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    Monday, January 25, 2021

    Factorio Weekly Question Thread

    Factorio Weekly Question Thread


    Weekly Question Thread

    Posted: 24 Jan 2021 09:00 PM PST

    Ask any questions you might have.

    Post your bug reports on the Official Forums


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    submitted by /u/AutoModerator
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    Issue with the new fog of war blueprinting: No automatic deconstruction of trees & rocks

    Posted: 25 Jan 2021 03:01 AM PST

    Just launched my first rocket and forgot to put the satellite into its cargo

    Posted: 24 Jan 2021 08:31 AM PST

    Version 1.1.16

    Posted: 25 Jan 2021 02:07 AM PST

    Bugfixes

    • Fixed possible crashes when building train wagons near train wagon ghosts that are not on rails.
    • Fixed that the search didn't work correctly in the prototypes GUI in some cases. more
    • Fixed that extra warning sound was played when upgrading underground from the exit side. 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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    Our first factory (had the game for 3 days) Total chaos, but its our chaos.

    Posted: 25 Jan 2021 01:46 AM PST

    Learning difference between red and purple chests in a hard way

    Posted: 25 Jan 2021 02:32 AM PST

    Raw to science blueprint (2772spm)

    Posted: 25 Jan 2021 03:38 AM PST

    Raw to science blueprint (2772spm)

    blueprint code: https://forums.factorio.com/download/file.php?id=66909

    game save: https://forums.factorio.com/download/file.php?id=66908

    Showing off my blueprints: lab, utility, prod, space.

    https://preview.redd.it/bvjyr4vnlgd61.png?width=544&format=png&auto=webp&s=d1948647ff5047a2023507bdafeeb45ecfb45a97

    lab: contain 4 early science and labs. remove south side military science if not needed.

    https://preview.redd.it/53hqkjhplgd61.png?width=845&format=png&auto=webp&s=a165f4dd3e4a927b53ca8fcaaa76da3b0b89c0b5

    https://preview.redd.it/sv9oobyplgd61.png?width=1560&format=png&auto=webp&s=87a38191fb02cd14cd8e2bef4c120db441f4c11d

    utility science: produce 2772spm from raw.

    https://preview.redd.it/0guxpvzqlgd61.png?width=871&format=png&auto=webp&s=eced91473dad14d23438ead6258cfa6cc402552c

    prod science: produce 2772spm, require alooot of iron, and some stone, and alooot of iron.

    https://preview.redd.it/46tamj7slgd61.png?width=864&format=png&auto=webp&s=16c3e3b1ca06b5f5f6c8f63f033de078150ce9a3

    space science: produce 1386spm, need 2 of this to match other base spm.

    https://preview.redd.it/8v6phce4mgd61.png?width=832&format=png&auto=webp&s=1fd4f367ea3cba05bdab828ac04205af35d8a853

    https://preview.redd.it/7ww9hq85mgd61.png?width=1548&format=png&auto=webp&s=a330aa5bd4d47673657bef7b77c91d9786680507

    requester: request material for setting up base.

    https://preview.redd.it/toezdrihmgd61.png?width=966&format=png&auto=webp&s=aadb71d64ceac54a40c7a0228832cc1478d7eac4

    example playthrough.

    https://preview.redd.it/w9d8uisjmgd61.png?width=896&format=png&auto=webp&s=380859bbc749d9f92301172a4e277bebe4208e4a

    https://preview.redd.it/sgba7ym7ngd61.png?width=1190&format=png&auto=webp&s=a7d47a065047205e2810b40d9d71618cd78d086a

    https://preview.redd.it/kpfjlh08ngd61.png?width=1189&format=png&auto=webp&s=c3a9da3badf82d15f00112c2ab0c77b2e1b8f1ff

    submitted by /u/pichutarius
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    Try setting a 100% tree covered world on fire

    Posted: 25 Jan 2021 06:30 AM PST

    Its beautiful

    submitted by /u/oliverstr
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    Got spidertrons and suddenly we needed WAY more rockets (beaconed spaghetti)

    Posted: 24 Jan 2021 08:46 PM PST

    X1KV3 Sit-rep Week 11

    Posted: 25 Jan 2021 03:12 AM PST

    X1KV3 Sit-rep Week 11

    As promised here is X1KV3 Sit-rep Week 11

    In Short, rebuilding to mid game specs was more than I imagined...still working on it For a more detailed report , 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 fellow factorions.

