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    Thursday, September 3, 2020

    Factorio On the way to Factorio 1.0! Official release Rulz!

    Factorio On the way to Factorio 1.0! Official release Rulz!


    On the way to Factorio 1.0! Official release Rulz!

    Posted: 02 Sep 2020 10:29 PM PDT

    PETA Approves

    Posted: 02 Sep 2020 09:57 AM PDT

    My journey of completing Krastorio in 20 Hours.

    Posted: 03 Sep 2020 03:23 AM PDT

    My journey of completing Krastorio in 20 Hours.

    In the last 3 weeks I've really gone hard into trying to attain the Krastorio 2 mods sub 20 hour achievement and its been an intense challenge which took me over 150 hours to complete due to restarting, figuring things out, running out of time – and going back again. It was honestly the most fun I've had in a game in a long time.

    What is Krastorio 2

    For anyone that hasn't played Krastorio yet, its something I highly recommend – its basically a mod that extends the production lines of the base game (but doesn't completely rework the game like some other mods), gives new weapons, a new endgame, new sciences, however it still keeps a good balance.

    Starting map

    The rules I set myself were Biters at maximum range but expansion active, recources at 200%, larger – and I recommend turning down biter evolution rate. It took me an hour to roll for a map that arranged resources in a way I wanted them in.

    https://preview.redd.it/okli92trrwk51.png?width=707&format=png&auto=webp&s=e28117da39755fe6896cc2520b2c493efd689c44

    Mods

    https://preview.redd.it/mb4awqykrwk51.png?width=183&format=png&auto=webp&s=61d4916d5d3651eb66757b3cdc61d26a1f970461

    Some numbers and advice for anyone attempting this :

    Give yourself space to do this. My layout was Mall in the middle, and basically a donut factory around it, keeping the middle open to travel back and forth.

    I used 1 Blueprint used for a universal mall I made in a previous game. I recommend automating everything. from mining drills, assemblers, Large / medium power poles, all parts of the red belts, pipes – even steam engines and chem labs. You end up using these parts so often over the course of the 20 hours you want to start on a good foundation. I ended up using 1.2k underground belts, and 92k Red belts (though they're part of the purple science.)

    The length of this timed run, gives you enough time to actually do things properly – make sure to automate your (at least lvl 2) production modules – even speed and efficiency as early as possible. Get the third tier of assembler, and make beacons. It ends up being a timesave in the end.

    If you're unsure of what to do, save the game – create it – and if it took too long or had mistakes, go back and remake it.

    Get tier 3 Assemblers, and tier 2 prod modules. I started even from green science. The downsides are minimal.

    Get your armour upgrades as soon as possible, especially with the robolegs. It ended up making this so much easier.

    I skipped Nuclear and went straight to 2 fusion reactors. The setup is slightly easier. You need to start your kovarex really early though as it's a part. Power will be really tight up to the point where you hit fusion, and you can hold off using too many modules. Or make sure you use efficiency modules.

    Make a ton of these and store them in multiple large warehouses. Electronic components, Dense Structures (had 150 with 4 prod module and could have used double that.) , Energy control modules , Immersite crystals (60 labs weren't nearly enough), lithium

    At the start, you need massive amounts of iron. Then in the midgame, copper becomes equally important. The Iron I created and needed at the start, was enough to finish the game with. Recources end up being 5m copper, 5m Iron, 2.2m Stone, 1.3m Coal So make sure youre prepared for this.

    Pause while planning what youre going to do next. Planning ahead your next 1 or two steps is key to something like this - pen and paper to assist.

    I didnt go too heavily into logistics robots for which you need the advanced (requester) chests unlocked behind yellow science. After the game, i discovered how easy setting up specific production with robots really is. You can shift rightclick on a factory, then shift leftclick on a requesterchest and it will automatically request the items needed for production in that factory. I did use logistic robots, but could have really gone heavy into them.

    The transceiver

    Many complaints about Krastorios endgame, revolve around "matter" producing infinite recourses or the practically infinite power from the antimatter reactors. Though I can tell you with the timed run, that doesn't have a large effect – its mostly used to "fill up" recources youre missing or running out of.

    You need 5k singularity science, which really challenges your production lines. This bottlenecked me pretty hard.

    The transceiver requires around 20 Antimatter reactors (each reasonably expensive, yet only a one time investment.) running for about 50 minutes to charge. In that time, youll need about 600k matter.

    Plan ahead for the endgame

    The other achievement, doing everything with fusion instead of antimatter.

    This one is MUCH harder. Fusion power eats up TONS of recources. If youre going for this make sure your transceiver is done about 3-4 hours before the time runs out. Its possible – I ended up missing the achievement by 30 minutes, and would have needed to go back 5 hours to do it, so I loaded up an earlier save and did it with antimatter.

    Big respect if you manage this.

