Factorio I don't know if i counts on peaceful mode. but proud of my first rocket launch |
- I don't know if i counts on peaceful mode. but proud of my first rocket launch
- 2nd Game 23 Hours in. This is the train station/smelting area, thoughts?
- The blue chip factory for our family ribbon maze megabase (side note: Factorio on an ultrawide monitor is amazing)
- Current Project: Cell Factory ~50 hours in
- I just finished a Lazy Bastard & There is no spoon run!
- How do enemies decide to attack electric poles and other passive structures without player aggro or wall blockage?
- (New Guy) How Good Is This Loader Setup? (tried for even distro)
- I created a list of touhou music blueprints using miditorio [Factorio Prints]
- Is there a way to fill in blueprints without bots, without having to select each item from inventor?
- I datamined the Factorio Forums to get (almost) all timestamps of the Friday Facts posts.
- Slight change to blueprints
- Moving items that are in storage chests back to passive providers
- First decent Factory and its amazing!!
- Train sanity check please
- Engines to belt ratio
- Why do people do this? Also kicking anyone they don't want on the server rather than just add a password.
- hey, does anyone have a better layout for smelting iron plates i feel like mine is a little stretched out. i've only got 23 hours so i'm still learning a lot of the basic processes. thanks :)
- Crustaceans or Bugs
- my two way rail system is now failing me at 1k spm. do i try to expand it, or gut the whole thing
- What are some very good/fun most have mods ? ( like aircraft or Ultimate Belts)
- why is this pump not turning on?
- Has anyone been able to automate expansion successfully?
I don't know if i counts on peaceful mode. but proud of my first rocket launch Posted: 18 Jul 2020 11:05 PM PDT
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2nd Game 23 Hours in. This is the train station/smelting area, thoughts? Posted: 19 Jul 2020 12:39 AM PDT
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Posted: 18 Jul 2020 04:34 PM PDT
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Current Project: Cell Factory ~50 hours in Posted: 19 Jul 2020 03:09 AM PDT I've been on deployment for the past 8 months or so, so my friend and I decided to attempt building a large factory. I would consider this only my second attempt, at a large factory. This time I wanted to go for something a bit more sophisticated. I recall seeing somewhere a factory of this basic design once. I don't know if it's a common thing to do and dont want to look it up, as I'd prefer not being influenced by anyone else any further. Beyond the grid of train tracks, everything has been my own ideas. The basic premise is this: -Each cell makes one (sometimes more) resources, and is connected to a factory-wide red (demand) and green (supply) circuit network -Stations are named for the resource they supply/demand (eg: iron drop) and turn themselves off if they dont need or can't offer a full train load of resources. This means a train full of iron will drive to the nearest iron station that needs iron, or if no station needs iron it will visit the depot. -Between pickup/dropoff trips, trains visit a depot to be refueled and await redeployment. The depot is connected to both the supply and demand networks and looks for matching signals on both networks before letting a train leave the station (eg. The factory has iron [iron signal on green network] and is in need of iron [iron signal on red network] therefor the iron train can leave the depot). That last point completely eliminates the problem of empty trains driving endlessly between the depot and dropoff stations while no pickups are open, or full trains driving endlessly between the depot and pickup stations while no dropoffs are open. The end result is significantly reduced traffic, and trains that are not actively needed sit idly in the depot. The depot can also see when a resource is in demand, but has no supply to satisfy it, and will alert the player of this with an alarm. This is a good indicator of when you need to upgrade your production of a particular resource. For example to the right of the depot you can see a copper plate and sulfuric acid icon, meaning the factory's production of copper and acid are not meeting demand. As stated above, I'm only 50 or so hours into this world, I will post an update when I believe it is complete. [link] [comments] | ||
I just finished a Lazy Bastard & There is no spoon run! Posted: 19 Jul 2020 03:52 AM PDT Finally, after some trial and error, some restarts and other things, I managed to do it. Launched the rocket in 6 hours and 50 minutes! Thanks to everyone who gave me tips about how to do the run, you all helped a lot. The early game was basically copying Nefurms and teching to blue science and then transitioning into a main bus. I know it's not the most effective strategy but that's the only way I knew how to go about this. Map settings obviously favor me, rich/big patches and pollution turned down (not spreading) + starting area maxed. Lazy bastard wasn't really a challenge, since I always carried a machine on me and didn't need to hand craft anything. Just slowed my early game a bit. Also I never used bots, I just don't understand how to build a good base with them so I skipped it completely. A good time sink was that I had to landfill half of a lake since I missplaced the main bus though. Apart from that the science was going good, switched the LDS from yellow science to the rocket as soon as I got the research and rest was just a waiting game. I don't know why but I am so proud of myself, sub 8h rocket was very difficult and I had to restart many times but after all of it I got it finally! I assume default settings would me 1000x more difficult for this run but I didn't even try it since I don't really think I could do it, after all I have like 200h in the game and am not very experienced with dealing with biters and utilizing a lot of trains. Now I whanna go after solaris and the 20m green circuit one, probably gonna be a nightmare but I'm looking forward to it. [link] [comments] | ||
Posted: 19 Jul 2020 12:49 AM PDT Normally if undisturbed/unblocked they seem leave passive structures like electric poles alone, and even build their base around them without touching them. However they did just attack one particular electric pole, but after reloading the save they did not attack it again. Just curious as to what could cause those inconsistencies without player interaction. Maybe getting run over by trains puts them into aggro mode? Even if that did happen, they didn't take out any rails so it's still a rather confusing occurrence. [link] [comments] | ||
