Factorio The /r/Factorio and Factorio Dicord moderators are going live for charity in one hour! |
- The /r/Factorio and Factorio Dicord moderators are going live for charity in one hour!
- Factorio has some really cool Razer Chroma integration!
- I've been playing Factorio on and off since before it went on Steam, but I've never managed to launch a rocket. Until now. Base tour included.
- Didn't see one mention of factorio but that's definately the guy from my desktop wallpaper!
- Probably been done before. Don't care. I had fun.
- Please help (can't stop building memes)
- 4 hours in to our 24 Hour Extra-Life marathon and this is some of the delicious spaghetti we've cooked so far.
- I'm not the best artist in the world, but I've done an attempt at making a Factorio based drawing
- Am I the only one that dislikes the beacons stacking mechanic?
- Logistic bots
- Oil centipede
- Just in case Factorio wasn't morbid enough, you can place the tile of your choosing over the corpses of your deceased enemies
- Drone problem
- Favtorio mod downloader not working
- I have the feeling, i'm overthinking my train station design.
- Splitters can be connected to the circuit network (Vanilla)
- Need help with Bob's mods
- Cant keep up with supply
- Does this printed 'factorio dude' label from the new factorio merch put to rest the debate on whether our engineer is male/female/robot?
- Outpost/perimeter defense wall for mid/late game
- Test: significance of DDR3 timings on UPS performance
- Why is this steam engine not running (the one to the right of me)? It's properly connected, but never runs, even when the others around it are.
The /r/Factorio and Factorio Dicord moderators are going live for charity in one hour! Posted: 01 Nov 2019 01:00 PM PDT Weekly Question ThreadFFF 319Previous announcement threadIt's that time of the year again, where the moderators of the subreddit and Discord server get together to raise money for childrens' hospitals through Extra Life. This will be the 3rd year that we've done the event, and we're glad to be doing it again. The streams are all ready to start, the donation links are at the ready. All we're waiting for is you to join and donate #ForTheKids! What is Extra Life?Extra Life is a charity that raises money for childrens' hospitals in the US and Canada. Every year they run an event in which people play games, raising awareness and getting donations to Extra Life. You can read more about Extra Life on their website. The moderation team will be playing together this year, with the goal of building a factory to launch a rocket. Things don't always go to plan when we're together, though, so be prepared for spaghetti, train jams, hyper-inefficiency, and the words "Donate" and "For the Kids!" written all over the map. When is the event?We will be starting at 9pm GMT on Friday the 1st of November, one hour from when this is posted. We will be playing Factorio for the next 24 hours, with different members of the team swapping in and out.
Other teams will be playing at different times, so after you've watched us (and donated to charity, of course), go find someone else to support! Factorio Team
Other Teams
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Factorio has some really cool Razer Chroma integration! Posted: 01 Nov 2019 11:53 AM PDT
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Posted: 02 Nov 2019 06:09 AM PDT
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Didn't see one mention of factorio but that's definately the guy from my desktop wallpaper! Posted: 01 Nov 2019 09:17 PM PDT
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Probably been done before. Don't care. I had fun. Posted: 02 Nov 2019 05:49 AM PDT
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Please help (can't stop building memes) Posted: 01 Nov 2019 10:54 AM PDT
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Posted: 01 Nov 2019 06:48 PM PDT
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I'm not the best artist in the world, but I've done an attempt at making a Factorio based drawing Posted: 02 Nov 2019 03:03 AM PDT
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Am I the only one that dislikes the beacons stacking mechanic? Posted: 01 Nov 2019 06:59 PM PDT I'm curious to hear people's opinion on the late game beacon stacking everywhere mechanic. To me, it feel extremely clunky and not very well implemented. It makes for absolutely ugly and messy bases and isn't a fun mechanic, to me. Infinite research for the productivity of certain buildings or something along those lines would make much more sense to me. I don't know, maybe it's just me... I find stacking beacons extremely tedious. I'm just curious to hear the communitie's thoughts on the subject! Edit: Well, looks like I'm in the minority here! I see why the majority loves them. It's basically for the same reasons I hate them. Thanks for your answers! I guess I just don't like the let's stack the most of this building per square inch in each of my production lines, everywhere, mechanic. [link] [comments] | |||||||||||||||||||||||||||||||
Posted: 02 Nov 2019 07:07 AM PDT I'm relatively new to factorio. I started playing in the beginning but I probably only have a couple hundred hours or less. I never see anyone using logistic bots posting on here. My factory is currently running off around 50k and I have removed my og spaghetti because I wanted to use bots. Is this less efficient? Are bots bad? [link] [comments] | |||||||||||||||||||||||||||||||
Posted: 01 Nov 2019 02:40 PM PDT
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Posted: 01 Nov 2019 05:30 PM PDT
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Posted: 02 Nov 2019 06:14 AM PDT
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Favtorio mod downloader not working Posted: 02 Nov 2019 06:03 AM PDT I get "Couldn't parse the response from the auth server. This seems to be an internal server error." message when I try to login to in-game mod manager to download new mods. How can I fix this? [link] [comments] | |||||||||||||||||||||||||||||||
