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    Saturday, July 4, 2020

    Factorio Introduced my boyfriend to Factorio, he hasn't discovered electricity yet..

    Factorio Introduced my boyfriend to Factorio, he hasn't discovered electricity yet..


    Introduced my boyfriend to Factorio, he hasn't discovered electricity yet..

    Posted: 04 Jul 2020 12:07 AM PDT

    Mission impossible

    Posted: 03 Jul 2020 01:47 PM PDT

    69 Coal Mining Setup

    Posted: 04 Jul 2020 02:53 AM PDT

    Hex Base Mall of Nearly All - First bot based mall. Is this really a good way to build a mega base mall?

    Posted: 04 Jul 2020 03:57 AM PDT

    70 hours into my first game and I'm going for the "all bus"

    Posted: 03 Jul 2020 11:21 PM PDT

    My 1.3K/PM Red Science Design

    Posted: 04 Jul 2020 12:40 AM PDT

    Accumulator charge display Mk2 with memory of previous nights charge

    Posted: 03 Jul 2020 03:28 PM PDT

    Bus Scanner. Puts an alert on the map when any of the lanes have problems

    Posted: 03 Jul 2020 09:18 PM PDT

    120 SPM Blueprint Book

    Posted: 04 Jul 2020 01:05 AM PDT

    Today (not only today, it took me nearly a week) I've made a blueprint book with 120 SPM belt-based builds for all sciences excluding space. The blueprints take raw resources such as stone, coal, steel, copper, iron and oil products (petroleum, heavy oil, light oil) and output 2/s of a science pack each.

    I was trying to build everything in its "tech level" (not build red science using tier 3 assemblers and blue belts :)).

    !blueprint https://factorioprints.com/view/-MBNqhyF1yF7ahwq3iuc

    submitted by /u/romkamys
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    Finally launched a rocket. Instead of celebrating, I reflected on the trail of abandoned saves that paved the way...

    Posted: 03 Jul 2020 05:11 PM PDT

    After 67 hours in my first Freeplay map, I have launched my first rocket! Victory!!!

    Posted: 03 Jul 2020 03:48 PM PDT

    Where should I buy from?

    Posted: 04 Jul 2020 02:57 AM PDT

    Is there any "benefit" for the end user buying the game directly from the devs instead of Steam or GOG or Humble?

    I dont really care about the difference in price. My main concern is features that I might lose.

    Thanks!

    submitted by /u/giatokalomou
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    No bitters, RIDICULOUSLY easy map, and a decent amount of mods that make life a lot easier - but even so, I'm still proud of my 1000k spm, belt only, main bus factory. Ran for an hour with 0 deficiencies. Guess I'm gonna have to learn trains now....

    Posted: 03 Jul 2020 01:48 PM PDT

    Yet another blue science module

    Posted: 04 Jul 2020 04:30 AM PDT

    Yet another blue science module

    https://preview.redd.it/dzwx3dwfst851.jpg?width=1141&format=pjpg&auto=webp&s=3108524a793e337559937a11cb800f86d930b3ca

    Here is my 30 SPM blue science module for mid game.

    It's not space efficient. It's not tileable. It doesn't feature any tricks. However, it's designed for manual build so it's very simple and straightforward. Hope it would be useful for your factories.

    Blueprint: https://pastebin.com/uKYhYEDQ

    submitted by /u/bormandt
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    Krastorio 2 : Infinite Oil Positive Feedback Loop/Exploit

    Posted: 04 Jul 2020 07:37 AM PDT

    Krastorio 2 : Infinite Oil Positive Feedback Loop/Exploit

    https://preview.redd.it/9jkea1s1nu851.png?width=1200&format=png&auto=webp&s=5e7b93900b4f8c629b3944e495be390a8448cb05

    I don't know whether this is intended, but here's how you do it: On the Refinery, you set up the recipe for Coal liquefaction, which takes in 10 coal, 25 heavy oil, and 50 steam to turn it into 90 Heavy Oil, 20 Light Oil and 10 Petrol. Then, you connect this to a filtration plant with Coal Filtration, which takes in 80 Heavy oil and spits out 10 Coal and 40 Water.

