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    Thursday, June 18, 2020

    Factorio Our first time making music in Factorio, we've progressed since then

    Factorio Our first time making music in Factorio, we've progressed since then


    Our first time making music in Factorio, we've progressed since then

    Posted: 18 Jun 2020 03:37 AM PDT

    Portable Biter Destroyer (details in comments)

    Posted: 18 Jun 2020 12:11 AM PDT

    I actually like pipes

    Posted: 18 Jun 2020 01:53 AM PDT

    Radar Waves

    Posted: 18 Jun 2020 07:16 AM PDT

    Bus for red, green and blue science, Pyanodon Alien Life

    Posted: 17 Jun 2020 06:37 PM PDT

    [Krastorio 2] It's just a matter of time...

    Posted: 17 Jun 2020 09:41 PM PDT

    Nauvis might be in Australia after all...

    Posted: 18 Jun 2020 05:42 AM PDT

    Krastorio 2 Complete! Fun mod for after vanilla

    Posted: 17 Jun 2020 10:46 PM PDT

    Krastorio 2 Complete! Fun mod for after vanilla

    Just finished a playthrough of Krastorio 2. Had a great time with the mod. The added endgame tech and items were interesting and seemed to progress in a fairly balanced way.

    This was my third attempt at modded factorio and the first one that I "finished". In the past I started IR but got bored and moved on. Went back to vanilla for a while and made a 250 SPM base. Gave Seablock a try and made it to blue science before needing a break. The learning curve there was steep and took more concentration than I wanted to put in. Heard good things about Krastorio 2 and gave it a shot. I felt as though the difficulty level was a natural progression from vanilla. It stuck to the familiar concept from vanilla that each item only has a handful of recipes as opposed to my experience in SeaBlock where there were so many options. The extension portion was balanced in such a way that I found it possible to build all of my sub-factories of similar sizes by utilizing the high tier buildings. Using the high tier buildings and beacons/modules it's common to have craft speeds north of 50. The issue becomes feeding such beasts. Having higher tier armor and armor add-ons was really nice. I had 10 x 3rd tier exoskeletons and was running so fast!

    I did play on peaceful so I don't have any comments on the biter/defense portion of the game.

    Overview of my base just after fully charging the intergalactic transceiver.

    This was my first time really getting into using trains and I learned a lot along the way. I ended up needing large depots to avoid gridlocks due to the single direction each line runs and lack of extra space near common train stops. A few points about the train system:

    • 1-1 trains only (60+ currently)
    • Each line of track only goes 1 direction. This ended up being a poor design choice that made pathing less than ideal.
    • The small train stop blue print I was using worked well for when it was a single train using the stop. Once I needed multiple trains going to a single stop it created deadlocks.
    • The train buffers (x4) were added once the deadlocks became a constant issue. Had to make each leg of the track it's own block to ensure no gridlocking. While the design did solve that goal, it considerably reduced the throughput from what a properly designed system could have been.
    • Just ignore the bottom right. That's my chem plant and it was bandaid after bandaid.

    Start to finish took me 110 hours. There was a lot of down time and design time in there. Plus at the end I wasn't producing quite as fast as I would have liked due to the train issues so had the game idling a bit to finish the last few tech researches. Had a lot of fun with this playthrough and felt that the complexity jump from vanilla makes it a great first exposure to the world of modded Factorio. I have now begun a Bob's and Angel's playthrough with the hope that my seablock exposure and Krastorio experience I'll be able to get it done.

    Overview with map tags

    submitted by /u/bigWAXmfinBADDEST
    [link] [comments]

    Pyanadon is Hell

    Posted: 18 Jun 2020 05:46 AM PDT

    A post to all fellow maschocists. I am 100 hours in now, and this is the result: https://imgur.com/a/nU4Min6. Right now, I have a reasonable hub after I hand-crafted nearly everything. I am only afraid I won't be able to find a damn thing in my Hub, but we will see. I switched really early to trains, because the first patches were running out quite quickly, so I had to switch to trains for ore patches anyways. Since it is really easy to replace a production line with the next generation (for example, Iron smelting) I actually prefer trains. More zoomed screens can of course be provided. My next steps are going to be automating red & green science (right now, I need to fill boxes manually if I want anything researched) but that will probably take also quite a while

    submitted by /u/Cgrain123
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    7 purple science or something Version 1, I feel like the last bit with the rail and purple science belt can be improved. Anything else you see that could be changed for the better?

