Factorio Weekly Question Thread |
- Weekly Question Thread
- Version 1.1.6
- Not finished yet...but quite proud of my 92 blue belt furnace setup:)
- My second base has a life of its own
- If you zoom out far enough, roboports start making this odd interference-like pattern
- Almost 50% of the way to the New Year's Rocket launch - the factory continues to grow
- My (very) early game mall
- Effectiveness of Mining Productivity Upgrades - An Inquiry
- Factorio multiplayer community is amazing.
- Wanna play space exploration but i don't like robot attrition
- Question regarding Space Exploration world generation
- What is something you consider is missing from vanilla Factorio and why?
- Late game science blueprints
- Are there any lo-fi texture packs for Factorio?
- (Almost) clearing some more achievements
- I wonder, could our megabases get 64 times bigger on a 64-Core processor once Factorio was made to work with multiple threads?
- Is there a raining mod? or a weather mod for this game?
- Eff1 modules seem really good?
- if you were using the Factorio engine to create your own game, what would you make?
- A Collage of 50 interesting Research Lab names I found
- Is it bad to have a pumpjack not connected to anything?
- I don't think I've ever spent that much time on green science. (Fit for 7325 spm.)
- 20 blue belts of circuits
Posted: 14 Dec 2020 10:04 AM PST Ask any questions you might have. Post your bug reports on the Official Forums Previous Threads
Discord server (and IRC) Find more in the sidebar [link] [comments] | ||
Posted: 14 Dec 2020 11:44 AM PST Changes
Bugfixes
Modding
Scripting
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental. [link] [comments] | ||
Not finished yet...but quite proud of my 92 blue belt furnace setup:) Posted: 14 Dec 2020 04:08 PM PST | ||
My second base has a life of its own Posted: 14 Dec 2020 08:59 AM PST
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If you zoom out far enough, roboports start making this odd interference-like pattern Posted: 15 Dec 2020 02:20 AM PST
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Almost 50% of the way to the New Year's Rocket launch - the factory continues to grow Posted: 14 Dec 2020 09:20 AM PST
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Posted: 14 Dec 2020 11:30 AM PST
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Effectiveness of Mining Productivity Upgrades - An Inquiry Posted: 15 Dec 2020 06:27 AM PST I've built a few bases prior that ended up firing off 50+ rockets before I moved on. This time, I decided I wanted to try a mega base (starting at 1000 SPM). I've got a small bus that allows me to create enough science to unlock everything, and produces all of the parts I need for expansion. I've even fired off a few rockets to get some of the tech locked behind white science. Since then, I've been working to create mega base style plate and chip factories (and soon modules), but I have an issue keeping enough raw materials coming in. It seems as though I'm just simply not mining enough. My patches are large, but I don't saturate belts at all. Multiple patches (copper and iron) fully decked out with miners, and everything pulled by train. What should I prioritize in order to move forward quickly? Sacrifice production elsewhere to make speed modules 3's for miners? Keep pushing rockets to get Miner Productivity? Which is more important? At what point should I move from focusing on one to another? [link] [comments] | ||
Factorio multiplayer community is amazing. Posted: 14 Dec 2020 12:54 PM PST I was bored today so went onto the public multiplayer area, found a game with 2 hours played. Been playing it none stop since. Everyone on it is so nice and we have been having so much fun building it together! Nobody joined and griefed in anyway, just pure factory building. Love it. [link] [comments] | ||
Wanna play space exploration but i don't like robot attrition Posted: 15 Dec 2020 08:13 AM PST Robot attrition is required for space exploration but i don't like having robots randomly die. [link] [comments] | ||
Question regarding Space Exploration world generation Posted: 15 Dec 2020 02:13 AM PST I am currently playing with the Space exploration mod for the first time. While I was creating a sandbox map to try out some things, I noticed I used the wrong world generation. The world generation preset I used was railworld and not the "Space exploration" one. Is there a way to change this in the console? I just prepared for the CME that will come in ~18 hours so I don't want to lose my progress in the game. If this is not the place to post this question I will remove this post immediately. EDIT: Solved. Comments and discord more than helped [link] [comments] | ||
What is something you consider is missing from vanilla Factorio and why? Posted: 15 Dec 2020 08:05 AM PST For me, it would be a 2by1 chest. It kind of sucks when you are off by one when working with beacons, rails, or direct insertion. It seems that a common fix is to use a tank or car. However, these cannot be blueprinted. Long hand inserters kind of fix this issue, but are slow and have an item capacity of 3. A 2by1 chest would allow for blueprints, rapid movement of items via direct insertion and new options that we can not think of. Thank you for your time and opinion. Please have a good and safe day. [link] [comments] | ||
Posted: 15 Dec 2020 07:17 AM PST Hello fellow Engineers! [link] [comments] | ||
Are there any lo-fi texture packs for Factorio? Posted: 14 Dec 2020 06:31 PM PST My girlfriend is curious if there are any texture packs that are 'cute', and i'm taking that as more pastel-colored, pixelated, simplified, or cartoonish. I've just recently gotten addicted to this game and finding a pack like that would be really cool! Thanks for reading. Have a good one. [link] [comments] | ||
