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    Saturday, January 25, 2020

    Factorio Biters are too realistic and causing me gameplay issues

    Factorio Biters are too realistic and causing me gameplay issues


    Biters are too realistic and causing me gameplay issues

    Posted: 25 Jan 2020 04:37 AM PST

    Do you think teaching Factorio to my 5 year old son is too early? #BuildingFutureEngineers

    Posted: 25 Jan 2020 05:41 AM PST

    Got to see the greatest factory this afternoon!

    Posted: 24 Jan 2020 01:09 PM PST

    Real life inserters building hospitals in 10 days.

    Posted: 25 Jan 2020 07:29 AM PST

    An entire landmass covered in iron

    Posted: 24 Jan 2020 03:49 PM PST

    Suggestion: Miners with nothing to mine blink (like no-power or missing modules) for easy spoting

    Posted: 25 Jan 2020 08:32 AM PST

    Tiny QoL feature to easily remove partial mines in early game.

    submitted by /u/IdoNisso
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    Defender capsules are underrated

    Posted: 24 Jan 2020 09:48 PM PST

    Just started a new world and I can't get over the fact that this water looks suspiciously like a dog

    Posted: 24 Jan 2020 04:33 PM PST

    purple

    Posted: 25 Jan 2020 07:34 AM PST

    I've been stuck for like a week here, not really wanting to open factorio up and start doing purple science, it feels like such a massive chore to me.

    Spent a few hours today building up a new red circuit plant area and started on electric furnaces Have the railroads setup,

    I look towards what more i need and it just sucks the fun out of it. I imagine i just need to learn to blueprint, or make more efficient bases just its making me pull my hair out.

    Before starting on purple i was having a blast as well.

    submitted by /u/MasterDredge
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    Factorio Organizer now supports mods

    Posted: 25 Jan 2020 08:14 AM PST

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

    The release tab of the github project (to download it) : still doesn't need installation, just run the exe

    https://github.com/HerissonMignion/FactorioOrganizer/releases

    For the ones that doesn't know what Factorio Organizer is : you place "machines" in the map and it draw links between the machines and the belts that need to stay close/together.

    I have worked really hard after the first release and in the hollidays. After the hard job of fixing the big problem/mistake that prevented the first version of supporting mods, i have finished the user interface and some more details!

    Now, before the ones of you that remember Factorio Organizer and liked it get excited too much, i just want to be sure that you are not too much hyped or whatever because it's not magic :

    -You will have to manually enter in the user interface every of the mod items you want to use and their inputs and outputs.

    That's a heavy task but it's simple to do, just often tedious. I provided some little mod files that serves as an exemple so you can see how everything i wrote in the help windows concretely apply/looks like.

    After releasing it, i obviously tried the steps that you would go through to download it, which is click on the file and save it. But my anti virus avast got exited the first time i downloaded and run the file and all the other downloads i did to retry it after did not contribute to calm avast. It's not a virus because i'm not an asshole that would disguise a virus as the v2 of one of my project. For transparency, i then recorded myself having trouble with avast and, at the end of the video i just re-run it by visual studio and you finally get to see it. I uploaded the video on youtube. My windows is in french but it's quite obvious what is going on. https://www.youtube.com/watch?v=03Kwm4UGe0E&feature=youtu.be

    I hope my work will be useful for all of you and avoid spaghetti megabase! :)

    submitted by /u/HerissonMignion
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    Is my early game oil setup ok?

    Posted: 25 Jan 2020 12:14 AM PST

    Extremely Efficient Solar Array (<300 tiles/MW)

    Posted: 24 Jan 2020 07:07 PM PST

    After my previous efficient design, I have experimented more with replacing substations further apart, resulting in (to my knowledge), the first tileable solar array design with both roboport and radar coverage to generate 1 MW in fewer than 300 tiles.

