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    Friday, July 3, 2020

    Factorio Friday Facts #354 - Launch party and HR power switch

    Factorio Friday Facts #354 - Launch party and HR power switch


    Friday Facts #354 - Launch party and HR power switch

    Posted: 03 Jul 2020 03:31 AM PDT

    Driving Away (Factorio [fanmade] Comic Strip #5)

    Posted: 02 Jul 2020 09:30 PM PDT

    Dont throw out your burner inserters guys! (looks much better on the minimap)

    Posted: 03 Jul 2020 08:26 AM PDT

    1300 SPM Base/Outpost Blueprint

    Posted: 03 Jul 2020 08:41 AM PDT

    Long story short : Don't wait 400h to learn how to use basic logic system

    Posted: 03 Jul 2020 08:37 AM PDT

    I'm one of this player who like to build piece by piece it's factory. Even without using city block scheme, I was still making "production block". In order to be sure to see bottleneck, I tried two planners (helmod and then factory planner, that is really great) but always fail to really satisfy myself : I had to jump between subfactory to be sure to have enough production, and some calculation were difficult (especially oil cracking). If was fine until blue but often, before purple, it becomes a mess that I was too lazy to fix, so... here an other start again.

    I try on my last save a cityblock style, inspired by Nilaus master class. Was pretty net, especially with transport mod, even if I have difficulty to sustain enough throughput for my smelter. each of his blueprint has a combinator resuming what is processed and in which quantity. My city blueprint (tried to replicate his but failed to 2 squares TT) has red/green circuit, an old habit, even if I NEVER used them till yesterday. When I had an illumination.

    Some of you probably already use that, but there is a lot of post on this subreddit about people with xK hours learning a basic trick so I choose to post there :

    With max rate calculator, or a planner, you know what your lines need and produce. Just put them in a combinator : like +1000 iron plate and -1000 iron ore. Link every combinator to your circuit and... voilà, you know where are your bottleneck (if you have a perfect logistic transport, who can handle the produce, of course). 1 one minute, you can also set up alert if there is a basic material more consumed than produced : use alarm, set up to produce global alert if the produce is less than 0. Really easy to do and compact. Mine take less than 20 squares.

    Since planner and max rate calculator still suck to calculate real petroleum gas production with cracking, you can use arithmetic calculation : just divide your heavy oil production and divide by 4 then multiply by 3. input the result, and the production from the refinery on a second calculator, dividing the total by 3 and then multiply by 2. Send the result in the main logic network, it will be added to the petroleum gas produce by the refinery, if you use then system I describe earlier.

    Thanks for reading this. Sorry if there is language mistake, I'm not an English speaker.

    submitted by /u/Teneombre
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    Check out my new innovative junction design!

    Posted: 03 Jul 2020 09:12 AM PDT

    First base with a rail system!

    Posted: 02 Jul 2020 11:51 PM PDT

    I just finished automating blue/black science. Haven't used the rail system. On my way to first rocket!

    https://imgur.com/a/lGXYNnN

    submitted by /u/Hollowpoint357
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    Please help me with decider combinator. I want to create this:

    Posted: 03 Jul 2020 08:04 AM PDT

    Anyone near Dresden, Saxony, Germany wanting to go to the launch-party together?

    Posted: 03 Jul 2020 04:50 AM PDT

    I just saw the announcement of the 1.0 launch party and really want to go there (and I don't live far from Prague)!
    My only problem is that I'm quite social-anxious, especially when traveling, which can be quite crippling sometimes.

    I probably could jump into the cold water and make it work... but why not do it together when living in the same area and sharing a passion! :)

    submitted by /u/Subwiser
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    Embracing the spaghetti ringworld

    Posted: 03 Jul 2020 03:05 AM PDT

    [Suggestion] Make it possible to remove player-placed Landfill

    Posted: 02 Jul 2020 03:55 PM PDT

    I know devs don't want to make us being able to "create water" to avoid creating natural walls against bitters. But what if we could at least remove player-placed landfills? The ground is already different in color from natural land. Maybe make it expensive to avoid early exploits, maybe even use something like Cliff explosives to do that.

    I wish there was a way to put water pumps into these landfills, since you can actually place them and later place landfills. It is quite nice. However, if I want to move the setup, I'm pratically screwed.

