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    Monday, December 2, 2019

    Factorio These are the kinds of creations I find, after not playing with my friends for a while

    Factorio These are the kinds of creations I find, after not playing with my friends for a while


    These are the kinds of creations I find, after not playing with my friends for a while

    Posted: 02 Dec 2019 05:32 AM PST

    Sundays are for Factorio

    Posted: 01 Dec 2019 08:08 PM PST

    Don't forget to cap your chests, gamers.

    Posted: 01 Dec 2019 10:14 PM PST

    Trying to clean up after making ~23 million green circuits and this monstrosity happened.

    Posted: 01 Dec 2019 12:04 PM PST

    my friend said that they thought this was cute and it made them smile... i didnt get why until two and a half hours after making it

    Posted: 01 Dec 2019 10:46 PM PST

    Factorio needs more robots!

    Posted: 02 Dec 2019 05:08 AM PST

    Factorio needs more robots!

    https://preview.redd.it/g6wxnxkuy7241.png?width=273&format=png&auto=webp&s=0e10745ceafc1c1d9492c4971b642b4f02db962f

    One aspect that Factorio strongly focuses is combat. But if you play Factorio alone combat looks like a Batman movie. You throw grenades, smoke/poison bombs, you land turrets, you throw several little drones above your head to confuse and shoot enemies. But you have to do it all by yourself. The only standalone system other than yourself are your turrets, hence players going so frequently for turret creeps.

    Additionally solo combat goes against the concept of automation that Factorio is based upon. If you are to perform all the combat yourself what is the point of automating weapon production, other than stockpiling piercing bullets and rocket?

    For this I strongly believe that some kind of automata should exist in the game to do the combat for you.

    Examples/thoughts:

    • robot-spiders and other brawler humanoid type robots that do only hand to hand combat. Especially at the beginning of the game.
    • robots humanoids that carry SMGs, shotguns and all the weapons that currently the player carries. For simplicity there could be one generic robot frame. The robots frames are constructed by factories, then placed on the transport belts where are loaded with weapons, bullets, hit point shields, coal, or solid fuel through a complex production process. Then unleashed onto the map for carrying out orders for attack , patrol or simple defense tasks.
    • automated tanks like the tank today but follow automated orders.
    • drones that follow flight plans, and do bombing runs. This could be an endgame weapon.

    The combat robots should be dispensable / perisable. Therefore building new ones to replace the old ones should be justify the existence of a production line.

    This way combat in Factorio will become more of a production task and less of a cowboy/superhero job. Please tell me your thoughts.

    submitted by /u/PhilosophicChekhov
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    Crash testing: Modified vehicles vs steel walls of doom!

    Posted: 01 Dec 2019 11:23 PM PST

    Part of me wonders, "should I be using more belts?" A portion of 24k logibots.

    Posted: 01 Dec 2019 07:44 PM PST

    What is happening

    Posted: 02 Dec 2019 07:19 AM PST

    How would you like building a factory in your town with Augmented Reality?

    Posted: 02 Dec 2019 05:08 AM PST

    Imagine the Factorio Team made an app using Augmented Reality (similar to Pokémon Go or Ingress) to cooperatively build factories in reality. Would you play it?

    There could be multiple servers, so not just a single "Savegame".

    You could connect cities via trains.

    There might be events where you need to have multiple people around, i.e. to fight biters or to construct a rocket silo or something.

    Similar to the Big Factories Mod there might already be big factories in your city. For instance a schools or universities could be big labs.

    Any more suggestions/criticism for this idea?

    submitted by /u/plyspomitox
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    Is it just me or is there something about Factorio that makes it feel like programming?

    Posted: 01 Dec 2019 05:04 PM PST

    When I play Factorio I often get this programming vibe. Specially when re-designing stuff. Tearing down old parts of my factory is like tearing down bits of code from a file. When I fix a daunting factory issue by flipping a belt or something stupid like that, feels like fixing a big bug by like flipping a > into a < (pure ecstasy). And when it all works wonderfully together the way I envisioned (or close to it), well, to me it's the same strong feeling whether I'm on Factorio or notepad.

    Lately I've been just going back and forth between the two lol, it's like, I can work AND play without changing my mindset at all.

    Oh and of course the spaghetti, let's not forget the existence of spaghetti.

    submitted by /u/Schwastikov
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    Finally bought it.Finally after one year of unfortunetly pirating the game I had the money to buy it and support the devs. Now excuse me i need to go back and expand the factory even further beyond.

    Posted: 02 Dec 2019 07:30 AM PST

    We've got a new friend :)

    Posted: 01 Dec 2019 10:52 AM PST

    My take on the perfect solar ratio: 100 solar panels, 84 accumulators, and a roboport. And it looks good on the map, too!

