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    Wednesday, February 3, 2021

    Factorio I just killed my first colony!!!! Feeling super happy. They been giving me sooo much trouble. (I went on a spree afterward).

    Factorio I just killed my first colony!!!! Feeling super happy. They been giving me sooo much trouble. (I went on a spree afterward).


    I just killed my first colony!!!! Feeling super happy. They been giving me sooo much trouble. (I went on a spree afterward).

    Posted: 03 Feb 2021 05:24 AM PST

    Not a roundabout, but a 4x junction for rail blocks with 2 tiles (1 rail tile) in between and it has clean signals! (RHD)

    Posted: 02 Feb 2021 12:14 PM PST

    Beginner Tips from a Beginner

    Posted: 02 Feb 2021 10:43 PM PST

    I just launched my first rocket! Yay! (default settings with biters)

    I'm not an expert by any stretch- it took me 80 hours over a few months, and my base, while improving, is still very inefficient. When I started, I looked for a lot of advice, including beginner tips. Many of the tips were too math-y or explained complex setups of things I didn't really understand without having experience first.

    Over time you will understand why the ratios matter, how to organize your base efficiently, how to boost production & transport materials faster, etc., but I definitely recommend starting with only some basic knowledge and learning what NOT to do, and how to fix and improve your situation first. Then you can research better solutions.

    Here's some tips I compiled:

    • Spaghetti (what your belts and pipes will look like if you build your base without pre-planning) is OK, especially at first. When you think your initial base is big, eventually that space will be no more than a very small section of your overall footprint. Once you have robots, you can tell them to tear up entire portions of your base.
      • By the time I finished my game, I had moved my main factory further away, and almost my entire original base had been re-paved and repurposed.
    • Space things out. I read this tip a bunch and still didn't space out enough. For every thing you think you need space for, you will need 10x more than you initially build for.
    • Put radars up around the edges of your base, and at any outposts. They will allow you to see what's going on in the nearby area from the map view so you don't need to walk everywhere, and they also scan small areas further out over time so you can track biter nests.
    • If you're playing with biters (I think you should the first time), automate ammo early. You can have belts around the edge of your base to automatically feed your turrets. Eventually you can get flamethrowers and lasers, but standard turrets will remain useful through the game.
    • Laser turrets are great because you don't have to maintain ammo, but they use A LOT of electricity when fired, so have enough accumulators storing excess energy to support them. Flamethrowers are badass but you will need to run pipes to them.
    • Power lines can get messy. They're inexpensive and easy to move if needed. I wouldn't worry too much about trying to organize them at first.
    • I built a single-layer wall around my base, with groups of turrets spaced regular distances apart. I added more turrets and stronger upgrades as the biters evolved.
      • I think it may be best to put flamethrowers in front, gun turrets next, then lasers in the back, based on their ranges.
    • Eventually you will need to automate the production of pretty much everything to make something else. If you are reluctant to automate something, (yellow belt production because "because it's not that big of a hassle to manually make, and I don't need it to produce something else yet"), DON'T BE. You might as well automate it sooner rather than later, especially the stuff you'll be using a lot of (belts, inserters, walls, train tracks, ammo, etc). As you get further in the game, upgraded versions of many items become available which are created from the lower tier item, and they take much more time to hand craft. Now you'll want to automate yellow belts anyway, and you'll wish you had automated them when they were still useful to you.
    • If you want to improve an existing part of your factory, it might make sense to make space to build your improved version first, and then destroy the old one so you can keep other production lines running.
    • You're going to need A LOT of iron and copper, and eventually space for A LOT of furnaces to process them. Other resources, like Oil and Uranium will eventually be needed, and you may need to venture out to find them.
      • What you think is far at the beginning is not very far at the end, and you will have improved vehicles and upgrades to move faster eventually.
    • Always have power expanded more than you need, you don't want to fix it after production has stopped. If you are using burner inserters, make sure they always have more than enough coal for you to do some tasks without paying attention to them.
    • Carry some excess raw materials and even intermediate items (like gears) around with you, so you can craft quickly on the go. But leave some space in your inventory.
    • Stack inserters are useful for loading/unloading trains very quickly.
    • Once you get there, bots are your friends.
      • You can set logistics bots to keep you (or other chests) stocked with specific quantities of items you need without having to fetch them, and to automatically take away things you don't need and put them in a storage location.
      • Construction bots can build blueprints quickly for you. If you find yourself repeating a pattern, make a blueprint and let the bots build it for you. They can also repair. Keep some roboports around the edge of your base with some repair kits (<-automate those too!) available and they will keep your defense in shape.
      • For outposts you can have one or several roboports to support repairs or restocking turrets from a storage bin.
      • I didn't try this, but next time I will have a supply train to bring ammo (and extra walls and turrets for any that get destroyed) to outposts.
    • Before building outposts, try to automate the production of most of the supplies you need so you can load up your vehicle (train tracks, walls, turrets/ammo, solar panels, accumulators, belts) and have your expansion running without running back and forth.
    • I used a "main bus" based on some descriptions here, and I would recommend starting there. I did not watch any videos, so my setup was based on limited knowledge, but the general idea is this: Have a main line of belts running along your base with your primary resources (iron, copper, steel, for sure, experiment with others), and pull off of those main belts for your "subfactories" that are used to produce specific items.
      • My bus had 2 parrallel belts of copper, 2 iron, 1 green circuit, and 1 steel. This was fine for mid-game, but by the end I was bottlenecked by the number of belts. I would add room to do at least 4 each of iron/copper (and maybe 2 each of green circuits and steel?)
      • I will probably add plastic next time I do a bus (but I am going to try something different next)
      • Coal/stone are iffy if they should be included in the bus. They're not needed for too much, but I had some ugly spaghetti from them snaking around my base where they were needed. I'll probably try to use logistic bots to transport those items where they're needed next time.
    • Don't daisy-chain different assembly lines. Have a main line for your primary materials, and pull off new lines from that as needed (while leaving room to add more throughput for later). If you have excess items building up in a "subfactory" (that is dedicated to producing a specific item), it's OK.
      • Say you have excess iron on a belt because you can't build the item as fast as the belt brings more material. It's better to just let them build up on the line rather than send them back to the bus or to another subfactory.
        • What happens when you need to increase the original production item? You might choke off the newer production that's chained to it.
        • Chaining can make Science production especially difficult. As the game progresses, you will need different Science types for different technologies, and it will be difficult to balance those lines properly with changing demands if they're all interconnected. (<--- Hi, it me)
        • As long as your belts aren't overly long, you're not going to be storing TOO much extra product on them. Long term, if you care enough, you can figure out ratios and make sure you're supplying exactly what you need and no more.
    • Build dedicated steel/copper smelting lines for steel and green circuits instead of sharing with the main bus. You will need a lot of resources for them, and you will be able to expand production easier without choking off the main bus.
    • Some items can be produced so quickly that it makes sense to pass them directly from the assembler to another assembler that needs it, instead of putting them on a belt first (like gears).
      • You may even be able to have one assembler directly feed multiple other assemblers.
    • Cement makes your base look good and increases movement speed by a lot. If you get a decent amount of construction bots and automate cement production, you can build walking paths quickly.
    • Unless you're only going to have a single train on a loop, DO THE TRAIN TUTORIAL INTRODUCED IN 1.1. IT HELPED ME IMMENSELY.
    • The tank is badass. Automate cannon shells and go hunting.
    • THE FACTORY MUST GROW.

