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    Factorio Weekly Question Thread

    Factorio Weekly Question Thread


    Weekly Question Thread

    Posted: 31 Jan 2021 09:00 PM PST

    Ask any questions you might have.

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    submitted by /u/AutoModerator
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    First ever rocket launch, had share my base with you all!

    Posted: 01 Feb 2021 01:59 AM PST

    There's something really satisfying about spider elasticity. The code behind its legs must be extremely impressive. It kind of pulls back to a stable centre of gravity when suspended. Not sure how to describe it. I like the spider!

    Posted: 31 Jan 2021 10:32 AM PST

    I've seen too many -well organised- factories, but no one gives attention to these styles. 60hs

    Posted: 01 Feb 2021 05:13 AM PST

    Day 800: every day the spider army increases in numbers, preparing for the attack on the biters

    Posted: 31 Jan 2021 06:47 PM PST

    Factory Base Tour I for course examination

    Posted: 01 Feb 2021 02:43 AM PST

    I've been working on an end game frontier clearer. I really like this design so far.

    Posted: 31 Jan 2021 11:27 PM PST

    My son-in-law wrote in cursive with trains - I'm so proud

    Posted: 31 Jan 2021 09:49 PM PST

    Efficient way to clear nests without oil tech? Tried manually with turrets but rather slow due to the worms.

    Posted: 01 Feb 2021 03:43 AM PST

    I made a pet train which aimlessly goes around in circles throughout my city block factory: Enjoy.

    Posted: 31 Jan 2021 12:41 PM PST

    TIL: You can enter the waggon of a train

    Posted: 31 Jan 2021 10:43 AM PST

    So far I thought that you could only enter the engine, but you can also go into any of the waggons, this could be interesting for multiplayer. My 4yo son taught me this lesson when he entered the back part of the train and pressed v to detach from the engine in the middle of nowhere. Never give up learning something from your children.

    submitted by /u/NobodysNightmare
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    How do I make it so that the trains, once full, proceed to te waiting area untill they are called by their respective stations. I got the last part all figured out, I just dont know how to make them go wait untill they are needed.

    Posted: 01 Feb 2021 01:10 AM PST

    Base that just launched my first rocket! (Not much I know but I wanted to show it off, made co-op with my friend on our second attempt)

    Posted: 01 Feb 2021 04:27 AM PST

    So I am hooked, but would like some advise! How do you folks sort material quickly? I want to sort a main trunk but since I am inputting more iron I get bound up and it slows down others.

    Posted: 31 Jan 2021 10:15 AM PST

    How do the bit shift operators work on arithmetic combinators?

    Posted: 31 Jan 2021 07:43 PM PST

    Recently, I've begun learning the circuit network, but I am unable to find any resources covering specifically the bit shift operators. Can any geniuses on reddit give me the rundown? Thx!

    submitted by /u/xXbenjyboyXx
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    Kind of symmetrical tileable solar blueprint

    Posted: 31 Jan 2021 03:45 PM PST

    https://factorioprints.com/view/-MSPp-Q1VgpD3R6cIv4h

    It has almost a perfect ratio of 0.8405. So I was bored and spent several hours designing this. I never really used solar and I barely use any blueprints, let alone create my own. I created my own mall inspired by some posts here and that's it. And I am going to use this to achieve the solar achievement. It should be able to make use of bots from the logistic network so the player does not need to wait forever for personal bots to construct it. I never used this technique before though.

    Maybe it looks identical to other available bps, I wouldn't be surprised. It is somehow intuitive after a while of experimenting with the layout. But maybe it will help someone.

    submitted by /u/Buckyxz
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    The indicators for building stops don't show up on some tracks. How can I fix this?

    Posted: 01 Feb 2021 06:37 AM PST

    After ~66 hours, finally beat Krastorio 2!

    Posted: 31 Jan 2021 02:52 PM PST

    Found the reason why my trains were backing up more than usual

    Posted: 31 Jan 2021 04:08 PM PST

    Wmelt on site?

    Posted: 01 Feb 2021 05:35 AM PST

    I'm trying to figure out which is the best method to handle ore smelting. I've beaten the game once and am always learning better approaches for stuff in my future games. But it's hard to know if there's a right answer here.

    On the one hand you can add smelters to the mines themselves and the trains will then be loaded with just plates or whatever.

    On the other hand you can have ore from your mines brought to a massive central smelter.

    I feel like on site smelting might be the way to go, as you have fewer trains taking up space on your network and your smelter capacity keeps pace with your mine output.

    But perhaps it's better to centralise, as you can control smelter activity more easily if your storage is at capacity, and you need fewer resources to set up new mines. Also you probably get steadier output overall.

    This is for regular bases or megabases but if the answer is different for each then please explain your thinking.

    View Poll

    submitted by /u/TheBeardedShuffler
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    [Space Exploration]: Filtered rocket bulk unloader (12 item types, customiseable inventory)

    Posted: 31 Jan 2021 02:52 PM PST

    Am I REALLY the Asshole here to expect People to set up a damn PASSWORD if they dont want random Dudes to join?

    Posted: 31 Jan 2021 01:31 PM PST

    Space Exploration and Separate Starting Planet for each player.

    Posted: 01 Feb 2021 02:09 AM PST

    Hi there I'm setting up a dedicated server for my friends and I and wanted to have each player with their own start. Sadly I don't think there is a MP script that does this automatic but you can do it based on commands. This the command they have for SE and was looking for help and maybe learn a bit here.

    The Command:

    /c remote.call("space-exploration", "setup_multiplayer_test", { force_name = "player-2", players = {game.player}, match_nauvis_seed = false})

    So I played around with this. First off if you turn match nauvis seed to true then you get the exact same start for each player. False a little more fun but also a bit more scary for being random.

    The next part being a bit of a newbie is the force_name. As far as I know everyone is player so player-2 be a brand new force that should have no issues.

    Then there is the players = part and this the part I get confused. As far as I know the game does not go based on their user/nickname but some sort of index. I'm having issues with finding this index list. from my understanding it will be something like game.player[2] or something around those lines.

    I also was thinking I guess even for myself I should throw myself on a diff start just for the fact if I don't any new player that joins will show up to the original world first. I guess it could be sort of like a lobby or something I could box them in or something idk too much about this stuff..

    Last thing is I want to make them neutral so not enemies just not shared research and such. I found this command wondering if this be correct:

    So since player is default team and don't care a out it I would set myself to player-1 and my friend to player-2. I guess if we add a third player I guess the same thing again just have to do it twice per player and three timees, etc lol /c game.forces['player-1'].set_cease_fire('player-2', true)

    /c game.forces['player-2'].set_cease_fire('player-1', true)

    Any suggestions or ideas would be great. My understanding most mp mods / scenario's don't work well with SE?

    submitted by /u/StoneLegionYT
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