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    Friday, June 19, 2020

    Factorio Friday Facts #352 - New website

    Factorio Friday Facts #352 - New website


    Friday Facts #352 - New website

    Posted: 19 Jun 2020 03:41 AM PDT

    Spent ~2 hours doing this dumb thing

    Posted: 19 Jun 2020 06:03 AM PDT

    Advice to new players from someone who just beat the game for the first time and isn't qualified to give advice

    Posted: 18 Jun 2020 11:38 PM PDT

    The very first thing I heavily suggest is to limit exposing yourself to the community til after you launch a rocket. I was lucky enough to stop myself from looking too far, and its very satisfying to truly complete the game without using any outside blueprints or builds, go at your own pace. I do suggest you start with freeplay, with a normal world.

    Secondly, learn the controls. Q is your best friend, it selects whatever your cursor is over or unselects if you are holding something. Z drops items. Alt is your factory "debug" mode. And play the mini toturials when they come up, or they are also in the top right above the map.

    Your base doesn't really need to be that clean or organized til blue science, which seems to be the biggest choke point for most people. Once you have all the tech from just red, green, and black, take some time to organize. Oil is hard, pipes aren't fun, once you get it set up you don't really ever have to change oil setup again. As for organizing, the main thing is give yourself s p a c e. You have an infinite world, and with military science you should be able to start clearing out any too-close nest. The important thing is while you dont have to design something super compact, make sure you can expand and your designs are fairly modular. Once you get robots you can copy paste anything, so setting up easy-to-expand cells will go a long way.

    Trains are fun and satisfying, unless you don't learn how signals work. Do not rush the guide on this, they are essential once your nearby iron and copper supplies start to drain away.

    It took me a long 38 hours and my third try to complete it, but I kind have kept going on my previous runs just fine looking back. Remember, your factory is replaceable, what really matters is your research, and even if you tear your factory down completely, you're much better off with some tech unlocked than starting over completely.

    Take the game at your pace. I ganrantee the satisfaction is worth the grind, just remember to sleep.

    Edit:Trains aren't actually essential, looking back i realize i was playing a rail world. But they are nice so long as you don't get squished by them.

    submitted by /u/ben44878
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    I've died so many times from trains that I created my own shame box

    Posted: 18 Jun 2020 08:28 AM PDT

    It took me two hours to figure out how to make the science packets make and insert themselves. Is there a way to make this simple? Or am I just being to spaghetti?

    Posted: 19 Jun 2020 02:43 AM PDT

    Electric miner animation, looking for your feedback! Details at the end of the video!

    Posted: 18 Jun 2020 10:31 AM PDT

    Neat and organised Mall*

    Posted: 19 Jun 2020 04:16 AM PDT

    Can we get better scaling on spatial UI elements?

    Posted: 19 Jun 2020 04:25 AM PDT

    Feature Request: Select the Offshore Pump when Pipette Tool is used on the coastline much like Drills are selected over ore patches

    Posted: 18 Jun 2020 05:04 PM PDT

    Title says it all

    submitted by /u/Swalay412
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    It took 42 hours, but my train base can now finally do research!

    Posted: 19 Jun 2020 06:41 AM PDT

    Solar farm deployer

    Posted: 19 Jun 2020 04:42 AM PDT

    Video demonstration
    Bluprint book
    Instructions

    Mods:

    • Recursive blueprints
    • Ghost scanner
    submitted by /u/BeltRunner
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    This Graph is Nice

    Posted: 18 Jun 2020 05:35 PM PDT

    Does anyone know the name of the font used here?

    Posted: 19 Jun 2020 03:45 AM PDT

    How is everyone

    Posted: 19 Jun 2020 06:25 AM PDT

    How are you my fellow engineers?

    submitted by /u/Delusional_Gamer
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    AwF - All Weekend Factorio community

    Posted: 19 Jun 2020 06:53 AM PDT

    Hello Everyone!

    The All Weekend Factorio community is looking for people who, like us, want to play with friends and family to just have fun and grow the factory! We have players from around the globe. In terms of player's skill we have players from starters to experienced engineers.

    Our discord server is located at http://www.awf.yt

    - We have 2 Public servers and several Password protected servers for members. search public maps for "awf"

    - Backups every 15 minutes with 48 cycles, so keep calm and don't worry if you accidentally make a huge mistake!

