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    Thursday, March 25, 2021

    Factorio Don't talk to me or my son ever again. (Design by u/PeteTheLich)

    Factorio Don't talk to me or my son ever again. (Design by u/PeteTheLich)


    Don't talk to me or my son ever again. (Design by u/PeteTheLich)

    Posted: 24 Mar 2021 10:32 PM PDT

    Trying to chill in Factorio be like

    Posted: 24 Mar 2021 02:06 PM PDT

    I just got my first Spidertron! It's not the biggest achievement, but I thought it was cool.

    Posted: 25 Mar 2021 02:20 AM PDT

    I'm really enjoying Space Exploration. About to enter Level 3 on all four science paths. Fluids can be a logistical nightmare though

    Posted: 24 Mar 2021 11:15 AM PDT

    My first impressions of factorio

    Posted: 25 Mar 2021 09:20 AM PDT

    Hello everyone, I recently got factorio, and was utterly unsurprised to see the whole conveyor belt/inserter tetris effect was real.

    I played a bit on the demo and got to the last level of the tutorial, I decided I wanted to try making my own factory from scratch and after getting started I realized I built near a really big hive, cue me changing from factory brain to sid meier's civ brain as I move my frontline of turrets to protect my mines. Eventually the biter swarm and spitter goo overcame my defenses and I was killed, my factory destroyed; yet I still immensely enjoyed this, and after this experience I knew I had to get a bigger chomp out of this game.

    The day after I decided to bite the bullet and just buy the game, and was shocked to find that somehow my saves were saved over from the demo. I was tempted to rejoin the fight against the megahive but decided I wanted to learn more fundamentals so I started a new freeplay.

    So more than 24 hours later I have finally gotten my walls guns and ammo supply sorted out around my magnificent baby factory. I have a huge copper and iron vein, a decent coal vein on the other side of my factory, lots of stone to the northeast, my power generation far, far north of my factory via protected conveyor belt highway protected in its own mini fortress, and I have my science pack production and labs to the west.

    I have had an absolute blast playing so far, and I haven't even started getting crude oil yet, my plans for today are expanding my walls to make room for blue science pack assemblers, and to become pedro petrol and maybe getting flamethrower turrets

    submitted by /u/kooarbiter
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    What was I doing again? I kinda got side-tracked!

    Posted: 24 Mar 2021 06:52 PM PDT

    This somehow makes the correct ratio of red and green circuits for utility and space science.

    Posted: 24 Mar 2021 09:58 PM PDT

    Renai Transportation Base Concept 2: The Dolphin Rail

    Posted: 24 Mar 2021 04:50 PM PDT

    Trains Sharing One Stop

    Posted: 25 Mar 2021 08:57 AM PDT

    Science waterfall

    Posted: 25 Mar 2021 09:41 AM PDT

    Reverse Mega-base design

    Posted: 25 Mar 2021 05:24 AM PDT

    Yes... This will be considered "cheating" by some, but it has sparked a new interest in the game for me. And yes, much of what I'm about to describe will be common knowledge for many of you.

    Anyway... I'm more into large well-designed city-block bases. Getting the trains to run smoothly is soo nice. I play vanilla with a few "make my life easier" mods. The early parts of a new game is a hazzle. I hate it. Very time consuming and spaghetti style. It starts getting fun when everything is researched but then I have to deal with my messy early-midgame base. There is just sooo many wasted hours here.

    I don't care about achievements and I have already used the console commands to some degree (primarily to "zoom out" to be able to place huge blueprints). Now I have gone "all-in" on the console commands - they are great for skipping the tedious parts of the game (example: research all tech, instant crafting, infinite power).

    So, for my most recent sandbox game I have decided to design a 4K spm base from "reverse". I start by doing the labs. Enough to consume 4K spm. Infinity chests supplies the 7 sciences to the labs.

