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    Saturday, March 27, 2021

    Factorio The lack of train safety in this clip is astounding.

    Factorio The lack of train safety in this clip is astounding.


    The lack of train safety in this clip is astounding.

    Posted: 27 Mar 2021 02:05 AM PDT

    Once you go barrel...Enjoy the full infinitely expandable chemplant

    Posted: 26 Mar 2021 10:32 PM PDT

    Oh no

    Posted: 26 Mar 2021 06:33 PM PDT

    My first megabase. 5200k SPM belt/bus

    Posted: 27 Mar 2021 07:46 AM PDT

    Why can i not connect my pipes filled with steam to my pipes filled with steam??

    Posted: 27 Mar 2021 05:20 AM PDT

    Dynamic station limits, Loader and Unloader stations (compact and lane balanced high performance variants) to go with my previous outpost blueprints

    Posted: 27 Mar 2021 04:57 AM PDT

    Сonveyor surrealism

    Posted: 26 Mar 2021 03:45 PM PDT

    How did you guys get into the game?

    Posted: 27 Mar 2021 04:55 AM PDT

    Hey guys,

    i just want to know how you guys got into the game because i saw some let's plays from it and i'm completely overwhelmed how someone can even understand whats going on there.

    I mean, can you even make it to have a clear structure? I really love structure and in most cases it looks completely .i dont know how to discribe that...it looks like pure chaos most of the time

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

    Is this a pipeline or a pumpline?

    Posted: 26 Mar 2021 05:03 PM PDT

    Launched a bob/angels rocket, some thoughts

    Posted: 27 Mar 2021 04:37 AM PDT

    Just launched a rocket, not sure if I'll continue playing or not. Anything major change post-rocket?

    Anyway, here's my mini-review. I've played vanilla, se, k2, se+k2, and a bit of IR 2 for reference. I generally enjoyed the mod, but feel there are some fairly major issues with it.

    • Module production was really cool, fish and farming had interesting/novel mechanics. I only got to 6, but didn't feel like they guzzled resources like the SE ones do. Probably my favorite part of the mod.

    • Mining/ore processing was an interesting problem, though I feel the mod backs out of this halfway through. With thermal water to sludge, and gems from dirt water, you can too easily make catalysts for single-ore refining. Basically no drawbacks to doing this either, as far as I could tell, and I bypassed any need for a good sorting solution. (Perhaps if catalysts didn't exist, one could solve the bottleneck problem by implement interesting or expensive recipes for destruction of solid ore?)

    • The refining system issue runs through the whole mod as far as I can tell. Often it'll seem like I'm "intended" to do something, which would require tricky/complex logistics, but I'd then discover an easier, more "brute force" method. Usually it's a little more expensive, but well worth the cost of not having to worry about if a backup in x factory will cause y factory all the way across the base to stop working because y depends on a byproduct form x. ​

    • Petrochem had some interesting stuff, but I could never fully get my head around the recipe tree - I feel it was often just complex for the sake of being complex, with the only difficulty remembering if you needed Methane or Methalyne gas for the next step. Also, lots of logistics become much simpler if you use the fluid voids to skip side-product processing, which I rarely regretted.

    • Seems like a minor nitpick but I kept noticing it: research and items usually lack descriptions, which is particularly annoying for things like "Iron smelting 4". Is it a more productive recipe? Does it make a useful side product? Having to check helmod after each tech was pretty annoying, but maybe I'm just spoiled by SE which has descriptions and flavortext on most items and research.

    Overall a decent mod, but doesn't live up to the hype IMO. Though maybe it's the seinfeld/beatles effect in action - b/a was one of the first major overhauls, right? I guess part of it could also be that, as far as I'm aware, bobs and angels were both largely their own projects, though I have no idea if this is actually true.

    submitted by /u/quizzer106
    [link] [comments]

    Hello fellow factory comptrollers. I have a great island/railworld map combination for you!