    - Servers are automatically updated every release, even experimental.

    - We have a supportive moderator team who have zero tolerance for people who`s sole intent is to ruin it for others players.

    - Supportive fellow engineers with some 1000+ hours of playtime to help if you need any.

    - Got a fancy blueprint or want help designing one? we can have a look :)

    - Friendly community where discriminating/racist/religious or derogatory remarks are not accepted

    - We want to have a community which is friendly for parents with their children as well, so any form of explicit content is strictly forbidden. With 1.0 release coming soon, we want to offer people a place to relax and play for fun. Come join us!

    Hope to see you soon! BulletToothJake and the AwF family.

    submitted by /u/BulletToothJake
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    My setup to beat the wave defense mode solo on normal 52 days c:

    Posted: 18 Jun 2020 07:48 PM PDT

    7 Purple compact factory, version 2. Feed it pet gas, coal, iron plates, copper plates, stone, steel, and it will do the rest. Please tell me if you see room for improvements or something to change. More details in the comments.

    Posted: 18 Jun 2020 07:22 PM PDT

    Circuits to monitor production and consumption?

    Posted: 18 Jun 2020 08:00 PM PDT

    I would imagine this is possible but I have no idea how I would go about making some sort of visual indicator that compares production of a product to consumption of that product.

    Currently in my base, I monitor certain products (let's use green circuits as an example) by using simple circuit conditions and a line of ten colored lights. If I am out of green circuits then only one of the lights will be on and it will be red. If I have an abundance of green circuits, then all ten lights will be on with the last few lights showing green. I've seen this used in Nilaus's mega base and several other bases.

    What I would really prefer is some sort of indication that shows me a comparison between production and consumption. For example, a string of six lights, each light representing a ten minute interval. The light would be green if the production was greater than consumption in that ten minute period and would be red if consumption was greater than production.

    It seems pretty complex, but I would love to hear ideas on how to approach this problem. I'm just now starting to dive into circuitry and I'm loving it!

    submitted by /u/talkstothedark
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    Coal or Solar Power? Friend and I have had an argument, and now have 70MW of excess power.

    Posted: 19 Jun 2020 07:51 AM PDT

    Hey, I and a couple friends have been playing a game of factorio. Of the three of us, one likes coal, one likes solar, and one just doesn't care. Because the coal and solar guys competed, we new have a grid that runs by solar by day and by coal-steam at night. We need about 30 MW, and the solar could (max) produce 49.92MW, the coal could produce 50.4MW. We got competitive. There are accumulators for the solar panels, but they never get used because any solar downtime and the steam engines start up. I don't want to bias the thread, so I won't say just yet which guy I am.

    Also the power grid accidentally split itself. He doesn't know, but about half our factory is on another grid, that's powered entirely by my energy. (And some of my energy goes into the other half, but all of his does too) They are connected, but only by one small pole. It's a total accident, just wonder what I should do. I might just rewire all of my power to the side that is already powered only by me, and then there will be two separate grids.

    So, what are your thoughts on Solar/Coal&Steam, should I split the grid, and if I do, how could I add a way so that if one grid blacks out we can transfer some power from the other grid but keep it up?

    submitted by /u/TheRealBristolBrick
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    Modules for roboports

    Posted: 19 Jun 2020 12:13 AM PDT

    I always hate it when I set up a new bot based area and suddenly see production drop and a huge crowd of bots congregating next to my roboports, all waiting to be recharged. I think that the number of charging ports and the speed of recharging is way to low compared with the number of bots a roboports can contain. What I suggest is that roboports can be fitted with modules to be able to utilise a large number of bots without needing loads more roboports just used for charging. Speed modules could speed up the charging process, productivity modules could increase the number of charging spaces available and efficiency modules could lower the rate of energy consumption by the bots in the roboports effective area. I think that these changes would make using bots for large scale production far more effective without the need for charging mods.

    submitted by /u/CUCUMBER_COW
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    I just love busin'!

    Posted: 19 Jun 2020 07:17 AM PDT

    Thank you! Made a post a few days ago having trouble going from black to blue research! Took the advice and stuck with it!

    Posted: 18 Jun 2020 03:54 PM PDT

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