• Breaking News

    Saturday, October 17, 2020

    Factorio Kovarex setup: Literally cheating edition

    Factorio Kovarex setup: Literally cheating edition


    Kovarex setup: Literally cheating edition

    Posted: 17 Oct 2020 03:19 AM PDT

    My first outpost blueprint. I'm proud.

    Posted: 16 Oct 2020 11:47 PM PDT

    Factorio Train and Logo - Thingiverse 3254947 and 3230250

    Posted: 16 Oct 2020 08:48 PM PDT

    2.4 Gigawatts of beautiful nuclear power

    Posted: 17 Oct 2020 01:29 AM PDT

    [META] Subreddit rules update for late 2020

    Posted: 16 Oct 2020 07:09 PM PDT

    Hello engineers,

    Before we begin, as a team we hope you're all keeping well and staying safe. It's been a hard year for everyone, and it doesn't surprise when some turn to games to help escape reality for a while. But remember when times get tough, it's perfectly fine to ask out for help from those you trust, even if it's just to see a friendly face or hear a loved one.


    So with that being said, we're introducing some rule changes to make it easier to keep our community the friendly and welcoming place it has been for the last 7 years.

    Rule 4 is being rephrased from "No personal attacks" to "Be nice"

    Every so often we end up removing a comment or post that isn't technically a personal attack, but is still something that breaks the spirit of rule 4, so we've updated the text to better reflect that.

    Rule 3 "No Spam" being removed

    If you have a look at the number of "Rule 3" flairs, you'll find two (or at least I did). I think it's safe to say that "No spam" is almost a given, as in full blown spam will break rule 1, and double posting or just being a nuisance in the comments doesn't really need it's own rule in the list. You're not going to read the rules and go "Oh please, oh please don't list spamming as unacceptable". So with that being said it seems appropriate to leave "no spam" to an assumed rule. If somehow we really come across this as an issue again then it can be re-added. (Also Reddit already has a fairly explicit no spam rule.)

    Replacing Rule 3 is "No political content"

    So as we might have noticed, 2020 has been a doozy. Viruses, civil unrest, lockdowns. Not fun stuff to be sure. We've noticed a bit of an uptick in posts that are using the game as a medium to "get around" Rule 1 so they can post an opinion or symbolism of a given political topic in this subreddit. We've been pretty relaxed for the most part about this, but lately we've noticed that every political post or comment chain has almost zero redeeming qualities about it, and are a pain to moderate. To that end we've decided to be more specific and forbid these kinds of posts. r/factorio is about Factorio, some deviance from that is to be expected, but not when it comes at the detriment to the quality of this subreddit.

    Combining Rule 8 & 9

    Another straight-forward rule change. Rule 8 has really always been a "voted out topic" so it makes sense to combine the two.

    Adding a new rule "No posts about minor graphical glitches" to Rule 8 "No topics voted out by the community"

    This one's pretty straight-forward. Now and again we'll get a "Literally Unplayable" post (or something to that effect) showing some quirk of Factorio that doesn't quite mesh with what we think should happen. A good portion of the time these are novel, or at least interesting mechanics that seem to generate some decent discussion. We have noticed however that semi-regularly we will get a post showing some clipping of layers between sprites, or instances where certain objects will disappear (Like power lines turning invisible when they're very long and you arn't seeing the right part of the cable in order for it to render). I think based on karma of those posts, everyone seems to have had their fill, and they're not meaningfully contributing to the subreddit anymore.

    Adding r/technicalfactorio to the sidebar

    Finally completely unrelated to rules, r/technicalfactorio seems like an amazing place with a ton of very smart people figuring out all the best ways of pushing Factorio to its limits. We felt they would be an excellent resource to add to our list in the sidebar! Just remember to read the rules before participating, r/technicalfactorio is a much more focused and specific subreddit than r/factorio, so if you're looking for some basic help r/factorio may still be the right place for you to post (Don't forget we have the weekly questions thread!)


    That's pretty much it!!! Please feel free to discuss the rules here, we'll try and keep an eye here for a while and reply where we can.

    submitted by /u/ocbaker
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    Everyone's got these precisely made megabases and I'm over here with this horribly inefficient shit.

