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    Factorio Weekly Question Thread

    Factorio Weekly Question Thread


    Weekly Question Thread

    Posted: 28 Oct 2019 11:04 AM PDT

    Ask any questions you might have.

    Post your bug reports on the Official Forums


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    Subreddit rules

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    Find more in the sidebar ---->

    submitted by /u/AutoModerator
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    I had a terrible/awesome idea.

    Posted: 02 Nov 2019 11:16 PM PDT

    Just got run over by the compilatron in the opening tutorial during one of the cutscenes. Game wasn't sure what to do and crashed. Is there any way to kill it for revenge?

    Posted: 03 Nov 2019 02:16 AM PST

    This alien was attacking my turret for 15 minuts. My robot kept repairing it

    Posted: 03 Nov 2019 05:10 AM PST

    Industrial Revolution is **really** good

    Posted: 02 Nov 2019 04:57 PM PDT

    Couldn't help but say that, not only is it very nicely made (the sound of the assemblers lines up with the animation!), but it's also really easy to grasp, at least at the early stages I'm playing in right now.

    I've always wanted to play more Bob's and Angels but to be honest it was always so god damn convoluted. Everything was occluded behind thick layers of unintuitive recipes, and machines. Not to mention the amount of mods and sub mods with no real good definitive "way it's supposed to be played" list (at least last time I tried it).

    Deadlock989 did an amazing job.

    submitted by /u/Victuz
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    I wanted to share my defensive wall design with you guys

    Posted: 02 Nov 2019 07:14 PM PDT

    I wanted to share my defensive wall design with you guys

    Modular, using laser and flame turrets. Including chess-patterned walls to slow down enemies and concrete for ease of move. Railway crossing has a safety gates that work for real. All modules include build-in lighting.

    All modules are shown in this photo ( using only 16 solar panels not recommended)

    More photos

    Blueprint book string

    submitted by /u/Piksel207
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    Nice and clean Industrial Revolution...

    Posted: 03 Nov 2019 02:54 AM PST

    TIL that balancers can show very unintuitive (to me) behaviour

    Posted: 02 Nov 2019 07:13 PM PDT

    Is there a Hyperloop mod?

    Posted: 03 Nov 2019 04:31 AM PST

    Didn't find one on the mod portal but maybe it goes by a different name?

    Could imagine it to be an interesting late game logistics alternative for trainworlds or player transportation. Or even be scaleable for megabases. Shouldn't be too cheap and maybe have it be energy autonomous (solar panels as roof as proposed by Elon) and of course really really fast :)

    For those not familiar with the concept: https://en.wikipedia.org/wiki/Hyperloop

    submitted by /u/Pazcoo
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    Not allowed to do memes any longer. (symbolized)

    Posted: 03 Nov 2019 06:51 AM PST

    Is there any mod to provide an alternative for trains or something to simplify them a lot?

    Posted: 03 Nov 2019 04:35 AM PST

    I've tried to look at LTN for at least half an hour and it was all just so confusing it seemed like even vanilla was better

    submitted by /u/geralto-
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    Error when trying to open the game (( failed to find the closes matching mode ))

    Posted: 03 Nov 2019 04:35 AM PST

    This is my specs

    Intel 2140 1.60 ghz

    windows 7 ultimate.

    Here is what i found in factorio-current.log.

    0.001 2019-11-03 09:26:25; Factorio 0.17.8 (build 43440, win64, steam)

    0.002 Operating system: Windows 7

    0.002 Program arguments: "C:\Users\Rosa\Downloads\Factorio.v0.17.8\bin\x64\factorio.exe"

    0.002 Read data path: C:/Users/Rosa/Downloads/Factorio.v0.17.8/data

    0.002 Write data path: C:/Users/Rosa/AppData/Roaming/Factorio [28595/76190MB]

    0.002 Binaries path: C:/Users/Rosa/Downloads/Factorio.v0.17.8/bin

    0.093 System info: [CPU: Genuine Intel(R) CPU 2140 @ 1.60GHz, 2 cores, RAM: 1324/2038 MB, page: 1781/4076 MB, virtual: 127/8388607 MB, extended virtual: 0 MB]

    0.093 Display options: [FullScreen: 1] [VSync: 1] [UIScale: automatic (100.0%)] [MultiSampling: OFF] [Screen: 255] [Lang: en]

    0.128 Available displays: 1

    0.128 [0]: \\.\DISPLAY1 - Familia Intel(R) G33/G31 Express Chipset (Microsoft Corporation - WDDM 1.0) {0x8000005, [0,0], 1920x1200, 32bit, 60Hz}

    0.216 [Direct3D11] Display: 0, Output: 0, DisplayAdapter: 0, RenderingAdapter: 0; d3dcompiler_43.dll

    0.254 D3D11_ERROR: IDXGIOutput::FindClosestMatchingMode failed in createDeviceAndSwapchain on line 362. Error [0x887a0002] - DXGI_ERROR_NOT_FOUND

    0.272 Error Util.cpp:83: Failed to find the closes matching mode.

    160.027 Steam API shutdown.

    160.028 Goodbye

    submitted by /u/harunamika
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    CRASHlanded, alternate ending.

