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    Tuesday, February 25, 2020

    Factorio Weekly Question Thread

    Factorio Weekly Question Thread


    Weekly Question Thread

    Posted: 24 Feb 2020 10:04 AM PST

    Ask any questions you might have.

    Post your bug reports on the Official Forums


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    submitted by /u/AutoModerator
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    Subreddit rules discussion

    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 11

    Currently, this is the content of these rules:

    Rule 1: All content must be related to Factorio

    This is a subreddit for the game Factorio. If you want to post about other things, there's subreddits for that. Images must be directly from or about Factorio. Images that look a bit like something in the game, or remind you of something in the game, will be removed.

    A simple rule we apply: is the image taken from Factorio, or of something that would not exist unless Factorio existed (eg fan art/creation)? If no, the image will be removed.

    Rule 11: No photos of you playing factorio in some random location.

    Don't post photos of you playing factorio on your laptop somewhere in a random location, unless you're literally in space, on mount everest, or somewhere equally impressive. We all know people like to play factorio (that's why we're here after all) and we all know that laptops exists.

    If you have a specific reason to post such a photo other than "look at me playing factorio", please specify the reason, elaborate, and as with all other rules/posts, provide screenshots of what you're making.

    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:

    (proposed) Rule 1: All content must be related to Factorio

    This is a subreddit for the game Factorio. If you want to post about other things, there are subreddits for that. Every post must be about Factorio or of content you have made that is directly inspired by Factorio (such as fan art).

    (proposed) Rule 11: No IRL posts

    Don't post photos of you playing Factorio in some random location. If you have a noteworthy reason for posting a photo of you playing Factorio, then specify the reason in your post. Having a cat is not a good enough reason.

    Don't post photos or videos of IRL factories, production lines, flasks of liquid, or other things that remind you of Factorio. The only exception is something you have made yourself that is directly inspired by Factorio.

    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 4

    No change, these are fine as they are.

    Rule 5

    Currently, Rule 5 is the following:

    Rule 5: Low Quality / Unexplained Screenshot If you post a screenshot of the game, point out what you want people to look at in the image or explain in the comments.

    You should also take a screenshot, not a picture with your phone.

    Screenshots should have Alt Mode enabled (with inserter arrows), and be taken during game daytime.

    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.

    proposed Rule 5: Explain your screenshots

    Take a screenshot (or a video), not a picture/recording with your phone. Screenshots should have alt mode enabled (with inserter arrows), and be taken during in-game daytime.

    When posting a screenshot, add a comment explaining your image or pointing out what you want people to look at.

    Rule 6

    No change, really, but I'd like to include a link to /r/Factoriohno so people know where they can post memes.

    Rules 7 and 8

    And they currently are:

    Rule 7: Don't come here only to plug your content

    Reddit is a place for discussion, not advertising. Here are some reddit-wide guidelines for self-promotion.

    Generally, be a part of the community you are posting in. People are likely to be more interested in your content that way.

    Rule 8: Only one post per Let's Play series

    This rule includes livestreams, such as on Twitch and YouTube Gaming.

    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 10

    The current version of these rules:

    Rule 9: No inescapable spawn posts

    We get it, the world generation sometimes puts you on a tiny little piece of land. We've seen it plenty of times before. Inescapable islands will mean that it is impossible to get off of the island you spawned on in vanilla, meaning that you don't have the resources to research the landfill technology and 'escape' it.

    With the addition of cliffs in 0.16.x, we are now including "inescapable cliff spawns" in this rule.

    Rule 10: Image of endgame pop up, Steam playtime/purchase history, or achievements unlock

    No screenshots showing only end-game pop-up, Steam playtime/purchase history, or achievements unlock unless you provide exposition through additional images or text. Explain or show what you did and how you did it and then your post is unique.

    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:

    • Inescapable spawns.
    • Achievements and end screens.
    • OMG this game is so addicting (without providing additional (in-game) context).
    • "Today I Learned" posts about features re-re-re-discovered by players.

    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.

    proposed Rule 9: No topics voted out by the community

    Some posts have been seen many times on the subreddit, to the point people don't want to see them anymore. Posts of the following will be removed:

    Put list here.

    Put link to last rules update thread here, with this one being the first, I guess.

    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.

    submitted by /u/secret_online
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    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 parts

    This 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 Technology

    So 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 Bases

    As 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.
    In the end I don't have a clear answer for that, but maybe you guys can think of something worth while.

