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    Friday, November 15, 2019

    Factorio Friday Facts #321 - Countdown

    Factorio Friday Facts #321 - Countdown


    Friday Facts #321 - Countdown

    Posted: 15 Nov 2019 07:53 AM PST

    What a lovely and natural path though this dense forest...

    Posted: 15 Nov 2019 03:22 AM PST

    I eat/drink at my desk while playing Factorio, so I made this.

    Posted: 14 Nov 2019 08:28 PM PST

    Can't unsee: Christian cow

    Posted: 15 Nov 2019 07:15 AM PST

    Children

    Posted: 15 Nov 2019 12:35 AM PST

    My six year old daughter just asked if I was going to kill those trees around my base.. She knows the true enemy

    submitted by /u/LoveToMix
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    After 80 hours in Krastorio and building my first "mega" base I'm finally about to start producing research data.

    Posted: 15 Nov 2019 02:07 AM PST

    First playthrough, feel like quitting

    Posted: 15 Nov 2019 01:32 AM PST

    Im 26 hours in, just finished all purple science research and this is so difficult now, did so many mistakes with the factory design early on its just too much trouble, do you recommend I start over or continue and try to finish with a mess ?

    submitted by /u/DiggyBong
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    Circuitless sushi grid - Will it work?

    Posted: 14 Nov 2019 05:55 PM PST

    Am I weird for not loving robots and beacons?

    Posted: 15 Nov 2019 02:28 AM PST

    Hey fellow engineers,

    my Factorio experience started last year, in autumn. After many tryouts, I managed to send a rocket into space. Then, this year, came the time for me to experience larger mods like Angelbobs, Seablock, Krastorio or IR (but I never made it very far with either of these, due to RL and less free time).

    My first and only playthrough (vanilla) never led me towards using logistic robots and/or beacons. I absolutely love belts and trains, and somehow the idea to use logistic robots occurs to me like cheating (no accusations!). I tried it, but it never felt as fascinating as belts and trains do. I really don't like them, they seem somehow odd and out of place to me. Construction robots with personal roboports are a completely different thing and the only robo-like playstyle I adhere to.

    Beacons are an even more different kind of beast. The idea that some magic microwaves "stimulate" my assemblers to increase their speed is absolutely uncanny. For me these beacons do not fit into Factorio at all. Every other piece is somehow plausible connected (even the logistic robots don't use that much magic). But the beacons are the odd one out with their magic microwaves. I never wanted to use them and I don't think I ever will.

    This is not a rant or blatant criticism of these game mechanics and/or the devs. Factorio is one of the best games I ever played in my life (been playing the last 17 years). I admire people who love L-bots and/or beacons and I'm regulary awestruck by the designs shared by you all.

    But in my humble, personal, constructivistic view of Factorio there is no place for such things.

    Anyone out there with the same feelings? Or am I the weird one here?

    Stay effective :D

    submitted by /u/shihan42
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    What would you think about more extreme biomes and weather?

    Posted: 15 Nov 2019 08:03 AM PST

    I'm talking about biomes with snow (possible warm cloth technology or more power consumption?), poisoned areas or real deserts with extreme heat etc. (Honestly I just want a snow area).

    Maybe it's already in development and I just didn't read it. Yes I know there are mods for it but I would love to see what the developers could create

    submitted by /u/DasEvoli
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    Need some help!

    Posted: 15 Nov 2019 03:44 AM PST

    Hey y'all, I've been playing factorio for about 30+ hours now and I'm really struggling to get my base running. I feel like I got the hang of the basics but I suck at planning ahead. I can build some machine lines etc. But merging everything together, making it compact etc. Is really hard. on top of that, there is so much out there D: any tips you peeps can give to a noob?

    submitted by /u/Hephaistos_Invictus
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    [IR] 13.6 spm base before yellow science

    Posted: 15 Nov 2019 01:24 AM PST

    On my second playthrough and I discovered the power of robots

    Posted: 14 Nov 2019 05:07 PM PST

    Transporting Fluids in Barrels VS Pipes. Pros? Cons?

    Posted: 15 Nov 2019 06:11 AM PST

    My recent playthrough I finally beat the game, only had 178hrs before I finally did it.

    I 'm curious if anyone has some opinions on transporting fluid in barrels, is there any benefit to it, especially on large scales?

    I ended up only using barrels in combination with bots to transport small amounts of lubricant to a couple of machines to save space/hassle of piping it across the length of my factory. It got me thinking it could be a fun challenge to do transport all fluids via barrels on belts.

    Anyone tried this before?

    submitted by /u/valinhart
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    After over 145 hours and 4 starts in different Versions i finally made it to my first Rocket

    Posted: 14 Nov 2019 10:08 PM PST

    Version 0.17.77

    Posted: 14 Nov 2019 11:11 AM PST

    Changes

    • When a team loses in PvP, all their characters will die.
    • Technology GUI shows saved progress of partially-researched technologies.

