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    Saturday, July 11, 2020

    Factorio Looks like I accidentally found the "perfect rows of copper" seed

    Factorio Looks like I accidentally found the "perfect rows of copper" seed


    Looks like I accidentally found the "perfect rows of copper" seed

    Posted: 10 Jul 2020 09:45 PM PDT

    I am speed

    Posted: 10 Jul 2020 06:26 PM PDT

    TIL that chemical plants with two identical fluid inputs only pull from one input until it is exhausted.

    Posted: 10 Jul 2020 09:35 AM PDT

    First In First Out

    Posted: 11 Jul 2020 03:15 AM PDT

    Don't make a game like this again, it took us a long time to finish

    Posted: 11 Jul 2020 05:16 AM PDT

    Challenge: Land perfectly in the middle of a belt loop so that you don't move

    Posted: 10 Jul 2020 01:24 PM PDT

    I've done it! My first Pyanodon science packs: Hand crafted, artisan, and only took 3 hours.

    Posted: 11 Jul 2020 02:29 AM PDT

    just about ~20 hours since i started playing factorio and this is as far as i've gotten. im planning to make purple science in that large empty space

    Posted: 11 Jul 2020 07:11 AM PDT

    No more spoons

    Posted: 10 Jul 2020 10:02 PM PDT

    No more spoons

    https://preview.redd.it/kaeizm0gt5a51.png?width=1920&format=png&auto=webp&s=aed9b0af6e03e778605e3ca3fe878c50772a7a1b

    With more than 1400 hours in this game, I finally went for 'There is no spoon'. I wasn't sure how it would go, since most of my play-throughs are pretty laid back, and many never even launch a rocket. The mandatory fast pace was very fun, and a nice change from my normal play style. When it was done, I felt a level of gratification that I truly did not expect.

    Thank you Wube, for creating my all-time favorite game. I hope the official launch brings you much success. (btw, I would totally buy a Factorio coffee mug if it were available in the merch store)

    submitted by /u/tkulzer
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    Can logistic robots be used with only the first two chest types (passive and storage) ?

    Posted: 11 Jul 2020 06:05 AM PDT

    I researched robotics and wanted to try it out. I've researched the first logistic robotics, which lets me build logistic robots and the red (passive provider) and yellow ( storage chest) . But can I do anything with those?

    https://wiki.factorio.com/Logistic_network#Usage

    I read the wiki but it seems to be not updated since the descriptions say "To start with, just use passive provider- and requester chests." but Requester chests aren't available until the "Logistics network" research, which requires Yellow science juice, which I don't have yet.

    I thought I'd be able to do something with the first robots but now it seems I just got slightly bigger chests.

    I built a red chest and a yellow chest, filled the red with Iron plates and made sure both are in orange range of the Roboport. I built 3 logistic robots and put them in the roboport. I was expecting them to start moving things from the red (passive provider) to the yellow (storage) , but this is not happening. Nothing is happening.

    submitted by /u/green_sky_jelly
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    Counter Problem

    Posted: 11 Jul 2020 06:03 AM PDT

    Counter Problem

    Hello all,

    I am trying to set-up a comparator thing that counts and then resets to zero when it gets to a certain number.

    In this example, I want to count how many green beakers the blue grabber moves up to 25, then reset to zero.

    Step 1: simply tells the blue grabber to turn on. The blue grabber is set to stack size 1 and pulse its contents.

    Step 2: Says "Green beaker (1 when the grabber moves something) plus the value of G equals G" and feeds it back into itself. This successfully counts the number of green beakers moved.

    Step 3: If G is greater than 25, then CHECK=1

    Step 4: If CHECK=1 then output everything which is CHECK=1 and the value of G

    Step 5: Only receives a the value of G if it is greater than 25 thanks to steps 3 and 4. If it does, then it multiplies it by -1 and send the negative value to G to the input of the counter in step 2. I thought that this would subtract -25 from the value of G in the counter making it zero. What I get is G drops from 25 to negative 50. So it seems that that value of G is getting multiplied by -3 somehow and sent to the counter.

