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    Saturday, September 12, 2020

    Factorio The Gun Pit

    Factorio The Gun Pit


    The Gun Pit

    Posted: 12 Sep 2020 12:19 AM PDT

    Careful, you can get stuck with a spidetron!

    Posted: 12 Sep 2020 05:21 AM PDT

    Spidertron can be pretty fast with the right equipment.

    Posted: 11 Sep 2020 11:49 AM PDT

    Split products onto either side of the belt? Protect against potential production issues? Ha, what's next, "rights" for biters?

    Posted: 12 Sep 2020 03:18 AM PDT

    I want to Repair rocks. No, really.

    Posted: 12 Sep 2020 07:08 AM PDT

    Kovarex enrichment is easy

    Posted: 12 Sep 2020 03:13 AM PDT

    Kovarex enrichment is easy

    Every week I see a new complicated, "simple" Kovarex setup on this Reddit. So I thought I'd share mine.

    https://preview.redd.it/ymysjnaezom51.png?width=567&format=png&auto=webp&s=de5cc91b927b45fd39dc0f145ccef4ff70288202

    Features

    • Prioritises U-235 output of processing to U-235 output of enrichment
    • Prioritises U-238 output of enrichment to U-238 output of processing
    • Prioritises input to enrichment over usage for other purposes (towards the right)
    • Infinitely extensible (downwards)
    submitted by /u/Michael-3
    [link] [comments]

    I would like to speak to the manager please.

    Posted: 11 Sep 2020 03:42 PM PDT

    Late game lab setup

    Posted: 12 Sep 2020 06:17 AM PDT

    Tileable Lab Setup

    Posted: 11 Sep 2020 07:56 PM PDT

    3D Model of an Electric Mining Drill... Lots of Artistic Licence.

    Posted: 11 Sep 2020 06:06 PM PDT

    I somehow want to keep the components and technology overhaul enabled from Angel's Industries. Do I hate myself?

    Posted: 12 Sep 2020 01:37 AM PDT

    Bobs Angels is complicated enough as is. But like 7 or 8 intermediates to make an inserter?! Somehow that appeals to me and at the same time makes me want to put my head thru a wall.

    Mind you I am nowhere near that good at this game. I am only like 2 months in and dont even know how to properly do circuits or use some of the more cheaty mods like transport drones.

    submitted by /u/Illusion13
    [link] [comments]

    I DID IT! 6.9k per Hour (BP is still WIP) will upload a screen when ready)

    Posted: 11 Sep 2020 02:53 PM PDT

    (New and Improved) Automatic Biter Agitator: Sustainable train based kill farming!

    Posted: 12 Sep 2020 07:45 AM PDT

    What encription does factorio blueprnt uses?

    Posted: 12 Sep 2020 07:38 AM PDT

    I am the Lorax, I speak for the trees! (explanation in comments)

    Posted: 11 Sep 2020 07:46 PM PDT

    The best vehicle in factorio #1

    Posted: 12 Sep 2020 06:05 AM PDT

    Help wanted on challenge map layout

    Posted: 11 Sep 2020 07:51 PM PDT

    I made a circle blueprint generator for my next base. Posting in case anyone is interested. (Info in comments)

    Posted: 12 Sep 2020 06:01 AM PDT

    Logistic bots trivialize logistics - and that's OK

    Posted: 12 Sep 2020 05:36 AM PDT

    Hello, new poster on this board, and generally a newish player (75~ hours total, launched a rocket).

    I've been reading quite a lot about the bots vs belts debates, the relevant FFFs and so on.

    When I started thinking about the subject, I was squarely in the "belt" camp - Bots make designing bases much easier and have higher throughput to boot (EDIT: based on data from 2018, belts were greatly optimized since). This trivializes logistics inside a base, while inter-base logistics is usually handled by train, leaving belts unused.


    Trying to figure out what irks me, I realized there are other places in the game where newer tech trivializes certain aspects of the game:

    • Electric furnaces trivialize smelting, removing a whole aspect of supplying fuel, pollute less, and can get modules.
    • Similarly, other burner devices like inserters and drills are made completely obsolete by their electric counterparts - fuel, speed, and pollution. Only used for the very start of the game.
    • Laser turrets trivialize defense, as they only need power, unlike bullet turrets that need bullets supplied, or flamethrowers that need a fuel pipe.
    • Arguably solar panels trivialize power, as they require no maintenance and no fuel - only the upfront cost and space.

    In the same vein, logistic bots trivialize logistics, making belts practically obsolete - but this is OK. They come relatively late in the bootstrap phase of playthrough.

    All of these replacements make life easier, freeing your mind to think about the next problem, and give better UPS to boot.

    I came to terms with bots being here to stay, and are an important part of the engineer's logistic toolkit.


    It still, however, feels off.

    I like weaving belts, and it's an important part of the Factorio experience, but it doesn't scale. I'm glad when I can stop supplying fuel to devices and replace them with electric poles.

    However, when I replace belts with bots, I can't help but feel a loss - why master weaving belts in the first place? Could just wing it until we have bots.

    The game gives us 3 tiers of belts, undergroudies and smart splitters... the whole system suddenly become non-optimal? or, for megabases, practically obsolete?


    What I am looking for is not pitting them one against each other, but rather give opportunities for "lesser" items to shine. A few out there ideas:

    • Areas with electric interference that makes electric devices not work, forcing you to use burner devices, and no drones.
    • Some objects are too large to fit on a drone - must be moved by a belt, filling both lanes. This could be a new system/tier, with new interesting problems to solve - using belts.
    • Enemies that are strong against lasers (reflective biters?). Spitters could prioritize power infrastructure instead of the turrets themselves.
    • Using underground surfaces for more belt logistics, but can't be used by drones (no wifi underground). In general underground sounds like it could be explored more.
    • Beacons will confuse drones, so they avoid beaconed areas, forcing players to feed them with belts.

    The game has achievements for not using some of these items until you launch the rocket, which is nice and incentivizes trying to do things the more challenging way.

    submitted by /u/Soul-Burn
    [link] [comments]

    Main Bus Base vs Modular base

    Posted: 12 Sep 2020 05:24 AM PDT

    Main Bus Base : one Main Bus all (or Most) takes from it

    Modular Base : modules produce cetrain stuff I/O of these is train managed.

    What do you guys prefer comments with arguments are welcome.

    :D

    View Poll

    submitted by /u/LucasTheNeko
    [link] [comments]

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