    This means Coal Liquefaction gives you +65 Heavy Oil, while Coal Filtration takes in 80. Not much of a gain there. Now slap some Prod 3 modules on the refinery, Using 3 of them, which means every 4 products it processes you get one extra for free. It's actually something like every 3. something, but I'm too lazy to do the math properly so I rounded up.

    So, the math for this goes like: +65(free), -15*4 you usually lose from the process = +65 -60 = +5 Heavy Oil

    So you're actually obtaining +5 Heavy oil over time if you leave it running for long enough. The steam, water and electricity are all easy to obtain through renewable resources so I'm not factoring them in. Besides this, you're also getting pretty much free Light Oil and Petrol, so if you leave this setup running for long enough you'll come back to see all your oil tanks are full, spending only a tiny initial amount of Heavy Oil and Coal!

    Now I'm aware Krastorio 2 has some such setups that are intended: You can turn wood into matter, and that matter into Oil, and I'm sure that's on purpose. I like it, it's a reward for getting so far and something to look forward to in the endgame (currently trying to get Singularity science cards going) But this particular setup can be built much earlier in the game, and seems like an oversight arising from the usage of Prod 3 modules.

    Maybe it's been intentionally left in as a reward to whoever found this out? I think that's unlikely, but I can't possibly know what the modders had in mind. No matter why this is happening, it's something you can indeed do and it's super cheesy to be able to get infinite oil like this.

    submitted by /u/PurelyAtRandom
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    Looking for best practices for deconstruction

    Posted: 04 Jul 2020 07:30 AM PDT

    TL;DR: I am looking for tips and your best ideas for doing major deconstruction - other than giving up and starting over on a new map ;)

    After a few dozen restarts, I have a base I am really enjoying, 2800SPM, research tree complete and well into infinite research. Then a few days ago, I came here, and ran across a cool idea and said hey I am so going to try that. Which is going to replace all my existing science (the mall and supporting structures like nuclear power can stay). Rather than start over on a new map, which is what I have always done before, I want to try replacing the majority of my base, which means deconstructing everything.

    What I have so far: I have a train based map, and the new map will also be train based; I am using construction and logistic bots. I have complete radar coverage over the base, so I can apply construction and deconstruction blue prints from a distance.

    1. Set up storage areas: I have been creating storage areas, where trains come and dump loads of deconstructed materials. Some are dedicated, for example, excess green circuits. Others are general construction 'waste' like assemblers, inserters, and substations. In both cases, the trains unload into active provider chests, and the materials are made available for re-use through loading stations served by requester chests. The rest of the storage area has storage chests. When the area runs out of storage, I get an alert through the logistic network, and I go dump down a bunch more storage chests. Finally there are train pools - big train stackers where trains go to wait.
    2. Turn off raw resource inputs: Trains providing oil, stone, ore, plates... are set to manual, so they won't go bring more resources, or are repurposed to take stuff to storage, or are sent to the pool.
    3. Empty the area: assign trains to take materials to storage. I manually reconfigure the unloading stations that were used for input materials, to load the inputs from the unloading chests back on to the train to be taken away to storage. Once the inputs are gone, then assign trains to take the factory outputs from this area to storage. I do it in this order to minimize the amount of stuff that is built during deconstruction.
    4. Prepare for tear down: drop off a stack of construction robots into the local roboport. Replace the empty loading chests with storage chests, to hold the deconstructed materials and load them on the storage trains. Leave the area (so the robots don't try to use ME for a storage chest).
    5. Tear down the factory: I have three deconstruction planners. The first one takes down assemblers, belts, beacons... so I don't accidentally remove the roboports or the power to the roboports before I am done. The second one takes down inserters, logistic chests, roboports, and substations; I just have to be careful to leave one roboport, one substation, and the chests and inserters that load the storage trains. Once the last storage train is off to storage, I return to the area, and take down the loading station. The third deconstruction planner takes down train tracks, signals, and stations. I really appreciate that using these planners avoids chopping down even more trees and clogging the storage areas with lumber and stone :)

    One day in and I am about 2% done deconstruction, so it isn't too late for me to take advantage of all your expertise and brilliant ideas on how to do it better. Thanks in advance for all your help. The factory must shrink... in order for the new improved factory to grow!

    submitted by /u/Amarula007
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    Helmod - "levels" feature?

