• Breaking News

    Friday, July 24, 2020

    Factorio Friday Facts #357 - Nuke

    Factorio Friday Facts #357 - Nuke


    Friday Facts #357 - Nuke

    Posted: 24 Jul 2020 03:04 AM PDT

    I've made many Nuclear Power designs in my time; this will be the only one going forward...

    Posted: 24 Jul 2020 09:43 AM PDT

    Lego Locomotive Followup

    Posted: 23 Jul 2020 10:46 PM PDT

    I was tired of playing BobsAngels with ugly plate graphics so I made a mod that updates them to vanilla-like icons!

    Posted: 23 Jul 2020 06:49 PM PDT

    This game is the best game I have ever played. Period.

    Posted: 24 Jul 2020 02:52 AM PDT

    This game made me find out what my favourite genre was. I bought it this morning and I am still playing. I just can't get bored of it. In the past I played competitive games like CS:GO and LoL. I achieved pretty high ranks in both. But I never had this much fun. Those games felt like a chore but Factorio feels like an adventure that virtually never ends. You get something new with every decision you make. Improving gradually and making production lines are satisfying as hell. I am so glad that I bought this game.

    submitted by /u/-Trazula-
    [link] [comments]

    Finally...

    Posted: 24 Jul 2020 12:20 PM PDT

    I've finished my 900 spm Basic Seablock base, what next?

    Posted: 24 Jul 2020 05:46 AM PDT

    Lowtech tilable Red Circuit

    Posted: 24 Jul 2020 05:00 AM PDT

    Factorio Timelapse - Vanilla Megabase | 4K

    Posted: 24 Jul 2020 09:12 AM PDT

    Predefined mod button style

    Posted: 24 Jul 2020 02:00 PM PDT

    Predefined mod button style

    Lots of mods have a button in the top-left corner. So while I am adding a GUI for my mod (sorry for shameless plug), I figured out that adding such a button is (best) done using mod_gui.get_button_flow(). And I also saw it has a button_style defined. Using this way seemed to be the preferred way to go, making sure all mods have the same style, making the GUI nice and clean.

    So I was a little surprised when I saw the following in game:

    left is helmod, middle is mine/mod_gui, and right is creative mod

    Nice, three styles... If you look closely helmod is a little darker compared to creative mod, but also size, and corners are different between the three...

    Is mod_gui something new and are other mods not (yet) updated, or are 'we modders' subborn and invent our own styles?

    Personally, I like to adhere to standards (they are invented for a reason I think), but those dark(er) buttons look better (IMO) and copying one of their styles would make my mod blend in better with these giants in the mod scene.

    So what to do??

    submitted by /u/veger2002
    [link] [comments]

    Any fix for multiplayer vehicle lag/delay? Bad performance with vehicles.

    Posted: 24 Jul 2020 11:55 AM PDT

    So we started playing with a group, and have realized that the game has a horrible delay with driving vehicles, and only happens on multiplayer games with everyone connected to the host. It also happens if it's just 1 person on the server, so it's not related to having multiple players.

    Late game vehicles are really important, I'm afraid that doing a bunch of work to get to late game and then having a terrible experience dealing with driving will cause disinterest in the game. It's great to build everything up, but once you've got automation and a fully sustainable base, driving around to kill the biters is fun, but only on solo player.

    Is there any fix to this?

    Few things we've have tried,

    1) My MacBook has i9, 8-cores, 32gb memory. Everyone was connected, they all had the lag expect me of course (as the host).

    2) AWS instance server, upgrading from micro, small, large even xlarge instance types and none of that had any performance change to vehicle driving. The lag still existed no matter which size server I used. It's def not a hardware-specific issue.

    3) I have tried messing with the latency option with a headless server, this did nothing except make things worse. So our settings are as optimal as it allows.

    4) We've tried 0.17 and 0.18, both with same performance issue.

    All of our internet speed is far pass 100-800+ Mbps down, so that's not an issue either. This appears to be an issue coded directly in the game itself, as there are some missing components or a leak of some sort causing it to just have terrible driving performance. BUT only on multiplayer.

    submitted by /u/idealcastle
    [link] [comments]

    How to blueprint concrete?

