Factorio I don't know what I'm doing, but after watching a few videos I started my first game yesterday and now I'm addicted. |
- I don't know what I'm doing, but after watching a few videos I started my first game yesterday and now I'm addicted.
- My Magnum Opus -- A bot-only, circuit-controlled 10K SPM Megabase.
- Inspired by u/Nikotiiiini's recent post. I present, 100 trains vs 100 tanks/100 cars.
- Pre-launch Factorio Love
- Took a break from automation in my Factorio World to make some combinator art
- shouldn't moving blueprints from the library to the character make a copy, otherwise, someone might accidentally delete an important book thinking it was still in their library
- I'm really happy with my train depot
- Early Game Base
- Some Love and Appreciation for the Dev Team, Community, and Mod Makers
- Mod: Dynamic Construction Queue
- 5.8K Megabase built the old school way (wo editor or creative mode)
- Is the Kirk McDonald calculator outdated?
- You should be able to pave your factory with wood
- Rebuild or relocate to organize
- Another Train Mod Idea.
- Request: Keyboard shortcut to bring up the Last Selected Blueprint
- Made a (better) Factorio dude minecraft skin
- My (failed) attempt at a 1000SPM belt/train base
- trains w/ vanilla circuit conditions and inserters pausing mid insertion: UPS hits or nah
- Blueprint String decoder in Javascript?
- If I want to automate a lab setup of 15 labs, what would be the math behind the assembling machines and plate intake/output?
Posted: 04 Aug 2020 06:26 PM PDT
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My Magnum Opus -- A bot-only, circuit-controlled 10K SPM Megabase. Posted: 04 Aug 2020 07:01 PM PDT
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Inspired by u/Nikotiiiini's recent post. I present, 100 trains vs 100 tanks/100 cars. Posted: 04 Aug 2020 06:08 PM PDT
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Posted: 04 Aug 2020 12:13 PM PDT I'm not sure where to begin... I have been playing Factorio since before I paid attention to releases and I believe back in 0.12, when there were still Alien Artifacts dropped by destroying Biter bases. Only recently have I started contributing to the community, just because I tend to be shy about jumping into online communities in general for a variety of personal reasons. I'm making this post now because I want to share the un-tempered, endlessly rewarding love and fandom that I have for this game. Few titles reward fandom with responsive, passioned, community engagement from the creators. Few games involve communities thoroughly in the development process such that the majority of users have the experimental release installed and are eager (not nervous) to install when new versions drop. We are their playtesters and no one would have it any other way. Few (no) games occupies my thoughts like Factorio. I think of it in my sleep when I haven't been playing and in my wakefulness as I make my breakfast after reading the subreddit. I am building factories in my mind before I build them in the game. And because the damn thing works so well I am rewarded for my out of game thought (which like many other things in the game reminds me of programming). I didn't set out to write an essay today and I don't think I did. This is not a well structured piece of writing but more like a rant posted on reddit about love and fandom to a group of people that I hope and think share those feelings. Few (no) people or companies are as worthy of our fandom as Wube. Thank you Devs. edit: For style and style [link] [comments] | ||
Took a break from automation in my Factorio World to make some combinator art Posted: 04 Aug 2020 04:12 PM PDT
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Posted: 04 Aug 2020 02:31 PM PDT
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I'm really happy with my train depot Posted: 05 Aug 2020 05:45 AM PDT
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Posted: 05 Aug 2020 05:16 AM PDT
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Some Love and Appreciation for the Dev Team, Community, and Mod Makers Posted: 04 Aug 2020 08:52 PM PDT I don't even know where to begin. My dad bought me this game after I was getting bored of the same shooters and action games. He thought that it would be a good fit because of my love for engineering, which he shares the same passion, and he has never been more right. I only started playing Factorio back in April, but no other game has captured my attention quite like Factorio. I've only been playing the game for a little over 4 months and am coming up on 1000 hours of play time. This game has been so fun for me and has really gotten me to start thinking more critically in my personal life as well. Factorio has also led me to the conclusion that engineering is truly my passion and in a few weeks I will be starting my engineering degree. This game has not only given me hours of fun (along with hours of frustration), but also made me a better thinker and given me a path to take in life. I would also like to thank the community. Everyone here is so nice and also can give constructive criticism, and that alone has gotten me to improve some of my builds. I've seen so many toxic communities in my short gaming career and this is the first where everyone is nice to one another and it's really cool that this kind of community exists. The modders in the community also deserve praise. All of you guys have given this game so much amazing content on top of the already amazing base game the the Dev Team has made. All of the huge overhauls that I've played have made the game feel so different but also very much like Factorio. I think all of the mod makers have done an amazing job and I would like to thank you all as well. All I want to say is thank you to the Dev Team the Community and the Mod Makers. All of you have made my experience with Factorio so far amazing! [link] [comments] | ||