    And then I work backwards: Delete the infinity chest that supplies white science and replace it with a 4-rocket setup. Use 3 new infinity chests to provide rocket fuel, low density structures and rocket control units. That will get the white sciences flowing the "correct way". Next, do the same for yellow science and so on...

    The "Max Rate Calculator" mod and infinity chests are really, really great for trying new designs and optimizing sub-factories. The chests can act as both source and sink so you don't end up with tons of "unwanted stuff" on your base.

    TL;DR: Use the console commands to skip the tedious parts of the game

    submitted by /u/teglageren
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    Launched my first rocket! Two bases, just shy of 100 hours total into the game and no tutorials. Can't stop thinking about ways to do it better next time!

    Posted: 24 Mar 2021 06:42 PM PDT

    Version 1.1.30

    Posted: 24 Mar 2021 01:38 PM PDT

    Bugfixes

    • Fixed that building by moving ignored the position where the player built the last entity. more
    • Fixed a crash that could happen when viewing the tooltip for certain types of ammo. more
    • Fixed that ammo tooltips sometimes wouldn't show damage info. 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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    How to build outpost under 10 minutes using outpost printer with automated build and trash trains (built on top of u/Kano96's rail set).

    Posted: 24 Mar 2021 02:25 PM PDT

    Time to jump [Warptorio2]

    Posted: 25 Mar 2021 09:56 AM PDT

    Version 1.1.29

    Posted: 24 Mar 2021 11:01 AM PDT

    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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    Best way to use the new train features?

    Posted: 25 Mar 2021 08:41 AM PDT

    So im recently returning to the game and noticed the train logic overhaul. That said i dont fully understand how to use it vs what ive always done before.

    Using iron ore as an example i have two seperate train stations (in 1 and In 2) both with multiple platforms (stations with the same name but share a stacker)

    Each of these have a mine with a unique, single platform stop (mine 1,2, 3 etc.) and an increasing number of trains primarily based on distance (but also reduced once its past peak production)

    Obviously im not really happy with this setup, its convulated and tideous to change schedules etc. That said how would this work with the new changes?

    Would i remove the numbers and set the limit per mine based on the number of trains originally in the schedule?

    Can it handle the multi platform stops as i dont really want 5 trains waiting for one platform whilst the 5 for the other platform are on route.

    All in all im wondering whether retrofitting this is worthwhile when quite frankly the current implementation works fairly well

    submitted by /u/Gingrpenguin
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    I need help with my base. I started a run without enemies (what I like from the game is automation), and now I'm stuck. I finally started using nuclear energy, but my iron and copper patchs are expiring. I don't know what to do, so I could really use some tips here. (It's a main bus base)

    Posted: 25 Mar 2021 06:38 AM PDT

    More of a grumble than a complaint...Doesn't warn to save before quitting

    Posted: 25 Mar 2021 06:37 AM PDT

    I spent the evening making a big blueprint for another try at No Spoon, then closed it quickly to get to a meeting on time.

    I'm afraid to open the auto-save and see how much I lost.

    I should know better. My first computer was an Apple II, then an early Mac. No warning about saving before quitting. No auto-save. Saving deleted the old file before saving the new (less disk space needed), so I always Saved-As under a new name. Ctrl-S before standing was automatic.

    Maybe my grumble is towards myself for letting those habits drop.

    submitted by /u/CrBr
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    Got the 20M circuits achievement with a nuclear base setup. Apparently Roboports Cause Pollution.

    Posted: 24 Mar 2021 05:35 PM PDT

    Supply roboport with drones

    Posted: 25 Mar 2021 05:24 AM PDT

    Is there any way to supply logicstic network with active drones, other then
    - inserting them in Roboport (by hand or via inserter)?
    - dropping out of inventory inside logicistic network?
    More globally I'm thinking of supply chain for outposts. I.e. how can I refill outpost logistic network with drones, if there is none in it.

    submitted by /u/SnooGrapes9096
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