    Thanks for any help you can offer.

    https://preview.redd.it/ks4kyh4188a51.jpg?width=1779&format=pjpg&auto=webp&s=e6a68da04ca8535cf541bb5b697cb2fd0b21cda4

    submitted by /u/Ergrak
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    New to Factorio and want to avoid any guides/YT videos but struggling early game

    Posted: 11 Jul 2020 04:21 AM PDT

    I have gone through the tutorials (latest version) but struggling to get things automated due to running out of resources and them being so far apart. Tried with belts but the map is looking a complete mess now haha.

    Any bare basics I should know before starting again?

    submitted by /u/Richseagull
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    How do you "waste" your factorio time?

    Posted: 10 Jul 2020 12:11 PM PDT

    I am relatively new to this game (270h and 370 rockets). My biggest base so far is 125 spm main bus base.

    Currently I am full in planning a new base - 500 spm train base. As you know there is a lot to do. Many blueprints, mining spots to claim, biters to kill and decisions about layout and so on and on. Just not enough time...

    Nevertheless I catch sometimes myself reorganizing the power poles. Just because the electric cables between the poles do not look smooth and symmetrical.

    It is quite a bit of "wasting" time but I like to have it nice and clean.

    What are your time wasting examples?

    Ps: on the other hand I am using atomic bomb to clean areas from trees and rocks. So I think its balanced again...

    submitted by /u/amongalia
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    I need a little help on how to get better at Factorio

    Posted: 10 Jul 2020 05:53 PM PDT

    Hello!

    I started playing Factorio a couple days ago and after 17 hours of gameplay I came up with base like this. I didn't manage to fit the wall around the base on screenshot, but it is just three layers of stone wall, and turrets placed at the end of the range of another turret

    https://imgur.com/LahOZPa

    The issue is that there is a complete mess, even though I was trying to get everything nicely organised and symmetrical. So there is my question. Could you give me some tips and tricks, maybe better and more practical and optimal layouts of assembly lines etc. ?

    Also I don't really understand more advanced Factorio mechanics like these flying robots, configuring many trains on the same rail etc. so could you explain that to me briefly, or send a link to a guide for a total noob like me?

    Last but not least, during this playthrough I was really suffering from alien attacks, the spitting ones kept destroying my turrets and the big wall I build around my factory. Are there any useful and optimal patterns of setting your turrets down to handle enemy attacks easly?

    I will appreciate any help or advise given.

    submitted by /u/RadekoPawliko
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    Another midnight train wonder, misses itself by a nanometer

    Posted: 10 Jul 2020 03:07 PM PDT

    hey, so i recently made a new map with the intention to actually launch a rocket. So in my way of working I decided to seperate the labs to red/green e.t.c. i was wondering if this is an efficient (enough) way of doing things (with my layout I have made) and if it will be viable late game thanks. :)

    Posted: 11 Jul 2020 06:21 AM PDT

    Always explore a bit before fortifying for very long [Krastorio 2]

    Posted: 10 Jul 2020 11:25 AM PDT

    Mod Talk: What gameplay benefits should I give to Molten Metals?

    Posted: 10 Jul 2020 11:54 PM PDT

    I'm planning out a small mod that will add a railroad torpedo car and associated machines for loading, unloading, etc. mostly because I just like trains and I think this will let players try out smaller railroad/signal layouts inside their bases, rather than just connecting bases to outposts.

    The problem is I can't think of gameplay reasons to entice players to try it out. There's really only two tiers of play this is for: the mid-late game with multiple red belts of Iron, Copper, or Steel and the late-game megabase with dozens of blue belts for every resource. Personally, I think a torpedo car on a short back-and-forth track should be able to handle an equivalent of 4-8 blue belts, which should justify the train car and the loading (crucible) and unloading (coolers) machines...

