• Breaking News

    Thursday, January 2, 2020

    Factorio We have to reclaim the #2 spot!

    Factorio We have to reclaim the #2 spot!


    We have to reclaim the #2 spot!

    Posted: 01 Jan 2020 11:06 PM PST

    Biter Blender VS The Iron Dome's Horse

    Posted: 01 Jan 2020 07:58 PM PST

    I decided to commemorate my starting ore patches!

    Posted: 01 Jan 2020 03:12 PM PST

    I did it! 16 Blue Belt Unload Station from a 1-4 Train

    Posted: 01 Jan 2020 09:03 AM PST

    I got some praise for commenting about my compact and perfectly balanced oil design, so here's my post about it!

    Posted: 01 Jan 2020 09:11 PM PST

    If you've ever thrown a real grenade...

    Posted: 02 Jan 2020 07:10 AM PST

    If you've ever thrown a real grenade...

    ...then this comes as a real surprise.

    https://preview.redd.it/7pm5jtf7sd841.jpg?width=484&format=pjpg&auto=webp&s=95c98a43390ab21917878dc77116420865019aa6

    "Grenades don't go in weapon slots. Click to throw instead." is probably what the devs are looking for.

    submitted by /u/TrafficPattern
    [link] [comments]

    Playing co-op with my 9yo. I was impressed that He got up to blue science by himself. He wanted my help getting to that rocket. When he work up this morning he planed out all the tasks he wants to do when he comes home from school. I may have created a monster here.

    Posted: 02 Jan 2020 08:17 AM PST

    20 compressed Blue belts from a 1-4 (LCCCC) Train

    Posted: 02 Jan 2020 07:00 AM PST

    20 compressed Blue belts from a 1-4 (LCCCC) Train

    Test setup with belt counter

    Blueprint (Factorio Prints)

    I was inspired to create this when I saw a post proclaiming 16 blue belts from a 1-4 train. From the comments on that, it seemed everyone thought 16 was the absolute maximum possible.

    This setup produces 20 compressed blue belts, with only a small amount of circuit logic involved. There is no overall balancing of chests, though this is only an issue for the outer two belts - which act as overflows. If the output belts never stack back, there are no issues with chest balancing - as each stack inserter (other than chest-to-chest) places into an identical environment.

    My belt counter shows 897 items per second total throughput (60 second period), though I'm not certain that my counter design is exactly correct. I would appreciate if someone more knowledgeable could verify the exact rate. By adding an additional overflow lane on the outside of each half, I have recorded around 903 items per second, but it causes some minor loss of compression - and so is not worth the negligible improvement in throughput.

    Final thoughts: This runs right at the limit of a 1-4 train, as the chests are very close to running out between trains; 2-4 may be more suitable. Also, this has a width of 40 tiles, so may be less practical than other (more compact) designs.

    Has anyone seen this design before, or have any comments on this?

    submitted by /u/Rekrahttam
    [link] [comments]

    I did a oopsie

    Posted: 01 Jan 2020 09:45 AM PST

    Factorio Community Map - January-February 2020

    Posted: 01 Jan 2020 08:38 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


    December 2019 Results


    The Community Map


    I can hardly believe it's already been a year since that SeaBlock map, that's just insane. But we all know what a new year means: It's time to push ourselves through a new challenge!

    For those of you new to the community maps, or the Factorio sub in general, it's become tradition to start off the new year with a major modded map to push ourselves to our limits. It's time for a Bob's and Angel's run. (Seriously, go look up some Bob's/Angel's gameplay on youtube if you've never seen them before.)

    Brace yourselves, here comes the beast of a mod list.

    Required Mods:

    Alien Biomes

    Resource Spawner Overhaul

    Bob's Functions Library mod

    Bob's Assembling machines

    Bob's Electronics

    Bob's Enemies

    Bob's Greenhouse mod

    Bob's Adjustable Inserters

    Bob's Logistics mod

    Bob's Mining

    Bob's Modules

    Bob's Ores

    Bob's Metals, Chemicals and Intermediates

    Bob's Power

    Bob's Revamp mod

    Bob's Tech

    Bob's Warfare

    Bob's Vehicle Equipment

    Angel's Infinite Ores

    Angel's Refining

    Angel's Petro Chemical Processing

    Angel's Smelting

    Yuoki Industries

    Yuoki Industries - Engines (Addon)

    ... Did I miss anything? Oh, right!

