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    Wednesday, August 26, 2020

    Factorio Kitty intrigued by the spaghetti!

    Factorio Kitty intrigued by the spaghetti!


    Kitty intrigued by the spaghetti!

    Posted: 26 Aug 2020 02:31 AM PDT

    TIL that Factorio has a map "alt mode" in the F4 debug menu!

    Posted: 25 Aug 2020 09:07 PM PDT

    I made a train crosswalk! (blueprint in comment)

    Posted: 25 Aug 2020 12:03 PM PDT

    Found a Cool seed With a Moat Around the Starting Area

    Posted: 25 Aug 2020 11:46 AM PDT

    I saw there was a logistic bot box on the debug overlay. My hive is abuzz.

    Posted: 26 Aug 2020 03:54 AM PDT

    all cute little spiders deserve a cute little net <3

    Posted: 26 Aug 2020 04:23 AM PDT

    I made spidertron dance

    Posted: 26 Aug 2020 03:38 AM PDT

    To piggyback off /u/The_Doubtful_Owl, here's another tip that's helpful regarding underneathies.

    Posted: 25 Aug 2020 05:48 PM PDT

    Proof of Concepts: Bus Alternative, Train system, and Kovarex Enrichment

    Posted: 25 Aug 2020 10:41 PM PDT

    Proof of Concepts: Bus Alternative, Train system, and Kovarex Enrichment

    Let's do things a little different... Because: why not? And let's see what kind of interesting concepts we can make work!

    Starter area

    I built this factory as spaghetti-like as I was able. I only somewhat succeeded... But, I wanted to try some new things that I haven't really seen pictures/discussions on in this sub.

    Spaghetti!

    Feeding the factory

    Concept: An alternative to the 'bus', easier to use, and easier to expand. I'm not sure exactly what to call it. Has Radiatori been claimed? I'll run with that!

    Description: I've never been a fan of a bus, and pure spaghetti can make things a bit difficult to distribute resources where needed. So, rather than creating a bus, I just sent the resource supply belts straight out into the factory and let things happen around them as they will.

    Pros:

    • Easier to set up than a bus
    • Easier to expand than a bus
    • Easier to retrieve resources from than a bus
    • Encourages spaghetti between the radiatori layers

    Cons:

    • Difficult to balance multiple lanes of the same resource type
    • Encourages spaghetti between the radiatori layers

    Verdict: Oh, this was a FUN factory! Adding everything between the radiatori layers encouraged thinking about things differently and adding logistical challenges that weren't the same old "Bus balancing, compressing, and splitting" that we all know and love. It's a lot easier than dealing with a bus; though, for factories larger than my little 15 SPM it can require some creative thinking to get resources to where they need to go (Spaghetti!).

    \"Oreboros\"

    Concept: The "Ouroboros" trains were designed to have a constant supply of ore with no interruption in supply, as it's always loading and unloading at the same time.

    Description: The train is essentially a large loop, with it's head all but actually connected to it's tail. It stops at every station along the way as it loops, and every set of train cars can be utilized. The train stays at each stop for a length of time - 30+ seconds for feeding something that doesn't use many resources, or less for areas that take more. Requires the same or greater number of filling stations as supplying stations.

    Pros:

    • Constant supply
    • No train management (congestion, signals, stackers, etc)
    • Easily expandable

    Cons:

    • Eats a LOT of resources to set up
    • Time consuming to set up
    • If an ore patch runs out, more ore needs to be brought in by train or belts
    • Using this system with fluids requires barreling, as pumps won't connect after a curved rail

    Verdict: It works quite well, but lacks efficiency for small-scale items. The dedicated "Snake Lines" are much more efficient for smaller draws - even for a small 15 SPM factory. For larger draws, it works quite efficiently - with a test set up, I was able to produce 70-80 tier 3 modules/minute. It's very easily expanded: need more items? Add more inputs/outputs and reduce the time the train is at each station by a small amount.

    EZ Kovarex

    Concept: Simple man's Kovarex.

    Description: The idea behind this setup was to make a system that could be easily deployed, even without blueprints. This setup requires the following parts:

    1. A logistics network separated from others and dedicated logistics bots
    2. At least 1 centrifuge
    3. An active provider for each centrifuge*
    4. A requester chest for each centrifuge*, requesting 40 u-235 and 5 u-238 (set to request from buffers)
    5. An "Output" Buffer chest, requesting a large amount of u-235, with an inserter passing the collected 235 to your factory
    6. [Optional] An Active or Passive Provider chest within the dedicated logistics network to collect u-235 from uranium processing

    * With this specific design; no issue with the centrifuges sharing

    Pros:

    • Extremely easy to set up
    • Easily expandable

    Cons:

    • Does not prioritize the centrifuges sequentially; so it works best adding additional centrifuges once enough u-235 is available to get them started (though doesn't require manually adding the u-235)
    • Requires the Logistics Systems research for Buffers/Requesters

    Verdict: If starting nuclear late game and don't want to deal with the logistics of getting Kovarex up and working properly, this is an extremely easy, viable setup. The u-235 will be prioritized by the requesters, so you don't have to worry about your u-235 escaping, and adding additional centrifuges as needed will 'just work'. The biggest con is that slapping down a lot of centrifuges/requesters at once could cause production to slow/stop depending on how much is available for them to eat.

