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    Thursday, February 20, 2020

    Factorio Power armor mk2 straight out of the assembler

    Factorio Power armor mk2 straight out of the assembler


    Power armor mk2 straight out of the assembler

    Posted: 20 Feb 2020 12:00 AM PST

    300+ hours in, just realized exoskeletons stack.

    Posted: 20 Feb 2020 02:56 AM PST

    I'm the freaking Flash now.

    submitted by /u/GoToeless
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    You can't use OUR quote like that!

    Posted: 20 Feb 2020 06:07 AM PST

    First base, feeling accomplished with first automated yellow science being delivered, trying to finish this playthrough with minimal help

    Posted: 20 Feb 2020 02:28 AM PST

    A creative way to solve transport belt madness

    Posted: 19 Feb 2020 10:56 AM PST

    Damnit

    Posted: 20 Feb 2020 07:44 AM PST

    My less elegant solution to transport belt madness

    Posted: 19 Feb 2020 07:08 PM PST

    Train length advice?

    Posted: 20 Feb 2020 08:46 AM PST

    So I'm building my first rocket and finishing up the non-infinite research, and I'm planning my first mega-base for after the rocket launch.

    From the looks of it, to create 1k science of every variety requires about 180k each of iron and copper (slightly off, but close enough for my planning). As cargo wagons will carry 2k ore each, that means for every 1k science I'll need around 90 loads each of iron and copper ore.

    Per https://factoriocheatsheet.com/ six fully upgraded stack inserters will unload a cargo wagon of ore in just over 12 seconds and 12 inserters will unload it in just over 6. Trains also take time to start/stop, however, so I'm going to assume 3 loads per minute at each stop (rather than the idealized 10). So I'll need 30 cargo wagons in transit for each ore.

    If I'm doing my math right, that means I'll need 6 smelting drop-offs (for each of iron and copper) with 5 cargo wagons per train. Does that sound right for 1k spm?

    Edit:

    If I unload directly into active provider chests I can pack the stops side by side. I also just installed LTN so I can have it route to whichever spot is open when the train comes in.

    submitted by /u/Darth_Nibbles
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    Dear r/Factorio, today I've got singed by a train

    Posted: 19 Feb 2020 10:13 PM PST

    Almost killed by my own creation. That was some scary shit.
    Can there be an upgrade that make the train horns before it reach near the player ? Also if Breaking Force upgrade apply to Tank as well that would be nice.

    submitted by /u/generalecchi
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    Differentiator

    Posted: 20 Feb 2020 01:43 AM PST

    Differentiator

    After a lot of head scratching finding a way to monitor fluid levels I feel happy with my working differentiator. The blueprint string is set with indicating columns of lights at 10 second intervals for specific contents of a box. Changing the interval between time measurements can be done on the lowest decider combinator. It has been used successfully in 100 light columns monitoring 176M of fluids, only this takes a lot of adjustments and calculations for each row. Please feel free to suggest any improvements or use in with your own factory.

