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    Saturday, March 20, 2021

    Factorio Not sure if this is intended or not, but glowing items like uranium fuel cells glow through underneathies. Probably just the layer for glows being on top of everything?

    Factorio Not sure if this is intended or not, but glowing items like uranium fuel cells glow through underneathies. Probably just the layer for glows being on top of everything?


    Not sure if this is intended or not, but glowing items like uranium fuel cells glow through underneathies. Probably just the layer for glows being on top of everything?

    Posted: 20 Mar 2021 06:26 AM PDT

    Re Posting without the keys. I brought them, they are not mine!

    Posted: 20 Mar 2021 04:28 AM PDT

    Has anyone had this happen in their roundabouts? I'm stumped.

    Posted: 20 Mar 2021 01:05 AM PDT

    The factory must grow, even while I’m playing with my daughter.

    Posted: 19 Mar 2021 12:50 PM PDT

    That moment when your main iron line is for some reason contaminated with uranium. This happens when you forget filters for chests...

    Posted: 19 Mar 2021 04:05 PM PDT

    The Waterbug Power Plant: a versatile and expandable power solution for enormous bases!

    Posted: 19 Mar 2021 03:45 PM PDT

    Is it possible to use circuits to use an inserter when there are no more logistic robots available?

    Posted: 20 Mar 2021 02:55 AM PDT

    When all 10000 of my logistic robots are in use, I want an inserter to grab some logistic robots from a chest and put them into a roboport. How do I do this/is it possible?

    submitted by /u/cashewtrailmix
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    Using trains to restock far out mining out posts

    Posted: 20 Mar 2021 05:21 AM PDT

    Please answer my silly questions or point me in the right direction. Iv had a look for answers but I'm still unsure and want to know before I commit to the build on my death world!

    I need to restock supplies for my mining outposts that are out of reach for the logistics network. Is it possible to load a single carriage with a set amount of items (walls, ammo etc) and then off load them into a single passive receiver without over filling it?

    I know I can read a trains content but how would I go about this? Do I need to create a second stop in each station to do this?

    Thanks!

    submitted by /u/Agile_Ad_2234
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    First Space Exploration playthrough - suggested mods?

    Posted: 19 Mar 2021 01:39 PM PDT

    Our gaming group is gearing up for our first Space Exploration mod playthrough after finishing the vanilla game a few times already. We're looking for an experience that is:

    • rich, with many toys to play with (hence the many content adding mods)
    • ... but balanced (hence not too many content adding mods and most of these are by Earendel, author of SE - we assume he balanced his mods with each other), not making the game too easy in logistic, research or combat aspects
    • compatible with each other and as bug-free as can be expected from a heavily modded playthrough
    • heavy combat is to be expected, but not the main focus of the game (so no ultra challenge death world)
    • convenient - so all the QoL mods reducing tedium (without ruining balance) are welcome

    Below I listed mods that we've already decided to use and these that were considered, but ultimately decided against. If any of you, experienced modders, have any suggestions either for mods not listed here or against mods listed here, they're most welcome (as long as they align with our goals stated above). Any other suggestion regarding mod/map settings etc. are also welcome.

    Last but not least, we hope that this list and resulting discussion will come in handy to other players wanting to try Space Exploration. Of course the Why column is 100% dependent on what your particular modded playthrough hopes to achieve, but the list and What column should help in mod discovery somewhat. :)