    Where are we and how did we get here?...we landed here and we secured what land we could and mined the resource patches we had access to. We secure a small area to start to learn technology. We kept our polluting down to just a few machines so the pollution cloud did not spread to the bitters and then we made 1 million gun turrets, 20 million wall sections and 3 and a half billion pieces of coal. (numbers may vary) mostly in my pockets. We researched like crazy to get to flamers and have more security and longevity on this doomed planet. After a few hard fails, we made it to flamers and life became easier. We secured our land and researched everything blue science had to offer, particularly the bots and life became even easier as our flamers walls were enough to hold back the now rampant bitters. We built as compactly as possible but also trying to allow for future development as new technologies became available. We built red, green, grey and blue sciences capable of 2k per minute and 2k science labs to process them. The game became quite easy and comfortable with laser flamers and bots to hold the enemy back and it has been an easy cruise to the end of blue science. It is at this point that I had to make the choice to remove the old base and make a new one with the latest tech or to tinker about with the old base and keep my existing factory and just add purple and yellow sciences to it, Launch a rocket and be done with this challenge. I decided that it would be easier to just quickly remove old base and make a new shiny base...hmmm..just quickly...i forgot i spent 8 weeks placing this lot as fast as I could in as tight a space as possible... it has been harder than I had imagined!

    I did give it some though about the logistics of removing my old base and making anew one and that is why i made the recycling centre! I have some trains called dump trains that sit at recycling centre waiting for me to put a train stop down called dump. then it comes to that stop and i fill it with the old base materials and it goes to recycling and empties its contents onto a 6 lane sushi type conveyor belt. as the materials go along the lanes they get picked of with filter stack inserters... the first section the 6 belts go through removes all the ores and coal. the next section removes plates, cogs, batteries ect...after that finished products like turrets or trains ect. As each item is sorted into it type it is then sent to its own train. 1 train for coal and 1 for iron ore. I then have a destination for that recycle train to visit and re-purpose the items or resources back into the factory. I have set up the vast majority of this with all the items being sorted and loaded into their trains but I dont have the recycle destinations until I make them... for instance.. I can recycle coal. It is set up that a 2-4-2 train is loaded with coal and then goes to my coal fed power plant and unloads the coal and using priority splitters it gets used up in a flash and the train returns to pick up more if needed... I also have the same thing set up for Iron ores but that's is all I have for the destinations. Apart from I do have a train that gets loaded from the Shushi sorter with walls and repair packs that get fed to the central distribution centre for wall repairs.... but the entire recycling system is blocked and backed up due to ... repair packs. Remember I accidentally filled every box and container with repair packs because of a missed wire at south wall. Not only that but a train was taking those back and putting them in my old base as well. No filter inserters can pick anything of the belts because the only option is repair packs and the output for repair packs is full but within that mess is all the other resources from my builds that i need. At this point I knew my recycling centre needed some work doing to it to make it more functional and useful but for the moment I left it like that and started with rebuilding my base because only then can I recycle the plates into cogs and cogs into belts ect... not to mention yellow transport belts into red ect.

