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    Friday, September 25, 2020

    Factorio Alt-F4 #6 — Purple Goop

    Factorio Alt-F4 #6 — Purple Goop


    Alt-F4 #6 — Purple Goop

    Posted: 25 Sep 2020 05:03 AM PDT

    How to properly load your Military Science train.

    Posted: 25 Sep 2020 01:31 AM PDT

    Seriously Spidertron, Where did my precious atomic bombs go?

    Posted: 24 Sep 2020 04:26 PM PDT

    4 Belt Mixers with Sideloading and without for mixing 8 lanes

    Posted: 25 Sep 2020 04:22 AM PDT

    I created a number display using gates.

    Posted: 24 Sep 2020 09:25 AM PDT

    Spoodertron: Excuse me, coming through

    Posted: 24 Sep 2020 11:35 PM PDT

    6x2 reactor I designed yesterday, revisited and tested. No longer pipe throughput limited, removed modded entities, added landfill so you can plop it in a lake, fixed an error in circuit settings. Blueprint in comments

    Posted: 25 Sep 2020 04:47 AM PDT

    Yin & Yang

    Posted: 24 Sep 2020 01:12 PM PDT

    Blue Belts vs. Car Belt (1600 items going through each)

    Posted: 25 Sep 2020 07:26 AM PDT

    Challenged myself to load a train using 8 compressed belts per wagon. Here is the resulting monstrosity

    Posted: 24 Sep 2020 11:30 PM PDT

    17.5 tier 3 modules per minute UPDATE: faster build out

    Posted: 25 Sep 2020 04:00 AM PDT

    Blue belt blues

    Posted: 24 Sep 2020 07:12 PM PDT

    You have just heard of the mainbus and decided to use it to build your base. 4 belts of copper, 4 belts of iron, four for greenies. And some assorted extras. Of course you don't have that yet. You have like half a belt of iron and half a belt of copper. You feed them into some splitters, and your bus fills with tiny colorful little thingies. Not at full speed. But eventually.

    You conquer one science after another. For blue science you have to do a bunch of work, but there are rewards to match. Damn can't get enough of those green chips, better add some more. Yellow and purple. Finally you are there, you have researched the rocket silo. You build it and damn does it need a lot of things. But it's no match for your bus. Or maybe you do a little off-bus spaghetti since you can feel the end is near and it doesn't matter. As you build the rocket you start cleaning up the last finite researches. And finally you send it up.

    But you realize you kind of like this game. What previously seemed liked the end is really the beginning with this newfound perspective. The factory must grow. If you did a little spaghetti to get the rocket up, you clear it out. Then you check that box for automatically launching with cargo. Of course you check in every 5s to see that its working. And it is. Since you are standing just by the silo you could as well have clicked the launch button yourself, but now you know it's working. Even those white potions have fallen to your automation skills.

    Your assembly lines grow longer and longer to increase throughput. You start mixing it up with a few modules and beacons. You tap further and further ore patches to keep them fed. Your science per minute is steadily growing. Soon you find your assembly lines are long enough that resources don't get all the way down. But no matter, just upgrade them to red. Twice the throughput! You keep building them longer and longer, and the train network is getting more crowded. Nothing a little signalling work can fix.

    And then suddenly you realize that your main bus somehow turned blue. Four blue belts of iron and copper. And what seemed like a goal now seems like an ending. The belts can't go any faster. This is all your are getting out of your base without a major overhaul. The old friend that created your first few green potions, that feed your mall, that got you robots. You have grown and you have grown apart, and it's time to say goodbye.

    submitted by /u/dittendatt
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    So I think my artillery outpost blueprint was a success.

    Posted: 25 Sep 2020 03:01 AM PDT

    Isn't Spidertron's 10x6 grid is pitiful?

    Posted: 25 Sep 2020 02:54 AM PDT

    I just crafted the guy (50x research costs make for a long playthrough), and it looks awesome, feels awesome, I particularly love how it actually steps, the movement feels really good. But you can only put like 3 exoskeletons on it and you can't hop on a train in it, so even a medium sized base is just too big for it. I have all my roboports in my power armour and that's fine and dandy, but Spidertron is really slow.

    submitted by /u/shinarit
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    Autofiring Spidertrons

    Posted: 25 Sep 2020 02:47 AM PDT

    There seems to be some kind of "received wisdom" going around at the moment that autofiring rockets from the Spidertron is wasteful and to be avoided. I've heard a lot of this from KoS and Aven1017.

