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    Tuesday, January 26, 2021

    Factorio a minute ago I learned artillery cannons leave spent casings on the ground

    Factorio a minute ago I learned artillery cannons leave spent casings on the ground


    a minute ago I learned artillery cannons leave spent casings on the ground

    Posted: 26 Jan 2021 05:41 AM PST

    Took a few reloads to squeeze every drop out of my oil, but I finally did it!

    Posted: 26 Jan 2021 05:01 AM PST

    End of day 1 PY Alien Life

    Posted: 25 Jan 2021 09:06 PM PST

    Version 1.1.19

    Posted: 26 Jan 2021 07:07 AM PST

    Bugfixes

    • Fixed certain build by dragging inconsistencies.
    • Fixed that force-building blueprint from blueprint library near a train stop could add the stop into the schedule instead of building the blueprint. more
    • Fixed desync/consistency issue related to drag building ghost electric pole, while the previous pole is built by robots before the next ghost is built.
    • Fixed build distance check related to rotation of rectangular entities. more

    Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.

    submitted by /u/FactorioTeam
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    Version 1.1.18

    Posted: 25 Jan 2021 01:24 PM PST

    Bugfixes

    • Fixed a crash related to tips & tricks simulations.

    Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.

    submitted by /u/FactorioTeam
    [link] [comments]

    Version 1.1.17

    Posted: 25 Jan 2021 10:22 AM PST

    Bugfixes

    • Limited blueprint building to charted areas - still regardless of fog of war. more
    • Fixed the ability to build belts outside placement range in situations where it shouldn't be possible. more
    • Fixed that modded rapid trains could cause consistency issues with rails. Trains faster than 7386.3km/h will be limited to that speed. more

    Scripting

    • Added on_entity_logistic_slot_changed for player and vehicle personal logistics.

    Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.

    submitted by /u/FactorioTeam
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    Rocket counter, how to build the counter part?

    Posted: 26 Jan 2021 02:15 AM PST

    So I'm in the progress of building a 2k SPM base. When I'm done with the rocket launchers, I would like to build a n-digit counterthat shows how many rockets I've sent up.

    The simple part is accounting for every time I send a rocket up: Using a 'pulse' read on an inserter that inserts a sattelite into the rocket, I can "count one up".

    However, that is the farthest I can come with my imagination and skills.

    How does one make a counter, and with that connect it to a n-digit display (I assume it the display scales linearily with number of digits)? If anyone can nudge me in the right direction, that would be awesome!

    submitted by /u/LinguineSpaghetti
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    Finally got around to launching a rocket!

    Posted: 25 Jan 2021 11:50 PM PST

    Finally got around to launching a rocket!

    I like experimentation, and for whatever reason I love the progression through the early game. I start a lot of new maps.

    After hundreds of hours invested in Factorio, I finally buckled down and launched a rocket! I turned biter settings almost all the way down and just powered through. I spent the last couple hours hand feeding rocket fuel into the silo because I just wanted to see the launch.

    https://preview.redd.it/tafyhhd0umd61.png?width=1462&format=png&auto=webp&s=120bf53dc46e31e3c4bb73a68df400e5ff2bd2d5

    submitted by /u/Windbag1980
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    So I'm about to play angels mods for the first time, what should I know?

    Posted: 26 Jan 2021 02:35 AM PST

    With some blueprints there is this dotted lines that locks where they can be placed. Does someone know how you can unlock it?

    Posted: 25 Jan 2021 10:34 PM PST

    Early game steel blueprints (0.4, 0.6, 0.8, and 1.0 yellow belts of steel)

    Posted: 25 Jan 2021 08:34 AM PST

    Expansion / builder train tips?

    Posted: 26 Jan 2021 01:21 AM PST

    Hi,

    I've spend a bit of time in factorio alrady, my current base has launched a bit over 100 rockets and I'm looking to scale that base up a bit. My issue here is that I do have an hapzardly thrown together expansion train with a bunch of materials in there but I'm having issue keeping it stocked well - I've got many different items in a cargo wagon with item filters in the wagon being refilled by inserters through requester chests which on one hand breaks the inserters when they hold the item which exceeds the filtered limit and on the other hand makes adding items a bit cumbersome (open a limited slot and it gets filled immediately with new items before I get to set the filter correctly).

    So long story short - how do you structure and stock your expansion trains? Do you have a single long train for everything? do you have a military outpost/mining/building train? How is your workflow with them when you decide to build at a new place? Do you skip them and build everything with bots in city blocks because bots are awesome?

    submitted by /u/tzu22
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    Factorio Magic Eye

    Posted: 25 Jan 2021 07:43 PM PST

    Started game with tripled tech costs and I have some worries

    Posted: 26 Jan 2021 07:12 AM PST

    My current situation: I'm starting to work on oil, biters at 30% evolution, currently producing 30spm.

    Will I get completely overrun if I don't up my spm ASAP? I wanted to wait until I get the bots to make it easier, since my starter base is spaghetti af, but I don't want to get stuck in the endless loop of driving around the map and replacing broken turrets.

    submitted by /u/NoobJunglerGG
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    Learned my lesson from past playthroughs, and have left extra room for U-238 this time

    Posted: 26 Jan 2021 07:02 AM PST

    LTN using the same name for stations?

    Posted: 26 Jan 2021 12:10 AM PST

    Hi All,

    I'm using LTN on my latest run and wonder if it's possible to use use the same name on different stations and then use logic so the train goes to the station with the most ore?

    I have an ore patch with 3 LTN stations all names iron ore pickup 1. Can I get the trains to go to the station with the most ore, if that has a train picking up, then go to the next one?

    Many thanks in advance!

    submitted by /u/taflad
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    Lubricant

    Posted: 26 Jan 2021 05:58 AM PST

    What's something to do with the 300k extra lubricant that I have sitting in my base?

    submitted by /u/matymatmat
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    What are these white pluses that appear when placing an inserter near a cargo rocket silo?

    Posted: 26 Jan 2021 05:00 AM PST

    Landfill idle bots

    Posted: 26 Jan 2021 08:06 AM PST

    Hello everyone.

    I am extending my base so I can expand my mega base. In this case I have a lot of water which I would like to landfill. I play on vanilla with only a few QOL mods.

    I make a roboport section where I want to landfill. I transfer stone via a nearby ore patch and make landfill near where I need to put it. I have queue a lot of landfill on some of the water that the roboports cover. I can see there is around 60k landfill on the yellow chests and I have 1200 idle construction bots in this small roboport section. It look like they only get active every half hour or so. I check them regularly and they almost never work.

    I heard somewhere that the bots cycle through all the jobs. But is that a cycle on the whole map or only that roboport section? I would like maybe to get a few tips on how to make this faster. I have a tons of roboport in that section so they can all charge without waiting. They spend the most of their time in the roboport.

    Sorry for my bad explanation I don't know how to make it any clearer.

    Best regards Rune

    submitted by /u/runenaundrupdahl
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    What is the best way how to get rid of biters?

    Posted: 26 Jan 2021 07:58 AM PST

    I'm using artillery train and spider. Is there something faster? More spiders? More artillery?

    submitted by /u/59thBrandon
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    Why can’t i play some of the tutorials?

    Posted: 26 Jan 2021 07:58 AM PST

    I just now noticed the tutorial button in the top right, and when i clicked it a saw the basic logistic system tutorial, which is red and it says the tutorial will be unlocked later in the game. Ive already researched everything in blue science to get the construction robots and i was going to learn how to use them.

    submitted by /u/Ranny9876
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    My first win on my first playthrough!

    Posted: 26 Jan 2021 07:57 AM PST

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