    Posted: 27 Mar 2021 06:10 AM PDT

    If you optionally crank 'starting area' up to 600% the starting island will be pretty much clear of biters at the start (they do expand to your area though).

    All resources available on the main island, and only two chokepoints to manage to keep the biters at bay from further away.

    Starter resources are all nearby. Plenty of wood/trees in the starter area too for early game fuel/power poles.

    Image: https://imgur.com/a/kMDnWtr

    \>>>eNp1Ur9LAlEc/367JDMIB5dAzMHVhnJoCN+rJSTqb0jPEwS9k1OH asjBsWhpqSXXDKIlqE0IwqAgioY2o6WhoChqCex9vXt6XvWF7/c+7/v 7894hIITAEgbQYN5B1UjmDur1OADnABXmU41CQTOjhqk53cOqWU5rUS Pbn6zpWn4lmkoWNTpK9WZNQ3d38BRLht7vKZmaVnQWjpTNpJ4t5921g CfBWKJSDQFpex3C7TapQC1BhRSwIghxQOGT4lFz2UwGIDwrdI4aIeJa 4HD+YXWboZUzwW3wansaKelJSLDE/w1FJIg5+kx15N0BrKElMcLO8vI esIJVCiLK3fF7/+1mMbXMcPPluPZ1fhQXwSEKDHTN7g7JqaQCsmeL2a F7hleXJM8MPVQRIMOnhWksKID+UYFqG8KEgyBXi8s2AY6ZjnxKJo8S3 DI3D3ERM9Scfi9skukM7G5mM+NbHPm4jI71UkT9JDh3SPcYXsixZ475 rkV+P4STh8sT4X88g48GprvmSeluI+7zekie+B5HhQBlfQifdaKIbGV 9/bxz3Qr0RPwbd3qz/gNcWKU0<<<

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

    Generic Nuclear Circuitry

    Posted: 26 Mar 2021 05:17 PM PDT

    Problem with Space exploration

    Posted: 27 Mar 2021 06:56 AM PDT

    I have decided to start a new playthrough with Krastorio 2 + Space exploration, but the latter doesn't seem to work. The main Space exploration mod (SE) requires, apart from other dependencies, Space exploration postprocess (SEP), which are marked as dependencies for each other. However, despite the conditions right, the mod manager says that SE can't launch without SEP, and vice versa, and they are both marked red as not working due to not having all dependencies installed. I have double checked it, all installed, no incompatible mods. Any advice?

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

    So i'm trying the main bus, I have steel, copper, iron, circuits and coal (i will add stone and stone bricks, what should I add ??

    Posted: 27 Mar 2021 02:58 AM PDT

    Beacons to switch modules - Blueprint included

    Posted: 26 Mar 2021 02:31 PM PDT

    Beacons to switch modules - Blueprint included

    After a discussion I saw in the comments earler I decided to try this out.

    The beacon is set to automatically switch between speed and efficiency modules depending on power. If the accumulator charge drops below 50% it switches out to efficiency, it then waits until the charge comes back up to 90% before switching back to speed. The accumulator can go anywhere, it just needs to be connected with green to one of the inserters.

    I did a test build with Assembler 3s with productivity modules in. 15MB of power usage. When swapped to efficiency it was 11.5 MW power usage, so a 25% drop. Easily enough to save you from complete brownouts during night time or heavy laser usage.

    I have tried this build with 8 factories and 1 beacon as well as one factory 12 beacons setup. With the 12 beacon setup I only swapped the corners. You can swap others but that will depend on how your belts are setup. The simplest way of this also does not allow for full factory grids where beacons affect multiple factopries.

    I'm pretty sure its more efficient to spend the resources on more solar panels and accumulators rather than efficiency modules but in any case I hope someone finds this useful.

    8 factory 1 beacon saves 25% power.

