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    Friday, December 20, 2019

    Factorio Friday Facts #326 - Particle emitter & Data cache

    Factorio Friday Facts #326 - Particle emitter & Data cache


    Friday Facts #326 - Particle emitter & Data cache

    Posted: 20 Dec 2019 06:26 AM PST

    Did i signal it right, version 2, LHD crossing,

    Posted: 20 Dec 2019 01:34 AM PST

    My friend noticed my healthy factorio addiction so he knew I would love this Christmas gift

    Posted: 19 Dec 2019 05:22 PM PST

    I introduced a friend to Factorio. Last night was our first game, and i woke up to this update

    Posted: 19 Dec 2019 08:21 AM PST

    I've been getting the hang of the game and I'm proud of what I was able to make so far. Any tips for improvement/expansion?

    Posted: 20 Dec 2019 02:52 AM PST

    Yeah finally! after 114h

    Posted: 20 Dec 2019 02:13 AM PST

    Tis the season. A garrish 2x8 nuclear plant I'm calling the Christmas tree. Details in comments

    Posted: 19 Dec 2019 08:53 PM PST

    One simple trick for swapping belts! Scientists still baffled!

    Posted: 20 Dec 2019 04:32 AM PST

    Sometimes I need to swap two belts and I don't feel like changing my entire infrastructure, so what I would do is make use of undergrounds and some belt weaving to get the job done - usually some variant of A or B.

    The other day I realized this can be done quite easily using two splitters:

    https://i.imgur.com/nsQsMGd.jpg

    I feel so stupid for not doing it this way all this time lol

    Thought I'd share my findings, this may change the world!

    PS: feel free to share your solutions. If you are a master of belt magic, we must learn your knowledge!

    Edit: pls ignore my advice, it's pure dogshit :)

    submitted by /u/Xarthys
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    439 hours into Factorio I spot my very first U-235 OMG !

    Posted: 20 Dec 2019 07:18 AM PST

    Rate my first "finished" factory :) I love spaghetti!

    Posted: 19 Dec 2019 02:03 PM PST

    Factorio has synthesized 30 years of video drugs

    Posted: 19 Dec 2019 03:29 PM PST

    Factorio has synthesized 30 years of video drugs

    Transport Tycoon Deluxe, the original SimCity, Minecraft and Dune II. It feels as though Factorio has taken the best of each of them. Sorry if this seems obvious or has been already said, I've just crushed a nest with a tank for the first time. The 72 hours since I've discovered this game have been something else. IMHO it's shaping up as one of the best video games in history.

    https://preview.redd.it/yv4kjjltco541.png?width=400&format=png&auto=webp&s=9a693ecfef2f8ea14319be45ed2a540c694c54ad

    https://preview.redd.it/ga9w17uuco541.jpg?width=400&format=pjpg&auto=webp&s=cabb52e8d4f6a481e4e3b49d23bbf1cac36cd037

    https://preview.redd.it/pmuqdykvco541.jpg?width=400&format=pjpg&auto=webp&s=3562c1dd2545c32376243f65b2e74e9cfe778402

    https://i.redd.it/6fti6g7wco541.gif

    submitted by /u/TrafficPattern
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    My 1 RPM Rocket Base (Zoom In)

    Posted: 20 Dec 2019 07:21 AM PST

    This is how I feel when I play Factorio, building walls, oppressing natives and burning down forests.

    Posted: 20 Dec 2019 07:05 AM PST

    I adore factorio. I need a shorter game for when I don't have time to play factorio.

    Posted: 19 Dec 2019 08:40 PM PST

    I love this game, but I don't always have the time to play, because I can't really get into it and enjoy myself in sessions less than an hour. Does anyone have any suggestions for a game where I can get a hit of that good old satisfaction in 20 minutes or less?

    submitted by /u/braindouche
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    So my friend told me to compress those 36 belts into a space of 22, since he hates curved belts and we wanted to have: 4x4 iron , 1x4 steel and 4x4 copper lanes next to each other in the exact order. So that's what I did, the top is not ready yet, but I'm sure it's going to be a mess :D

    Posted: 19 Dec 2019 01:41 PM PST

    WE SUCK THE LEAST!

    Posted: 19 Dec 2019 12:21 PM PST

    My cross-mestion option. Simple, compact, workable.

    Posted: 19 Dec 2019 11:51 PM PST

    My 1K SPM Train Direct Insertion Base In Action. (Excluding the separate 1RPM base)

    Posted: 19 Dec 2019 09:11 AM PST

    My 1K SPM Science Manufacturing Base (Zoom In)

    Posted: 20 Dec 2019 07:20 AM PST

    well I guess its no trains for me.....

    Posted: 20 Dec 2019 06:56 AM PST

    I thought hey why not using trains after 60h ingame.started the introduction tutorial......dont understand the rant of" trains are complicated "......until the chain signals.its driving me insane. I am stuck in the fucking chain signal tutorial for about 3h now and I have no idea how I have to set them up.the trains are not doing what I want.can anybody help or knows a link for very easy explained chain signal tutorial ?

    thanks in advance

    submitted by /u/onegermangamer
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    Anyone know how to fix this UI issue???? I can't see recipes or much else...

