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    Saturday, February 6, 2021

    Factorio Someone asked, "How do I type?" I wasn't satisfied with the responses, so I made an answer.

    Factorio Someone asked, "How do I type?" I wasn't satisfied with the responses, so I made an answer.


    Someone asked, "How do I type?" I wasn't satisfied with the responses, so I made an answer.

    Posted: 05 Feb 2021 10:08 PM PST

    Tree torture circle

    Posted: 05 Feb 2021 02:09 PM PST

    Here is a BP book for a compact base with a mall, all oil processing, circuits and modules from ore brought in by trains.

    Posted: 06 Feb 2021 01:59 AM PST

    Here is a BP book for a compact base with a mall, all oil processing, circuits and modules from ore brought in by trains.

    Best used to start an additional distant settlers base.

    Features:

    - Ore input is good enough as all intermediates are produced locally but it also takes intermediate products from trains if these are available. Bringing in intermediates makes items production much quicker while it remains optional.

    - Blueprints for 3 settler trains are included in the book. Wagons are pre-configured. Let robots fill them up and you have everything to build that new remote settlers base.

    - Both the full base and individual parts are available in separate blueprints to allow for your own custom layout.

    - The bot based mall is stand alone if you want to use that elsewhere. It's rather slow but will provide everything you need.

    - Also produces nuclear fuel if you bring in the uranium ore.

    - Some spare stations are foreseen

    - All trains are in the blueprint

    - Robots, of course, it's somewhat late game too.

    - Vanilla

    - Power consumption is about 300MW depending on item production.

    - Excess wood burner

    - Manual switch to start some limited power generation.

    - No science, no artillery shells

    Pics: https://imgur.com/a/dvWH6BC

    BP book: https://factorioprints.com/view/-MSqlEU3ad4X3P4GKeS0

    submitted by /u/OnTheChooChoo
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    I slightly dislike biters...

    Posted: 05 Feb 2021 07:28 PM PST

    First base after one month and 173 hours of playtime

    Posted: 06 Feb 2021 02:08 AM PST

    First base after one month and 173 hours of playtime

    I got this game in January and was immediately addicted. I launched my first rocket at around 62 hours after 8 days:

    Base at first launch

    The launch was a bit anticlimactic, so I wanted more. I picked up the Space Extension mod which adds a bunch of expensive research (last one is 200K each pack except military) and some components you need to launch into space. To complete this I set my goal to scale my base to 1KSPM.

    I wanted to make a city block design with trains moving stuff between production blocks. I started by making an intersection to put at block corners:

    Intersection.

    I then made each factory a block of 2x2 or 2x3 roboport distances (see above). Each block would take up to 3 inputs (sometimes 4) and produce one output. If production needs to scale I would just make another copy of the block. Trains were mostly 1-4 for in-city and 2-8 for out-of-city.

    When I finally completed SpaceX I had reached about 900SPM. I think my base design could scale up to 2K, but that would mostly require adding more mining outposts. Clearing out biters and making new mining outposts has been the most tedious part of the game for me.

    Base at SpaceX completion

    Sample block: Green Chip. I had 2 of these.

    Some parts I'm proud of:

    16 reactor power plant, generates 2.4GW. Must be placed in a lake. My base needed 3 of these.

    \"LCD\" display. Can be extended to any number of digits. Here it displays the amount of buffered copper ore. I can make a separate post explaining this if people are interested.

    What I'd do differently for my next large (mega?) base:

    1. Larger blocks to have more space for bigger factories.
    2. More wagons for trains moving stuff between blocks: 4 only scales so far, especially with copper plates required for chips and LDS.
    3. More thought put into the rail network outside of city: many times I had had train jams and the whole rail network is quite ugly.
    4. Maybe separated robot networks? I had bunch of issues with bots getting stuck going back and forth in lakes and other non-roboported areas.
    5. (maybe) Play with resource options so that I don't need to spend so much time on creating new outposts. Or peaceful mode?

    My next challenge is probably Space Exploration, except I'm also tempted to try Dyson Sphere Program.

