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    Factorio Weekly Question Thread

    Factorio Weekly Question Thread


    Weekly Question Thread

    Posted: 08 Jun 2020 11:04 AM PDT

    Ask any questions you might have.

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    submitted by /u/AutoModerator
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    Apparently artillery command things aren’t one use...

    Posted: 09 Jun 2020 06:46 AM PDT

    So don't go automating them. I now have hundreds.

    submitted by /u/thedogofcoolness
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    158 hours, many saves over many years. I've finally done it :)

    Posted: 08 Jun 2020 05:49 PM PDT

    Where the hell is this spitter spawner? I see nothing in my pollution cloud yet still getting attacked..

    Posted: 09 Jun 2020 03:28 AM PDT

    My first mod, to show maximum underground length

    Posted: 08 Jun 2020 04:02 PM PDT

    I saw this post a few days ago and thought it was a great idea. I often find myself placing undergrounds backwards and flipping them to make sure they go far enough to clear obstacles, so I decided to try and mod in a visual indicator. The result is Show Max Underground Distance.

    A gif.

    It's not perfect as you can see above, the game seems to consider the underground exit as still facing the same way as the entrance while it's still on the cursor (though not the pipe interestingly). It's also not a very flexible implementation, but the best way I found of actually managing it. Advice from more experienced modders would be very nice if there's something obvious I missed.

    submitted by /u/thetrueltab
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    Please someone explain me what is this..., i just put the radar and that text was there xD.

    Posted: 08 Jun 2020 07:26 PM PDT

    Does this balance after splitting off?

    Posted: 09 Jun 2020 06:42 AM PDT

    soo uh me and my friend are trying to get the achievement where you don't use solar panels

    Posted: 09 Jun 2020 05:22 AM PDT

    Why is the game stuttery above 60Hz (not talking about fps, just the monitor refresh rate)?

    Posted: 09 Jun 2020 06:09 AM PDT

    I have a g-sync monitor that can be overclocked a bit, and I've set it to 70Hz since I can usually maintain 70fps in games. Now factorio obviously won't benefit from this since it runs at 60fps, but I didn't think it would be a problem (my monitor refreshes more than the game updates, no big deal right?). Well, it seems that at 70Hz the movement is very stuttery, it just feels wrong. I changed the refresh rate to 60Hz and it's smooth. Does anyone know why is that? This wouldn't be a problem if the game could force a refresh rate (I guess only true fullscreen games can do that?), but as it stands I've gotta set my monitor's refresh rate back down to 60Hz manually every time.

    submitted by /u/BakedlCookie
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    My next challenge: one screen map

    Posted: 09 Jun 2020 08:43 AM PDT

    Why use ratios over overladed belts?

    Posted: 09 Jun 2020 06:36 AM PDT

    Hey, I was browsing and realized lots of people talk about ratios, while I just like filling up belts. What's the gains for this? In my view, if something polluting can't work because it's overloaded of products, that's good because it won't pollute, unless I'm wrong...

    submitted by /u/thedogofcoolness
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    Blind 1st playtrough and rocket launched. Loved every sec of it. Spaghetti base since it was my first time. Every time a new item needed a item on the other side of the base i'd cry.

    Posted: 09 Jun 2020 08:46 AM PDT

    First time taking blue circuits seriously and I'm so proud of myself for this little tileable design

    Posted: 08 Jun 2020 01:51 PM PDT

    600 hours in the game and I finally launched my first rocket.

    Posted: 08 Jun 2020 05:57 PM PDT

    Do I really need ten of these smelting arrays to produce two blue belts of steel?

    Posted: 08 Jun 2020 10:46 PM PDT

    Do I really need ten of these smelting arrays to produce two blue belts of steel?

    I am building these smelting arrays with electric furnaces and blue belts in mind but I am at the start of the game so it is currently just stone furnaces and yellow belts with space saved for the future requirements. If I am not mistaken I will need ten of these (plus two for the iron) making steel to fully cover two blue belts. That seems like a huge amount so I am wondering if I am off on that. Each array will eventually have 72 electric furnaces.

    https://preview.redd.it/btl5vcmfot351.png?width=1360&format=png&auto=webp&s=6dbe9b2fd99e32395b89ea4df9d1a21c2946e8a2

    submitted by /u/Minotaur1501
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    Robot Limits, UPS drop after certain amount of bots?