    So i got on with making the new base..first thing done is 125 iron smelting furnaces fully working with the mines connected and also a place to recycle iron ore. That used a huge amount of resources and while i built this I started to remove parts of old base but leaving enough of it to function as I still needed the power and the mall. I landfilled so much area that I did not to remove much of old base and have been happily building on nice clean landfill making my 80 belts of copper furnaces which is also finished with recycling of copper ores now possible. I have also made 20 belts of stone bricks furnaces and the recycle for those. While i made all this i was watching my bots remove parts of old base and realised how much resources were lying on belts and i had wanted to recycle them but the recycle centre is not functional yet as its blocked up and the bots were moving coal and copper wires ect.. So knowing how long it would take them i went around my base and conveyored the materials into boxes to clear the factory so the bots could remove it faster. Now dotted around the map I have boxes of old base stuff laying around waiting to be moved with train or car or bots but the factory is being removed faster and also i can use dump trains to recycle those materials later.

    I then spent 2 days making robo ports, clearing resources from old base belts, telling bots to remove parts of old base...and while they done that I improved the function of the recycle centre adding more trains and more destinations for recycling. also fixing up my call trains and remaking new mall. At some stage during this I disconnected all my mines to old base to clear it completely, because I also felt I had enough resources until the restart of the new mall. I disconnected old mall and connected iron and copper trains to feed new mall and then realises that actually green circuits are needed a lot at new mall. I had lots and lots in my red science build which needed to be emptied for bot removal so i made a 1-1-1 train to use that old green circuits up and also one for red circuits while i was there... as the belts became clear the bots were removing that red circuit and green circuit factories.. Things were going great and stuff was getting done.. a little check on the front lines and ..oh ..no gun turret ammo and now flamer juice... what's gone wrong here... well... i forgot that I needed so much steel for red ammo and I disconnected all the mines to steel production and even though i had 1 million red ammo the turrets have used it and i have no red ammo being made or in my factory...this is a mistake. I have 125 full red belts of iron plates and 0 steel made yet... that's ok i will just make a steel smelter stack and feed new mall to make the machines to make a new ammo production facility, but that is not ok, because I dont have the furnaces to make the smelter stack because I dont have enough blue inserters and furnaces because i used them making my 20 brick furnace stacks. also I used up all the green circuits from red circuits build and deleted it as I went. I though I would have enough to last until i made the new green circuit factory.

    Ok so now looking back with hindsight I can admit i removed old base to fast and to early and now I am in this funny stage of having to kickstart my mid game base and making a tiny green circuit production, steel production and ammo production to get things moving again. I have emergency boot strapped the recycle trains to feed plates and materials into my new mall while i make little miniature versions of things as I scale up, meanwhile all the time this is going on my bots are dying on the front lines and my flamer juice is low because now my refineries have no output for all the petroleum they produce so the refinery gets backed up fast and no light oil to cook biters with. This leaves me with a thin wall of lasers and bots to defend against the bitters which is barely enough. I checked my bot situation and I have been loosing an average of 50 bots per minute but i was making 200 per minute so no problem until i stopped making plastic which backed up oil refinery and messed with batteries which stopped bot production. I have tried to mess with that a bit to get it producing again and now my refinery is broken with big problems and holes in it. I can visit it and unblock it but it gets blocked after 20 mins again and so i only do it in emergencies.

    Luckily I am not making much at all so the biter attacks are low because of low pollution. If i had been researching at all during this I would be over run with attacks but for now my pollution cloud is low. I am desperately trying to get the new oil refinery working but that has the problem that it is designed to used 300k petroleum per minute and not produce light oil. So now that has a bit boot strapped to it to make it work for frontline flamers. Bot production has stopped. I cant do it anymore. there is nothing automated about it and although i need the bots i also need to be doing other things... I removed all bot making facilities until the news one is built and so as of now my frontline walls each have 6k bots and my main factory has 25k construction bots to help rebuild. I hope that is enough to last until new bot production is up and running. I still have not built red ammo because I still haven't built any new steel smelters and also I need green circuits for blue inserters but I am limping my way back to a full speed factory but it has been much much harder to remove old base and make a new base and also keep things going and not die. If I had to do it again I would do it a bit different but this is the way I went and I am dealing with it.

