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    Monday, December 7, 2020

    Factorio Tip: if you are getting overwhelmed by bitters, turn off everything for a while and let your pollution cloud disappear

    Factorio Tip: if you are getting overwhelmed by bitters, turn off everything for a while and let your pollution cloud disappear


    Tip: if you are getting overwhelmed by bitters, turn off everything for a while and let your pollution cloud disappear

    Posted: 07 Dec 2020 07:31 AM PST

    This has worked for me a lot lately, because after I get blue science, I'm producing too much pollution on a large area, but hunting nests its too dangerous and fixing turrets takes most of my time.

    By this point, you should have a fairly established mall, so even when you turn off the electric power and mining outputs, you should have a good supply of walls, turrets, assembly machines, inserters, belts, etc.

    Without pollution, attacks will stop occurring and you can focus on building purple or yellow science, perhaps a nuclear plant system, or what I like to do, which is build construction bots and roboports and a massive line of defense around my perimeter.

    The factory must grow, yes, but it's easier to fix an engine that's turned off.

    submitted by /u/Deptusi
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    Almighty Furnaces! Bless me with your protection!!!

    Posted: 07 Dec 2020 02:46 AM PST

    Almighty Furnaces! Bless me with your protection!!!

    This is my first time playing(since yesterday) and I really don't know what I'm doing

    https://preview.redd.it/vj8o5ww9vq361.png?width=1366&format=png&auto=webp&s=e6203e31d00163f53aa16d6c1b8d993cc8700a8d

    submitted by /u/YumYummYummy
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    X1KV3 Week 4

    Posted: 07 Dec 2020 01:23 AM PST

    X1KV3 Week 4

    As promised here is X1KV3 Sit-rep Week 4

    In Short...Its going very well and getting close to being ready.

    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

    Things seem to be going well. I have made red, green and grey science capable of 2k per minute. I have build most of blue science with just the Red Circuits to finish making.

    I have made 2,000 Labs and I have put 1,000 of them down. This means I can process the 2k science per minute without any delay for the 30 sec science builds and as i dont need the 60 sec science build for a while i am leaving my labs at 1k for now but i have 1k built ready to upgrade.

    My science hasn't changed at all over the past week apart from I am 93% finished on researching grey science and I have crafted all those science pots in my pocket.

    Pollution is very much under control and no where near the biter bases. Evolution is much higher than I wanted really as it is now at 0.4322 and I was hoping to keep it at 0.35 ish. For this reason I have stopped producing things in assembly machines now and i am crafting in my pockets ..mostly iron gear wheels for more belts. In a test run, with most my factory producing, the evolution jumped from 0.43 to 0.55 in about 20 mins of playtime.

    I am pretty sure I can produce everything I need without causing any pollution to trigger any attacks and being that the biters evolve so fast after starting the factory up then i really dont think evolution is going to make much difference at this time. Its just important that i dont get attacked as my walls still aren't finished yet.

    I have leeched iron from my grey science build to help produce more red ammo to feed my frontline turrets. It seems to work very well because I dont always use grey science. I cant really take it from red or green science because i need that constantly. I have 2 ammo production facilities now capable of making 3.6k red ammo per minute. I might make a 3rd and leech the materials from blue science for that but also I might have enough as it is.

    Using burner inserters and a split belt of red ammo and coal is much easier to repair back the walls. One slight problem is that when the turret that the burner inserter is feeding dies, the burner inserter picks up a lump of coal from the belt. then when i put my turrets down it doesn't get ammo because the burner inserts hand is full of coal. I have to delete those and replace them. It is still much easier than replacing electric poles and yellow inserters though and so far the throughput from ammo seems to be ok.

    I am enjoying building my base and then saving it and testing it. While im testing it I write down a list of fixes and things I notice like wrong direction belts or undergrounds being side loaded by mistake ect...and also design the next part and make a blue print. Then I reload and fix the faults and use the blue print to make the next part.. rinse and repeat. Its very satisfying seeing it work but also quite funny seeing some of the mistakes. This strategy seems to be working well though and saves time ticking by needlessly.

    Over the next week I will be beefing up my walls and finishing blue science production in that order. At that point I should be at a place that I can save it and treat that as a starting point. I will then be trying to race towards better weaponry and the pollution and evolution will go wildly out of control. I will be running from one wall to another wall repairing and replacing turrets and trying to hold on long enough to get flamers, laser and bots.

