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    Wednesday, December 9, 2020

    Factorio The Fac-Tree must grow

    Factorio The Fac-Tree must grow


    The Fac-Tree must grow

    Posted: 08 Dec 2020 05:59 PM PST

    This is how 3 to 3 balancer works. I'm learning how to make my own balancers and thought I would share.

    Posted: 09 Dec 2020 05:34 AM PST

    finally got the golem achievement, pointing the artillery remote at the head of the train I was driving wondering when it would catch up with me

    Posted: 09 Dec 2020 04:03 AM PST

    My friend and I finally beat the game, with the smallest brain base of all time.

    Posted: 08 Dec 2020 09:44 PM PST

    Ok, you've learned your lesson, make an organized base once you unlock green science, or you're gonna regre-- Ah crap.

    Posted: 08 Dec 2020 08:43 PM PST

    This game is brutal on short term memory

    Posted: 09 Dec 2020 07:16 AM PST

    How many of you find yourselves walking/driving back from an outpost to your base, only to forget what materials you were supposed to grab?

    How many of you planned on building something, say a train station, and 5 minutes after getting the resources you need, you go on a tangent building something else and completely forget about the train station?

    I feel like I need a todo list in game to keep me focused on what I am doing. Otherwise I'm all over the place and don't get much done.

    Do any of you struggle with remembering what you're supposed to do? How do you mitigate it?

    submitted by /u/lllllllllll123458135
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    Someone posted about an n to n balancer problem the other day. Look what you've done ��

    Posted: 08 Dec 2020 08:48 AM PST

    When you play with a warehouse mod and accidentally replace a warehouse with a smaller one.

    Posted: 09 Dec 2020 07:09 AM PST

    Here's my first attempt at producing purple science in a city block, no modules or beacons. Produces 4 purple science per second, which is probably insignificant to most, but I'm proud of it.

    Posted: 08 Dec 2020 01:14 PM PST

    Do you think Engines belong on the bus?

    Posted: 08 Dec 2020 07:39 PM PST

    I see a lot of people doesn't put engines on bus. For me the engine is used on a lot of things, yet it need 3 input materials to build, which is kind annoying to me, I always perfer putting them on the bus. What's your opinion on this?

    submitted by /u/aall137906
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    Tips I wished I could have known earlier :from one novice to other novices.

    Posted: 08 Dec 2020 11:59 AM PST

    I am not the best factorio player infact I am quite mediocre however I have learnt some quite useful tips from my 700+ hours in this game, so without further ado here are 20 tips I found quite useful:

    1. Press shift while rail planning to get ghost rails for longer distances
      1. If the ghost rail is wierd press R to rotate the end point
    2. You can press shift+r to rotate something counterclockwise
    3. when you get bots automate robot frames => logistic robots and put them automaticly into a roboport with an inserter
    4. In the early game put 2 burner drills faceing eachother while they are mining coal to get infinite coal production (you can then use a burner inster to put this into the steam production to get non-energy reliant energy
    5. Get trains early they are great, I know that you might think that they are usless or too hard but after a few hours using them you will get used to them
    6. In the mid-late game you will need alot of copper, from yellow science on more or less 60% of your smelting should be copper
    7. use a basic grid to align your base( even if you are using a main bus it can still be useful)
    8. DONT put trains going in oposite directions on the same tracks, always make sure that they all go in the same direction
    9. In the late game use a train grid instead of a logistics grid, a logistic grid takes exponentially more bots as it gets bigger.
    10. In the start of the game it is better to search for rocks than to mine stone, you can find all the rocks by using a destruction planner with only the rocks whitelisted
    11. If its not allowing you to put a blueprint you can use shift+left click to force place ,put it even if there is something blocking it
    12. At the start of the game get a good gun some ammo and some turrets and kill all critters nearby
    13. Even if you want to do a main bus it is useful to always bring oil by train and do oil refining at the base
    14. on the main bus leave a 2 space gap between 4 lanes in the start of the game then you can compact it by only leaving a gap every 6 lanes when you get red underground belts
    15. Always make a "mall" for basic stuff its really useful
    16. every now and then make a "radar outpost" some 12 something solar panels 6 accumulators and a radar ,it will help you keep track of the enemy bases progress
    17. Put efficiency I modules on the electric mining drills they reduce polution and as such, attacks, drasticlly
    18. Dont go off killing all of the alien bases this will incrise the evolution value (how powerful the enemies are), instead try just defending until you are sure you can take a big piece of territory
    19. After logistics bots always use bots for mining outpost you can use the L1 Space Patrol blueprint
    20. Send some fish into space
    submitted by /u/Idontlikeworms
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    Underground belts in between other undergrounds

    Posted: 09 Dec 2020 07:20 AM PST

    This seems like a noob problem but I can't seem to find any answers mostly due to not knowing what exactly to search for. I took a multi-year break from factorio and cannot seem to remember how you place multiple underground belts in the same line. When I plop a set down after the first, they second seems to want to attach to the one that is already there. Was there a key to press that allows me to select which underground belt to pair with? I seemed to remember there was but I cannot find it. Maybe I'm crazy and you could never actually do this.

    submitted by /u/KiloJKilo
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    Number of Rockets with Satellites Launched is now gone.