    Timestamps I found through my savefiles

    The tech path is open after blue science, and you can go in a number of ways. You have most of your endgame recources unlocked and if you set up the production lines - you can even go into rare metals earlier banking them up for when you need them later.

    19:08 Remaining

    1827 Remaining

    1827 Remaining

    17:22 Oil

    17:00 Mall complete

    14:30 Blue science, Military science, Uranium mining

    14:00

    11:00 adding single line rails ( no signals)

    6:26 Screw trains, just go for some long belts.

    2:00

    2:00

    2:00

    :)

    Map String

    >>>eNptU79rFEEUnsm5eN6hXBEEQeIVWwU24I/qkJ1RC7Gw8i/Y23un

    A7s7l9lZJKbwihQWhpSijbZeQCsLu4CNgopole4kKSwEDYqkEM6Zm5n

    b5cyD9+abb958781bFqPSCELDsHks5lFidpQqhjRiPhiACLiAKn0iFk

    UPAs5sMlIsJQ3IIF0LulEOOsl5naUgciatwo5WUaTg2bzsyZRlIKIku

    BtJEFXppogEBCnIKMmrMl4ueQYmC001PCkA8u3RMtkejULNNAsRZaxI

    y2pGE+HTj374w40lpH1yH7UnE+0KjVWOdoSHqhJFWHHWcBDzTAqeBDl

    IybLbnZSzXBYCOn0BqwVk8VonLRLJBgkDUT+/cnFqXpywfh+h9hXlV6

    2WWVaoBYfEgJ2uY25Q9D9lwDhyzCWVZIr8IiVYX3xx/es9qSRtWp2Ww

    Bxu6Hr44M7eg1eH+yH++/zg880uJfjWfms1X94NEfZ0lwuz8OSxtte2

    TTVEC8bEHu0S/OG9tu96zHjgLyDcOqXQs4cqtM/O3hy6q4sU96f2x/W

    +58AXMt+5T/Flrbukw1sdvHKMqhtsIN2imJ5zp2fKFHX/Aqr20Ctf9c

    6VfVOpP9eIX478iHfMMT49YvANXbA3C99qs27UDD8ddzv6lOKaBjrrt

    /5KNfdIJ2XWFq1V/uKfBF37uPnyH+IhvRg=<<<

    Mall Blueprint

    https://pastebin.com/qr3J4F5K

    Thanks for reading.

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

    Laterally Unplayable 2 - a 9 tile wide map

    Posted: 02 Sep 2020 01:51 PM PDT

    Modular Malls - A Blueprint Book

    Posted: 02 Sep 2020 08:00 PM PDT

    Playing with jumptions!

    Posted: 02 Sep 2020 10:54 AM PDT

    Best "Back to the top" Button ever

    Posted: 03 Sep 2020 06:46 AM PDT

    Today I learned that you must clear the forest BEFORE installing the flame turrets.

    Posted: 02 Sep 2020 11:07 AM PDT

    We built a (mostly) symmetric 2x2 reactor setup!

    Posted: 02 Sep 2020 08:26 PM PDT

    I usually transition to a train base earlier but for Krastorio 2 I wanted to build a bit more organically for once

    Posted: 03 Sep 2020 06:43 AM PDT

    1000SPM Smelter

    Posted: 02 Sep 2020 03:59 PM PDT

    Second prototype of a smart train loader. Loads exact and fairly quickly. Only for 1 1 trains so far

    Posted: 02 Sep 2020 10:06 PM PDT

    FISHY

    Posted: 03 Sep 2020 12:17 AM PDT

    My new combined red / green circuit build.

    Posted: 02 Sep 2020 09:53 PM PDT

    My new combined red / green circuit build.

    After so many perfect ratio builds, I found it refreshing to create this where the production of green circuits is the excess from producing red circuits. It's not meant to be super compact or high performance, but I found it's about the right ratio of red:green circuits for most everything related to science and rockets for those of us just excited to send something into space. Need like 4 - 6 of these to do basic rockets and research. You can keep the same design with two productivity modules in the circuit assemblers and reduce the copper wire to assembling machine 1's. Feedback welcome!

    https://preview.redd.it/6s8yqau83vk51.png?width=1768&format=png&auto=webp&s=944c57575532ff2b07f5951822862ed539e33dee

    submitted by /u/gvblake22
    [link] [comments]

    Spidertron Dream

    Posted: 03 Sep 2020 05:26 AM PDT

    Does anyone dream of electric spider?

    I had a dream where I was a giant spider walking around my factory. My spider leg is so long and I'm using it like a spear poking at the smaller enemies. Buildings from various games appeared in my dream with my factory blending with my city and my castle. I was deploying bots to shoot lasers and shoot glue.

    But then, there's a bright light. I watch my other spider friends burn. My friend reported that some unknown being has put a giant magnifier in orbit. Then I was burning. My dream ended. It seemed so real.

