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    Monday, February 15, 2021

    Factorio Weekly Question Thread

    Factorio Weekly Question Thread


    Weekly Question Thread

    Posted: 14 Feb 2021 09:00 PM PST

    Ask any questions you might have.

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    submitted by /u/AutoModerator
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    Rule update regarding advertising merchandise

    Posted: 15 Feb 2021 12:12 AM PST

    Hey all!

    Just a quick update from the mods, recently reddit (and by extension, our subreddit) is being hit by a lot of spam accounts trying to sell unofficial t-shirts, hoodies and other clothing items.

    They also use tactics such as DM'ing users who ask where to obtain the merch to avoid tripping the subreddits spam filters.

    Please only buy merch from sites you trust!

    As of today, to make moderation of this topic easier and less burdensome we are introducing an additional Rule 9: "No advertising unofficial merch without prior permission"

    Anybody who wishes to advertise the ability to buy any merchandise outside of the official Factorio store must ask for permission in modmail first, or risk a permanent ban.

    We understand that might be a small pain for the few in the community who are genuine creators, but we need to make this rule clear now, as to remove any indecisiveness we have when deciding if advertising links are spam or not.

    Any questions or concerns feel free to respond below!

    Happy Automating, r/factorio moderation team.

    submitted by /u/ocbaker
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    I was designing some new rail blueprints and accidentally created this monstrosity

    Posted: 14 Feb 2021 10:02 PM PST

    That Feel when the hours blur.

    Posted: 15 Feb 2021 02:27 AM PST

    You know you play Factorio too much when your GF gives you this shirt for Valentine’s Day

    Posted: 14 Feb 2021 01:02 PM PST

    Factorio Speedrunning - January Edition Recap

    Posted: 15 Feb 2021 05:11 AM PST

    Tileable smelting array with no dead space. What do y'all think?

    Posted: 14 Feb 2021 10:59 PM PST

    X1KV3 Week 14

    Posted: 15 Feb 2021 04:59 AM PST

    X1KV3 Week 14

    As promised here is X1KV3 Sit-rep Week 14

    In Short not even started yellows yet! For more details ..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.

    I am glad I said last week that I was not counting my chickens before they hatched because it seems that counting is something im not very good at...tell you more? ok then ... here's what.

    I was making the Purple Science production facility and the rail production was harder than i thought and my method of feeding the materials into the assembly machines worked but was not efficient at all and so I knew I had to change it and I had decided that I was going to change it because I wasn't happy with it. I decided on a new idea and made a blueprint for the design. When i arrived at the build site and started to take up belts I quickly realised what a massive task it would be to take these belts up and put my new idea in place and actually then I realised that my new blueprint would not fit and I would have to redesign it. That was enough for me to decide to stick to what I had and make it work! Suddenly though I realised I had low power in my factory. I looked on map view at power to see what's happening but radars were not working due to low power. I caught a train to the power plant and the coal belts were empty in 960 boilers! over Half my boilers!

    I reloaded the last autosave and stopped research! I had started research going again as the purple science was finished but not working properly it was still working. I had good supply of fuel and ammo tot he walls to handle the incoming attacks once the science started up again and so I was really alarmed why I had no power because i still haven't made yellow science. My finished base uses 3.1gw and my power provides 3.4gw but im only ever using 2.0 gw because yellow science isn't working. Well scratching my head I saw that one of my coal mines had a belt the wrong way and so I reversed it but that wouldn't account for the problem. I had 16 belts of coal going into the power plant and they were not compressed belts but even so I thought they were not that bad. I had 4 full red coal belts nearby and i fed those into the 16 belts to compress everything and saw things were looking much better. I switched on the science again and got back to working out what to do about this purple science build. 5 minutes into it the power failed and my boilers were out of coal! ARGGHHH whats going on.

    I reloaded again. Stopped the science. Reversed the belt. Fed in the 4 belts to the 16 belts. Removed purple science completely from the power grid....waited... got power back to 3.4gw. So It took me a while to work it out but I worked it out. Feel a bit silly really. Well 1 full red belt of coal feeds 67 boilers. i figured that 1 belt could supply 3 power blocks because each boiler setup had 20 boilers in each block. That meant i would be over feeding them by 7 boilers worth of coal which was why i was so surprised that my power spiralled to death. Scratching my head and wondering if something had been updated I suddenly realised... my boiler setups are 40 boilers in a block. not 20..OMFG! lol .... so.. I spent a day redoing the coal lines into my power plants and I am happy to report that it is now defiantly working fine and I cant count! lol

    So getting back to improving the purple science. It was such a mess and it was underperforming massively. Reassured that I cant count i decided to count up what I had for purple science arrays and was aghast to find that for some reason I only had 1/3 the amount of assembly machines I needed making electric furnaces and 1/3 the amount of resources i needed to make rails. Not just that but the furnace and rail build now need 3 times as many belts to export the product. What I had done was put some of the assembly machines down to produce some products but add to it later. I had left room but i wanted to get at least some purple science flowing. I then forgot to add the rest of the furnace production... I also repeated that mistake with Rails. So for the last week I have been trying to fit square pegs in round holes and learning to count.

