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    Factorio Post your favorite convoluted wood disposal

    Factorio Post your favorite convoluted wood disposal


    Post your favorite convoluted wood disposal

    Posted: 01 Feb 2020 08:21 PM PST

    This city block produces 200 zen per sec

    Posted: 02 Feb 2020 04:38 AM PST

    plates go in, inserters come out ¯\\_(ツ)_/¯

    Posted: 01 Feb 2020 05:22 PM PST

    Rectangular Bus Base

    Posted: 02 Feb 2020 02:26 AM PST

    Rectangular Bus Base

    Hello fellow engineers,

    Rectangular Bus Base

    Highlights:

    • main structure defined by rectangular Bus circulating all items counter-clockwise
    • big smelting area in the center, shared for both iron and copper
    • inside-to-outside supply flow
      • north: weaponry & utility
      • west: science
      • south: chemistry
      • east: power plant & rocket parts

    Although knowing the endgame, I like to plan and build my bases as if I would not know about what to expect. Finding a good trade-off between flexibility and scalability is a very fun and interesting part in Factorio.

    I would appreciate your ideas and feedback on this. How could I grow the factory from here?

    The Factory Must Grow

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

    500 Hundred Hours, 13 FPS. Space is Inexpensive, Build Bigger.

    Posted: 01 Feb 2020 11:56 PM PST

    Mods updated to 0.18

    Posted: 02 Feb 2020 04:58 AM PST

    All of my mods have been updated to 0.18:

    If there are new issues I haven't found, let me know here or via the mod portal.

    submitted by /u/jorn86
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    I've just started using other users blueprints and now I feel like a massive cheat ��

    Posted: 01 Feb 2020 11:52 AM PST

    Let's face it, some of the Blueprints I've seen posted on here are works of pure genius.

    I've put on 300hrs gameplay so far as still making highly inefficient spaghetti factories.

    I've just dumped a full 500spm blueprint into my game, robots happily filling in the ghosts for me, and I feel like I've just cheated myself.

    I could never make some of these designs and yet there they are, in the middle of my map, shiny golden nuggets standing proud amongst piles of steaming dog shit. FML.

    submitted by /u/huskie69
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    (finally) my first rocket capable factory!

    Posted: 01 Feb 2020 11:09 AM PST

    After ~200 hours in the game I just completed 'There is no spoon' on my first try in 7 and a half hours.

    Posted: 01 Feb 2020 08:36 PM PST

    Why won't my train move out of this station?

    Posted: 02 Feb 2020 01:10 AM PST

    Rocket turret

    Posted: 02 Feb 2020 02:45 AM PST

    As the title may suggest the idea is that you can research a rocket turret that uses rockets as ammo (regular and explosive rockets) i think they would act similar to artillary but can also attack "mobile units" Minus some range of course this will make biter attacks less threataning as most, if not all the biters die before they can do any serious damage to you defenses

    submitted by /u/random_uman
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    How to: Update Mods

    Posted: 01 Feb 2020 10:10 AM PST

    I hadn't seen any advice on how to accomplish this, especially gathered in one place. I just finished self-porting all of the un-updated mods I use to .18 today and thought I'd share my experience. I will improve this post in the hope that it becomes a durable resource for self-porters (and entry level modders). I'll also update this post with any advice or tools posted here.

    Important: this is not about redistribution or licensing. Those topics are firmly settled in my mind and this is not a place to request or discuss redistribution or licensing. Advice for self-porting within the terms of the applicable license only. No mod piracy or suggestions on mod piracy.

    Sources of broken mods from .17 to .18:

    • Factorio version - Unzip the mod, edit the "factorio_version" attribute in info.json to reflect the version of Factorio you are attempting to play (i.e. "0.18"). Mods with this problem will be automatically disabled.
    • Icon size - Base icon size in .17 was 32, in .18, most if not all of the base icon's have been updated to 64; you can identify assets that will be a problem by unzipping the mod and browsing for PNGs that are 32x32 dimension (the content and details views in windows file explorer make this possible, if you want to use details, you need to right click the header row and select dimension as another column, you can then sort by dimension and group all of the 32x32 icons together). Mods with this problem will throw errors on startup. The error will describe attempting to specify a 64x64 image when the source image is only 32x32. There are two ways to resolve this. You can set the icon_size attribute to 32 everywhere one of these icons is assigned OR you can resize the icons to 64x64. I actually find it easier to resize the icons because there are almost no meaningful variations on how to store a 32x32 icon, they can be resized in bulk by commonly available tools, and while it's not space efficient and doesn't improve quality, it's faster and easier.
    • Sounds - .18.2 introduced a sound overhaul that changed the interface for certain sounds used in mods, for example, the aai chaingunner mod used to be able to call "make_heavy_gunshot_sounds()", but now must require ("__base__.prototypes.entity.demo-gunshot-sounds") and replace the heavy gunshot sounds call to a new attribute of the gunshot sounds module; see the blame and history for demo-gun.lua for an example of how to make this update. Mods with this problem will throw errors on startup.
    • Base game assets moved - A base game asset the mod depended on was moved. You will need to provide a substitute or locate the asset's new path. Mods with this problem will throw errors on startup.
    • Interfaces changed - this is blissfully rare, but some of the interfaces mods dependend on have changed. You will need to adapt the call to the new interface. Mods with this problem will throw errors on startup or while playing.

