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    Saturday, November 21, 2020

    Factorio Early coal mining (2x burner drill alternative)

    Factorio Early coal mining (2x burner drill alternative)


    Early coal mining (2x burner drill alternative)

    Posted: 20 Nov 2020 08:03 PM PST

    Thanks for all the help, I figured out how to make plastic and red circuits! Stayed up all night and got all the way to blue too!

    Posted: 21 Nov 2020 08:14 AM PST

    Having gotten fed up with the multi-colored belts and limited item types involved in the now-common circuitless sushi belt design, I decided to simply slow down the belts with circuits to achieve the same effect, without the parts I disliked.

    Posted: 20 Nov 2020 09:48 PM PST

    Bring back our grey Factorio ⚙️ NoirTorio Trailer ⚙️ A lets play with a difference

    Posted: 21 Nov 2020 05:02 AM PST

    From my country to yours :) w/ u/Marblagin

    Posted: 20 Nov 2020 12:34 PM PST

    Finally! After about 800 or so hours I finally find my name in the game.

    Posted: 20 Nov 2020 12:17 PM PST

    Which factorio YouTuber can you recommend?

    Posted: 21 Nov 2020 05:49 AM PST

    Hello fellow factorians. I would like to watch a new factorio play through and want to know which YouTuber you can recommend. What YouTuber are interesting to watch and especially which Playlist of them? (modded or unmodded, special world's and so on)

    submitted by /u/qlimax93
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    Does this look sensible for an early refinery?

    Posted: 21 Nov 2020 03:16 AM PST

    LTN - can’t get trains to grab crude oil?

    Posted: 21 Nov 2020 06:11 AM PST

    SOLVED: HAHAHA. GUYS. I didnt have the constant combinators at the depots hooked up to the light.

    It's always the simplest problem

    Tried to search for what's wrong but so far the responses I've tried don't fix this and I can't figure out what's wrong.

    I'm trying to set up a LTN a system to pick up and drop off oil. So far I have one spot set up where pumps are producing the crude and depositing it into tanks, and one spot that's requesting some oil to make advanced fluids.

    The production spot was originally set up with 8 tanks, and was set to become a producer when crude >= 25k.

    The requester had four tanks and was set to request when crude <= 25k.

    And the trains don't go anywhere. I have a few 2-engine-2-fluid-wagon trains on the network sitting pretty at some depots but they never leave.

    Has anyone encountered this before? Am I doing something completely wrong?

    Screenshots: Producer

    Requester

    Depot

    submitted by /u/Jibeker
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    I've just played almost 7 hours non stop

    Posted: 20 Nov 2020 10:46 PM PST

    I think I just got hooked up in the game. It's almost 8 AM and I already played for almost 7 hours. Breakfast, a little jog on the treadmill and back to the game. I started building things with personal robots and it's VERY satisfying. My base has got about 20k solar panels, but it's just the beginning.

    If I'll endure, then I'll play next 10 hours session today.

    submitted by /u/Ractaros96
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    I needed some advanced ammo after researching uranium processing, and I think this design turned out to be pretty good, right?

    Posted: 20 Nov 2020 03:51 PM PST

    This is what happens when you randomly decide to host a Factorio server for more than a month without a password.

    Posted: 20 Nov 2020 10:29 AM PST

    Archipelago Rail World Part 3

    Posted: 21 Nov 2020 03:07 AM PST

    Archipelago Rail World Part 3

    This session, we expanded our rail grid significantly and planned out some more rail positions.
    We made personal laser defenses for each of us which made clearing out biter bases in tanks very easy. After kitting ourselves out, we scouted a considerable chunk of the map, locating not only a large sum of additional resources to procure later. Luckily, we found a couple large patches of stone!
    Which is quite important for this play through as we plan to cover a lot of it with landfill.

    Part 1: https://www.reddit.com/r/factorio/comments/jnp6ll/archipelago_rail_world/

    Part 2: https://www.reddit.com/r/factorio/comments/js4xcr/archipelago_rail_world_update/

    Base at present

    The Observable Star System

    submitted by /u/Keagar6
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    New Record for AssemblyStorm's Weekly server 13,505 rockets launched at 4.1k SPM in 5d15h playtime

    Posted: 20 Nov 2020 02:29 PM PST

    New Record for AssemblyStorm's Weekly server 13,505 rockets launched at 4.1k SPM in 5d15h playtime

    Every Friday the AsemblyStorm Weekly vanilla public server resets at 4pm eastern and every week we try to outdo ourselves by setting a new record for rockets launched. We go through many phases of base building and do lots of teardowns along the way to improve UPS on the server. Anyone is welcome to join throughout the week and contribute to help beat the rockets launched record.

