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    Saturday, July 18, 2020

    Factorio Friday Facts #356 - Blueprint library for real

    Factorio Friday Facts #356 - Blueprint library for real


    Friday Facts #356 - Blueprint library for real

    Posted: 17 Jul 2020 02:58 PM PDT

    tank spitter

    Posted: 18 Jul 2020 02:50 AM PDT

    Pretty sure I've long given up on the idea of having a properly organized mainbus....

    Posted: 18 Jul 2020 02:43 AM PDT

    Why did biter cross the railroad?

    Posted: 17 Jul 2020 05:44 PM PDT

    TIL that the hitbox of a curved rail is actually bigger than a straight rail on top of eachother

    Posted: 18 Jul 2020 07:08 AM PDT

    No bots, circuits, or waste - just compact nuclear power

    Posted: 17 Jul 2020 04:25 PM PDT

    My "Lazy Bastard" run, with extra spaghetti. Can not recommend biters in early game.

    Posted: 18 Jul 2020 08:32 AM PDT

    Solar City blocks

    Posted: 17 Jul 2020 11:43 PM PDT

    Solar City blocks

    Considering I have over 500 hours in factorio I am sad to admit it, but I have basically given up on making my own setups. But after finding Nilaus on youtube I decided to give the city block play style a go. but I needed a solar setup for my city blocks, and I wanted it to support robots and just be a drop in right over a robot ready city block. So after about an hour of work and just a crap ton of guesswork, I somehow managed this wonderful solar city Block design and a City Block construction book to go with it. I will leave a link in the comments to grab the book I made if you want it

    Raito of 0.83666...

    submitted by /u/Dimensional_Dragon
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    I'm concerned, first time I've come home from work to not see FFF.

    Posted: 17 Jul 2020 02:41 PM PDT

    Is Wube doing ok? Just seems very out of place, it's always out by now. Edit: moments after I post, they post it. I was worried lol

    submitted by /u/smokahontass723
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    Did the danger concret change?

    Posted: 18 Jul 2020 03:54 AM PDT

    Dynamic Assemblers! They change their recipes according to demand and automatically request ingredients, so I can automate items by changing a constant combinator. Using crafting combinators mod.

    Posted: 17 Jul 2020 12:15 PM PDT

    Artillery Outpost Shell Supply

    Posted: 18 Jul 2020 05:41 AM PDT

    I imagine this is a solved problem, so I figured I'd reach out to the hive mind!

    I am finally expanding my base, making use of pop-up artillery posts (could post about them separately if there's interest). The issue I'm running into is transporting artillery shells efficiently. When I "activate" an artillery post, it very rapidly fires off ~200-400 shells. I've solved this by running a separate shell train with 3 wagons, bringing 120 shells per delivery. Trick is my outposts are now far enough away that it takes a while for it to make round trips.

    I'm planning on building manufacturing substations for shells - by my math, just switching to the ingredients for the shells rather than the shells themselves increases wagon density to 200 (from 40), not counting productivity modules.

    My question - does it make sense to stay at that level to keep the manufacturing posts simple (I would build them near the "front", just to shorten the distance the shell train runs), or does it make more sense to go further down the chain & build a big factory that will take base ingredients (plates/coal/oil), but be bigger and bulkier to build/defend?

    submitted by /u/temperedfool
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    Train junctions from mainline into base cell. Which junction would work best?

    Posted: 18 Jul 2020 05:21 AM PDT

    Train junctions from mainline into base cell. Which junction would work best?

    I'm setting up a hex base with everything nicely blueprinted for easy expansion. One thing I am struggling with is the entry/exit from the main base train grid into each individual cell where there are stations/buffers. Everything is RHD.

    The setup, red line is the main grid, blue line is the station loop

    What is the best way to connect these together to minimise chances of a lock-up? I've got three versions with various pros and cons. I could also build a version where entry/exit could happen at the top and bottom of the cell to split the traffic, but this would create more junctions on the main line.

    Puts the crossover on the main line but innermost stations need to complete a full loop to enter or leave

    Entry/exit cross over - possible lock-ups.

    Crossover on the station loop. Easiest entry/exit

    submitted by /u/daddywookie
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    Infinite monkey theorem

    Posted: 17 Jul 2020 03:01 PM PDT

    Haven't played in a while, love all the QOL changes

    Posted: 17 Jul 2020 07:41 PM PDT

    Hopped on with a friend recently, and it shocked me how streamlined everything is! I liked it before, but feel like at some point crafting 1.6666667 more furnaces than drills or whatever just made the game feel like a number-crunching marathon

    All the ratios are finite and simple, so much easier to get into oil, the UI is nice and polished....

    I just love all the love the game is getting from devs before release.

    P.S. We're getting drones tomorrow, think I'm gonna launch my first rocket soon 😊

    submitted by /u/sshsft
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    What would you add to Science pack recipes to make them more challenging?

    Posted: 18 Jul 2020 07:24 AM PDT

    So, we already have "Expensive mode", but a quick googling shows that it dosen't change the items used in each recipe, only how many of each. I think it'd be interesting (as a mod, DLC, or 1.1 feature) to have each science pack (and rocket) require another item. What items do you think would increase science pack difficulty, without seeming (excessively) pointless?

    submitted by /u/AkronSnape
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    Combinator conundrum - convert raw quantities to stack count

    Posted: 18 Jul 2020 06:56 AM PDT

    I'm trying to work out if there is way to convert a signal with a value (eg. 1800 Iron plate) to the equivalent number of stacks (18). With out, and here is the hard part, hard-coding the stack values.

    Is there any way to have circuit network intuit a stack size?

    submitted by /u/andrewthegm
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    Compact green-science, pre-green-science materials only, 40 spm, 39 x 6 tiles

    Posted: 17 Jul 2020 05:00 PM PDT

    I'm finally done with the start of my post-starter base in Bobs-Angels. All belt-based individual ore sorting and smelting of all the components. Now it's time for some science. (Stats in comments)

    Posted: 17 Jul 2020 10:04 AM PDT

    With the new blueprint library update, it would be cool to have a new achievement for completing the game using only your creations

    Posted: 17 Jul 2020 05:41 PM PDT

    It could be called "And did it my way"

    submitted by /u/sillybundoozle
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    Train base defense?

    Posted: 17 Jul 2020 07:47 PM PDT

    Could you surround your base with trains that are scheduled to go when a turret starts firing to run around your walls and run over the biters? Is this even possible with the programming? Because I would love to see one or two turrets start up then 3 trains come plowing down and kill them all that would be lovely

    submitted by /u/noah272
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    i am replaying factorio and need help

    Posted: 18 Jul 2020 05:25 AM PDT

    what do i do to be able to see what my furnaces are smelting and what my assembly machines are producing without clicking on them?

    submitted by /u/ajgamerislit
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    How to disable train stop after certain amount of oil and ammo at outpost

    Posted: 18 Jul 2020 03:29 AM PDT

    Hi guys,

    I'm relatively new to the game so I'm learning things as I go along.

    Basically I've got train stops at all of my defensive perimeters, used to refuel my turrets with ammo and oil. I'd like to disable the stops that already have a certain stockpile of each (for example, 10k oil and 3k ura. ammo). I wanted to go down the circuit route but after trying to learn it for the past 4 hours, I've given up.

    Can someone please help? Or at least give me a circuit example haha...

    Thanks!!

    submitted by /u/scourgereaver
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