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    Thursday, October 8, 2020

    Factorio An eternal fight of biter against construction robot. Should I interfere?

    Factorio An eternal fight of biter against construction robot. Should I interfere?


    An eternal fight of biter against construction robot. Should I interfere?

    Posted: 08 Oct 2020 01:41 AM PDT

    The downside to beltless factories is that you can never see what you're doing

    Posted: 07 Oct 2020 09:26 PM PDT

    Sometimes I wander my factory and find shit like this

    Posted: 07 Oct 2020 10:25 PM PDT

    Never figured out how to automate Blue Science, but came back for 1.0 and gave it another shot. The spaghetti grows...

    Posted: 07 Oct 2020 10:40 AM PDT

    How do you like my 500 SPM yellow science compact build?

    Posted: 07 Oct 2020 11:46 PM PDT

    My 45 units/s blue circuit blueprint !

    Posted: 08 Oct 2020 01:59 AM PDT

    This makes me far happier then It should, rainbow is pretty!

    Posted: 07 Oct 2020 10:34 PM PDT

    You know how we all suck at driving in this game? Lets remedy that (info in comments)

    Posted: 08 Oct 2020 08:21 AM PDT

    Bug: Cliff overlaps belt. not sure if anyone has come across this one before but it is a little distracting

    Posted: 08 Oct 2020 06:56 AM PDT

    There is such a fine line between future proofing and overkill.

    Posted: 08 Oct 2020 08:44 AM PDT

    Seeing new player figuer things out is cute

    Posted: 07 Oct 2020 02:07 PM PDT

    i have ~ 1000 house in factorio and I'm currently playing a game with 3 friends who never played it.

    And because i want them to figure things out themself(and because they asked to do it that way) they do nearly everything on ther own and only get some simple tips from me like the possibility to have 2 belts go together to one without using a splitter and other stuff like that. And i must say, seeing them learn,automate and fight the Biters is just f-ing adorable

    submitted by /u/Neo_Ex0
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    I feel like I may be overcomplicating what I'm trying to do

    Posted: 08 Oct 2020 12:26 AM PDT

    Megabase FUCKUP

    Posted: 08 Oct 2020 07:35 AM PDT

    so for about two months I've been playing this save mainly vanilla (just to do list and module inserter mods ) (initially with some people now mainly me and another dude). and we are close to 180h in and building a 2kspm megabase train based , we have all the factories for smelters , all the circuits , computers , all oil products , red ,green , black, blue and white sciences with everything they need and some other things such as walls for the bitters etc, ( so I don't want to start over yet until I finish this play through in 2k spm .

    We are running all the calculations on factorio calculator and all the builds started without beacons and now I learned to use full beaconed stuff and I feel like my designs are so much better.

    Well guess who realised that we didn't take into account yellow science.

    So my best option here would probably be to make a belt based factory that makes yellow sciences from ores , am I frustrated? obviously but this is a opportunity to be more careful for the next megabase. this one is gonna be great but I can only hope the next one will be much more optimised.

    TL,DR :180 h into a 2k spm megabase playthrough I realised I didn't acount for 2k/min yellow sciences and have to do a yellow science outpost.

    submitted by /u/1999GGO
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    Too good to pass up

    Posted: 08 Oct 2020 07:11 AM PDT

    I have the feeling that my growing power plant wants to show me something

    Posted: 07 Oct 2020 01:42 PM PDT

    You know you've played a lot of factorio when you watch Starship Troopers and think "Should've used more flamethrower turrets"

    Posted: 07 Oct 2020 04:32 PM PDT

    Can't keep mainbus nice and clean

    Posted: 08 Oct 2020 06:06 AM PDT

    When playing for a few hours I can't keep my base organised and I have no clue how to keep it nice and clean. I always put way to many things on the main bus and I have no clue what should and should not be on the mainbus. All tips and tricks are welcome :D

    submitted by /u/CheeseDonut101
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    Nice Landing - an experiment with railway networks

    Posted: 07 Oct 2020 11:25 PM PDT

    Nice Landing - an experiment with railway networks

    I thought I'd see what you chaps and chapesses think of my current scheme. I tend towards rail worlds because I find main busses a little dull (personal preference). However, I still like the idea of regular city-blocks. This is a base that is currently working rather nicely and, with luck, is on its way to being a mega-base (1kspm).

    The main innovation here, if it is one, is that the factory exists in a single line of city blocks between sets of railway lines that run in a common direction.

    1. The North-side tracks all run East to West.
    2. The South-side tracks all run West to East.
    3. All resources (mines and oil) are fetched via perpendicular (North-South) branch lines.
    4. The only places with track crossings (i.e., where a train heading in one direction has to cross a line heading in the opposite direction) are at outpost stations, which are strictly in one direction and back in the other direction.
    5. The main factory lines run in parallel sets of four for redundancy and hence throughput.
    6. There are no stackers, as such. Each North/South track to the sides of a block has a station at the exit end and enough space for three 1-4 trains (one loading/unloading, the other two waiting).
    7. Each block keeps its outermost lines free for traffic that needs to change from Eastbound to Westbound or vice versa.
    8. Effectively, there are no T-junctions or X-junctions or crossings in the main base.

    The base so far. Just pre-rockets, prepped for mega-base.

    The little spot in the middle, just South of the main base, was my starting area, which I dubbed "Nice Landing".

    City blocks and stations (no stackers, per se).

    Some minor points:

    • I've been using the "growing column of linear nuclear power stations on a lake" approach for a while now. Dead easy. I worked out that a single un-moduled Kovarex centrifuge can supply over thirty power plants without any need for circuitry or cleverness.
    • Solar power: who has the time for that malarky? I want reliable baseload generation for my factory!

    The wide blue strip is my extensible nuclear power plant.

    Here's a close-up view of the power-plant and its pair of support centrifuges.

    Just curious to see what people have to say about the idea. Cheers!

    submitted by /u/ralphbecket
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    Proposal for the standardization of terms like "megabase"

    Posted: 08 Oct 2020 08:45 AM PDT

    I propose we use SI prefixes.

    Base: 0SPM - 999SPM
    Kilobase: 1,000SPM - 999,999 SPM
    Megabase: 1,000,000 SPM - 999,999,999 SPM
    Gigabase: 1,000,000,000 SPM - 999,999,999,999 SPM
    Terabase: 1,000,000,000,000 SPM - 999,999,999,999,999 SPM
    etc.

    Edit: skipped a prefix

    submitted by /u/SIGSTACKFAULT
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    It is not much but it ist honest spaghetti. Krastorio 2 Edition

    Posted: 08 Oct 2020 02:54 AM PDT

    The start of my megabase

    Posted: 07 Oct 2020 11:53 PM PDT

    Perfect fit for the logo

    Posted: 08 Oct 2020 04:36 AM PDT

    Megabase design

    Posted: 08 Oct 2020 05:48 AM PDT

    Hey Engineers !

    I have a question for megabase design (1k spm+) is it viable or good thing to make so called depots as in train stackers that load/unload items. It would work as i deliver iron plates to that depo and i gather iron plates from factories that would enable me even distribution across factories and minimal trains without seperate logics like lets say 2 trains per factory (one unloadng other loading or waiting to unload) and central unload point for mining outposts.

    And if such things already exist or there are blueprints out there i would be very happy to check them out

    Thank you for any info or feedback

    submitted by /u/WindsHD
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