    Where I am right now is that red, green, grey and blue science are stable 2k per min. and purple was 700 per min...then 1.4k per min and now a stable 1.9k per min but im not finished tweaking it ... you see my maths failure had not contained itself to just the purple build. Oh no ..it was much deeper than that. The Copper wire production facility produces 160 red belts of copper wire and I had a nice tight build that I miscalculated and I could only output half the copper wire because the belts were too full. To many machines feeding on to that belt. I managed a work around that involved spaghetti for belts. I had to manually add 160 snaky output belts to allow enough copper wire to feed the green circuits and red circuits arrays. After many hours I got that worked out and then off to red circuits build.

    Red circuits build has been working very well but also has never had to run at 100% so once i was using considerable amounts of red circuits i realised about the 18 copper wire belts and 16 green circuit belts I had left for later if i needed once things were running. well now things were running and they were needed so i fed them in also a bunch of other improvements to get red circuits production working well. It now runs pretty well. Perhaps not perfect but getting closer to it.

    I had 26 copper or belts to find and feed into the factory to be ready for yellow science and those are now fed in so yellow science has all the materials it needs but I have not made any of the yellow science build yet. I have made a few blueprints of parts of it but I stopped that and spent lots of time tweaking parts of the base and fixing small issues. It was while i was doing this last night that I actually considered to myself how much I love this game and how fortunate I am to be able to play it and doodle about and get the maths wrong and patch it up and keep plodding on... happy as a pig in .. 8) I love this game!

    A downside for me now is UPS. As soon as I switched on my purple science and started researching my Ups dropped to 40fps. Shortly after that it was down to 30fps. I have to live with this and that's ok with me. Not so good for anyone watching but great for doing things that require fast keyboard or mouse micro because everything is in ssslllooowwww mmmoootttiiiiioooonnnn..... 8)

    It may be that I just leave the factory on over night or leave it just running 24/7 to get through some of these researches. Might even think about looking outside the window or opening the front door soon.

    That's about it then. Getting ready to put down yellow science array and watch my UPS drop to 15 and then wait 6 months for the research to finish. I also decided to research nuclear because there is nothing else i need to research until yellow science is being produced. I am streaming this on twitch.tv/marcmerry if you fancy watching this slideshow develop. If you dont want to then dont worry because I am going to update all you amazing factorio people next week.

    Happy factorioing people and always remember.... 1+1=3

    Quality control of blue science. Every pack matters!

    Purple science being butchered together with as much finesse as a brick

    Yummy Blues

    Stone ore Drop for Rails for Purples

    Grey Science btw. 2k per min

    The heat map and foot print of my base. Its starting to look like a little yappy yappy dog.

    The first Purple Science Train

    1k of science labs going looks so mesmerising. I cant even look at the other 1k of labs because i can only fit 1k on the screen.

    urgh..re doing the coal inputs for Power plant because of my boiler math fail!

    also my copper wire fail. I had to double the output so each row needed another belt feeding out. I got it done.. it looks really bad but not so bad at night. here it is at night 8)

    I spent Feb 14th at love heart cliffs in my base. By the moon light. it was so romantic. I saw a train!

    Me \"During Covid I killed millions of biters!\"... them \"what?\"

    The last 12 belts of copper ore needed for yellow science can be fed in by 6 trains that will fit in just there. Lovely.

    A happy face in the happy base!

    The potion of love train!

    submitted by /u/MarcMerry
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    Test run on the Science "twins" (100k bots)

    Posted: 15 Feb 2021 02:20 AM PST

    A little achievement of mine that probably sounds like a joke to you - a 16 modules/min factory

    Posted: 14 Feb 2021 05:02 PM PST

    Always pay attention when driving trains manually ��

    Posted: 14 Feb 2021 03:22 PM PST

    Any nice mods that improve beacon visuals?

    Posted: 15 Feb 2021 06:28 AM PST

    I'm a big fan of beacon optimization but your layouts tend to end up looking like a field of dead brown spiders by the end.

    submitted by /u/Karew
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    My insanely overcomplicated Kovarex setup... I found a much simpler setup online after I made whatever this is

    Posted: 15 Feb 2021 08:26 AM PST

    Could we have "mod profiles" of some sort?

    Posted: 15 Feb 2021 01:36 AM PST

    I know mod sync is a thing, but I think we can do it just slightly better than this.