    Personally, I'm not convinced. I've just watched KoS get absolutely wrecked by Biters in her last video in situations where autofire would have minced the Biters - I've dropped huge bases on high evolution factor without any shields and minimal damage using autofire, myself.

    What's the view in the subreddit?

    submitted by /u/spamjavelin
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    Circuit network to show accumulator percentage

    Posted: 25 Sep 2020 06:04 AM PDT

    I there a blueprint or a totorial showing how to make a circuit network that will show the total percentage of my accumulators? I know i can just click on a power pole, but i would like to have it as a part of my factory.

    submitted by /u/TheGamingBoss20
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    I think I actually managed to lose a game :(

    Posted: 25 Sep 2020 05:47 AM PDT

    Just designed this 6x2 nuclear reactor - Wanted to share

    Posted: 24 Sep 2020 10:52 AM PDT

    Oil train efficiency

    Posted: 25 Sep 2020 06:40 AM PDT

    So I've just started getting into the circuit network, and was wondering if it'd be possible to say, do something like if an oil train reaches a stop, it loads till the storage tanks are empty (I think you could do this by making a bypass line that goes directly to the train, with the storage tanks on the side of the line so that they always empty instead of the oil going through them into the train), and the moves onto the next oil stop. Is this possible, or am I assuming it'll be easier than it actually is?

    submitted by /u/244grRCxmhY
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    Question about belts and tunnels. Why 1 and 2 are working (tunnels transport goods) and 3 is not?

    Posted: 25 Sep 2020 08:21 AM PDT

    Double heat pipe

    Posted: 24 Sep 2020 12:51 PM PDT

    The Moment ur CPU surrenders

    Posted: 24 Sep 2020 10:23 AM PDT

    My first go at the no spoon achievement

    Posted: 24 Sep 2020 11:14 PM PDT

    After reading posts about the no spoon achievement here being not that hard I've decided to give it a try, although normally I take it slow and play with lazy bastard in mind. I usually launch my first rocket around the 100-hour mark.

    Usually, I work with my own blueprints, but now I decided to try the jump start base from the Nilaus' Masterclass series which worked well for me and has red and green science covered. With this, I had red and green science after just 1 hours.

    I've made a special blueprint for engine units that takes only iron ore, using stone furnaces and mk1 assemblers that can be later extended a bit for robot frames. Oil production was also done using the blueprint from Nilaus.

    For circuits I used my normal blueprints (both for smelting arrays and chips) modified to use small electric poles, therefore the base wasn't as much of a spaghetti at the end as anticipated. With these, I had blue science around 2:30 hours in.

    At this point, I've realized my mistake at the map generation. I maxed out resource frequency and richness but didn't increase the size, which meant I'd need to be quite precise at placing miners and belts to have sufficient ore supply (~30 miners per belt). Being lazy I didn't want to restart, so I rushed construction robots instead. I loaded up the same map in the editor and designed the layout of the mines there. Although I think this is cheaty, it took me half an hour or so to design, so I guess with the time I had in the end I could have done it in freeplay as well.

    With the mining blueprints at hand, I rushed construction robots and had them build the mines. I missed only steel for purple science. I planned to have three smelting columns with 48 steel furnaces (24 iron, 24 steel) but ended up using/needing only one. With that, I had purple science produced at 3:45.

    I've spent an hour or so setting up everything for yellow science: extend smelting, chip and plastic production, add blue chips and LDS. It was finished at 4:45.

    Then I started making concrete for the rocket silo, and have built the rocket fuel and rocket control unit factories. I've made 6 steel chests to buffer LDS, RCU, and rocket fuel. By the time the rocket silo was researched at around 5:30, the chests were around half full. I was still handcrafting the prod3 modules for it, forgot to collect the steel, so I've built and placed it only at around 5:50.

    My rocket was ready to launch just after 6 hours. I've seen someone launching the rocket with a car. I thought launching it with fish would be funny, but the lake was far away so it was launched with no cargo. Looking back I think I will give the spoon another try using a base with blue science in mind. A big issue during my playthrough was the lack of buffering (early on copper and green chips, later steel, and red chips) that should be addressed as well. Not to speed things up, but to have a more relaxing experience.

    Screenshot of the base at launch: https://imgur.com/rLTS35A

    submitted by /u/tajtiattila
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    Ready for the 1.82 GJ Coronal Mass Ejection

    Posted: 25 Sep 2020 07:06 AM PDT

    I present to you Factorio in browser ...

    Posted: 24 Sep 2020 04:51 PM PDT

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