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    Tuesday, November 17, 2020

    Factorio Weekly Question Thread

    Factorio Weekly Question Thread


    Weekly Question Thread

    Posted: 16 Nov 2020 10:05 AM PST

    Ask any questions you might have.

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    submitted by /u/AutoModerator
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    So this just happened...

    Posted: 16 Nov 2020 09:32 PM PST

    Went in completely blind and sent my first spaghetti-rocket into space in my first ever game!

    Posted: 16 Nov 2020 09:52 AM PST

    Chest with... um... something inside.

    Posted: 16 Nov 2020 02:30 PM PST

    Spaghetti is an important part of a balanced diet

    Posted: 17 Nov 2020 01:44 AM PST

    Found something oddly satisfying while ripping parts of my mall out :)

    Posted: 17 Nov 2020 03:35 AM PST

    Found something oddly satisfying while ripping parts of my mall out :)

    I am currently rebuilding my mall in another place.

    While doing so, I deconstruct parts of my old mall, which I have already built elsewhere. To do that I'm using a deconstruction planner with filters to only remove assemblers, inserters and chests.

    Just noticed that all the stuff from inserter's hands got left on the ground and found it very satisfying to look at. It's like all the trash that gets spread all around real factories :)

    https://preview.redd.it/60vle3prcsz51.png?width=656&format=png&auto=webp&s=76ce2dcc4eec605dfdfecf029b4fd3a23ff62463

    submitted by /u/TiminTane
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    My X1K Story so far......

    Posted: 17 Nov 2020 03:25 AM PST

    My X1K Story so far......

    Greetings factorio people. I have been trying a challenge for the past 7 months.... here is how that has been going.

    The challenge is to launch a rocket in Factorio on vanilla settings but the science is 1,000 times more expensive. So instead of 10 red science packs for automation, I need 10,000 and yes , those had to be made in my pockets. I did give my self a Larger starting area and I also increased the size and Yield of resource patches. I made the Biter bases slightly Fewer but larger and Evolution, Expansion and Pollution are all switched ON and Cliffs are enabled. I called this the X1K challenge.

    I have failed twice at this challenge, which I started in March 2020. On my first attempt I played on a map that had 10 choke points that needed to be defended. I managed to secure them all with gun turrets, walls and yellow ammo and I was supplying those turrets with an ammo facility making 900 yellow ammo per minute. Yellow ammo was fine for small biters but not so good vs medium. I was running out of ammo all the time and having to repair the walls and before long I was spending all my time running from 1 choke point to another choke point trying to repair the walls before the next attacks came in. My walls were a 10 deep block of walls then a row of gun turrets, being fed with ammo from yellow inserters from a yellow belt. My intent was to hold them at the 10 deep wall and give the turrets enough time to destroy the biters. I was unable to build anything at all because all my time was spent repairing damaged choke points and then the blue biters came and just ate my whole base. I literally had whole platoons of biters just strolling through my base in multiple directions. On the first play through I got to 180 hours and I had just finished researching Oil processing. I had managed to make a science production facility capable of 2k science per minute of red, green, grey and blue science packs but I could not make the red ammo production facility and the blue biters just wiped me out.

    I learnt a lot from that playthrough. I had been saving it after each completed research and so I could go back to previous saves to try to make improvements. I tried lots of different ideas to improve that but in the end I think the 10 choke points to defend was way to many....so i did what we all do.... I spent the best part of a day randomly rolling maps until I found a map that had 3 choke points and the rest was natural defences(water). The draw back was I had considerably less resources available to me and I knew I had to get a red ammo production facility producing lots of red ammo to feed the 3 choke points, With the resources available to me I could make 2k red ammo per minute but my science was only 900 per minute and I thought this might be ok because when the science is 1,000 times more expensive then researches come slow regardless of 2k per minute or 900 per minute.

    I had gun turret defences that were essentially 10 rows of gun turrets being fed by yellow inserters. I had found that I needed to have 10 rows to be able to last some time vs the blue biter waves when they came. The problem I had was that my walls had some external corners and the blue bitters had no problem destroying those corners...I was trying to rebuild them while being attacked but i could not even see the floor to know where to put the power poles to power the inserters to feed the gun turrets that were dying to blue spitters. Meanwhile my 900 science per minute was ensuring that my science was virtually standing still while im desperately trying to repair the walls and plug the gaps before ..inevitably ..the biters destroyed me. Despite going back to previous saves and trying different ideas, I had to conceded defeat at 180 hours in and I had not even research Fluid handling , let alone Flamers or ... construction bots.

    You see the idea was to rush as fast as possible to flamers so I could hold of the biters long enough to get blue science, lasers and construction bots. just trying to hold of the biters while research ticks up. the thing that destroyed me this time was my science was to slow and also i cant have any walls with external corners. I need the biters to attack me head on and also I need to make the walls much simpler so I can run along and replace them very quickly.