    Posted: 02 Nov 2019 09:11 AM PDT

    Question: About resource generation, direction and/or biome.

    Posted: 03 Nov 2019 02:41 AM PST

    Is anyone aware of any mods that cause variation in spawned ores in relation to something like direction or biome?

    I have seen it asked/discussed here on Reddit in the last few years and have searched the Mod's website but had no luck.

    submitted by /u/JudgeJay
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    Finally the 8 hour Achievment

    Posted: 02 Nov 2019 05:36 PM PDT

    Finally the 8 hour Achievment

    Me and my friend just finished the 8 hour Achievment and the no Laser turret one with the crappyest base just imaginable. So happy ^^

    Also just got my 1000 hours!

    The end result

    submitted by /u/Tryon_HD
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    Rate my blue chips

    Posted: 02 Nov 2019 09:08 PM PDT

    What do you think of my first dedicated iron smelter? I built it around being modular and I am wondering how good it is

    Posted: 03 Nov 2019 06:01 AM PST

    Biters are stressful as hell. What should I be focusing on in the early game?

    Posted: 02 Nov 2019 01:53 PM PDT

    Should I rush military?

    submitted by /u/ThebbqCheese
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    Can someone verify my math behind oil production ratios?

    Posted: 02 Nov 2019 08:57 PM PDT

    I know the optimal ratio for advanced oil processing is 20:5:17 for oil refineries : heavy-light cracking : light cracking.

    However, I'm trying to figure out the math on pen and paper so I can better understand the ratios instead of just blindly copying and pasting someone else's work. For some reason this game just messes up my ability to do basic math. I'm going to type out everything, even if it's repetitive because I'm getting so confused with this.

    A single refinery produces 25 Heavy Oil, 45 Light Oil, and 55 Petroleum gas every 5 seconds.

    In the same 5 seconds, a Heavy Oil Cracking plant produces 75 Light Oil and consumes 100 Heavy Oil. (In 2 seconds it consumes 40, so multiply it by 2.5 to get the amount used in 5 seconds). So to make sure all the Heavy Oil gets cracked into Light Oil, I would need 100/25 = 4 Refineries for every Heavy Oil Cracking plant. This makes sense with the 20:5:17 ratio so far. Cool.

    So at this point a single Refinery and a single Heavy Oil Cracking plant would produce 120 Light Oil (45 from the Refinery, and 75 from the cracking).

    In the same 5 seconds, a Light Oil Cracking plant produces 50 Petroleum Gas and consumes 75 Light Oil. (In 2 seconds it consumes 30, so multiply by 2.5 to get the amount used in 5 seconds).

    So in order to turn all the Light Oil produced from a single Heavy Oil Cracking plant in 5 seconds, I would just need a single Light Oil Cracking plant, since one produces 75 Light Oil with the other consumes 75 Light Oil. So if we had 5 Heavy Oil Cracking plants, I would need 5 Light Oil cracking plants, right? Cool. This leaves just the Light Oil from the Refinery.

    In the same 5 seconds, a single Refinery produces 45 Light Oil. Since we know that a single Light Oil Cracking plant consumes 75 Light Oil in 5 seconds, I would need 75/45 = 5/3 = 1.6 Refineries for every Light Oil Cracking plant, right? Or 5 Refineries for every 3 Light Oil Cracking plants.

    Alright. So if I did all of this correctly I should get the following ratios:

    Refineries:Heavy Oil Cracking plants is 4:1.

    Refineries:Light Oil Cracking plants is 5:3.

    Altogether we can get 5:1.25:3.

    The 1.25 is from the Refinery:Heavy Oil ratio (5/4). So then with this ratio we can multiply everything by 4 to get some nice numbers, namely 20:5:12. But since I didn't take into account the 1:1 ratio of Heavy:Light Oil Cracking, I need to add an additional 5 plants for Light Oil Cracking, right?

    That would give me the nice 20:5:17 ratio.

    For the sake of my sanity, can someone tell me if I did this properly? Did I overthink this?

    submitted by /u/n0ahhhhh
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    [Seablock] Finally reached blue science

    Posted: 02 Nov 2019 04:06 PM PDT

    Follow up to https://www.reddit.com/r/factorio/comments/djw8fg/seablock_red_circuits/

    Now I'm finally at blue science, and it feels way more complex than the base game already. Here is the base https://imgur.com/7dxPsvm.png

    What do you think of my 4-bus layout?

    What should I go for next? Bots? Trains? Blue Chips?

    Did you find any blunders in my base? (first playthrough, so I don't know what I'm doing wrong)

    submitted by /u/F43nd1r
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    [Bob's Mods] What to do with excess light oil?

    Posted: 02 Nov 2019 06:27 PM PDT

    Hi,

    I'm getting a lot of excess light oil and I don't know what to do with it. Is there some useful product I can turn it into instead of having dozens of storage tanks?

    submitted by /u/hated_n8
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    [Request] Mod that auto-pauses multiplayer game when every player is afk

    Posted: 02 Nov 2019 04:11 PM PDT

    I'd like to keep the server running 24/7 for a group of friends, but pauses when players are afk.

    submitted by /u/Factorism
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