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    Friday, January 17, 2020

    Factorio My crosswalk in action

    Factorio My crosswalk in action


    My crosswalk in action

    Posted: 17 Jan 2020 05:05 AM PST

    Unloader Station Rig (16 wagons to 32 blue belts) [MP4 - 30MB - 6x speed]

    Posted: 16 Jan 2020 07:10 PM PST

    When fixing circuit went south...

    Posted: 17 Jan 2020 03:19 AM PST

    [Marathon] Tileable Beaconed Red Circuits

    Posted: 17 Jan 2020 03:40 AM PST

    Looking at the bases people create makes me feel stupid.

    Posted: 16 Jan 2020 06:27 PM PST

    I'm a programmer and I feel with unlimited time I could not create bases as elegant as I have seen.

    Anyone else ever feel like this when looking at mega bases?

    submitted by /u/HYUTS
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    I hear u guys like spaghetti, this is our coop mall. As a bonus, try to spot the engineer in this picture.

    Posted: 16 Jan 2020 03:13 PM PST

    Lack of sleep leads to mistakes.

    Posted: 17 Jan 2020 02:53 AM PST

    Lack of sleep leads to mistakes.

    Been waiting for hours for some u-235 completely forgot to refine the ore. Now i have so much stored ore just wanted a basic reactor never built one before I guess i wont have any problems keeping it fueled up.

    https://preview.redd.it/2os1ni7klbb41.png?width=1920&format=png&auto=webp&s=044db813f51344d233183146b797800908370c04

    submitted by /u/chaosandhavoc88
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    First attempt at green science. Sure I've a lot to learn but thanks for all the tips so far!

    Posted: 16 Jan 2020 04:11 PM PST

    Looking for a really good modular train grid design/blueprint

    Posted: 17 Jan 2020 05:26 AM PST

    As above. looking for a design/bleuprint for a train grid that I can expand massively. The one I have just gets jammed all the time

    Further points:

    I'm using 1-1 trains. I haven't got a particularly good reason other than that's what a lot of other people seem to be doing.

    My current system uses just 1 Lane, going anti-clockwise. The junctions only turn left, meaning a right turn requires going around a full cell and then going straight (I took this blueprint from a YouTube video).

    My current systems junctions cause jams. One train gets into the junction, and it's exit isn't clear so it sits there waiting, blocking the whole junction. I suspect it's something to do with the misuse of chain signals.

    I'd like a system that uses 2 lanes (so 2 cells next to each other would have 4 lanes). In an anti clockwise system the innermost, left lane would be for shorter distances, and the outmost, right hand lane would be for longer distances. That may require intermediate no-wait condition train stops. I see no particular reason to move away from 1-1 trains as they haven't caused any problems (although 1-1 fluid trains are a bit limited). I'd also like junctions that don't only turn left or go straight, and that don't cause jams if the exits aren't clear.

    Also as a bonus I'd like power pylons and robo ports throughout.

    As a super bonus, some kind of grid label in concrete or w/e would he nice

    I can see my way through most of that but the junctions concern me...

    submitted by /u/Mauvai
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    Bots' Bad Reputation is Undeserved

    Posted: 16 Jan 2020 11:20 PM PST

    I've been playing for about 500 hours. I'm launching a rocket every couple of minutes. And I did it with bots. I know people think they make the game too easy, and that they're an ugly, unsightly mess when gathered en masse.

    I generally agree. But I don't think it's the bots' fault. It's those *chests.* Requester chests, buffer chests, and active provider chests, to be specific.

    Here's my hypothesis: the game's loop is at its most addictive when you're building on what you've learned to create something more complex and elegant. Those chests, listed above, can rip a big piece of your learned skillset out of the game by allowing you to forego belts, and it can be hard to resist the temptation to use them when you're in a hurry.

    So, eliminate these chests. What are you left with?

    1. You can still use the network to manage your personal inventory, which is desirable and reasonable because inventory management isn't fun.
    2. You can still use Construction Bots to build and repair. Also reasonable. I don't see any challenge in, or feel more accomplished by placing every block by hand. Plus, it's just so satisfying to see a wave of them come in and plop down a big juicy reactor complex or assembly line.
    3. You can still build remotely and maintain your borders (no buffer chests, so you'll need delivery wagons for a megabase).

    I'm sure I'm not the first person to think of this, but I'm curious to hear what you guys have to say on the matter. Does anyone play this way?

    submitted by /u/stevenbrown375
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    Bad Guy in Factorio by MiniBetrayal

    Posted: 16 Jan 2020 03:02 PM PST

    Cityblock design: feedback and LTN depot advise appreciated

    Posted: 17 Jan 2020 06:57 AM PST

    Cityblock design: feedback and LTN depot advise appreciated

    I am working on my train world and I am using LTN for dispatching trains (1-2 trains). I am afraid I have to start using larger trains to reduce traffic but am not looking forward to all the rework.