    Posted: 24 Jul 2020 08:48 AM PDT

    I for the life of me cannot figure out how to have make a blueprint that contains concrete and other structures as well. Am I missing something obvious?

    submitted by /u/Benhille
    [link] [comments]

    You feel your pollution crawling on your back.

    Posted: 23 Jul 2020 11:08 PM PDT

    My first base is giving me anxiety

    Posted: 24 Jul 2020 09:08 AM PDT

    Bob's and Angel's - Any Updated Tutorials?

    Posted: 24 Jul 2020 11:10 AM PDT

    I installed BA mods after launching my first rocket with my spaghetti factory. I'm about 10 hours in and I am still overwhelmed about the amount of recipes there are for a lot of items... I wanted to check tutorial videos for stuff like Refining, Smelting, Casting, Bio Processing, Petrochem, etc... I saw a couple of videos from Nilaus and other youtubers but they were marked as OUTDATED, I was wondering if there are other underrated videos on BA tutorials or let's plays that are updated (preferably 0.18 but 0.17 or 0.16 is fine too I don't think there are any major changes...)

    submitted by /u/iCharuzu
    [link] [comments]

    Artillery shooting speed unlimited research is limited??

    Posted: 24 Jul 2020 10:57 AM PDT

    Artillery shooting speed unlimited research is limited??

    I just started the scenario editor in version 0.18 and wanted to see how fast an artillery turret can shoot with ridiculous levels of shooting speed research, but...

    It seems that artillery turrets cannot shoot faster than about once per second, no matter how high the research gets. The screenshot below is with a speed research level 5 and even then should shoot much faster (1.8/s), but I believe the animation limits the actual speed, making the research even more useless :(

    Research above level 3 seems to do nothing and i tried going above 100 (using the instant research feature of the scenario editor).

    With Artillery shell shooting speed 5

    submitted by /u/Araeos42
    [link] [comments]

    Ratio-correct Uranium ammo production

    Posted: 24 Jul 2020 02:21 PM PDT

    Are there any tools out there like Kirk McDonald's calculator that can be customized to give ratios for modded machines/modules (especially if changed from default settings)?

    Posted: 24 Jul 2020 07:52 AM PDT

    Basically the title, but to give you a small amount of extra information, the problem I'm trying to solve is basically that Kirk's calculator works beautifully for vanilla Factorio, but with how modded-to-oblivion I tend to play it, I can't actually use it very easily to calculate how my mods (and modded modules) change the ratios of machines and belts and suchlike.

    Additionally, there's no way that I've seen to specify custom recipes in Kirk's calculator so that I can get it to spit out the production line for, say, a modded science component change. If it's not one of the few mods with default settings that the calculator is compatible with, I basically have to work out the ratios step-by-step, by hand.

    tldr: Is there a calculator that lets me specify what conditions my game is operating under, so that I can quickly figure out ratios for custom mod settings and such?

    submitted by /u/Teri-aki
    [link] [comments]

    Do you think that Factorio will be released for next gen console?

    Posted: 24 Jul 2020 01:21 PM PDT

    Looking up the raw CPU power of the series X and PS5, they have, respectively, 3,7-,3,8 X 8 GHz and 3,5 X 8 GHz processor, meaning they could run Factorio, being 4 core 3 GHz processor on the recommended specs.

    I couldn't find good information about their graphics card, but from what I've heard, those are perfectly able to run the Factorio graphics.

    I know it'll be near impossible playing with a controller, but I'm sure this amazing dev team will find a solution, and if they work together with the community, we can find a perfect controller scheme.

    But, since I flared this as a discussion, I want to know what you think. Do you think that the next move for Wube would be moving to different platforms? Or do you think that Factorio should stay as PC only? I'm interested in what you think

    submitted by /u/1_hele_euro
    [link] [comments]

    How different 1.0 will be in comparison to 0.18?

