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    Thursday, August 27, 2020

    Factorio No please nononononononononono

    Factorio No please nononononononononono


    No please nononononononononono

    Posted: 27 Aug 2020 01:19 AM PDT

    We started filling up the big lake in our base, I asked my buddy to leave a bit of water to supply the powerplant - come online to this today...

    Posted: 26 Aug 2020 09:39 AM PDT

    Do you like my military outpost?

    Posted: 27 Aug 2020 05:27 AM PDT

    power armor is pretty weird

    Posted: 26 Aug 2020 10:47 PM PDT

    Who forgot to clean the swimming pool?

    Posted: 27 Aug 2020 08:50 AM PDT

    early game electronic circuits. string in comments

    Posted: 26 Aug 2020 08:29 PM PDT

    Mod: Spawner alert

    Posted: 27 Aug 2020 08:06 AM PDT

    Hello,

    I've been into factorio for 3 months now (with already approx 300h and a 1k spm megabase - aiming for 5k), and today i'm gonna present to you my first published mod !

    Sometimes in early game, biters start attacking when you're still not ready for them. I know you can monitor spawners pollution consumption in production gui to get the information about future attacks, but it's boring to manually open the gui, select pollution and see if any spawner is consuming it.

    So i made this simple mod that monitors spawner pollution consumption and alerts you when consumption is greater than 0.

    here is the mod link: https://mods.factorio.com/mod/spawner-alert

    Hope you like it!

    submitted by /u/Ishfx
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    First green alchemy automation done.

    Posted: 27 Aug 2020 04:48 AM PDT

    My Factorio 1.o's peninsula base

    Posted: 26 Aug 2020 03:42 PM PDT

    Combining New & Old Rail Construction

    Posted: 27 Aug 2020 12:57 AM PDT

    Spidertron Waypoints

    Posted: 27 Aug 2020 01:41 AM PDT

    This would be a massive QoL improvement if I could avoid my spidertron trying to run across a lake by saying Go to A, then Go to B, then finally Go to C.

    I get why path finding is difficult in this game, but waypoints could work to relieve the pain of bad paths..

    submitted by /u/jeo123
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    This is my first playthrough of the game, after 10 hours I'm pretty happy with my red and green science

    Posted: 26 Aug 2020 06:40 PM PDT

    How does multiplayer work?

    Posted: 27 Aug 2020 07:45 AM PDT

    I'm currently playing with my friends on a save that I have. Everytime we want to play I need to host a game. They cant play without me being online. The question now is. Can I set up some sort of server where they can join in whenever they want. Kinda like realms in minecraft

    submitted by /u/eelkodr
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    As my last post had some people asking about my bot base, here are some screenshots.

    Posted: 27 Aug 2020 05:47 AM PDT

    As my last post had some people asking about my bot base, here are some screenshots.

    https://preview.redd.it/qzbx7w33ijj51.jpg?width=1680&format=pjpg&auto=webp&s=aa4496f718dbf8c9ebb21b545b51af742d1e726f

    https://preview.redd.it/blhy2x33ijj51.jpg?width=1680&format=pjpg&auto=webp&s=a9ac5a1a75d2e609b8011945b3ffdca3858872dd

    https://preview.redd.it/8udvpe63ijj51.jpg?width=1680&format=pjpg&auto=webp&s=d638f897eeaee3683fd53fd327dfc7f49eaad140

    https://preview.redd.it/9jhavu63ijj51.jpg?width=1680&format=pjpg&auto=webp&s=827fedabb211bafb0153f9b36330d8bbb7abf56a

    https://preview.redd.it/a1xyls33ijj51.jpg?width=1680&format=pjpg&auto=webp&s=5f16eef738140b87fdd317fb5f124a11516b780f

    https://preview.redd.it/p0lofo33ijj51.jpg?width=1680&format=pjpg&auto=webp&s=c422f32b2c64a941b089433550d8d096a5b27dd5

    Here is the fundamental unit of my manufacturing. 10 beacons with speed 3, stack inserters, and logistic chests. The choice of buffer chest I'll outline below.

    https://preview.redd.it/da3hvn33ijj51.jpg?width=1680&format=pjpg&auto=webp&s=e8a5b79db02e51442400e8bb3cdef6fd072c5761

    https://preview.redd.it/0t6x9z33ijj51.jpg?width=1680&format=pjpg&auto=webp&s=48ba7539f8466d311df3b9e36013cf2b32eb582c

    https://preview.redd.it/bxw79143ijj51.jpg?width=1680&format=pjpg&auto=webp&s=155850972cd19d4b3eaebf13e42ebdde1200b1e7

    https://preview.redd.it/8apve3znijj51.jpg?width=1680&format=pjpg&auto=webp&s=8e924cfcd98549bee57b621182dd8cf9d4368b3d

    Automatically producing everything, and self-limiting.

