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    Monday, December 21, 2020

    Factorio Your Homies ever sneak a FISH TRAIN onto your rail network?

    Factorio Your Homies ever sneak a FISH TRAIN onto your rail network?


    Your Homies ever sneak a FISH TRAIN onto your rail network?

    Posted: 21 Dec 2020 04:47 AM PST

    felt quite clever when I came up with this solution for getting supply trains parked as close as possible without blocking entry/exit

    Posted: 21 Dec 2020 01:26 AM PST

    Saw some other posts on belt mergers and wanted to share my design! It scales to an unlimited number of belts

    Posted: 21 Dec 2020 03:08 AM PST

    PSA: You don't need chain signals before a merge (only before a crossing/intersection)

    Posted: 21 Dec 2020 05:33 AM PST

    PSA: You don't need chain signals before a merge (only before a crossing/intersection)

    I see a lot of people using chain signals before a merge, or telling other people to put chain signals before a merge. You only need a chain signal if the track crosses another track, not if it merges with one.

    In a picture, the merger below does NOT need a chain signal:

    merge: chain signal NOT needed

    Argumentation / more detail below!

    What is the function of a chain signal?

    Normal signals are green if the block in front of it is empty (and not reserved). A chain signal is only green if the block in front of it is empty, and the signal for leaving that block on the train's path is also green (that is, the next block controlled by a normal is also empty).

    The function of a chain signal is to prevent a train from blocking a block that another train could pass through. To understand this, consider a crossing of two tracks such as shown below:

    Crossing / Intersection: chain signal needed

    In this case, the blue train is stopped by a red chain signal. That chain signal is red because the block after the intersection (controlled by a normal signal) is occupied by the red train, i.e. the signal for leaving the block is red. This allows the green train to pass through. If the chain signal before the crossing would be omitted, the blue train would move onto the crossing, and block green's path until red moves out. This is inefficient (green is unnecessarily waiting), but could also result in deadlock if e.g. red is itself blocked by green.

    Why are chain signals not needed for merges?

    Consider again the merge situation in the first picture. If you would place chain signals before the merge, and a normal signal after, you would again prevent blue from driving onto the track until red leaves. However, in this case green also cannot drive onto the track, since it is blocked by red as well. In other words, driving onto a merge can never block another train that would otherwise be able to proceed, since both legs of the merge lead to the same track (and hence if one train is blocked, the other is as well).

    (note that for a similar reason you don't need chain signals before a split (fork), as the train moving onto the split can never block a train that would otherwise be able to proceed.

    submitted by /u/vanatteveldt
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    Inspired by an earlier post: My version of the 2x4 -> 8 lane merger. This one is inline, shorter, works with yellow belts, and no resources are flipped.

    Posted: 20 Dec 2020 03:10 PM PST

    Go home Factorio, you are drunk. (Maybe the order of modules shouldn't matter, and shouldn't be able to go above 4 in blueprints?)

    Posted: 20 Dec 2020 08:20 PM PST

    The integrated mod manager is impressive.

    Posted: 20 Dec 2020 02:34 PM PST

    I've just recently started playing with mods, and I have to say this game has the best mod management I've ever seen built-in. I especially like the feature where it can scan the save file and figure out the dependencies for you. It's nice to see a game with solid software engineering under the hood.

    submitted by /u/sturmhauke
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    angel-bob-spaceX is a bit daunting...

    Posted: 20 Dec 2020 10:52 AM PST

    Tileable Factory for Construction Robots / Explosives / Low Weight Structures

    Posted: 21 Dec 2020 08:29 AM PST

    X1KV3 Week 6

    Posted: 21 Dec 2020 07:46 AM PST

    X1KV3 Week 6

    As promised here is X1KV3 Sit-rep Week 6

    In Short...I feel like I have reached a significant checkpoint. I have renewed optimism going forwards. To cut a long story short..dont read on. Cheers. For those that like a story, read on!

    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, So much good to talk about. It has been a real struggle but i feel like I have reached a check point. I little bit of breathing space. I really wasn't sure after last week how well things would go. I had to re load a few times and try a different way to keep my walls alive until I got flamers. They make a huge difference, more about that later but I should explain the journey as it is always good to enjoy the journey and not just the goal.

