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    Factorio Why artillery is my favorite weapon. (700% shooting speed and 480% range)

    Factorio Why artillery is my favorite weapon. (700% shooting speed and 480% range)


    Why artillery is my favorite weapon. (700% shooting speed and 480% range)

    Posted: 07 Jun 2020 12:20 AM PDT

    Made a gif for the smol train

    Posted: 06 Jun 2020 10:27 AM PDT

    Oops...

    Posted: 06 Jun 2020 07:03 PM PDT

    I tried to stack as many rails as possible in one place, because I was bored. This is 132 rails. Challenge: fit as many locomotives on this design as possible, blueprint string https://pastebin.com/ht4mptuT

    Posted: 07 Jun 2020 02:25 AM PDT

    Girlfriend automated the production of pistols in the tutorial. Hands down the most useless thing to automate, I was well entertained.

    Posted: 06 Jun 2020 01:27 PM PDT

    that satisfying moment when you've just set up a kovarex enrichment process and wait patiently for the first centrifuge to fill up

    Posted: 07 Jun 2020 07:10 AM PDT

    16 blue belts from 4 wagons with recursive blueprints, or why we should be able to open signals with the circuit network

    Posted: 06 Jun 2020 10:51 PM PDT

    Advanced Circuits are still orange when zoomed out

    Posted: 06 Jun 2020 01:18 PM PDT

    Factorio dude light wallpaper 1920x1080

    Posted: 06 Jun 2020 09:54 AM PDT

    Why use trains instead of belts?

    Posted: 07 Jun 2020 05:30 AM PDT

    Hi, so I'm in about mid game of my facotiro base and was wondering what's the benefits of trains compared to just using belts? At the moment I've been using the trains for moving myself but nothing else really since belts just seem better?

    Yes they're slower but they constantly move materials from source to sink and they're a lot easier (at least for me) logistic wise.

    I don't know, if anyone could explain it to me that would be great

    Thanks to u/factorio_poster for explaining it to me

    submitted by /u/j0ckstancer
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    The small beginnings of a full train city block base

    Posted: 06 Jun 2020 04:35 PM PDT

    LTN City block blueprint

    Posted: 06 Jun 2020 10:49 PM PDT

    Hey there, wondering if anyone can give me any tips on my LTN city block blueprint? I have been using it for my Space Exploration play through and it's doing pretty good I think, any advice is appreciated! https://cdn.discordapp.com/attachments/334735604342325249/719065913285935134/blueprint.png

    submitted by /u/SirLoosli
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    Rocket launched on 9 tile ribbon world

    Posted: 06 Jun 2020 09:18 AM PDT

    Rocket launched on 9 tile ribbon world

    Just launched a rocket in a 9 tile high ribbon world. It was actually my second playthrough of this type. The first one became such a mess, I had to do it again but better. ;-)

    It was really fun to do (though frustrating at times), I recommend it to everyone, especially if you like spaghetti. ;-)

    There are multiple challenges to overcome.

    The first challenge is to find a good map. Make sure resources are very rich, you don't want patches to run dry. In the preview screen I looked for a map that had everything I needed to start, iron, copper, stone and coal.

    One of the first things you want to do is get landfill, so you can explore further east and west. You want to do this early, because if it turns out there are not enough resources within a reasonable distance it's probably better to restart as I did once when I just couldn't find enough iron. After you set up you startup base, plan where you will do the rest. Make sure you explored far enough that you have all the resources you need to launch the rocket and plan ahead.

    Logistics... well what can I say, it's a challenge... In my first playthrough I used a train network with multiple trains on the same tracks, this worked okay with two or three trains, but when I added a fourth one, I got constant deadlocks.

    Setting up signalling is a pain, as you can not put signals on top, if your rail is on the top tiles. So for every station you have to take your rails down to the bottom, so you can do signalling and have a separate branch going back up, so other trains can pass.

    In my second playthrough I first decided not to do signalling and just have one large train going back and forth the whole base. It would be slower, but more reliable and much easier to build. But eventually I made three separate sections, one train doing the eastern part, one doing the centre and one doing western part of the base. This worked pretty well. If something needed to go over two trainlines, I would just set up a belt between two stations.

    The hardest part is setting up logistics for yellow science, as it needs so many different ingredients from different parts of the base. I first tried setting it up automated with the trains, but it was becoming so much work that I decided to just move some of the stuff in my inventory, like the ingredients for flying robot frames. You don't actually need to make that much, only 434 FRF for 1300 yellow science.

    The biggest puzzle is definitely advanced oil (see screen shot) if you only have 7 tiles to work with, I was really happy with Squeak Through here, the only mod I used.

    Undergrounds are your friend, build lots of them! Set up assemblers and miners with two space between each two machines, so you can have red underground belts under underneath.

