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    Tuesday, December 10, 2019

    Factorio Weekly Question Thread

    Factorio Weekly Question Thread


    Weekly Question Thread

    Posted: 09 Dec 2019 10:04 AM PST

    Ask any questions you might have.

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    submitted by /u/AutoModerator
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    Made a meme for anyone who's played a Seablock game

    Posted: 09 Dec 2019 11:24 PM PST

    3(+1) tiles high ribbon world supporting 150 spm, 20km long

    Posted: 09 Dec 2019 12:06 PM PST

    I was going through my screenshots on Steam and found this Tiananmen Square reenactment my friend and I did.

    Posted: 09 Dec 2019 08:33 PM PST

    I finally launched a rocket in Industrial Age mod. I preserved all the intermediate factories -- it took 5 generations.

    Posted: 09 Dec 2019 11:41 PM PST

    I feel like this might be overkill for my train loader...

    Posted: 10 Dec 2019 12:53 AM PST

    I'm new player and need advice on defense. I basicly covered my walls and turrets around the base is this overkill?

    Posted: 10 Dec 2019 04:04 AM PST

    GUIDE: How to start and get to a 1000SPM base.

    Posted: 10 Dec 2019 03:57 AM PST

    Someone asked how to start a 1000SPM base, and having typed it out; I realized it might be useful as a guide/tutorial post.
    I started with a basic base just to get started (sort of like this print): *See disclaimer

    https://factorioprints.com/view/-LG8FBXxP-0S5pau4WQH (Ignore the nanobots (unless you like them)(KOS uses them from start to help with Carpel tunnel or repetitive stress, cant remember which, her streams are amazing at teaching thou))

    This will give you (red+green) science plus some basic materials (belts,miners, assemblers, inserter's to get started on a "proper base"

    This got me to ALL Red and Green researched.

    I then moved over to a new part of the map (Not too far away from the start) I started with a starter base that made 45 then 90 SPM (Adding in faster machines and belts makes this possible) Also the tile-able nature of the print helped.
    https://factorioprints.com/view/-LV4ZJpfgpKKUkyodKiz

    I also placed a Mall at this spot with (many) train stops close by to stock up on needed items. EG: (Build train, solar train, Wall defense train, Sulfur train, WALL defense train V2(adding in artillery, robot repair, light oil for flamers), PAX train, dedicated Artillery train, + some other)

    (MALL)Not this one, but something like it:
    https://factorioprints.com/view/-L_8otYfPRQYMAE_gK6v

    I also placed two prints that cater for making "Lots" of modules (Prod+Speed) (I temporarily hijacked one of these to make the 50 efficiency modules needed for the MK2 Armour) You will need thousands of modules if you do beacon'ed builds (which is highly recommended if you want to do 1000SPM without loosing UPS)
    My base still runs at 60FPS/UPS even at the end.

    Finally, when I was ready for the big 1000SPM.

    I placed this print:

    https://factorioprints.com/view/-LZY1wBZZ_C8xGihqShH

    Leaving enough space for trains to come in and for the dropoff's to be belted to all the relevant inputs (EG, about 30 spaces between dropoff and inputs just so I could shift for instance a lane of copper 30 spaces to the left)

    My build train was able to drop off all the needed items (after a few round trips, and the robots took care of the build) There are robo-ports in the print.

    Then I setup trains to bring in all the processed materials from right to left (Assuming the print is from top to bottom belt direction)

    For guidance, you will need: Total Input per second to make 1000SPM:
    Copper 522, Iron 224, Steel 199, coal 66, Stone 80, Stone bricks 110, Green Circuits 136, Red Circuits 103, Blue Circuits 28, Plastic bars 108, ??? Rocket FUEL, Battery 14, Sulfuric Acid 90, Lubricant 35.
    For guidance, one saturated blue belt is 45items per second, meaning you will need "11.6" Blue belts of Copper plates. Use this to decide how many wagons you need on a train. I found that 1-4 trains were sufficient to saturate 4 lines of blue belts with items. I had 3 copper plate dropoff's. Copper being the most used item. For most of my dropoff's I had 2 trains (which turned out to be overkill).

    Each one of the inputs was a outpost (sometimes more than one of the same outpost) of some sort. Some of the outposts were multi functional eg: Green, Red and blue chips were one outpost, Plastic and Sulfur and Batteries were one outpost.

    For fluids, a 1-1 wagon was sufficient. All my trains were running on either solid fuel or nuclear fuel at the end.

    FYI: This print does not cater for the change rocket fuel that needs Light oil on (all the way on the left).

    I merely deleted that part of the print and made all the rocket fuel offsite and trained it in. (Can all be made at a oil deposit)

    I am not that fond of figuring out the exact ratio's of items ETC, that is why I like the prints that have them "pre-figured out". I am much more into the Logistics (EG, get this much from over there to there and defend this part).