    Posted: 16 Oct 2020 08:56 PM PDT

    The Most Protected Part of my Base

    Posted: 17 Oct 2020 07:33 AM PDT

    [Factorio] Excerpts from a biter's diary (alternate ending)

    Posted: 17 Oct 2020 04:01 AM PDT

    Be careful with artillery.

    Posted: 17 Oct 2020 02:34 AM PDT

    Here's what happened, i was playing on a deathworld, automated arty shells and plopped down my arty blueprint: shells when into the enemy base, and i almost had a breach, because when biters are struck by artillery, they magically know where the artillery is and will launch an attack. So here's the solution: flamethrowers, the biters will be great in number. Flamethrower turrets are good in such situations. The end. (sorry for any grammatical errors idk im dutch)

    submitted by /u/random_uman
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    Could you imagine

    Posted: 17 Oct 2020 04:52 AM PDT

    The Butterfly: My most efficient green circuit design (8 blue belts)

    Posted: 17 Oct 2020 02:57 AM PDT

    So I made a thing... (75 SPM Starter Base)

    Posted: 17 Oct 2020 06:38 AM PDT

    75 SPM Starter Base

    All too often someone posts a clever blueprint that would be useful at some early or mid point of a game, but actually isn't useful because it requires more advanced tech than would normally be available at that point in the game.

    How about red science production line that uses 3rd tier factories and stack inserters?

    There are also setups that are just difficult or fiddly to use. A compact mass that, if built a piece at a time, has belts that will cross-contaminate each other. Or super complex compact do-all prints where there's no clear idea as to what to build in what order.

    So... here's a base blueprint book with some design principles:
    - Make the right stuff in the right order at the right time.
    - Fully upgraded it should be balanced at 75 SPM. Enough to get your research done, but not so overwhelming as to require a megabase supply chain to feed it.
    - All of the science production prints should be built (at least initially) with tech that's reasonably available at that stage in the game. E.g. Blue science should use basic oil processing, not advanced.
    - All science prints should have inputs and outputs on the same side, so it's easy to connect to trains, belt busses, etc.
    - All science prints should run on basic materials. If it needs red cards, it should make red cards and not make you set up a red card factory elsewhere. (the logistics print is an exception to this rule).

    So, for your perusal, comment, cat-calls, etc. I present a blueprint book that gives you basic logistics, weapons & ammo, and all of the sciences in what is, hopefully, a reasonable and logical layout.

    The whole thing is intended as a starter base. I drop these down in order to get my research going. It gives me the freedom to go off and set up more dedicated supply chains for mega bases and other mischief.

    The intent is to add more stuff over time and to continue to refine. For example, I don't have walls and concrete production in the set yet, nor do I have laser and flame turrets. More to come if there's interest.

    Edit: Derp.. forgot to say that, as a starter base, there are no modules or beacons used in order to keep things cheap and simple and to keep energy requirements more reasonable.

    submitted by /u/_ogglodyte_
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    Update Idea: Being able to use the Circuit network and/or Logistics network to set Filters/Priorities on Belt Splitters

    Posted: 17 Oct 2020 07:14 AM PDT

    I think that it would be a good idea as if there were not enough Items going through to a specific line in the base, you could use the Circuit network to change the splitter Priority from 50/50 to Left or Right Priority.

    Another way this could be handled is with the Splitter's Filter. If you were needing a specific area to be filtered, but only for a certain time (say you wanted only Iron plates and nothing else for a bit of time) then being able to set the filter and priority would be great!

    I know this could be seen as a programming nightmare, depending on how the splitters are currently implemented, but I think it would be a good addition to the game, especially on the side of the community who lives off of Circuit and Logistic network Integration.

    submitted by /u/MineGrayTV
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    Second attempt at a factory. Feels like a complete mess and I'm having a strong urge to restart. Any hope or should I just pull the plug? ^^'

    Posted: 17 Oct 2020 03:42 AM PDT

    my friend loves landmines. re-done

    Posted: 16 Oct 2020 09:12 AM PDT

    Suggestion: Add ability to shrink/pin production graphs.

    Posted: 17 Oct 2020 02:03 AM PDT

    When trying to upgrade your base it can be helpful to view production graphs. They also assist in monitoring overall base health. While playing, I find myself repeatedly opening and closing the production page as I make changes to the factory. Being able to have this information permanently on screen would be incredibly helpful. My proposal is that you be able to shrink the production stats viewer down to just a graph and be able to pin that graph on screen.

