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    Monday, December 14, 2020

    Factorio Real rock/Fake rock? They all looks the same... (Factorio [Fanmade] comic strip # 10)

    Factorio Real rock/Fake rock? They all looks the same... (Factorio [Fanmade] comic strip # 10)


    Real rock/Fake rock? They all looks the same... (Factorio [Fanmade] comic strip # 10)

    Posted: 14 Dec 2020 05:13 AM PST

    This is my first game, I'm building organically not deleting anything (start base inner wall) just got the nuclear reactor and on my way to making blue chips, I'm gonna have to expand!, I absolutely love trains and spent 2h figuring out traffic lights, I love this game and its wonderful community

    Posted: 13 Dec 2020 11:56 AM PST

    Will this balance the lines? If not, how do I balance this?

    Posted: 14 Dec 2020 04:58 AM PST

    380 hours into Seablock and....I've finally automated Blue Science!

    Posted: 13 Dec 2020 11:07 AM PST

    Early tiny production machines

    Posted: 13 Dec 2020 03:33 PM PST

    Early tiny production machines

    Hello to all engineers

    I've been using a layout for a very long time but I never thought about sharing it.

    Tunnel

    Chest

    You can craft most of the items from the beginning of the game very quickly and easily by placing iron and copper plates in the chest or via a tunnel bring the same resources.

    At the beginning of the game I place some factories with this design to have all the items I need to quickly make a main bus.

    I hope you like it!

    submitted by /u/Kiano_Jajino
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    My 5-yo son said that factory must grow and will work even after we are all dead. I find it as beautiful as disturbing but I thought you guys would be proud.

    Posted: 14 Dec 2020 08:04 AM PST

    How is it possible to have -1 of something in logistics storage?

    Posted: 13 Dec 2020 04:53 PM PST

    Why can't we assign a keyboard shortcut to open the Trains panel?

    Posted: 13 Dec 2020 06:00 PM PST

    Most other panels can have a shortcut assigned, but not the trains panel. This is very inconsistent, and inconvenient when working with your train network.

    Do the developers at Wube intend to take a look at hotkeys in their upcoming updates? Or do you know of a mod that fixes this in the meantime?

    This question has been brought up before, though I am hoping we can get a mod recommendation or an in-game fix.

    submitted by /u/Alcaredi
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    Am I the only one who cant place Map Markers in the latest experimental?

    Posted: 14 Dec 2020 04:57 AM PST

    Small native colony living on an old nuke

    Posted: 13 Dec 2020 07:09 PM PST

    Steam cards

    Posted: 13 Dec 2020 07:17 PM PST

    Does factorio have steam cards or anything like that? It would be nice to have some of the new main menu backgrounds as a steam profile background for example, will this ever be a thing ? Or have they already said no to this

    submitted by /u/Thegoat102
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    Allow artillery remote to paint area (nests and worms) for queued destruction similar to how deconstruction planner works.

    Posted: 14 Dec 2020 01:02 AM PST

    I'm looking for a mod that allows me to paint areas for removal without individuallu clicking every spawner and worm.

    I'd really like to see this feature for my manual artillery targeting.

    Is there any such mod, autohotkey script, or other autoclicker that allows this?

    submitted by /u/warbaque
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    How to fix this ugly

    Posted: 14 Dec 2020 06:55 AM PST

    How to fix this ugly

    Roboports are the same distance away, no matter how i pick em up and place them down it still doesnt make a full pattern

    https://preview.redd.it/ij1a3gxz16561.png?width=1029&format=png&auto=webp&s=8884df9953aed34dd60b1c099cd8da1e289c59ab

    submitted by /u/T1mija
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    What comes after 1.1?

    Posted: 14 Dec 2020 06:23 AM PST

    What do you think devs do after 1.1? How likely there is a chance for expansion? What will become of factorio in the long run?

    I mean, you cant optimize and tweak the game forever so there are not many options... expansion, Factorio 2 or new ip. Which is more likely do you think?

    I think its likely we could get one more big update for factorio, 1.2 maybe, that focuses on more qol additions. I also hope we get one expansion for factorio (maybe space related) and then i think they will move on from factorio and work on something else.

    submitted by /u/Dreamer_tm
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    Rail Intersection advice?