    Last week I had started polluting the world to an extent that I was locked into the downward spiral of bitter attacks as I need to produce ammo to defence the walls and then that causes pollution which causes more attacks and so on. This had happened 7 hours previously and I did not want to reload 7 hours so I tried to work with it. The first time i realised this I had to try and put enough ammo in the walls to keep them firing, as the were empty apart from the front row, while the main ammo production facility fired up and could feed the walls enough ammo. That did not go well and despite my efforts I could not get enough ammo in fast enough and I took too much damage. I played for a day trying to get to flamers but each time i was over run. I had to then reload to a previous save a few hours before that one and I made a small ammo array and also rebuilt all the things I lost from reloading back 3 hours.

    This time I was prepared for the larger attacks from the blue biters which were now attacking. I concentrated on weapon damage 1 and weapon damage 2 for my science research as that really makes a huge difference with the walls even though each is only a 10% increase in damage it really helps.. I cant hold the walls for long without those 2 upgrades, Once I get them its not safe by any means, and im just running from wall to wall trying to rebuild the walls back as they fall. I have 10 rows of turrets and often I get to a wall and have only 3 rows left but I rebuild all back and then off to the next wall and watch the science progression bar crawling forwards at a snails pace. I can barely rebuild the walls and turrets fast enough, It is still just a manic mess! when I finished those techs I went for weapon damage 3 despite knowing that I had only half the labs I need to process 2k per minute of 60 second science researches. I felt I had to because the 20% increase in damage would help so much and my walls weren't lasting.

    No matter how I tried I could not get through weapon damage 3 without being over run by the biters. Particularly in the north east corner. My nemesis. The thorn in my side. I blue printed the new parts of my base that I was happy with and then I reloaded back to when life was good and biters were red and not blue. Before the pollution had reaching the spiral of doom. Back 15 hours in game time and I was a bit sad because I felt I was so close to getting flamers and I still did not know if they would help or if that would be the end of my X1KV3 efforts.

    15 hours is a lot to lose but also a lot to gain. I built everything I had blueprinted from the future save and built all that up and managed to keep pollution down and enemy attacks from happening for a long time. Everything had been tested that it runs properly, everything was tweaked, Raw materials were closer on the belts to their sources so the start-up process would be quicker and ammo would get into the turrets faster. My walls had more ammo in them to start with and also previously I still had yellow ammo in my rear rows of turrets that I had now removed so that they were ready and waiting for red ammo. I felt I had gone as far as I could and I was as ready as I could ever be to race to Flamers. Despite the fact that by the end of this the pollution spiral of death was upon me. I still only had 1k of my 2k science labs down though.

    I switched everything on and once again I went for weapon damage 1 and 2 for that much needed increase in damage but after those I went direct to Flamers and only took the tech needed for that. It was just as much as a mess before , running from 1 wall to the next repairing and watching the research bar creep up but it was better than before in that I had put far more wall components at each frontline location. I had boxes of walls and turrets, burner inserters and belts to re build back everything and not have to carry about things in my inventory. It was still brutal but I was able to just get things repaired in time. it was really on a knife edge and I had to restart to just before switch on a couple of times to improve previous attempts. When I started this process Evolution was at 0.5044 and That was higher than it had ever been. It meant lots of blue biters and spitters and just before I approached a wall for repairing I saved because I would often die repairing back that wall. I had some really close and exciting moments though running through packs of biters that wanted to chew the walls rather than me.

    It was going ok and I was researching new tech... as I was getting the new tech i was applying it to buildings I had already build in preparation for it but after a while I had tech that I did not have ghosted down and I had to start trying to make things while I was repairing the walls. I also needed to landfill the areas to make this new stuff because I did not have a lot of room in my base left. I needed to put down 140 refineries, 600 assembly machines for red science and the belts to feed into that and the pipes to transport things about and I thought i had some breathing space so I Started landfilling in between repairing and that was enough time wasted on building rather than repairing walls to allow the biters to attack. I was starting to get worried again because even if i could keep the bitters at bay i could not build anything between times and I could not realistically go back in time to a previous save to build more because I had already done that. What I did do was make the blueprints for red circuits and the Refineries and then reloaded to just after weapon damage 2 tech was finished so that I could apply the tech as I go.