    I will probably post my 1100SPM base soon (in the end with both intermediate and end base running it was 1100SPM ). I hope this helps. I had 170hours on that map last I checked, but a lot of that was just expanding defenses and faffing around without a plan. I think if I had to do it over with a dedicated plan it would be about 100hours less.

    By the end I had expanded my perimeter so far that I was able to do 99% of my power from solar, with a nuclear fall-over (for shortfall) that maybe kicked in about 3 or 4 times.

    TL:DR Started with a kick-starter (Red+Green science+minimal mall), then build a medium bus for sciences + mall + modules, then built and did all the logistical challenges for a 1000SPM base.

    *Disclaimer, NONE of these prints are mine.

    I will post some images of the various stages once I am home.

    submitted by /u/Judgessillyusernames
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    Industrial Revolution: Is it worth scrapping?

    Posted: 10 Dec 2019 07:15 AM PST

    Hi folks,

    Do you use scrapping machines? I can see that IR more or less forces player to use them by making diffrent tier items made from scratch. For example, in vanila I could reuse all my yellow belts to create red ones, and then I could reuse red belts to create blues. But IR does not do that: I can't reuse yellow belts because the red belts recipe does require yellow belts, the same for assemblers, miners, smelters etc.

    So, is it worth setting up a factory for scrapping items I don't need anymore?

    submitted by /u/lowercase1024
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    After exactly 400 hours of playing I finally started using logistics robots. What can I say, old skool was already good enough for me I guess...

    Posted: 10 Dec 2019 06:45 AM PST

    Is it a bad idea to make a giant field full of solar panels / accumulators to replace steam engines?

    Posted: 10 Dec 2019 05:35 AM PST

    How do I overcome train-phobia?

    Posted: 09 Dec 2019 11:40 PM PST

    It's not that I'm scared of trains, but it just feels like sooooo much work to set up a train network, and make sure that it doesn't interfere with the rest of the factory. Like for example, one time I made a small train network that ended up sucking all of the iron and copper from my main factory. It's not very easy to prevent this from happening, but with belts you can easily just draw from a single belt or lane to ensure that the rest of your factory works.

    So do you have any tips to set up a working train network that doesn't kill the rest of the factory? Also, how do you design intersections? I've seen 3 tutorials on it but I still have no idea.

    submitted by /u/Agent-008
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    Guys I Think Mistakes Were Made, Thoughts?

    Posted: 09 Dec 2019 10:28 PM PST

    So semi new here... and I discovered that you can set fires to entire forests with flamethrowers....

    submitted by /u/MrPhysicsTwitch
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    Is there any way (mods or otherwise) to have default settings for the hotbar?

    Posted: 09 Dec 2019 11:09 PM PST

    Because it's a slight hassle to set up the hotbar every time for a new game

    submitted by /u/fiduciary_wannabe
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    Proof-of-concept low-tech sushi belt for low-volume products

    Posted: 09 Dec 2019 08:14 AM PST

    Does Factorio need more of a push on exploration?

    Posted: 09 Dec 2019 04:08 PM PST

    After playing the game for 1400+ hours I tend to find that there isnt really a reason to explore the map to find anything interesting. All to find out there is larger resource points and lakes.

    I think there should be random spawns of broken factory to be able to harvest from, or larger raid style bosses, or parts of broken spaceship with loot chests inside. Any thoughts?

    submitted by /u/Parker4815
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    1-4 train to 14 blue belts

    Posted: 10 Dec 2019 07:49 AM PST

    1-4 train to 14 blue belts

    Found the way how to unload 1-4 train to 14 blue belts. You don't need exactly 4 stack inserters to fill a blue belt, 3.25 is enough. I didn't tried to make it compact, but it can be done. Any suggestions?

    https://preview.redd.it/wbx8wczbut341.jpg?width=1920&format=pjpg&auto=webp&s=3cf778e6627b055e6aab531bd2853b0177ba814b

    submitted by /u/Adeline_Risalo
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    Is There A Way To Create A Circuit Network Based Timer?

    Posted: 09 Dec 2019 11:44 PM PST

    So basically the title. I want to be able to specifically set gates to a timer, IE Gate stays closed for one hour then permanently stays open once the circuit network timer has run out. I'm still pretty beginner when it comes to circuit networks and would love help. I understand basic open/close mechanics but am absolutely terrible with combinators etc lol Thanks!

    submitted by /u/pinhead276
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    TIL it is possible to secure the electrity generator in the campaign.

    Posted: 09 Dec 2019 09:07 AM PST

    TIL Save some space in the inventory

    Posted: 10 Dec 2019 06:38 AM PST

    If you drag blueprint to the hotbar directly from blueprints menu it will not consume any space in your inventory.

    submitted by /u/Charon4ik
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