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    Monday, October 19, 2020

    Factorio [META] Subreddit rules update for late 2020

    Factorio [META] Subreddit rules update for late 2020


    [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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    I'm sorry what?

    Posted: 18 Oct 2020 05:03 PM PDT

    The biters are not native to Nauvis, and the Engineer is an ecological hero

    Posted: 18 Oct 2020 07:57 PM PDT

    A study of the facts reveals this truth: the biters are no more natives of Nauvis than the Engineer. There is one simply observable piece of evidence for this. When biters create a nest, they irreversibly alter the terrain where that nest existed. Once there has been a nest anywhere, there will forever more be a blighted patch of ALIEN filth left behind. There is no way to eradicate this blight.

    Given the biters' rate of expansion, if they were native to the planet, the entire planet would long since have been covered 100% in blight. Since this is not the case, it MUST mean that the biters are a recent arrival, much like the Engineer. In fact, given that they already have a substantial, but not complete, foothold on the planet, I believe the Engineer has been sent to Nauvis for the express purpose of restoring the planet to it's native state. Were it not for an unfortunate incident in which the Engineer's ship crash landed, this task would have been accomplished swiftly and decisively. Instead, the Engineer must muster all of his prodigious abilities to rebuild his ship and his weaponry and finally, once and for all, exterminate the aliens.

    The Engineer is the only thing standing between the biters and the utter destruction of this once healthy ecosystem. The factory must grow, so that the invaders cannot.

    submitted by /u/tinyogre
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    2500 Science Per Minute Rail Grid Megabase - Details in the comments

    Posted: 18 Oct 2020 06:38 PM PDT

    My friend told me you would like a pic of my first bowl of spaghetti

    Posted: 19 Oct 2020 06:39 AM PDT

    Fluid Clock (Vanilla)

    Posted: 18 Oct 2020 04:04 PM PDT

    Relatively new this was hard for me and I'm immensely proud .Thank you for an amazing game dev's!

    Posted: 19 Oct 2020 01:38 AM PDT

    Ok, I was bored at school so i made this sketch of my base plans, CUZ THE FACTORY MUST ALWAYS GROW. Let me know what you think if thoose are good ideas :)

    Posted: 19 Oct 2020 02:15 AM PDT

    Realized today I missed an opportunity for an achievement.

    Posted: 19 Oct 2020 05:40 AM PDT

    Started up a new game last week, and had been taking things fairly slow. Usually I rush to logistics chests and have a bot focused factory, but for whatever reason this time I did not.

    Ended up getting all the way to space science with just belts for the first time ever. A few items, walls, frames, and grenades I moved in bulk by hand, but everything else was actually belted.

    Towards the end I decided to finish out all the pre-space stuff with the existing factory, then rip it all up and switch to bots after.

    But I never actually launched a rocket before switching.

    Realized this morning I missed the Logistic Network Embargo achievement by probably 10 minutes, if I had just launched a single rocket before the change.

    Can't help but laugh at the absurdity. At least I know I can actually do it now. Next time.

    submitted by /u/sumelar
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    If this game was a person i'd marry it

    Posted: 19 Oct 2020 07:36 AM PDT

    i'm sick, help me

    can't stop playing

    submitted by /u/mnl_ls
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    problem with reactor steam generators

    Posted: 19 Oct 2020 03:14 AM PDT

    45 Science per second (2700/m) Self-Contained Megafactories for all vanilla science types, the complete blueprint collection.

    Posted: 18 Oct 2020 03:00 PM PDT

    hehe my little test subjects

    Posted: 18 Oct 2020 12:22 PM PDT

    LTN: Spread out depots with the same name?

    Posted: 19 Oct 2020 05:56 AM PDT

    LTN: Spread out depots with the same name?

    So I'm building a ribbon base with an LTN network. I have these little depots spread out over the map and so far it is working great. Currently each block of four is named individually, meaning some trains that go a long way up or down the ribbon (around 12k tiles long currently) have to go all the way back to their depot. So far the train grid can handle it but it's obviously not optimal.

