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    Wednesday, August 12, 2020

    Factorio [New Mod] fCPU

    Factorio [New Mod] fCPU


    [New Mod] fCPU

    Posted: 12 Aug 2020 06:58 AM PDT

    Simple Belt Throughput Indicator

    Posted: 11 Aug 2020 05:35 PM PDT

    30°C difference in heat pipe temperature and I cant figure out why...

    Posted: 12 Aug 2020 04:46 AM PDT

    Thrower inserters can get a little crazy when adjusted with Bob's inserters. Just make sure you don't miss.

    Posted: 12 Aug 2020 04:51 AM PDT

    Concrete Vegvisir + Blueprint

    Posted: 12 Aug 2020 02:53 AM PDT

    Why are the trains along the bottom waiting, instead of filling the gaps?

    Posted: 12 Aug 2020 05:02 AM PDT

    All in one starter base V 5.8

    Posted: 12 Aug 2020 05:44 AM PDT

    All in one starter base V 5.8

    I think the evolution of this is getting very close to complete.

    I have merged all of my military techs into the one base, and after much deliberation have also added solar to the build to allow me to get some early solar on the board. The jury is still out for this.

    Full base layout.

    This fits in with my idea that the only items you should ever need to bus are coal, plates, stone, bricks, and iron ore plus a few oil products.

    The supporting bus for this base, and a suite of 90 s.p.m. sub assemblies.

    When robots are researched, I use the upgrade planner to convert the iron boxes into storage chests and then stamp a blue print over them to set the item to deliver. That way any items which get recycled go first to the base for storage and don't wind up spread all over the factory.

    Quantities are controlled by the circuit network. Each output chest is connected with a red wire to the control panel, and its input assembler. There is a bank of combinators which allow me to control the quantities that each chest will hold. The system falls down if my stockpiles overflow at the robot stage, but for the most part it is efficient. Its much easier to go to the control panel and adjust levels, than it is to find the appropriate assemblers and update them.

    Close up of the control panel

    The logic is borrowed from somewhere on here I believe. In short the Arithmetic combinator inverts the quantity of each item making it negative, and each output inserter is set to operate when the count in the box is less than zero. I could have set it up to output more than one signal on a single combinator, but this looks better. Sadly i had 91 items which messed up the symmetry.

    In practice, Most of the inserters get upgraded to fast inserters, and the assmeblers become assembler 2's starting with gears, and circuits.

    When starting out you only need one pod of 4 gear makers for yellow belts, two for red belts, and all 4 for blue belts. The base will run quite well on 2 iron smelter stacks, one copper, and one steel + half a brick stack until you get your operation in full swing.

    I don't craft stone furnaces here as they have such a limited shelf life. Labs and boilers have a manual input for furnaces and belts respectively.

    Lastly the combinators showing lane usage are there for degugging purposes and in practice I build over them when laying out the base.

    Blueprint :

    There is also a cut down jump start version which I have not tested fully yet. This will get you the very basic tools you need to get started.

    https://docs.google.com/document/d/13f4TOpFhkxXVrC60rMScRmrd2DnIfnnSb8DAGULRy9M/edit?usp=sharing

    submitted by /u/MrBadDragon
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    Gorgeous K2 singularity labs in action

    Posted: 12 Aug 2020 09:08 AM PDT

    pls give critizicm. i want to encourage exploration and combat. So i reward the players for taking a risk with exploration. And make it neccesary in late game. I also made it so you would use water as a wall but when you want to gather resources from the other island you risk getting atacked.

    Posted: 12 Aug 2020 09:06 AM PDT

    My failure of an angels-bob megabase

    Posted: 12 Aug 2020 07:40 AM PDT

    So i decided to start new game with 100x research cost....

    Posted: 11 Aug 2020 01:30 PM PDT

    So i decided to start new game with 100x research cost....

    ... and it let me to interesting challenge:

    No logistic - no problem

    Shame, that rocket silo requires logistics, because it would be interesting challenge to fire that rocket without using single splitter / underground :)

    submitted by /u/CzBuCHi
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    Factorio 1.0 MMO Event!

    Posted: 11 Aug 2020 06:46 PM PDT

    Good day all!

    To celebrate the release of Factorio 1.0, we will be hosting a Welcome to Factorio event at 12 PM CDT/5 PM UTC/7 PM CEST on the 14th. This event is to show how cool Factorio is!

    We will additionally be trying to go for a new record for the most people on one Factorio server again (500+ people).