    So I restarted my 3rd attempt, with all I have learnt so far. I have stuck with the same map and I have gone back to a previous save that is 50 hours in where I think I have done everything as efficiently as possible. I had to secure an even smaller area for myself due to not being able to have external corners in my wall defences. This meant I had to really optimise my mine fields to be able to give me maximum belts. I have enough resources for 2k science per minute but only enough for 1k red ammo after that. I have decided to use the iron belts from Grey science to help increase my red ammo production.

    At this time I have built 3 choke point defences with gun turrets but this time they are being fed by 2 burner inserters each pulling coal from a split belt of red ammo and coal, from a yellow belt. I have researched landfill early so I can extend the ends of my choke points into the water so I have a larger arch of fire on the ends of my defences. I have built 1.2GW of steam power which is enough to last me past blue science. I have made 1 ammo production facility capable of 1k red ammo per minute just to feed my walls for now and later I will make one that has 6k ammo per minute capability. I have a very tiny Science set up and I am personally crafting all my green science packs in my pockets to try and lower evolution through production, as what i craft in my pockets doesn't cause pollution of evolve the enemy.

    Its kind of a catch 22. I need to make ammo to defend the walls. That production causes evolution(blue biters earlier) and also Pollution, which triggers the attacks. So then I need to build more ammo to defend against the triggered attacks and it snow balls fast from there until the attacks are constant blue biters tearing my base apart. Of course it doesn't mater how far the biters evolve if they dont attack so keeping the pollution cloud within my larger starting area is vital as once the pollution starts hitting the biter nest, it becomes end game soon after.

    So the strategy is to build walls that are rows of 10 turrets deep full of red ammo but easy to repair. That way they keep the biters busy, long enough for me to be able to build other stuff. Build a science facility capable of 2k per minute and ammo facility capable of 6k per minute, all while keeping evolution and pollution as low ass possible and trying to not trigger attacks. It means I have to fill up my smelters slowly and not produce to many things in assembly machines to fast, otherwise the pollution problem happens. If i can get all this built before the blue biters then I feel i can hold off long enough to get flamers. I hope the flamers give me enough of a chance to get to lasers.

    I have been posting a weekly update on a Facebook factorio group https://www.facebook.com/groups/150323068632560 for the past 6 months of all my fails and a awesome dude there said perhaps I should post it here. So I have.

    I have included some screen shots of my latest efforts and also I am streaming all my current attempts on Twitch as and when I am able to play. My play times are very sporadic and also I am not interested in being Mr Twitch entertainment guy, so im not talking a whole lot because im busy listening to pod casts and building my base but I do have a mic and I can see chat so I am happy to answer questions ect. Come and take a look if you like watching the most boring and slow start to a factorio game ever, its like watching paint dry. www.twitch.tv/marcmerry At least you wont have to wait the 20+ hours it took to research automation so I could make my first assembler.

    I will try to update weekly and keep you informed of my efforts.

    Thanks for reading

    Marc Merry

    West choke point

    61 iron ore smelters for 2k science per minute

    1k red ammo per minute

    my current footprint

    1.2GW of steam power fed my col from mines next door

    My way of feeding ammo and coal into my choke points

    early base but i made so much red science. i dont know why i did that.

    The earliest way of feeding 3 choke points with yellow ammo

    New and improved for X1KV3, Single lane walkways to help me fast travel from choke to choke

    Does that Island look like the UK ?

    I think i shouldn't have let my smelters fill up their internal buffers. Might have to go to a previous save. Lets see.

    submitted by /u/MarcMerry
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    My friend found a seed that looks EXACTLY like a dog's head. It even has a droopy ear and an iron deposit nose! Import is in the comments.

    Posted: 16 Nov 2020 04:49 PM PST

    I made 1-1 balancer

    Posted: 17 Nov 2020 02:23 AM PST

    If I have access to oil, in which use cases it is interesting to use Coal Liquefaction?

    Posted: 17 Nov 2020 03:09 AM PST

    Oil seems more dense (more MJ for a oil fluid wagon than a coal cargo wagon), easier to transport, easier and faster to load/unload, oil deposits cannot be completely exhausted, Advanced Oil Processing seems to produce less pollution than Coal Liquefaction...

    Does Coal Liquefaction is only useful when I have few and low deposits of oil? And if I want to avoid building unload oil stations?

    Or I am missing something else?

    submitted by /u/monsieurY
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    After a week of tinkering and practice: 100% run secured on default settings map

    Posted: 16 Nov 2020 05:46 PM PST

    After a week of tinkering and practice: 100% run secured on default settings map

    https://preview.redd.it/sat7ddrvdpz51.jpg?width=3840&format=pjpg&auto=webp&s=87fc445cef20046523ea3218542e53fc38044255

    TL;DR: See title ;-)

    I played about 800-ish hours in .16/.17 days, and with the release of 1.0 I felt the tickles again. To not just lounge around and build as per usual, I decided to pose myself a challenge to celebrate the big 1.0 of one of the best games of all time: I am only allowed to build up my base within a 100% (=all achievements) playthrough on a map with default settings.