    I have been streaming whenever I am playing and I have received some help during streams. Its nice when people pop in and say something that tells me they have read the post and taken a look. Don't look to long though...if you stair into the abyss it stares back. One person even suggested he might try a X1K challenge. Another said that he hoped his life was never miserable enough to try this challenge. LOL! I still haven't sorted my mic yet but I am responding to chat. I find it funny when someone says something like..."You should try to get lasers" or "you should research tanks" Its kind of difficult when everything is 1,000 times more expensive to research.

    You can join me if you like on twitch.tv/marcmerry

    This coming week will determine the future of X1KV3. I feel confident that it is possible. I also think it might not be but i am going to try. If I cant do it then X1KV3 will be over and I am not sure I could bring myself to restart. However .. I dont think it will go like that. I am going to find away to make it happen.

    I will update in a week.

    My poor eyes

    I done a test run and went shopping. when i came back they were eating my base.

    even red ones chew things up fast

    This stone wall looks like he know more than a stone wall should know!

    Excuse me starter smelting stacks.. we need to chop you in half so blue science can have 17 belts of copper plate. cheers

    I found a way to make fat belts go under fat belts!

    How can anyone be bored of life. Look at all those belts. I wonder how many are in this pic?

    More underground madness

    First red science from a test.. still felt like a special moment

    Proof...2k red and green science per min!

    Don't worry..it was just a test.

    Pollution cloud after switching factory on for 30 mins

    my current base and footprint

    submitted by /u/MarcMerry
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    "This nuclear set-up should see me through for while." *builds a single beaconed smelting column*

    Posted: 07 Dec 2020 07:49 AM PST

    Does anyone else catch themselves trying to make a logistic network request in real life?

    Posted: 07 Dec 2020 05:29 AM PST

    Just now I couldn't find my vinegar in my cupboards and instinctively tried to open my logistic request menu to set a request for it.

    I bought the game 2.5 weeks ago and I already have 184 hours. Send help

    submitted by /u/PharaohAxis
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    Optimal beacon placements around oil pumps

    Posted: 07 Dec 2020 06:21 AM PST

    Optimal beacon placements around oil pumps

    (I know this isn't the first attempt at this problem, but it is mine!)

    Long term lurker, first time poster - I got a bit caught up in the idea of how to best layout beacons around my oil pumps, and started working on the problem in Python (something I've wanted to improve anyway).

    Work out the value of putting a beacon in each cell (based on the top left cell the beacon would occupy) - you'd think the '12' square would be best, but it stops placement of other beacons..

    I'm still working through it, but have managed to get a working version which I _think_ produces optimal (albeit not pretty) layouts.

    Animation of the placement of the pumps - looks good, but is this really the best (given the pump/map constraint?)

    It's also yet to get pumps or power in there.. but it's a start.. Would welcome any thoughts/feedback

    (More info on my approach here: https://blog.alexchatwin.com/hobbycoding/optimising-oil-pumps-in-factorio-pt1/)

    submitted by /u/alexchatwin
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    Multiplayer no Spoon run done 16 seconds under 6 hours!

    Posted: 06 Dec 2020 04:51 PM PST

    First Uranium Mining Outpost 55hrs into the game

    Posted: 06 Dec 2020 11:41 AM PST

    Tile-able science pack production for 1.0

    Posted: 07 Dec 2020 07:18 AM PST

    I recently started again with the 1.1 experimental versions and needed to re-do my science pack production lines. So I designed tile-able science pack productions for 1.0 / 1.1 and like to share them with you.

    These are designed for nominal 60 SPM (at 1.0 production speed), so each module yields 45 SPM when placed with Assembling Machine 2s. (With the exception of green science, which is at 120 SPM to not waste so much production potential in the inserter, belt and gear assembler. The modules don't produce everything from source materials, some intermediates have to be provided. You can see which intermediates belong on which belts by looking at the constant combinators.

    The linked blueprint book includes all from green to yellow science packs (no red and no space science), and all except yellow in multiple variants. One variant uses small/medium power poles and the other uses Substations. You can convert them by removing the energy grid and placing the other variant on top, if you later want to replace everything with Substations. For military science, there is a third variant using Steel furnaces, instead of the electric ones.

    These are not necessarily rectangular, but can be tiled until the belt capacity runs out.

    My personal favorite is the yellow science production line.

    And here is the full blueprint book:

    !blueprint https://gist.githubusercontent.com/luziferius/a37099b4d390338367e4ae32e1b04be2/raw/794e13cfab10e610be0fa0e06ca93250a259568e/gistfile1.txt

    submitted by /u/luziferius1337
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    Guess it's time to repave in concrete

    Posted: 06 Dec 2020 05:35 PM PST

    Can we have bridges that can build over rails?

