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    Thursday, November 5, 2020

    Factorio DJ Spidertron (Mild flashing lights warning)

    Factorio DJ Spidertron (Mild flashing lights warning)


    DJ Spidertron (Mild flashing lights warning)

    Posted: 04 Nov 2020 10:15 AM PST

    Not at all exaggerating on the strech capacity of the Spidertron....

    Posted: 05 Nov 2020 01:40 AM PST

    Still praying I did the math right- my first 6 reactor setup

    Posted: 04 Nov 2020 11:00 PM PST

    Enable players to store custom map generator presets

    Posted: 04 Nov 2020 11:29 PM PST

    My settings for casual play, e.g. when I start a playthrough with a new mod, often are relatively similar:

    Open the map generator, select the "Rich Resources" preset, increase the starting area to 150%, maybe reduce uranium frequency a bit. If I remember to do so, I crank up moisture because I like grassy surroundings more than the ever-present dirt. Start the game.

    Whoops, everything is full of trees, I forgot to scale them down again. No matter: quit, new game, scale down trees - luckily those other presets have been remembered.

    Start playing again. After 5-10 minutes I select the first research, and queue the - wait, no. I forgot to set the research queue to "always on" again. Quit, restart. Change setting. Sigh.

    A few weeks later, the same, but this time I forgot moisture, too - I can't be bothered to restart the game just for the grass, so I play that game in bleak brown surroundings. Meh.

    What I'd like: Tinker with all those settings once, and then save them as a new selectable preset. The next time I start a casual game I just select "Pumu's Rich Resources" and that's it.

    edit: a workaround can be to save a map exchange string with the presets in some text document and reroll the seed when starting a new game. It's clumsy though and I'd like it as a feature in the game.

    submitted by /u/derpumu
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    Error message while playing Sea Block mods, can anyone help me figure out what's going wrong?

    Posted: 05 Nov 2020 05:13 AM PST

    My first, up and coming 43K green chip factory

    Posted: 04 Nov 2020 06:34 PM PST

    Failing to catch up

    Posted: 05 Nov 2020 06:07 AM PST

    Hi, my internet connection is working fine - I get 20 to 30 Mb/s download speed when I am downloading the map.

    But when I am catching up the speed is only one or two hundred Kb/s and I get often dropped from the server. It shouldn't be the servers fault either. Does anybody have an idea what might be causing it?

    submitted by /u/Agend0012cz
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    Signal which indicates that a building is destroyed (circut network)

    Posted: 05 Nov 2020 05:48 AM PST

    I'm setting up a defens line. It's a straight wall with gun turrets. Is there a way to get a signal preferably from a destroyed turret which i can connect to a speaker, so i have a signal that not only i was attacked there (default game alert) but also i lost a gun turret in this exact part of the wall

    submitted by /u/TheCoolest_DUCK
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    I'm, um... Curious how these default train stop names are generated.

    Posted: 04 Nov 2020 07:17 PM PST

    Factories look so festive when you put lights on everything

    Posted: 05 Nov 2020 07:56 AM PST

    Circut network and elecgricity

    Posted: 05 Nov 2020 07:09 AM PST

    Im using steam engines and want a light to turn on when a certain amount of electricty is produced since i have one output line for all of these engines i will plug it into one pole but how to set such a condition to turn on a light with a certain power?

    submitted by /u/TheCoolest_DUCK
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    Fluid input/output priority using only pipes and pumps (multiple images/videos)

    Posted: 04 Nov 2020 06:38 PM PST

    Belt compression advice

    Posted: 05 Nov 2020 05:52 AM PST

    Belt compression advice

    Hello factorians!

    I have recently started my factory's transition into an 600 SPM mini-megabase :)

    Have built 4 blue belts of Green Circuits factory and now working on a blueprint to turn half of them into Red Circuits.

    Need some Plastic for those. And so here's my problem. I have designed this blueprint. According to Max Rate Calculator it outputs 184 Plastic per second. That should be exactly 4 Blue Belts of Plastic. All is well, but sometimes I get these random strange gaps in the flow on random belts (like on the left most output belt).

    How do I eliminate these gaps? They make me nervous!

    https://preview.redd.it/5fe9igjmffx51.png?width=934&format=png&auto=webp&s=985f5d7b0b6914a1182f45cc293ed51ecf582ca0

    submitted by /u/TiminTane
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    Event Announcement: RedMew Crash Site Speed Run- This Saturday!

