.it/ec4vc6ht9p141.png?width=866&format=png&auto=webp&s=452df8e2f21bca268bd55f40419145953e42ff29

    I had a need to build a Coal Liquefaction module in my base, and couldn't find blueprints for this. So here is my design for consideration.

    In 0.17, the ratios are awful I couldn't get the production/consumption levels to align and after much tweaking in Excel I came up with this baby. It takes almost exactly one pump of water, and 1.4K Coal per minute as inputs, and outputs a steady 8K Petroleum Gas a minute.

    https://preview.redd.it/fv7rqnysap141.png?width=490&format=png&auto=webp&s=5cfc680f45851f171d2d99114840c7d52517b8c7

    The tank and pump are there to keep a minimum of 200 units of Heavy Oil in the system, as the two cracking banks consume slightly more than the preceding supplier can produce, which means the system does not back up (unless the demand for the final product slackens off.

    https://preview.redd.it/8t6mf15acp141.png?width=421&format=png&auto=webp&s=c8ea2fbc3f34ea22d1ea70db4a1035b536047f1f

    https://factorioprints.com/view/-LutIu91DJOe8a9dLh_3

    submitted by /u/MrBadDragon
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    Interesting placement of belts at low game speeds. It's strange how it places it sideways when you go diagonal.

    Posted: 29 Nov 2019 05:10 PM PST

    Landfill-based 2 x 8-reactor Nuclear Power Plant: Walkable, Tileable, Supplied by robots

    Posted: 30 Nov 2019 07:32 AM PST

    Warptorio 2 event, explosive gaming

    Posted: 30 Nov 2019 03:31 AM PST

    Hello! For anyone interested to try out Warptorio 2, explosive gaming will be continuing their save from last week at 12:00 UTC, Come and join! :D

    For anyone who doesn't know what warptorio 2 is:
    Build your factory in a restricted space that teleports yourself, the platform, and everything on it to a new and uncharted planet in an unknown corner of space, time and the universe while constantly under attack from enemies. This mod increases the difficulty of factorio by making construction harder and making biters a more significant threat, resulting in a unique experience of factorio'ing in a tight space and under pressure, almost like a tower defense game. Made by: PyroFire

    submitted by /u/drahc_pro
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    Roast my blue circuit design

    Posted: 29 Nov 2019 05:40 PM PST

    Roast my blue circuit design

    Hey all, looking for some feedback on this end-game tile-able blue circuit design I came up with. Its output rate is not as fast as I would like, and I don't know if that's possible to improve but if anyone's got any ideas that'd be appreciated. My main question really concerns module usage, I'm wondering if it's just better to use speed modules in this if I have plenty of input resources coming in. Obviously the green circuits are a bit overkill but it handles well the demand peaks when the blue assembler wants 20 green in a hurry. The blue inserters (stack=1) are feeding an underground with wire for the red assembler. 2 substations handle the power. The chest of reds is limited to 1 stack. Here's the blueprint string. Any thoughts appreciated.

    https://preview.redd.it/t3tukki88q141.png?width=2830&format=png&auto=webp&s=1d9f663de8aa2ceb6f1fdebc5c6c0c164ef9e109

    submitted by /u/xnr8_enl
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    Reserved cargo wagon slots disappearing?

    Posted: 29 Nov 2019 11:48 PM PST

    Does anyone know possibly why my reserved slots for one my my cargo wagons might not be sticking around very long at all? I'm using LTN, and I currently have an ammunition train to resupply my defenses. It also has the rear-most wagon carrying repair supplies and replacement walls/belts/turrets/etc. I have that wagon specifically slotted out with reserved slots so it tops off with the proper items every time the train goes to the ammo depot.

    However every time I see the train again, all of the reserved slots are gone! So the last wagon ends up being filled just by whatever can be loaded the fastest. I keep re-reserviing the slots, thinking I might be deleting and remaking the wagon without realizing it. But this keeps happening!

    Is there somewhere this can be reset that I might not be aware of? Possibly a bug someone else has encountered before?

    Thanks for the help!

    submitted by /u/ChrysisX
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