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    Thursday, November 19, 2020

    Factorio Just some super steady blue circuit production.

    Factorio Just some super steady blue circuit production.


    Just some super steady blue circuit production.

    Posted: 19 Nov 2020 03:35 AM PST

    Just a small bug with the version 1.1...

    Posted: 18 Nov 2020 11:58 AM PST

    How Factorio made me a better Satisfactory player and Satisfactory made me a better Factorio player.

    Posted: 18 Nov 2020 08:50 PM PST

    Anyone who has played both factory games knows that there are some huge fundamental differences between the games, but at the same time some very interesting similarities. I struggled with building on terrain in Satisfactory and I struggled with overplanning in Factorio. Here's just a few ways both games helped me get good at the other game.

    Satisfactory has a pretty interesting terrain and while holding Ctrl will make factories snap to a line with other buildings and entities, you're still faced with inefficient spacing and spaghetti looking conveyor systems. Oddly for a game where you're building a factory in a varying 3 dimensional space, the most efficient way to build is on Foundation blocks, turning the 3d space... into 2d factory building. I know that if I line up my splitters either in the middle of a foundation or on the edge of a foundation that my buildings will snap easily in line, leaving minimal space between and allowing for some true cookie cutter factory lines. This is why you never see Satisfactory lines on the ground and usually up on platforms by the time you start pushing into Tier 3 progress. In Factorio early to mid-game, you make a line of assemblers drawing off of a feed conveyor and outputting to a conveyor on the other side, usually heading back in the opposite direction back toward a bus. In Satisfactory, this is a pretty common tactic as well, though some people do enjoy trying to split the lines perfectly instead of letting the material overflow from one machine to the next. It's not very intuitive to build a bus in Satisfactory, but the method I use involves vertically stacked conveyors that all output down to the ground, merged together and the resulting belt goes out to my production line. This works whether I have 2 belts or 20 belts, since I am still merging them all together and outputting 1 full belt for production. You CAN make purpose built production lines that will always feed into a certain product, but buses allow you to share production lines between multiple lines drawing the product off.

    Factorio has a nice grid playfield to work on and there are so many helpful blueprints people have made , but I always find myself working too hard on just crafting up the materials to fill in the blueprint that is mass producing mid level intermediate items. Sometimes it can feel like a paint by numbers game instead of design, but any price is worth paying for efficiency, right? After playing Satisfactory, I learned the value of "quick and dirty" factories that serve a quick purpose for the short term to help me buy the mega factory later. Since playing Satisfactory, when I play Factorio I tend to make a quick and dirty factory in the early game that is fed by a belt that is 1/2 iron and 1/2 copper and just snakes around to these mini factories that make the early building blocks. It's more enjoyable than copy/pasting a jumpstart blueprint or pre designed early game mall. My base tends to be more organized in the mid game, but the early game is a bit better with these quick and dirty factories. I love how lessons learned from one factory game can be applied to other games, like focusing on short term projects instead of trying to build a mega production for something I might not need right now.

    That begin said, I do have a common issue I'd love to take up with both games, that being splitters and mergers. In Factorio, we have the 2 in - 2 out splitter that works pretty much as advertised. In Satisfactory a splitter is a cube with 1 belt in and 3 belts out, and a merger is 3 belts in and 1 belt out. Factorio splitters do have an internal speed while Satisfactory splitters do not, so you don't have to worry about higher tier splitters. I found that the Satisfactory splitters were easier to work with, since having 3 outputs allowed you to work in powers of 3 as well as 2 (if you leave the 3rd output blank, it just splits 2 ways), but you had to go back and forth between splitters and mergers to do balancing functions. A 3x3 splitters would basically be putting a splitter on each belt to split it into 9 belts, then merging 3 belts (1 from each original input) into 1 and doing that 3 times. In Factorio having the 2 belt splitter allows you to build some nice looking splitter balancers, but they work best in powers of 2.