    Feel free to add your own tips or comment on any of mine!

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

    Nullius Overhaul mod - first impressions

    Posted: 02 Feb 2021 03:49 PM PST

    Compact Internalized Solar Array (Video, 5:14, Power Plant Layout)

    Posted: 03 Feb 2021 02:38 AM PST

    Construction Spider-train-tron

    Posted: 03 Feb 2021 07:20 AM PST

    Just finished the tutorial and started a new game and played for 6 hours. This is my first time playing factorio. Can anyone analyze the base and tell me how I am doing and what I should improve

    Posted: 02 Feb 2021 10:42 PM PST

    High density base v2.0 (462 spm)

    Posted: 02 Feb 2021 08:25 PM PST

    High density base v2.0 (462 spm)

    old version: https://forums.factorio.com/viewtopic.php?p=517650#p517650

    Size and Density

    6 science: 462spm ÷ (162m × 132m) = 21.60kspm/km^2 (same as previous)

    7 science: 462spm ÷ (162m × 140m) = 20.37kspm/km^2 (military removable)

    map view

    zoomed

    stats

    bp too big: https://forums.factorio.com/download/file.php?id=67272

    Major change from previous version:

    Include military science.

    • military science at the bottom row.
    • can be easily removed if not needed.

    Optimize layout for bots.

    • most notably, direct insertion for wire -> green chip -> blue chip.
    • in old version, new base does not stablize to max output. i need to pause research, wait requester chest are filled, then resume the research.
    • now it will stablize in under 30 mins.

    Include chest requesting material to build a new base.

    • right bottom corner, cut-paste it to your mall.
    • military is seperated, remove that chest if not needed.

    Tileable.

    • sort of... only in x or y direction, but not both.
    • however it doesnt stablize to max output. pause research to solve this problem.
    • unless ore patch is big enough, tilling is not recommended.

    edit: more stats/info

    582.3 iron/s

    450.4 copper/s

    119.2 coal/s

    75.7 stone/s

    958.9 oil/s

    1539.6 water/s

    4000 bots (+890% speed)

    2.44GW

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

    Would like to see an ant game

    Posted: 02 Feb 2021 02:22 PM PST

    So this is super out of left field, but i think the devs would be able to make a good ant sim. i don't know why, but ive always wanted a good ant game, but i never found one. i feel like they have good foundation here to make a great ant game sim. or, a factorio version of an ant sim.

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

    Thoughts about adding weather and weather-related energy production assets to the game?