    Posted: 01 Dec 2019 07:45 PM PST

    One on my first factory, when I thought that a "big" mixed main bus was a good idea. I m sure that some of you will find this satisfying

    Posted: 01 Dec 2019 08:39 AM PST

    After 650 hours of this game I finally beat this game. I over killed vanilla and went for a super big base. I can finally rest now after 150 hours on this world

    Posted: 01 Dec 2019 02:10 PM PST

    First build almost at the end, rate my spaghetti

    Posted: 01 Dec 2019 03:38 PM PST

    In what ways do you find factorio addicting?

    Posted: 01 Dec 2019 06:05 PM PST

    I am doing a research paper for a class in college focusing on factorio and why we all spend many hours in the game.

    I have almost 1200 hours in the game and find it super fun for many hours!

    If you could tell me what you guys find the most addicting about the game, that will help me with some more ideas and help me immensely!

    NOTE: I'm not looking for you guys to write my paper for me, just trying to get some ideas from you guys!

    submitted by /u/soccermaster57
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    I am training - no pun intended - to Getting On Track Like A Pro

    Posted: 02 Dec 2019 12:18 AM PST

    Factorio Community Map - December 2019

    Posted: 01 Dec 2019 10:15 PM PST


    What is this?


    The idea behind the monthly community map is to share a map exchange string at the beginning of every month, and get as many people as we can to start a new world with it. Then at the end of the month (or even periodically if you'd prefer!) we share screenshots and saves of our factories so that we can see how different people approach the same spawn; how they set up their base, how they deal with aliens, and how they arrange their science, power, and everything else.

    I hope it can highlight how many different ways there are to do things, inspire some new designs, and maybe seeing how veteran Factorio players tackle problems will help out new players facing the exact same problems. (Of course, there's also the fact that it'll just be plain cool to see all of the different possible factories - the good, the bad, and the ugly.)


    Last Month's Results


    November 2019 Results


    The Community Map


    So as I mentioned in the results post, this map comes recommended courtesy of /u/ironcartographer - Send him some thanks. What map, you may be asking? All right, enough with the secrecy: We're going to be doing an island map this month. But not just any island map. Here, see for yourselves!

    Required Mods:

    Island Start

    Alien Biomes

    Cargo Ships

    Island maps are always some of my favorites, and a mod that creates an endless series of islands to hop around on sounds pretty exciting! After messing around with it for a bit... Well, I'll just show you what I came up with in a moment. First, let me also list the optional mods for this month. As always with optional mods, you're free to pick as many or as few of them as you'd like, but I'd really recommend taking one of the mods that allows you to build rails over water.

    Optional Mods:

    Bioluminescence (Requires Dragon Industries)

    Schall Overseas Railway

    Beautiful Bridge Railway

    Hovercrafts

    Helicopters

    Exchange string:

    >>>eNp1Ub+LE0EUfmMuXBJBFFKoaExxne6RnOJJ0OyIiByiFv4Bd5vN RAc2M3F3VjwtvOJKxcZGG6+9CNdZ2AUEf4DCoZVdDgstVE4EbYQ4b7O TXVbvg/f22/e+9968GYB9cAUirNhopSlXOt7Tft82pgNeGwkAHUtc2e sx35I+S+uKrh+2mSW5BzCw0TBaYoJ1l62WEzAzAi13XSpTiP8F7kuR7 ZgPlBQskQHNK5+xAAt0pInf3aHvCB52s7VAXvXXKyurFUAb3YXqaISm 2VB3GgJMtiY6FmNqvyuF8qVnBUwpLq41nPBWo8WdoFCbrdcQh7OKruS BCn0WyYqW0Vk76jo+uxEy4S43uqGneM/jzNftTyLmi8xjNx3FpTi4cH Wxtlift3jgOaIdHMWGXDChgrzr8U4HoHpW2zl9L5QQcqe8cWHr9kObj FeZpTHZjiODloksGHKZ7piaMeREqs/xCD9TZDxU6RGxqkATMk6uYpKQ +9+erf1+udkkf9Z/vL/UWrJJ/Xz5+/bcRlMnp3UB2TVxjx8hnptVwPQ c2nHqo03evUV8tUkeK8ro6CntBhdzQPbu0WztnnbVQ2CO1jRtypR0Iv wym3wy5IOd3UNfxGlsXkH3Gl00cHIyMqb0ASX0iMkeSCS6fg7SZ2gnG 74xY1+k5mcO8u9DpPfIRGbof56hhAPbE/clNzmNvs/NafNHn9AcJNDP fcb6fOwvgKD8QQ==<<< 

    What your starting area should look like:

    https://i.imgur.com/gyOj8Ks.png

    On a side note, I did realize part way through (I always do a freeplay flyover/preview of the maps I generate) that there's not all that much uranium near spawn. Not to say that the nearest uranium deposit is miles away or anything, just that you're just going to have to look around a bit if you're looking to switch to nuclear power somewhat early on.