    What I would love to see from both games is a new type of splitter. In Satisfactory I'd love for a splitter where you can choose which sides are outputs and which are inputs, allowing you to make a 1 in - 3 out splitter or a 2 in - 2 out as you choose. With one entity, you've made a 2x2 balancer and with the smart splitter tier in Satisfactory you could choose priority in and out just like in Factorio. For Factorio, I'd love to see a splitter tier that is 3 tiles wide, and maybe another that is 5 tiles, then 7. Imagine how well lines could be balanced if we had prime number splitters, or barring that just the ability to combine splitters together to make a splitter of x tile length. It would make the hardcore belt balancers cry, but I'd love to have a splitter 17 tiles wide to bring in 17 partial belts from various mines and output them to however many outputs I want, evenly split.

    Most important thing about factory games is that the lessons and opinions you learn in one game can translate to other games of the same genre. Many Satisfactory players don't know the joys of bus logistics or the sorrows of train collision, and Factorio players don't know the joys of 3 dimensional building or the sorrows of vertical fluid dynamics.

    submitted by /u/Hathosis
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    Over 210 hours in the game in total, I finally decided to focus long enough to launch my first rocket!

    Posted: 19 Nov 2020 07:26 AM PST

    Don't fear your train tracks! My design for a zero combinator, zero electricity, 100% safe rail crossing.

    Posted: 18 Nov 2020 11:23 AM PST

    Turns out the issue was I needed to double it.

    Posted: 19 Nov 2020 04:52 AM PST

    Help! Map download is extremely slow

    Posted: 19 Nov 2020 05:47 AM PST

    I have seen multiple threads about the problem, but none of the solutions worked for me / or the thread was left unsolved. We started playing our own normal game mode, linked via Steam, but when my friend joins, his map download is EXTREMELY slow (2KBps) it takes approx. 30 minutes for him to actually join in. We both tried to host the game, and our internet speed is good (20mbps upload). Public servers work great, the map downloads in 30 secs tops. The only problem is local. Any tips? Thanks

    submitted by /u/PeldaF
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    Any idea why this boiler is not being fed coal? It has ample power, what am I missing?

    Posted: 18 Nov 2020 11:29 PM PST

    Am i very dumb?

    Posted: 19 Nov 2020 05:55 AM PST

    I bought factorio from steam AND factorio.com ( some years ago )
    I didn't use the key i just bought it from both ( i had money enough ).

    submitted by /u/cris12021202
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    Enable outpost train station on Uranium Enrichment Facility troughput

    Posted: 19 Nov 2020 05:30 AM PST

    I made a real nice sorting station, after which I have my smelting, but also the Uranium Enrichment Facility. In this facility I have 3 belts as input from the sorting station. When these belt start to fill up, because I have enough mined uranium ore for that moment, I'd also like to disable the train stations in the outposts, even if they have enough supply in their chests.

    I thought of doing this by using a circuit network setup, but am to unexperienced with this to find out a good way to do this.

    I'd like to check, somehow, if there is still troughput at the output of the three centrifuge lines. If there is troughput, it means the factories behind this point are still processing the U-235 and U-238 to products I need.

    If the outputs stall, this means there is a hold on product production (means I have enough for that moment), so I don't need new uranium ore comming from the outposts.

    Is there someone who can help me out with this setup? I don't know how to start with it.

    submitted by /u/TwizlerNL
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    Is there a mod/lua command that makes the toolbar wider?

    Posted: 19 Nov 2020 06:51 AM PST

    I asked this in a thread but thought I'd post separately for more visibility. I'm looking for a way to expend the toolbar is possible. I know there are up to 9 bars available but there hidden and I can only have 4 showing at once. I have small hands so I don't use the keyboard shortcuts but the mouse instead. Normally I can work with what we have as standard but I'm doing a full angel/bob run and there's way more items.

    submitted by /u/7yr4n1sr0x4s
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    My first solo Winning factory

    Posted: 18 Nov 2020 11:47 AM PST

    Why are my trains doing this?

