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    Tuesday, March 24, 2020

    Factorio Weekly Question Thread

    Factorio Weekly Question Thread


    Weekly Question Thread

    Posted: 23 Mar 2020 11:05 AM PDT

    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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    To the guy with the six locomotives in one loop, I raise you TEN!

    Posted: 23 Mar 2020 11:56 PM PDT

    can we PLEASE get a confirmation window for this button? one misclick and everything is gone and there is no way to bring it back!

    Posted: 23 Mar 2020 11:38 AM PDT

    First experience with water

    Posted: 23 Mar 2020 10:27 PM PDT

    Feel like this would fit into the game, maybe it is able to traverse cliffs?

    Posted: 24 Mar 2020 06:56 AM PDT

    Krastorio 36 hours in - rocket researched...

    Posted: 24 Mar 2020 04:51 AM PDT

    Krastorio 36 hours in - rocket researched...

    A spagetti build with trains - time to date 36 hours. This would have been much faster with more space, but this was way more fun to construct!

    https://preview.redd.it/28wi5lgtzlo41.png?width=1136&format=png&auto=webp&s=a2454373d27da4b10fe1b52a749c31da13bea811

    Link to larger image : https://imgur.com/gallery/EvyQehz

    submitted by /u/MrBadDragon
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    I modeled some funky low-poly beacons for fun, inspired by FFF n°339 (details in comments)

    Posted: 23 Mar 2020 09:14 AM PDT

    Try a challenge map, it will be fun they said

    Posted: 24 Mar 2020 06:23 AM PDT

    Try a challenge map, it will be fun they said

    One heck of a map I rolled. Challenge Accepted! Wish me luck!

    https://preview.redd.it/vqcv3ri6gmo41.png?width=476&format=png&auto=webp&s=c08ce8b5efbc39d63158c6ff53dc8a07f551a25e

    Challenge came from the link's URL. Quick summary:
    Map settings:
    https://forums.factorio.com/viewtopic.php?f=36&t=76901

    - Smallest possible island (17%)
    - Maximum enemy bases (600%/600%)
    - Small starting area (50%)

    Map generation process:
    - Standard map generation (no map edits)
    - Rerolled for presence of both oil and uranium

    submitted by /u/Zex8
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    UI suggestion - a "negative" checkbox for value sliders

    Posted: 24 Mar 2020 07:56 AM PDT

    I set up a lot of combinators with negative values for LTN. It would be fantastic if the slider had a checkbox to negate the value range so I can get a -1 or -200000 (or whatever) without having to go to the keyboard; especially as you have to delete the '0' before you can enter any negative number. Please. Thank you.

    submitted by /u/JimmyDontReddit
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    What do y'all think of my new train unloader design?

    Posted: 24 Mar 2020 06:43 AM PDT

    I pray to the gods of nonstandard layouts :)

    Posted: 23 Mar 2020 09:18 PM PDT

    Please use this earlier design for the new beacon. The later "better" beacon looks like an alien tumor from DOOM or like an impaled alien bug. With too many details it looks like some blob on a skewer, rather than a radio tower.

    Posted: 23 Mar 2020 08:57 AM PDT

    "Flipping the switch" on my 2.7k SPM mega base

    Posted: 23 Mar 2020 06:51 PM PDT

    New personal logistic request system: interface suggestions

    Posted: 24 Mar 2020 12:55 AM PDT

    AFAICS, the new personal logistic request system solves some real problems with the old system, in particular the possible loops between trash and requests.

    However, a number of things feel clunky in the new system and I hope they can be improved:

    1. To accept a value, you have to click the green checkbox or press enter. To close the window, you have to press enter again. I'm not sure what the value is in keeping the window open after a value has been selected.
    2. Similar forms in the game (e.g. circuit conditions, logistic chest request amounts) are saved on ESC, but the new personal logistics discard a value on ESC. I can see how "save on ESC" is not very logical, but in any case it should be consistent.
    3. It used to be a single drag+drop to add a resource to the automatic trash list. Now, you have to manually specify an upper limit: drop or select, click the upper limit, enter a number, press enter, press enter. It would be nice to have some sort of shortcut for setting upper limit to a single stack. In fact, I three 4 common situations:
      1. Lower limit: 1+ stack, no upper limit. Things you always want to have but also sometimes need a lot of, e.g. belts
      2. Lower limit: 1+ stack, upper limit: 1+ stack. Things you want to have, but never more than one or two stacks. E.g. plates or gears.
      3. No lower limit, upper limit: 1+ stack. Things you don't really want to have, but sometimes need to carry around. E.g. train wagons.
      4. No lower limit, upper limit: 0. Trash like wood, plastic, sulfur.