    Posted: 04 Nov 2020 12:56 PM PST

    Event Announcement: RedMew Crash Site Speed Run- This Saturday!

    https://preview.redd.it/aleltb3yz9x51.png?width=1753&format=png&auto=webp&s=e5fc25253a67bc7362e4f6f7fcaf4335cb2f40de

    RedMew Presents: Crash Site Speed Run -- This Saturday Starting At 9AM Eastern

    Want to participate in a speed run for one of the most action-packed Factorio scenarios online? This Saturday, RedMew will be hosting a speed run for the classic combat-centric scenario, Crash Site. In this game mode, you spawn in a tiny base in the desert, surrounded by giant amounts of enemies in all directions. Your objective is to kill every single enemy on the map. Scattered amongst the nests are heavily fortified outposts with turrets defending them. They are packed with valuable chests of loot which can be used to help us survive and thrive, and sometimes even assemblers which will produce an endless trickle of a certain item. What starts as a game of us struggling to survive and ration materials, ends in a firestorm of us using nukes, artillery, and rocket-loaded spiders blowing up the map (that is, if we survive).

    The record for completing this map is roughly 18 hours. On Saturday, with the large amount of players we're anticipating, if we play as a team we might make it in less than 12!

    How we're going to make this happen:

    We're going to start by quickly capturing nearby outposts with combat equipment, arming the people who will be fighting. After that, we'll secure streams of iron and copper plates to begin basic production. Once we have a secure base with some ammo, we'll researching tech and pushing that as hard as we can.

    It will be a juggling act between expanding our territory, killing enemies, manning radars to see what the outposts are, speeding up research, and producing as much equipment for combat as possible. Whether your thing is fighting, managing production, or hanging around the base optimizing- you will have a LOT to do. :)

    Theres a few things we all need to do to make this a smashing success:

    • Play as a team, work as a team. There is nothing more important than this! Do things as groups so they get done faster. Especially fighting- the enemies are hard enough where fighting solo is very tough, and little gets done.
    • Its all about being smart with resources. Stuff in outposts should always be captured and taken into base. Sharing weapons/ammo is very important too.... someone hogging will slow down the map for everyone! If you captured coins and don't know what to do with them, give them to someone who does, or otherwise deposit them near spawn.
    • See something, say something. We all need to be on the same page if something needs to be done. Find a cool outpost? Is something very low in base? Is something under attack? Use in-game chat and let everyone know!
    • Maximize and supercharge everything! Because this is a speed run, we'll need much larger production of a lot of things. This could be as simple as seeing what things we're short of and upgrading an outpost to fix it. We need to rush science. We need rockets, explosives, ammo, and gear to support dozens of people. We'll need the power to support it. We'll need a lot of land. We'll need paths and trains to quickly transport people across the map. If you like to grow and optimize bases and operations, you'll have one of the most valuable roles in this scenario.

    To people familiar with Crash Site: To make this speed run work and with the amount of players expected- production for things like ammo, rockets, and armor/equipment will need to be much larger.

    A little bit more about the map

    Outposts can be upgraded to increase their output, and items can be purchased at them through coins. Coins drop from killing nests and worms, and can give huge boosts to the server. Pollution is a very large threat in Crash Site; enough of it will have a giant amount of the map attacking the base. So capturing outposts and securing the loot is a large part of the scenario.

    What can I do now?

    We've already gotten a large influx of users from our previous announcements.... feel free to hop for a little, see more of the game mechanics, and be more comfortable with the scenario.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    This Saturday, 9am Eastern

    Server Name: RedMew - CrashSite

    RedMew Discord: https://discord.com/invite/HuzMbde

    submitted by /u/mark7_redmew
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    I have over 500 hours and have never messed with uranium. Finally getting into it with this playthrough ��

    Posted: 04 Nov 2020 01:23 PM PST

    Why the bottom/blue train wont move if it has an empty block(magenta) ahead?

    Posted: 05 Nov 2020 03:19 AM PST

    https://giphy.com/gifs/JtHXPNEIeVYYbRoegh

    So as the top/green train is in the yellow block, it cannot move to the cyan block, since the blue/bottom train stands in it. But the blue train has the magenta block free, why does it never move?

    EDIT: I think this video has the same layout. Why does this work? https://www.youtube.com/watch?v=N6a8k5x_oV8

    submitted by /u/fecoooo
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    Can't access blueprints can someone help? Am I just being stupid?

    Posted: 05 Nov 2020 02:19 AM PST

    Blueprints - Is there a way to make the blueprint ghost anchor with the cursor at the top left instead of the centre?

    Posted: 04 Nov 2020 03:18 PM PST

    Currently when you select a blueprint the ghost that appears under the cursor aligns so the cursor is in the centre of the ghost. This makes it really hard to line up larger ghosts as the edge can go off of the screen.

    Currently it works like this: https://i.imgur.com/hcBZSpV.png (note cursor in the centre)

    I would like it to work like this: https://i.imgur.com/rGavWCy.png (note cursor on the top left)

    submitted by /u/OMGItsCheezWTF
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    A slider in the middle of the screen? Bug?

    Posted: 04 Nov 2020 09:40 AM PST

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