    My design is simple, a highway surrounding 3x3 cells for the longer traffic. A penalty station at the entry and exit onto the 3x3 cells to prevent trains using it as a shortcut.

    Now I need a good place for my LTN depots. I use the design underneath which worked fine in the beginning of the world when it wasn't in blocks yet. But right now the throughput is terrible. I tried to solve this by placing more depots around the world but there are still trains waiting in front of the stacker which blocks other trains from reaching their destination.

    https://preview.redd.it/dcgredmsqcb41.png?width=718&format=png&auto=webp&s=3a3a232f24d24f529af82ff940380b3db5024ded

    I tried to place depots along the " highways" but that caused trains to clutter up the highway waiting for a depot to become available. I just got the idea to deactivate a depot when its taken, not sure if that could solve all the issues or if that messes up LTN dispatching. I should try this soon.

    Underneath is an overview of the current 4 blocks of 9cells
    1 cell is about the size of 6x6 roboports.

    4 blocks 9 cells

    https://preview.redd.it/7icl6jippcb41.png?width=885&format=png&auto=webp&s=8817a92999bce48e0e7868f7f4f3aced90611875

    I recently found out that placing the entries and exits halfway the sides is better for throughput. I haven't applied this everywhere yet.

    Closer view of the 9 cells:

    https://preview.redd.it/3ypdzqctpcb41.png?width=977&format=png&auto=webp&s=052accf2bf078bbb0a2148a4bfbcf547d1110500

    Right now I have no depots in my 4x9 block and the trains are still using the old depots south of these 4 blocks.

    Any general feedback is welcome as well.

    submitted by /u/abzord
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    How do I fix the lack of copper going into the green circuit factories?

    Posted: 16 Jan 2020 09:06 PM PST

    Looking for players for a weekly multiplayer

    Posted: 17 Jan 2020 05:07 AM PST

    I've clocked up 1000+ hours on this marvellous game, but haven't really played much in multiplayer. So I was looking to host a game every Monday at 20:00 GMT.

    Only looking to use quality of life mods e.g. Vehicle snap and squeak through.

    Of course any suggestions welcome, and look forward to helping the factory grow with you.

    submitted by /u/the1kingdom
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    I can’t open factorio on my Linux machine

    Posted: 17 Jan 2020 07:53 AM PST

    Title. Any help?

    submitted by /u/The2AndOnly1
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    Back after a few Monts i am back with 3 hours in. What do you think?

    Posted: 17 Jan 2020 07:48 AM PST

    "Power Sale" - Selling Power to Friends in MP.

    Posted: 17 Jan 2020 07:40 AM PST

    These perfectly synced long inserters make me really happy!

    Posted: 16 Jan 2020 12:07 PM PST

    Helmod 0.9.2 Beacon number

    Posted: 17 Jan 2020 07:11 AM PST

    I've just started really messing around with beacons and I'm trying to use helmod to find out how many beacons/assemblers i need for certain projects. the part that's got me turned around is that when I "Edit Recipe" where the factory and modules are, there is a box: Amount, affecting one. I get this means how many beacons are affecting one assembler but if I change that number then the factory and beacons required change in strange ways. For example: green circuits, AM 3 4 Prod 3s, beacons with Speed 3s, amount affecting one is 4. That says I need 6 AM with 5 beacons. But if I change only the amount affecting one to 8 (so that i can expand the line having beacons on both sides of the AMs) then i need 3 AMs, and 3 beacons. Obviously I'm missing something, I just don't know what, or if it really even matters.

    submitted by /u/Large_McBigHuge_
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    I'm trying to make a train intersection

    Posted: 17 Jan 2020 06:55 AM PST

    So I just finished Py using a 2 lane train grid base with roundabouts, which was a terrible mistake since it couldn't handle the overwhelming traffic really well. And now I want to go for a more relaxing game with Seablock, this time using a 4 lane base, now comes the intersection part:

    • I initially wanted to avoid roundabouts

    • I'm using 1x1 trains

    • I want the train to be able to turn to anywhere

    • I want the trains to be able to change lane IN the intersection

    • I want the trains to be able to turn back

    • I don't want to use much space, limiting to the size of a roboport logistic area

    • room in the center for said roboport

    My desing started with an intersection, to an intersection with a roundabout inside so trains could turn back, to this:

    https://i.imgur.com/17fq7yY.jpg

    I think roundabouts are going be unavoidable if I want back turns and any to any lane, is this good enough? will I run into throughput problems? is there a better layout under my constraints?

    submitted by /u/Aurunemaru
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    When you are asked to make spagehetti but she didnt mention it had to be food...

    Posted: 16 Jan 2020 01:35 PM PST

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