    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 it

    Most 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.

    submitted by /u/RainZone
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    Sub 2 hours speedrun finally reached by happy_dude_ (1:59:03) !

    Posted: 25 Feb 2020 05:05 AM PST

    Everybody: The perfect nuclear design doesn't exist. Me:

    Posted: 24 Feb 2020 02:38 PM PST

    Version 0.18.9

    Posted: 25 Feb 2020 04:28 AM PST

    Features

    Changes

    • Changed Team production team joining system and cleaned up the map sets.
    • Changed Wave defense bounty system and refactored unit spawning logic.
    • Changed fire sticker to deal damage only once per 10 ticks.

    Graphics

    • Added big scorch mark which is now used by atomic rocket and nuclear reactor meltdown.

    Bugfixes

    • Fixed that fluid energy source effectivity was not shown in the tooltip. more
    • Fixed that the default column ordering in the update-mods GUI didn't match the visual ordering. more
    • Fixed that train could accelerate for one tick into wrong direction when train stop is disabled. more
    • Fixed that minimap would not allow setting temporary train stop when train would have to change movement direction. more
    • Fixed damage value in sticker tooltip was 60 times too small.
    • Fixed icons with overlays were drawn incorrectly when used in rich text. more
    • Fixed PvP error when DEFCON was active alongside normal labs. more
    • Fixed that modded recipes with no products or no ingredients still showed those sections in the recipe tooltip. more
    • Fixed that modded burner generator equipment didn't show pollution in the tooltip. more
    • Fixed teleporting or changing the force of an entity with a control behavior that was connected to the logistic network. more
    • Reverted optimisation that caused inserters picking up items from belts to be slower.

    Modding

    • Added support to filter on-damaged trigger effects through the trigger prototype definition.
    • Added secondary_draw_order property to simple-entity prototypes.
    • Added StickerPrototype::damage_interval, defaults to 1.

    Gui

    • Updated the window of creating/editing blueprint.

    Scripting

    • Added LuaTile::surface read.
    • Added event filtering support to on_sector_scanned and on_entity_cloned.
    • Added "original-damage-amount", "final-damage-amount" and "damage-type" filters to the on_entity_damaged event filters.
    • Added LuaGameScript::is_valid_sprite_path().
    • Removed the required argument from LuaEnity::to_be_deconstructed() because it did nothing.

    Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.

    submitted by /u/FactorioTeam
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    Started a mod run. Here are my elaborate Base Plans.

    Posted: 25 Feb 2020 06:01 AM PST

    Lazy Bastard setup with NO trees before I can make poles. Who knew only one piece of wood would be rough?

    Posted: 24 Feb 2020 09:08 PM PST

    Got bored, made a compact expandable train unloader.

    Posted: 24 Feb 2020 02:54 PM PST

    I might have made a bit too much nuclear fuel.

    Posted: 24 Feb 2020 03:49 PM PST

    Happy to get to purple science (250x multiplier) - More pics in comments

    Posted: 24 Feb 2020 05:46 PM PST

    My idiot children keep trying to take shortcuts they don't have the battery power for.

    Posted: 24 Feb 2020 02:05 PM PST

    New player here

    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 :)

    submitted by /u/cws142
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    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.
    I've already read a bit, that this might be related to hardware limitations, however I don't think this is the case with my computer as (really don't want to brag) I've got a Ryzen 7 3700X and none of its cores is even close to 100% utilization (and also friends with older/not-as-good CPUs can run sth like 10x-50x just fine.

    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?

    submitted by /u/GamerBene19
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    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.

    submitted by /u/RHCP1994
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    Just 5mins of me shooting artillery at the biggest biter nest on the map.

    Posted: 24 Feb 2020 08:09 PM PST

    Factorissimo + Bot Loading of Train

    Posted: 25 Feb 2020 06:30 AM PST

    Factorissimo + Bot Loading of Train

    Hello all,

    I'm planning a base using Factorissimo and I wanted to switch things up by doing the loading/unloading of trains by bots. I found mod "Logistic Cargo Wagon" that provides wagons which you can load/unload directly using bots.