    This last week we set a new record of 13,505 rockets launched by the time the server reset. There were a lot of people that helped and you all know who you are! I wanted to give everyone else a little base tour:

    Factorio Game Save File: https://drive.google.com/file/d/160jAYyOmzsRo8BxGNRBehNAmdMoDWYNV/view?usp=sharing

    Overall Map

    A huge solar panel chunk

    A 2,700 SPM build

    A science build

    Our lvl3 modules build, 1 half that is left.

    The mall, train launch depot, build trains, trash trains, nuclear fuel resupply trains, storage.

    Train Launch Depot

    308 SPM x3 build

    A Science build

    Solar Panel and Accumulator build

    Explosive Rocket build for spidertron ammo

    One of our typical mine-to-wagon outposts, filling 4 wagons at a time.

    Late game artillery expansion outpost to kill bugs

    Electric Network information, ending with over 1mil solar panels and no nuclear plants

    Science per minute graph, showing 4.1k SPM on the 10hr graph.

    Thanks for checking out our base and we all hope to see you on the AssemblyStorm Weekly server soon!

    submitted by /u/Bobpoblo
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    Damage needed for one shots.

    Posted: 20 Nov 2020 09:43 PM PST

    So I was struck with the idea of how much damage research, in vanilla, would be needed for gun turrets to one shot any biters. Went to the wiki and found the stats for a behemoth biter since its the highest hp and resistances at 3000 hp and 12 flat and 10% for physical resistance. Used the formula on the wiki to find the threshold where damage would overpower the resistance and result in final damage over 3000, which was 3346 as the next whole number. So I needed the research level for that much. The formula for damage I believe leads to level 343 bullet damage means one shots on anything. Not surprised its so high, but in a way its not unobtainable for those that really want it.

    F=(D-12)*(1-.1) was the formula I used to find the damage needed.

    D=24+(24*(1.2+.4T) was the formula I used to find the tech level needed.

    So does my math check out or am I wrong?

    submitted by /u/Pulsefel
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    MKII Portable Fusion Reactor question

    Posted: 21 Nov 2020 09:00 AM PST

    Hello. This is my first post in this sub. When reading the description for the MKII armor, it says "Charging Spots: 16." Does that mean I can only have one portable fusion reactor, as it occupies 16 spots in the equipment grid? Or am I completely misunderstanding this? Thanks in advance.

    submitted by /u/slaphappygolfer
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    Spot the mistake... Took me longer than I will ever admit

    Posted: 20 Nov 2020 09:50 AM PST

    Train / Fuel speed test MKII. Answering the questions that were raised in the previous video.

    Posted: 21 Nov 2020 08:25 AM PST

    Now what? (mod and settings)

    Posted: 21 Nov 2020 07:52 AM PST

    Launched my first rocket (120 hours played) so still a noob at many things.
    It feels like the base game does not offer much in regard to replayability, the things I will build towards and the order I do them, feels like it will be largely the same every time. So I am considering what mods or settings that are best for me. I already researched "best mods for factorio", and a bunch of lists found there, but it is hard to gauge exactly what gameplay I get from them.

    The mega base and "factory must be optimized and grow forever" concept doesn't appeal to me, but the survival nature of the game really does.

    I am looking for mods that add variety in tech directions and different gameplay deriving from the choices made. Possibly also new types of challenges (whether it be no biter times, monsters, things to do etc.) both before and after launching a rocket.

    I am not really interested in mods that just make the game take longer by adding X extra tiers for techs and tools, that you just have to now also do. I do have the deathworld mod, but was hoping to find more mods that make the survival gameplay even more interesting, instead of only a lot harder.

    Are Bob's and Angel's mods good for this, or should I look in completely other directions?

    Any help is very much appreciated!

    submitted by /u/CiceroSUN
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    So i know the old spaghetti factory is popular but does anyone like the NEW spaghetti factory?

    Posted: 20 Nov 2020 04:24 PM PST

    why are my copper trains blocking the path instead of waiting in the stacker?

    Posted: 21 Nov 2020 07:46 AM PST

    My friend and I made roughly 1900 accumulators just to show what it looks like to power them.

    Posted: 21 Nov 2020 07:38 AM PST

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