Factorio Alt-F4 #17 - Interface Design Philosophy |
- Alt-F4 #17 - Interface Design Philosophy
- Beaconed Module 3 Production Layout
- Quick question about basic rail signaling...
- FPS capped to 7
- My First Legitimate Try
- Testing My Seaborne Artillery Station, aka Bases on Landfill are OP...
- Save file takes an incredibly long time to load since 1.1
- Preparing for an aggressively UPS-friendly megabase
- How did I get here?
- Need some advice for late game factory design (and fluid systems)
- My favorite build so far: easily tileable Advanced circuits.
- Destination full problem
- Space Efficient Tileable Solar Power
- Who needs LTN?
- Managed to convince my friend to try the game.
- Question from someone looking to buy this game
- #1 crafting tip
- LTN Mod. Nothing happens
- Quick suggestion for settings
- [1.1] Biter aggro changes ? Went from ~10 kills/minute to over 350kills/m instantly after upgrading from 1.0 to 1.1.5
- RAM Fighting slow downs with mods
- How do I explain to my friend that faster belts don’t improve anything if the items aren’t filling them?
Alt-F4 #17 - Interface Design Philosophy Posted: 11 Dec 2020 06:31 AM PST
| ||
Beaconed Module 3 Production Layout Posted: 11 Dec 2020 06:36 AM PST
| ||
Quick question about basic rail signaling... Posted: 10 Dec 2020 11:37 PM PST
| ||
Posted: 11 Dec 2020 02:39 AM PST I just bought Factorio but my fps are capped to 7 in-game and in the main menu. I am assuming this is a bug? Are there any fixes for this? I have turned off V-Sync, cleared my temp folder and restarted my pc but the problem is still there. Specs: Gta 1070 8GB VRAM Intel Core i7 6820HK 32GB RAM Fixed: Had to disable "Use flip presentation model" and restart the game. [link] [comments] | ||
Posted: 10 Dec 2020 08:25 PM PST
| ||
Testing My Seaborne Artillery Station, aka Bases on Landfill are OP... Posted: 10 Dec 2020 11:54 PM PST
| ||
Save file takes an incredibly long time to load since 1.1 Posted: 11 Dec 2020 01:59 AM PST Hi there, I haven't really played for a few weeks (don't complain to me, complain to ONI) and it seems like since the release of 1.1, my save file takes around 4-5 minutes to load. It is a fairly big base (2.5k SPM at the moment, bot & train based) but before it just loaded within seconds. Has anyone else encountered this? I'm not sure what could be causing it... Edit: I dont know if it helps, but the loading bar quickly goes completely full, then it takes forever for the game to actually start. [link] [comments] | ||
Preparing for an aggressively UPS-friendly megabase Posted: 11 Dec 2020 06:44 AM PST As my old shoe is getting to it's limits with my current semi-spaghetti and playing at 15FPS/UPS isn't thaaaaat much fun in the long run, I'm looking forward to starting a new era when 1.1 hits (waiting for those station-changes and QOL-improvements). Whilst upgrading my setup would be the easiest way to achieve proper performance, I prefer a cheaper workaround in the case of optimizing how I build ingame. So here I am, asking you to debate your experiences and expertise on how to spare each single millisecond per update that's possible and expand the list below (or correct it if needed). Things I've gathered so far from this sub, The Factorio Benchmark Website and others in the form of
Things that are tested/confirmed:
Things from rumors or opinions:
Your aggressively friendly Aequitaaa Edit 1: Belthandling changed, UGBs won't perform any better. Thanks u/StormCrow_Merfolk Edit2: Added Pollution. Thanks u/fortycakes [link] [comments] | ||
Posted: 10 Dec 2020 03:43 PM PST
| ||
Need some advice for late game factory design (and fluid systems) Posted: 10 Dec 2020 10:54 PM PST So, I'm over 150 hours in and I'm having some fundamental issues with designing and expanding my late game factory. Theres a few issues in particular. For one, I'm having issues piping in enough materials to keep my factory intake fully satisfied. I'm at the point where unless I can keep multiple red lines 100% loaded (both sides), my factory chokes and falters, which at this point requires at least 2 trains constantly dropping off resources. The second is petroleum and running out of Oil stupidly quick... I absolutely can not seem to maintain enough petroleum to satisfy my factory. I have 9 refineries with multiple beacons all fully setup with speed 3... I got (as basic processing) 4@250%, 2@300%, 1@200%, all making petroleum, and 2 more @ 200% using advanced oil processing and cracking most of it back into petroleum... And it's just not enough. Thing is, I dont feel like i have that many consumers, but nothing I do is able to keep up. Then the oil extraction sites run out what feels like disproportionately quickly. I've set up more oil extractors so far than anything else, and is actually the singular thing driving my expansion atm. I keep pushing further and further out literally just to find more oil. I literally built a 40 artillery train and designed an efficient 'nest' for it just so i can quickly slap it down and move it out to expand more rapidly. Actually, in general I feel like I've gotten to a point where I'm spending more time building more extraction sites than actually expanding my factory. I timed it out, it takes me roughly an 1.5-2 hours to setup a new site and get everything working. I tend to produce the relevant plates on site, so that does slow things down... Should I be considering just making a wtf huge smeltery instead and just having multiple trains delivering the ore? Anyway, before this gets too ranty with me spilling all my questions and problems I'm struggling with, I'ma cut it here. Any and all help would be appreciated! TL;DR, I need late game and advanced building tips to help streamline and keep expanding. The factory must grow! [link] [comments] | ||
My favorite build so far: easily tileable Advanced circuits. Posted: 10 Dec 2020 11:01 AM PST
| ||