    Bugfixes

    • Fixed a crash when when loading modded saves that had construction robots working on modded entities.
    • Fixed that 'corpses' and 'dying_explosion' wouldn't be created on the correct force. more
    • Fixed that LuaEntity::get_fuel_inventory() didn't work on burner pumps. more
    • Fixed ammo turret tooltip not showing the damage bonus correctly. more
    • Fixed fluid name and amount not being shown when the tooltip is on the side. more
    • Show how module energy consumption is applied more clearly in the tooltips. more
    • Fixed several issues related to modded reactors set to use electric energy. more
    • Fixed spitters were not able to destroy trees and rocks. more
    • Fixed that shift+click recipes in cheat mode wasn't able to handle recipes that included fluids but still only produced 1 item result. more
    • Fixed a difference in map editor paused vs unpaused game ticking related to enabled/disabled train stops. more
    • Fixed that produce item per hour achievements could not be progressed. more
    • Fixed an issue with reading localised strings in Lua. more
    • Fixed that right clicking to add 1 item to assembling machines had no limit. more
    • Fixed that teleporting players/cars between surfaces would invalidate lua references to them.
    • Fixed a crash with trains that had wheels.direction_count = 0. more
    • Fixed statistics not counting items correctly on large intervals when a large number of items are produced/consumed. more
    • Fixed Beacon ghost tooltip missing some information. more
    • Fixed ghost tooltips not showing correct max energy consumption.
    • Fixed tooltips for tile creating items showing wrong title. more
    • Fixed blueprint strings not saving empty values for some circuit network settings. more
    • Fixed PvP config import would always append the default item and equipment lists. more
    • Fixed that creating infinity chests with logistic_mode set would ignore request filters. more

    Scripting

    • Added LuaEntity::command, LuaEntity::distraction_command, LuaUnitGroup::command, and LuaUnitGroup::distraction_command reads.
    • Added LuaUnitGroup::is_script_driven read.

    Modding

    • Changed RollingStockPrototype::wheels to be optional.

    Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.

    submitted by /u/FactorioTeam
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    When an alien nest is a bitch to kill

    Posted: 14 Nov 2019 05:08 PM PST

    Some people asked for more pictures, so here you go! Here are some pieces of my planned 1k SPM Vanilla Circuit-Train base

    Posted: 14 Nov 2019 06:52 PM PST

    Seablock - Need help deciding on what power chain i should go with.

    Posted: 15 Nov 2019 08:16 AM PST

    I currently have 2 different chains running in my base and am experimenting with a 3rd i just what to know if one is better than the other so i can spend my time figuring out how to tile that one instead of trying to tile all 3 and then scraping 2 of them. My main power is wood to charcoal/carbon but i really don't like that one due to saws and all the info i have tried googling about power chains seems way outdated because it doesn't mention saws or my backup power of plain water to green algae, i am also experimenting with farming nutrient paste to fuel oil but i haven't set much of it up yet.

    i could really use some help deciding on a direction to go with any up to date info on power generation would be really helpful thanks =)

    submitted by /u/Taralanth
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    Can you even beat rampant with Bobs+Angel's?

    Posted: 15 Nov 2019 08:09 AM PST

    Currently on a 34 hour playthrough and I like struggling, but I've seem to hit a bottleneck with this playthrough... it's impossible to push out. The respawning rates from the bitters after I clear a wave is to much, and even worse when a bunch of nests are clumped together so I cant beat them with raw fire power or pushing turrent lines. I've found that the only way to keep up with the mass bitter pushes is to use sniper turrents with high explosive ammo which worked great at first. The blue spitters when they die explode and send their babies everywhere and a lot of times onto my turrent line which then the AoE kicks in and I wreck my own turrents... not to mention the green spitters spawn babies like broodlings and will drain my turrents as well.

    Also pushing out I found that the poison grenades work great against the nests and it's the only way I can even clear the nests, but with the sheer number of biters and terrain getting near the nests is hard even with a vehicle...

    Honestly the only reason I made is so far is because I save scummed but it's so hard now that I can't progressive which is hilarious in its own rights.

    I think the biggest issue I have is the rampant function that when a player is near by all the surrounding chunks go into a frenzy and you will easily get a thousand bites chasing you.

    So curious on anyone else's techniques hah.

    submitted by /u/smithra19
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    My crafting queue in Industrial Revolution; what should I automate first?

    Posted: 14 Nov 2019 06:11 PM PST

    Vanilla Trains or not?

    Posted: 15 Nov 2019 06:12 AM PST

    I am starting my first mini-mega modular train base and i was curious if I am setting myself up for failure by using the vanilla trains system (as opposed to LTN or Haphollas), or if it's better to just use LTN or Haphollas to future proof the factory.

    The plan is to have each block be a separate basic or intermediate product with 1-2 trains running between stations. The factory is fully vanilla except a couple quality of life mods. Thanks!

    submitted by /u/Pineapple_Igloo
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    How to use blueprint book?

    Posted: 14 Nov 2019 07:51 PM PST

    Sorry if this is a stupid question, I've been searching all over and can't find any answer. Everything I can find written about blueprint books makes it sound like it's self-evident how to use them, but I can't get it to actually work. There's nothing listed in the controls except for how to make the blueprint book, and every picture or video I can find shows something completely different than what I see when I open my blueprint book.

    So... I've got the blueprint book. I've got a bunch of blueprints. How do I put the blueprints into the blueprint book, so they stop taking up so much of my main inventory space? It just looks like this, there is no inventory to drop blueprints into like all the videos and written guides show. I am playing without any mods. Can anyone let me know what I'm doing wrong?

    submitted by /u/Panaphobe
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    Fun things to do with Cut/Copy Tools

    Posted: 14 Nov 2019 12:52 PM PST

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