    Posted: 13 Dec 2020 02:30 PM PST

    Factorio Calculator Help (KirkMcDonald)

    Posted: 14 Dec 2020 02:08 AM PST

    I have zero clue what I'm looking at, I'm gonna be honest. I see icons of things in the game and numbers, but what are those numbers exactly?? And factories?? Meaning like the assembly machines?

    https://kirkmcdonald.github.io/calc.html#zip=dU5LCgIxDL1NVgZmxt1ADpNpMxrsjzTF61tFcOXmwfvyIjvTigsukLXQBuewwkGou0jCL4NGB3cNcEhyOrk7unHprZrjW4OmTeg6R5rVSOsCMVMTUJfciYfXzK61YA8qJQg2Do/d9m02ahxJ/ofKSOkDF7Xp3YQNn/d57ue8AA==

    Mind you -- I've only played this game for slightly under 100 hours and the farthest I've gotten is researching rockets and making them...but not mass producing. I just made some stuff by hand to kinda play around with the flamethrower and rocket and I'm close to tanks. Maybe I don't understand some stuff due to inexperience?? Or am dumb :p

    submitted by /u/HerYandere
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    Early merry Christmas! Jokes aside, how can I improve this whole mess? Can someone please provide a blueprint for a 4 lane T junction with |--|--|--| spacing?

    Posted: 14 Dec 2020 05:10 AM PST

    How far have you traveled, and in which direction?

    Posted: 13 Dec 2020 03:11 PM PST

    I started a base a long time ago, and eventually decided to make it into a mega-base. However, it got annoying to rebuild mining-outposts all the time, and since I had not too-resource-friendly settings I had to wander east, to the promised riches. So I went east. For a long time, until resource plots got bigger. I kept travelling, until i found lots of 100M ore fields, and built a new base there.

    I created single-column rail connection with no electricity to bring in the initial building material for my new base, and started again - the old connection is now mostly used for bringing in white science and the ride takes a few minutes, even with nuclear fueled trains.

    I'm currently at 29000 East, 2000 North. And now I'm wondering - how far have you travelled? And in what direction? For me it felt just natural to go east..

    submitted by /u/eflstone
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    Filtering negative numbers from signals

    Posted: 14 Dec 2020 04:32 AM PST

    [SOLVED] Is there a way to get a signal to filter all for example negative, or possible values? Im working on a system to supply a certain amount of items and i would like to have a display that only shows what items are missing. At the moment only the missing items are displayed in negative and the ones that are satisfied in possitive number showing how many more than the threshold amount is there. Which of course is correct. I would just like to have it show only the important info.

    submitted by /u/NinRejper
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    X1KV3 Week 5

    Posted: 13 Dec 2020 04:07 PM PST

    X1KV3 Week 5

    As promised here is X1KV3 Sit-rep Week 5

    In Short...I had a test and made it to half way through flamer tech. It went well. It went very very well!

    So, in case anyone missed it, I started a new map with science set to be 1,000 times more expensive than normal. I gave myself a large starting area and increased the yield of my resource patches. Biters, Evolution, Expansion and Pollution are all switched on, I cheesed cliffs to make them shorter and smaller and I cheesed biters Making fewer but larger bases. I have failed this challenge twice and this is my 3rd attempt.

    Greetings Factorions,

    What a week it has been in factorio land. The first thing on the agenda were the walls.

    The 10 deep block of walls needed to go. this meant DE building each wall tile along the length of each wall section 10 times and then repeated for each of the 3 choke points. I developed a strategy for this that included putting a weight on the movement key and running a macro that holds my right mouse button down. Then I was able to have my hands free so I could do other things while that happened. It actually took me less time to DE build the walls than i expected and it was done in 3 and half hours. Then I spent the rest of that day and the next day making the walls. 10 deep rows of turrets with a row of 2 deep walls in between each row of turrets and again a 10 deep block at the front. I held of putting the 10 deep block in front because I wasn't sure if 10 rows of turrets would be enough, maybe I would need more and I did not want to have to DE build those again at a later date, however... In a test run, without that 10 deep block at the front then big problems happened. I will try to explain it simply.

