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    Thursday, December 12, 2019

    Factorio Factorio hit 50,000 steam reviews!

    Factorio Factorio hit 50,000 steam reviews!


    Factorio hit 50,000 steam reviews!

    Posted: 12 Dec 2019 01:07 AM PST

    Okay. You two need to make a child now.

    Posted: 11 Dec 2019 06:09 PM PST

    Needed to clear out an obnoxiously located biter base before i'd gotten as far as tank research.

    Posted: 12 Dec 2019 01:42 AM PST

    Who’s with me?

    Posted: 12 Dec 2019 05:13 AM PST

    You aren't playing factorio correctly unless you have at least seven unfinished projects running and at least two side projects to get caught up in while you aren't focusing on those!

    submitted by /u/Quix_Kope
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    TIL you can copy a recipe from an assembly machine onto a requester chest.

    Posted: 12 Dec 2019 06:22 AM PST

    1600 hours, and the most tedious part of that was manually putting inputting ingredients to the request list. I feel like a new man, this made my day.

    submitted by /u/watson895
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    How to store infinite items in your inventory

    Posted: 11 Dec 2019 11:47 PM PST

    I cracked/downloaded factorio illegally and after playing it I bought it.

    Posted: 12 Dec 2019 04:39 AM PST

    2015 was the year when I got my laptop. I was some gameplay of factorio and I liked the gameplay but sadly at the time I didn't have money to spend for a game and the only reason I had to play games was... well downloading it illegally (and I kinda regret it) and I was impress that even it was in alpha it run smoothly without any bugs(at least for me) and impressed by the fact that my laptop could run it.

    And so I played it. After one year my laptop broke and i couldn't play any games...

    After another year I found a mini job in a cafe ICECREAM shop. Saved up some money for a gaming pc.

    At the time I forgot about factorio and I didn't bother having the game.

    After 3 years since I've got my computer. I found in my recommended games factorio. And holy shit. Memories... And yeah at first I said. Well I wait until the game has a sale... But then I remember the fact that it is a great game and so I decided to buy it full price because it actually deserves all the money factorio costs.

    And now I am starting to get addicted to it and everytime I go to bed I think about all possible ways to increase the efficiency of my base/industry.(I play factorio every day since it helps me relaxing after a day of work)

    Moral of the story: don't download illegally games and buy it to support the development of the games and the developers.

    Have a nice day guys!

    submitted by /u/ultraalbi01reddit
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    The Most Beautiful Thing I've Ever Made. (Industrial Revolution)

    Posted: 11 Dec 2019 10:58 PM PST

    8-Core 1GW Reactor Complex (with smarts!)

    Posted: 11 Dec 2019 08:10 PM PST

    Reactor Overview

    Electrical Grid

    Control Explanation

    Blueprint Book

    I love fancy, I love features, I love aesthetics. When I decided not to do boring solar on this playthrough like all of my other factories, I realized I needed a reactor design. None of the stuff I found appealed to me, so I decided to make my own and share it with all my fellow engineers.

    This reactor complex outputs 1GW of power under max load, and 1.1GW plus change with steam from a 500k reserve. It's not super UPS-optimized, but I didn't go crazy with the piping and steam tanks either. If you're megabasing to the point where it'd become a problem, you're using solar anyway. I designed it to be built on top of a lake, but with the removal of four accumulators, you can use pipes to reach all twelve water taps. I used elements from Dectorio and Text Plates in the design, but even if you have neither mod installed, the reactor will look and operate the same. The reactor blueprint is separate from the landfill and concrete elements in case you don't want to use either.

    The logic and refueling area is on a separate electric grid powered by solar, so you don't have to worry about a blackout on the refueling system even if your supply of fuel cells runs dry. The network is alarmed against power outage and has been engineered to be more robust when necessary to accommodate construction robots flying overhead to build other reactors. You can see a screenshot of the electrical grid above. I'm always seeing people go back and forth on whether it's worth engineering a reactor to insert fuel only when steam is needed or to just constantly input fuel due to how plentiful it is. Por que no los dos? There's an option for either with the press of a button. Since it's annoying to have to manually fuel each reactor to get it started when you're in economy mode, there's also a button to do that for you, too.

