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    Thursday, December 10, 2020

    Factorio Factorio beats Cyperpunk 2077 on Metacritic!

    Factorio Factorio beats Cyperpunk 2077 on Metacritic!


    Factorio beats Cyperpunk 2077 on Metacritic!

    Posted: 10 Dec 2020 03:08 AM PST

    Just call me Saint Nick

    Posted: 09 Dec 2020 02:23 PM PST

    TIL on the Factorio website, you can click on the rocket at the bottom of the screen to take you back to the top

    Posted: 09 Dec 2020 07:27 PM PST

    When your Artillery shell upgrade finishes

    Posted: 09 Dec 2020 11:57 AM PST

    Finally!

    Posted: 10 Dec 2020 06:20 AM PST

    I had a different take on a balancer

    Posted: 09 Dec 2020 07:31 PM PST

    My Beautiful Mess

    Posted: 10 Dec 2020 07:45 AM PST

    5 Digit Rocket Launch (satellite) Counter

    Posted: 10 Dec 2020 04:41 AM PST

    Started playing 3 years ago. Finally got the last achievement today, just in time for a break for cyberpunk

    Posted: 10 Dec 2020 07:39 AM PST

    Updated Robot Frame Build

    Posted: 10 Dec 2020 12:02 AM PST

    spidertron v2

    Posted: 10 Dec 2020 05:28 AM PST

    Disable station based on train contents?

    Posted: 10 Dec 2020 06:20 AM PST

    I've got a rail loop that serves two purposes: (1) keep the outposts stocked in bullets, repair kits, and artillery shells, and (2) pick up crude oil and bring it back for processing

    Disabling a stop when it doesn't need anything (1) is straightforward, I've got decider combinators handling that.

    But if a train is already full of crude oil (2), right now the train has to decelerate, stop, have its contents read, and then head out again. I want to avoid the time lost with all that decelerating and stopping.

    There doesn't appear to be anything in the train menu to help with this, the only thing I can think of is to read the tank contents at the previous stop and send that ahead to the next stop, but I have multiple trains servicing this line and can't think of a way to disable a stop only for trains that are known to be full.

    I was thinking about having a disabled stop prior to the real stop, have it read the contents as the train flies by, latch the contents, and then the real stop could use that data to disable itself, but I don't think stops read contents until the train actually stops.

    Any ideas?

    submitted by /u/Betty-Crokker
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    1 Spidertron and 900 SPM ~megabase

    Posted: 09 Dec 2020 02:30 PM PST

    1 Spidertron and 900 SPM ~megabase

    I just "finished" my first 1.0 megabase - it produces 900 science per minute of each type including military, as well as 1 spidertron per minute. Spidertron production is fully automated with fish being produced by sending space science back into space in a rocket (I send just more than .9 satellites per minute to produce 900+ space science per minute, and then .1 rockets per minute with 10 space science each to produce 1 fish per minute).

    100% default vanilla - no mods, and default map generation settings for everything (so.. many... mining outposts)

    Here's the spidertron storage, with about 660 spidertrons and counting:

    Spidertron storage (and black science overflow)

    Here's the full base:

    Notated full base

    The main base (purple) is pretty gigantic - most of it is empty space and rail. The main mining area (orange) is also pretty huge - it takes quite a while (a few minutes?) to go from the main base to most of the mining outposts on rocket-fuel-powered trains.

    Production stats over 10 hours:

    900+ of all science per minute

    1 spidertron per minute, 1.2 fish per minute

    1 Rocket per minute

    Here's the silo area:

    Basically, there's 1 rocket launch per minute, but the two right silos (which launch satellites) account for 90% of the launches, for 900 science per minute), and the two left silos account for the other 10% of the launches, to make 1.2 fish per minute (of which only 1 per minute is used for 1 spidertron per minute).

    More pictures are here: https://imgur.com/a/yapc3fw

    submitted by /u/RibsNGibs
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    i think i can fit a few more belts in

    Posted: 09 Dec 2020 07:16 PM PST

    I made a counter for my rocket silo.... yes it is expandable beyond 2 digits. And yes it is for this 1 silo.