    The 10 deep block makes all the enemies stop at that wall and fire or attack the wall depending if its a biter or a spitter. So because they are bunched up the turrets are firing on 50/50 biters/spitters. If i dont have that wall up front then the biters run in and tank all the shots from all the guns and the spitters are then completely untouched and spit acid over everything and kills the wall fast. It took a while to work out why my walls were so crumbly. Twitch Chat reminded me about the wall and after putting it back in, my walls last much longer. Many of the spitters die trying to get in position to fire acid this way round. I thought about it and I built the block of walls back and I really hope I dont end up needing 15 rows of gun turrets and have to de build them again... moving on...

    While I was getting the walls built up i got an attack! I checked on the map and saw my pollution cloud wasn't touching any bases. I checked pollution screen and it said i was polluting spawners in the last minute...lots of them... it turns out that up north is a part that isn't radared and across the water the biters have expanded into my pollution cloud. I noticed that the pollution started 7 hours previous according to the pollution graph and that's about the time i ramped up wall / turret and ammo production to beef up my walls. I put a radar up north and sure enough there were lots of little expansion bases there. The attacks I get from those bases are very small though and so I decided to cut down a bit of my production to try and ease the pollution levels and lower the attacks. It worked but I also made a note of the save file from before I started polluting the biters in case it spiralled to far out of control.

    Enemies have been attacking my walls a bit because of that and my walls had only a little or no ammo in places. Evolution is at 0.46 so they are only small and medium enemies attacking. The walls have a bit of red ammo but not much because I am not switching ammo production on because of evolution and pollution but i made a small facility to make some ammo and I fed that in to take care of the small attacks. so ..at that point I decided to have a good old test run.

    I started connecting all the belts up around my factory and it started firing up and the small amount of ammo i made was enough to last the new walls long enough for the main supply of ammo to start feeding in. after an hour or so the base was chugging along at pretty much full steam. I checked the production and now the base had been running for a while and all the buffers were running out i was only getting about 900 to 1k green science per min instead of 2k

    The reason for this is that 1 yellow inserter isn't fast enough to output 1/2 second builds fast enough onto the belts and also in the places that i needed to put a second yellow to increase output i did not have room. During this test run I had been researching weapon shooting damage 1 but realising the inserter problem I reloaded and started research on fast inserters straight away. As soon as that was done I started researching weapon shooting damage 1 and then replaced the outputs of green science with blue inserters and my science production was back to 2k per min. phew.

    All the while research was going the pollution cloud spilled over into enemy bases and attacks became more frequent. The Evolution sky rocketed and I was soon facing large packs of blue bitters and spitters and it was quite a chore to run from 1 choke point to another choke point repairing things and keeping the biters from breaking through but ..it was working and it was working well.

    They destroyed 6k of my turrets in 6 hours so that is approx. 1k per hour and i was replacing those but I realised that my walkways between my choke points really should be brick road with belts on to increase travel speed... but those are diagonal ..arghhh diagonal belts.. I made a note of that on my "to do" list.

    Ammo supply is great...throughput for ammo is also great despite being a mixed belt of coal and red ammo... being able to run along and place burner inserters without looking or turrets in the same way is so simple and works well although I save just before approaching the wall for repair because I die often due to being mostly 70% noob. Also I have only my starting armour and a machine gun with red ammo. Saying that though I am actually a great help to my turrets because I target the spitters and they just melt. but sometimes i get a volley of 20 blobs of spit land on my head and im dead in half a second.

    During the test i noticed a missing belt and the odd inserter missing or something trivial but essentially everything worked well. I was able to run in between and repair the walls but it was quite constant and left me not much time to build in between. I made notes of the things to fix and really was having a great time holding the biters back. The weapon damage 1 got finished and it really made a marked improvement. Just a 10% increase really helped out. I decided to go for weapon damage 2 for a further 10% increase and it was much the same... rebuilding dead walls and holding the biters back until that research finished.

    I had not plugged grey science into my labs yet and that was needed for weapon damage 3 so during that research and in between fixing the walls I landfilled and ran the belts to my science labs and connected those up. This was a great moment as well because i was able to build in between the attacks and that was the idea of increasing the time the walls survive.

