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    Tuesday, November 19, 2019

    Factorio Weekly Question Thread

    Factorio Weekly Question Thread


    Weekly Question Thread

    Posted: 18 Nov 2019 10:05 AM PST

    Ask any questions you might have.

    Post your bug reports on the Official Forums


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    Find more in the sidebar ---->

    submitted by /u/AutoModerator
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    When these are copper plates, you've played too much Factorio

    Posted: 19 Nov 2019 04:54 AM PST

    32x32 Factory (7 spm)

    Posted: 19 Nov 2019 07:06 AM PST

    I don't think the water lake demon is happy that I'm borrowing its water :(

    Posted: 18 Nov 2019 08:05 AM PST

    Just wanted to show off my new shirt, that’s all. :)

    Posted: 18 Nov 2019 11:09 AM PST

    Version 0.17.79

    Posted: 19 Nov 2019 06:28 AM PST

    Bugfixes

    • Fixed that the infinity pipe mode could sometimes reset when changing other infinity pipe settings. more
    • Fixed that electric energy interfaces didn't consume power correctly. more
    • Fixed market GUI not showing price in the tooltips of modifiers. more
    • Fixed market GUI showing empty price property in the tooltips when no price is set.
    • Fixed lights render quality slider in graphics settings missing tooltip. more

    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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    A tip for all people: The Ballmer peak.

    Posted: 19 Nov 2019 06:29 AM PST

    There is a thing known as Ballmer peak. It says that things like programming and Factorio are best performed at a level of alcohol achieved 2 drinks in. XCKD explains it as so:

    https://xkcd.com/323/

    However, be wary, as exceeding this limit leads to spaghetti followed by a sudden stop in growth. Do not attempt to perform this trick unless you are legal drinking age and won't end up drunk after 2 cans.

    submitted by /u/maxwelldoug
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    Long time lurker, first post. My "cleanest" base so far. Third retry.

    Posted: 18 Nov 2019 08:03 PM PST

    Winston is loving my main train exit

    Posted: 19 Nov 2019 04:54 AM PST

    I don't post much but thought you guys might enjoy this :)

    It's my main drop off exit for my current base, to the right is just a copper deposit i use for my make everything

    https://reddit.com/link/dyk1sk/video/kjq4zcwh4nz31/player

    submitted by /u/mark_gd
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    My thoughts after playing peaceful mode: "So! Which areas are polluted in my save? ....apparently yes."

    Posted: 19 Nov 2019 05:46 AM PST

    A Factorio timelapse I wanted to make for a long time :D

    Posted: 18 Nov 2019 09:18 PM PST

    Blueprint of death

    Posted: 18 Nov 2019 10:36 AM PST

    This piece of information would be extremely useful

    Posted: 19 Nov 2019 03:31 AM PST

    When I plan resource distribution with trains, it's important to know how far stations are from each other. Since trains have to walk the distance twice, is not the same as belts. So I think a way to know how far a train has to move between two stations would help a lot to be able to tell if resources would come in fast enough.

    submitted by /u/RobertCougar
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    Industrial Revolution belt chaos..!

    Posted: 19 Nov 2019 05:36 AM PST

    Safety Idea for nukes

    Posted: 19 Nov 2019 06:27 AM PST

    So you put your rocket launcher into the slot, you put the nuke in the launcher, and you press tab to select the launcher.

    Then the game gives you a warning:

    SAFETY ON. CANNOT FIRE. PRESS LEFT CTRL+RIGHT CTRL TO DEACTIVATE SAFETY.

    When the safety is on, it's just a dark green missile, but when it's off, it's the light green missile we all know and respect.

    submitted by /u/WvHawkvW
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    Angel's / Bob's / SpaceEx: Having a Great Time

    Posted: 19 Nov 2019 02:39 AM PST

    At about the time I hit 1,000 hours of Factorio I decided to broaden my horizons with an AngelBob run, with Space Exploration thrown in because who doesn't want to go into space, right?

    I'm here to report that, despite the somewhat ambiguous lack of consensus around the internet as to whether SpaceEx will work properly with AngelBob, all is well so far. The only clash between the mods is that SpaceEx is incompatible with Bob's Modules, which fortunately is not critical to the modpack.

    I've read some concern about mixing Alien Biomes with Angel's Bioprocessing, and I can confirm that they are compatible. Having left AB in its default configuration (which included vanilla terrain) I was able to find the gardens I needed with minimal exploration.