    Posted: 07 Dec 2020 02:53 AM PST

    I got ran over so many time, that it's not even funny anymore.

    submitted by /u/aall137906
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    Space Exploration - Orbit or another planet first?

    Posted: 07 Dec 2020 03:31 AM PST

    I've finally got to cargo rockets in Space Exploration, but I can't work out whether to go to orbit first, or to go to another planet.

    Orbit is tempting to get space science started, and will be far easier to reach, but space science requires Vulcanite, which needs me to go to another planet (unfortunately the other planet doesn't have water, so I can't refine the vulcanite on-site)

    If there's another way to start getting Vulcanite, that'd make things simpler. I think the core mining drill can do it, but I'm unsure how to deal with all the different outputs - the main problem is probably actually the water given I don't have any infrastructure set up for using it up yet.

    Anyone got reccomendations?

    submitted by /u/SlightlySquidLike
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    How to change team names mid game in PvP?

    Posted: 07 Dec 2020 08:15 AM PST

    Hello,
    is there any method to change the team name in a PvP match after it already started?

    submitted by /u/etwasmitbaum
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    what is the best way to destroy a spitter nest early-mid game?

    Posted: 07 Dec 2020 08:14 AM PST

    I was building a perimeter, and I found a spitter nest, I saw some mid sized spitters some big spitters, I do NOT KNOW WHAT TO DO HELP PLEASE

    submitted by /u/the_Ham_man_
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    1.1 Save + Mod Compatibility?

    Posted: 07 Dec 2020 05:25 AM PST

    Anyone have any insight into the upgradability of a modded 1.0 save to 1.1? We're deep in an SE + Krastorio with most the mods recommended by each of those and some others such as Bob's enemies and Rampant. We're also using TSM which we'd probably want to remove in favor of 1.1 trains.

    If anyone knows any specific details/recommendations that would be great, but a general feeling on whether or not an upgrade from 1.0 to 1.1 is possible would be appreciated also.

    submitted by /u/boosthungry
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    LTN help- Multiple 1 type station to 1 multiple item station

    Posted: 07 Dec 2020 05:14 AM PST

    Im a newbie when it comes to LTN and Im asking for tips and advices when it comes to the behavior od trains regarding the title. So lets say I have 1 station for iron and 1 station for copper loading. Now, is iz possible to request like 2k iron plates and 2k copper plates? Will that be handled by 1 train filling 50:50 or by 2 trains filling 2k Cooper on one and 2k iron on the second one? Any screenshots and tips will ne helpful and please be gentle with me. Like I Said, first time using LTN. Thank you in advance!

    submitted by /u/Signal-Confusion-461
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    mod which shows pipe length?

    Posted: 06 Dec 2020 11:00 PM PST

    i was wondering is there a mod that just shows you how long your pipe connection is?

    submitted by /u/1ayre0
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    My first rocket!! thank you to everyone who helped my straggle with biters! (from a previous post)

    Posted: 06 Dec 2020 12:04 PM PST

    fluid mechanics question.. again:(

    Posted: 06 Dec 2020 11:28 PM PST

    fluid mechanics question.. again:(

    So, if i want to make a 4 lanes of plastic, i need these stuffs (picture below)

    it shows that i want 2 lines of pipes of petroleum, but how can i do this? does this mean i have to have multiple petroleum trains to supply production evenly? i want to make this factory stationary on an oil puddles, without importing any fluids, is this possible? because if i do it this way, i cant split single petroleum production line into two separate fluid systems..

    fluid mechanics in this game is truly a huge mystery for me right now

    (sorry i dont know how to write english properly)

    https://preview.redd.it/r6zsqwd5vp361.png?width=908&format=png&auto=webp&s=e36452f5b65238c51e51562e1e07945c0c54a89d

    submitted by /u/1ayre0
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    950 Red Science p/m & 860 Green Science p/m

    Posted: 07 Dec 2020 06:56 AM PST

    Hi All,

    I've posted a few times - so today I tried to take your advice and create an outpost for upscaling Red Science and Green Science. I started with the Factorio Calculator at https://kirkmcdonald.github.io/ (thanks!) to try to calculate what I would need for 500 Red and 500 Green science per minute. I've created what you can see in the album, which for some reason is producing 950 red s/p/m and 860 green s/p/m. Not sure where it went wrong but I'm happy with the result. Album is here, welcoming any comments/suggestions/feedback and improvements! Thanks a million.

    https://imgur.com/gallery/IEzpPVF

    submitted by /u/jaeone
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