Factorio Weekly Question Thread |
- Weekly Question Thread
- Subreddit rules discussion
- Crazy, probably unpopular opinion: Biter Bases
- Sub 2 hours speedrun finally reached by happy_dude_ (1:59:03) !
- Everybody: The perfect nuclear design doesn't exist. Me:
- Version 0.18.9
- Started a mod run. Here are my elaborate Base Plans.
- Lazy Bastard setup with NO trees before I can make poles. Who knew only one piece of wood would be rough?
- Got bored, made a compact expandable train unloader.
- I might have made a bit too much nuclear fuel.
- Happy to get to purple science (250x multiplier) - More pics in comments
- My idiot children keep trying to take shortcuts they don't have the battery power for.
- New player here
- Cant increase game speed past ~2x
- How do I resupply roboports that repair my defense walls?
- Just 5mins of me shooting artillery at the biggest biter nest on the map.
- Factorissimo + Bot Loading of Train
- Tileable space efficient solar powerplant
- What's the deal with the smelters up in the corner on the tutorial map?
- Balanced Rocket fuel factory - 917/min - please critique
- Idea: why the artillery can not target biters and also biters in movement, as base defense?
- What is this item?
Posted: 24 Feb 2020 10:04 AM PST Ask any questions you might have. Post your bug reports on the Official Forums Previous Threads
Discord server (and IRC) Find more in the sidebar [link] [comments] | ||
Posted: 24 Feb 2020 08:27 PM PST Hi everyone, I think it's about time we did one of these again. The last time we had a discussion about our rules was over a year and a half ago. In that time we've had a few changes made, such as the introduction of Rule 11, but nothing ground-shattering. My main focus for this discussion is to propose some changes to clarify our rules and for us to be more consistent in our enforcement of them. There won't be any major changes to the actual end result of the rules, but some bits may be moved around. I'd also like to make sure that the rules text is consistent between old and new Reddit. Rules 1 and 11Currently, this is the content of these rules:
Not directly mentioned in Rule 1 is the fact that we remove any photos or crossposts of IRL things. We've been enforcing the rule this way for quite a long time, since around mid 2017. I'd like to make this clear in our rules, and I think that Rule 11 is the perfect place for it, and it also simplifies Rule 1 a little:
Post report and removal reasons will be updated to reflect these changes. One question we do have is whether we should allow posts of other games. Sometimes people find neat little games that are similar to or directly inspired by Factorio, and until now the decision to keep or remove has been a subjective decision by whichever moderator deals with that post. We'd like to hear what you think of this type of post, and where to draw the line. Rules 2, 3, and 4No change, these are fine as they are. Rule 5Currently, Rule 5 is the following:
As some people have discovered, the fact that this is Rule 5 is a reference to /r/civ. In fact, /r/civ is the entire reason that we include the "unexplained" half of the rule. It's the "unexplained" half I want to focus on here. Most people, and I say most people, posting to the subreddit know how to take a screenshot now. More often, now, we get posts that include someone's work in the game but with no explanation of what we should be looking at or discussing. Posting a comment to point in the right direction helps commenters ask and answer the right questions, and provides a starting point for any new conversations. The requirement to take an actual screenshot is not going away, it's just taking a back seat. We will still be enforcing the screenshot requirements, which the body of the rule makes clear.
Rule 6No change, really, but I'd like to include a link to /r/Factoriohno so people know where they can post memes. Rules 7 and 8And they currently are:
These two rules cover most of the same ground. They can probably be merged in to one self-promotion rule, as Rule 8 feels like a sub-rule of Rule 7. We could also relax Rule 8 a little. Some creators have very long-running series, which means that the rule restricts their potential to get new followers much more than someone with many shorter series. Instead of restricting to one post per series, it could be one per specific-time-period. I think that a month has a fairly good balance between regularity and avoiding too much self-promotion, and it's also easy for us moderators to check. A final proposal is to restrict the posting of videos, streams, and clips to the creators themselves. This is a measure to prevent creators from using multiple accounts (which is against Reddit's terms of service) or asking fans to post for them to get around these rules. This is all up for discussion, so I'd be interested to hear what members of the subreddit think of these ideas. Rules 9 and 10The current version of these rules:
I feel these two, and part of Rule 4, are covering the same idea: there are some things we've seen a thousand times on this subreddit. My proposal is to merge the two together and have a somewhat-consistently updating list of things that are on the "not allowed" list. Candidates for this new rule are:
Adding things to this list is a bit of a delicate balance, as we want to keep this an open place for new members but without making it the same old drab content for the regulars.