    Posted: 09 Jun 2020 08:42 AM PDT

    I want to make an all robot megabase, but worry that the ups will drop if I do. Can the game handle like 1,000,000 bots or is there a certain amount where UPS starts to really drop? GTX 1080 with i7 processor 16gb ram if that matters. Thanks!

    submitted by /u/vixtoria
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    Couldn't parse the response from the auth server. This seems to be an internal server error. How to Fix?

    Posted: 09 Jun 2020 08:10 AM PDT

    AngelBob ore processing help required

    Posted: 09 Jun 2020 03:07 AM PDT

    So it looks like that Angel's Petrochem is quite infamous and gets universal hate for being complicated and intermediate backup issues and it looks like people really enjoying Angel's Refining on average. But I have pretty much opposite feelings. Just can't fight some mental block with angel's ore processing. It pretty much either asks for multiple copies of same design repeated with minor annoying adjustments that stop you from just copy-pasting same design 18 times, or it asks for monstrous setup for ore sorting with huge sorting facilites with 6+ outputs from each. And it's not like catalytic ores help you to avoid flotation, you still need to go through all of it. And it is pretty much mandatory and really foundation of all production, you can't go around it seablock style with bio stuff, like with some petrochems. You just must do it before you can get to fun stuff.

    I really do want to get to petrochem more deeply, but every time it goes like this "So I need this green catalyst thing, what do I need for it? Oh... more ores, great... (ragequit)".

    So do you have advice (or just a blueprint book please?) how to tackle ore processing/sorting?

    It is pretty much a major issue that currently stopping me from doing Angelbob (or Seablock) right now.

    submitted by /u/gordon_quad
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    Made a literal left to right base

    Posted: 08 Jun 2020 02:21 PM PDT

    I was a bit bored and trying to find some way to spice up the usual main bus base, so I set off to build one where things literally just flowed left to right - no belts that go right to left, no inserters going right to left, and no using splitters to move things back a tile (for example in lane balancing an output belt I'd have it input into the splitter on the left and the resulting output coming from the right, instead of what I'd normally do with both the input/output on the right side). It turned out to actually be easier than I expected, once I got into the mindset of it and figured out some patterns for common builds, and this is the result.

    Imgur album with more comments

    Now that I'm thinking about it, it might also be possible to only use two directions - only left to right and up to down, for example. Oil might be hard, but for everything else it'd just be a normal bus but with the builds in between the lanes of the bus (so it'd be more like a grid?). But that's a project for some other day...

    submitted by /u/colblitz
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    How to stop biters expanding (cheaty)

    Posted: 08 Jun 2020 02:03 PM PDT

    How to stop biters expanding (cheaty)

    Nb this stops the biters from expanding but does not stop them from attacking due to pollution.

    Simply place 2 parallel rail lines about 4 chunks apart across choke points (or all around your base) and the biters will not expand over them. * These rail lines can be diagonal or horizontal / vertical or probably even spaghetti.

    This screen shot has the show-enemy-expansion-candidate-chunks debug option enabled.

    * Although there are a few green circles biters haven't expanded in ~12h

    It appears for some reason the biters will not consider placing new nests within a few chunks of a rail line. Two parallel lines are needed to stop the biters from leapfrogging over the top.

    In general the biters will not attack the rail lines. I had one occasion where they did but only once in over 100hs of gameplay using this technique.

    This may work with other entities such as belts or something but rails are cheap so I haven't tried out anything else.

    Some care is needed near the coast because its possible that due to the ocean there may not be enough rails close enough to stop the expansion, I believe this is why there is a green circle on the coast at the south of the above screenshot.

    submitted by /u/Stevetrov
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    Help with Automated Bot loader on LTN Station

    Posted: 09 Jun 2020 05:44 AM PDT

    Help with Automated Bot loader on LTN Station

    I need help with a circuit setup, the logic is as follows:

    I make a request accross the LTN network for e.g. 20k Iron. I have a provider station that is linked to a central storage system (100s of boxes so it can make mulitple itmes available). When the request is made robots carry the correct items and quantity to the train station and load the train. any items left over get taken back to storage.

    I have worked out pretty much every stage for this apart from one bit and that is getting the exact item and quantity of the request order. e.g. I cannot isolate the 20k iron order.

    I tried using this mod LTN Content Reader but im having the same issue, I get a list of every request order on the network.

    Can anyone help me with this?

    https://preview.redd.it/hhj9ehyhrv351.png?width=1330&format=png&auto=webp&s=432bad3953d4e60e954827fbb14ae056e86d371c

    submitted by /u/RandomGuy_A
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    Simple+Compact no buffer Kovarex - tileable, won't break

    Posted: 08 Jun 2020 05:03 PM PDT

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