    The mission was to keep the walls repaired while also making the part for the mall that produces refineries and pumpjacks ect.. then put them down and run the pipes to the frontline and also try to make red science if I could. On my first attempt I had the pump jacks down and the pipes running to North east wall but also the bitters were breaching north east wall and so that was a fail. I cant believe how close I was. I had 4 assembly labs making flamer turrets and as soon as I got flamer tech I started them up but its slow to make a flamer and meanwhile my walls are being destroyed and so I left with 4 flamers and headed to north east wall which I had crude oil oozing out of the pipes ready for these flamers. This time when I got there I had 2 rows of gun turrets left and I put those flamers down and built the wall back and it held. It held very very well... only problem was that south wall was now very close to being over run and west was on its way as well.

    I ran back to the mall to grab hundreds of flamer turrets and I had 6 built! 6 WTH!! arghh i need 60 not 6. I took them and went south ...I tried to put the flamers down there but it was too much and when I plugged one end they came out the other. The problem was the engines needed to make the turrets and my engine production at my mall was very minimal. My engine production for science though is epic..so ..another reload and re done everything I done before but this time I picked up thousands of engines and put them into the factory for flame turret production. Also i was short of steel so done a similar thing for steel. I left for North east wall with 4 flame turrets like last time and secured it and when i went back to mall to rescue south I had 60+ flamers. much belter and with those I went south and put flamers down and repaired back some wall then Back to mall and off to west wall and then finally back to mall then of to east wall to secure that properly.

    Flamers Are OP! they frazzle the biters no problem and give me some much needed breathing space. Originally i put them at the back on my gun turret rows , mainly because I had no choice and they shoot far enough to kill enemies that destroy my 6th row of turrets. rows 1 to 6 are destroyed remnants. they are now my dragons teeth. i love the aesthetic of those destroyed turrets and walls that are not needed now. I put my solid block of 10 deep wall at teh edge of my flamer turrets ranges and the walls last a long while. Often biters will run along the wall and get burnt before they even attack. Eventually they make a scratch and that becomes a dent and after say 10-20 large attacks they will be through the wall and back to eating my gun turrets as well. "CPTTrew" is a steam friend and he suggested that gun turrets are redundant now and not needed. I was not so sure because im mostly partly a noob and what if i run out of oil! what if the different damage types matter. What about the future..what about .......Green bitters!!! He thought that i could just make a line of flamers and put a big deep wall at there limit and not have any gun turrets and be fine. I was aghast, does he not know the fine intricacies of this game. I decided that I would however try his simple theory if only to show him that gun turrets are needed and so I put a second row of gun turrets in front of my now 3 deep wall of gun turrets that has its own line of flamers turrets behind them. I them put a thick wall at the front of that new flamer row and it holds like a dream. I have loads of time to let the biters attack the walls while they get burnt and even if they get through the first line of defence they have my ammo and flame defence to get through.

    All the walls are holding very well. It has been a real struggle but now I feel like I have a foot hold. I feel I reached a checkpoint. I researched increased Flammer damage as well. I was so concerned about not having time to build in between repairing but now that fear was gone I pressed on with making red circuits. About once an hour i run round and rebuild the walls at the frontlines . I have used virtually no oil to defend those as it is, the numbers for fuel % hasn't even moved. I still have not had time to put down the other 1k science labs but mainly because they are only needed when I do a research with a 60 second timer and I have not needed to do any of those. Now I have time to breath I can catch up with building my factory and I have landfilled and built red circuits production ready for blue science. I cant do any blue science researches until that is built so I have been getting other QOL techs ..including... A car..A train and cliff explosives.... whoop whoop. After an epic 16 hour session yesterday (sunday) my first red circuit dropped onto a yellow transport belt. So happy 8)

    My immediate goals are to finish blue science and get it feeding into my labs and then make PAX train to take me to mall, east , south and west walls. After that I need to tweak a few things with science because I am only getting 1.6k per minute instead of 2k per minute for various reasons that i know but have not had time to fix as yet. During this time I will have enough landfill then to make purple science in the sea but for that to happen I will need to branch out from my base. I am thinking ahead to this and I am pretty sure I will go in 1 direction tot he north with a tunnel for trains to carry resources with trains back to my base area. After that of course is yellow science but im not considering that to much and the other consideration might be nuclear power but it is millions of research packs to get that tech. I have 1.2GW of steam but my base should use just over 1GW of power if its all switched on. I think I may just make a couple more of my steam setups.