    Posted: 09 Dec 2020 07:02 AM PST

    Hello,

    I saw ages ago in the discussion they were going to remove something about rockets launched. I assumed that they couldn't mean the button in the top left that tells you haw many rockets launched with satellites so I worried not a jot.

    However that was what they meant and it is gone. I find this strange unless that exact number is available else where in the GUI. Does anyone know if that number is somewhere else?

    I know I could take white science production for all time and divide it by 1000 or Satellites consumed(although that number would be wrong for me) but is the same number available elsewhere in the game?

    submitted by /u/sbarbary
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    Error in 1.0.0 DEMO (on opening the train schedules tutorial)

    Posted: 09 Dec 2020 06:37 AM PST

    Is this signaling alright? I feel like something is not quite right but after testing it seemed to work fine.

    Posted: 09 Dec 2020 01:45 AM PST

    I F'ing hate this game

    Posted: 08 Dec 2020 12:20 PM PST

    I got off this game. I completed a megabase. I launched a rocket. It wasn't optimised but it got me where I need to go. I then went cold turkey. Literally left it. I was clean. 8 months on my pal asked if I'd jump online to help him set up an LTN. I said yeah! Couldn't hurt. I worked on it for two nights but my OCD kicked in. He had large electric poles overlapping and crossing wires. His matrix based idea was sound but his execution was sloppy. He didn't care though. It didn't bother him. But his idea was good. I wanted to try it. So I found myself starting a new game. Rush to a belt base with robots and a mall. Start building big!!! I even named the save Beat Manno. 60 hours in I found I accidentally named the copper plate provider depot as iron provider. The LTN got confused up and sent trains there to pick up iron plates. It was a little while before I clocked it. There's now six full trains waiting outside the green circuit cell waiting to deliver to the iron request station. Which is empty. I have manually send them to the copper plate request station which is full. I'm unable to just get the trains picked up because I hate storage chests full of plates idling there. So I fucking hate this game and what it does to me. I will buy cyberpunk at the end of the month. Will I actually play it before this base is complete. I don't know.

    submitted by /u/jademonkey21
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    Train can't find path through two of three intersection. With 775 hours of total gameplay, I have never been more confused as to why I can't get this train to path through some intersections. The train will path through the oil dropoff loop and the and then the first intersection going north.

    Posted: 08 Dec 2020 10:52 PM PST

    My first playtrough, first mega base 3.5kSPM

    Posted: 08 Dec 2020 01:37 PM PST

    My first playtrough, first mega base 3.5kSPM

    Hello there fellow engineers, fist and fore most sorry bad english not my native language.

    Here a present to you guys my base, isnt pretty, isnt de most optimized for fps/UPS but on my pc i can keep ~50 and 60 fps/ups with the base running at 3.5k spm

    This is the whole base, again not very pretty but functional

    I played the game without mods and any blueprint help until i sent the first rocket to space, after that i started adventuring myself with mods/blueprints

    Mods im using, Flare stack ( as i couldnt be bothered to sort out a little extra petroleum gas that i had on overflow on my solid fuel build

    extremely overkill solid fuel build making 45per second

    same over kill with Rocket Control units and Rocket Fuel

    https://preview.redd.it/wszk2zkg51461.jpg?width=3840&format=pjpg&auto=webp&s=a941a09fa02b8b839ac81423f68b2d50d081e3dc

    Both were created by me no blueprint, yes i got carried away, both builds are soo big i cant fit them on the screenshot

    both on a 12 beacon setup

    Im using too max rate calculator and spidertron extended as i dont have a organized train network i use the faster spidertrons to move around

    A couple of days before Factorio 1.1 came out on experimental i decided to give a try to the LTN - mod to sortout my train network that supply my iron plates and steel stations as the iron plates makes 32 bluebelts and steel is 12 blue lanes all fully compressed all with 12 beacons supplied by bots (my next step is to update to 1.1 and remove the LTN in my opinion too complicated do what i need

    to be honest that was not fun to build as a first timer on more complicated train networks