Posted: 11 Dec 2020 03:42 AM PST Sometimes my trains give the 'destination full' messeage and get stuck when on their way to a station. I have an ore mine with no train limit and a smelter with a limit of 1. The smelter station disables when the station has enough ore. This somehow sometimes makes trains get stuck while on the way to the smelter. Why don't they repath back to the mine when the station is full? [link] [comments] | ||
Space Efficient Tileable Solar Power Posted: 10 Dec 2020 10:09 PM PST I present a space-efficient, tileable, solar power blueprint. It has a near-perfect ratio of solar panels to accumulators and uses only 9 substations per roboport, which is better than other designs I have seen. Blueprint book string: !blueprint https://pastebin.com/KsqF8vsm (new link, old one died for some reason) Images: https://imgur.com/gallery/y4YToBV Factorioprints: https://factorioprints.com/view/-MOFHoOLRSIoCJgoORmU This is a solar power blueprint designed to be built from the map view in a late-game base. Space efficiency and a correct panel-to-accumulator ratio were the top priorities. The blueprint book includes the primary 4-roboport design, which has a ratio of 0.841 (0.84 is exact). Also included is a 1-roboport design (ratio of 0.87) and "initial" build plans with only the roboport, substations, and landfill. This design is more space efficient than other vanilla designs I have seen (eg. the popular one on factorioprints https://factorioprints.com/view/-KYeNAYQVgk2DcbuORde) because it uses fewer substations per roboport. In 0.15, the substation supply area was increased to 18x18 from 16x16, allowing 3x3 substations per 50x50 roboport area, instead of the previously-required 4x4. There are a few tricks with this build:
Some things this build does not do:
Any feedback is welcome. Enjoy! [link] [comments] | ||
Posted: 10 Dec 2020 02:49 PM PST
| ||
Managed to convince my friend to try the game. Posted: 10 Dec 2020 06:33 PM PST He didn't really want to, but I had him get the demo and play the first 3 levels of the turorial. it honestly hurts to watch, but he says he is enjoying it. [link] [comments] | ||
Question from someone looking to buy this game Posted: 11 Dec 2020 08:20 AM PST I haven't done a ton of research, but this definitely looks like something I would be able to have at least some fun with. My question is what kind of goals does the game set for you, does it have levels and a campaign? Or is it just a sandbox style game of see how much you can build up before getting bored? Because I tend to struggle staying interested in fully sandbox style games. Any information would be greatly appreciated, thanks in advance! [link] [comments] | ||
Posted: 10 Dec 2020 08:51 AM PST 500+ hours under my belt (blue belt to be precise) and I managed to miss one of the most basic mouse controls in the game. When crafting, if you right click instead of left click you will queue up 5 items instead of 1. That's a 1:5 spam ratio! Time to put the index to rest and get some use out of my middle finger :) [link] [comments] | ||
Posted: 11 Dec 2020 01:03 AM PST Im using the mod TLN to try and learn how to do a delivery system. Ive never sued circuits before and i must be doing something wrong. I can see the signals look right but nothing happens. The train is on automatic and sent to the depo station. Ive followed this video: https://www.youtube.com/watch?v=ZtcKlNous9o&t=1246s Here are some screenshots of what ive done. [link] [comments] | ||
Posted: 11 Dec 2020 04:30 AM PST Hi guys, playing vanilla, I am 130 hours in but have yet to send a rocket. I'm looking to restart a game (I let the other one sleep for too long), but I'm looking to fix some "gripes" I have with Normal mode, and would love to hear your thoughts. Gripe 1) I feel like research advances so fast... I'm actively stalling research because the pace of innovation is much greater than my capacity to adapt to it. I'm always several techs ahead of what I am currently working on. I have basically two options: Expensive mode, which sounds really appealing to me; or just make Technology more expensive (as opposed to everything). With Expensive mode, if automated things take their sweet time to complete due to being expensive, that would really give time to figure out the game on my own pace. I worry however that it makes everything more complicated except research, so would net me the opposite effect of the one I intend. Gripe B) I also feel like biters are very non-aggressive, so I never had to automate ammo resupply. But I'm scared of messing with biters aggression and make my game unplayable. Any other setting I could tweak at world creation? I'm generally a big fan of being forced to figure out good design by the game (example above, I won't care about resupplying defenses if the game doesn't push me to feel like it's needed). Thanks for your suggestions! [link] [comments] | ||
Posted: 10 Dec 2020 10:29 AM PST
| ||
RAM Fighting slow downs with mods Posted: 10 Dec 2020 10:20 PM PST This game is amazing. I have the space exploration mod, AAIT mod and the 28k mod or whatever it's called. As I'm exploring planets via satellites, my load times are getting significantly longer. I've got 1060ti graphics card and 16gb or ram, running a Ryzen 5 3.6ghz. My hard drive is a solid state with 500mbps Would more ram stop the bottle neck? What hardware changes could possibly fix this? Any help would be much appreciated. [link] [comments] | ||
Posted: 10 Dec 2020 10:52 AM PST They keep wanting to increase the speed of the belts when there are only a few items per second, saying that it will make the items "get there faster". We've beaten the game as well as gotten tech maniac, and we have played many hours in mods too. He is able to make lots of good factories and can often even figure out/fix mistakes in mine, but for some reason he doesn't get the fact the belts don't make items arrive faster, just increases the maximum amount of items you can transport. What's the best way to relay this idea to them? [link] [comments] |
You are subscribed to email updates from Factorio. To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google, 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States |
No comments:
Post a Comment