    1 factory 12 beacon (4 spaws) saves 38% power

    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 

    https://preview.redd.it/9w4wl22uwfp61.png?width=854&format=png&auto=webp&s=62673f23bd7b464c8025d37a24e7325c54c72c2e

    8 factory 1 beacon over 10 min

    https://preview.redd.it/l9obrizaxfp61.png?width=737&format=png&auto=webp&s=b7048c71221ed7039320bbcbb1f8a563dff79d85

    1 factory 12 beacon over 10 min

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

    Will it be faster to just continuing to belt everything everywhere, or is it quicker to invest into building a huge rail/train system that delivers good everywhere?

    Posted: 27 Mar 2021 08:00 AM PDT

    goods*

    The problem with trains is that it seems equally grindy to me. You still have to make a loading/unloading system at every station with inserters and all that. And you even have to fuel trains etc... So it's just as much of a pain in the ass as bringing the materials you need with belts. But I'm really tired of belts too, every time I need something I have to bring like 3 different belts of materials from various places around the map/base.

    submitted by /u/qwertyqwerty313
    [link] [comments]

    Overcoming Nuclear Power is so impossible...

    Posted: 27 Mar 2021 07:34 AM PDT

    Starter & Stackable Red Circuits

    Posted: 26 Mar 2021 04:44 PM PDT

    Can't open old save files

    Posted: 27 Mar 2021 02:11 AM PDT

    I might have messed this up in the past and that is why it is not working but I had a backup of an old world which I am unable to load in the current version of the game.

    Save files are from 05.07 [juli].2019 and show as SAV-file. New world seem to be stored as zip.

    Picture

    Is there a fix or just doomed?

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

    A mixed item train launch station, based on Kitchs's "On Rails" train yard design.

    Posted: 27 Mar 2021 04:59 AM PDT

    After watching some of Kitchs's "on rails" series, I thought to myself, what a bunch of idle trains... I really like mixed item belts and wanted to try this with trains too.

    Basically, his design revolves around requester stations (they send a 1 signal for wanted items) and a train yard waiting for those requests. Trains wait in the yard for a circuit condition of >0 for a specific item and when they go, the train yard temporarily surpresses that signal (so that only one train is sent).

    I made a station for that yard, that sends a train whenever there's a request signal for an item and that parked train has the item. In theory with this design, all train lauch stations can have the same name and all requests stations can have the same name. But I imagine trains will just drive around until the station that actually needs the item is met (so I wouldn't use this for iron/copper ore/plates, or any other demanding resources).

    Here's a blueprint for this station: https://factorioprints.com/view/-MWo4_vi7zuzR4Hn5e9K (the lower 5 combinators are the "cpu" for the whole station; the first station above the "cpu" is the mixed train launcher and the top most station is an example of a copper plate station of Kitchs deisgn.

    As for trains, you need a circuit condition or L>0 for the mixed train and for the copper plate station, a copper plate signal > 0 (don't use read train content here!!! that will pass the signal to the train and launch it).

    And this is Kitchs requester station used: https://pastebin.com/kt0nudS8

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

    Ribbonworld Starter Hub :)

    Posted: 26 Mar 2021 11:21 AM PDT

    Bob's & Angel's Petrochem setup on a max biter deathworld

    Posted: 26 Mar 2021 05:41 PM PDT

    Bob's & Angel's Petrochem setup on a max biter deathworld

    Context: Me and my friends are doing Bob's & Angel's on a max biter deathworld, the type where once leave spawn a solid wall of biters is encountered and never ends. Our base is under constant attacks and survival is never guaranteed. To top it all off this is the first time any of us have touched Bob's & Angel's.

    This was constructed in extreme haste to produce rockets and flamethrower ammunition to claim a saphiritite patch from the edge of the biter wall, as our factory was running out of iron fast. It will be completely torn down and rebuilt as soon as we have the luxury to do so.

    https://preview.redd.it/ns3uodqtvgp61.png?width=1316&format=png&auto=webp&s=8c87ba5082dd2275e225d8b608dfef3d0a895eff

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

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