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    Friday, January 8, 2021

    Factorio New train GUI is awesome! (1.1.8)

    Factorio New train GUI is awesome! (1.1.8)


    New train GUI is awesome! (1.1.8)

    Posted: 08 Jan 2021 03:01 AM PST

    Since introducing my 7 year old to the game I loose my pc for an hour ever night.

    Posted: 07 Jan 2021 07:22 PM PST

    No beacon 100spm base. Wanted to challenge myself with building a compact base without beacons.

    Posted: 07 Jan 2021 04:45 PM PST

    My first attempt at an automated system to get the lab to run continuously. This is probably really **really** bad and inefficient but I'm very proud of myself

    Posted: 07 Jan 2021 11:48 PM PST

    TIL you can daisy-chain turrets like labs.

    Posted: 08 Jan 2021 04:24 AM PST

    Your own personal Thermopylae is handy when you have to clear out 3 nests at once. 1820 confirmed kills via turrets alone.

    Posted: 08 Jan 2021 05:36 AM PST

    Finally somehow automated blue science, Frankenstein-Style. Only one assembler rn and very slow but it'll work for now, I guess

    Posted: 08 Jan 2021 01:43 AM PST

    I am more powerful than a locomotive (37/38 achievements)

    Posted: 08 Jan 2021 08:07 AM PST

    Alt-F4 #20 - Retrospective 2: Electric Boogaloo

    Posted: 08 Jan 2021 06:10 AM PST

    Spent more time on the demo than some full games!

    Posted: 08 Jan 2021 06:08 AM PST

    Hey guys!

    I'm new here. I downloaded The demo a few days ago and so far I've logged almost 14 hours playing the tutorial levels. I've just got to the final one where I have to repair a base and research rail transit, and I'm like "how the hell am I supposed to get all this crap up and running.

    Is it easier in the full game when you aren't thrown into a pre existing broken base and asked to repair everything? I feel like building up your own base from scratch would leave you with a better idea of how everything works.

    I'm really looking forward to buying the full game when I can afford it. Meanwhile I can try to conquer the final tutorial level haha

    submitted by /u/evil_lewis
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    Version 1.1.8

    Posted: 07 Jan 2021 11:16 AM PST

    Gui

    • New trains overview GUI.

    Bugfixes

    • Fixed crash when dragging electric pole ghosts into fog of war. more
    • Fixed rotation of belts being built by dragging by making it possible to build continous belts. more
    • Fixed various issues related to blueprints with only trains. more
    • Fixed a performance issue with the character logistics GUI when a large number of requests are being used. more
    • Fixed a crash that would happen when pathfinding with an empty collision box was requested. more
    • Fixed that script generated switch label didn't respect minimal width defined by style. 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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    The factory WILL grow

    Posted: 08 Jan 2021 08:04 AM PST

    How well does the game run on bad internet

    Posted: 08 Jan 2021 06:04 AM PST

    I live in canada on the east coast and have good internet, but i want to play with a friend that's stuck in africa in Benin, since the game is more simplistic for performance, i was wondering if it's playable at that distance

    submitted by /u/Mowfling
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    Organic Spaghetti - It started in Version 0.14; got changed again and again and now i have a mess of a base that manages like 0,5k SPM in best Spaghettistyle

    Posted: 07 Jan 2021 01:02 PM PST

    Space Exploration logistics

    Posted: 08 Jan 2021 02:43 AM PST

    I just started my 3rd playthrough of Space Exploration, this is the first since delivery cannons came out. I finished all non-space science and I've set up shop on 2 other planets, one for Vulcanite and one for Cryonite. Currently I'm figuring out how I'm going to handle logistics on my Asteroid belt base.

    In my previous playthroughs I went for Cityblock+LTN in space (see previous post). Inside each block I was used belts (first playthrough) and then bots (2nd). Themofluid is handled by train. Since space is limited (or well, expensive) and many recipes take many inputs, giving each cityblock it's own logistic network worked really well. The only spaghetti was from fluids, but I could just group fluid-requiring recipes together and let the bots sort it out.

    The main problem I faced was the logistics of going from planet to space. From what I can tell this is essentially the bottleneck of the whole mod: planet-space transport is hard. The addition of delivery cannons changes everything.

    Below I'll discuss some implications, am I missing anything?

    To me cannons vs rockets is like comparing bots vs a 10-wagon train.

