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    Tuesday, November 3, 2020

    Factorio Weekly Question Thread

    Factorio Weekly Question Thread


    Weekly Question Thread

    Posted: 02 Nov 2020 10:05 AM PST

    Ask any questions you might have.

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    submitted by /u/AutoModerator
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    No Belts, no Trains, no Bots

    Posted: 02 Nov 2020 05:53 PM PST

    Early game mall

    Posted: 02 Nov 2020 04:07 PM PST

    Spaghetti School: Pointers from production pasta professionals?

    Posted: 03 Nov 2020 03:11 AM PST

    Like so many of us, my factories so far have been neat ordered arrays of buses and regimented production lines. It's the easiest way to manage production and the logical engineering option when the biggest constraint is understanding the assembly lines, rather than timing or space efficiency.

    But as satisfying as a bus base can be, there's something magnificent about a nice big tangled mess that is somehow still able to achieve decent production rates and expand all the way through to launching several rockets. The sweet curves of the belts, the elegant interweaving of train lines, the assembly machine placements reminiscent of Pollock and Picasso.

    So for my next factory, I want to challenge myself to move away from the bauhaus style of buses to a more organic heap of delicious spaghetti.

    If you've already made the leap from buses and made a significantly advanced and functional Spaghetti factory, do you have any tips and advice for those of us similarly looking to journey to this most tasty place of pasta and production?

    submitted by /u/linamishima
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    1x1 water after landfill is gross and creepy

    Posted: 03 Nov 2020 05:03 AM PST

    My Castle Getaway

    Posted: 03 Nov 2020 04:43 AM PST

    Inadvertent llama

    Posted: 02 Nov 2020 09:51 AM PST

    You can build along the straight cliff but not when it curves away. Mildly infuriating.

    Posted: 02 Nov 2020 02:53 PM PST

    My first spaghetti noodle base. This is addicting.

    Posted: 02 Nov 2020 04:27 PM PST

    Rampant AI is taking a steep increase in wave-size (or just a pathfinding bug). Fortify the Northern wall!

    Posted: 02 Nov 2020 01:40 PM PST

    Blueprints/ghosts taking too long to get built

    Posted: 03 Nov 2020 07:15 AM PST

    Whenever i place a blueprint or copy paste something, my personal robots will build a couple of things and then return to my inventory, and the rest will be built by the robots throughout my base. The problem is that I have to stand around and wait for them to fly all across the map, charge a couple times on the way, and then finally arrive and build the remaining stuff, instead of just having my personal robots do the whole thing. Is there a way to prioritize my own robots or something?

    Example: https://streamable.com/gx1j4b

    submitted by /u/UltraJohn1
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    circuit network for oil flow

    Posted: 03 Nov 2020 02:00 AM PST

    circuit network for oil flow

    Since my protected rail layout, in railworld, is getting longer and longer, and more and more biters and spitters are visiting, I'm trying to setup a nice (not wasting) oil flow system.

    The wall rail blueprint is about 7 chunks long (radar range) and has a combination of rail, wall and defence.

    The only way I have found to have a tank availability read by two different systems, is by alternating the use of red and green wire, like I have in my screendump.

    example test setup

    I'm only able to read content from the storage tank. What I'm trying to do is to switch on a pump, only when the level in the target tank is low (<500 for instance) and the level in the source tank is enough (>1500) and the target tank is not filled more than needed (>5000).

    But the thing I can't figure out, is how to have the circuit network implemented the right way, to act on those 3 values.

    submitted by /u/TwizlerNL
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    After several Attempts - I beat Supply Drop - Highly Recommend.

    Posted: 02 Nov 2020 09:09 PM PST

    My evil LTN factory

    Posted: 02 Nov 2020 01:19 PM PST

    I would like to show you my electronic circuit mill

    Posted: 02 Nov 2020 01:07 PM PST

    Baby's first automation. It's not much, and will eventually turn into a bus-type setup, but I'm proud of my first factory!

    Posted: 02 Nov 2020 11:55 AM PST

    Don't design at 3am, lads.

    Posted: 02 Nov 2020 10:05 AM PST

    Kirk's Calculator but for Inserters

    Posted: 03 Nov 2020 01:23 AM PST

    I love Kirk McDonald's Factorio Calculator for determining the ratios of machines and belts for an optimum build. https://kirkmcdonald.github.io/calc.html

    One thing that I'm left to discover myself is how many of a specific Inserter type I need per machine/ingredient.

    Has anyone seen a calculator for Inserter throughput, ideally also considering Inserter Stack research, and using each lane of a belt for different input ingredients?

    submitted by /u/jstangroome
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    why my pump doesn't pump well ?

    Posted: 03 Nov 2020 12:32 AM PST

    Nuclear Power Plant. Tips? or good enough.

    Posted: 02 Nov 2020 12:04 PM PST

    Nuclear Power Plant. Tips? or good enough.

    https://preview.redd.it/45aa80i7vvw51.png?width=3769&format=png&auto=webp&s=7abd7dd2bb39dc69c9484941fcaa994a8e33b59d

    This is my first time trying to build something more proper to the ratios. What do you think? Only mod that affects this build are the storage tanks. They are mk2 and hold 100k instead of 25k.

    Edit: I should note that the walls are where the water pumps will be. The blueprint was made on land.

    submitted by /u/UnheardChrist
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