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    Sunday, July 12, 2020

    Factorio shaking intensifies

    Factorio shaking intensifies


    shaking intensifies

    Posted: 11 Jul 2020 11:10 PM PDT

    Note to self - Never try to remotely figure out how train scheduling works

    Posted: 11 Jul 2020 03:21 PM PDT

    Inserter mini Factory (blueprint strong in comments)

    Posted: 12 Jul 2020 04:14 AM PDT

    First try at Spoon run. Successful, but I didn't feel good at the end.

    Posted: 11 Jul 2020 07:36 PM PDT

    My first mall. No more handcrafting!

    Posted: 11 Jul 2020 11:27 AM PDT

    Help with signals

    Posted: 12 Jul 2020 03:57 AM PDT

    My first rocket launch, everything at stock settings.

    Posted: 11 Jul 2020 04:18 PM PDT

    This doesn't even compare to some of the cooler designs that I see here, but I was particularly proud of this 6 reactor blueprint

    Posted: 12 Jul 2020 07:58 AM PDT

    Spaghetti with a little Seablock seasoning

    Posted: 12 Jul 2020 07:48 AM PDT

    SeaBlock - Startup base done, moving on to geode washing and a proper bus!

    Posted: 11 Jul 2020 10:31 AM PDT

    Sea Block First Time Help

    Posted: 12 Jul 2020 06:54 AM PDT

    Good morning all.

    I am trying to play Sea Block for the first as it always looks like an interesting challenge. However I have ran into problems trying to just start up a game.

    I am running on the latest 0.18 Exp and downloaded Sea Block v. 0.4.6 and required support plugins but every time it reloads the client for mod changes, I get an error and it tells me I have to disable SeaBlock (0.4.6).

    I assume this can maybe be fixed with v. 0.4.8 but can't find a viable download source. Any help understanding this would be appreciated and thank you.

    submitted by /u/Ksir73
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    Just picked up the game and this is my most recent attempt at a red/green lab setup, thoughts?

    Posted: 11 Jul 2020 10:07 AM PDT

    First Game 20 Hours In, What Yall Think?

    Posted: 11 Jul 2020 09:30 PM PDT

    Mods for a first (proper) playthrough?

    Posted: 12 Jul 2020 05:44 AM PDT

    Hey everyone,

    I've been bored over this quarantine and I've decided I'm gonna play through Factorio properly for the first time. I've owned the game for years and gotten up until around the point where you do oil and trains and stuff, and then got really unlucky with world gen and found no oil within like a half hour from my base. I was wondering if there were quality of life mods that would really help out my experience (I'm a huge fan of the long reach mod already). Nothing like the really complex stuff (I wanna say one of them is called bob's mod?), but just making the game less tedious in places it might be considered that.

    Thanks!

    submitted by /u/slightly_basic
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    signals ( again XD)

    Posted: 12 Jul 2020 05:42 AM PDT

    Am i missing out something or am i dumb? all sings are green , why are all stations red?

    https://imgur.com/a/BDb4Ntp

    submitted by /u/chaoticreveluv
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    coal mods

    Posted: 12 Jul 2020 12:43 AM PDT

    Is there a mod that makes all the normal ground without ores on it. (grass) have just coal in it so I can but I drill anywhere to get coal?

    submitted by /u/Impressive_Yak8850
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    LTN how to setup different networks?

    Posted: 11 Jul 2020 01:26 PM PDT

    Long story short,

    I wanted to have 2 separate networks for my trains.

    1 of the network i set the ID to 1 and on the second network ID 2. This means that all loading/unloading and depot stations were set to ID 1 and for the second network, ID 2.

    I thought thats how you setup separate networks?

    It didnt work tho, I had trains parked at depot stations belonging to ID1 getting tasked to haul resources for network 2.

    I hope all this makes sense

    Thank you all for your help.

    I managed to fix all the issues ive been having. Some bad combinatior setups, some automation wires connected badly, etc.

    It all works fine now, thank you all again!

    submitted by /u/test01011
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    Is it possible to "reverse filter" in the electrical grid display?

    Posted: 11 Jul 2020 12:47 PM PDT

    Hopefully somebody sees this in new before it gets buried haha. When you are looking at the electrical grid you can click on say your electric furnace consumption and it removes all of the other "consumers" to show you only the furnace usage. Is there any way to do this in reverse, where you can click on a consumer and it removes it from the display? I often find that my accumulators muddy up the graph because my current base runs mostly with solar, so it would be nice to quickly remove it from the display to get a clearer image of what my power consumption is.

    submitted by /u/DeadlyTissues
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    Trains

    Posted: 11 Jul 2020 09:27 PM PDT

    How do schedule my train to go backwards without addaing another rail

    submitted by /u/Warfist529
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    Finally Managed to Pull This Off[Minor Achievement Spoiler]

    Posted: 11 Jul 2020 04:31 PM PDT

    After over 100 hours of gameplay between saves with and without mods, I finally stuck with a vanilla save long enough to launch my first rocket. Here's the video I recorded of it: https://youtu.be/09xY7Jb2dGA Just a warning the music is a bit loud if you're wearing headphones. As you can see, my factory isn't anywhere near as good as it could be, but it worked long enough to serve my purpose!

    submitted by /u/Billiam9420
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    Combinators + Filter Stack Inserters for managing science packs

    Posted: 11 Jul 2020 03:55 PM PDT

    Hi all. Tl;dr on what I'm basically asking at the bottom. Wall of text on why:

    I'm working on the finishing touches for my 2k spm megabase, and I'd like to streamline things a bit further. My current research setup is a trains bringing in all types of science to one stop, with chests between the train and the belts taking them to the labs.

    The problem I keep running in to is that my train network will call for a certain color of pack when it gets below a threshold, but since all of the packs get put into the same chests when coming off the train, there's no guarantee that the packs that are being requested will be the first ones out of the chest (if the chests aren't empty from the last train load yet).

    What I'd like to do to mitigate this is have a setup where combinators read the contents of the logistic network (which is what my trains are reading when they call for a certain color pack) and set the inserters pulling from the chests to whatever color is lowest.

    Secondarily, one problem that I've been running in to when trying to set this up myself is that if I use the whitelist function of filter stack inserters, they'll only pull anything from the chests when they're being told to. Ideally, I'd like for them to prioritize a specific color if it falls below a threshold and they're available to be pulled from the chests at the train stop, but otherwise just be turned on to pull any color that's still in there.

     

    Tl;dr - Is there some way I can set up a circuit that will read the contents of a logistic network containing all colors of science packs and output whatever color pack is lowest? Also is it possible to have filter stack inserters pull a certain color when told to, but otherwise just pull any color that's available?

    submitted by /u/sjones92
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