    Posted: 02 Feb 2021 11:45 PM PST

    I was watching the cloud shadows roll over my base and I thought about the possibility of weather, and what effect that would have on the game, either as a mod or in vanilla. Most of it has to do with sun/cloud exposure on the ground, but it could also introduce a new secondary power source: wind.

    Default - as it is in game now, sunny with clouds scattered about. Solar and wind energy output unaffected

    Cloudy - slightly darker view than default, but not nearly enough to need night vision or lights. Solar output decreases slightly, wind output increases sizably.

    Rainy ‐ darker than cloudy. Water doesn't affect any machines (except nuclear energy producers, which have their temperature slightly lowered from the water cooling their metal exterior), but the patter of rain mixed in with the hum of machines sounds soothing. Solar output decreases sizably, wind output increases sizably

    Windy - same as default, but with a wind gust sound every so often. Wind output increases sizably

    This is just an early concept (it's 2:45am and I'm spitballing), but I already see a couple early pros and cons.

    The main con is the idea of inconsistency in the game, which isn't really present currently. Solar panels have a defined output, static except for sunrise and sundown, and other sources have controllable output with fuel/temperature. Having your energy production fluctuate on uncontrollable factors can be annoying at times

    A pro, however, would be that this encourages a multi-faceted approach to energy instead of putting all eggs in a single basket (entirely solar, entirely steam, etc). Diversifying the energy production field sounds like a concept worth looking into

    To be honest, I'm not sure if this is a good or bad idea yet. What do you think?

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

    Second attempt at a working factory. The bones are looking Pretty good I think!

    Posted: 02 Feb 2021 12:18 PM PST

    I thought recent update broke my base...

    Posted: 03 Feb 2021 04:49 AM PST

    I thought recent update broke my base...

    I almost committed the sin of doubting the devs good will when my big base lost about 5-10 UPS when I loaded it to test some amazing new features. I already blamed new multithreading logic when loading from an earlier factorio version fixed it. But, it is something even more strange... The map version from before 1.1 works fine in latest build. While another version that has about an hour more playtime and was saved in 1.1 and has barely anything changed spend three times more time on transport line update! It is interesting, to say the least. Compare this:

    older save

    And this:

    newer save

    Both numbers are pretty stable and difference in the bases states is very little. All other stats are pretty similar in two versions as far as I can tell. Is it something that should be reported to the devs?

    submitted by /u/Absolute_Human
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    Just found the Hall Of Fame mod

    Posted: 02 Feb 2021 12:14 PM PST

    Woohoo! Finally Finished Angels

    Posted: 03 Feb 2021 07:20 AM PST

    me and my friend putting bullets in our turrets

    Posted: 03 Feb 2021 06:41 AM PST

    Our Vanilla WIP pre-megabase factory ; Description in comment

    Posted: 03 Feb 2021 06:37 AM PST

    116 hours into my first game, I have researched all technologies

    Posted: 02 Feb 2021 11:13 AM PST

    Angel Bobs run tips please.

    Posted: 03 Feb 2021 05:53 AM PST

    I am a new player and didnt find the base game too engaging but installed Angel/Bobs and am really enjoying it. However I seem to be in a scenario where all my iron goes into ammo to keep the hordes of biters at bay. Other than 'git gud' are there any tips you can share to help me break this deadlock or is my current strategy just taking too long to get anything done so I get overwhelmed? Is there a particular tech I should focus on or something?

    submitted by /u/Yogsothoz
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    Will I like this game if I love Stardew Valley?

    Posted: 02 Feb 2021 09:52 PM PST

    I'm really on the fence about getting this game but its $30 so I want to make careful considerations before getting it. Nowadays I try to spend $20 or less on a game. It seems like a complex game from what I've seen so far and I'm not very creative.

    submitted by /u/cody53982
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    I'm proud of my 150 yellow cards factory

    Posted: 02 Feb 2021 02:56 PM PST

    Will this train queue work?

    Posted: 02 Feb 2021 10:27 PM PST

    Blueprint for my hexagonal cityblock cells

    Posted: 02 Feb 2021 07:39 PM PST

    Blueprint: https://factorioprints.com/view/-MSaf4NNXS-L7mEmpT9Y

    This is a blueprint from my base that I shared recently in this thread: https://www.reddit.com/r/factorio/comments/l9zs12/first_ever_rocket_launch_had_share_my_base_with/. People were asking for blueprints for the cells. I've spent some time since then cleaning up the blueprint and fixing some minor mistakes. The tiles aren't perfect still. The string is super long so I put it on pastebin factorio prints. Most people were asking specifically for the rails, but this blueprint has the whole thing including the walls and solar panels. You can remove from the blueprint any entity types you don't want to include if you just want the rails. I bet someone who actually knows what they're doing with intersections could make this even better! Feel free to improve it and re-upload if you want.

    EDIT: I had originally tried to share with pastebin, but I just figured out about factorio prints. Its much better, you can see a screenshot and a description (and it actually works).

    Also, I want to note that the way the power poles are positioned, there is a way to make the wiring between them more neat, but unfortunately that can't be blueprinted so it will likely be a little messy looking when you place it down.

    submitted by /u/Graylien_Alien
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