    Weapon damage 2 finished and I started on weapon damage 3 because that is a 20% increase and that's actually huge for me despite the 300k price tag. I started it and went on to repair the walls and carry new turrets and walls to replenish stock at the frontlines... I had lots and lots of walls and turrets but i did notice that I was using them faster than I was making them.. I made a note of that as well.

    This research was taking ages. I checked the feeds going to labs and it was backed up. all the labs were working and i was confused why it was going so slow and i checked production and my green science was back to 1k instead of 2k per minute... I checked the feeds going into green science and they were all backed up ..what was wrong! It took a minute but i worked it out. I only have 1k labs down and that weapon damage 3 is a 60 second timer on the research packs so my science was backed up due to only having half my labs down. Well that's ok because this is a test and so I made a note to get the labs down asap. At this stage I was considering going back to the start of the test and putting all the fixes in place but actually i just reloaded to the start of weapon damage 3 research.

    I then ignored weapon damage 3 and went straight to flamers. It was really not much problem. Same thing really... repairing walls and waiting for research to finish. Because this was a test and I had been repairing walls for over 5 hours I decided that when I was researching flammable liquids that I was about at the end of my test run. I had learnt a lot about what was needed and I was very very happy with how things had gone, despite the deaths, despite the massive loss of turrets and walls. so I made a save and then I just let the game play and watched my base start to crumble.

    It only crumbled in 1 place. I stopped repairing the walls and once the enemy got through the first 5 or 6 rows or turrets they started going sideways down the wall. this was great because they aren't attacking the rear 4 or 5 rows of turrets, this makes the walls last even longer... I'm glad I noticed that. It has given me even more confidence that this can work!

    So I have reloaded. I have gone back to the part where i started polluting small bases 7 hours previously. I have a list of things to do and a tech path to follow. I am crafting science in my pockets for fast inserter tech and I have de built and rebuilt a new mall. I have also built fast walkways diagonally to each choke point and put stone and belts on for faster travel. that was two of the things on the to do list.... the other things to do are ... finish making red circuits facility for blue science. Blue print and ghost 160 refineries and the production facilities for plastic for red circuits. Run pipes from the refinery location to each of the choke points in preparation for flamer turrets. Landfill and place on that landfill 1k more science labs. Make a huge landfill production array ready to mass produce landfill as soon as factory is switched on. Make a repair pack array in preparation for bots. I am going for 1k per min of repair packs and i need these type of things made in advance and i will also be learning what other thiings i need to build as I go along.

    There is 1 problem ... and that is north east corner but its nothing that cant be fixed. I have 2 ways to fix it.. I can move it back a bit and lose some iron mines but have a much stronger defence or extend the wall a long way further north until it hits water. The only other thing i am considering is having belts carry the gun turrets, burner inserters and walls to my choke points to save me having to carry them. I am going to need lots and lots and i could carry them but it would save me time and inventory space in the long run. I might leave it until i get red belts a bit later on but i do think i am going to need to supply the walls with more than just ammo in the end.

    I am streaming this attempt every time I play it on twitch.tw/marcmerry and your welcome to pop in and say high. I cant promise when or how often I can play but I will stream when I do. I can respond in chat but i cant promise that this is going to be the most exciting thing to watch. Its fun when its switched on but now its back to getting things ready it is probably the most boring stream going while I am busy prepping things but there is no point in rushing things is there!

    Im approx 180 hours in

    I will update in a week.

    Thanks for reading and keep smiling 8)

    end of test. 50% through flamer tech! 8)

    New Phat west wall

    South wall ..looking good...

    East wall.. F*&K you east wall.

    Up into the sea ..or back into the land?

    fast travel walkways FTW!

    Pollution cloud 3 hours into test

    Debuilding that wall argghhh

    Er... spot the mistake!

    They are hitting on all side.. as expected!

    Oh look at that density of pollution! This was at end of test. 6 hours of factory switched on

    My current base.

    End of test.. Stopped repairing walls and they done this!

    Leave the radar alone mate!

    East wall is crumbling!!

    er... North east wall is a weak point

    So after leaving it all to run and not repair anything .. west wall and south wall are still standing.. east wall sucks!

    submitted by /u/MarcMerry
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