    If I go to any planet with a resource I need, I can just set up a whole array of cannons ready to fire that vulcanite/cryonite/vitamelange/etc... into space. The result is that any resource I set up this way can be delivered where I want, when I want, in the amounts I want it, essentially for free (see below). Aka bots.Rockets have the benefit of becoming more efficient at some point with reusability. Making dedicated rockets with _just_ iron or steel or copper etc. may become feasible at some mega-base level, but lets be real here: how often are 10-wagon trains useful on Nauvis itself? This means, using rockets, many of my resources will be arriving in space using 'mixed' rockets and I'll need to distribute them further. In my previous playthroughs this became a nightmare.

    The only 2 criteria I can think of to compare cannons and rockets are cost and ease-of-use. Cannons win 100% of the time in the second case. By the time rockets become cheaper than cannons, your base is of such size that this cost (difference) should be irrelevant by now.

    Cannon cost

    If I build an outpost-planet, any cannons and receiver dishes I build are a 1-time cost. The only things I have to count are a) capsules, and b) power.a) I'm building rockets on Nauvis, so I'm making Low-Density Structures and Heat Shielding in bulk there anyway. For every planet I visit I have to set up 4 cannons (max) on Nauvis: one for each ingredient of the delivery cannon capsules that I can't (easily) get on that specific planet.b) On some planets Solar is an option, if so: case closed. Nuclear works anywhere however: using cannons to send both types of Uranium and Iron up means I forever have unlimited power there. Making water ice on a cryonite planet means I can even send up any water (ice) it needs to run.

    None of these are difficult to set up. More importantly: nearly everything can come from Nauvis, where it's super easy to set things up. I can have 1 big bulk facility on Nauvis that makes many Low-Density structure, Heat Shielding, etc. with max productivity modules and beacons etc.

    1 big facility on Nauvis and all my cannon-related needs for any outpost I ever build on any planet will be served. That's why I say that cannons are essentially free.

    My plan

    This playthrough I'm planning to use cannons where and when I can. I will still use a cityblock rail system with LTN to handle fluids. I will still have 1 bot network per cityblock to produce all the sciences. All of the basic resources however will be cannon'd straight into the cityblock where they are needed.

    For now I'll stick to 1 or 2 receiver chests per cityblock with bots doing the final short-distance transport to the individual assemblers. The alternative of giving each assembler its own receiver chest feels a bit extreme.

    I already have a coal liquefaction running that takes coal and water ice by cannon, which means I have infinite supply of heavy oil, light oil and petroleum in my space base, without using any barrels.

    By now I have cannons on Nauvis supplying copper, iron, steel, etc., 1 outpost (with many cannons) supplying vulcanite and 1 outpost (with many cannons) supplying cryonite. Setting up space science only takes fluids (thermo and chem. gel) and green circuits. About as simple as blue science.

    I'll only need 1 planet supplying all the outposts (see Cannon cost) and then those outposts can supply space. If I ever run out of resources or need higher throughput, I can just make another outpost that instantly supplies everywhere

    submitted by /u/Aialon
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    "Declare how many trains can choose a station as destination at once" : Now in the game !

    Posted: 08 Jan 2021 01:52 AM PST

    August 2019, I posted here to request this feature : https://www.reddit.com/r/factorio/comments/cr62a8/feature_request_declare_how_many_trains_can/

    Now it's in the game !! So game changing ! So clean !

    Thank to the devs for their amazing work !

    PS : ( The Devs may not have seen my post, but I'm still happy :D )

    submitted by /u/kurokinekoneko
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    Closing in on megabase (250+ hours)

    Posted: 08 Jan 2021 07:04 AM PST

    Why is steam engines not working? Their steam levels are completely full, but they arent producing any power...

    Posted: 08 Jan 2021 02:17 AM PST

    Rougly how many SPM I can do with this setup? Details are in comments.

    Posted: 08 Jan 2021 06:31 AM PST

    Feels Good to be moving away from spaghetti finally �� (albiet gradually)

    Posted: 08 Jan 2021 08:13 AM PST

    Music playlist for Factorio

    Posted: 07 Jan 2021 10:54 PM PST

    I made a playlist with songs that have similar vibes to the game so, if you're like me, you can listen to something other then the game's OST on repeat

    https://open.spotify.com/playlist/2C2eobLUBmasm3uMmSntWf?si=RWv4019hQYSZBarzvI0-SA

    submitted by /u/BionicTurtleHD
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    Blue circuids -> all modules 1 -> 2 -> 3 (compac)

    Posted: 08 Jan 2021 07:01 AM PST

    Best train mod in 2021?

    Posted: 08 Jan 2021 06:36 AM PST

    Starting a new server for some newbie friends and despite having 400 hours in the game (low i know) i have never messed with trains. What would be the best train mod(s) to use?

    Additionally as I am going to be training these new workers what settings should the bugs be at to ensure a low evolution rate and slowish spread?

    submitted by /u/TehGuard
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