    Here's the most part of my bot base. Blocks of bits and pieces, placed as needed, quite haphazardly. Also, no biters, no pollution. I intended this to be an extended tutorial, get used to everything, then start a proper one with those challenges. But then I just kept growing the factory.

    There is no semblance of balance, ratios, or meaning. It's a tumor on the landscape.

    As mentioned above, the fundamental template of my manufacturing has a requester and buffer chest. The choice of buffer or passive provider is one that I still debate in my head. For intermediate products, e.g. copper wire, passive providers I find best. In the bottom image, there's my usable item manufacturing. Buffers I'll outline next.

    In my bottom image, of my usable item production, each Assembler has a requester and buffer chest. The buffer here is important. I set it so that the inserter only takes from the assembler when there's a deficit of an item (e.g. If beacons in storage < 200, turn on). Each buffer is also set to 99999 of its item.

    This allows me to take 30 beacons out, use 10, then put 20 in the trash, and bots will take them back to the original beacon chest.

    I've also automated spidertron production for lols.

    If people want a copy of my save, message me and I'll send you the zip.

    submitted by /u/Thinkingwithportals1
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    First Playthrough, had a very messy factory that got overpowered by attacks ( [Help] Read Comments).

    Posted: 26 Aug 2020 10:45 PM PDT

    Tip: The *There is no spoon* Achievement doesn't have to be difficult.

    Posted: 27 Aug 2020 08:47 AM PDT

    If you find the There is no spoon or No time for chitchat too intimidating to try, there are two things you can do:

    1. Make the game easier
      If you turn on peacefull mode or reduce base frequency the achievements will be disabled, but there are other settings that can reduce pressure.
      You can turn of polution and disable expansion instead.
      Turning up resource richness to maximum is very usefull, you may not need to tap another ore field outside your starting area.

    2. Plan
      Spreadsheats are your friend, make one and put all the required research into it (https://davemcw.com/factorio/tech-tree/ is helpfull here). Add as few additionl techs as possible (e.g. I added train stations to ferry crude oil, but not rail signals since I needed only one line with one train).
      Note down the individual cycle times and amount of packs required. Then you can easily calculate how long the research for ech tech and for all techs would be for a given amount of labs.
      Change those lab numbers until your total research time is short enough. Take into consideration that you need some startup time and some time to build the Rocket Silo and the Rocket, so aim your research time to be 1 or two hours shorter than what the achievement requires.
      With the knowledge of how many Science pack per minute you need, you can configure your favorite calculator (e.g. https://kirkmcdonald.github.io/ ) to see how many assemblers and resources belts you will need.
      And optionally you can now turn that knowledge into blueprints so you don't have to spend time figuring out ratios under time pressure.

    I don't like playing under time pressure, so this achievement was something that did seem unlikely for me, but once I crunched some numbers, I saw that I wouldn't need as big of a base as I expected, which took a lot of the pressure of.

    submitted by /u/egoego2
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    Currently 140 hrs in and on my first play through. Base got bigger and spaghetti longer so starting a new game crossed my mind but opted to just start a new base northwest which would run south with a main bus and proper layout. Question: What should I do with my old base if I succeed on my new one?

    Posted: 26 Aug 2020 11:54 PM PDT

    Kovarex process design

    Posted: 27 Aug 2020 06:12 AM PDT

    Kovarex process design

    Hi!

    I keep seeing fancy Kovarex process builds here. Many of them say they're simple, or easy. I find all of them more complicated than the one I'm using, so another Kovarex post I saw today finally motivated me to create my first post.

    https://preview.redd.it/560oe89vojj51.png?width=1920&format=png&auto=webp&s=9716655ea36968d2d533086bc002b53c2f5a2251

    It works through one simple trick in step 3.

    Kovarex inputs and outputs are the same, so my build uses one belt that circles the centrifuges. You can put more centrifuges into the loop than I did (I was constrained by two rail lines, above and below), but not too many more, as the output part of the belt will be too full and the machines will pause.

    Finally, how to build your blueprint:

    1. The first step is to make room on the outside of the belt for the output. As we have a lot of the dark stuff, and less of the bright stuff, we put the bright stuff on the outside of the belt. The splitter in the lower right does that. We also take care to add new stuff on the inside. I use an underground belt for that, you could also use an inserter.
    2. We need to confine enough bright stuff in the system to keep it running, but we also want some for our factory. So we need a way to "skim off the top". That is what the top left splitter does. It simply prioritizes output to the right.
    3. We now have a slight problem. The "skimming" splitter will never output anything, as there is always space on the right belt, as it can't back-fill: It's running in a loop! At some point the belt will simply be completely full and the centrifuges can't output. Here is where the trick comes in that makes this simple setup work: add one belt of a lower tier on the input half of the loop. Anywhere between the "skimming" splitter and the sorting splitter. I have the yellow belt in this case directly before the sorter, to have a compressed belt for the stack inserters to grab from.