    Mods we're planning to use

    Name (in bold if author is Earendel) What? Why? (in bold if mod is absolutely required)
    Space Exploration Base SE mod SE mod
    AAI Industry Industry section of Advanced Autonomous Industries Requirement of base SE mod
    Alien Biomes A collection of additional biomes Requirement of base SE mod
    Jetpack Lets you build jetpack Requirement of base SE mod
    Robot Attrition Makes bot network unreliable Requirement of base SE mod
    Space Exploration Graphics SE Graphics Requirement of base SE mod
    Space Exploration Postprocess Mod order scripts Requirement of base SE mod
    Informatron In-game wiki Requirement of base SE mod
    AAI Signal Transmission Interplanetary logic networks Requirement of base SE mod
    Grappling Gun Adds grappling hook Looks cool, recommended
    Space Exploration HR Graphics HQ graphics of new stuff Looks cool, recommended
    Alien Biomes: HR Terrain HQ graphics of new stuff Looks cool
    AAI Containers & Warehouses Adds more advanced storage options More storage is always welcome, recommended
    Bullet Trails Adds visual lines when guns are firing Looks cool, recommended
    Combat Mechanics Overhaul Balance changes to combat, spitters can't fire over walls Probably easier planning of defence on other planets (?), recommended
    Equipment Gantry A garage for automation of putting modules in vehicles Automated spidertrons? Hell yeah, recommended
    Textplates Nice labeling building Having many planets and factories can get confusing without proper labeling
    Inserters Leech Burner inserters take fuel from other burner entities to fuel themselves Helps with burner phase of SE
    Bottleneck UI helper for locating production bottlenecks Useful UI QoL
    Even Distribution For distributing evenly between buildings when placing manually Useful interface QoL
    Vehicle Snap Adds option to snap vehicle movement to fixed multiples of 15 degrees Improves QoL of car driving
    Auto Deconstruct Marks miners for deconstruct after resources run out QoL
    Auto Trash Allows saving multiple autotrash slot presets QoL, seems to be needed in space
    Module Inserter Makes planning modules for base easier QoL
    Helmod Production planner - calculates optimal ratios QoL
    Enhanced Map Colors Enhances contrast between map elements QoL, a more readable map is always welcome
    Train honks HONK! Fun for early train usage, helps avoiding being flattened by a train
    Cannon turrets Vanilla friendly tank cannon turrets They are cool :3
    Grid comb Tool to re-wire poles Cosmetic
    HelicopterRevival Adds late game vehicle helicopter Seems fun and quite balanced. If it turns out to be OP or doesn't play nice with SE we won't use it.
    Inventory repair Repairs damaged items with repair packs upon pickup Sounds useful
    Armored biters Adds vanilla friendly new armored biter kind More enemies more fun, mentioned on SE wiki that they're compatible
    Cold biters Cold biters in cold biomes Suggested by Alien Biomes mod
    Fluid wagon color map Better coloring of fluid wagon Visual
    AAI Programmable Vehicles Programming vehicle routes Fun toys to play with, won't necessarily use them a lot
    AAI Zones Programmable zones Fun toys to play with, won't necessarily use them a lot
    AAI Programmable Structures Programmable structures Fun toys to play with, won't necessarily use them a lot
    AAI Vehicles: Miner New vehicles Fun toys to play with, won't necessarily use them a lot
    AAI Vehicles: Laser Tank New vehicles Fun toys to play with, won't necessarily use them a lot
    AAI Vehicles: Hauler New vehicles Fun toys to play with, won't necessarily use them a lot
    AAI Vehicles: Warden New vehicles Fun toys to play with, won't necessarily use them a lot
    AAI Vehicles: Flame Tumbler New vehicles Fun toys to play with, won't necessarily use them a lot
    AAI Vehicles: Chaingunner New vehicles Fun toys to play with, won't necessarily use them a lot
    AAI Vehicles: Flame Tank New vehicles Fun toys to play with, won't necessarily use them a lot
    Crafting Combinator Allows setting assembler recipes via signals Fun concept to play with, won't necessarily use it a lot

    Mods intentionally omitted

    Name What? Why? (in bold if incompatible)
    Squeak Through Makes going between tight buildings possible SE mod includes walking over pipes etc in base: Recommended Mods - Space Exploration
    Mining Space Industries "Story mode" for vanilla Factorio and further enhanced by SE We felt it's too much (especially the concept of machines breaking down), there should be plenty of things to do for us in even vanilla SE without fetch missions added on top. Also, it's kind of in a limbo right now - MSI I seems no longer developed and has stated incompatibilities with SE, but MSI2 is still early in development and probably quite buggy. Maybe in our next SE playthrough.
    Explosive biters Hot biters in hot biomes Suggested by Alien Biomes mod, but we didn't like how they spawn in deserts so they were common at our starting position - we wanted them to be an exotic enemy, occuring in lava biomes only
    Krastorio 2 Expands early game plus some lategame content Despite possibly being compatible with SE, it adds too much content that could throw off the balance
    RSO Resource Spawner Overhaul Incompatible with SE
    YARM Resource monitor With many digging sites across many planets it would probably make the UI too polluted
    Miniloader Adds loaders - essentially super fast inserters? Makes some aspects of planning a factory too easy

    Edit: Added AutoTrash, Crafting Combinator, Miniloader, Enhanced Map Colors

    submitted by /u/reizuki
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    QoL mods for first time? Also how to set up self hosted server

    Posted: 20 Mar 2021 12:28 AM PDT

    I'm looking to buy the game and play with friends on a server. This will be my first time playing and so I have a few questions. Should I use some QoL mods and if yes, which ones. Also, what would be the best way to host a server? I am open to keep my pc running 24/7 if I have to do that. Thank you

    submitted by /u/GuidonBedon
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    Looking for an EU based server! (M28)

    Posted: 20 Mar 2021 03:20 AM PDT

    Hello, world!