    Posted: 19 Nov 2020 12:29 AM PST

    Hello

    I am attempting to make a re-usable clustering train outpost

    Here is what the full outpost looks like from map view: https://i.imgur.com/Dyg6Sof.png

    Here is the entry point: https://i.imgur.com/tnGWPSZ.jpeg

    And here is a slow motion gif of the problem I am having: https://i.imgur.com/tZMCpgA.gif

    Why is the train taking a path with a red signal?

    Shouldn't it re-calculate it's path at the entry point at the chain signal?

    However, the trains almost always end up unjamming themselfs but the engineer inside me is crying

    Production is currently at 26k iron plate / minute

    Additional pic of what the layout looks like zoomed out: https://i.imgur.com/7iBUKCo.jpg

    Edit: Big thanks to 42bottles in the comments that solved my issue!

    So basically I needed to add more train chain signals https://i.imgur.com/2WtELsw.png

    Here is the full blueprint: https://pastebin.com/0vs1eskQ

    submitted by /u/buxxypooh
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    Reactor setup

    Posted: 18 Nov 2020 02:22 PM PST

    Robots, creation, release & recapture.

    Posted: 19 Nov 2020 02:44 AM PST

    Robots, creation, release & recapture.

    Hi after a long period of wondering wether I should post these images or not, I decided to post them. The original 2 posters names are unknown to me, kudos to them for creating these.

    I won't be posting a BP for this, as I think one shoudn't post other peoples BP's, I just wanted Factorio users to see it.

    I did not create the 2 x BP's for this post. I got the 1st BP during v0.13 from the old FactorioBlueprint site. At the time I tried to find the posters name on reddit but he wasn't listed under the name he'd used to post it. BP2 was posted to reddit during v0.16, I've looked for the post but can't find it now, probably had an obscure name. It would be better if posters thought to give their posts a decent name, rather then "I made this" etc. When I picked up BP 2 I realised straightaway the 2 BP's would fit well together.

    Image 1 https://imgur.com/GCGtrI6 Image 2 https://imgur.com/hyYb2q9 Image 3 https://imgur.com/snJPNYc

    The setup, in my case, single tile, makes robot frames, makes the robots and release's them and will recapture them if they come back to the this roboport if there's no other job for them to do. It also stops robot construction if there's too many bots versus jobs to do in the logistic net.

    submitted by /u/the-blue-lamp
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    Fully automatic, self-balancing cargo rocket delivery system

    Posted: 19 Nov 2020 12:58 AM PST

    Any lively casual servers out there?

    Posted: 19 Nov 2020 08:00 AM PST

    I'm a busy dude and it's not easy to coordinate with the couple friends who actually own the game, so I'm looking for a consistent game group that I can hop into when I have the time. Does this place exist? Is heaven real? If you know of such a place, shoot me a discord very please, very thanks.

    I'm hankering for socially awkward interactions.

    submitted by /u/_DICERATH
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    Factorio on GeForce Now

    Posted: 19 Nov 2020 07:21 AM PST

    Has anyone tried playing Factorio on GFN? How does it run and how is UPS? I don't have the strongest video card and I know UPS will drop as soon as I have a megabase.

    submitted by /u/lazyb0y123
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    How do I start farming Corrosive Puffers to get to Raw Crystals?

    Posted: 19 Nov 2020 01:28 AM PST

    I have been trying to figure out how to make corrosive puffers in Angels Bio Processing but I cant find a starting point in FNEI. All the recipes require you to already have corrosive puffers. I have been able to find gaseous puffers to mine but cant find a way to convert them. Help!

    End goal is to get Raw Crystals, so any extra advice on that would be great too!

    submitted by /u/CodFish20
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    Big train station for planned main bus in railworld

    Posted: 18 Nov 2020 05:37 PM PST

    Accurately loading trains?

    Posted: 18 Nov 2020 10:35 PM PST

    Anyone have any tips for accurately loading trains with a set number of items?

    I have trains that I want to go to two or more stations and load up a specific number of items. I've tried setting the train settings to leave when the items = X, but it keeps loading after this number.

    Any suggestions?

    submitted by /u/PhoenixNZ
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