    While most achievements are just small modifiers and/or fun, there's three that are hard fail conditions:

    • There is no spoon: Launch a rocket within 8 hours
    • Getting on Track like a Pro (or "Gotlap"): Place a Locomotive within 90 minutes
    • Lazy Bastard: Launch a rocket while crafting no more than 111 items by hand

    That meant that I spent the last two weeks watching speedruns and studying the crap out of Nefrum's speedrun-guide and his 100% playthrough. Funny enough, the biggest threat in this specific style of play are early biter attacks. With your hands tied by Lazy Bastard, it takes quite some time to get the base humming to a point where you can set up a few turrets AND still have enough time to research and deploy the locomotive for Gotlap.

    It took me quite a few trial runs of the early game, and a lot of tinkering with a base layout that I could get on the ground fast enough and that was still able to produce all the rocket components in time. Working on this, I am just in awe at WR-speedrunners like Nefrums and Antielitz. I did use a full base blueprint, and still it took me 7 hours to launch the rocket, while they do it in sub-3 (without Lazy Bastard, but I suppose that wouldn't add much more than 20 minutes to their times).

    After all, this was really interesting to do, and the very specific goals inferred by the 100% playthrough made me play the game in a completely new and different way. I sincerely recommend trying a speed-run-ish playthrough, it's a very engaging challenge and very well suited to burst yourself out of the OCD-bubble that many of us Factorissimos seem to enjoy to hang out in.

    Since it is, as is customary for Factorio, 3 in the morning, I will now excuse myself and get some sleep before I start making plans on how to transform this mess of assemblers into something sustainable. There's still 20 million green circuits to make ...

    submitted by /u/Earl_of_Earlier
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    What do you guys Think about my Mega Base lay out. It’ll mainly be bots.

    Posted: 16 Nov 2020 07:48 PM PST

    Going mod crazy!

    Posted: 17 Nov 2020 08:38 AM PST

    Hi all. I've completed the vanilla game and am looking for a new challenge. I really want to play a longer game woth loads of new things and tiers to unlock with a better endgame. So i started browsing and researching the mods and i have entered a rabbit hole of that keeps going deeper and deeper! The number of mods are insane. After multiple hours of research, this is the list i'm thinking of going with:

    • Modpacks: All Angel's/Bob's (including Bob's character classes and enemies/warfare) + SpaceX
    • Addons: RSO (never used this before but heard it is a must with AB) + LTN + Loader Redux + Aircraft
    • Enemies: Rampant + Orbital Ion cannon
    • QOL: Clock + EvoGUI + Bottleneck + FNEI + Helmod + Squeak through
    • Cosmetic: Alien biomes + Bullet trails

    My question is: is this crazy? I'm really excited but also scared as shit to jump in.

    I also don't like "cheaty" things (like long reach/infinite storage/etc...). Are any of these mods overly cheaty/unbalancedrather than QoL? Also, do people usually use bio processing with AB?

    Would love to hear what others use as their mods and any tips/other mods that are great!

    submitted by /u/UglyGekko
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    Took me about a minute to realize this is not a megabase map view. Should take a factorio break.

    Posted: 17 Nov 2020 08:31 AM PST

    Simple Power-switch Design (BP in comments)

    Posted: 16 Nov 2020 03:22 PM PST

    Seeking feedback for what the default option for reskinning Bob's circuit should be in my mod

    Posted: 16 Nov 2020 11:33 PM PST

    A new approach! Pictured: my baby belt assembler.

    Posted: 17 Nov 2020 08:09 AM PST

    Some mods I used on my world aren’t updated to new versions of the game, so each time I try to open my world some things get deleted. Is there a way I can play on an older version of Factroio?

    Posted: 17 Nov 2020 04:13 AM PST

    Start now or wait for 1.1 ?

    Posted: 17 Nov 2020 07:47 AM PST

    Hi all !

    Factorio is in my hand.

    Should i start now or wait with playing till 1.1 relase ?

    Do you know if 1.1 release will impact tutorial ?

    Thanks !

    submitted by /u/shashor_gd
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    Instant blueprint placement mod link

    Posted: 17 Nov 2020 07:46 AM PST

    I need the correct link to the creative mod that allows ^ cause I don't think I found the correct one

    submitted by /u/_moon_Lord_
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    Pyanodon's Industrial Diamond Processing

    Posted: 16 Nov 2020 09:57 PM PST

    Less than five diamonds per second To get a full yellow belt of circuit3 I need six more of these. Just for one part of one component. Among about dozen others components.

    submitted by /u/Damnit_Take_This_One
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