    We are teaming up with some streamers for the event! Currently we are teamed with Katherine of Sky, Xelie, Evilrais and Big Wick! You can check them out here:

    https://www.bigcommunitygames.com/live/kos-xelie/

    https://www.bigcommunitygames.com/live/evilrais-big-wick/

    We also have some other streamers that are to be confirmed, these will be updated on this webpage in the meantime:

    https://www.bigcommunitygames.com/live/

    Game Name: Welcome to Factorio

    IP: bigcommunitygames.com

    Map Settings: Default

    Countdown Timer & Link to Event: https://www.bigcommunitygames.com/events/

    Discord Link: https://discord.gg/FWQWKKA

    submitted by /u/bobby45800
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    With 1.0 just around the corner what will your "first" playthrough look like

    Posted: 12 Aug 2020 05:08 AM PDT

    I was wondering with the release beeing so close if you guys will be starting a new map and if so what your "goal" is - will it be modded or vanilla etc...

    I personally will start a new map without mods, I feel like it has been some time since my last true vanilla playthrough.

    What about you?

    submitted by /u/Xalention
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    What factorio REALLY needs is...

    Posted: 12 Aug 2020 07:52 AM PDT

    An option on inserters so you could switch them to placing items on the near side of the belt instead of the far side. It would be so much easier to do shared belts and balanced belts if I could choose which side of the belt each inserter places items on.

    submitted by /u/fiziwig
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    Allow upgrade planner to replace radar with solar panels

    Posted: 12 Aug 2020 09:49 AM PDT

    Like many others, I use a large solar blueprint with integrated roboports and radar and prefer to just stamp it down from the map view. However on very large maps having active coverage of several hundred thousand panels can eat into performance.

    It would be great if I could just use the upgrade planner to make my robots replace the radars in finished solar fields with solar panels since they have the same footprint. I know it doesn't exactly follow the logic of the upgrade planner but it would be nice regardless.

    As it stands I have to use a filtered deconstruction planner and I'm not a fan on the unsightly holes that leaves in the field. I can't even place panels in the holes unless I go there manually because deconstructing the radar removes coverage. This is admittedly a tiny inconvenience, one I wouldn't think about posting if the game wasn't already near perfect.

    submitted by /u/Flouid
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    solar panels for power

    Posted: 12 Aug 2020 07:06 AM PDT

    Are they worth it? including the accumulators they are pretty expensive and take alot of space, and at 60kW per its 16.6 to make just one mw. meanwhile I can double my steam and coal plants in 3 min and gain 60MW. What is the point of solar?

    submitted by /u/the_quail
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    New to circuitry, how would I go about disabling the coal power when nuclear is active?

    Posted: 12 Aug 2020 04:36 AM PDT

    I'm certain this is a commonly asked question and I do wish to apologize for adding to it, I wish to learn the ins and outs of circuitry but I feel this would be a simple enough circuit to start with

    submitted by /u/omegaaf
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    My Factorio 1000 Science Per Minute Base

    Posted: 12 Aug 2020 11:19 AM PDT

    How to keep your designs interesting

    Posted: 12 Aug 2020 11:04 AM PDT

    So In vanilla most people natural make interesting designs when trying to set up a production line for something. Recently however I have started playing with huge mods like pyanaodon's and BA, where If I set myself a goal For a production line like making cdna, The production line would be huge, so I need to split it into pieces, but then I find myself falling into the trap of getting bored because my builds all become the same thing (belt - assembler - belt or belt - assembler - belt - assembler - belt and sometimes some pipes). Do you have any tips or rules of thumb to prevent yourself from doing that?

    submitted by /u/Donotforget12321
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    New player need some help with too much coal

    Posted: 12 Aug 2020 10:49 AM PDT

    So basically I started playing Factorio 2 days ago and I have problem with too much coal. 1 electric coal miner is too much for my 10 stone furnances and boiler. Can I utilize coal in early game in some other way so I will dont have my conveyors full of coal?

    submitted by /u/NigaDestroyMyButhole
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    I might have missed something :/

    Posted: 12 Aug 2020 10:49 AM PDT

    On a various number of tutorials and videos on youtube i keep seeing colored accumulators. What is the purpose of those, what do they do?

    submitted by /u/john_sixta
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    Factory split to Sectors

    Posted: 12 Aug 2020 03:12 AM PDT

    Factory split to Sectors

    Hello, I saw that a lot of factories, more often megafactories, are splitted on square "Sectors"/"Modules" (pic rel). Is it a good habit? What is size of square? I'm currently using production lines, which is placed right next to main bus, that I can expand them infinitely, but I think its not best habit, and it is not as flexible as modules about which I wrote before in this post

    https://preview.redd.it/6f4iic84qjg51.png?width=1488&format=png&auto=webp&s=b2019ae7e6e9a7116d8eccbf51e51966eda00575

    submitted by /u/Papkin24
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