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    Tuesday, July 14, 2020

    Factorio Weekly Question Thread

    Factorio Weekly Question Thread


    Weekly Question Thread

    Posted: 13 Jul 2020 11:05 AM PDT

    Ask any questions you might have.

    Post your bug reports on the Official Forums


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    submitted by /u/AutoModerator
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    They fixed the content page! I'd have gone for "build good-old train tracks", but this is fine.

    Posted: 13 Jul 2020 01:10 PM PDT

    This game would have been so much better if EA made it. Here's why.

    Posted: 13 Jul 2020 10:57 AM PDT

    Out of Ironplates?

    By more at the premium store.

    • Bronze pack - 1000 Ironplates for 0.99$
    • Silver pack - 5000 Ironplates for 2.99$
    • Gold pack (best value) - 20000 ironplates + 10000 copper plates for only 9.99$ (excl. VAT)

    New at the store:

    • Rare chest skins
    • Glowing circle AFK belt
    • Programmable speaker circuit BP with this weekends top song - Factorio version of Friday Friday by Rebecca Black

    Also, never run out of power again with the Super Power pack containing 500 solar panels and 500 accumulators. Only 29.99$.

    Seriously, along with ConcernedApe and Ludeon Studios these devs are a godsent! Don't think we ever can thank them enough for a game that has been worth every penny since 0.12 release (thats when i started playing).

    Edit: Added some more stupid stuff.

    submitted by /u/Bergstr00m
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    Been working on base science packs feed rate, thought this one looked nice. Frustrations explained in comment.

    Posted: 13 Jul 2020 04:00 PM PDT

    Tileable Red Ammo (Piercing Rounds)! My second playthrough trying to build everything with perfect ratios. 1 Yellow Ammo : 3 Red Ammo

    Posted: 13 Jul 2020 08:55 PM PDT

    Efficiency modules in miners

    Posted: 14 Jul 2020 07:22 AM PDT

    I've been having a problem with my mines making too much pollution and attracting biters, and heard that efficiency modules reduce the amount of pollution the drills make.

    Does putting tier 1 efficiency modules in electric mining drills make a big enough difference to be worth it? Or is it better to wait for tier 3 modules?

    submitted by /u/Sir_Casey
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    Engineering Train Planner (Website)

    Posted: 13 Jul 2020 10:53 PM PDT

    Ever wanted an engineering train but didn't want to have to build it all by hand, get the numbers and stacks right, only to discover you miswired or miscounted something and have to do the whole thing again?

    Well, now you don't have to. This very unpolished React-based app with do it for you! Tell it what you want and it will give you the string for a blueprint book.

    • specify fluids to deliver (gotta have those flamethrower turrets!)
    • specify how many stacks of solids to deliver
    • optionally specify a filler (gotta deliver artillery shells, too!)
    • optionally specify a fuel to keep the train stocked up
    • specify single-head or dual-head train
    • creates both a provider station and the requester stations
    • requester station uses signals to precisely(ish) control exactly what gets delivered (once built, control what each requester station actually wants by setting the signals in the constant combinator)
    • requester station gets a roboport with a desired minimum of 50 construction/logistic robots, for maximum gray goo potential
    • saves the state in the anchor hash, so you can bookmark and share your setup

    caveats:

    • requester station may get slightly more than asked for due to the way the filter signals work
    • requester stations will by default request nothing, but I might make this configurable, or even make a book with multiple requester station setups
    • logistic deliveries at each requester station will need to be bootstrapped by manually placing at least 1 logistic bot in the roboport area
    • interface can get a little unresponsive when trying to do rapid tweaks to your settings
    • not terribly pretty and might be full of bugs! I built this in maybe 8 hours, but the result seemed to work pretty well in a test map!
    • only works with Vanilla for now

    Try it out and let me know what you think!

    https://uraniumanchor.github.io/factorio-engineering-train/

    https://github.com/uraniumanchor/factorio-engineering-train/

    Stations

    Cargo Wagon Filter

    Receiver Pump

    submitted by /u/UraniumAnchor
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    Vanilla Trains

    Posted: 14 Jul 2020 04:20 AM PDT

    I think I've figured out a solution to my train issue. So I've a stacker of full trains waiting on a call for supplies. those hauling Iron for example should all have identical stops.

    Can I set those up to cascade thru available trains so only 1 goes out per call, when signal is received?

    I'm trying to avoid 3 trains all racing to fill one station, and subsequently go to wait in line @ the same mine, instead of each heading to separate and full supply depots.

    submitted by /u/AsinineLine
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    Biter advice needed

    Posted: 14 Jul 2020 03:39 AM PDT

    I'm fairly new so please help me understand what to do in this situation

    I'm going to run out of Iron in a while and I go exploring. Luckily, there's a massive deposit, but it's pretty far away from my base so I decide to use trains.