    Very good job in making Spidertron so lifelike in the game, I hope Spidertron can appear in other games in future projects.

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

    Belt Everything* Invitation for debate

    Posted: 03 Sep 2020 06:59 AM PDT

    Long time player, though I'll admit I usually quit after the first rocket.

    I'm going for a big base this time and want to make heavy use of blueprints.

    Rather than futz around making malls and item specific production lines though, Im trying something I've been told not to do: putting practically everything on the bus.

    Hear me out: this allows me to make a small handful of factory blueprints based on the number of ingredients needed, and reuse the same bp over and over for multiple end products, just changing the inputs and cropping the number of assemblers.

    When I say belt everything, I mean virtually everything, though I do try to limit that to things that have at least 3 recipes consuming them.

    Also, my basic bus is gruped in 4s, and starts with 4 iron, 4 copper, 1 coal, 1 stone 1 stone brick and 2 steel, then pretty much everything else follows.

    Discuss.

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

    I feel like the world's largest idiot right now, but i cannot for the life of me figure out how rail signals work. Can anyone help?

    Posted: 03 Sep 2020 04:02 AM PDT

    I feel like the world's largest idiot right now, but i cannot for the life of me figure out how rail signals work. Can anyone help?

    There is one train on each rail and they go both ways across this intersection.
    EDIT: Chain signals are very helpful, duly noted. Problem solved!

    https://preview.redd.it/h1l3szuxzwk51.jpg?width=2560&format=pjpg&auto=webp&s=ee9f2bacecac760139e66716361825d93a0b4cb8

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

    why is factorio persons thighs start out slim, then get thicker? what kind of creature is hiding under that welding mask?

    Posted: 02 Sep 2020 02:10 PM PDT

    Starter Robot Core Factory to start using robots ASAP

    Posted: 02 Sep 2020 02:05 PM PDT

    T3 modules: It's not pretty, it's not efficient, but it's mine. And it works!

    Posted: 03 Sep 2020 07:58 AM PDT

    Finished Krastorio 2! (at last)

    Posted: 03 Sep 2020 05:45 AM PDT

    After about a dozen attempts (getting burned out on the complexity, spending a lot of time building rail networks which turned out to have serious flaws, giving up, starting over, trying to decide whether or not I want biters), I finally finished the mod!

    In only 64 hours!

    Made possible primarily by the Transport Drones mod, because of the complexity of the intermediate products. I was considering going to a mega base, but piping in the resources is definitely going to require trains and I haven't designed any good, tileable, standardized layouts for my products.

    Gotta love automated point-to-point logistics

    I love this mod. Extra levels of belts and inserters to reach for, just a little bit of extra complexity on intermediate products (so malls are possible, just take a bit more planning than usual), and longer undergrounds for pipes and belts add a lot of quality of life. Biggest win has to be the anti-materiel rifle - it makes deleting enemy bases so much easier than doing drive-by shooting (because I always run into rocks) or running in to slap down turrets (half of which end up destroyed). I didn't get to use endgame weapons much because they weren't really necessary - uranium ammo does the trick just fine - and the advanced tank, while cool, wasn't overly useful when I was faster on foot (top-tier armour with a whole bunch of top-tier exoskeletons). The laser cannon turrets are awesome though, so satisfying to watch them annihilate spawners from afar :3

    Some bits are a little iffy for me, particularly the sizes of buildings. The crusher is just huge, and I guess I find it a little difficult to incorporate it into layouts because for all its chunkiness it doesn't come with as much output, so I have to have loads of lanes of belts around them. I'm also not super keen on the science packs eventually being deprecated - on a main bus, that would mean a lot of setups eventually become completely useless (biomass and coke spring to mind). I also didn't use antimatter power in the end, six fusion reactors did just fine. The addition of stuff like mineral water as a map resource didn't add much - it would probably have been more interesting to make it an intermediate product you had to create (the way the mod does with heavy water). I also never made use of fertilizer - use rare metals to create nitric acid for just double wood production? Much cheaper to just whack down a few more greenhouses.

    Overall, this mod is 8/10 for me. The balancing of everything is pretty damn good, I really felt the strain on copper and steel toward the end when everything needed low-density structures. I also like that mining/enriching different minerals requires different chemicals, and said processes have waste products you need to process. It's a really fun balancing act.

    Thoroughly recommended! (but not for beginners XD)

    submitted by /u/lifeofalibertine
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    New Game Starting

    Posted: 03 Sep 2020 07:16 AM PDT

    I've been playing Factorio for a while, but only in a sort of creative mode way with no biters and unlimited patches of ores. I'm finally going to attempt a proper run through with default settings. Are there any tips you guys would recommend? i already know all the tips involving ratios and how to use all the building items etc. Mainly looking for tips on handling the enemies and what order to do things now that i have a challenge instead of just a sandbox mode. Thanks in advance

    submitted by /u/sam42789
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