    On top of the power requirement, I wanted it to look great and feel fantastic. I've included a screenshot of the control center with an explanation of the reactor's operation and indicators. The coolest thing about the design is that the lights down the horizontal axis pulse like a warp core while in operation, with the pulses speeding up as reactor load increases and changing in color depending on operational mode. I'm too lazy to capture some footage, so pop into creative mode and see for yourself. It's fun to watch, and I had fun both testing and making refinements to the design. Enjoy!

    submitted by /u/xedralya
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    Anyone play Factorio on a laptop? Is it fairly easy to run?

    Posted: 11 Dec 2019 09:25 PM PST

    Thinking of getting low end gaming pc for when my back get's too painful to sit at the desk. I would mainly play strategy games and of course heaps of Factorio.

    Is it demanding in some ways? I'm pretty computer illiterate but maybe some games like this might like a lot of Ram perhaps?

    submitted by /u/AllHailThePig
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    Tell me your quickbar setup

    Posted: 12 Dec 2019 12:36 AM PST

    I just got back (relapsed is probably more appropriate) into the game after a long break, and I havent yet had a chamce to plsy around with 0.17. Now Im an absolute addict to stuff like hotbar organization. So share your layouts.

    submitted by /u/Aksu560
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    Bob's + Angels | Smelting (Metallurgy) | Ratio / Set up

    Posted: 12 Dec 2019 05:02 AM PST

    Hi,

    I'm doing a Seablock/Bob's/Angels game and have just scaled up my geode crushing. The math shows that I create enough Mineral Sludge for 36 Crystalizers. After a small celebration I realized I now need to decide what to use them for and especially in what ratio? I got my crystalizers set up like this +/- 4 hours ago and am still procrastinating *facepalm*

    Any suggestions for what to use them for? i.e. 40% In ore; 20% Copper ore; 20% Tin ore; 5% Lead Ore; 15% 'combination' (to make items like Solder, Bronze etc.)

    Any idea's for a good clean build are of course always welcome.

    submitted by /u/Sentinel203nl
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    New Lets Play series: Train World starting today ;)

    Posted: 11 Dec 2019 10:26 AM PST

    Rate my simple Kovarex Setup + need help fixing it for Productivity module

    Posted: 12 Dec 2019 01:55 AM PST

    https://i.imgur.com/Geem16z.png

    I came up with this simple setup.

    The stack inserter moves 4x10 pieces of U-235, then a single one, which will trigger the normal inserter (stack size = 1, forgot to mention it on the picture) to move a single piece out of the buffer chest to the output. The other stack inserter is set to stack size 9 so that it will leave a piece for the normal inserter to grab.

    This works perfectly and can be surrounded by beacons or be scaled infinitely next to eachother.

    For as long as there are no productivity modules involved, at least.

    As soon as the extra U-235 from productivity modules is produced, it will not be able to be grabbed by the normal inserter, since the stack inserter is faster (also happens if replacing normal inserter with fast inserter).

    I tried setting the right stack inserter to "disabled when U-235 = 1" but that signal doesn't hold long enough since it disappears when the U-235 hits the chest.

    Any ideas?

    submitted by /u/Machtkatze
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    180 spm Industrial Revolution base

    Posted: 11 Dec 2019 05:25 PM PST

    180 spm Industrial Revolution base

    Hi everyone, I recently got to a good stopping place in my IR playthru - just before megabase, hitting around 180 spm unless something breaks:

    Something broke like 24 hours ago and it took a while to fix, but we're back up to ~180 now.

    My basic review is that IR is great. I tried bob's, bobsangels before and it was too finnicky for me - why would I want 10 tiers of robots/assembly machines?

    Here's an overview of the base:

    With some labels for some random things.

    The early game was humble, but I took a tip from having watched a few AntiElitz speedruns: automate intermediates, and be constantly handcrafting.

    Very early on.

    A bit later.

    I handfed coal to everything. It really wasn't that bad, and easier than trying to supply coal automatically. You switch to electricity soon enough, and a full stack of coal lasts for long enough. Knowing the keyboard shortcuts is essential.

    Early game and the start of a bus.

    Same start of the bus, a bit later.

    One thing I really liked about IR was that only the early stuff even accepts productivity modules. That means that it's not optimal just to use 4-4 beacons for basically everything - it actually makes sense to use efficiency sometimes! For example, here's my ultimate red circuit production:

    I used to have a lot more regular electric assemblers here, but replaced them with these. It's less energy AND faster!