    Everything is perfect. It is exactly what I wanted. Its Epic, Everything is needed but as tech comes available is now redundant and I love the broken remnants. I am sure its not the end of the struggle though and the one thing that Is always pushing me forwards is the dreaded Green bitters. If they are as bad as blue bitters are compared to red then I might need a few more rows of Flammer walls to hold them off. I wont know till they start attacking though. well whatever happens I can always reload to this point where the biters were blue, the flames were hot and life was fantastic!

    You can watch this mindless mess on twitch.tv/marcmerry if your inclined. I cant promise it will be entertaining watching me repair walls and make bad builds and I cant promise when I can play. Today I am not playing so much because im writing this and celebrating getting red circuits on a belt after a 16 hour session. but if you get a chance to pop in and say hi when I am playing it might be the only hi I get all day!

    Special thanks to my steam friend CPTTrew for flamer wall advice and other things. Thank you for reading this wall of text. I hope you enjoy the pics.

    The challenge is back on .... heres to week 7 ... so much to do including making a chooo chooo!

    Keep smiling peeps I will update in a week

    A divider Upper-rer

    The walls are crumbling....This is greets me when i get to each wall defence. What a mess...

    The problem with North east is that is doesn't keep the red things out of my base!

    Checkpoint reached!

    More biter destruction. This is when things get critical because they are hitting the ammo feed lines so all the turrets north and south will have no ammo after a while and everything crumbles further down the line.

    The first time I got flamers to the North east wall. So happy! 8)

    Weapon damage 3 , my old friend, we will meet again in a future save but for now i bid you fair well!

    The new look wall. Its a mess but I love this aesthetic and It works. it works a lot!

    140 refineries and a strange blue ghost face thingy guarding them! Accidental pixel art!

    The first red circuits on the belts. So happy 8)

    The mixer upper-rer for red circuits.

    Kills so far

    East wall, noted the remnants of the originally 10 deep wall compared to the new shiny flame protected wall!

    I am not afraid anymore. You do not scare me. I am more power full than you can even imagine.

    burn bitters burn...disco burning...**I have sung this due to endorphins because of flamer success!

    Red Circuit production for 2k Blue science per min.

    Blue science, ready and waiting for stuff. I hope I never need that Uranium patch though!

    submitted by /u/MarcMerry
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    Today my journey on Factorio begins.. 2hr in, looks tidy, can't wait to go spaghetti

    Posted: 20 Dec 2020 01:13 PM PST

    New Factorio Main Menu Theme (Updated as of Version 1.1). Just sharing this because I find it absolutely amazing sounding (reminds me of Subnautica very much :)

    Posted: 20 Dec 2020 10:33 PM PST

    Noob here, how do I solve this copper plate/wire problem?

    Posted: 20 Dec 2020 08:15 PM PST

    Metroid! Done with 61k concrete!

    Posted: 20 Dec 2020 08:49 AM PST

    RUN FOREST, RUN!

    Posted: 20 Dec 2020 04:12 PM PST

    Ideal two lane railway track intersection?

    Posted: 21 Dec 2020 06:43 AM PST

    Ideal two lane railway track intersection?

    Hello.

    I have had great fun with Factorio and my biggest fun has been designing intersections.

    I would like to know is my intersection in this picture the ideal one, when

    1. trains need to be able also to go back where they came from (do a 180 degree turn)
    2. the intersection can't get jammed, if train entering the intersection can't get out from it because there is a train blacking the exit
    3. trains need to be able to go everywhere from the intersection (left, right straight)
    4. the intersection must be as fast as possible with handling trains.
    5. the intersection must be designed to handle trains that have one locomotive and four cargo wagons.

    The interaction is all around symmetric so the upper parts that do not show are just like the side parts that do.

    So couple of explanation for why i choose this design.