    Comments and tips are welcome!

    submitted by /u/RareBox
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    50 SPM => 500 SPM expansion, roughly how many modules / minute should I plan?

    Posted: 06 Feb 2021 07:40 AM PST

    My factory currently produces about 50 SPM continuous (spikes up higher). I just cleared a large new area and walled it in with defense and I'm expanding, aiming to get to about 500 SPM eventually. Planning my module production now to work back to circuit production. Roughly how many modules per minute should I be aiming for, for that level of expansion?

    submitted by /u/rockadaysc
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    My first factorio base

    Posted: 06 Feb 2021 03:53 AM PST

    My first factorio base

    https://preview.redd.it/2lyev2k1iuf61.png?width=1208&format=png&auto=webp&s=ba665b9d60633fa94aee130b60016d65dd1e5024

    I love this game so much. I would never thought that game like that might give me so much fun. Here is screenshot of my first base, i will propably destroy everything and build it from scratch because it's inefficient. im playing without mobs to better understand mechanics of the game

    Please give some tips to new player.

    submitted by /u/Im_Mefju
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    Version 1.1.21

    Posted: 05 Feb 2021 10:14 AM PST

    Bugfixes

    • Fixed crash related to using belt traversing in latency state. more
    • Fixed crash triggered by desync while entities are marked for upgrade in latency state.
    • Fixed non precise belt traversing behviour in latency state.
    • Fixed a desync related to upgrading entities in the latency state.
    • Fixed upgrading unpair underground belt by smart ghost building.

    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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    Crazy bots went mad? They are flying back and forth aimlessly

    Posted: 06 Feb 2021 07:53 AM PST

    Spare some advice to help with enemies?

    Posted: 06 Feb 2021 07:17 AM PST

    Hello! I'm pretty new to Factorio. I was playing a peaceful game just to understand how the game works and now I'm playing my long term game with normal settings. I got to green science production, but now I feel like I'm at a point where the only thing I do is clear out colonies that could be exposed to pollution. After I finish clearing one, its range already grew and I need to deal with another. It's getting harder to clear them out manually, but automating military items (specifically for weapons and defense) would definitely cause pollution to grow a LOT more. What should I do? Let attacks happen? Start over with a different approach? I really want to automate the enemy thing asap so I can get to growing my factory. I appreciate any help you pros can offer :)

    submitted by /u/MysteriousGal7
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    Factoio Beeping

    Posted: 06 Feb 2021 06:37 AM PST

    My game is making this constant beeping noise and I have no idea whats going on, heres a clip.

    Please reply with answers and what to do.

    https://youtu.be/aAgO-Ou2zjk

    submitted by /u/InfiniteToasts
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    Are ores not supposed to get denser the further you go out in SE? Any sort of magical / World biter evolution? Just at least 4 starter planets for players so they don't have to share the same evolution?

    Posted: 06 Feb 2021 02:17 AM PST

    My friends and I have been playing SE for a few days now. Most of us are pretty slow we like taking our time not doing anything precise fighting back the biters that fun kind of stuff. We each have our own world unfortunately it's too bad that Evolution has to be tied globally and not per world or least four player starter worlds.

    Anyways long story short I keep going through my materials quite fast and the further I expand it does not seem to exponentially increase. So I'm starting to spend more time setting outposts and getting the trains ready and then when it runs for a couple hours I'm pretty much out there running and getting another Outpost set up.

    It feels a bit weird especially since I'm kind of a noob and I'm not even making anything to massive are big.

    submitted by /u/StoneLegionYT
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    Train Unloading question

    Posted: 06 Feb 2021 05:12 AM PST

    Hi,

    Im quite new to the game, having only just launched my first rocket on a belt base. I want to move to a train base.

    Considering no productivity upgrades or modules, how many miners would it take to saturate a blue belt? I dont know if im missing something, but for saturating belts from trains, people always just talk about how many inserters it would take. If it takes like 90 miners to saturate a blue belt, will it take 360 to saturate a blue belt if using a train to transport?

    I know we can bring the number down by modules and productivity upgrades, but I just want to understand the concept.