    One of six depots (2x4 stations)

    Rail blocks

    However when I give every depot station the same name I quickly get trains pathing into blocks of four which are full, leaving them standing around. Is there any way to fix this? There will always be trains pathing to the same open station I guess (as long as 1.1 isn't here, if I'm understanding the changes correctly), or am I not getting something?

    submitted by /u/Drogiwan_Cannobi
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    Can I block off a region to prevent biters nests from spawning there? Or will they just spawn on *any* available land, regardless of if they can reach it?

    Posted: 18 Oct 2020 08:50 PM PDT

    There's a large region by my factory that can be walled off at a pretty small choke point, and I'd like to do it so biters won't spawn in that region. But I probably won't build in most of that area, so if the biters can just spawn automatically in unnocupied land, it wouldn't be worth the effort.

    submitted by /u/PartyPhoenix
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    I'm making a factory with a lot of spirals!

    Posted: 18 Oct 2020 04:01 PM PDT

    I'm making a factory with a lot of spirals!

    Spiral Train Stackers!

    The spiral stackers disgorge a single train each time a station needs a delivery or a pickup; if nothing needs a train, they wait. No thundering herds, here! There's a 'depot' station for each station providing and demanding each material.

    Spiral of Industry - a single car belt that makes everything! (In progress)

    A car with filtered slots is timed (top right) to move every 2.5 seconds. Each car holds 1,000 iron/copper, and a bit less of other things like circuits, coal, stone, uranium, steel, etc.

    For those that don't want to do the math, carrying 1,000 each copper and iron is the equivalent of almost 9 belts of each. That's a LOT of throughput.

    It really is mesmerizing.

    Mods used: Renai, Inserters with Eyes, Disco Labs, Bumble Bots

    Renai is the only one that is not cosmetic, and the factory would only have a few places to adjust if Renai was removed.

    submitted by /u/RubeusEsclair
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    How do people place down their rails? Manually or remotely?

    Posted: 19 Oct 2020 07:54 AM PDT

    Assuming you use rail blueprints...

    I frequently, manually drive my personal train along, with robots racing ahead of me to fill in my placed ghost blueprints.

    But this is tedious.

    I created some rail blueprints which contained roboports and radars. I could then drop down these blueprints and have the robots build them for me.

    But this was slow (robots over long distances is slow). Also, I could only place ghost blueprints if it was within radar range, meaning I had to constantly be going back to the map to place more blueprints. And you have to load the local area network with enough tracks, signals, and roboports to do the build. And the cleanup takes a while too (removing the roboports, reclaiming the bots, and the inevitable wood and stone).

    Does anyone have any clever rail-laying strategies that they like?

    I'm looking at you, u/Kano96. ;)

    submitted by /u/ZavodZ
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    Is the Pyn mod supposed to be this slow?

    Posted: 19 Oct 2020 07:38 AM PDT

    So i decided that since my rocket has already reached space with Bob its time for something new and i decided to take the Pyn mods for a run but its starting to get on my nerves.

    Everything is soo damm slow from making iron and copper to researching everything is moving on a crawling speed. My game is heavily modded so i got some hefty headstart from the ruins mod and the quarry mod helps out with getting the production up and runnin but its still terrible.

    I actually gone into the mod settings to make my quarriers create 1 iron every 0.5 sec and made 5 of them leading into steel furnaces and its still slow. I somehow accepted that i need microbiologists making some paste from local fauna just so i can create a device what makes wires from copper but having to actually watch an 1000% speedboosted seaweed pit the size of 9 assembling machines put out 1 material every 2 second is boring.

    I never thought i would watch youtube while waiting for stuff to happen, its just mind numbimg. I needed to turn on peaceful mode because i cant generate enough mats for defense before rampart send in biter waves.

    Is idling the intented gameplay of this mod?

    submitted by /u/Umbraldisappointment
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    What is the best design for basic oil and advanced

    Posted: 19 Oct 2020 07:17 AM PDT

    45/min lv.3 modules factory

    Posted: 18 Oct 2020 10:47 AM PDT

    Spidertron logistic request

    Posted: 18 Oct 2020 01:23 PM PDT

    I would like to be able to supply spidertrons with bots instead of manually feeding them rockets each time.

    submitted by /u/random_uman
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