    • The circle in the middle doesn't have any lights so that a trains wont enter the intersection without being able to exist which can cause an situation where a train would jam the entire intersection
    • The side tracks allows trains to use the intersection to turn right even if there is a train waiting on their lane to enter the circle.

    I would love to hear your comments regarding this design. I personally think it's the most ideal, but I could be very wrong. Also I would love to hear and see your best intersection models and your explanations for why they are the best.

    submitted by /u/T12J7M6
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    I just realised I don't need to leave my bed to get my daily fix!

    Posted: 20 Dec 2020 02:45 PM PST

    lighter modpack than Bobs/Angels

    Posted: 21 Dec 2020 06:24 AM PST

    I havent played factorio in quite some time and want to get back into it. I would love to play with mods that add alot like Bobs/Angels but that arent that intense. With Bobs and Angels i feel overwhelmed by the complexity. Are there other mods or a modpacks witch also add lots of cool new stuff but arent as complicated?

    submitted by /u/DerSupaGunter
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    Is on-patch smelting ALWAYS the UPS-friendliest option?

    Posted: 21 Dec 2020 09:29 AM PST

    I'm currently making my first 10k spm approach, and had done my on-patch setup in the beginnings, then everything else, and now that I have to multiply and connect everything it came to my attention that I am going to have to put down just shy of 215 of these setups - and that's only copper!

    I am using 2-8 trains, and as spacing works out I only have one miner/smelter combo with 6 beacons per wagon per side. So in total 16 smelters for an entire train, which works out to 2664 plates per minute. Which is almost exactly 1 bb, of which kirk's tells me I need 210 for copper alone. (I added 5 since it's not exactly 2700, and to give some wiggle room. I may need even a few more.)

    Since I am playing on a map with an already very decent mining prod, I could also opt for having 6 miners to fill a belt and go for the more traditional smelting columns placed right next to my patches. That would drastically reduce the number of miners and smelters (due to better beacon coverage), but also introduce the belt overhead as well as the inserters now needed to feed the furnaces AND another batch of complexity due to needing proper train stations with chest buffers then.

    The second solution would still be huge, but nothing compared to the on-patch version. This is becoming a concern since especially looking at steel, the entire base could easily end up multiple times larger than I anticipated, and I'm getting cold feet in regards to train latency and my buffer chest sizes in my production setups (which I don't really want to touch another time, and adding rows of chests and inserters is again a UPS consideration.)

    TL;DR: Is on-patch smelting still king with a large enough margin, even with very high mining prod, to warrant going through the pain of setting up those on probably over 100 RSO generated ore patches?

    submitted by /u/Medium9
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    How do I configure beacons in helmod?

    Posted: 21 Dec 2020 09:29 AM PST

    Title says it all. When I try to change the beacon settings they just reset to amount 4 ,bec/fact 0.5 constant bec 3

    submitted by /u/Ackermiv
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    Mod request: Roboport circuit network additional info, waiting to charge and charging

    Posted: 21 Dec 2020 03:29 AM PST

    Need some help with weird train pathing

    Posted: 21 Dec 2020 09:23 AM PST

    Hey everyone

    I have some weird train interaction going on at my train station. Sometimes trains decide to wait in the middle of the path instead of going through an open lane. Based on what I read on the factorio wiki about train pathing, there is no reason it should be doing this. In the case of this uranium train, there is a free path to the uranium drop off, but it decides to wait for some time before finally choosing the correct path.

    Any help to shine some light on this would be appreciated

    https://reddit.com/link/khlqjs/video/soy4su6wqk661/player

    submitted by /u/Pandaorium
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    First rocket (4th attempt) using main-bus and distributed manufacturing (for fewer trains)

    Posted: 21 Dec 2020 09:14 AM PST

    Do you use the sandbox for practicing builds and creating blueprints?

    Posted: 21 Dec 2020 08:54 AM PST

    Hi everyone!

    I'm around 350h into the game, still not into megabase territory, and I've never used the sandbox/god/cheat mode until now. It seems really nice to be able to test your builds while not worrying about resources/biters/power/whatever needs to be tended in the base.

    However, creating a blueprint in a safe environment and then laying it down in the "real" feels a bit like cheating.

    What do you think? I'm I overthinking this? Will doing this take the fun out of the game?

    submitted by /u/hmfigueiredo
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