    Posted: 24 Jul 2020 12:51 PM PDT

    0.15 was the last time I played Factorio. Now I would like to build a new base with the new Factorio version. But should I wait for the release in august or can I just play 0.18? Will the release have any significant changes to 0.18?

    submitted by /u/igormu
    [link] [comments]

    Problem With Achievements

    Posted: 24 Jul 2020 12:51 PM PDT

    I have a post similar however I have knew information, before I know I used the steam link app and my factorio achievements and play time have been put to a later date, achievements and progress with achievements are gone but some achievements are still there. Now I find that I cant even do achievements as I destroyed any trees on impact (an achievement I did a few weeks ago and go reset) and nothing changed, it has stayed as 70. Nothing has happened with my save it is a problem with Steam, does anyone know how to contact a person at factorio or has anyone had this problem before?

    submitted by /u/JaquiseTheEpic
    [link] [comments]

    My first Lazy Bastard + Logistics Embargo. I didn't even build any trains!

    Posted: 23 Jul 2020 07:03 PM PDT

    TIL that inserters practice safe social distancing and refuse to directly touch items held by other inserters.

    Posted: 24 Jul 2020 03:08 AM PDT

    TIL that inserters practice safe social distancing and refuse to directly touch items held by other inserters.

    So close to perfection

    The most beautiful moment in Factorio is when after spending multiple hours on a complicated blue print you hook power on and connect resources to watch your proud work come alive.

    Well that moment was rudely shaken once I realized that yellow science was not being produced, because frames were not being produced, until I traced it down to simply electric motors not grabbing engines. FML me.

    I still have a little room to try to figure things out, I think I will reverse green and red circuits on the belts and filter out reds, that way there will be room to place down the engines. Going to require me to rework a section of this factory but that's for tomorrow. Anyone have some compact lane switchers ideas in the meantime?

    submitted by /u/Caladbolg_Prometheus
    [link] [comments]

    Do Undergroundies Require Too Many Gears?

    Posted: 24 Jul 2020 11:27 AM PDT

    Do Undergroundies Require Too Many Gears?

    Yes, and no I suppose.

    This is a WIP build for underground belts in Factorio Extended Plus. Making ~4,000 Purple Undergrounds per minute. Yeah I need that many to build the 18K SPM Base, Smelter, Refinery, and other ancillary production bases.

    https://preview.redd.it/a0wvbjbaauc51.png?width=1920&format=png&auto=webp&s=8c09a467ec06bdf5eb612df66007d711063b7b3f

    In this screenshot the left side is nearly complete. 4-12-4 trains deliver ore to the large smelter blocks, into gear blocks, and finally to underground belt assemblers in the middle. From bottom to top the first smelter block makes enough iron for yellow belts and yellow undergroundies. The next 2 are for reds, the 4 above that are for blue, one for greens, and finally 1/2 a smelter for purps.

    It's actually limited to the physical size of the assembly machine.

    https://preview.redd.it/zpun83mxauc51.png?width=1920&format=png&auto=webp&s=83c1e5cef715eec14355b45741d822b3c895dd2e

    One assembler needs 16 purple belts worth of gears (72,000/Min) to work at 100% (3600/Min) but we can only jam in 9 belts of gears for ~2,000/Min because we need one input of greens, one input of lube and one output.

    IF we could get 16 belts of gears in, the entire build from blues down would be twice as long!

    Anyway, this dumb thing eats 1.2 Million Gears/Min.

    That's just too many gears.

    submitted by /u/Majere119
    [link] [comments]

    Aspiring noob

    Posted: 24 Jul 2020 01:53 AM PDT

    Hello everyone, I've first played Factorio around half a decade ago, I was 14 then. I was not really good at Factorio but i enjoy playing it very much. Fast forward to today, I haven't played Factorio in 4 years. I just finished a pure vanilla run but it took me 58 hours to finish and it took 58 hours because I was always running into problems because I'm not that good. I want to play better, I want to learn how to be efficient and learn all of the nicks and knacks in playing Factorio.

    This is my first time in this subreddit and there are a lot of things that I don't understand here like ratios and tileables and some other stuff. Please drop all the tips, information, required knowledge etc. for me to be able to understand what you guys are talking about here. And everything there is to know for a better playthrough. Thanks in advanced!

    submitted by /u/cediekun
    [link] [comments]

    No comments:

    Post a Comment