    Optional Mods:

    Robot Replacer

    Yuoki Tech Tree

    Angel's Addons - Warehouses

    Angel's Addons - Ore Silos

    Angel's Addons - Pressure Tanks

    Angel's Addons - Petrochem Train

    Angel's Addons - Smelting Train

    Angel's Addons - C.A.B.

    Angel's Addons - Locales

    Alien Biomes High-Res Terrain

    Exchange string:

    >>>eNqFUj2IE0EUfnMxGE88VIJwoGeKgDYbLj9nEWRntDmsrAXh2Gxm cwOb3bvdWfBUMMIVFoK1NloIwgm2YhewUfRAsLKL2FhYCIptnNnZ2V2 XxDx4b99873s/83YATsF1iIXglwcH+MyK5Q2oGxoOC8MooAAjrPV0Ev IsHgWWawysMB8+noT9gDblWZYr4K05eFtjBbyjMRnP4Rtz+Jfy9Y/Yv uXKeykdS8DtqyiJGcfsIOpTw2euRHVkmXp0uGf0rJBqotTSts8z2ghX mecwj3FqzLn3LEJrEaG9iNBZRNhYRPhnSSdSgtpW7vfwbT9g0VCm6Nc htcwDSsM8E9CDC+K7vxbr9B7UplOpwpuIhzWBRMaCKbBEli7avscD3z VCyjnzBl0rutV1ArobUc/e6w4jl7Mdl9Gg0my0YzlXzBj6LBRvkXZ7z Aor643mupSy7TLHAahdEXpV9b1TfbX59fZzjFTzBgHljXskga79B4KO 8NQMv3DmqKJcFE1oFZI5KrgvO6LXW+aN5s1DE9DWKt38ffeFKcAl0Ob JYylv9HCgq0xwEvqC0eFHKT/EwtFoRyadXBHm2UNhamdBD2Dq1CpBTi x/9LzftPMZF6etE3RZllyT5p00ZUhLimmQcskjgsh5HV3NKCK/BfkZ+ tmt3uu2b3P9C4PUSbrmGfcoIHUyY9nLsmE/Nd9L6TRih5+O6hN5SkqQ yU8M5vT+h79LrkSD<<< 

    What your starting area should look like:

    https://i.imgur.com/Vwaxxcg.jpg

    Even on top of Angel's and Bob's, it's been forever since I've played an RSO map, so the void of resources around the starting area stunned me for a second - I forgot how much the scale of things tends to change! As usual I tweaked some of the biter settings here and there, nothing too terribly noteworthy so you can simply take a look if you're curious, but the TL;DR version is I nerfed them a tiny bit because there seemed to be a lot more of them than I was expecting for some reason. I also toyed around with some of the resource settings until I got something that felt a little better, but again, probably not even something you'd notice if you weren't purposefully looking for it.

    All right, I think that pretty much sums everything up. I now give to you the first map of 2020. Go give it a shot and let me know what you think!


    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

    Ekusplosion

    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


    -- 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

    December 2019 - Results

    submitted by /u/ChaosBeing
    [link] [comments]

    Fusion reactors + personal lasers = broken :D

    Posted: 01 Jan 2020 04:14 PM PST

    The birth of a plastic angel. End goal: 180 plastic a second. Current status: 1/17 production blocks done, uncooked pipe spaghetti all around.

    Posted: 01 Jan 2020 11:30 PM PST

    just finished the introduction campaign, and god damn is this an absolute mess

    Posted: 01 Jan 2020 08:15 PM PST

    How to equally devide a scarce fluid?

    Posted: 02 Jan 2020 08:21 AM PST

    The question is quite simple, the answer might not be? I want to devide a fluid that I don't have enough of equally to use in 2 production chains that both require it. Given the unsymmetrical calculation of fluid boxes - how can I do that with minimal use of circuitry/tanks/trains etc.?

    submitted by /u/Pazcoo
    [link] [comments]

    i need some help organizing my oil production

    Posted: 01 Jan 2020 11:47 AM PST

    Should I be worried about pollution?