    What if Factorio would load every mod you have (or in case when you have just too many mods, the mods you handpicked for "always load") and then would only enable mods required for the saves we want to load, a "mod profile" of sorts that remembers mod settings for each save?

    I've read plenty of different threads about "mod & save management" and people either use different factorio shortcuts/installs, or commands to load different mod folders (comment was quite unspecific tbh), or even go as far as to zip/unzip mod folders.

    I know mod sync warning/window does pretty much the same thing I suggest (minus the re-loading the game), but it's somewhat scary to use in all honesty.

    submitted by /u/Saianna
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    1st try of a megabase

    Posted: 15 Feb 2021 08:20 AM PST

    Watch Your Step

    Posted: 15 Feb 2021 08:00 AM PST

    So, middle of working on my factory, and some biters start biting. I grab my spidertron remote and send it to come, I start running, planning to get as much distance as I can before it picks me up. Towards the train tracks, a train rolls by, so surely it's safe to cross. Cross the tracks, and got hit by a second train. I pause for a moment as a familiar chime plays, and I see a green popup: "Watch Your Step"...

    And I think to myself, is this really the first time I've been run over? Hundreds of hours, and it just never happened before? That was the most anticlimactic way to get that achievement... If I realized I still had that one to get, I would have tried doing something a bit more grandiose, but oh well.

    Achievement Unlocked, Watch Your Step, Get killed by a moving locomotive.

    submitted by /u/Nanofield
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    What to do after rocket launch?

    Posted: 15 Feb 2021 12:00 AM PST

    yey i launched the rocket, but what now?

    submitted by /u/Wimpiepaarnty
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    Early game multiplayer

    Posted: 15 Feb 2021 06:32 AM PST

    Hello friends. I am playing the game for about 2weeks now but I always restart after constructing the jumper base. Therefore, My question is about early game. How can I share the responsibities and what can we do separately when I play with a friend? cuz I can manage to do things faster due to my "constantly restarting" situation and I can play on my own just fine. I just dont know the ways we can cooperate. I also couldn't find any coop vids on youtube.

    Thanks for your suggestions in advance

    Edit: Would you rather play solo or multiplayer? If you prefer multiplayer, with how many people?

    submitted by /u/toprakkoyun
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    Game keeps zooming out on its own

    Posted: 15 Feb 2021 05:42 AM PST

    So, I'm trying to start a multiplayer game with my brother. He just updated from 0.18 to 1.1 and his game keeps zooming out to max zoom by itself constantly.

    It only happens in factorio. Changing the keybinding for zoom doesn't change anything, he also tried different mouses, updating mouse drivers, all the usual stuff.

    Has anyone seen this issue and maybe knows how to fix it? Would be very much appreciated! :)

    Edit: Okay, it works now. For some reason unplugging and reconnecting the mouse receiver while factorio was running fixed it. Still, a bit odd.

    submitted by /u/Drogiwan_Cannobi
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    Can't stop the work!

    Posted: 15 Feb 2021 01:28 AM PST

    Just curious on how many other Expanse fans think of this game when rewatching the show or vice versa.

    I constantly think of Kotoa whenever I realize how late it is and I need to log off for the night.

    submitted by /u/garlicdeath
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    Finally decided to make a mall...

    Posted: 14 Feb 2021 01:49 PM PST

    Discovering Map Seed

    Posted: 15 Feb 2021 08:33 AM PST

    Is there a way to find out the map seed that created my area? I've found one I really love and neglected to save at the start like I usually do.

    submitted by /u/superiorjoe
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    Is there a way to color code parts of the map?

    Posted: 15 Feb 2021 08:25 AM PST

    Autonauts allows players to highlight parts of the world and label the area to help players organize their automation.

    Does anyone know if there is a mod that allows Factorio players to do the same thing?

    I currently have a mod that allows you to color Concrete and Stone Bricks. That gives some ability to color code parts of the map. Is this what others players do? Is there a better way?

    Thanks in advance!

    submitted by /u/vesperdm
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    Suggestion for chain signals: More Obvious Chains

    Posted: 14 Feb 2021 09:47 AM PST

    I love trains. I understand them well enough that I suggest that there could be a better indication of the uses of chain signals and how they 'signal' what they do. From the perspective of a new player, yes the tutorial does a decent job and using them over and over again is what gets you used to them, but to teach new players even better I suggest making the use of Chain Signals even more obvious.

    I absolutely love the pathing arrows as you place signals down but the key suggestion is here: After you hover over a chain signal that is placed down, why not highlight which rail signals it's "watching". So if you have a junction that lets a few trains off load, and have a chain signal right before that junction the rail signals at the off loading station would blink, probably white. It would be a simple change that would make it even more obvious what the chain signal is doing.

    submitted by /u/TrippyTriangle
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