Factorio Weekly Question Thread |
- Weekly Question Thread
- Venture into shallow water (I wish this is possible in Factorio)
- So many ways to say the same thing
- Now I know what the sweet smell of victory for factorio is...
- Version 0.18.10
- I made this and i find it satisfying
- Finally at peace xD (My 2,5K SPM vanilla belt base that's so easily extendable it gave me my life back)
- Im new to this game and got a hard time figuring out why it doesnt produce cooper plates, can anyone help?
- I just launched my 1,000th rocket on what I like to believe is my first true megabase. I'm just teetering on the edge of 1kspm, which has been my goal for ages now. I'm so happy!
- [Warning: organizing level unsafe] What blueprint ?
- Cliffs are garbage
- An unloading station from a 4-car train to 16 belts. This (and another similar station for iron) is the bottleneck of my latest base.
- LTN Depots -- The Sandpaper Handjob
- My Blue Logistics Design - Very Simple
- Question about megabase fluid throughput
- AAI mod - a lament
- Is it just me, or is it easier to get stuck between underground pipes and factories in 0.18?
- My third No Spoon attempt.
- Where are the no fuel and no power alerts handled
- After more than 20 hours, I've discovered that inserters can in fact grab different items on each side of a belt, making my designs not only inefficient but absolutely nonsensical as well. Please look at this and suffer.
- Factorio calculator question
- People who like to do challenges in their playthroughs.
- How UPS intensive are combinators and the signals they read/write?
- 2 train stations and circuits
Posted: 02 Mar 2020 10:05 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] | ||
Venture into shallow water (I wish this is possible in Factorio) Posted: 02 Mar 2020 09:11 PM PST
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So many ways to say the same thing Posted: 03 Mar 2020 03:35 AM PST
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Now I know what the sweet smell of victory for factorio is... Posted: 02 Mar 2020 12:44 PM PST
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Posted: 03 Mar 2020 06:25 AM PST Graphics
Changes
Bugfixes
Modding
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] | ||
I made this and i find it satisfying Posted: 03 Mar 2020 07:01 AM PST
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Posted: 03 Mar 2020 05:42 AM PST
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Posted: 03 Mar 2020 02:32 AM PST
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Posted: 03 Mar 2020 08:36 AM PST
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[Warning: organizing level unsafe] What blueprint ? Posted: 02 Mar 2020 08:42 PM PST
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Posted: 02 Mar 2020 11:22 AM PST This message has been brought to you by the train gang. [link] [comments] | ||
Posted: 02 Mar 2020 09:30 AM PST
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LTN Depots -- The Sandpaper Handjob Posted: 03 Mar 2020 08:47 AM PST One of the attractive points for LTN is the flexibility. Need new trains? Slap down another depot, incorporate it and its fuel stop into the network, populate it with trains, and you're done. The problem I keep seeing on my maps is that the depot is a requester-slanted resource. High volume requesters release a high volume of train stock, and if the depots are globally named, all of the trains try to crowd into a single depot, fouling the mainline, while other depots at slightly greater distance away lie fallow. Segregating the depots by uniquely naming them, however, means that even if there's a free parking spot nearby, that empty consist will still run back to its original depot, thereby increasing the ratio of deadhead to live-loaded mileage on the trains and tracks. Is there a middle ground that I'm just not seeing? Is there a way to retain the flexibility of common-named depots while also reducing logjams at requester-heavy depots? Related: If I were to combinator-control my depot stops to deactivate if occupied, does a train parked at a deactivated stop still receive orders from the LTN dispatcher? [link] [comments] | ||
My Blue Logistics Design - Very Simple Posted: 02 Mar 2020 08:23 PM PST
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Question about megabase fluid throughput Posted: 03 Mar 2020 08:18 AM PST Hey guys, so I'm currently attempting to scale up my base into a mega-base. I'm very much enjoying the process (love this game), but the one thing I seem to be struggling with is fluid throughput. I'm using the old 'kirkmcdonald' calculator to help me plan some of the numbers and the maths, but I've already had some issues with fluid throughput in my current base, and I can't imagine it'll get any easier scaling up. The main issue I'm having is with forcing enough fluid through one pipe-I have no idea how much throughput in terms of units per second one pipe can handle or provide. For instance, I have no idea how many refineries I can supply with one crude oil pipe, or sulphuric acid into blue circuit crafting machines etc. Up until now I've been getting by with a combination of guesswork and trial and error, but I get the impression that might not work so well scaling up, so my question is, does anyone have any insight they can share on the topic? Any valuable nuggets of info about balancing/distributing fluids correctly? Any help would be much appreciated :) [link] [comments] | ||