    I want to show the things I've been working on as an encouragement to others: you don't have to use other people's designs - you can make something original and fine-tune it(or not!); as long as it works for what you want(or not!), it can still be a wonderful thing to look at and learn from.

    Cheers!

    submitted by /u/RubeusEsclair
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    Factorios ability to challenge every player possible is what impresses me the most.

    Posted: 25 Aug 2020 04:38 PM PDT

    I can't think of any game other than factorio, that has the ability to basically allow for infinite challenge steps.

    You can always turn the difficulty up or down further. You can add a massive amount of mods to increase or remove complexity.

    I consider myself really good at games, and I often find myself missing a proper challenge in other games. In factorio I'm speedrunning the krastorio mod for the achievement, and I'm at the edge of my seat for days.

    At the same time. I could add mods, change settings and give this game to my 80 year old grandma that's never touched a pc and I'm sure she could find fun in it as well.

    It's something that's incredibly rare, and is something I learned to appreciate about the game

    submitted by /u/weikor
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    it took a bit of fun out of the game when I started using super optimised blueprints, feeling like my designs had to match. this mall is a bit spaghetti-ey, and not organised by category. but it gets me the things I need lots of, and I didn't waste time worrying about making it "optimal"

    Posted: 25 Aug 2020 10:10 PM PDT

    3.68 GW 12 x 2 belt-fed nuclear reactor

    Posted: 25 Aug 2020 11:59 PM PDT

    Going in for my first game ever!

    Posted: 26 Aug 2020 05:55 AM PDT

    Anyone have this problem where they start a game, play for a couple days, don't write down what your doing, come back a week later and not knowing whats going on, and starting a new game?

    Posted: 25 Aug 2020 11:55 PM PDT

    I have like 90 hours in Factorio and haven't got past oil in the tech tree in my 20 something play throughs.

    submitted by /u/mustangcody
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    First starter base, this game is incredible !

    Posted: 25 Aug 2020 07:06 PM PDT

    I'm playing with the Bio Industries mod for the first time. I'm having a blast trying to optimize producing/planting trees. Here's my current Bio Farm setup.

    Posted: 26 Aug 2020 03:08 AM PDT

    I knew deathworld would be challenging, but not "behemoth worm spawning in range of my base" kind of challenging.

    Posted: 25 Aug 2020 01:48 PM PDT

    Does Anyone Else Hate Themselves Enough To Play With Mixed Ores?

    Posted: 25 Aug 2020 09:28 PM PDT

    Im brand new to the game - this is the moment I realized the map zooms out.

    Posted: 25 Aug 2020 04:22 PM PDT

    Upgradeable 2 to 8 Lane Tileable Train Blueprint book

    Posted: 26 Aug 2020 04:59 AM PDT

    Full Album

     

    I've created a 2 to 8 lane upgradeable RHD Train blueprint book. This is a RHD drive version of u/Kyosuta's LHD system from here. All the blueprints fit on top of each other so you can easily upgrade a 2 lane system to a 4/6/8 lane system. The system uses the new global grid so all blueprints are easy to fit together and can be placed while running / driving / spidering along!! The 2 lane book places all the power poles so you can judge how much space you need for if and when you want to upgrade to the full 8 lane system.

     

    Includes;

    I personally don't use the Interchanges but have included them for the sake of completeness

    There are some signals missing from the 4 way intersection as I found it very very hard to fit them all in for the RHD system.

     

    Full Book(Each of the following books is nested within this book)

    2 Lane Book

    4 Lane Book

    6 Lane Book

    8 Lane Book

    Exchanges

    Interchanges

     

    Here is a pic of my test map showing the system in use in creative mode. I use separate production 'modules' in my mega base with a roll on roll off system. For example here is my plastic production (map view) and in detail(Warning - Large image)

     

    *I did post this last night after uploading the books to pastebin, but rushed it, screwed up the links and forgot to put the image links in!!!

    submitted by /u/BushTiger
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    Circuit Networks following the Rail Network?

    Posted: 26 Aug 2020 08:23 AM PDT

    I'm currently trying to get a rail network that I understand rather than just copying and pasting one in, which means a fair amount of time taking apart existing ones and trying to put them back together (I am beginning to hate chain signals at junctions, but that is neither here nor there).

    A lot of the network blueprints include red and green circuit wires along the big electric poles. I understand that these are used to carry the signals over long distances, but am less clear on why a network that covers the whole factory would be useful. Would anyone be able to explain this (preferably as if I'm an idiot)?

    submitted by /u/HermeticOpus
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    Cliff fortress SEED - Ship crash is next to water patch (1 o'clock')

    Posted: 25 Aug 2020 01:34 PM PDT

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