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    Sunday, June 14, 2020

    Factorio Playing Around (Factorio [fanmade] Comic Strip #3)

    Factorio Playing Around (Factorio [fanmade] Comic Strip #3)


    Playing Around (Factorio [fanmade] Comic Strip #3)

    Posted: 13 Jun 2020 09:13 PM PDT

    smol station

    Posted: 14 Jun 2020 03:54 AM PDT

    Just trying to mine away that one pesky last patch so I can expand...

    Posted: 13 Jun 2020 10:29 AM PDT

    When your crude oil well runs entirely on renewable energy

    Posted: 13 Jun 2020 01:36 PM PDT

    Everyone has a death box right...

    Posted: 14 Jun 2020 12:25 AM PDT

    You build huge solar plants, but I build huge lab complexes!

    Posted: 14 Jun 2020 06:31 AM PDT

    New Beacon, Round 3

    Posted: 13 Jun 2020 04:45 PM PDT

    New Beacon, Round 3

    I mocked up a solution to the problems I'm seeing with the beacon redesign in FFF 351.

    Those problems are:

    1. It's very messy looking because of the cables & hoses. This would be fine if the building doesn't get placed in large quantities. But the screenshots with lots of them really highlights that all of those messes are disorganized in the exact same way.
    2. It's very busy, which again causes way too much visual noise if every building is going to get surrounded by a field of beacons.
    3. It still doesn't look like it's connecting to the buildings nearby because the cables & hoses are not extending outward towards them.

    How I tried to solve:

    1. There is a metal plating over the majority of the mess, with the module sockets built into it so we can still see them.
    2. The plating is relatively clean looking. It could certainly do with a bit more detail than in my mockup, like rivets and vents. But nothing haphazard or distracting. Think of it like other floor tiles in that sense.
    3. I added small cutouts with connectors along the edges to make it look like adjacent beacons and buildings are connected to it. This is where those hoses and cables could be put back in, so long as they are pointing out to adjacent tiles.

    As a bonus, the floor plating makes it logical that players could walk over most of the beacon's area. The collision box could shrink to the size of the antenna. This would be very helpful when beacons surround big parts of the base.

    I also notched up the electrical arc glow of the module to make the color tinting more apparent. It might prove to be too distracting with a bunch of them though.

    https://preview.redd.it/s93hqyt8lr451.jpg?width=686&format=pjpg&auto=webp&s=eb13dee7fde01e0de8dcd1acdc5d955cbc74f869

    submitted by /u/njc121
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    What should I use to defend my base? I am somewhat an old player to Factorio but I can't really tell which h wall I should be using for my defence against aliens, a solid wall with tracks or a tank trap wall conveyer wall? (Conveyor belts do not matter in the context, I would use blue for both)

    Posted: 14 Jun 2020 05:54 AM PDT

    Do biter spawners spawn endlessly?

    Posted: 14 Jun 2020 03:04 AM PDT

    I always found that biters spawners always just appear out of nowhere. I don't know if my eyes are palying tricks on me or what

    submitted by /u/Agzitoune
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    2nd Ever base after 25hrs, 70 hr total time

    Posted: 13 Jun 2020 08:51 PM PDT

    Does anybody notice how GOOD the soundtrack is?

    Posted: 13 Jun 2020 03:29 PM PDT

    It gives you the feeling of being in a distant and unhabitable planet whit nothing byt creatures that want to bite you're arse off

    it's also very ominous to give you the feeling of not knowing i there's a nest in a part of the map you cant see or that you're pollution has reached a nest and you dont know (talking from the guy we play as prespective)

    what do you think?

    submitted by /u/Agzitoune
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    X-TREME RIBBON (9 tiles high) in 85 hours, solo

    Posted: 13 Jun 2020 05:36 PM PDT

    I've been playing Factorio for a long time and started to get bored of it. I'm old and slow and there's no way I'm going to be a speedrunner, and I've done the normal challenges, and building megabases stopped being fun...

    Then I got linked to Michael Hendriks doing a tightrope run, 16 tiles high, and it looked like an incredibly interesting challenge, but I decided to try doing a run at the limits, only 9 tiles high (the minimum dimension you can still win, without mods, as the rocket silo is 9x9).

    I started a while ago, and not long after I started talking about it on the Factorio discord Team Steel Axe did a multiplayer run on a 9 tile high world getting a rocket launched in a time just shy of No Spoon time, which made me a little disheartened, but I persisted.

    I've finally managed it on my own now, though, in a shade under 85 hours. Now I know what I'm doing I could probably go a little bit quicker, but I was more interested in whether I even could.

    Map was set to maximum distribution and richness of resources, but biters were default, and I took the first randomly generated map (I ended up with only 3 places I could put down pumpjacks!), and I did it without blueprints, so I consider it "legitimate run", whatever that might mean.

    If you've started finding yourself getting a bit bored then setting yourself an off-the-wall challenge might well be the thing to breathe a new spark of interest.

    https://imgur.com/k0zXlnY

    submitted by /u/phyphor
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    LTN - How to prevent cargo sent to wrong stations after timeout?

    Posted: 14 Jun 2020 01:41 AM PDT

    I recently decided to change up my base and use LTN. I followed several tutorials on youtube and it felt like I understood the basics.

    I have a couple of issues I'd like some help with:

    1. Lets say I have a train with Iron Ore that timed out for some reason. Now it's being sent back to the depot with Iron Ore still inside, and ends up being sent to a different drop / pickup and mixing stuff all over the place. How can I prevent that?
    2. How can I prevent a requester station from turning into a provider? So I use 1-2 trains, connected to steel chests. I put request limit at 16k (2 full wagons), -64k of whatever I'm requesting. But the same station sometimes ends up with a train that is waiting to load instead of unload. Is that because I need to increase the minus part?

    I would really appreciate any help, as now I have mixed stuff all over the place like copper plates with stone and iron ore on the same conveyor belts

    submitted by /u/Malabism
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    to show beacon connection, machines that can benefit from them should have an antenna also

    Posted: 13 Jun 2020 06:20 PM PDT

    posting this here so I'm not buried by FFF comments

    exactly as the title says, to show that a beacon is connected to machines the machines should have an antenna that has those little power sparks going from the top into the machine

    submitted by /u/Epb7304
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    Military Ammunition and weapons automated

    Posted: 13 Jun 2020 12:42 PM PDT

    Are roundabouts really that bad?

    Posted: 14 Jun 2020 03:35 AM PDT

    I really want to use them but people say they are bad. If they are bad are there any other nice and simple junctions?

    submitted by /u/CUCUMBER_COW
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    Hotkey suggestion: Pressing Z over an item in a chest moves exactly one of that item into your inventory.

    Posted: 13 Jun 2020 02:51 PM PDT

    In which direction would you expand? (Gut feeling)

    Posted: 13 Jun 2020 09:32 PM PDT

    make the logistic toggle into 1 of these options so that we can toggle it with a keyboard shortcut

    Posted: 13 Jun 2020 02:10 PM PDT

    9 hours in. I'll make it pretty after Artillery finishes.

    Posted: 13 Jun 2020 01:50 PM PDT

    Steam isn't logging any of my achievements from Factorio

    Posted: 13 Jun 2020 10:34 PM PDT

    I've been playing on a multiplayer server with my friends and I've been getting achievements in-game, but when I go to check Steam, it says I have 0/38. Any ideas if this is Factorio or Steam messing up and/or what I can do to fix it?

    submitted by /u/xpicklemanx99
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