Removal reasons and report options would be updated to reflect this change if it goes through. That's all I could think of for this round of rule updates. This post is here for any discussion about the proposals; if you have any better ideas, do let us know. [link] [comments] | ||
Crazy, probably unpopular opinion: Biter Bases Posted: 25 Feb 2020 12:00 AM PST I know I am probably in the minority here, but for me exploration and adventure was always something that I missed in Factorio. And maybe I am not even as much a minority as I first thought looking at the poll from the FFF 309. It seems that the majority would like some sort of rewards for exploring and adventuring around the map. Currently there is probably no reason to explore the map other than clearing out Biters and finding new resources. In my opinion there are several ways of improving this. Keep in mind that all of the following is my personal opinion and you are free to disagree with me. Ruins/ abandoned factory partsThis is probably the most known and most easy but also most boring options. Just scattering some chests or factory parts around the map with some more or less usefull items in them. There are even some mods for it already. While it certainly would help with a more rewarding experience exploring there are some parts about this idea that might not really work. For example in the beginning it might be huge to get some additional resources or maybe even some machines you didn't even unlock yet. But the more you get into the late game, the more useless these ruins get. I would still add some flavour to the game, but rewarding would be something different. Ancient TechnologySo this one is probably a little bit more controversial. My Idea would be having ancient but powefull machines scattered around the world, that can construct unique components or machines that can't be crafted elsewhere. They would not be able to be moved, so you have to get out of your comfort zone and getting resources to them with belts or trains. They also could be guarded by some ancient security system like automated towers or robot defense system. Biter BasesAs in the title, I think Biter Bases would make a good addition to the game. But what do I mean with that? Similar to the ancient technology approach they could have unique buildings you can use, once you have defeated their guards and nests. They could be walled and be protected from artillery, so you can't just nuke them. And it would be up to you if you want to sneak in and try to destroy the building that protects them from artillery or fight them upfront or try to tower creep them. It could serve as another 'end goal' since you expanding your factory and improving you weapons and armor, so it just seems logial to me to have some sort of challenge with your new and better equipment. So let's talk a second about one big flaw I might have with these suggestions. What to do with new buildings/components? All of this probably could be optional, since some poeple might not like it, or just don't need it. So it can't be part of launching a rocket. So in the it would need to be something that is worth getting, but not needed, so you can turn of these bases in the options. Maybe get the receipt for biter nest that are friendly to you and protect your base? Or maybe just an egg that can be hatched into a Biter that follows you around and fights with you? But these would be more gimmicky than really usefull. Would be happy to hear your ideas! I just want add some clarification at the end: Why not just a mod?Most of the stuff could be probably achieved by a mod, or maybe even already is. But I think something like this should be in the base game, or the game would at least benefit from the option for it. Also Mods need to be maintained and not always work as intented, and sometimes aren't compatible with other mods. Even if the majority would be against it, it might be still a good idea to add itMost people that are active around here or the forum are probably loving the game for what it is right now: A automation, base building game. And by no means I would like to change their playstyle. But there are probably thousands of people like me, that think the game is great as it is, but would love to see more rewards for exploration. But like me they might not check the forum or subreddit everyday, they might play once in a while or even completely stopped after a few hundreds of hours. So I thinks its hard to say how many people would eventually would like something like this. In the end all playstyles should be possible. You want to keep the game as it is? Thats fine, turn off these options. You would like to play a little bit more adventure? Also great, turn on these options. I am happy to hear you feedback about my ideas. [link] [comments] | ||
Sub 2 hours speedrun finally reached by happy_dude_ (1:59:03) ! Posted: 25 Feb 2020 05:05 AM PST
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Everybody: The perfect nuclear design doesn't exist. Me: Posted: 24 Feb 2020 02:38 PM PST
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Posted: 25 Feb 2020 04:28 AM PST Features