    0eNrtm9tu2jAcxt/F11DFdo5o2zNUu50mFILpLOWAEqcaqniAvcWebU8yJ9BCfYrNWCBSb1qFOE78+/6f488tL2CVt2Rb05KBxQugWVU2YPHtBTT0qUzz7jO22xKwAJSRAsxAmRbd0ZpkdE3qeVYVK1qmrKrBfgZouSY/wQLuv88AKRlllBx66w92y7ItVqTmDd76aYo0z+d5Wmx539uq4ZdUZXdX3s08mIEd/xXynvlzsbrKlyvyI32m/G68SUbrrKVsyc+t367b0Lphy4Gnp2VDakb6Z+5GzNJu+Lg7KLZp3Q9nAb50p9uG8BvkVc0HwuqWHK4oSdbdsOnuALsfNVmfD5Tyo7Cj8FQTUirO7Pf7mYQF2WHBk8YSa7HEGizYDgucNBboabl0p5RgfCswE+eC9FyQhktgxWXaNoK+nouv4RI6TbvBSGDQlcGcDbw7jvSc5JZKbJETNn8kbPDab6v3MKDp9SU3VYKLnd5nE603JNBItNwULZXYEidsE623WCwi07pAbqoEBz2nlcJECw6LOKCWnKqpmhx0IjfRmuMLqfc8kHHRJbdVs0Muy7CJFp0vVhLWklM1VYPDLuCmWnPirI+MC1q5rRqd77LEnWjNBWIhBVpyqqZqcE7ZYKo1J1oQGcOC3FaNzi0+4JHYeddlp48LkVhjPBe8DuawvNNwi0y7Zlp+8EFn22MvJ4KNAeEzrVnLPzlp17eYfzVX4J9fv/klVcu2raMu2x1/sLZky01dFUta8g6OGjisqQMJra58JRGEag5lkWYAdfe16g/aZh3oFnYm6g59uElEUImlOxI3d+APd6DI2h3JgDtiR3ckA+7QJTPklswm6g5DEoMiKgTt/IGgmz/ghz9QYusPWYT3ImHPzR9if9A2QyKnDDlVe+gzIxR3KhC2tAd2sseHOxYYWrsDD7gDOboDD7hDK7JT2p2qO/TpForxFuu2VFBwSdb4z3Z4NNvhs8EMAw5T+mGT5o3T6yIUy/KtjFUyRXJrpRKhmxL+DZRADkqMHfmkyUHmrpu24n+NfBpFo0uSyriK4rv3ljmADHgvsVQqdlMK3UAp/568N7DpgRJb7zkvmAfqw1rx5JKUNK7iwb15MzazF7U0e1OOPpp/5vKclPJuIFR4T9Yc2HHB0Nqa6MpZNrYUHF6Q0MYVPLozZ8rOMwevAWdiS6GQk1C3eGnGd+RMPOAPbP03jD7Nmaw4VA/WCp82S/LqiTaMZvPsB2nYvOE80yciq3wMiBos6onDtyhX5eOdxfx2xSXvn0N+eXsPh6fCvPZU3QQX1DEe9w3jiZsHny6Ych6vWMzBwFZPaJxicOA+YSmlO4XmV1gW2umU29CcO17zdYYBqO1xp+L0jYbLYR5Gy93fT0mLs29czMAzf8B+PBH2YBIiiKNwv/8LiKARAQ==

    https://preview.redd.it/zji5vjvyt1i41.png?width=2560&format=png&auto=webp&s=10e4022e69ba4e493c3c6d92ec3c5ab4b412f723

    submitted by /u/Incontinentia-Buttox
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    My dream Mixture of Mod

    Posted: 19 Feb 2020 11:34 PM PST

    As some Big Mods are not compatible with others, and sometimes I don't really love everything of a mod.

    So this is my own dream package, although i understand i can not put them together:

    1. Bob's Ores
    2. Mining machine from IR + Space Exploration core mining machine
    3. Angels' Smelting Machine
    4. Assembler from IR
    5. Cargo Silo of Space Exploration

    Do you have your own dream mixture of big mods?

    submitted by /u/DosephShih
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    Just Wanted to share my use of an 16x16 balancer i found here.

    Posted: 20 Feb 2020 09:01 AM PST

    Space exploration liquid cargo

    Posted: 19 Feb 2020 11:53 PM PST

    Is there a cargo rocket for liquids or do I just have to barrel them and use normal cargo rockets?

    submitted by /u/Tseitsei89
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    Your Space Exploration personal essentials?

    Posted: 20 Feb 2020 08:03 AM PST

    I have played AB, AB/Seablock, and Industrial Revolution. Enjoyed them all. Love Bob's configurable inserters. With 0.18 release, I'm looking forward to trying out another major mod, and curios about what mods people consider essential to be installed with Space Exploration.

    Other than ones that are officially recommended on the mod page(AAI Industry, Alien Biome, etc.), and popular helper and QOL mods(eg. Helmod, Squeak Through, etc), is there any mod that you feel enhances Space Exploration so much, or synergies with it so well, that you will personally not play Space Exploration without? Maybe an overhaul mod that works really well or a mod that fixes or enriches certain aspect of the gameplay. Does Space Extension works, btw?

    Also, do you recommend biters on or off?

    submitted by /u/automeowtion
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    Do machines cause pollution when not active?