(Almost) clearing some more achievements Posted: 14 Dec 2020 08:59 PM PST
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Posted: 15 Dec 2020 05:36 AM PST As I understand (am I wrong? Don't hesitate to tell me in a comment), Factorio currently mostly uses single processor thread to run base factory events. What would happen if we got multiple thread support and run it on newest AMD processors with as much as 128 threads? [link] [comments] | ||
Is there a raining mod? or a weather mod for this game? Posted: 14 Dec 2020 02:24 PM PST Hey i was wondering if there is any raining mod or a mod to change the weather (also frog)? I gernally love it in videogames when it rains (and maybe thunder). Esp. in games like Factorio. I think the rain + rainsound would give such a good atmosphere. Iam just asking beacus i cant find such a mod in the mod Forum. Maybe someone here knows something similar. [link] [comments] | ||
Eff1 modules seem really good? Posted: 14 Dec 2020 02:34 PM PST Still working towards my first rocket launch here... about to start working on Yellow... I get that high-end Productivity and Speed modules amplified by Beacons are important when you're working towards a megabase with vast SPM. But on the way there... are Eff1 modules just really good for their cost? At the stage where you're still getting Blue/Purple/Yellow online, you don't need vast stacks of them at once - just enough to fill an outpost or new assembly line. Set up a stand-alone Assem2, drop a couple stacks of Red and Green circuits into it now and then, go about your business, and you cut your power footprint and pollution by 60-80%, greatly slowing Evolution and biter threat. In particular, getting some Eff1 modules and going for early nuclear seems like a much better use of initial resources than dicking around with solar power. You need so damn many panels to make an appreciable impact on power that you'll draw a ton of iron and copper out of your initial deposits when you could just spec some extra AdvCirc's and get Eff1 modules done ASAP. I can see how massive solar arrays are useful later in the game when you've walled off biters with huge perimeter defenses and have plenty of resources railed in. But it seems like the pre-rocket value of solar is pretty low considering how easy it is to get nuclear running and how abundant uranium is. I dunno... still figuring all this out. Any thoughts? edit: Quite the thread I stirred up here. :) I appreciate all the thoughts and replies. It's cool how the game allows for so many different approaches. [link] [comments] | ||
if you were using the Factorio engine to create your own game, what would you make? Posted: 14 Dec 2020 08:50 PM PST | ||
A Collage of 50 interesting Research Lab names I found Posted: 14 Dec 2020 12:29 PM PST
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Is it bad to have a pumpjack not connected to anything? Posted: 14 Dec 2020 05:31 PM PST I'm surprised I couldn't easily find this with search engines. If I connect a pumpjack to nothing, will it still deplete the field it's on? EDIT: Thanks y'all! [link] [comments] | ||
I don't think I've ever spent that much time on green science. (Fit for 7325 spm.) Posted: 14 Dec 2020 02:16 PM PST In my never-ending quest to finally make a competetive UPS-good base, I've now spent two evenings each north of 5h on making and testing this damn fucking green science setup. Red and green have so far usually been my "eh, whatever" setups, but this time I went all out. Measuring UPS of different approaches, designing to the most sensible belt and inserter throughputs - and assembler usage; the kind of things you "normally" only do with your larger and more important setups. If you're a freak. The overall goal here is to make a somewhat modular set of BPs that all feature one goal: Be wagon-aligned (and sort of optimal at the same time). One neat result of this is that all of these could be adapted to any train length desired - I've opted for 2-8 for everything except sciences, which go 1-4, which in turn translates fairly well. It is also part of my first attempt to substitute LTN with the new train limit mechanic. As such, the stations are set up to allow only for as many trains as requesting bits could safely and most quickly take into chests, and/or providing stops can service with what is readily available. (Provide your own stacker.) The end-goal is to mimmick what LTN did with current vanilla means, which imho is very much possible (whith the caveat that trains will have to be ressource-bound instead of being entirely universal, which should be a minor issue). All in- and outputs are circuit-balanced to make it bullet proof. TL;DR: this here makes 7325 green science per minute, or close to 916 GC/m per wagon in a fairly UPS efficient manner. BP string in a following answer. I hope you like it, and if not I'm eager to read your improvements! A small addition: I've copied this 20x in editor (with infinity chests as a stand-in for wagons) and got ~1100 UPS on average on my i5-10600k (non-OC). Should at least be alright for my overall 5400spm@60UPS goal I am going for at the end of this. Woohoo! [link] [comments] | ||
Posted: 14 Dec 2020 08:07 PM PST This is the beast that will fuel my 1 blue belt of blue circuits in the future. There will also be some excess circuits left over for other use. It uses 16 belts of both copper and iron to create 20 belts of green circuits. I'm gonna transport the circuits by 2-8 trains to another location where I will create the blue circuits. These will be close to where I will use a third of them for yellow science then the rest of the blue circuits will be used for modules/rocket parts. https://imgur.com/gallery/HHASF7p [link] [comments] |
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