    EDIT: Many of you are pointing out the exploitative nature of this by walling bitters. Although I think it's a non-issue if your landfill remover is more expensive than a laser turret, there are many solutions for this that I thought about:

    1. Bitters can chase pollution until they find a body of water they can't cross. As soon as nests hits a nearby river, the nest could create some kind of creep that would be essentially ground for aliens to cross. After crossing, they could either create more nests and/or attack. This creep would work like starcraft, maybe, but just for water. After killing the nests, the creep will eventually be gone and water takes it's place again.

    2. Flying bitters.

    3. Worms can "spit" to the other side for a time, which will create nests over time (this won't really work if you create a very large body of water..)

    4. Bitters could be able to cross water at lower speeds after some evolution point. Or something like that.

    5. Removed landfills becomes "shallow water". You can place pumps into those, but you can also walk through it (and also bitters)

    submitted by /u/Sudden_Compliment
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    Is there any way to deactivate biter nest spreading?

    Posted: 03 Jul 2020 07:21 AM PDT

    I have a huge problem,the biter bases spawn behind my walls, which leads to many problems .

    submitted by /u/Dohannes
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    My first main bus any changes I should make?

    Posted: 03 Jul 2020 06:27 AM PDT

    Mod advice

    Posted: 03 Jul 2020 06:20 AM PDT

    Can anyone reccomend any mods for me please?

    I enjoy playing factorio to unwind at night, but I generally hit the point where I have artillery and the relevant resources to build a rocket, and just lose interest and start again. The challenge doesn't seem to be there.

    I don't understand beacons either. It seems easier to just use more assemblers raw? Is it just an aesthetic thing?

    I've looked at bobs mods etc, but they seem to add too much needless parts and complexity.

    Writing out the last point, perhaps I'm just done with the game for now?

    submitted by /u/zubeye
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    Can someone with Nuclear Power experience explain this to me???

    Posted: 02 Jul 2020 05:13 PM PDT

    When do you decide to start a new base/factory?

    Posted: 03 Jul 2020 03:31 AM PDT

    This is my first base, I have around 22 hours in it in total and started playing about a week ago. I managed to automate red, green, blue, purple and military science without any tutorials or blueprints. I want to work toward yellow science only that is such a HUGE step up compared to purple. Right now I am slowly starting to run out of raw materials, at least near my current base and I barely have any oil at all on my map. The closest 3 fields only have space for 3 to 6 pumpjacks.

    So I'm thinking about starting a new one which I will design more efficiently. Use a main bus, keep plenty of space for expansion -turn of pollution or biters completely jesus they are annoying- etc.I feel reluctant, I'm a bit attached to my current base so to say :p.

    What makes you decide to start over and abandon your current base?

    submitted by /u/boetboet
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    First Time Getting to Robots - My Deathworld Adventure

    Posted: 02 Jul 2020 03:27 PM PDT

    Would this be an efficient Advanced Circuit factory? ( the blank factories would produce copper wire)

    Posted: 02 Jul 2020 04:04 PM PDT

    Just learned how to do this, a 8000x6000 0.25 Zoom of my x5 science DW. Nothing fancy, not a finished product.

    Posted: 02 Jul 2020 04:46 PM PDT

    Do the biter evolve while in the Behemoth stage?

    Posted: 02 Jul 2020 10:29 PM PDT

    So I've reached the Behemoth stage where biters have 3000hp and spitters 1500 hp. Does this ever change? Do they gain more HP without changing the type or is this the final stage and they will not be a bigger threat than they already are?

    submitted by /u/DoubleReputation2
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    Spaghetti smelter setup

    Posted: 03 Jul 2020 03:07 AM PDT

    My very first red science factory. I add/remove a pole as needed to to toggle the coal mine and craft the green science manually with the excess copper and iron from the furnaces. It's working pretty well so far.

    Posted: 02 Jul 2020 01:46 PM PDT

    This 4x4 belt balancer makes a little man on the map!

    Posted: 02 Jul 2020 09:48 PM PDT

    Towards 1k spm, yellow science done, only white to do

    Posted: 02 Jul 2020 12:49 PM PDT

    I Ctrl+clicked a crate and it unloaded all over the ground when I ran out of room.

    Posted: 02 Jul 2020 03:54 PM PDT

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