    Posted: 20 Feb 2020 07:32 AM PST

    Right now I have a huge pollution cloud and I noticed that most machines in the area are idle (full output, so they're not producing any new materials). Do machines cause pollution in this state?

    Said machines are miners and electric furnaces with 4 Prod3 modules and surrounded by 8 Beacons with Speed3 Modules in them.

    It says in the tooltip that they produce about 98 pollution / min, but I can't tell if that's at full power or if it's in their idle state(!)

    submitted by /u/MoonshineFox
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    Built first circuit controlled train and I think I'm slipping into a rabbit hole...

    Posted: 19 Feb 2020 10:08 PM PST

    So I'm getting more into trains in my world as I transition away from my initial base to build a more organized factory.

    I've been annoyed by random trains running out of fuel so I decided to build a refuelling station. You can see an map view of it here

    The basic concept is that i have 4 refueling bays

    • 1-1 (2 way passenger trains that are both engines)
    • 1-1-1 ( used for moving around crude oil to fuel flame turrets and also single storage wagons for busing around artillery)
    • 1-4-1 (used for actual ore movement)

    1 have a 1-1-1 train moving rocket fuel from my main base to a fuel drop that is managed by a small logistics network.

    The refueling bays turn off when a train stops there so there isn't a real "queue" but this also helps keep the trains from refueling every single time they loop through their stops.

    At first my fuel train was looping constantly between my base and the fuel drop and the 1-1-1 refueling bay which was causing a slight traffic issue. So i wired up a holding station that listens for the rocket fuel to go under a certain threshold ( which is the same threshold for turning on the Train Fuel Drop station). Now the train waits until it is needed, hits resupply for rocket fuel, unloads it at the depot, fuels up and goes and waits till it is needed again.

    I know it's the simplest possible circuit setup for trains but its so satisfying to have this perfect control over when certain trains go out that I'm pretty sure I just opened a deep rabbit hole for myself....I'm now having delusions of building a central logistics storage facility that is circuit controlled for loading//unloading trains that are coming and going throughout my base...

    submitted by /u/timmymayes
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    I need a 0.18 messy Bob's base...

    Posted: 19 Feb 2020 08:53 PM PST

    Specifically the save... I need spaghetti. Something with the full gamut of Bob's stuff, non-optimized, etc. I want to use it to see how everything looks when it's setup for function, as opposed to neatly organized in rows so I have at least one of every entity in my test world.

    And 'cause when I get around to making the mod icon I want it to be multicolored gloriously messy spaghetti...

    I'm working on a Reskin mod and don't have any messy Bob's saves myself. :C

    (Preview)

    submitted by /u/pheylancavanaugh
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    So my friend went afk..

    Posted: 19 Feb 2020 01:14 PM PST

    How close are we to creating factorio within factorio?

    Posted: 19 Feb 2020 04:04 PM PST

    We've already made a small fps, when is factorioception going to be released?

    submitted by /u/Isaac-LizardKing
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    Bob's / Angel's Sulfur & Wood Questions

    Posted: 19 Feb 2020 10:18 PM PST

    Hi fellow engineers,

    I started play Bob's / Angel's Mods for the first time with the r/ Monthly community map, It has been a steep but fun learning curve. Have plenty of questions, but two big ones;

    1. Sulpfur appears to be a bottleneck (and for everyone from what I've read). Is there a way to solely produce it without waiting for byproducts? Specific research?
    2. I'm currently producing a tonne of wood for my Power production (steam engine boilers while I try to switch to solar & as a backup) & for my Smelting setups, especially since coal (& oil) is low & I need it for other stuff. Is there another fuel I should look at, or a method to "compact" or "enrich" the wood for burning purposes?

    Thanks

    submitted by /u/JimmyNoe
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    Looking for late-game mods

    Posted: 20 Feb 2020 03:33 AM PST

    As the title says, I'm looking for some late game mods, that don't change the early game too much.

    Basically what I would like is some extra tiers of Solar Panels, Assemblers, Power Armor, Belts, Robots, etc. , just in any of the other big mods, but without the extra early game they come with. Preferably id love to reach Blue Science / Bots without much of a change.

    submitted by /u/Vnnncnnnt
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