Factorio Version 0.18.36 |
- Version 0.18.36
- Compact Utility Science
- I present to you a ridiculous solution to a trivial problem!
- How to make perfect landfill
- Electric Miner
- So... i wanted more plastic production. I uhhh... might have overdone it a bit.
- 100% safe, combinator-free, bidirectional, railway crossing.
- The Factory Must Grow... [OC] [3000x2000]
- How to do fluid calculations / control fluid use
- Using a ROG Zephyrus Duo secondary screen for the cheat sheet
- O.R.E.B.L.O.C.K
- My first GW factory. puts out ~1.13GW. Ratios aren't perfect (slightly too many engines for the number of reactors). I've had to move it a couple of times because I didn't leave enough room for pipes. I'm hoping I won't have to move it again when I want to up the output.
- Rotating while placing belts normally vs "ghost mode"
- I need help changing the uranium processing recipe.
- Why cant I place the station on the right side of the track aka the only part where the station will work? I have cleared the building area and i cant place it on the right side of the track anywhere.
- I just started playing. And I am having a blast without any tutorials
- Train blocks
- I'm not a big builder or anything, I'm new, but I think you guys might like it! Any advice on how to get good at this game?
- This should be quick
- my second iron processing setup, what do you think?
- Do you number your factories or name them something original?
- Still new to the game, is this Spaghetti enough?
Posted: 15 Jul 2020 06:19 AM PDT Gui
Graphics
Changes
Sounds
Bugfixes
Optimizations
Scripting
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental. [link] [comments] | ||
Posted: 15 Jul 2020 02:27 AM PDT
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I present to you a ridiculous solution to a trivial problem! Posted: 14 Jul 2020 10:17 AM PDT
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Posted: 15 Jul 2020 05:04 AM PDT
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Posted: 15 Jul 2020 07:14 AM PDT
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So... i wanted more plastic production. I uhhh... might have overdone it a bit. Posted: 15 Jul 2020 06:02 AM PDT In theory, this design puts out 715.26 plastic bars per second, or 15.89 belts. In practice it's 693 plastic bars per second or 15.4 belts. Yeah.. guess that should be enough for a while..¯\_(ツ)_/¯ Anyone have any idea for a more UPS-friendly approach to condense the 21 output belts into the 16 train loader belts? !blueprint https://pastebin.com/rqYnwgGt [link] [comments] | ||
100% safe, combinator-free, bidirectional, railway crossing. Posted: 15 Jul 2020 05:40 AM PDT !blueprint 0eNrtWdtuozAQ/Rc/Q4W5Jw/7sp+xqiIn8SaWwCDbtBtV/PsaaNk04DDTdhVttC9VAPswM2c6Mz68kG3R8FoJacj6hYhdJTVZ/3ghWhwkK7p75lRzsibC8JJ4RLKyu1JMFKT1iJB7/ousafvoES6NMIIP+/uL00Y25ZYru2DcqU0luf/MisKi1ZW2WyrZvcfC+OlD4pGT/RE+JG3rTWBCGEyyABO988N/9fUKDrU4HtkLxXfD83AGNYYZFy8Yl8BgogWYdIQp+V40pc8La7wSO7+uCn7NrsFZmwly8FZ3K2j3R/H9ObnCXmVnr+6uaX5xI0rax3bOwAzp52iWUVWx2fIjexKV6pbthNo1wmyqmsvNgRmLaVTDvfGB4my/0Vzqbv3wqGpM3ZjNJM2fhDJNnwxvxvUr/KDL9jc8a8R+NPKnUBoLpHkHAd/UBb53vqyZYqZzg3wjLZym9IKV3EFK/ufNpeXDL1hZz5ASniffdVI+EysmT+Yo5GHwXWrDujIVTAPhkUZz+6qiUnpgGJPB86FYjdb0KTUNAkVVBxos4YU4PLqEF+DwwgU8JFwEyqR7SiS6cmQSjRdCi2Q+WYBDJmYKKsRLbYvC6vlS26I5sm99rG1d1kPL3fsbYXhxI3bVCbrCOX7bPrY7MflVrYzepJVNJgwaOZgJAxAzi0MnbHhdGjrDEDZ1Xhk6FwpkUdna9UbEXOa8e1QpJg98g02gV/4OitskxW5+PtpjxFel35jK1wo6Kq8caXTWyoyl7nA0fn/+mTm/9MwFy0U3jMGYMRgzAWOGYMwUihmAITMoJNzKHAoJD+YKCgnmPAqQx85JAUj/F4C/WACcJ9UIqV64VAekeuGCiXAHZxcMUq5wwSQf1RlQ81oUXDT9ywEuSqHzWpTi4nfbeY3+28Oa/Z+64MlJS4aTHu7gwGhz1hGLHKo9gE540QoqPcB0zgCqPMDgKFB4gKGFKN3hDrIods2tcQSUHWCBjYGqAwwtQYkOjuYTp6ijtwsl+6DkgOpgc8K4ByQyR7l5PwLDbbTyGCz9xCvckX460M99/wlQcoPrKxJFaR89yqM3fOVbn30U9EjBttzGnXxXldZdMfPIE1e6x8iyiNIsSIJ81ba/AZx/frE= With "100% safe" I mean "you won't get run over unless someone is driving manually and ignoring signals". Add gates over track at your heart's content but unless you're putting a repair bot next to