    You have a bit of flexibility in your version of the build.

    I'm not using a blueprint myself, as I build it each time to fit.

    1. The loop can got clockwise or the wrong direction.
    2. The skimming splitter wants to be _somewhere_ between the last output inserter and the first input inserter.
    3. The sorting splitter can be anywhere, it's just the least obtrusive in a belt corner.
    4. The input line or inserter can also be anywhere. If you put it to the compressed part of the belt, you will get less dark stuff exiting on the "skim off" line. It doesn't matter to me how much of it is simply circling, but you may care.

    Hope you like it.

    This is battletested, I've been using this setup for thousands of hours, in vanilla and several mods. Never jams, works fine.

    Getting it started can be tricky before you have stack inserters / enough stack size research. The bright stuff may distribute between centrifuges without going over 40 on any of them. Solutions are obvious (start with less centrifuges | feeding inserters | handfill | ...).

    Answers for expected questions:

    a) Here I'm using it to create reactor fuel in Industrial Revolution. Only the second input splitter for the fuel centrifuge is filtering (to create a small cache of bright stuff to allow for uninterrupted production).

    b) The excess dark stuff leaving the system is fed back to the input of the system.

    c) I call it dark and bright stuff, because that's how I think about it, and it leads to less confusion on the multiplayer with my friends (though we call it uranium not stuff, but I was too lazy to type it out everytime). And yes I know their proper in game names.

    d) The input line in the screenshot only has dark stuff on it, but it's not filtered. That is coming directly from uranium ore processing. The occasional piece of bright stuff is no problem. But take care not to have it being too rich, that may jam the system. It's only been a problem for me when I unloaded the wrong uranium train.

    e) The green lights on the lower left of the machines and centrifuges are from the Bottleneck mod.

    submitted by /u/lefthandednipple
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    BCG Wave Defence MMO Event!

    Posted: 27 Aug 2020 08:09 AM PDT

    Good day!

    This Friday at 12 PM CDT/5 PM UTC/7 PM CEST BCG will be hosting a vanilla Wave Defence event. We expect that to be only a few hours so afterwards it may be followed by a default world with QoL mods game. The plan is to host for 4 to 8 hours and continue the game the next day at the same starting time.

    We will have the streamer Xelie joining us! https://www.twitch.tv/xelie

    Game Name: Big Community Games Wave Defence

    IP: bigcommunitygames.com

    Map Settings: Vanilla Wave defence followed by QoL modded default settings world

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

    Discord: https://discord.gg/FWQWKKA

    submitted by /u/bobby45800
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    Five hours into first base, looking for tips and what to do next.

    Posted: 27 Aug 2020 01:02 AM PDT

    Suggestion: With >1 carrying slots, construction robots should pick up and build more than 1 item in a trip.

    Posted: 27 Aug 2020 01:33 AM PDT

    I think that with logistic robots, construction robots can go pick up multiple entities and place them down in a queue. Therefore, it takes less robots to do the same job, and would be very effective in things such as concrete and landfill.

    Let me guess. there's a mod for it.

    submitted by /u/YandereTeemo
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    Factory Experts Advice Needed!

    Posted: 27 Aug 2020 07:15 AM PDT

    I just started playing Factorio for the first time in 3 years and a lot has changed since the last time I played. My first base I made got completely destroyed by the big bitters. Apparently you can take too long to build your base (I only had green and red automated) and get fucked. SO this time around I am trying to get the science packs (potions, whatever you call them) automated before the dicking around begins. From what I have read from everyones posts here that for the perfect regulation for a red potion is 1 gear to 12 red factories and 1 inserter/transport belt to 10 green factories. I know that every potion gets more complicated but is there some type of outside program that will help me get the perfect regulation of things?

    And also I did some research about those biters and I am realizing that there is still another evolution. I guess my question is how the fuck do you defend your base against the damn things? Continue the research on the turrets? Should I be upgrading to lazer turrets or the flame thrower? AM I SUPPOSED TO HAVE ALL THE GUNS surrounding my base?

    And if you have any advice about making this game not haunt your dreams of how I can make my factory better, that would be amazing! Thanks in advance for all of the help!

    submitted by /u/MrsKatiLicious
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    Would you guys like some home made spagghetti?

    Posted: 26 Aug 2020 10:07 AM PDT

    Child-friendly Youtube Factorio tutorial recommendations

    Posted: 26 Aug 2020 09:29 PM PDT

    Hi all, quick question: my 7-year old loves Factorio and would love to watch some of the Youtube tutorials (e.g. Nilaus). I haven't had time to watch any of them and so have no idea if the content is appropriate for kids. Does the community have any recommendations of someone to watch who is reasonably child-friendly? He is fine with harder content. I'm just trying to avoid anyone whose videos are laden with f-bombs...

    submitted by /u/colintbowers
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