Factorio Weekly Question Thread |
- Weekly Question Thread
- Version 0.18.32
- New beacon design
- Smol Train Makes steel.
- My base when I first got factorio, feel free to judge heavily
- 25 hours into my first factorio playthrough. I am completely addicted
- I would rather have the classic ALT-mode back for Beacons.
- Connecting the wrong fluid to the output of a building prevents the other output from having the correct type connected to it.
- First time playing Krastorio2, managed to create some nice spaghetti
- Full Py - Automation (Red) Science (45 spm)
- Mod Suggestion
- What makes you join random public games?
- My first real lesson factorio has taught me
- Factorio OST & Streaming via Twitch
- Long handled inserter can't grab from blue underground (sometimes).
- Is the rounding suppossed to be rounded 0?
- Made a post here yesterday about just starting, here is an updated picture, hopefully I'm going in the right direction?
- Asking for early game tips for beginners.
- I finally found out how to use the filter insert with Blacklist.
- One of my on-site smelting outpost
- DO YOU LIKE MY WALL ARRANGEMENT? IT REALLY HELPS AND LOOKS COOL
- Will we reach 200k engineers before the release of 1.0?
- All resources drilled are coal
- Mod that shows production graphs for a single factory
- Anyone got a defensive early build BP?
Posted: 15 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] | ||
Posted: 16 Jun 2020 02:31 AM PDT Graphics
Features
Gui
Bugfixes
Modding
Scripting
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental. [link] [comments] | ||
Posted: 16 Jun 2020 08:54 AM PDT
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Posted: 15 Jun 2020 11:19 PM PDT
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My base when I first got factorio, feel free to judge heavily Posted: 16 Jun 2020 01:12 AM PDT
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25 hours into my first factorio playthrough. I am completely addicted Posted: 15 Jun 2020 02:50 PM PDT
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I would rather have the classic ALT-mode back for Beacons. Posted: 16 Jun 2020 11:32 AM PDT
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Posted: 16 Jun 2020 11:13 AM PDT
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First time playing Krastorio2, managed to create some nice spaghetti Posted: 16 Jun 2020 07:32 AM PDT
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Full Py - Automation (Red) Science (45 spm) Posted: 16 Jun 2020 11:50 AM PDT I saw a bunch of Pyanodon posts either last week or the week before, and was confused when nothing looked familiar. I somehow missed the new Alien Life update. So I thought this would be a good chance to start up a new world. I've played Pyanodons through green science prior to Alien Life, but lost interest when the train system idea I had proved to be a bad idea for the complexity of this mod pack (central depot for all items). I'm 26 hours in to this world and just finished optimizing my Automation Science sub factory to support a single Research Center: My idea here was to create a sub factory for Automation Science off the main bus at the top. On my main bus so far, I have Iron, Copper, a mini-mall for belts and pipes, and Steel. Glass is technically on the main bus, but once I saw how much I would need I redirected all of the glass directly to the sub-factory. I way underestimated the size of this, based on the pics from other players. I initially thought I could fit it all in before I hit the iron patch. That was before I really took a look at factory planner. Factory Planner was my main tool for planning this. It is extremely helpful to figure out what, how much, and where you need different items. Plus it helps with figuring out what needs to be used as modules for the plant items. Sap took me a bit to figure out that I needed sap trees when I was building the bootstrap factory. Even with factory planner, I still made a few mistakes. You can see on the items that are used for both the glassware and substrate that I initially only built for glassware. For carbon dioxide and limestone, I kept them in the same place. For seaweed I have two different sections. My biggest mistake in building this was demolishing my bootstrap factory for parts too early. There were a few things that would have been nice to have researched. By the time I realized I had not researched botany to create wood, it was way too late. I had to set up a box to feed wood that I chopped to create cellulose for a bit and immediately researched wood. Once that was researched, wood became a fun new sub-sub-factory! The other big mistake was not planning fuel for the two glassworks buildings. I thought the tar and coal dust from the raw coal to coke process used at the start of the chain would be sufficient, it is not even close. I ended up having to run a third line of raw coal, and building out a bunch of destructive distillation columns to keep up with the demand. The empty petri-dish was my last bottleneck in this factory. Before I start with Logistic (green) science, I would like to build out iron and copper stage 1 processing, automate simple circuits, and build a new mall with more parts than belts and pipes. And now I'm realizing that I can list a dozen other things I would like to do as well. I think I can improve on my factory design, but I am going to resist the temptation to restart or rebuild and push on. [link] [comments] | ||
Posted: 16 Jun 2020 06:32 AM PDT Ä° played the game for around 60 hours or so, and couldn't launch the rocket yet, I want to go for a new run and I want it to be best, I'm going to try to be more organized and etc. I want some helper, non-game changing ( maybe small amount of change) mod that you guys suggest. thanks in advance! [link] [comments] | ||