    The goal now is to make a factory capable of 2k science per minute and then get of this rock.

    I will be working hard to rebuild things back and to achieve this goal. Last week I stated that I hope to report that all mines and smelter stacks are finished and although I have not reached that goal I am sure its not too far off once i get things kick started a bit more.

    I think this week I will get all of old base removed. New mall fully functional with all its inputs train fed. I have spent a lot of time tweaking the recycling centre and the only thing missing now is each items destination. It is a thing to behold and I love it. I am hoping that in the next week I can have bot and ammo production back up and running and be in a position to start rebuilding my sciences.

    I was hoping to have more time to conduct biter research at Unit-X but I haven't. I did however have time to think about the temple of gun and the secrets behind the riddles it may or may not hide. I haven't had much time to do things but what i have worked out is that the crash landing site has inventory space for 5 stacks of items. The gun is 1 item. The world has other items and I am wondering if i put the right items in the right places the stars will align and the temple roof will beam a light into space or something. I have been trying with different items in different combinations but so far nothing. I am not surprised by this though as there are so many millions of possible combinations that i would be unlucky to fin the right one in the first few years of trying so i will keep this going as a side project. I will of course keep you updated should anything happen regarding the temple of gun!

    I am streaming this on twitch.tv/marcmerry when ever i get time to play. I play often but its sporadic and so if you follow me you should get a message of when I am playing if you fancy coming and saying hi, I will respond to chat on occasion! If you dont want to then dont come and watch. I will update what happens in a weeks time anyways and you can just read it!

    This is much more stressful than I imagined... how hard can it be to remove a quick starter base... not that hard unless it was a quick starter base to start me on a world with 1,000 times more expensive science lol

    Happy Factorioing Peoples 8)

    P.S. anyone need any repair packs?

    Bot Abuse

    This about as much of a break as i take in an epic day of streaming!

    trying combos at temple of gun!

    one day i will crack this code!

    spot the reason the turrets didnt get red ammo!

    I am more then just bot networks! surely...

    Residual pollution left over from the steam power used during research

    old base looking emptier

    recycling centre is growing and becoming useful over time!

    125 red belts of iron plates ready to go.

    80 red belts of copper being made!

    clearing belts to make bots job easier.

    moot strap trains to help feed new mall

    temple of gun during the day!

    east wall

    north and west wall

    south wall

    I will miss this red science build and i hope my new one looks as nice

    Just pure Bot abuse! LOL

    submitted by /u/MarcMerry
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    Factorio Any% Speedrun WR 1:37:01

    Posted: 24 Jan 2021 03:42 PM PST

    People talk about bus systems and such and I feel like maybe I'm doing it wrong, having gone 100% logistic robot

    Posted: 24 Jan 2021 06:52 PM PST

    Version 1.1.15

    Posted: 24 Jan 2021 09:30 AM PST

    Changes

    • Allowed to build blueprints anywhere regardless fog of war. Deconstruction planner, blueprint creation and related actions are still limited by the fog of war, so you can't easily make changes to the blueprint built out of fog of war, but this still feels like a better solution compared to having to use non-chart building of huge blueprints when no radar coverage is available.