Mod: Dynamic Construction Queue Posted: 05 Aug 2020 12:08 AM PDT TL;DR: It's a mod to keep construction robots responsive, even when there are a large number of ghosts on the map. It does it by dynamically adjusting the update rate based on how many ghosts exist. The problem When you have many ghosts on the map, the construction bots become unresponsive, even when the ghosts are in a different roboport network or no network at all. This happens, because there is one global queue for construction requests, which is cycled at a fixed rate. Most of the time, you can avoid this problem by just not using many large blueprints at once and avoiding placing something down that you don't have the materials for. However, there are some scenarios where this isn't feasible or convenient, like: - When building large solar arrays, because you don't want to constantly print new sections - In multiplayer, where you don't have control over other peoples actions - Large construction projects in general - When using a construction train that only unloads materials as they are consumed The solution The mod keeps track of how many ghosts are currently on the map. When the map is first loaded, the ghosts are counted one time and from then on it listens for build events to keep track of the ghost count. Then, whenever ghosts are created or destroyed, the queue update rate is adjusted. It is adjusted so that every ghost on the map is checked at least once in a set time frame, which can be specified in the settings (default 10 seconds). With this change, when you decide to print 50000 solar panels, you might lose few less ups, but you won't feel any actual gameplay impacts. Construction bots will still respond to every change within 10 seconds. This is especially nice for construction trains, because you can now set the train condition to inactivity 10 seconds and be sure that it won't leave before all required materials were unloaded. Once the construction is complete, the update rate is dialed down and you won't feel any long term ups impacts. https://mods.factorio.com/mod/DynamicConstructionQueue This is my first mod, so if you notice any bad habits or possible improvements, please feel free to tell me. [link] [comments] | ||
5.8K Megabase built the old school way (wo editor or creative mode) Posted: 04 Aug 2020 02:50 PM PDT
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Is the Kirk McDonald calculator outdated? Posted: 05 Aug 2020 03:27 AM PDT As the title says, I can only see recipe sets up to 0.17.60 Is it outdated (I am playing 0.18.41 I think), have the recipes changed between those two versions? [link] [comments] | ||
You should be able to pave your factory with wood Posted: 04 Aug 2020 08:15 AM PDT No speed bonus, just aesthetics and a way to use up all that wood. [link] [comments] | ||
Rebuild or relocate to organize Posted: 05 Aug 2020 07:37 AM PDT So I'm playing Krastorio 2 right now and my spaghet has gotten out of control. I'm pretty close to getting active provider chests to start getting construction and logistics bots going. When you guys get to the bot stage do you guys rebuild your mess, move somewhere else and start new or just embrace the madness? Thanks! [link] [comments] | ||
Posted: 05 Aug 2020 07:33 AM PDT Is there a mod to make track attachments shallower so tracks attach at a much more acute angle? [link] [comments] | ||
Request: Keyboard shortcut to bring up the Last Selected Blueprint Posted: 04 Aug 2020 07:30 PM PDT Reason: Before the big Blueprint revamp of July 2020, if you pressed "B" it would bring you back to the Blueprint page you just left. So if you had a BP that you wanted to paste down, but wouldn't paste until you moved a few things, you could just press "B" and it would bring you right back to it. Now: You have to navigate to the Blueprint again. And if you're like me and have a dozen BP Books, it makes it annoying to find things. Suggestion: Have a key, such as "Control-B" which would bring up the last Blueprint you had selected. And, if this already exists and I just couldn't find it, then please let me know! Thanks! [link] [comments] | ||
Made a (better) Factorio dude minecraft skin Posted: 04 Aug 2020 04:21 PM PDT
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My (failed) attempt at a 1000SPM belt/train base Posted: 05 Aug 2020 06:09 AM PDT
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trains w/ vanilla circuit conditions and inserters pausing mid insertion: UPS hits or nah Posted: 05 Aug 2020 01:01 AM PDT all my raw resource trains use a circuit condition from the vanilla train gui to determine if they should wait at a patch or drop off their goods. this seemed like a basic bitch LTN, which makes it right up my alley! but i'm concerned that maybe this is going to be a ups hit if every train is checking for x amount in the logistic network constantly. i don't have an obscene number of trains, but i'm trying to anticipate future problems. i've also been obsessing over stack inserters that hang/pause if they can't insert their item into a train because it's full. the tooltip reads something close to "waiting for space in destination" thx info ~ [link] [comments] | ||
Blueprint String decoder in Javascript? Posted: 04 Aug 2020 04:09 PM PDT Does anyone know how to decode blueprint strings in Javascript? Or know some npm package that can decode it? Im planning on making a discord bot that manage blueprints for several games, such as: Factorio, Rimworld (blueprints mod), TerraTech (tech snapshots) Also, if you know any other game that has blueprints (or something similar) and want it to be added to the manager, tell me on the comments and i will see if its possible [link] [comments] | ||
Posted: 04 Aug 2020 10:41 PM PDT The last time I tried doing this, I got a bottleneck and couldn't figure it out so I decided to ask. Thanks! [link] [comments] |
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