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    Wednesday, November 6, 2019

    Factorio Feeding the Biters

    Factorio Feeding the Biters


    Feeding the Biters

    Posted: 05 Nov 2019 09:52 PM PST

    Accurate ...

    Posted: 05 Nov 2019 10:22 PM PST

    Direct Insertion Fun

    Posted: 05 Nov 2019 10:03 AM PST

    Just bought Factorio with a friend, we have no idea what we are doing (both coming from Satisfactory)

    Posted: 05 Nov 2019 08:03 PM PST

    I wish I could forget factorio

    Posted: 06 Nov 2019 04:10 AM PST

    So that I can discover it again

    submitted by /u/The_LU5T
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    Xterminator5 has his Space Exploration orbital platform destroyed by a $500 donation meteor shower, and then...

    Posted: 05 Nov 2019 04:32 PM PST

    https://clips.twitch.tv/GiftedNaiveHedgehogKappa

    https://clips.twitch.tv/ProductiveHeartlessSwordKlappa

    Within 5 minutes of each other. Well played, pSimmon.

    Edit: After patiently waiting for Xterm to figure out how to get everything back to space...

    https://clips.twitch.tv/CarefulFriendlySharkLeeroyJenkins

    submitted by /u/xedralya
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    Demo thoughts

    Posted: 06 Nov 2019 06:12 AM PST

    Just discovered the game and wanted to say "Thank you" for the demo. Well done indeed and explains the mechanics quite well. However I'm uncertain to buy (yet). Few things:

    • Great example production in the first half of the demo. Could use some more for more complex productions. I used boxes for overflows and stuff but seems this is not that great (how to get them back into production?)
    • Could use some more hints how to do complex factories. I just discovered by accident that belts have 2 sides and had to search for how to use both. Especially splitting for different item kinds (like blue(?) research bottles) a more guided approach would be better
    • The assistant is great! But it's speech bubbles block clicks which is annoying (tower damaged, can't click my factory under the bubble)
    • Had a crash when it called for attack
    • I'm really looking forward to the scenario & tutorial missions. Having not that much time to make all mistakes myself, a bit more guidance and some (short time) goals help a lot
    • It (for some reason) took me quite some time to figure out how to combine inserters and ovens, ALT mode and highlighting tipped me to the solution but that was not really clear
    • Is it possible to disassemble things? I had a lot of burner inserters and no more use for them...
    • I love the Friday Dev Posts. Being in Hobby Game Dev myself it is incredibly instresting to read how others solve their problems!
    submitted by /u/TheFlamefire
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    I made it to trains!

    Posted: 05 Nov 2019 03:53 PM PST

    Question about construction robots. It is possible to catch the "contruction bot have missing items" as a signal?

    Posted: 06 Nov 2019 05:08 AM PST

    Hi engineers.

    When you use a blueprint to build something, the system may return you a message that says that you have free contruction bots but you don't have materials to build what the blueprint needs (inserters, walls or whatever). Is it possible to catch that message as a signal to put in logic circuits?

    My evil plan is to make a "perfect" construction train, where I put a blueprint, a very basic statition and a roboport with construction bots and then I simply lay blueprints. Then, the request for materials is only for the needed ones.

    Is it possible?

    submitted by /u/ferranferri
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    How you imagine factorio 2?

    Posted: 06 Nov 2019 03:32 AM PST

    Would there be anything drastically different or just more of the same but better?

    submitted by /u/available4me
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    Why does the achievement not unlock? I have way more than 5k/hr

    Posted: 06 Nov 2019 06:49 AM PST

    The sound. I mean.. c'mon!

    Posted: 05 Nov 2019 07:18 PM PST

    The sound design in this game is amazing. I know that everyone knows but I still find it so subtly mystifying and inspiring at every new turn. As I discover new technologies and become more proficient at growing the factory the more I appreciate it.

    The steady windshield wiper rhythms of the machines as they work. The anticipatory, steady thrum of an assembly machine ready to go on buffer pause.

    A few things I noticed tonight;

    1 Robot Sounds
    I finally put on a personal roboport and carried 10 slow (but loyal) construction bots around with me. You already know, game changer. And what a beautiful, soothing sound they emit! Such a very DIFFERENT sound than the 'family' of sounds I have been hearing for months. I felt instantly calm.

