Factorio Might as well Jump |
- Might as well Jump
- there comes a part in all games where people say "fuck it, if it works it works."
- I'm now going to stay in my castle forever.
- My whole base runs on 783 solar panels. I know this entire reddit has (probably) more than that but this is my own personal best in the amount of solar panels.
- Early game belt based science balancer
- Not going to lie, I bought Factorio for the trains
- So I got stoned and made this overengineered and awesome unloader.
- How many cars do you have?
- IVTN, Over 1 year old.. still basically unnoticed..
- A Bottleneck Discussion with a Friend Got Me Thinking About How People Handle Them Differently
- Do refineries/chemical plants perhaps need a buff, or a second tier?
- Finally secured my island from pesky bugs, time to expand the factory
- Mini 45 SPM base - My first blueprint book
- 1st Trial Run At Megabase. Hit The 500 SPM Milestone
- My first time trying to create a mall
- UI Scaling Bug
- My current unloader scheme, 2-8 train (LTN) to 8 belts
- Why does this not work?
- Krastorio 2 Extended Endgame; thoughts and feelings
- Rate my koravex setup!!! Simple, no circuits (except those to alert me that i got a uranium)!
- In-line early game production blueprint
- Want to see your megabases
Posted: 06 Oct 2020 11:40 PM PDT
| ||
there comes a part in all games where people say "fuck it, if it works it works." Posted: 06 Oct 2020 04:32 PM PDT
| ||
I'm now going to stay in my castle forever. Posted: 06 Oct 2020 05:03 PM PDT
| ||
Posted: 07 Oct 2020 06:08 AM PDT
| ||
Early game belt based science balancer Posted: 07 Oct 2020 03:07 AM PDT
| ||
Not going to lie, I bought Factorio for the trains Posted: 06 Oct 2020 04:59 PM PDT
| ||
So I got stoned and made this overengineered and awesome unloader. Posted: 06 Oct 2020 08:25 PM PDT
| ||
Posted: 07 Oct 2020 03:12 AM PDT I started a new world for my grid megabase, decided on no biters and I tweaked settings for minimal trees, so I am actually using cars a lot. I find myself leaving them everywhere, often when building I find myself at the end pretty far from my car, but hey, build a new one is easier then walking back. I think I have about 30 cars littered across my base now, Tonight I even spidertron and am still using cars a lot and continue to litter them everywhere. [link] [comments] | ||
IVTN, Over 1 year old.. still basically unnoticed.. Posted: 06 Oct 2020 07:52 PM PDT Intangir's Vanilla Train Network v1.0 (IVTN) Released over a year ago now, Just reminder that this exists. This is a totally vanilla train managing/routing system that utilizes a smart depot, very carefully controlled release of just the necessary number of trains. It is intended to prevent trains from all rushing towards 1 station as it opens, and prevent trains from cluttering up the network and requiring stackers when waiting for a station. Requires less space, has no pile ups, no special track configurations, did i say needs no mods?, and has worked perfectly well for probably thousands of hours now on 1k SPM and 5k SPM bases, as well as small/simple bases. The design is a catch all solution for large and small train network management, its features and capabilities rival and surpass (in my opinion) every other vanilla system, and most modded systems, very easy to use, no mods needed. I put probably hundreds of hours into developing and testing it, most of it spent painstakingly tinkering with combinators, I'd hope others can get some enjoyment out of it, I made it for everyone, and it was a lot of work. I've tried to raise awareness of this more than a few times, on reddit, social media, and discord and with big youtubers.. everyone who has tried it has told me they love it, but I just can't seem to get all that many people to even give it a chance. If you like trains you'll love this system. Features
Limitations
How to video (Youtube): https://www.youtube.com/watch?v=Nz1pv4YnFM8 (for v0.9 but usage remains the same) v1.0 update: https://www.youtube.com/watch?v=1f5a1MIf2Gk Blueprints: on factorioprints: https://factorioprints.com/view/-LpyJCHt58gu5__MLNZ4 [link] [comments] | ||