Changes
Graphics
Bugfixes
Modding
Gui
Scripting
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental. [link] [comments] | ||
Started a mod run. Here are my elaborate Base Plans. Posted: 25 Feb 2020 06:01 AM PST
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Posted: 24 Feb 2020 09:08 PM PST
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Got bored, made a compact expandable train unloader. Posted: 24 Feb 2020 02:54 PM PST
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I might have made a bit too much nuclear fuel. Posted: 24 Feb 2020 03:49 PM PST
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Happy to get to purple science (250x multiplier) - More pics in comments Posted: 24 Feb 2020 05:46 PM PST
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My idiot children keep trying to take shortcuts they don't have the battery power for. Posted: 24 Feb 2020 02:05 PM PST
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Posted: 25 Feb 2020 06:40 AM PST So I just bought the game yesterday and I got some grip on how it works and I was wondering if you guys had any tips or anything that would be appreciated a lot thanks :) [link] [comments] | ||
Cant increase game speed past ~2x Posted: 25 Feb 2020 03:16 AM PST More or less what the title says. The command works (slowing down and speeding up), the thing that does not work is speeding up past ~2x speed. What I'm thinking could be the issue though is the fact that I'm not running Windows, but Ubuntu (19.10 to be precise). Is this a known bug (mby a Linux thing?) ? And what would be the steps to solve/diagnose this issue? [link] [comments] | ||
How do I resupply roboports that repair my defense walls? Posted: 25 Feb 2020 07:33 AM PST I recently started a bot based base with biters turned up. I put up a wall early on with gun turrets fed by a belt and manually repaired the walls whenever needed. Now I just unlocked bots but I dont know how to set that up in my defenses. I always see people here talking about making several smaller networks instead of one big one covering the entire base. I want to do this aswell and cover the seperate sections of my wall with smaller networks split from the main base so my wall is always at full strength. I just dont know how to give these ports the supplies (repair packs, walls, gates) without linking them to the main network. Im sure there is a fairly simple solution for this I just dont see at the moment, but belting it into the network is the only solution I could come up with. [link] [comments] | ||
Just 5mins of me shooting artillery at the biggest biter nest on the map. Posted: 24 Feb 2020 08:09 PM PST
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Factorissimo + Bot Loading of Train Posted: 25 Feb 2020 06:30 AM PST
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Tileable space efficient solar powerplant Posted: 25 Feb 2020 06:24 AM PST
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What's the deal with the smelters up in the corner on the tutorial map? Posted: 24 Feb 2020 04:12 PM PST
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Balanced Rocket fuel factory - 917/min - please critique Posted: 24 Feb 2020 06:53 PM PST I'm just starting to get to larger bases and I'm working towards 1K SPM. I did a little searching to see if I could find a blueprint that would produce rocket fuel for rockets/satellites but I didn't have much luck. So I decided to try my hand at making my own. This is one of the first major bot based builds I've done. I think I've done all of the math right.
All of the slight overproduction should prevent any of the fluids from building up and shutting down the refineries. All told, this produces about 220 additional solid fuel/min than is consumed. I added a requestor with a red inserter moving solid fuel out of it into other storage to prevent the solid fuel build up. As I said, I think if have the numbers right, but this is one of the first bigger builds I've attempted. I would love feedback and critique on it. !Blueprint https://pastebin.com/nBJYcSbK [link] [comments] | ||
Idea: why the artillery can not target biters and also biters in movement, as base defense? Posted: 25 Feb 2020 03:58 AM PST The solution is pretty straightforward, as soon as the bitter get detected, if they are not moving, just fire in the middle or closest target. If they are moving, the artillery aim system could calculate the speed, and random fire in front on the enemies (considering straight line), or a bit to the left/right, trying to guess a possible curve. Could be literally a random decision, in front, left or right. This would generate a lot of explosion, like war movies, when we have the granade launcher, trying to hit the incoming troops. I would guess that a incoming biter attack will receive multiple random shots until arrive the base, if at least one hit the troops, would be an amazing defense system. A even further interaction of this idea, would be enable on the artillery itself the option to target bases and/or enemies. [link] [comments] | ||
Posted: 24 Feb 2020 07:47 PM PST
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