Posted: 03 Mar 2020 08:15 AM PST The series of AAI mods by Earendel is singular and fantastic. It extends the automation of Factorio in a way that I hope factorio 2.0 does in the base game. The handful of things you can't really automate in vanilla factorio are attacking the biters, and setting up mining outposts. AAI fixes both of those. You can automatically scan for resource patches, send a convoy of tanks to clear biters from the area, send a fleet of mining vehicles, then send haulers to fuel the miners and bring back the ore. And all of this can be entirely automated. Which makes me so sad that I found the mod too frustrating to use. The mod was built several years ago. At that time creating custom GUIs was not even possible. So the interface for this new enormous power is the circuit network. I have over 1000 hours in factorio, and have dabbled a little with circuits, but I am far from an expert. So I look for tutorials. The official mod suggestion is a series of youtube videos, but they were created when the mod was first released, 3 years ago. The mod (and game) have changed noticeably since then. I watched them anyway, as well as finding some other tutorials on youtube, also several years old. After watching several hours of tutorials, I'm eventually able to get to the point where I can get a hauler to go in a loop between a manually tagged resource patch and my base. The idea of having miners automatically finding and going to an ore patch still seems impossible to me. AAI is extremely powerful, and capable of doing basically anything you can think of. But I found it too difficult to actually use. I love the idea of the mod, and if it ever gets simpler to use I'd love to revisit it. TLDR: AAI is a beautiful mod for automation, but I'm too dumb to be able to use it. [link] [comments] | ||
Is it just me, or is it easier to get stuck between underground pipes and factories in 0.18? Posted: 03 Mar 2020 08:12 AM PST Several times since the update to 0.18 I have gotten trapped betewwn underground pipes and my oilrefineries/chemplants/assemblers. To the point where I just have to remove the pipe, get out of the way and then put it back. Never had this issue in previous versions! [link] [comments] | ||
Posted: 02 Mar 2020 05:15 PM PST
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Where are the no fuel and no power alerts handled Posted: 02 Mar 2020 01:23 PM PST I am making a seizure compliance mod and I have hit a roadblock. I can not find where the blink rate of the no fuel and no power alerts are handled. I am looking for the location in the base and or how to modify the blink rate. Any help is appreciated. [link] [comments] | ||
Posted: 03 Mar 2020 09:25 AM PST
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Posted: 03 Mar 2020 01:47 AM PST
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People who like to do challenges in their playthroughs. Posted: 02 Mar 2020 09:56 PM PST Just wondering if anyone out there has been crazy enough to attempt to launch a rocket by only hand crafting. (Aside from the items that can't be hand crafted) [link] [comments] | ||
How UPS intensive are combinators and the signals they read/write? Posted: 03 Mar 2020 08:09 AM PST I've been mulling over an idea for a base. It would use a mod to give trains a schedule but in order to do so, signals have to be sent as to where the train should go. This involves constant reading of inventory and processes, then firing the signal to request a train. So, given that I'd be reading the entire base's inventory per tick, how much of a performance hit would it be? (I'm trying to get away from LTN, so that's not a solution) [link] [comments] | ||
Posted: 03 Mar 2020 06:57 AM PST I have a simple train system. It is 1 track end to end with a growing # of trains. So, what I intended to do was make two train stations to offload at least 2 trains at once, each with 4 cars. Both train stations are together on a single rail right next to each other. For some reason I just cannot get this to work. I thought it would be pretty simple:
What actually happens is the train just sits in the previous signal, refusing to goto that station and only using the one after it. Basically the idea was, why have a train waiting to unload when I could have another unloading spot at the waiting spot? It seemed easy... I realize another way to do this is to turn off the station with the other's signal. I can do this. However, I did not think it ideal as it will not force the other train to move out of the "waiting spot" (what I am trying to make the first offload station) immediately for the next train to sit there, essentially rendering the whole point moot. I know its not the best system, just wondering why it won't work though. [link] [comments] |
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