it trains will still crash through them and into you so alas 110% safety is impossible. The solution is easy: Don't drive manually, least of all at speed through crossings. Combinator-free means exactly that: It doesn't use any combinators. This is possible because gates have two connection points so you can set two conditions and output two signals. Which also means that it doesn't require power to work. As to the details, load up the blueprint. Bidirectional means that it works for bidirectional rail, which may or may not be useful in certain circumstances. You can safely delete the signals on one side of the track if you don't need them. As-is, the thing can't be expanded to span multiple rails, OTOH, after messing around quite a lot, I fail to see the point in hooking up multiple crossings like that anyway as you're only blocking more rail than necessary. Just put multiple independent crossings on the different tracks. Both gates of one crossing lower and raise in unison, I think that's plenty to have a "clean" feel to the mechanics. Lights are of course optional, and mess with the colours as you please (though be aware of colour precedence). You can also get by without power poles. Only thing you need is gates, four walls, one signal (better two to keep the signal block small), and plenty of wire. And before someone asks: Yes, it's absolutely necessary for the gates to be raised by default, as the engineer can easily be fast enough to run onto the tracks from a standstill while the gates are raising. Generally you then end up being caught right in the middle of the crossing, with no way to get out. It's possible to get past that with excessive logic but KISS, also, making it power-outage safe would make it even more complicated.
EDIT2: Train gates for the paranoid: !blueprint 0eNrtWttuozAU/Bc/Q4VvXPKwP7KqIpq4qSUwyJh2o4p/X0NampC4HKdZZTfdl6rGeMBzxj4+Q17RQ9GKWktl0OIVyVWlGrT4+YoauVF50V8z21qgBZJGlChAKi/7ls5lgboASbUWv9ACd/cBEspII8Vu/NDYLlVbPghtbzgYGb6hB6iuGjumUv2DLE6Y3fEAbe0/+I5b+LXUYrXrJ11whEpG1MZUSoQveXEKlB+C2jkaXRXLB/GUP8tK97etpF610iyrWqjlJjcW0+hWBGOHFvl62QjV9Pc/5kWz12cB1+MDH6VuzPKIvmepTTtM+f2NhztCLdZo906NyfsgRH2jrHOdm/5R6Afqdv1qx0TTg+L+Tz90j2ppW3F333UniKKeRBFL1AkYBoNhMzAcBkNnYOIRphRr2ZahKCxFWq7CuirEZ+816gDC6b7w+nYyaeN0coFRRxQSz3lfSq67rqo1deuhzGjQ5QUkPgA1ooc4Y12cvxQOo5I6gpJ+PLm08QiLvKxPBIXsi/HzoHyFq1xtzZNUm9k9IUBtI+yjiko3uwjDqUkcVGTj2wySOiYBe+3OOJrDI354eA4v8sMjM3iecBSkpFsSEs4cSsJshlrPyPMZOE9hxqCNeC6NYdh+PpfGcOqZx85LY9P90Mbu8AKJJhc4d0U385v4dfPYapurS6UyfJVUdnTCwK4TBolAkfk+B+Ij6ghxUYf9qHOsZkJglc4nhc5MUigqu1+/03kqJgddlc7VRix9F81bFDZa2PD7Dn55ssXipZbcuHwvIwi7yzniv18j2dBtnkw4VLknjkHRELoIUKAyMGgKxpxLhmMZFzkkGkMBQhdCAp5WDJ5WCsZkYMwMjEmgmDSCYoJVQjEUEv6WBAoJJpPSGdnMyI4y4HiX6iiHzgksOhpDIcHLk4LXBnwboamnfXaUVOL/SeUPJhXqqoNo5me8/YXnsQ/eL8QV2C5jkR95LtMS+9luLhjiZ366YOi5ruWXqj06rfYYg1Z7jPnxd91qD//bpZ5dDJM4OcPC/YzLG7CbrGYdXMRQ5xLkD7EEalzC4FKobwmDy4C2JQiNR16u5Q2oiLs+knEMNC1hxBKgZwlDo16WpevDG/My7lwo/EzD0iuDnfqsFkwDObng+rDBY695345feZ1PbxzsJPPEy3T7BsdjN1WpF1WutZv52ZPHhWT/S4/htyCLvZ+OBOhZ6Ga4IUkoxkkSxYR13W/hspWn [link] [comments] | ||
The Factory Must Grow... [OC] [3000x2000] Posted: 15 Jul 2020 07:45 AM PDT
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How to do fluid calculations / control fluid use Posted: 15 Jul 2020 04:45 AM PDT When I'm building item based production, I know the numbers - x number of miners to fill a belt, so many assembly machines to make a belt of output, using so much input. But with fluids, it all goes a bit vague. I have no control that I can see over how much input I have (a fixed number of oil spots, all with pumpjacks, and that's it). Sure, I can do an oil cracking plant that's to ratio, but that just means I have whatever fixed amount of petroleum coming out. Then with plastic I go "1 coal = 2 plastic, and I need petroleum". Same with sulfur - I set up enough to get a full belt out, but input? Just pipe it in and hope. And sulfuric acid, I've no idea - throw the ingredients at a set of chemical plants and hope! I can do the numbers, in the sense that I know my plastic line needs x petroleum per second, but I don't know how to control what gets sent to different areas, in the way that I can with belts. I know that pumps do this, but I don't see people using them in that way in the playthroughs I've watched. So what do people do? Is it just a case of "pipe everything up and don't worry"? What do people do for sulfuric acid, in terms of how much to produce? Or is there a good walkthrough/tutorial about this that I've missed? [link] [comments] | ||
