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    Factorio Weekly Question Thread

    Factorio Weekly Question Thread


    Weekly Question Thread

    Posted: 02 Dec 2019 10:05 AM PST

    Ask any questions you might have.

    Post your bug reports on the Official Forums


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    submitted by /u/AutoModerator
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    The fires of Isengard must be fed...Isengard must grow

    Posted: 03 Dec 2019 04:48 AM PST

    When the carcinogenic clouds make you a bit moody

    Posted: 02 Dec 2019 06:38 PM PST

    If blueprints are placed on water, it should automatically add landfill blueprints below

    Posted: 03 Dec 2019 01:33 AM PST

    Who needs artillery or anything? i can just nuke the bugs and tre- oops...

    Posted: 02 Dec 2019 08:37 PM PST

    Idea: Normal-looking or cute enemies mod

    Posted: 02 Dec 2019 09:01 PM PST

    Right now, the enemies are designed as vermin, and their houses are giant grotesque flesh balls, with vomiting ground worms.

    Instead, they should be villages of tiny dwarf-like aliens I call gnomes, with wooden houses. The worms are instead archer towers that shoot arrows, and the gnomes hit the player with their pickaxes. The gnomes do not attack the player automatically on sight, they will only defend if attacked. All they try do to other than that is destroy the source of pollution.

    As they evolve, they go through different technological stages. The beginner gnomes have tribal weapons and armor, and evolved gnomes have medieval metal armor and swords. Eventually, they could have guns and bombs just like the player. However, it would make sense for the gnomes to only use non-polluting technology, as it is harmful to them.

    My main idea is only to change the graphics. I will try to do it myself as long as there is no 3D modeling.

    submitted by /u/avustaja
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    Custom armoured biter I made

    Posted: 02 Dec 2019 12:23 PM PST

    A "train generator" that can generates trains at any rate you wish (useful for railway tests)

    Posted: 02 Dec 2019 03:20 PM PST

    I decided it was time to finally post my YouTube series here. Hope y'all enjoy!

    Posted: 03 Dec 2019 03:54 AM PST

    I don't always die

    Posted: 03 Dec 2019 04:03 AM PST

    But when I do it's coz I forgot to check the minimap when crossing train lines. Seriously I think I need to set up some sirens to trigger when a train is approaching. Is that a thing?

    submitted by /u/Conte_Vincero
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    [IR/Krastorio] My Iron Age Mall

    Posted: 02 Dec 2019 06:58 PM PST

    I wont lie. I dont know how it works anymore, but the ore belts are fed...

    Posted: 02 Dec 2019 12:13 PM PST

    Spent too long on this geode design

    Posted: 03 Dec 2019 07:52 AM PST

    Where do I get the energy to play Factorio?

    Posted: 03 Dec 2019 07:49 AM PST

    I love my job. I do not have an exact schedule, I control the time when I work. Most of the work is office, a bit walking around doing stuff, but still almost 100% mental. Usually i try to work from 10:00 to 17:00, give or take. About 16:00-17:00 I usually feel tired of the day and feel that I am not that productive anymore, head may be hurting a bit and i think I should call it a day. Then. I go home, eat a bit and play Factorio for 6-7 hours without feeling tired... I like it, enjoy it, create a lot of stuff, think a lot, can concentrate and so on. How? And why can't I have the same energy and productivity after 16:00 at work when there's still a lot to do and I'd like to do??

    submitted by /u/s22stumarket
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    simple kovarex enrichment. cant do circuts? no worries.

    Posted: 02 Dec 2019 03:31 PM PST

    Factorio is a Horror Game (may be loud)

    Posted: 02 Dec 2019 03:29 PM PST

    How do I put just one coal/iron/... into smelter

    Posted: 03 Dec 2019 03:37 AM PST

    Hello everyone,

    I'm pretty new to factorio (60hrs playtime) and find keybindings increasigly useful. I've learned about some by trying and reading the factorio cheat sheet but I dont know hwo to put just one coal (for example) into a smelter without "opening" (left click) the smelter. I think this would be extremely useful for the early game and as im playing new maps every day I'm in early game a lot.

    edited

    submitted by /u/fapma5tr
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    Getting that AESTHETIC piping

    Posted: 02 Dec 2019 08:37 AM PST

    Accidentally gave myself an interesting biter situation

    Posted: 02 Dec 2019 11:43 AM PST

    https://imgur.com/5kG8b10

    This is an IR/Krastorio game. Those are Krastorio radars, with their giant scan radii. This screenshot represents a much larger area than you might at first realize.

    Here is the situation. I have a bunch of mods installed, including RSO. RSO has an option on the Startup tab to Use Vanilla Biter Generation, which is off by default.

    I did not notice that setting when I was starting up the game. It remained unchecked.

    It has another setting on the Map page, "Use RSO biter generation." The tooltip says "It's more sparse than vanilla to allow for resource scouting."

    I was changing the biter settings to make them a bit tougher (faster spreading, etc) but also not time-sensitive (no time-based evolution) so I could build at my own pace. I figured more frequent biter nests would be fine, so I unchecked that box.

    During the game, I reached iron age, set up my mall, and was having a pretty good IR/Krastorio run, and I suddenly realized I had seen no biters. I had a radar up, and no nests had been revealed.

    So I traveled to the East, setting up radars along the way. You can see my route on the screenshot.

    No biters to be found.

    This was very odd. This was not the game I meant to play, and I was annoyed. It takes a long time to get an iron-age mall set up in Industrial Revolution, and I didn't want to start over. So I started hunting through all my settings to figure out what was wrong.

    That's when I found that first checkmark, "Use vanilla biter generation" in the Map settings. Apparently if that is unchecked, AND "Use RSO biter generation" is unchecked, you get NO biters. That's reasonable, I suppose.

    You can't change the Startup settings after you start the game, so I went ahead and rechecked "Use RSO biter generation" in the Map settings and plopped down another radar at the end of my Eastern exploratory power line.

    And BOOM, biters everywhere as the new chunks are revealed.

    This did not disable achievements. No console commands were used. Which is a neat workaround for people who want to start without biters and then add them in later on.

    It also gave me a wide area to start my rail network, which was my next step. Already-revealed chunks didn't get any biters spawning on them, only newly-scanned chunks. Which wasn't my original plan but is kind of interesting.

    Also, because of the way I explored, I have biters literally EVERYWHERE the map is black. it goes "safe, safe, safe, safe, OH GOD OH NO" almost instantly. To the South, West, and North, right off the visible map, are endless biter hordes. The moment my pollution leaves the explored area, I'm going to be under instant and considerable assault. And the revealed biters to the East (and a little nest to the north and south, if you look hard enough) are free to start spreading into my safe area, using the more rapid biter expansion rate I selected at startup.

    This is not a scenario I could have planned or designed and I'm kind of excited for it.

    submitted by /u/NameLips
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    My take on Kovarex Enrichment

    Posted: 02 Dec 2019 11:48 AM PST

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