    This is my first foray into major modding with Factorio, and I'm still in the early stages of the run, but there are several things I really like so far:

    • It takes a lot more work to get anything done. This is forcing me to update my habits and grow, as my old ways of doing things in some cases couldn't hope to meet the scale necessary for a decent AngelBob facility. As with most things, more work in means more satisfaction out and - believe me - I'm satisfied.
    • Pretty much every procedure has a byproduct. Byproduct management is turning out to be a great subgame, and it's nice to have some bonus resources from facility X to supplement the inputs for facility Y.
    • There are several ways to accomplish most tasks. In some places I have choices, and in others I will have choices later. This makes the game feel a bit less linear. This also means that for each new task I want to accomplish I have to stop and do some research as to how it's done, as the in-game documentation (as far as item descriptions and the like) is pretty much nil. This, too, helps to make the game feel broader and less like a rote checklist.
    • There are more ores. Yes, I know there is more of everything, but the existence of more ores themselves makes this whole thing more immersive. Vanilla is great, but launching a rocket with only five ores seems a little.... lacking. When I have to break down and smelt nine or ten different things just to get a train system going I feel much more like I'm involved in my own factory's development.
    • Good lord the chemistry.... like Factorio meets SpaceChem and goes hardcore. Yes please.

    One thing I've started doing this run that I'd like to share: I'm doing a train grid base, with 5x5 cells to start with. Anticipating a huge number of train stops and knowing what a pain it is to remember station names and find them in the list, I've started prefixing all of my station names with a coordinate address. For example, my iron smeltery is in cell 0,0 so all of the stations pertaining to that smeltery are prefixed with "0:0". This way all of the iron smeltery stations are in one place in the (alphabetized) list without having to put "Iron Smeltery" in front and end up with long station names. A shot of my base so far is here.

    Basically I just want to say I'm having a great time and I'm super happy that there's easily another 1,000 hours of fun ahead.

    submitted by /u/ListenerNius
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    Can You Do It?

    Posted: 19 Nov 2019 06:03 AM PST

    My 1 chunk base (almost). I'd like to start a challenge to make the most SPM inside a 32x32 area, 1 chunk (more i the comments)

    Posted: 18 Nov 2019 09:41 AM PST

    Productive start to the mega base

    Posted: 18 Nov 2019 12:18 PM PST

    Fixed Artillery vs. Train Artillery

    Posted: 19 Nov 2019 07:40 AM PST

    When I expand to new lands, I drop down, in this order:

    1. Train tracks (obv.)
    2. Logistics Depot train station / roboport
    3. Artillery Pillboxes (walls surrounding lasers, with an artillery piece in the middle, and a requester chest to feed it ammo.) This pushes back the biter bases.
    4. Then mines & mine train stations.
    5. If the biters come in at odd angles, then I build more "pillboxes" (but without artillery) scattered around, to protect the mine.

    This works very well.

    But I see the train-mounted artillery, and I question why?

    It's trivially easy to drop down a logistics depot and artillery. And by having it at a 'fixed' location, you can predict the arrival of the biters as they charge the artillery.

    In contrast, if an artillery train were to arrive at a station, it would attract the biters, then leave. So you'd still need the pillboxes to defend the outpost. Why not just leave a fixed artillery piece there to keep the biters at distance?

    Please explain: What's the point of artillery trains? (other than cool videos: they do make for cool videos!)

    submitted by /u/ZavodZ
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    Is it possible to balance outputs in a 6 lane balancer when lanes are backed up?

    Posted: 19 Nov 2019 04:31 AM PST

    is there, by any chance, a website, software or whatever that lets me visually plan factorio stuff without the game?

    Posted: 19 Nov 2019 04:31 AM PST

    I vaglue remember a screenshot of something like this iirc... but i could be wrong

    submitted by /u/overlydelicioustea
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    Cutting Bitters Like Butter With Personal Laser Defence

    Posted: 18 Nov 2019 07:54 PM PST

    Steel beams are now the bane of my existence

    Posted: 19 Nov 2019 06:42 AM PST

    I've been playing Factorio on and off for years, but my current build is my first in .17. And holy CRAP does purple science need a lot of steel beams. I've never had so many furnaces running for a single part of my base. It even rivals copper production!

    Now I'm looking at getting an area set up for yellow science, and guess what... more steel beams! I'm going to have to redo my entire iron smelting plant at this point to be able to keep up.

    So far, that's the biggest thing that's stuck out in the move from .16 to .17.

    submitted by /u/ranger_dood
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