    This is where most of my science is made, every science is based at 45 per second, here i used blueprints put them together and made all the inputs in one place

    took 4 ever to spagetti all this belts

    BUT this is sexy

    porn :P

    power i started on nuclear made 17gw and transitioned to solar, i still have my nuclear just to help a little at night

    https://preview.redd.it/qm0jy5j481461.jpg?width=3840&format=pjpg&auto=webp&s=313d70921faa3efc22606e4ca8c4fb4100b93b39

    there it is boys and for those like me who like the way green and red units look on spagetti

    this makes 8 full red belt of red circuits

    entrance of the main science block

    submitted by /u/EL-Brazi
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    Map markers are hiding under turret range & power lines, making them real hard to see

    Posted: 08 Dec 2020 08:55 AM PST

    So I usually play with the map showing all the things. Turret ranges, power lines, admirable pollution cloud...

    Recently I started using map icon markers and found there's the issue of the markers existing on a layer under the other map options. So having Pollution/Power/Gun Ranges toggled on effectively hides the icons when the map is zoomed out.

    This feels like a bug because the names by the markers are over those same obstructions

    submitted by /u/IceFire909
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    New player "idea" : A Nodal system (Need feedback, with pictures)

    Posted: 08 Dec 2020 12:42 PM PST

    Hey !

    I've recently started playing Factorio once in a while. To give you an idea of my progression I've barely started building my first train loop between two factory "regions".

    Although I keep being told that the best way to go is using one major bus with all resources on it snaking through your factory, I had a different idea.

    IRL I'm a game developer, IE a specific type within the Software design world. I like keeping things scalable & encapsulated. This means that to extend a system I should need to worry about as few things as possible about the existing system functions and should be able to build extensions easily.

    And that's where the "single bus" design kind of struck me as... headache-potential ? I did for a short time play a run where I went for that design (my very first one) but almost right away I was spending a lot of time wondering how to get specific resources to reach specific spots around the bus.

    So I went for a system based on what I call "Nodes". If I'm somehow reinventing the wheel please do tell me, I am very new to this game. I just like thinking out of the box (or what I perceive to be the box that is...)

    A Node is a geographically limited area that does a single thing : produce one kind of item, receive items and distribute them to other nodes, or has a special function like research, long distance transportation...

    There are just a few simple rules :- A node that produces something can only "export" towards a single other node and receive from a single other node, preferably the same one.

    - A node that doesn't produce anything is a Distribution node and may import from and export to any number of other nodes. They must be designed to allow for easy addition of "seeders" and "leechers" for any resource type they handle.

    - Special nodes that perform some other function are free to have any linking relationship to any node but the number of connections must stay as low as possible.

    The idea of that system is that instead of relying on a single massive bus going in a single direction, I rely on a network of nodes with distribution nodes being "routers" and other nodes being "consumers" and "producers". That way the network can expand in any direction to easily take advantage of any new resource type, and new industries can be built in any location quite easily (the only thing I have to do, in theory, is to import the resources I need from existing & new distribution nodes and export the output to the nearest distribution node that handles this type of resource).

    In my mind it *seems* to achieve what I'm looking for, on top of redundancy and decentralization. The only real "issue" (although it is sometimes a blessing) is that things are much more spread apart than they actually need to be.

    Here are a few pictures of my current progress following this system : https://imgur.com/gallery/p30kFHr

    You can see that I have two "regions" which are more or less centralized groups of nodes that work together to fill the local major distribution nodes and possible "malls" with certain resource types, initally in a fully independent way and eventually semi-independent way if they start producing more advanced stuff that requires imports from other regions (in this case I'm in the process of building a "import / export interface" between Region #1 and #2 to better spread the stocks of iron, steel and copper).

    In the second picture you can see an example : Region #2, most recently built. It sits next / on top of a bunch of close by iron patches that together amount to ~22m iron IIRC, so of course it should evolve into a major iron plates & steel hub (along with related low level industries). The "squares" on the map are distribution nodes, and are marked witch icons indicating which resource types they handle (each "loop" is one type) (BTW, does anyone know if you can create smaller icons on the map ?).

    They are linked through input & output ports (that feed direction into / from the relevant loops) to eachother (steel is "shared" among the two) and to production nodes (the one on the left contains Steel, Stone and Sticks and was made mostly to feed a rail industry initially).

    I simply wanted to get the opinion of veterans on my system / design. I know it's very, very likely that it has major flaws but I lack the experience to see them.

    submitted by /u/Hoshiqua
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