    Posted: 20 Dec 2019 01:54 AM PST

    Station Design Idea

    Posted: 20 Dec 2019 01:44 AM PST

    Station Design Idea

    Hi,

    I adapted this from the design on one of Nilaus' series (Space Exploration). In the orignal design it has room for 3 stations and everything is loaded into large warehouses. I wanted to create a design with vanilla boxes and I wanted to fit as many trains in as possible.

    I came up with this 1-1 design. I'm just not happy with it, it just doesn't feel right. Any good idea's?

    EDIT: forgot to add screenshot

    EDIT 2: Deleted old screenshot and added new one based on advice Kano96

    https://preview.redd.it/agsy15obas541.png?width=1450&format=png&auto=webp&s=267bf82a83147cf10bae7096f74d094bd8a63016

    PS - didn't go into designing the signalling or the turnaround yet.

    submitted by /u/Sentinel203nl
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    Calculating cargo wagon inventory slot ratios

    Posted: 20 Dec 2019 07:15 AM PST

    I'm building train feed blocks for my first mega base attempt, and I'm having trouble easily calculating the ratios for the cargo wagons feeding my blocks. Are there any known tools or even mods that can do this?

    Let's take concrete as an example. I have a block dedicated to just concrete and each concrete takes 1 iron ore and 5 bricks, so from a cargo wagon's perspective that's 5 inventory slots of bricks for every inventory slot of iron ore.

    I'm looking for a calculator, mod or even an formula that I could use in Excel where I can quickly figure out how I should filter my cargo wagon for an optimal ratio. With a simple recipe like concrete it's not to hard to figure out manually, but it would be nice to have something for more complicated recipes.

    submitted by /u/sparkyboomguy
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    How does one usually build the logistic network from a megabase/moderately sized base?

    Posted: 20 Dec 2019 05:44 AM PST

    Well we're around 100 hours in, and the main base is under one big logistics network other than a couple of factories that are separate. The plus side is I can just enter the side of the base for item requests to flow in and would like to keep that if possible. What are some tips that you guys have for having a cleaner/more efficient logistics network from when you start building roboports and logistic networks?

    submitted by /u/Gmak08
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    My first 1k spm (mega?)base, using 5 "standalone" 200spm bases. I'm pretty proud of it!

    Posted: 19 Dec 2019 05:07 PM PST

    Imgur Album

    So you can just look at the pictures and tell me what you think but I'm definitely going to ramble a little bit about my story.

    I have about 500h on factorio, playing off and on the last 1 or 2 years. Previous to this base, my largest base had been in 0.16 and I was making about 400spm before I burned out. I came back recently and wanted to try a new base in 0.17 and take a different approach this time. Always before, I had done a generic starter base with 60spm + launch a few rockets, then expand to a modular sort of train base with each component being produced at central locations in the factory and trained the products everywhere. I got tired doing this as I found myself always setting up new train logistics and intersections and stackers and there was so much train traffic. So this time I decided to only do 30spm at the starter base as this would allow me to setup quicker with the extra resources available for building/expansion early. I usually found myself with research done way earlier than I even have the ability to use it so 30spm was about perfect for progression initially. After getting stable rocket launches from the starter base to equal 30spm including space science, I laid down the 4 lane rail structure (with LTN infrastructure) I wanted for the base. This is when I decided to "decentralize" everything and make 5 bases that could produce 200spm with only ores brought in. But first I built a standalone factory that produced 5/m each of prod3/speed3 modules. I built it beaconed and all but the little factory had to chug along slowly to fill it self out with modules to get to full power.

    Then building the 200spm base itself was the most fun/satisfying part of this run. At this point, I have the infrastructure to build fully beaconed designs and a good mall with access to blue belts. I'm pretty proud of the 200spm base, everything is belts only, with the only exceptions being the research labs and the satellite for the rocket as I didn't want to belt those. It can self sustain with only iron ore, copper ore, stone, water, oil for inputs and I used local patches for the stone and fluids for each base so I didn't have to train those ever, although I left room on the train dropoff for oil or stone stations if the local patches run out. Nearly everything is of my own design with some helf off what I have seen around, with a couple exceptions. In particular I'm proud of how compact I got the purple science section and how clean the oil processing part is. After I finished the design of it, it was a matter of copying it 4 more times in different places with decent access to nearby patches.

    It is modded, but nothing I consider to be game-changing, most are the usual quality of life mods, plus some added as space savers. The miniloaders + bulk rail loaders feel a little cheesy but I've done the big complicated train unloads and circuitry and it gets tedious and bulky, these make my train load/unloads very clean.

    Overall, it was a pretty clean build and mostly progressed without many hiccups. A few power outages and supply shortages. I'm happy with the rail network and the intersection I chose, there has been only a single deadlock and it was because I had a custom intersection signaled badly. After I fixed it, everything runs smooth like butter. The trains hardly ever have to wait at intersections and when they do, they always figure it out and don't dead lock.

    Anyways, thanks for listening to my ramblings. Questions or comments appreciated :)

    submitted by /u/Aleczar
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