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    Tuesday, August 4, 2020

    Factorio Weekly Question Thread

    Factorio Weekly Question Thread


    Weekly Question Thread

    Posted: 03 Aug 2020 11:05 AM PDT

    Ask any questions you might have.

    Post your bug reports on the Official Forums


    Previous Threads


    Subreddit rules

    Discord server (and IRC)

    Find more in the sidebar ---->

    submitted by /u/AutoModerator
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    Make organic sushi. Say "No" to gimmicky circuit networks!

    Posted: 04 Aug 2020 12:29 AM PDT

    Anyone Hungry? I'm very bad and my copper is refilling but here's some spaghetti!

    Posted: 03 Aug 2020 04:36 PM PDT

    The Magic of Productivity Bonus

    Posted: 04 Aug 2020 05:29 AM PDT

    In praise of Wube. A little list of joy.

    Posted: 03 Aug 2020 02:35 PM PDT

    1. Start factorio and receive latest update
    2. Play for 5 hours
    3. Experience a crash with blueprints
    4. Restart factorio to verify bug... receive another update?
    5. Read update notes ... bug has been fixed already
    6. Applaud awesome developers
    7. Be quietly glad I had set autosave to every 30 minutes
    submitted by /u/daddywookie
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    Smart train station controllers based on the pathfinding penalty

    Posted: 04 Aug 2020 01:04 AM PDT

    Smart train station controllers based on the pathfinding penalty

    I'm sharing a smart train station controller design I implemented for my 1kspm vanilla base. This is based on the pathfinding penalty that's discussed here on Reddit many times during various threads. I couldn't find any existing blueprints that can be used out of the box in a base, so I created one and sharing here.

    The main idea behind the smart controllers is - they change the station priority by enabling/disabling circuit controlled train signals in front of the station. So for pick-up stations, a station with more amount of material appears closer to trains compared to other stations with a lower amount of material. That way trains always prefer the station with the most amount of material available.

    The same goes for drop-off stations. A station which needs the most amount of material is preferred by trains compared to other stations.

    This is how the stations look -

    Pick-up Station Controller

    • The number of green lights indicate the percentage of material available at the station. For example, if station is configured as max material of 100k, then 6 green lights suggest that there's about 60k material is available at the station. More number of lights mean more material at the station.
    • The maximum available material is configured by setting the value of B in the constant combinator.

    Drop-off Station Controller

    • For drop-off stations, the material availability is shown using yellow lights to easily distinguish from pick-up stations. Here 3 yellow lights suggest that there's about 30% of the total requested material in the station at the moment. The total requested material is configured by setting the value of B in the constant combinator.

    Pros:

    • Totally decentralized, so it's easily useable in multiplayer setup too. Centralized systems are vulnerable to someone removing a power-pole somewhere in the base and trains stop working.
    • Controllers are totally independent of the type of material at the station. So no need to configure anything that's specific to the material at the controller.
    • The system works wonderfully (I've tested it in a megabase with 200+ trains here - https://www.reddit.com/r/factorio/comments/dro8j8/my_vanilla_1k_spm_base_without_using_beacons/)
    • No centralized depot needed.

    Cons:

    • Because there's no central depot, each station should have the capacity to hold all the trains of the same type. In a constantly working base, this is not really an issue as trains are always moving.
    • This system does not avoid multiple trains gunning for the same station. But in practical use, it wasn't a problem as stations with the highest priority keep changing constantly.
    • It does not work for 1:1 trains, because such small trains are shorter than the controller itself. Anything longer than 1:1 should work.
    • It takes up lot of space behind the station.

    Let me know what you think about the system.

    !blueprint https://pastebin.com/6quHQpX6

    submitted by /u/ronakg
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    Version 0.18.42

    Posted: 03 Aug 2020 10:33 AM PDT

    Bugfixes

    • Fixed a crash when holding a blueprint book.
    • Fixed that blueprint book in an item form didn't have mod-persistent icons.
    • Don't drag map when in zoomed in map mode and building blueprints.
    • Don't place map tags when building blueprints.
    • Fixed crash in rendering due to game state being modified by buildability checks for drawing blueprint placement visualization on chunks in fog-of-war when zoomed-to-world.

    Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.

    submitted by /u/FactorioTeam
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    You can use the new blueprint features to make it easier to place large blueprints outside of map view

    Posted: 03 Aug 2020 01:10 PM PDT

    If you have a large blueprint, then placing it can be very hard, because the blueprint aligns so that the middle of the blueprint is under your mouse cursor. Placing from map view is nice when you have radar coverage, but if you don't, then you might try to place a blueprint "in person", and that can be difficult if the blueprint is large (some of us love huge train constructs, ok?)

    With the new blueprint snapping feature in 0.18.37, the absolute reference point in your blueprint will be under your mouse cursor when placing the blueprint. Set the grid size in your blueprint to 1x1, and put the absolute reference point anywhere you want (shift+click in blueprint editor).

    Now you can place the blueprint as normal, except the corner of the blueprint is under your mouse, making it easier to place!

    Here's an example with a small blueprint just to showcase the idea, forcing the corner of the blueprint to align to my cursor: https://imgur.com/a/qIjnbs6

    submitted by /u/Jjeffess
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    Elegant Sushi Mall

    Posted: 03 Aug 2020 10:27 AM PDT

    Any information about dev's plans after releasing Factorio?

    Posted: 04 Aug 2020 03:30 AM PDT

    Are they planning support Factorio further or maybe start new project?

    submitted by /u/Max_Tosin
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    r/roastmyfactory needs to be a thing!