    At the moment, it's easy to set (1), but 2-4 all require more clicking and typing than needed. In the old system, (1-3) were all easy to set, only (4) required manually setting the trash amount to zero. It would be nice if we could set at least 1-3 again easily without having to type numbers.

    Hopefully these issues can be fixed! (or even more hopefully, there are options or shortcuts that I don't know yet and this will turn into a TIL :))

    submitted by /u/vanatteveldt
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    Don't mind me, just doing a little spring cleaning

    Posted: 23 Mar 2020 04:38 PM PDT

    Biter attacked, got stuck on a belt with an AFK player

    Posted: 23 Mar 2020 11:11 AM PDT

    Activate train stations in a set ressource range

    Posted: 24 Mar 2020 03:50 AM PDT

    I used to work with train systems with a different name for each station. This is an easy way to avoid most problems in train management.

    In my current run I am playing with a train system where for example every iron load station shares the same name. Currently they activate if there are ressources for 4 trains ready. On the other hand unload stations activate if stuff gets below 50 %.

    I think most of you know that a big problem is that trains will do a lot of looping around because after activation to many trains may enter the station. Than it turns of and the trains go to the next open station.

    This works well if you have big train stackers and a nicely balanced amount of trains, load and unload stations. It is also nice when you like to see a lot of moving trains.

    Problems are: The "rush" of trains to station I explained which may cause traffics jams in some cases.

    I don´t want to go into fancy stuff like counting trains (or using mods) to solve this.

    Is there a way to setup an easy logic for each load station to activate it when X is greater than 50000, it STAYS activated when X falls below 50000 but inactives when it is below 16000.Than it actives again above 50000. I think using a range will help buffering and distributing the trains better. But I am not an IT guy and faild to do this logic.

    A second thing is: When the demand is low, trains will not find an unload station and simple stop on track. It works when everything is running and you "underproduce" a little bit. Is there a simple sollution to this without making an extro stop with all trains lets say in a depot.

    submitted by /u/JJapster
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    My artificial island port

    Posted: 24 Mar 2020 09:15 AM PDT

    Spiral base 3.0 layout. Redid the entire train network, laid out the rails for 90% of the base. Also introduced smart trains so they do their own thing now. Just gotta make the cells and stuff now.

    Posted: 23 Mar 2020 09:19 PM PDT

    Is there any good really basic tutorials of how to start up oil processing? I just started this game and all the tutorials I’ve looked at assume you sorta know what you’re doing and I get totally lost.

    Posted: 23 Mar 2020 11:45 PM PDT

    Big shout out to the creators of Creative Mod

    Posted: 23 Mar 2020 07:18 PM PDT

    I am having so much fun with this mod. Previously I found it impossible to design my own layouts whilst also dealing with biters and low plastic/ whatever. There is something so great about being able to bring up a nice clean map with no biters, turn all the cheats on and just design. I'm midway through a megabase and without this mod, it would just be a cut and paste of other folk's blueprints.

    Now I can hone, optimise and basically fiddle around for as long as I like. And get exact production and consumption stats for just that layout.

    It's superawesome, if you haven't given it a go, you should.

    submitted by /u/wotsname123
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    Obscure question about personal bot recharging

    Posted: 24 Mar 2020 07:02 AM PDT

    Bots aren't working

    Posted: 24 Mar 2020 06:43 AM PDT

    I got around 100k bots total but they are acting completely borked, I got a belt based base but when I do ask them to build something only a handful bots are active at a time and even tho thousands are available. I got the materials, coverage and power.

    See picture for an example of outpost. Running latest experimental

    https://imgur.com/a/NmIUvze

    Anyone experience anything like this? I got no wild mods, some QOL mostly

    submitted by /u/ZetycloseAir4
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