    Thanks!

    submitted by /u/Fit_Establishment_69
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    I really like how this modules setup turned out

    Posted: 05 Feb 2021 08:17 PM PST

    I really like how this modules setup turned out

    I made this little setup to produce almost 1 T3 modules per second, and I think it looks nice, what do you guys think? any recommendations?

    https://preview.redd.it/rpelyifv9sf61.png?width=1405&format=png&auto=webp&s=77db2241e6a032f531a43465f3b1b9b207981087

    submitted by /u/Andysupremo
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    Just beat Bobs & Angels (no biters, and no pumped fluids except water used) Will probably start a mega base, but after that, any recommendations for mods? B&A is all I have done as of now.

    Posted: 05 Feb 2021 01:47 PM PST

    How do I get a gate to be closed only when a certain signal is received ?

    Posted: 06 Feb 2021 07:15 AM PST

    How do I get a gate to be closed only when a certain signal is received ?

    I want to set up a system where the gates close themselves when a specific signal is received.

    I'm guessing I should use combinators but I don't know how to use those.

    the game only seems to offer \"open if ...\" and not \"close if ...\"

    submitted by /u/Lenainposteur
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    Factorio 100 SPM Base - LAUNCHING THE FIRST ROCKET!

    Posted: 06 Feb 2021 06:47 AM PST

    Transport Drones: How do you control which supply depot drones are picking up from?

    Posted: 05 Feb 2021 08:31 PM PST

    It doesnt seem like you can really selectively disable supply depots or even do anything with the supply depots. You can attach a writer to it but it doesn't seem to do anything. Unless you need to connect a wire from the depot to the writer? But then what does the arrow of the writer even do then? But even then there doesnt seem to be a way of setting priority or anything.

    I want it to work because I am playing K2SE and producing some plates with old slow furnace smelting and some with enriched ores + vulcanite smelting and would like to prioritize to the efficient recipes but would still want to have some going the old way?

    submitted by /u/Illusion13
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    First rocket launch, only 570 hours in!

    Posted: 05 Feb 2021 02:59 PM PST

    First rocket launch, only 570 hours in!

    Finally completed my first rocket launch and "won" the game in factorio. Only took me 570 hours of total factorio play, and 170 hours in this game... I may not be challenging for the world record!

    Failed world record attempt...

    submitted by /u/drquakers
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    After updating to 1.1.19, researched technologies won't save, do more people have this or know about which mods can cause this? (i have about ± 100 mods active and disable a few because they aren't updated yet)

    Posted: 06 Feb 2021 05:27 AM PST

    HELP, Why don't my friends move? Everything is green on their path

    Posted: 06 Feb 2021 04:53 AM PST

    Someone thought of giving names to trains?

    Posted: 05 Feb 2021 08:46 PM PST

    Hello people.

    I usually face the same issues when dealing with trains base after base.

    I usualy go for modular and scalable designs using trains, so very often i span several stations and several trains with equal configurations.

    But the problems arise when I need to tweak something in the station or in the trains itself.

    It is ok to tweak a station, then copy paste the station and logic circuitery to equal named stations, kind of a manual process but feasible.

    But when it come to trains, it is a PITA, to open train GUI to see ALL trains, find the trains of desired kind one by one and request them to come near myself, shift click it with desired tweaks, just to notice after a few hours that one train is misbehaving because ou unadvertedly missed tweaking it in this process.

    Every time I face this, I wonder if it could be solved by giving names to trains, and implementing in a way that when I twak a train, all trains with same name would be updated as well. I just can't see why it would be a bad idea.

    Something simular could be done to stations as well, but I think the real pain is with trains, and stations may have its own peculairities, while trains usualy are more generic for a given function in my usage.

    So I am here to ask you people two questions:

    First: have you had those problems or is just a issue speficific to my gameplay style?

    Second: Is there ay discussion I've missed or it is already been proposed to devs and I just couldn't found it on foruns?

    Thank you people.

    submitted by /u/EdipoAS
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    Old worlds

    Posted: 05 Feb 2021 07:23 PM PST

    I haven't played for a while and since updating it won't let me back into my old worlds. Is there any way to get back into them? Or any way to view the world even?

    submitted by /u/Chooble_
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