    Posted: 04 Jul 2020 06:42 AM PDT

    Looking through the settings there is a concept of "levels". Based on what limited info I could find, it seems that it allows me to have a hierarchy of products... But I can't seem to get this to work.

    First - let me check my understanding...

    • Helmod, as a whole, represents production/consumption of your entire map.
    • A production line represents one or more "bases" on your map. You may have a dedicated module base (in one production line), a dedicated science base (in another production line), and maybe a base dedicated to making components for your solar array (in another production line).
    • A production block represents a portion of your production line. It could be a simple block (a smelter converting ore to plates), or it could be very complex (your oil refinery, bringing in crude oil, and producing lubricant, solid fuel, rocket fuel, plastic, sulfur, etc).

    Some limitations that seem to exist....

    • The "Matrix Solver" (and other related options) seems to affect a production block only. This means, that all of my oil processing needs to be in one production block, in order to properly calculate needed factories.
    • Calculations as a whole seem to be isolated to a single production line. Therefore, if I were to change my module configuration in the production block making circuits - decreasing the amount of resources needed... I would need to manually adjust the production goals in my "smelting" production line.

    For some scenarios, having only these two levels could be quite limiting. The Factory Planner mod lets me 'drill down' into a specific recipe to create the constituent components in isolation. This means, that even in one "base", I can have multiple "modules", each with "submodules", etc - all focused on doing their part.

    It appears that the "levels" feature on Helmod is supposed to do just this...

    But... How the hell do I use the "levels" feature?!?!?!?!?!

    submitted by /u/binarycow
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    First completion and final thoughts

    Posted: 03 Jul 2020 07:58 PM PDT

    I finally did it, 106 hours of total play time and I finally launched the rocket without being bored and wondering away or restarting.

    Some parting thoughts: I started off going, "this time I will not live in the spaghetti, I will embrace and love the BUS" then going "Hmmm I guess I can just squeeze this one manufactory and belt line here" then another there, and before I knew it I was looking down at a plate of linguine losing my mind.

    Never enough Petroleum gas, always too much freaking heavy oil. I will curse you heavy oil till the day I die, to solid fuel with you forever!

    There is nothing more satisfying then nailing a biter in the face with an explosive tank round and watching it go cleanly through to explode the next one behind it. The only thing to get me past my hatred of oil and oil products

    First time ever touching nuclear power, started of with two reactors and three centrifuges, and used up my uranium 235 too early without realizing you need 40! of them to get infinite grrrr….

    Swapper over from solar to nuclear power and then realizing I ran out of u235 and a swarm of biters incoming, that was FUN!

    Spent so much time going "and after I install this next smelter center I will FINALLY have enough plates of iron/copper" *ten minutes later* I NEED MORE PLATES!!

    Overall super proud I finally did it, love this game.

    PS shooting your nuclear reactor with a tank round is super satisfying and was my way of celebrating my win, who knew that even with 4 super shields fully charged that blast was going to Sarah Connor me

    submitted by /u/speakeritu
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    Me and my friend noticed you can go under mining drills

    Posted: 04 Jul 2020 06:22 AM PDT

    Help: 500 spm base question: green/red/blue circuits on side for ea h consumrr or centerlazed?

    Posted: 04 Jul 2020 06:17 AM PDT

    I am starting to planing my tails 500spm base. I got the question like quoted in the title. That are the advantages and disadvantages for both systems?

    kirkmcdonald - calculator says I would need like 13.6 blue belts of green circuits, 2.5 of red and 0.4 for blue.

    Is it better to produce all of each one centerlazed and then ship it via train or is it better to produce all that is only needed for e.g. blue science on side?

    Thanks in advance

    submitted by /u/amongalia
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    Saved game

    Posted: 04 Jul 2020 05:37 AM PDT

    I was playing a world and accidentally saved over my main world it didn't give me a warning or anything. Can I get my world back

    submitted by /u/Bushax
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