    Below is the set up I came up with, a few key items:

    • Factory in the middle
    • The roboports are set up in a way that construction bots have a base wide network however logistic bots are contained within the block
    • Trains will be LTN, looks like I have room within the network for 4 load and 4 unload within the robo network however I could build it out a bit by spreading the roboports out more (exactly enough room between rails left (on purpose)
    • Plan is for 1-4 trains
    • I want to try to have zero belts visible outside of the factory (spaghetti should be on the inside in this case)

    My concerns /questions:

    1. I have a light system set up to see if bots are 'too' busy. currently if less than 50 bots are available the light will glow red. Less than 350 bots it will glow yellow and more than 350 free = green. Is there a way to have the yellow light only turn on between 50 - 350 and turn off when one of the other lights are turned on?
    2. I'm thinking of making a buffer chest line along the rail for bots to pick up from to load the train. Any flaws in that plan?
    3. Am I missing a potential problem I'm not thinking off right now with this set up? I don't want to build it only (scale it up) and then see it doesn't work.
    4. Any thoughts/ideas are welcome.

    thnx all in advance

    https://preview.redd.it/ct151s4tu2j41.png?width=1043&format=png&auto=webp&s=0a0edf1138b6c3fe928cf061726340edc7d98c01

    submitted by /u/Sentinel203nl
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    Tileable space efficient solar powerplant

    Posted: 25 Feb 2020 06:24 AM PST

    Tileable space efficient solar powerplant

    I wanted to have a solar layout with good accu/panel ratio of 0.84 that can be built by bots from the map view given you have all the needed parts automated. There's been some of the balanced designs already and I just ended up with slightly better space efficiency by having only 9 substations per 1 roboport (50x50) cell.

    !Blueprint: 1robo 171A/196P

    https://preview.redd.it/qopljwa7p2j41.jpg?width=691&format=pjpg&auto=webp&s=14581000efe10877164224ed56f591154e716eb8

    Yes, the ratio here is 0.872, but the idea was to connect these cells on corners and then fill the empty space with the other layout:

    !Blueprint: filling cell 166A/200P

    https://preview.redd.it/8o51vt0kp2j41.jpg?width=694&format=pjpg&auto=webp&s=e5083216a2c6ce1516376f6e736d9b1ad0d9a7ae

    https://preview.redd.it/nooefsp6s2j41.jpg?width=824&format=pjpg&auto=webp&s=e1a00b660f98a5f06d4c2a504aa229ab4f3c379f

    https://preview.redd.it/4gls4ll7s2j41.jpg?width=772&format=pjpg&auto=webp&s=cc40a4ee2fda127088dc9d5b9bbb27f86b3d0ad6

    With 5 robo-cells and 4 filling cells we have:

    5*196+4*200 = 1780 solar panels and

    5*171+4*166 = 1519 accumulators

    The middle cell needs a radar which coverage is enough to see the whole structure, that's -1 solar panel, and if we remove 9 accumulators for 4 solar panels in that same middle cell we will end up with

    1510 accu / 1783 panels, that's 0.847 ratio and ~74.8 MW average output.

    !Blueprint: https://pastebin.com/pPXn8b0z

    You can scale further and have the whole plant as a "corner cell" and that as a "filling one". Every "3 by 3" or 150x150 tiles needs 1 radar.

    13451 accu to 15947 panels, almost 670 MW

    670 MW big solar

    Some roboports(in the center for example) can be replaced for more accumulators.

    It has no pathways but I didnt feel like I need that.

    submitted by /u/navikor
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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

    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.

    • 7 refineries
    • 3 Chem Plants cracking heavy oil to light (should be enough to prevent a build up of heavy oil)
    • 13 Chem Plants making solid fuel from petroleum (Uses about 2K/min more petroleum than is produced which should also prevent buildup
    • 26 Chem plants making solid fuel from light oil (see bullet below for light oil usage)
    • 60 AM3s producing rocket fuel (between these and the solid fuel chem plants, consumes about 50 more light oil/min than is produced.

    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

    submitted by /u/Zahtan
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    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.

    submitted by /u/radicalrj
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    What is this item?

    Posted: 24 Feb 2020 07:47 PM PST

    What is this item?

    https://preview.redd.it/37x1t8trrzi41.png?width=254&format=png&auto=webp&s=3d0adb28a88f94392502c91c287a9802526e9504

    I sometimes see this on other screenshots. But I can't notice what that is. What is that?

    submitted by /u/-asdfer
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