    Posted: 09 Dec 2020 03:08 PM PST

    Overflowing with materials? What to do?

    Posted: 10 Dec 2020 01:28 AM PST

    I have a save in factorio that I've gotten pretty far in, though it's only my second run, so I'm still fairly new to the game. I have 15 miners for copper and iron each (planning to upgrade to 30 soon) and I have a smelting setup which works and can smelt everything. My only problem is the factory part. I'm not confused as to how to set it up, my problem is that I can't use up all the materials fast enough. I use a main bus as the layout but eventually the plates keep stacking up on each other until my factory is chock-full of extra plates. Then my smelting setup fills up, and finally my miners stop mining because there isn't any more space to drop the ore. Everything just stops up until enough plates are used up in the factory to make more space, but that space quickly fills again. What do I do to fix this?

    submitted by /u/DigitalReaper19
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    Removing trees in early game

    Posted: 10 Dec 2020 08:09 AM PST

    Before you get a flamethrower removing trees can be a pain , I have found to ways to deal with this both involving grenades. You can throw two grenades at a clump of trees to get ride of them right away or you can throw them while driving your car and since they will have less health your car will go right through them Wich is better for driving through a forest whereas the other method is better for clearing a forest

    submitted by /u/Thegoat102
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    [1.1] Quick map tagging

    Posted: 09 Dec 2020 05:04 PM PST

    I am betting I am not the only one not liking the change on map tagging in the new version.

    The fancy new way of tagging the map has its advantages, and I am sure a portion of the players will love it. But to me and I am sure many others, the speed of adding a tag has way more value than accuracy. Not to mention, snapping can be done without so many extra steps in between, and it has been done before by mods like SchallMapTag.

    So I made my own mod:

    https://mods.factorio.com/mod/QuickMapTag

    Currently you can customise your default text and icon for new tags, and the snap scale in the mod settings.

    Unfortunately I can't find a way to trigger the vanilla edit tag behaviour through the mod, so I'll have to write my own edit dialog to mimic the previous versions.

    So for now, the workflow is rightclick to add, leftclick to edit. (Unless you change the hotkeys, that is).

    Also I can't find any info to toggle the map view filters, so be mindful of having the tag filter on, otherwise you might add tags inadvertently.

    I initially wanted to add the edit dialog before publicising the mod, but I see it has already more than a thousand downloads without me doing anything, so I might as well post it here and on the official board.

    Let me know your thoughts.

    submitted by /u/templar4522
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    Frontier Pacification Base

    Posted: 09 Dec 2020 04:06 PM PST

    Frontier Pacification Base

    https://preview.redd.it/nm7z6oj939461.png?width=1391&format=png&auto=webp&s=383b3454371015732fd1280dd2d3332c8cc0a133

    This is the first step in establishing a new outpost. Simply build the rail out to where you want to colonize, plop down this puppy, connect power and away we go.

    Usually this is build close to the natives, so for best results power up the base and let the supply trains deliver ammo before dropping in your bots. I typically use 10 construction bots and 30 logibots.

    I have a semi automated building train setup that will bring in the items I don't always have in my inventory.

    Blueprint String : https://pastebin.com/L7Ku2xH9

    submitted by /u/MrBadDragon
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    I made my green circuit production shaped like a circuit

    Posted: 09 Dec 2020 10:52 AM PST

    long time no see factorio, but i want to start new in factorio (and a first krastorio) world map in my home town and i dont know how to calculate the coordinates

    Posted: 10 Dec 2020 12:31 AM PST

    i live in chile south america so i put lima and read the X and Y coordinates, compare that with a world map latitude and longitude and calculate the coordinates for santiago of chile but when i input thus coordinates i end up in the middle of the ocean so im here to ask how the hell can i claculate the coordinates for santiago of chile? or anyone can do it for me and tell me how you did it?

    any help is apreciate

    ["South America, Lima Peru"] = ingame: { x = 1160, y = 1035 }, irl: [-12.045, -77.042]

    ["South America, Santiago Chile"] = ingame: { x = ?, y = ? }, irl: [-33.451, -70.668]

    submitted by /u/dpv20
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