    Posted: 18 Jun 2020 02:33 AM PDT

    What have I done wrong with these buffer chests?

    Posted: 18 Jun 2020 03:47 AM PDT

    Hello everyone!

    I'd like your help in understanding what I'm doing wrong here.

    Based on the priority of the chest resource pickup logic, I expected my setup to take materials from the passive providers, take them to the buffer chests, and when something below the buffer chests requests something, then the request is fulfilled from the buffer chest.

    I did this expecting to shorten the time the bots travel to pick up materials, accepting that I'm creating two jobs for one thing. This was intended. I thought that the bots would bring materials to the buffer chests, and the requesters would take materials from the buffer chests (which is a shorter path) and thus not have to travel all the way up.

    This doesn't happen. All buffer chests are ignored. Here is an unlisted video - https://youtu.be/ssQWEdCoej0

    We can see that when I mouse over the buffer chests, no bots are seen going to it (no red outline for any bot).

    But when I mouse over the passive provider chests, we do see bots with red outlines. They actively go over the buffer chest to pick up something further away, even though the buffer chests should have higher priority.

    I also mouse over the requester chest and we see that more clearly, with the bots taking a job for that chest now in green outline and clearly seen going over, ignoring, the buffer chest.

    What do I not understand?

    submitted by /u/seePyou
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    stuck in the tutorial. "Go to Compilatron"

    Posted: 18 Jun 2020 06:53 AM PDT

    It's a mess but it's MY mess (I'm new to the game)

    Posted: 17 Jun 2020 12:38 PM PDT

    anatomically correct miniature factorio. (WIP, i plan to make it huge)

    Posted: 17 Jun 2020 01:21 PM PDT

    Copper ore and iron ore have the opposite colours to what they should.

    Posted: 17 Jun 2020 01:07 PM PDT

    I only thought about this today, but iron ore is a red colour ( the same colour as rust) in real life. And copper rust is green ( the colour of the statue of liberty) so copper ores are greens and greeny blues.

    Then again uranium ore isn't bright green in real life it is more yellow a bit lile sulphur. As that is the colour of uranium oxide ( same as nuclear fuel)

    Obviously isotopes should be identical in colour in real life, but uranium is shiney dark grey metal.

    It just struck me when i was explaining about where metals come.from to my son. Not thought of it before.

    N.b. I'm not suggesting a change in factorio. And am fully happy that a computer game isn't real. I just thought it funny.

    submitted by /u/Ricardo440440
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    12-10 balancer

    Posted: 18 Jun 2020 07:22 AM PDT

    Has anyone got any designs for a 12-10 belt balancer

    submitted by /u/RipOffGiorno
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    Any way to get 18.21 back?

    Posted: 18 Jun 2020 06:53 AM PDT

    I was playing my first go through of Krastorio 2 with a few minor mods (first modded play through) and had to stop the experimental version at 18.21 because beyond that it broke mods.

    Well, now 18.21 disappeared! And none of the other beta's work with all the mods (FNEI/Snap Forward/Even Distribution). And my save game won't work in 17 (which it automatically went back down to) for obvious reasons.

    What are my options here? Wait until the mods are updated with the newer versions? I was WAY into Krastorio and I really don't want to start all over again.

    submitted by /u/Sasselhoff
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    Patience, One must have. Coal i do not.

    Posted: 17 Jun 2020 09:42 PM PDT

    A few hours in and i think my base is already beyond saving

    Posted: 17 Jun 2020 07:40 PM PDT

    FE and FE+

    Posted: 18 Jun 2020 05:23 AM PDT

    Are they the same modpack or two different one?

    submitted by /u/Lelus_04
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    It never gets old

    Posted: 17 Jun 2020 08:24 AM PDT

    Calculator for Science Packs Needed per second, given number of labs, research cycle time, and speed bonuses. I made this based on information available in the wiki.

    Posted: 17 Jun 2020 08:50 PM PDT

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