    Figures:

    • 3144 solar panels
    • 2641 accumulators
    • 105 substations (when tiled)
    • 6 roboports (when tiled)
    • 1 radar (when tiled)
    • 0.8400127226 ratio (there are 0.04 accumulators more than necessary)
    • 198x199 tile footprint
    • 131.448 MW net production
    • 0.003336074311 MW/tile
    • 299.7535 tiles/MW

    Click here for the blueprint

    submitted by /u/NotJusticeWargrave
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    Train question

    Posted: 25 Jan 2020 05:31 AM PST

    Hi about Train efficiency does it make a difference in acceleration, deceleration and topspeed depending where i put the locomotives?

    If i use 2 locomotives and 8 wagons for a one way train is it driving differently at a 2-8 or 1-4-1-4 or 1-8-1(not a reversed loco) or do pushing locks not work at all?

    Asking because i want to use different train length setups that can all fit in the same refueling station so i prefer only 1 locomotive at the head of the train to not load fuel by mistake in the first wagon.

    Side question if i use rocket fuel whats the best train and wagon rations for 1 or 2 locomotive trains?

    submitted by /u/Der_Doodle
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    Help with circuit logic - given arbitrary element can I filter out just that signal type? Would also welcome AAI advice in general

    Posted: 25 Jan 2020 07:36 AM PST

    TLDR Example: My depot has 1100 of 1000 desired iron plates, 200 of 1000 copper plates, and other stuff inside. A belt is currently holding copper plates (but what is on that belt may be coal or something else in a few minutes). How do I compare quantities for only what is on the belt when making decision to enable the single inserter?

    --

    Context: I am playing AAI and have large depots being fed by lots of mini-loaders. The factory is changing very quickly, and we keep reconfiguring what is incoming on what belt, and it got me wondering if what I want to do is possible, especially compactly. My question is about if Step #3 is possible:

    1. Use a Constant Combinator with signals for all the maximums of resources I want to store into the depot. Maybe subtract it against the contents of the storage. (This way it doesn't fill up with stone.)
    2. Read what is on an incoming belt. Read Signal - Hold.

    ???? 3) Enable or disable the mini-loader/inserter if the materials from the signal of the incoming belt signal #2 are desired. Ie. if #1 indicates the resource is still needed for #2's resources.

    I want a "filter" mechanism, to arbitrarily remove all the other signals except one, but I won't know in advance which one to filter. I can't figure out how to do this with Each/Any/Every signals, particularly compactly so that I can replicate it for the dozen mini-loaders around this resource depot. I welcome any input: if there is a smarter way to approach this problem in general, or AAI advice or resources etc, please share. Thanks!

    submitted by /u/PHOenICE_tv
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    Got busted at work for having Factorio on my work laptop

    Posted: 24 Jan 2020 02:23 PM PST

    I have a dream to use entirely coal liquification and I'd like to know if it's possible/how best to set it up

    Posted: 24 Jan 2020 09:13 PM PST

    I have a dream to get all my oil products from coal liquification. I've found that in most of my maps, I can easily find coal patches by the millions, but oil patches are far rarer. So turning all those piles of coal into juicy oil would be excellent, and remove the need for oil.

    But I have a conundrum. If my entire setup is coal liquification, how do I make sure that my setup always leaves enough heavy oil to continue the process? How do I make sure that my heavy oil crackers don't gobble up all the oil accidentally, leaving me starved for heavy oil and leading to a complete breakdown of the system? I'm guessing the answer is "circuits," but I've never actually used those before and I don't even know the difference between the red or the green wire, so is there a simple circuit solution, or is there an even simpler solution just using basic pipes and pumps?

    Thank you for your answers

    submitted by /u/Augustus--
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    Train go to conditions

    Posted: 24 Jan 2020 09:23 PM PST

    Currently a station can only be enabled or disabled by itself but not depending on the train.

    Why can't the train go to the station depending on it's own condition such as:

    • low fuel go to the fuel station
    • has iron left so skip the iron station
    • has little green chips left go get more at green chip factory
    submitted by /u/Cpt-Ktw
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    Nuclear power prioritising

    Posted: 25 Jan 2020 01:40 AM PST

    I'm at the point of the game where one nuclear power setup is too low and 2 is too high. I don't wanna make a second one yet as it could potentially waste my uranium and was wondering if I could add on power from my solar farm with my nuclear power plant so both provide to my factory

    submitted by /u/budget_cuts
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    Which way is North?