I have the feeling, i'm overthinking my train station design. Posted: 02 Nov 2019 05:10 AM PDT https://imgur.com/gallery/JWvRSY3 My current train station design. A: A simple loop, directly at the entrance allows trains to turn around, without having to go through the station. B: Personal Train Station. In case i have to fix something. C: Optional unload station for train fuel. D: Expandable train stacker. E: Stacker exit, so trains can leave, if stations have been disabled but are still occupied by another train. F: The actual load- or unload stations can be pluged in here. More stations can be added further down. It seems to work so far, but I'm not sure if i overbuilt it. So I've decided to let you have a look at it. [link] [comments] | |||||||||||||||||||||||||||||||
Splitters can be connected to the circuit network (Vanilla) Posted: 02 Nov 2019 04:12 AM PDT Hi dear community, i know there are some older posts mentioning this idea, but i want to rivive it because of the potential quality of life improvement. - A simple implematiation would be that a custom signal input can be used to set the left or right output lane (maybe also block one or both input lanes). In this case the splitter is only an actor. - A more vercitile implimentation would be that every lane (input & output) can emit a signal to your circuit network, to allow flexible ratios and self regulating logics. -(The filter function could be overwritten/set by specific network parameters) I know there are some workarounds to achive some of those functionalities partially, but in my opnion this implementation would offer a much cleaner way, because it would only require only belts and splitter as active parts. In real logisctic center and manufacturing plants network driven "splitters" are state of the art (also on airports for your baggage). Maybe this powerfull mechanic shouldn't be available from the same resarch as the normal splitters. So instead it could be implemented as new item with a more resource intensive crafting recipe. So that it's blanced out with the other technologies. What is your opinion, would you like to see it in the vanilla game? [link] [comments] | |||||||||||||||||||||||||||||||
Posted: 02 Nov 2019 06:01 AM PDT Hello, I've Bob's Logistics mod, Bob's Greenhouse mod and Bob' Assembling machines mod (and the lib). Since I have them I have no way to get refined oil, all I get is petrolium. How do I get the other refined oils? Thank you! [link] [comments] | |||||||||||||||||||||||||||||||
Posted: 02 Nov 2019 05:49 AM PDT Im no pro at this game by miles, Ive played 200 hours and still not launched a satellite. [link] [comments] | |||||||||||||||||||||||||||||||
Posted: 02 Nov 2019 06:29 AM PDT
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Outpost/perimeter defense wall for mid/late game Posted: 01 Nov 2019 06:47 PM PDT Some time ago I saw a Twitch streamer showcasing how he builds outposts using circuit logic to call a train and then plopping down a bunch of blueprints and everything would be build automatically. One thing I found really nice was the look of his walls. Inspired I created my own design containing gun, laser and flamethrowers. In addition I also wanted to incorporate repair turrets, roboports (for ammo delivery) and ofc our all time favorite eviction tool. https://i.imgur.com/JiJKLyB.jpg !blueprint https://pastebin.com/uZ46xpXh !linkmod https://mods.factorio.com/mod/Repair_Turret As a next step I was thinking about wiring up all turrets with all lamps. If a turret is engaging then it should turn all lamps red, otherwise stay white. Not totally sure how to do that yet. Usage note: if you want to use it with trains put down the train crossing ones first, otherwise the other parts won't align properly in some cases because the train tracks are bigger. [link] [comments] | |||||||||||||||||||||||||||||||
Test: significance of DDR3 timings on UPS performance Posted: 01 Nov 2019 12:29 PM PDT MotivationThis test was motivated by talks on the FactorioMMO Discord about the value of DDR4 3200MHz CL 14 memory modules over significantly cheaper DDR4 3200MHz CL 16 modules. There were lots of speculations, but no hard evidence. So I wanted to answer if such small differences in the timings of memory modules have a noticeable impact by using my Desktop. Although my desktop has slow DDR3 and therefore this test being done on DDR3 I do think it will give an indication of what to expect on DDR4. HardwareMotherboard: Asus P5D WS MethodologyI tested by running the benchmark mode with Stevetrov's excellent 15K SPM test save for 1 minute in-game time using the following command: And then recorded the result. I repeated the benchmark 6 times to cover for variance in the results. I then restarted into BIOS and added 2 to all the primary DRAM timings, going from timings of CL 9, tRCD 9, tRP 9, tRAS 24, CMD 2 to timings of CL 11, tRCD 11, tRP 11, tRAS 26, CMD 2. After starting up and waiting a good while I ran the benchmark another 6 times. Raw test data AnalysisTo avoid the practice of "eyeball statistics" as aptly pointed out by in Emery Berger in an excellent talk I used the Kolmogorov-Smirnov test with scipy to verify the results using the following script: This outputs a pvalue of 0.025 and a difference of the average of 2928ms. ConclusingThe result is statistically significant and shows the CL 9 timings is about 3% faster than the CL 11 timings all else being equal. This is a little more than the difference I expected to see, now granted, this was tested on old hardware and it would be interesting to see if the same kind of difference exists on much faster DDR4 memory on a more recent processor. [link] [comments] | |||||||||||||||||||||||||||||||
Posted: 02 Nov 2019 12:10 AM PDT
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