    Concepts:

    • Archives/".zip": Mods are distributed in zipped archives to make them a single file and simplify distribution. Once you are self-porting a mod that requires more than trivial updates, I find it easiest to leave the mod unpacked (at least until you've ported it and you're sure it's stable). I highly recommend 7zip as a piece of archive software.
    • Text editing: A lot of mods contain a lot of lua and json text files. You will need a good text file editor for these. I highly recommend sublime text or notepad++.
    • Image resizing: There are a lot of ways to automate this. A free, online, gui driven one I had some success with was "Bulk Resize Photos". This link is preset to double the size of 32x32 png images.

    Considerations:

    • Remember that all .18 builds are still "experimental". Your favorite mod that hasn't updated yet might not be abandoned, the mod author just isn't going to take the time to update for the players that are on the experimental branch.
    • You're on your own when you self-port. Please don't ask the author for help troubleshooting your self-ported mod and don't make demands of anyone else. If you'd like to politely relate your difficulties here, it's possible someone might be able to suggest ways to work through them.
    • Respect the license. Unless you've looked into the license of the mod you're self-porting, keep your self port to yourself.
    submitted by /u/marr75
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    Is kirkmcdonald calculator still up to date?

    Posted: 02 Feb 2020 02:41 AM PST

    Hi!

    I'm not into new versions as much so can you please tell me what is the latest version that you would advise to use kirkmcdonald with?

    The project's repository last update was at "Jul 30 2019".

    In setttings I can choose the version up to "Vanilla 0.17.60", but I don't know whether they introduced recipe changes since then.

    Thank you very much in advance.

    submitted by /u/mester777
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    1K SPM All Circuits Blueprint

    Posted: 01 Feb 2020 07:19 PM PST

    Reposting to make this a little more readable. Not used to posting links.

    Just finished redoing my circuits and moved to a different train block layout.

    This does 38k/min greens, 7.6k/min reds, and 1.5k/m blues.

    1K SPM needs 33048 Green, 7556 Red, and 1087 Blue.

    I have 4 stations outbound for red and green, as I use 4 trains for red in purple science, chem science, rocket, and satellite train stations, and green in green science, rocket, satellite, purple, and yellow (hmm guess I counted those wrong?) and blue for satellite / rocket / yellow.

    !blueprint https://pastebin.com/Q4PTx52i

    submitted by /u/bc74sj
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    Having some fun in the edito.. 120spm no space bootstrap base.s

    Posted: 01 Feb 2020 07:40 PM PST

    How can we encourage more people to read the Hotkey Menu?

    Posted: 01 Feb 2020 11:58 AM PST

    So I am pretty new to this community (got the game early December, only 100+ hours in) but I have noticed that every so often the same sorts of tips will get posted. You know the kind-shift right-click to copy recipes between buildings/requester chests, press z to only insert one item from a stack, press q to select the building you are hovering over, shift r to rotate counter-clockwise, shift-alt-d to cancel deconstruction orders etc. etc. (Just to be clear, this is a reoccurring trend, and not directed at any specific post/s.)

    The common theme here is of course that it's all documented in the sidebar hotkey menu.

    I can't help but feel bad for people that go through tons of hours of playtime without knowing these things and then feel stupid/bad for not realizing them sooner, and wonder if we could make that page more visible, or place restrictions on these sorts of posts to encourage people to become familiar with the hotkeys.

    Anything to a/ avoid people sinking tons of time into the game handicapped by not fully understanding the controls and b/ avoid such posts that can quickly become repetitive when the information has already been learned. As is, these posts seem to be pretty frequent, and I understand why since the page is relatively far down and hidden in the sidebar and the game does very little to educate you on them.

    The dilemma is that outright banning such posts is undoubtedly too heavy-handed and in-congruent with the sub's current (and very appealing/commendable) welcoming, open and beginner-friendly atmosphere. On the other hand, there's not a ton to make the page more visible without proliferating sticky-posts or making new rules.

    I know this is a bit of a rant, and such posts are generally well-received so maybe no one else thinks this should be addressed. In any case, would love to hear peoples' thoughts on this!

    submitted by /u/orangemars2000
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    Even my job as an RA is not free from the influence of Factorio. I made all three circuit types as my door decorations for this month!

    Posted: 01 Feb 2020 08:51 PM PST

    The Future is Bright

    Posted: 01 Feb 2020 08:21 AM PST

    First Seablock/bobsmods/angles thought i did pretty good

    Posted: 01 Feb 2020 10:29 AM PST

    A factorio tutorial should be called a factorial.

    Posted: 02 Feb 2020 06:12 AM PST

    I can't believe no one has thought of this. It has uses in both math and engineering and it's a combination of both factorio and tutorial. Sometimes I love my brain.

    submitted by /u/MatsuseIzuna
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    Cityblock roundabout intersection

    Posted: 01 Feb 2020 06:50 PM PST

    I see lots of intersections posted lately. I'm not new to signaling though, do go ahead and pick up your microscope for errors :D I will try to explain if you have any questions.

    But i hope it's useful. 7x7 chunks block is measured so you can put radars in the middle of intersections and they reveal exactly the whole area with 0 overlapping. Train blocks used here are 2-8 RHD and this should be enough for well beyond 3000 SPM or much more.

    Recommended mods for this kind of playthrough: Nanobots, LTN, Aircraft, Power Armor MK3.

    Cityblock:

    !blueprint https://pastebin.com/BPzHpQJV

    4-way roundabout intersection:

    !blueprint https://pastebin.com/H3eQBafA

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

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