    Posted: 24 Jan 2020 04:08 PM PST

    I was just thinking about the day night cycle, and how it must be summer, since the days are much longer than the nights, which led me to thinking about possible latitudes and whether the solar panels are angled appropriately, at which point I realized that they are angled to the left, not down, which would imply that North is right on the map.

    After realizing this, I also noticed that all of the shadows go to the right, confirming this.

    Or, South could be to the right if this is the other hemisphere.

    submitted by /u/bkofford
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    Streamer that reviews bad factories?

    Posted: 24 Jan 2020 08:46 AM PST

    My friends and I all started playing some months ago, and while we usually research games and strat and all, we agreed to not look up any info on factorio. Let us only learn from our mistakes.

    So we've gotten our factory up and running, through a long, painful, and horribly inefficient process. We've made nuclear missiles but realized we have no way to fire them?

    I was wondering are there streamers that join people's factories just to look around and inspect them? Because I'm sure 90% of our factory is laughable to anyone that knows what they're doing. We don't want tips to improve, just for our tangled mess of a factory to provide some entertainment to those of you that understand this beautiful game.

    I tried looking it up myself but don't want to stumble into viewing actual good ideas. I want to stay blissfully ignorant.

    UPDATE: Thanks to cl0wnt0wn for jumping in and looking around on his stream tonight, he was fairly complimentary of a lot of what we are doing, while he definitely chuckled every few minutes at something we were doing... differently.

    Enjoyed having you and listening to the stream!

    submitted by /u/inairedmyass4this
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    multiplayer tutorial?

    Posted: 25 Jan 2020 01:17 AM PST

    i bought my friend factorio yesterday so he could play with me and i would like to play the tutorial level with him. is there any way this would be possible? i already tried to start in sp and transfer to multiplayer but that didn't work.

    submitted by /u/tuxiben
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    There is only one item on my wish list for Factorio 1.0, and it is Multiplayer Latency Mitigation

    Posted: 24 Jan 2020 08:17 PM PST

    Go back about fifteen years in gaming history, to the heyday of WarCraft III. It was an epoch-defining game, with such staying power that even five years after release it had an immensely vibrant custom map scene, with many maps in active development. Factorio is a very different game from WarCraft III, but it has the same potential for massive community-building.

    There is only one problem: multiplayer is barely playable due to latency.

    There are two aspects to this I want to discuss. First, minimizing network latency; and second, managing the perception of latency, AKA latency hiding. These are some of the most difficult problems in all of software development, and I wouldn't be bringing them up if I didn't have such a high opinion of the developers at Wube.

    There exist well-known techniques to minimize latency in video games. For established games with large communities, the world can be sectioned off in "realms", within which network links between players can be expected to be short. Best case latency between a player in Montreal and Miami is something like 50 ms; between Montreal and Auckland, 300 ms. This is the difference between barely noticeable and unplayable.

    Now, I'm not sure what Factorio looks like under the hood, but subjectively I don't feel like that theoretical limit is being approached. Montreal <-> Toronto has significant lag, even though measured ping between the two cities is less than the latency from my keyboard to my screen, and close to a tick of the Factorio game engine. Could the latter's network and reconciliation protocols be somehow tweaked to improve performance?

    I dream of a day when updates and reconciliation take less than 50ms, but even that may not be enough to make fast-paced situations like combat or driving a car fun. For that, one need latency hiding. The idea is that the client should attempt to predict how the server is going to react to its input, and optimistically update what's on-screen to match. If the client guesses wrong, then it needs a fallback procedure to reconciliate with the server state. This is actually super tricky to get right! As of right now, Factorio only implements latency hiding for character movement, for which the client is very nearly authoritative. I dream of a day when it is applied to all common actions.

    Thank you for coming to my TED talk.

    submitted by /u/PM_ME_UR_OBSIDIAN
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    Difficulties with building nuclear reactors? This little tool can help you a little bit with the calculations.

    Posted: 25 Jan 2020 05:24 AM PST

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