(New Guy) How Good Is This Loader Setup? (tried for even distro) Posted: 18 Jul 2020 09:16 PM PDT
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I created a list of touhou music blueprints using miditorio [Factorio Prints] Posted: 18 Jul 2020 06:09 PM PDT | ||
Is there a way to fill in blueprints without bots, without having to select each item from inventor? Posted: 19 Jul 2020 07:39 AM PDT Respecting constraints like inventory and distance, I'd love to hover the mouse over a ghost, press a key, and BAM! it's built. [link] [comments] | ||
I datamined the Factorio Forums to get (almost) all timestamps of the Friday Facts posts. Posted: 18 Jul 2020 12:48 PM PDT | ||
Posted: 19 Jul 2020 07:27 AM PDT In the latest FFF (https://factorio.com/blog/post/fff-356) when they are showing off the blueprint copying (16th picture/gif) they try to remove the power pole then the rail signals, but the icon for the rail signal moves before it can be clicked. You can see the mouse move to where the rail signal used to be before backing up to where it actually is. Should this be changed so that the icons don't move until the mouse moves away? [link] [comments] | ||
Moving items that are in storage chests back to passive providers Posted: 19 Jul 2020 07:27 AM PDT Hello, I've been trying to figure out how to empty my storage chests a little. For example, I'm building belts into a passive provider chest but whenever I trash items like yellow belts they go into the storage instead of the passive provider. Is there any way I could recycle those and put those in the passive proivder automatically? Or should I use a different type of chest? [link] [comments] | ||
First decent Factory and its amazing!! Posted: 18 Jul 2020 12:58 PM PDT
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Posted: 19 Jul 2020 07:05 AM PDT
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Posted: 18 Jul 2020 10:08 PM PDT Hi fellas, first post ever on reddit. I'm trying to build a base that is fit to ratio and to supply at least one blue belt of anyone kind of product. That's where I come into the ratio for engines and such; There are no shortage for blueprints for things like green and red circuits, plates and steel and etc. however I can't seem to find a ratio for engines. And I don't understand the use of the calculator found on the internet and/or how to do the math myself. Can you guys help me ? [link] [comments] | ||
Posted: 18 Jul 2020 08:53 PM PDT
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Posted: 18 Jul 2020 07:50 PM PDT | ||
Posted: 18 Jul 2020 12:28 PM PDT I would like to ask the community which they prefer the biters to be called Bugs or Crustaceans. I personally think they are bugs but i like the idea of killer lobsters. Note: Re-posted for spelling [link] [comments] | ||
my two way rail system is now failing me at 1k spm. do i try to expand it, or gut the whole thing Posted: 18 Jul 2020 02:39 PM PDT i'm using two way rails for my entire base with double headed trains so i can skip loops because their lack of symmetry offends me. =p once i built a proper stacker (that worked) this served me well. but as i stockpiled more and more ore, i realized it was time to expand production. and, of course, once i did that all my stockpiles evaporated and my rail system was not up to the task to keep my plates at the levels required. the two way system is deadlock proof but i have so many trains who wait to get to the stacker. even though i can see that routes are available to them. and even when they are waiting to leave the stacker, they seem to move in slow motion, taking their sweet time to get back to work. there are no pathing issues, it's just the result of of my two way rail and chain signals on every intersection. i have lots of rails. lots of paths to the same patches (usually) but the train logic and my chain signals appear to fight any deviation from the safe, but glacial, pathing. i went with the two rail system and the double headed train because when i started, i could make that work (eventually) and i didn't think the time would come when it wouldn't serve me, but that day has arrived. i've done a ton of googling and i think a double track single way system would be sufficient for me, but i'm looking for input. right now i have 2 stackers (west and south) as well as single drop off spots for copper, iron and steel to the north (holdover from pre stacker days). if i do rip out my entire rail system (with power!) perhaps i should consider one super stacker. i spent a lot of time putting down tracks with power poles at maximum distance (before i learned about placing w/ the shift button) so i'm loathe to just abandon those tracks, but the factory must grow! thx input! [link] [comments] | ||
What are some very good/fun most have mods ? ( like aircraft or Ultimate Belts) Posted: 18 Jul 2020 01:19 PM PDT Hello, what are some very fun/good mods that fit well into the game ? I dont mean bobs/angels but some cool solo mods. I am speaking of mods like aircraft / faster belts or better furnances ? Would really like to see some useful new mods :) thanks [link] [comments] | ||
why is this pump not turning on? Posted: 18 Jul 2020 10:01 PM PDT
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Has anyone been able to automate expansion successfully? Posted: 18 Jul 2020 02:26 PM PDT Specifically I'm at a point in my current deathworld game where I want to expand east as far as I can, as fast as I can, in order to reach bigger ore patches. There doesn't seem to be a good way to do this, other than running around nuking my way there. This is time consuming and inefficient. I would rather have a way of constructing (with bots, from map mode) a defensible, permanent corridor which my trains can travel to bring materials both for the defenses and to build a new megabase. I recently saw on here a "hell train" type of automatically building train+flamethrower turret corridor, but it seemed like they were using mods - the bots almost instantly constructed everything needed with seemingly no end to inventory. I'm only at bot speed x10 and they are no where fast enough to construct like that without taking major losses. Any suggestions/blueprints? [link] [comments] |
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