    Biters? In my first playthrough I had biters on, it means you have to build some ammo, grenades and turrets to expand your base. If you expand early you don't need military science. In my second playthrough I turned them off as they don't add much to this challenge IMO. This challenge is all about logistics.

    https://preview.redd.it/zs8ahmt9fb351.jpg?width=2560&format=pjpg&auto=webp&s=89f71c6a82b45a5021e52200d0c68ce9b71da6c5

    submitted by /u/autoffocus
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    New science station, compact, bus style base, first three packs integrated. One science pack per second based on inventory crafting style.

    Posted: 06 Jun 2020 11:13 PM PDT

    R.I.P. Industrial Revolution - We hardly knew ye :(

    Posted: 06 Jun 2020 01:04 PM PDT

    Feedback of returning player on the tutorial

    Posted: 07 Jun 2020 07:55 AM PDT

    Hi all!

    This is a bit of a negative feedback thread but walk with me.

    I first played Factorio maybe 2 years ago and I absolutely loved it. I finished the campaign and recommended it to all my friends. Since then a bunch of things happened, less videogame time and now I decided to come back to it.I loved the campaign last time, it was challenging and maybe a little confusing but it had good pacing and dying a few times just added to the motivation of trying again in a different/better way.

    I started playing again 2 days ago and I'm about 2 hours into the new campaign. It's a lot more hand holding, more information, there's a "story" to it, but I feel that right now it's... really tedious and boring.

    I don't remember much about how to play, just a few basics, definitely don't remember all the interactions and recipes and so on.Starting the campaign again seemed like the best way to go. I appreciate the game taking it slow and teaching about "mass" automation but right now I'm at "part 2" of setting up a new base when you get attacked from both sides and the quest is:

    • Produce 50 magazines per minute
    • Consume 12 science packs per minute

    The question is: WHY?
    I need to build a (in the perspective of new player), big supply chain to make 50 magazines per minute that I don't use. Even with 30 magazines per minute I'm just spending time figuring out how to store them. I can't make a just-in-time production chain because the belts fill up because the turrets are literally not even shooting at anything so they don't consume ammo. There's 1 mob a minute.

    I don't know what the hell I'm researching so I'm supposed to manufacture and consume 12 science packs per minute on research I don't know/understand or see a use for.

    I need to build a (again, new player) big supply chain system to feed this research.

    Right now I dropped the campaign because it's just not fun and will just start a new world, will figure things out as I go.

    I want to play this game with a few friends because the core aspect is great, but I guess I'll have to teach them how to play. I was recommending the campaign to them, one of my friends played it a month ago and said he didn't like it. I was confused but now I understand.

    Please fix the campaign and tutorial. There were other tedious quests before but I don't remember them that well so I left them out. This is such a good game and players depend on the introduction to get into it.

    submitted by /u/windyx
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    Is there any way to have equal amounts of each science pack on a conveyor belt?

    Posted: 07 Jun 2020 01:51 AM PDT

    Looking for Mod for Logistics robot Train

    Posted: 07 Jun 2020 07:26 AM PDT

    Hi all, I'm playing a modded game (Krastorio, which I highly recommend) - I'm needing to drop off and pick up a small number items (pollution filters and dirty filters) across the whole map. I'm looking for a way to send a train doing the work. The only way I think I could do it is to create 100 train stops, with 100 robo ports and have a train stop at each one. I'm looking for a way to use a vehicle equipment grid (a mod add on I'm new to) to do the job instead. It seems vehicle equipment grids are only for building, not logistics resupply. Is there a way (a new mod or in Krastorio) to use a vehicle equipment grid for logistics? Basically I need a buffer chest train car lol.

    submitted by /u/gman877
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    Setting up a server via VPS

    Posted: 07 Jun 2020 06:28 AM PDT

    Hello. I'm new to server hosting with VPS and so far I was able to make the server work (I'm using OVH's VPS with Debian 9 os). However, it seems that the server process is terminated once I disconnect from the PuTTY terminal. How do I make the server stay up even when my PC is offline?

    submitted by /u/Say415
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    First 1000spm base with my friends (rockets are backlogged a bit) :P

    Posted: 06 Jun 2020 03:29 PM PDT

    [Suggestion] Factorio MMO without belts or bots

    Posted: 07 Jun 2020 04:57 AM PDT

    I thought of something but I lack any skills to make or organize this myself, so I thought I'd post in case anyone would think it fun.

    What if Factorio actually had no belts or bots? With trains, mods like the AAI miners, programmable vehicles, and mining robots, it could add an incredible logistical challenge to the game. With multiplayer servers able to go up to insane amounts of people now, it should be doable to finish the game this way.

    It could be a community event, and there could be a mod to block the construction of any type of belts. I don't think it has been done before. What do you guys think?

    submitted by /u/RazomOmega
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    Customised inventory filters?

    Posted: 07 Jun 2020 04:46 AM PDT

    I've recently discovered the auto trash mod and I wonder how I ever lived without it.

    Now I'm wondering if there's a mod that let's you change all your filters at the click of a button?

    As in I click on my "building" template and all my row 1 and 2 filters change to building related items.

    submitted by /u/BigBeautifulEyes
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