What makes you join random public games? Posted: 16 Jun 2020 06:17 AM PDT After automating up to blue and grey science, I decided to host the saved game on multiplayer for some outside inspiration. It has been great and I learned a ton including how to organize oil related structures/items. Only problem is I have to get off in 50 minutes. I'm just sad that for those who helped me out for the past 4 hours will have nothing left for them. So I was wondering, what's your reason in joining public games? [link] [comments] | ||
My first real lesson factorio has taught me Posted: 15 Jun 2020 10:53 PM PDT Check the power demand of your new 96+96 electric smelters and electric drills expansion, which is defended by laser turrets, produces more pollution per second than your main factory does, and has 4 biter nests clusters with 3-5 nests each nearby, before you plug it in. You may find yourself scrambling to build enough steam engines to meet the demand. Otherwise I got this game a few days ago, and kind of addicted. Even if my central factory needs to be torn up and completely rebuilt [link] [comments] | ||
Factorio OST & Streaming via Twitch Posted: 16 Jun 2020 08:04 AM PDT With the current round of DMCA notices affecting people streaming on Twitch, what is the likelihood of my stream being targeted if I choose to play the Factorio OST on my Stream Starting screen or during gameplay? I recently purchased the OST as I love hearing it, and want to use it as a Stream Starting music before I head into a game. The last thing I want to do is be targeted but having the music play over the graphics is very nice and gets the viewers in the mood for Factorio even more :) I guess I could use any other 'free' music but I want this music :) Is it likely the devs would target streamers via a 3rd party copyright service? My gut says no but the internet is often a crazy place! Any thoughts or suggestions welcome. [link] [comments] | ||
Long handled inserter can't grab from blue underground (sometimes). Posted: 16 Jun 2020 09:18 AM PDT So I'm seeing a weird thing. I have a row of about 20 assemblers, and each one has a red inserter grabbing items off of a blue underground. The first third or so work just fine. For the second third, the red inserters are just twitching because they don't seem to be fast enough to grab the items going by. Then the last third work just fine because the product has backed up at the end of the belt so they're not moving. What I don't get is how it's so consistently inconsistent, the first few can do it and then the next few - arranged exactly the same - can't. I guess I will need to just overproduce the item being grabbed, so that the belt backs up sooner and all the inserters have a chance to grab it. Hmm, now that I've written all this I think I've figured it out: Stack size. The first few inserters are able to grab multiple items, and that slight delay is just enough for them to actually be able to do it. Then the next few only see one item, and aren't fast enough to do it. [link] [comments] | ||
Is the rounding suppossed to be rounded 0? Posted: 16 Jun 2020 04:48 AM PDT
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Posted: 16 Jun 2020 11:50 AM PDT
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Asking for early game tips for beginners. Posted: 16 Jun 2020 05:47 AM PDT I just started playing today. I'm now in the process of completing the available research tree in the introduction scenario. The game's quite addictive especially for someone with a degree in engineering. There is A LOT to do in this game. Can i have some tips from you guys so i could have the most optimized factorio experience? And also some tips on controlling the hunger for RESOURCE EXPANSION. lol [link] [comments] | ||
I finally found out how to use the filter insert with Blacklist. Posted: 15 Jun 2020 10:38 PM PDT It's probably the most inefficient thing I've ever done... [link] [comments] | ||
One of my on-site smelting outpost Posted: 15 Jun 2020 01:33 PM PDT
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DO YOU LIKE MY WALL ARRANGEMENT? IT REALLY HELPS AND LOOKS COOL Posted: 16 Jun 2020 12:29 PM PDT
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Will we reach 200k engineers before the release of 1.0? Posted: 16 Jun 2020 12:21 PM PDT | ||
All resources drilled are coal Posted: 15 Jun 2020 02:35 PM PDT
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Mod that shows production graphs for a single factory Posted: 16 Jun 2020 07:48 AM PDT I find the production graphs to be massively helpful. Being able to make changes to your line and then directly measure the effects. I wonder if there is a mod that will show the productivity of a single factory. For example, right now i am preparing to transition from my mid game bus base, to a train base mega factory. So i am focused solely on module production. I can see the production of modules in their normal place. but im wondering if there is a way to see the activity of a single factory. I would like to measure how much time that facotry spends waiting for resources, working, or item production overload. I realize that measuring all that for every factory in the game would be a little much. But i wonder if there is a mod that allows you to plop a "tracker" down next to a factory and have it measure the behavior of a single factory. [link] [comments] | ||
Anyone got a defensive early build BP? Posted: 16 Jun 2020 11:18 AM PDT I keep getting destroyed by biters in the early game, anyone got a starter base that has walls and turrets set up in it? [link] [comments] |
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