A Bottleneck Discussion with a Friend Got Me Thinking About How People Handle Them Differently Posted: 07 Oct 2020 03:33 AM PDT Me and a friend who also plays Factorio were talking about the game and we came upon the topic of how we each handled bottlenecks in the game. His method is to use a calculator/mods to calculate what the best ratio is for a specific manufacturing line he wants. His method certainly works because he almost never runs into bottlenecks and his belts are almost never completely saturated yet his manufacturing lines are almost always at full functionality unless a random biter chews on one of his belts. I on the other hand do minimal calculating and have direct involvement in handling a bottleneck. I observe the belts, and supply chains from top to bottom and make sure that everything is supplied with minimal assistance from a calculator/planner mod. The only time I used one was to properly do a nuclear cell line, but I stopped once I figured out that you can just use circuits to regulate production. If I notice an area bottlenecking, I just throw down more miners, assemblers and smelters to fix it or even exceed the needs of the manufacturing line in case I need to expand. That discussion got me curious if anyone else does my less effective "direct involvement" method, letting a calculator do most of the work for you, or maybe even a different way of handling bottlenecks. [link] [comments] | ||
Do refineries/chemical plants perhaps need a buff, or a second tier? Posted: 07 Oct 2020 07:38 AM PDT I'm working toward making a 1 rocket per minute base for the first time, and one thing that really stuck out to me is how absolutely insanely the petroleum production requirements scale up. I must have 100 refineries dedicated to doing nothing but making petroleum (with the 20:5:17 ratio) and honestly it looks and feels kind of silly compared to other factory systems. It feels to me like the whole oil system in the game underperforms for how massive refineries and chemical plants are supposed to be. And also the amount of space the whole setup demands. Does anybody else agree that it would make sense to have a second tier of refinery and chemical plant to cut down on the silly sprawl? Or have the base factories simply take in and process more? [link] [comments] | ||
Finally secured my island from pesky bugs, time to expand the factory Posted: 06 Oct 2020 03:47 PM PDT
| ||
Mini 45 SPM base - My first blueprint book Posted: 06 Oct 2020 08:58 AM PDT | ||
1st Trial Run At Megabase. Hit The 500 SPM Milestone Posted: 06 Oct 2020 10:26 PM PDT
| ||
My first time trying to create a mall Posted: 06 Oct 2020 10:46 AM PDT
| ||
Posted: 07 Oct 2020 08:31 AM PDT Not sure where to report, and it is probably blocked from my work PC anyhow. When you use the UI scaling to 150% the power armor equipment grid is almost unusable. Putting a few things into it causes the section below to fill with data and push up, which shrinks the grid area vertically and makes only a small bit of the grid visible, inside a scrollable box. The more you put in there the smaller the box gets until its just a sliver. The list below the grid should be the part that scrolls. I have poor eyesight and its hard to play on anything lower than 150% and still be able to read the text for things like stack sizes. [link] [comments] | ||
My current unloader scheme, 2-8 train (LTN) to 8 belts Posted: 06 Oct 2020 10:43 PM PDT
| ||
Posted: 07 Oct 2020 07:50 AM PDT
| ||
Krastorio 2 Extended Endgame; thoughts and feelings Posted: 06 Oct 2020 06:23 PM PDT
| ||
Rate my koravex setup!!! Simple, no circuits (except those to alert me that i got a uranium)! Posted: 07 Oct 2020 07:34 AM PDT
| ||
In-line early game production blueprint Posted: 07 Oct 2020 03:47 AM PDT I created a blueprint for creating the very early-game stuff: yellow belts and yellow/red inserters. The restrictions I was working with were:
The blueprint is here: There are probably quite a few improvements I could make, I haven't tested it since I'm not at my gaming computer and I made it in the blueprint editor so there might be errors. EDIT: fixed blueprint string, the undergroundy assembler now actually gets belts. [link] [comments] | ||
Posted: 07 Oct 2020 06:51 AM PDT I am trying to get up to "megabase" status... rather then the one rocket silo i have in my planned base. Can I see some examples of some megabases for inspiration? [link] [comments] |
You are subscribed to email updates from Factorio. To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google, 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States |
No comments:
Post a Comment