    But to really bring the theme together, I need Blast Furnaces (which work like regular furnaces for processing Iron and Copper) and Arc Furnaces (which produce Steel and Lightweight Alloy) which would load and unload directly into the cars. The trouble is that I don't think players in the late-game or Megabase stage would be willing to give up a 20% production bonus from modules on their old furnace arrays just to play with trains, and I don't know if players in the midgame will accept the cost a single Blast Furnace would have if I tried to match it to the resource cost of an entire module-filled smelting array. But if I make it cheaper with lower production bonus, then players will build and then destroy this array as they move into the end-game, and the order of play is broken.

    How can I make a single massive machine like a Blast Furnace compete strategically against both the mid-game and late game furnace arrays, without completely annihilating them by being too good?

    Similar question, how did Nuclear enter the game without dominating the electricity strategy?

    submitted by /u/Zirbs
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    Any tips for making a mega base and defending it? (More in text post)

    Posted: 10 Jul 2020 11:52 PM PDT

    I'm a beginner(only about 22 hours) So let's assume there are no resources in the base and we have to use trains to get said resources from the outside and that enemy bases are common but not everywhere so I need to defend myself but not focus all my attention on it

    What tips do you have?

    I'm looking for an order of things to research and what kind of power too use And any other tips are appreciated

    My end goal is too have a mega base covering the island and my base being as self sufficient as possible

    Quick question are there like battery's for solar panels because I want to have a solar field on a another island hooked up to my main one but I want power 24/7 not just at day

    submitted by /u/WOSH9182838483
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    Krastorio - the mod that gets factorio spirit

    Posted: 10 Jul 2020 02:43 PM PDT

    I've played A/B pack before and what I've noticed is that I have a lot of fun at the start, but at some point it just gets tedious and I drop it. I thought I was just tired of complexity but after finishing Krastorio 2 today I see that it's simply because A/B doesn't get what factorio is about.

    If you think about it factorio has a lot of repetitive mechanics, but as you play you unlock ways to remove that tediousness.

    1. You start with miners that have to be manually refueled and you have to craft things manually.
    2. You start using electricity and can now stop refueling miners.
    3. You get assemblers and can now craft things automatically.
    4. You add belts and no longer need to move materials manually.
    5. You unlock trains and it simplifies moving resources over long distances.
    6. You unlock construction robots and no longer need to place buildings manually.
    7. You unlock logistic robots and you no longer have to build belts for low throughput items.

    And that's where vanilla removal of tedious mechanics ends. But in Krastorio you can unlock matter tech, which allows you to convert all raw resources to matter and then get raw resources/intermediates from those. At first I thought it's just a gimmick that I'll never use, but now that I've played Krastorio it really is the next step in removing tediousness (no need to handle multiple raw resources).

    None of the overhaul mods I've played have anything like that. I'm tired of building yet another outpost. I wish at least some of these would be unlocked as you progress in more complex mod packs:

    • Easier ways to mine resources (vanilla mine -> mine that can mine from whole patch -> mine that automatically delivers resources to nearest warehouse -> wagon that can automatically mine resource patch)
    • Easier ways to transport resources (train that automatically refuels -> train that chooses destination station which needs resources the most -> train that chooses source station automatically, a.k.a LTN)
    • Easier ways to build rails (train that autobuilds nearby rails -> research which closes the gap between what radars reveal and what they scan -> train that automatically searches for not built rails in network and goes to build them)
    • Easier ways to travel (car -> personal train -> jetpack -> teleport)
    • Easier ways to build new production lines (chest that can retrieve any item in your logistic network that is required for construction -> easy way to connect built products to output stations).
    • Anything else?

    I'm tired of mod packs increasing complexity tenfold but not giving the tools that remove tediousness that comes with that complexity. And I know some of these can be solved with other mods but I really wish mod pack authors that give increased complexity would also give tools to deal with that complexity as they see fit instead of yet another slightly faster belt.

    In the meantime I recommend everyone try Krastorio.

    submitted by /u/sinsiliux
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