    Posted: 01 Jan 2020 07:07 PM PST

    Factorio Community Map Results - December 2019

    Posted: 01 Jan 2020 06:20 PM PST


    Time's Up


    Hands off the keyboard! Another month has come to a close, and it's time to share whatever you've got done with the rest of us!

    Did you finish everything you would have liked to this time around, or did you wind up still having a few big, unfinished plans? Run into any particular issues, or were you pumping those rockets out like nobody's business? Here's the place to share your stories, screenshots, saves, or whatever else you've got!


    This Month


    Island maps are always interesting, they change the way you play the early and mid game so much it's hard to believe it's vanilla. (Or, well, islands can be vanilla, even though this was a mod.)

    I'll admit I didn't get to do much on this map, but that's pretty normal for November/December for me, so I'm all the more interested in seeing what you guys were able to come up with.

    The bridge mods for trains added an interesting touch. Might have to bring those back at some point!


    Next Month


    New Years was... a long night for me (heh) so I'll get to working on the new map as soon as I'm done typing this up. Here's where I usually leave a hint or two to tell you what to look forward to, but the first map of the year has become a tradition, so I think you all know what's about to go down.

    Suggestions for future maps are always welcome, so let me know if you have a mod or seed you'd like to see us play. Well, I'm off to get to work on that new thread - see you in a bit!


    Previous Threads


    -- 2018 --

    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

    Novemeber 2019 - Results

    December 2019 - Results

    submitted by /u/ChaosBeing
    [link] [comments]

    Belts are better then bots, you cant change my goddamn mind.

    Posted: 01 Jan 2020 04:00 PM PST

    While bots might be nice to have sometimes, belts are better in almost all ways.

    Construction bots are cool tho.

    submitted by /u/AKOsucksatlife
    [link] [comments]

    Good quality blueprints

    Posted: 02 Jan 2020 07:29 AM PST

    Hi! I just returned to Factorio after a long break.
    Where do people find blueprints nowadays? Is there any "ultimate everything book" available? I remember the last time i played i had a book with everything i needed, but when i look around now everything is either halfway or outdated. Please share your secrets! ;)

    submitted by /u/Monsaki
    [link] [comments]

    Want factory efficiency help, only 3 hours into my first current play through. (Imgur gallery link, 6 images)

    Posted: 01 Jan 2020 11:29 PM PST

    https://imgur.com/a/qGuv0su

    Image 1. My base, furnaces on the side are to smelt and stockpile copper and iron (respectively). I am powering through a bunch of research right now, i.e the janky lab setup. Conveyor to nowhere is a work in progress to my boiler(image 2) for shipping coal. Assembly machines are just making stuff for more green flask research.

    Image 2. My boiler/power setup, not much to explain here.

    Image 3. My Iron farm, just elec. miners with elec. inserter

    Image 4. My copper farm, not much to leave to the imagination.

    Image 5. My stone brick farm. The reason I started this was so I didn't have to mine stone manually for new furnaces, then I upgraded it for the bricks.

    Image 6. Overview of the map, just in case you are curious. (power going up is to boiler).

    Anything that would help with efficiency or stuff that im doing horribly wrong would be great to know.

    If enough people ask, I will post my research tree.

    submitted by /u/YaBoiSkinnyBroseph
    [link] [comments]

    2020! Looking for new challenge!

    Posted: 02 Jan 2020 06:57 AM PST

    Hi, I've learned Factorio in 2019. I've got addicted, I've play the vanilla game many times, completed all 38 achievements including the 20M green chips on death world settings. Now I ready for new challenge and I would like to try mods. I've learn good thing about "Bob and Angel", while looking into the it yesterday I found that "Bob and Angel" is not "a mod" but a long list of mods.

    - Is there a "base mod" for that?

    - Should I install them all?

    - Is there any combinaisons of mods that make the game good or combinaison of mods I should avoid?

    - I like logistic and spag, so I'm looking into more resource type, more intermediate products...

    Thanks and happy new year everyone!

    submitted by /u/Zyoman
    [link] [comments]

    what are some good space mods

    Posted: 01 Jan 2020 05:24 PM PST

    what are some good space mods. i want to have a very long game and want a space-age. any mods that can help would be welcomed

    submitted by /u/ajgamerislit
    [link] [comments]

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