Using a ROG Zephyrus Duo secondary screen for the cheat sheet Posted: 14 Jul 2020 01:13 PM PDT
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Posted: 14 Jul 2020 04:18 PM PDT
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Posted: 14 Jul 2020 11:11 PM PDT
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Rotating while placing belts normally vs "ghost mode" Posted: 15 Jul 2020 12:29 AM PDT It's really annoying that when you place belts normally and use R to rotate them they rotate clockwise, but when you use shift to force ghost mode, shift-R makes them rotate counter-clockwise. [link] [comments] | ||
I need help changing the uranium processing recipe. Posted: 15 Jul 2020 06:05 AM PDT I want to make a very simple change to the uranium processing recipe to make uranium-235 have a higher chance (i havent decided between 5% or 10%) of appearing. If someone can help me by pointing me in the right direction or by just outright making the mod for me it would be greatly appreciated. [link] [comments] | ||
Posted: 14 Jul 2020 10:12 PM PDT
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I just started playing. And I am having a blast without any tutorials Posted: 14 Jul 2020 01:55 PM PDT Figuring out how things work, without any tutorials is so much fun! I am ~10h into the game, I see that it's just the surface, especially when I see some videos from later stages - but getting to know the game by itself is so much fun! I feel like tutorials "how to build a train" are just spoilers and you miss much of the game by watching it. [link] [comments] | ||
Posted: 14 Jul 2020 10:42 PM PDT
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Posted: 14 Jul 2020 02:37 PM PDT
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Posted: 15 Jul 2020 12:43 AM PDT how do I open a browser during gameplay, like to access kirk Mcdonald, or factorio Wiki? Just never tried, and tired of stopping to fool with my phone when I can get same info on screen, as seen in nearly all gameplay videos. Thanks [link] [comments] | ||
my second iron processing setup, what do you think? Posted: 14 Jul 2020 01:18 PM PDT
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Do you number your factories or name them something original? Posted: 14 Jul 2020 10:56 PM PDT Ever since 0.14 I began to number my factories, I had built at least a dozen before so I just kind of guessed when I started each factory and numbered them accordingly. I figured I had built around 15 factories so I started from there. Now around 1000 hours later I'm almost done my biggest factory yet, number 29 and I will begin my 30th factory once 1.0 releases. It's weird how I built my first 15 factories within 200 hours but then my next fifteen took 100 hours. BTW I only number factories that I play for at least 10 hours as that's when it really becomes a factory. I'm just curious if anyone else does this as I really never knew what to name each individual save. Numbering them in order just seemed right and its also really cool to look back on my previous factories in order. Do any of you save every single factory you make? I have about 10 saved out of the 29 I have made and the oldest is from 0.12. I'm not sure what happened to the rest, I guess I deleted them because I thought you could only have 1 save at a time, [link] [comments] | ||
Still new to the game, is this Spaghetti enough? Posted: 14 Jul 2020 03:07 PM PDT
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