    2) Sound Matrices
    I was walking(wandering) around my 'clumps of spaghetti' mall when I stopped. And at first I didn't know why. Then I realized that it was because I heard 'nothing'. Just the wind. I was zoomed in fairly close so I began examining the assemblers around me. I found one that had a small bit of contamination that was clogging a filter. The assembler it was feeding was dead silent. I fixed the clog and the assembler again began its tick-tocking, the music slowly fading back in (triumphantly?).

    I don't know how much is coincidence and Apophenia, but the music seems to eerily track my in-game emotions and mood and the design of the sound as it interacts with zooming in and on your character is utilitarian by design, meaning the sound of the objects and how they sound to you change in *important* ways depending on your zoom level. All of this mixed together with a transparent and subconscious blanket of immersion.

    A+ effort and result!

    submitted by /u/moms_spaghetti_base
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    I think this will fix my boiler and pollution problem. :D

    Posted: 06 Nov 2019 07:31 AM PST

    Built my first 1kSPM factory, and now I'm throttled to about 45 UPS out of 60. What are your tips to make it UPS efficient?

    Posted: 05 Nov 2019 11:45 PM PST

    I've already switched to solar+battery and disassembled the nuclear reactors, because fluid calculations are supposed to be UPS heavy. There's only 2-3 loops in the train system, and most of my production uses bots. For red circuit for example I've got 24 roboports, 2000 bots, and no belts at all.

    My whole base is surrounded by 4 incredibly long walls that each form a long connected line of roboports, lasers and walls. The roboports don't connect at the corners. Do you think this might be inefficient?

    Are you aware of any other things to consider?

    submitted by /u/graeber_28927
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    Need help from factorio veterans on rail signals

    Posted: 06 Nov 2019 07:53 AM PST

    I'm a fairly new player. Spaghetti bases and all that, and I'm starting to get into rails and train systems. Can somebody explain how to use rail signals and chain rail signals? I can't figure it out.

    submitted by /u/Absuidubsa
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    Not much but i finally got enough solar and accumulators to be 100% clean energy

    Posted: 05 Nov 2019 10:32 PM PST

    Beacons kinda ruin the game for me.

    Posted: 05 Nov 2019 01:40 PM PST

    I usually have lots of fun until the lategame/megabase phase arrives, the game is just perfect until then.

    Then I start considering building big, like dedicated circuit modular subfactories with lots of trains, etc. It only makes sense to use beacons and modules heavily, otherwise things get unnecessarily big and inefficient.

    But the problem is: beacons restrict your layouts a lot, I like simple and belt based designs, but they force you to use bots and/or busy looking layouts like belt braiding, which I have no desire to play with.

    Any solution for this? Maybe some mod that introduces the advantage of belt braiding or bots in another way, but staying "balanced" with vanilla, so I don't feel like cheating?

    submitted by /u/jim1564
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    2nd attempt and making beaconed green circuits using the calculator. CnC appreciated

    Posted: 05 Nov 2019 07:21 PM PST

    [IR] Sometimes, you REALLY don't want to put an item on your bus.

    Posted: 05 Nov 2019 11:29 AM PST

    Mod gui to change biters settings after game start?

    Posted: 06 Nov 2019 01:28 AM PST

    Hi! I have a savegame that started more on a "builder" difficulty setting in the beginning, as I am playing in a server that runs 24/7. I have now enabled expansion through commands and soon I am going to disable the passive behaviour, but... It would be easier if there was a GUI to set these values!

    Is there any mod like this?

    submitted by /u/danythegoddess
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    Change curved-rail radius

    Posted: 06 Nov 2019 03:38 AM PST

    Hi,

    I want to create a Mod with Streets where Cars can drive like Trains on Rails or Cargo Ships on water-ways. The main point of this streets should be the radius of curves. It should be much smaller and the cargo of the Cars should be smaller than the cargo of wagons. To achieve this, I need to change the radius of the curved-rail. Does anybody know, how I can change the radius of curves of rails? Or where can I try to find my answer?

    submitted by /u/Hellfiredrak
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