    Large deposit requires a lot of Miners which create loads of pollution, not to mention pollution from generating electricity. This will attract huge amount of biters unless I kill everything in area large enough for pollution to dissipate on its own

    So, here are my questions:

    1. is it worth it to go out and clean nests that aren't immediately affecting me? They can spread, but at the same time killing nests increases mutation rate and thus difficulty?
    2. is it a good idea to keep few large nests nearby to eat up pollution and butcher Biters in controlled manner over getting attacked from every direction?
    3. If I get attacked, is there any way to ensure that my infrastructure (railway, big poles) won't get damaged? I mean, other than fortifying them
    submitted by /u/mporubca
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    helmod vs factory planner

    Posted: 14 Jul 2020 04:06 AM PDT

    Which one do you use,and why?

    submitted by /u/nt1soc
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    Train Problems - Train 3 cant access the next station, the rest can

    Posted: 14 Jul 2020 06:26 AM PDT

    I left my friend for 20 mins, allow me to introduce spaggetti defense outpost TM

    Posted: 13 Jul 2020 12:07 PM PDT

    First playthrough after the "campaing", just researched oil - wish me luck :)

    Posted: 14 Jul 2020 12:52 AM PDT

    Took me an entire shift of overtime at work but I got it to work. Now to work on the bottleneck. Any suggestions? Oh, and yes, I'm playing Sandbox mode.

    Posted: 13 Jul 2020 07:01 PM PDT

    Is it possible to have a train stop at every station in a branched path if I assign all 3 stops shown here? I'm not sure how the train would decide on pathing here. The entire track is made of one-way loops (so it can't go directly from A to B or vice versa).

    Posted: 14 Jul 2020 12:06 AM PDT

    Explanation of something I figured out.

    Posted: 13 Jul 2020 09:37 PM PDT

    Explanation of something I figured out.

    This is probably well known but it took me an hour to figure out, and I felt like sharing it somewhere.

    The problem I wanted to solve was that when making landfill, it takes a ton of stone, and pulling it all in with stack inserters, it pulled massively from one side, and barely the other. I was determined that I wanted both sides of the belt to supply both sides of the belt. (Rather than each side supplying only its particular side.) I want to see both sides evenly flow, even though only one side is being pulled from.

    Trying to figure it out, it felt impossible. Since splitters preserve side, and side loading effectively _inverts_ side, it felt like no matter what you built, any particular item will always end up on one side or the other, and no matter what kind of contraption you build, sides are either preserved, or inverted, but never truly split.

    What I finally realized was that I needed asymmetry. I basically need to invert half; I had been building symmetrically, which always inverted everything equally, cancelling it all out in the end.

    Basically, thinking only in terms of belt side as a kind of polarity, you can treat splitters as buffer gates, and side loading as NOT gates. So, just split in half, invert one half *and not the other*, and then join them back. And *bam* both sides supplying both sides evenly... ahhhh...

    https://preview.redd.it/hlcrtbzf1ra51.jpg?width=1920&format=pjpg&auto=webp&s=1a39c4a32a71f756e9f91dcc8f51ab329d5ee4b7

    submitted by /u/SahuaginDeluge
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    How can I re-enable achievements if I didn't use console or mods?

    Posted: 14 Jul 2020 03:33 AM PDT

    So I started a game with my three friends, one of them is a first-timer. We had to mods and don't have have console commands on. For some reason my new friend is not able to get achievements which was really disappointing. I checked with all of them and none of them used console commands. How do I re-enable achievements in this case?

    submitted by /u/walloman-the1st
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    Just found the old looks of the chests in the tool tips :)

    Posted: 13 Jul 2020 10:12 AM PDT

    Found this seed, very safe from biters.

    Posted: 13 Jul 2020 11:57 AM PDT

    Rescue inbound!

    Posted: 13 Jul 2020 03:20 PM PDT

    Rescue inbound!

    Two weeks in this infernal place! No signs of any native life forms other than the local flora which grows at an alarming rate. Ore is more than plentiful, albeit everywhere, and is extremely destructive to everything other than my miners. It took two agonizing weeks, but I have finally launched a beacon to call for help. Location is confirmed and a rescue ship is inbound. ETA: 16 (+/- 1) hours!

    https://preview.redd.it/ocd2860d9pa51.png?width=1920&format=png&auto=webp&s=f3c3ea60961cfbaa06fd56c1b13cf88b1755d667

    https://preview.redd.it/12sth17c9pa51.png?width=1920&format=png&auto=webp&s=808063bf9ef1d120f0af19f388ce332670e069e8

    https://preview.redd.it/lxu5k1db9pa51.png?width=1920&format=png&auto=webp&s=e2a2e4417d0ca94306033392926bfdbe682a4193

    submitted by /u/burningscarab
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    Combinator-powered belt compression

    Posted: 13 Jul 2020 11:10 PM PDT

    I'm kind of a Factorio newbie so I don't know if this is useful or not, but after hearing that belts are often avoided in larger bases for performance reasons, and realizing that uncompressed belts are worse for performance, I used an SR latch to make a belt compressor.

    It waits until the chest passes a threshold of items (shown: 20), then drains it, then repeats.

    This can be done in vanilla too, but the circuitry would be more complex. Even as-is I don't know if the combinator overhead provides a performance win, or if I'm even looking at the performance issues in the right light. ¯\_(ツ)_/¯

    (Mod is Krastorio 2 + Space Exploration.)

    submitted by /u/csp256
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