Factorio Weekly Question Thread |
- Weekly Question Thread
- Apparently artillery command things aren’t one use...
- 158 hours, many saves over many years. I've finally done it :)
- Where the hell is this spitter spawner? I see nothing in my pollution cloud yet still getting attacked..
- My first mod, to show maximum underground length
- Please someone explain me what is this..., i just put the radar and that text was there xD.
- Does this balance after splitting off?
- soo uh me and my friend are trying to get the achievement where you don't use solar panels
- Why is the game stuttery above 60Hz (not talking about fps, just the monitor refresh rate)?
- My next challenge: one screen map
- Why use ratios over overladed belts?
- 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.
- First time taking blue circuits seriously and I'm so proud of myself for this little tileable design
- 600 hours in the game and I finally launched my first rocket.
- Do I really need ten of these smelting arrays to produce two blue belts of steel?
- Robot Limits, UPS drop after certain amount of bots?
- Couldn't parse the response from the auth server. This seems to be an internal server error. How to Fix?
- AngelBob ore processing help required
- Made a literal left to right base
- How to stop biters expanding (cheaty)
- Help with Automated Bot loader on LTN Station
- Simple+Compact no buffer Kovarex - tileable, won't break
Posted: 08 Jun 2020 11:04 AM PDT Ask any questions you might have. Post your bug reports on the Official Forums Previous Threads
Discord server (and IRC) Find more in the sidebar [link] [comments] | ||
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. [link] [comments] | ||
158 hours, many saves over many years. I've finally done it :) Posted: 08 Jun 2020 05:49 PM PDT
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Posted: 09 Jun 2020 03:28 AM PDT
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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. [link] [comments] | ||
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
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Does this balance after splitting off? Posted: 09 Jun 2020 06:42 AM PDT
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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
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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. [link] [comments] | ||
My next challenge: one screen map Posted: 09 Jun 2020 08:43 AM PDT
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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... [link] [comments] | ||
Posted: 09 Jun 2020 08:46 AM PDT
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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
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600 hours in the game and I finally launched my first rocket. Posted: 08 Jun 2020 05:57 PM PDT
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Do I really need ten of these smelting arrays to produce two blue belts of steel? Posted: 08 Jun 2020 10:46 PM PDT
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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! [link] [comments] | ||
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. [link] [comments] | ||
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... [link] [comments] | ||
How to stop biters expanding (cheaty) Posted: 08 Jun 2020 02:03 PM PDT
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Help with Automated Bot loader on LTN Station Posted: 09 Jun 2020 05:44 AM PDT
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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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