    Hope you enjoy!


    Exchange String Help


    If anyone isn't sure how to use an exchange string, just go to new game like you're going to generate a new world, and at the bottom there's a button just above play labelled "Import map exchange string". Just copy the exchange string above and paste it into the box that comes up when you press that button. Press confirm, and that's it! You're good to go. Just generate the world and come back in a month to show us how your factory turned out!

    If you run into any issues check to make sure that you copied the whole string, including the three greater than/lesser than signs at the beginning and end, and make sure that your Factorio is up to date with the most recent version installed. (As of the time of this post, the most recent version of Factorio is 0.17.79.)


    Let's Players


    If you are a streamer or let's player who will be recording yourself building a new factory on a community map, I'd be happy to add a link to your channel here!


    Multiplayer Servers


    If you have an open public server, let me know in the comments below or send me a PM and I'll add your server here!


    About Mods


    Since mods can affect how a world spawns and ores are distributed, as well as add or change items and functionality, it's important to make sure that we're all playing the same game by the same rules. For example, if one person's playing vanilla and someone else is playing with Bob's mods, even if they use the same seed and map settings you still couldn't very well say they were playing the same game, and the way they'd play would differ enormously.

    On the other hand, playing with mods that either don't add any new items or change terrain, or that simply don't change the base game in a significant way, aren't going to change the way you solve problems or the kinds of problems you'll face themselves. As such, these sorts of mods are perfectly fine, even if some people are playing with them and some people aren't.

    Even Distribution is a wonderful example of a mod that, while very useful, does not inherently change the way the game is played. Then there are also mods like RadarPlus for RSO that do add new items, but still don't really change the way the game is played.

    I've decided to put together a list of these optional mods that I think are ok to use on any map below. The list is by no means comprehensive; it simply serves as an example of the sorts of mods that should be fine.


    Optional Mods


    Note: I can't conceive of any situation where this could be an issue, but if you're the author of one of the mods listed here (and can offer me some proof of this) and for whatever reason would like me to remove your mod from this post, I'd be happy to comply.

    It's entirely possible some of these mods either don't work with the current version of Factorio, conflict with each other, or in some manner just don't work. I can't test them all, let alone every configuration of them, so you might wanna back up your world before adding one of these.

    Atomic Artillery

    Auto Deconstruct

    Automatic Fill

    Auto-Blueprintify Text

    Better Icons

    Bottleneck

    Cardinal

    Chem Flip

    Clock

    Color Coding

    CredoTimeLapseMod

    Dirt Path Redux

    Enhanced Map Colors

    Even Distribution

    EvoGUI

    Factorio NEI

    FARL

    Foreman

    Gah! DarnItWater!

    Google Maps Factorio Style

    Helmod

    Long Reach

    LTN - Logistics Train Network

    Manual Inventory Sorting

    Max Rate Calculator

    Module Inserter

    Nanobots: Early Bots

    Natural Tree Expansion Reloaded

    Nixie Tubes

    Orphan Finder

    Picker Extended Version

    Quick Item Swap

    RadarPlus For RSO

    Recursive Blueprints

    Recursive Blueprints Extended

    Remove Mod Names

    Sensible Station Names

    Slower Quickreplace

    Squeak Through

    The FAT Controller

    There Is My Ghost

    Undergound Indicators

    Unminable Robots

    VehicleSnap

    WaiTex

    What is it really used for?

    YARM


    Previous Threads


    -- 2018 --

    November 2018 - Results

    December 2018 - Results

    -- 2019 --

    January-February 2019 - Results

    March 2019 - Results

    April 2019 - Results

    May 2019 - Results

    June 2019 - Results

    July 2019 - Results

    August 2019 - Results

    September-October - Results

    November 2019 - Results

    submitted by /u/ChaosBeing
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    Anyone wanna play with me?

    Posted: 01 Dec 2019 08:51 PM PST

    I would like help. I am using a bus for the first time and I don't know what I'm doing.

    PM me on Discord: Miner of 8 bits#7287

    submitted by /u/8bitminerman
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    First Rocket Launch: Missed the 15 hour achievement by 15 minutes with Lazy Bastard, I'll get it next try for sure.

    Posted: 01 Dec 2019 07:46 PM PST

    Is it just me or it happens with a lot of us?

    Posted: 02 Dec 2019 07:09 AM PST

    Idk if I'm the only one or there are more Factorio players like me. If I'm building a base I always build my bus going from left to right and making the end tangled up where the bus end. Or making any nonfluid production going from up to down or the other way around. Or any oil plant, and chemical plant from left to right, right to left. Or making ridiculous outpost for bo reason what so ever. And I left the best out, waiting for god to say that I need to produce utility SP.

    submitted by /u/McLarenVXfortheWin
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