    Bugfixes

    • Fixed that ghost reversion orders prevented manual reversion of existing underground belt. more
    • Fixed that clicking near the train stop in a map mode with a spidertron remote with control settings that have conflicting the send click and open click opened the statio instead of sending the spidertron. more
    • Fixed that the fast belt traversing tutorial didn't work when the option was turned off.
    • Fixed that ghosted wagons weren't properly considered for snapping. more
    • Fixed logic of searching for free space to exit car when the car was just destroyed, which could lead into passangers being stuck when the car was surrounded at the time of destruction. more
    • Fixed script error if you lose supply challenge in multiplayer. more
    • Tweaked the tips & tricks simulation to be more prepared for mods.
    • Made it possible to fast-revive cargo wagons. more
    • Fixed plural localisation error in supply challenge. more
    • Fixed multiplayer desync related to electric pole ghost building.
    • Fixed that pump was using double the energy when transferring to fluid wagon, which could, with the combination of the limited energy buffer, limit the speed of transfer to the wagon, and result in a flickery change of pump speed reporting. more
    • Fixed the entity transfer tutorial to work properly when mods change stack sizes of some of the related items. more
    • Fixed 'Move between labs' tip erroring with some mods. 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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    Looking for a dashboard/monitoring mod

    Posted: 25 Jan 2021 06:27 AM PST

    Hi!

    I'm looking for a mod that would allow you to monitor the throughput of belts and flow rate in pipes.

    I'm imagining it this way: You put flow meter on belt/pipe, give it a name and view the statistics in one central HUD. Sort of like the production tab, but separated to only specific belts and pipes.

    Thanks in advance ;)

    submitted by /u/keombre8
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    In version 1.1.15 you can place blueprints in fog of war (How it looks like)

    Posted: 24 Jan 2021 10:22 AM PST

    4000 hours in, finally (officially) launched my first rocket.

    Posted: 24 Jan 2021 02:16 PM PST

    ooo epic

    Posted: 25 Jan 2021 05:35 AM PST

    First time in years. Peaceful and Embraced the Spaghetti

    Posted: 24 Jan 2021 07:18 PM PST

    What do you all think of my first ever base? It's 16spm, though very spaghetti like...

    Posted: 25 Jan 2021 06:58 AM PST

    New Factorio tag line

    Posted: 24 Jan 2021 09:32 AM PST

    Sitting with my daughter, showing her how awesome my artillery is and she quietly said, "death and destruction", which I misheard as "death and construction". I had quite a laugh about it. Just might be the most appropriate statement ever!

    submitted by /u/cyclomactic
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    Experimenting more complicated wagon deliveries

    Posted: 25 Jan 2021 07:43 AM PST

    More Relaxed Biters Settings?

    Posted: 24 Jan 2021 09:08 PM PST

    So i recently started playing factorio again after a long hiatus and want to just play a relaxed game with biters. So I was hoping one of you could advise me on the best settings where I can leave biters enabled but they wouldn't be a constant irritation/challenge.

    submitted by /u/SgtAn4rchy
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    Clockwork mod, question about capacitor multiplier.

    Posted: 25 Jan 2021 07:25 AM PST

    Hi, does anyone have much experience with the Clockwork mod? I read from the instructions I can achieve a more normal day cycle by using the values of "0.25, 0.3, 0.75, 0.8", but what should I use as the capacitor multiplier? Its default value is 4.

    Thanks

    submitted by /u/VonDoom_____________
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    Productivity Modules

    Posted: 25 Jan 2021 07:24 AM PST

    Are productivity modules worth throwing on all miners, oil jacks, and assembly machines once you are producing the science that requires the productivity module 1. I notice I have a metric shit ton more biter attacks as a result of the extra pollution it seems. Also, does anyone produce productivity module 3 en masse to glean the benefits? Or does the extra biter attack orgy fest not worth it? What is the META regarding modules in general just before launching the first rocket as I am 35 hours in my fourth playthrough and seems like this one is more intense with the biter attacks.

    submitted by /u/Assholesymphony
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    Production/consumption graphs

    Posted: 25 Jan 2021 06:35 AM PST

    Hi, I recently started playing Factorio and I have one question. As I understand it, production/consumption graphs are not related to each other. So if I want to compare actual production/consumption of some item (on shorthest update rate witch is I belive 1s?) the products are jumping all over the place based on amount produced, so it is really hard to compare those two graphs. Is there some way to make it clearer? Maybe some mod or something?

    submitted by /u/RaadushS
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