    I mocked up some screenshots to demonstrate what I mean.

    Added button to pin graph: https://i.imgur.com/kQnUUMu.png

    Pinned graph: https://i.imgur.com/gI7Iz2i.png

    Important features

    • Graphs would not disappear when pressing "E" or inventory key, but remain on screen.

    • Graphs would retain user selected item filters/timescale defined in main production window.

    • Potentially could be used for electrical network graphs as well

    • Potentially could have more than one graph pinned at a time? Would probably be over complicated but could be very cool, as you could simultaneously view several graphs with different timescales/item filters.

    In any case I think this feature would be a very useful addition to Factorio. The factories we create are complex, interconnected animals, and production and consumption graphs are an objective way to view exactly how well they are running. Giving players better, more unobtrusive access to this information would be a worthwhile addition to the game that I hope the devs will consider.

    Thanks for reading

    submitted by /u/snizzle810
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    Since last post made few people interested, a slighter more complex Red circuit. Still tileable, compact, without beacon, with Space Exploration !

    Posted: 17 Oct 2020 01:02 AM PDT

    Flamethrower only defense ?

    Posted: 17 Oct 2020 06:43 AM PDT

    Can I set up a wall with only flamethrower turrets or will they constantly miss and then biters will slip past the initial shot and get through ? I just started this new game, wanted to go flamethrower only. But not sure if it's possible, if I have to mix it with regular turrets I might as well just do only regular turrets. I don't have laser yet and just wanna minimize the amounts of shit I need to cart around the factory

    submitted by /u/Sinister-Mephisto
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    Parallel pipes?

    Posted: 17 Oct 2020 08:38 AM PDT

    I understand pipes well enough but I have a question: do two parallel pipes that are touching make the overall flow rate in the direction I care about slower or faster?

    Imagine two pumps side by side and then two parallel pipes running length 200 (just for example) to two more exit pumps. If this was a single pipe, the flow rate would be ~1000/s. If the pipes never touch, the combined flow rate out of the two end pumps would be ~2000/s. But what if the pipes touch the whole way? Will the combined flow rate be ~2000/s? ~1000/s? Or will the game imagine one pipe system with 400 pipes and then it will be ~500?

    Yes I'm aware of undergrounds and ways to make them not connect, but I'm imagining two rows of 12 heat exchangers each back to back. The 24 heat exchangers would overload a single steam pipe, but two rows of steam pipes would be good, I just don't want to deal with ensuring the two steam pipes are completely independent.

    submitted by /u/boosthungry
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    Turret love

    Posted: 16 Oct 2020 12:19 PM PDT

    Turret love

    As lockdown started I began teaching myself cinema 4d at home. I know I am still an absolute beginner, but I love discovering new stuff everyday.

    To practice I try to rebuild things I enjoy, so here is my very amateur model of the factorio turret :)

    https://preview.redd.it/jzwluwsb9it51.jpg?width=1920&format=pjpg&auto=webp&s=87f0eebb9402ce661c17aec8848a8307a9ef60d0

    submitted by /u/Eyoole
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    Help needed please :)

    Posted: 17 Oct 2020 05:21 AM PDT

    So basically I've just started playing factorio a few days ago and been trying to stay away from forums/wikis/YouTube to try and learn things my own way but I need some help with getting power to my separate 'bases' I've got multiple steam engines and solar panels with accumulators for night time but I still can't seem to get enough power if anyone could help with advising what route to take to be able to harvest more power it would be greatly appreciated Thanks I'm advance

    submitted by /u/Nimphew
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    My (almost) 21x21 symmetrical Konvarex take

    Posted: 17 Oct 2020 05:10 AM PDT

    My (almost) 21x21 symmetrical Konvarex take

    What you think about this one? The blue chests are requesting Uran-238, while the passive red chests are sending not needed Uran-235. Quite happy with the result.

    https://preview.redd.it/gbyp14dbbnt51.png?width=874&format=png&auto=webp&s=01491d94fa24d226d7d80df51b342f2566c324d2

    submitted by /u/uniquDREI
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    Me and my friends thought that u/_moon_Lord_ 's post was fake so I did the math

    Posted: 16 Oct 2020 02:07 PM PDT

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