    Another point: the future age labs look super cool.

    Main reason to upgrade from the base labs: 2x->4x productivity modules. Doesn't make sense to use speed beacons because they operate so fast the inserters can't keep up anyway.

    The ore refining/processing steps were a great challenge. At 180 spm, this amount of copper smelting was barely enough:

    Copper crushing, washing, powdering, and finally smelting.

    Some more pics from the base:

    The post-robots mall, and personal transport train.

    Arrangement for steel coil, for yellow science. Repeats a whole bunch going up there.

    4x symmetrical steel bulkhead production. It's enough to supply the rockets for this level of spm.

    Oil spaghetti, plus a bit of the heavy/light cracking setup that has recirculating platinum catalyst. I meant to get around to redesigning this....

    Had an artillery train going around to outposts like this, resupplying the permanent artillery.

    Anyway, IR is a great mod!

    Sending off my 30th impulse probe.

    submitted by /u/zviN
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    Space Exploration - Coal in Space?

    Posted: 12 Dec 2019 04:07 AM PST

    So I'm having a blast with the Space Exploration modpack being in space, got myself a messy little asteroid of pasta, and I'm doing my best to make everything I need in space.

    But I have run into a roadblock - Coal. I'm going to need a lot of data cards, which needs advanced circuits, which needs plastic, which needs coal, one of the things it makes sense to not find in space (as far as I'm aware?)

    There is this horrible production route that makes coal that goes through Experimental Biomass, but looking at the ingredient requirements, I think I'm going to be using up more data cards then I can produce coal to then eventually replace them, even when recycling 70% of the spent data cards (have not teched up much to get the fancy reformatting techs).

    Am I missing something, or an I resigned to delivering coal/plastic/red.chips up from the planet?

    Also, is there a subreddit/discord/something else that I should be posting this question rather than /factorio?

    submitted by /u/Pentbot
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    My first mod <3 Increased Bot Speed

    Posted: 11 Dec 2019 03:21 PM PST

    Hey guys, I know it's not much and if this is not acceptable content, let me know, but I just wanted to say that I built my first mod :)

    I always hated the base bot speed, it took ages for them to be useful for anything, and like the immediate person that I am, I built a mod that lets you set a base speed.

    https://mods.factorio.com/mod/BotSpeed

    I tested with TinyStart and worked fine. It may have issues with mods that copy the base robots - the changes may not affect the new versions. In that case, let me know and I'll test and see what can be done.

    submitted by /u/PulseReaction
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    Modular Trains/Vehicles

    Posted: 11 Dec 2019 10:08 PM PST

    So basically, I'm playing with the idea in my head of, tanks, trains, and maybe train wagons having a modular power armor grid. If trains and tanks have modular armor, a train stopped by a biter attack would have a way to defend themselves automatically. Also if you could add some modules to wagons, you could have mobile roboports and ways to remotely build outposts if you really wanted to. Here's some more details of my idea.

    - Tanks would have a slightly smaller modular system than trains.
    - Trains and tanks would have modules specific to them, and not all power armor modules would fit in a train.
    - One idea for a vehicle specific mod is a generator that can make power from the vehicle's fuel, but if the train is idling for too long it risks running out of fuel. Also a built in radar that shows its immediate surroundings.

    - A modular wagon could also be a thing that has less inventory than a normal wagon but has module grid like the train, useful for robo-ports.

    I know it would be an odd addition but I'd like to share it anyways; who knows, maybe someone can make a good idea out of this.

    submitted by /u/TheNutZach
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    Oil setup for my latest play through. c&c welcome. More details in comments.

    Posted: 11 Dec 2019 03:26 PM PST

    Bees?

    Posted: 11 Dec 2019 08:18 AM PST

    Has anyone made a mod that turns the roboports into beehives, and the robots into bees?

    I just started a new multiplayer with my friends and we call everything bees now.

    Also the crude oil is honey.

    Very bad looking honey.

    submitted by /u/G-Wave
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    Whats a good way to take out massive biter bases?

    Posted: 11 Dec 2019 03:53 PM PST

    I just launched the rocket and I wanted to start clearing out a large area to start expanding my base. Ive been trying uranium bullets and a tank but the whole process seems really slow. I don't have artillery or atomic bombs yet. Should I rush those or is there a meta with personal lasers or something that im missing? Thanks in advance

    submitted by /u/name9006
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