    Posted: 04 Aug 2020 04:11 AM PDT

    The r/factorio sub is one with the kindest people in it, everyone is helpful and nice to each other - what I really enjoy! But wouldn't it be funny to just roast the shit out of other people's factory's, on purpose?

    submitted by /u/faCt011
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    Decided to boost my poor blue science output today

    Posted: 03 Aug 2020 02:39 PM PDT

    Sometimes, simple problems require complicated solutions

    Posted: 03 Aug 2020 02:32 PM PDT

    Multiplayer Speedrun Event on Launch Day?

    Posted: 03 Aug 2020 07:32 PM PDT

    I was thinking it could be really fun to get a huge speedrun together for launch day...you know...launching a rocket on launch day? I feel like it should be a unique achievement also...

    Anyways...a friend of mine and I have a dedicated server and would be willing to host the 1.0 vanilla run.

    If you're interested, or have experience organizing speed runs, we need your help. I have the two speed achievements but they were kind of lucky and close to the mark. If we can get some experienced speed runners here, could be really helpful.

    Also we could organize and plan beforehand so everyone has a job to do instead of just chaos...

    Just an idea....

    submitted by /u/wampastompa09
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    My first freeplay game, after four hours. Open to suggestions.

    Posted: 03 Aug 2020 11:52 PM PDT

    What's the next step after Bobs+Angels(Petrochem)?

    Posted: 03 Aug 2020 07:34 PM PDT

    After about 4 playthroughs of vanilla factorio over the years, I finally decided to jump headfirst into Bobs+Angels w/ petrochem. It was a bit frustrating at times, but ultimately a total blast and I launched a rocket after 117hrs!

    I haven't had enough yet and am looking for the ultimate Factorio experience. I've heard of Pyanodon, but I'm not really familiar with it. Any suggestions for a mod loudout for my next playthough?

    submitted by /u/SmallFryHero
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    Replaying the game after a while and having a recipe crisis

    Posted: 04 Aug 2020 07:29 AM PDT

    I started playing the Game when purple Research still was Made from enemys, and i am Happy/confused with how much they keep changing the science pack recipes with every Update. Just Made an Auto turret production Just to find Out you dont need them for Military packs anymore, and im pretty Sure the blue Packs also changed although im No longer certain(i think they used batterys before?). Kinda happy that the Game Changes because it provides replayability for people who already played the Game a while, but it also makes it very confusing when you plan Out your factory only to realise you calculated for the wrong recipes. For an example, i build over Most of my starting Stone and Just Made enough space for 6 miners, because i remembered it Not being really used in the early to midgame outside of Walls and Lev 2 furnaces. Then i found Out i needed massive amounts of Walls for Military science so i had to restructure. That combined with a high enemy difficulty ( i usually played with below average but i thought it would be fun to be challenged more) is an interesting experience. Anyone Else returning having the new recipes Messing with them?

    submitted by /u/Leo-bastian
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    My first non-bot-based mall! She ain't pretty, but she's mine. (Critique is welcome, not that I'm actually going to implement any changes.)

    Posted: 03 Aug 2020 11:27 AM PDT

    Setting zoom in and zoom out option to another key binding than anything related to mouse scroll should be able to zoom past the limit of map view and detail view in Map View. (I used AutoHotKey to mimic the mouse scroll)

    Posted: 04 Aug 2020 06:50 AM PDT

    Why won't my FARL train use landfill to place rail on water?

    Posted: 04 Aug 2020 06:40 AM PDT

    Scientific resource consumption

    Posted: 04 Aug 2020 06:13 AM PDT

    There are 4 resources not required for production of any science:

    • coal (yes, it's a decent source of oils, but strictly speaking it's not required)
    • uranium
    • trees
    • fish

    I don't know about you, but it irks me that in such wholesome game a resource can be completely ignored.

    Why doesn't science pack production require you to wipe clean the entire planet from every things that isn't a desert dust tile?

    Would you want it to? Are there dev's opinions on this topic that i'm simply not aware of?

    Edit: oops, my bad about coal, totally brain-farted about grenades and plastic :(

    submitted by /u/keymone
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    Marathon green circuit build

    Posted: 03 Aug 2020 05:30 PM PDT

    Marathon green circuit build

    Here is my "green" green circuit build, this design is ideal for deathworld marathon mode because of it's low energy consumption around (4MW) and low pollution (12/m)

    It's also ratio perfect, producing a full yellow belt worth of circuits

    https://preview.redd.it/smywjxcxrve51.png?width=1920&format=png&auto=webp&s=bf41998c813ebe27e8674ef60a9a376d667407c8

    submitted by /u/PVVillain
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    Liquid Transportation Comparison (Barrels in Waggons vs Fluid Waggons), please make Barrels more powerful!

    Posted: 04 Aug 2020 05:20 AM PDT

    Underwhelming Final Challenge

    Posted: 04 Aug 2020 04:52 AM PDT

    Tbh level 3 of transport belt madness is too easy compared to level 2

    It is "The Final Challenge" but I was really dissapointed when I finished it with only using blue underground belts and long handed inserters. As a spaghetti lover I am really sad.

    Last levels bridge idea was really great and explored properly but the circle design of level 3 seemed hard but was really easy

    https://preview.redd.it/5lzrsdvy4ze51.png?width=1016&format=png&auto=webp&s=924d5333ca91f8960427c4dfa158069a44564e6f

    submitted by /u/MFaik
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