    I'm looking for a shared server preferably starting out, but certainly doesn't have to be. Modded, vanilla, I'm pretty much up for anything. I'm based in the Netherlands, so my playtimes are generally 1300-0000ish GMT+1. I would say I'm decently experienced: I'm not pro by any means, but getting pretty good in logistic networks and have around 400h in game, I think.

    Let me know! :)

    (If this is not allowed in here, sorry!)

    submitted by /u/FlyWithMeh
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    Is super radar 2 better for ups late game?

    Posted: 20 Mar 2021 06:59 AM PDT

    Sushi Wagon

    Posted: 19 Mar 2021 01:26 PM PDT

    Sushi Wagon

    Factorio Sushi Wagon

    This is a design I have been working on for the past couple weeks. I call it Sushi wagon. I have not seen similar designs elsewhere, at least for me it is completely original.

    World view of the sushi wagon module

    This is the overview of the 300 SPM sushi wagon module.

    Overview

    The basic idea is to move most high-volume items by trains, but allows mixed item types for each wagon:

    Items are mixed in wagon, does not leave assembler or train

    Items are fetched directly from wagon to assembler, then back to the same wagon. This reduces the intermediate transportation required.

    The end products are then moved to destination research center, which is a mix of bot and belt design.

    As most items are pre-processed, only very few bots are required to operate.

    140 logistic bots for 300 SPM

    Train have identical schedule, and moves a mixture of items to the destination

    300 SPM

    It is quite UPS efficient. I have cloned the module 34 times to reach 10K+ spm @ 60 UPS with still pretty good margin.

    Time usage statistics

    Thank you for reading!

    submitted by /u/battleshipmontana
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    1 train stacker

    Posted: 20 Mar 2021 01:20 AM PDT

    1 train stacker

    Hello guys,

    I tried everything but I can't manage to have a simple 1 train stacker.

    On the top left it's a rain chain signal and the top right a normal rain signal. On the bottom it's also a normal rain signal.

    How do you tell the bottom train that the path is free and he can go ?

    https://preview.redd.it/hx2j9cgw65o61.png?width=551&format=png&auto=webp&s=c9b351dc5118525631e7298a38e21d48848f8aad

    submitted by /u/lludol
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    Getting Krastorio2 gas condensation recipies working in Helmod?

    Posted: 20 Mar 2021 05:45 AM PDT

    I've got to the stage where I need to start working with gases in K2, but the gas production recipies from the Atmospheric Condenser aren't showing up in Helmod. Have I missed a setting somewhere?

    Notably this means Helmod doesn't think theres any way to produce Nitrogen at all.

    submitted by /u/SlightlySquidLike
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    When you messed up the factory

    Posted: 20 Mar 2021 07:54 AM PDT

    Sooo, when you messed up your Factory and realise that it's way too far down the spagetti belt to save what do you do? Start over and forget about it or do you isolate the mess and train the relevant stuff out of the mess into a new shiny area of the factory?

    View Poll

    submitted by /u/TonyJohansson
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    Create a boiler and it says "cannot connect systems with different fluids"

    Posted: 19 Mar 2021 02:24 PM PDT

    Bus Base Save Files/Blueprints?

    Posted: 20 Mar 2021 07:22 AM PDT

    I'm trying to learn how to make a standard bus base and I'm trying to find a save file [and also blueprints] so that I can look over some examples. Does anyone know where I can find save files for these sorts of things and or blueprints that could help me make one?

    submitted by /u/theberrg
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    pY-pasta [Fluff] Should I restart with Alien Life ?

    Posted: 19 Mar 2021 01:41 PM PDT

    [literally unplayable] The tank has a lifter tick and it's driving me insane

    Posted: 20 Mar 2021 06:42 AM PDT

    I just fixed it in my car and I don't want to hear that sound ever again. It's giving me PTSD.

    submitted by /u/TraseV2
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    Let's play Spot the Spaghetti! It's not as neat as what you guys have but it works, sometimes.

    Posted: 19 Mar 2021 03:17 PM PDT

    Testing wall designs using laser - gun turrets! And the winner is...

    Posted: 19 Mar 2021 02:10 PM PDT

    https://www.youtube.com/watch?v=nHildkm3Wk0

    You can see the winning design after 4:30. I pushed it more than the rest and it fared pretty well. Still though.... the best base defense in Factorio with minimum structures used can been seen here: https://www.youtube.com/watch?v=JWTlgFCgP8E&t=13s Sorry wall defenses but nothing can beat the mighty Spidertron!

    Blueprint of the winning design:

    https://docs.google.com/document/d/1XkxLZmKJCLIG7r8DcGGBg0gzgMSp31lL2lSy924Tmt4/edit?usp=sharing

    submitted by /u/linktothepast83
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    Wall design

    Posted: 20 Mar 2021 06:22 AM PDT

    Wall design

    Any tips for improving my defensive wall design? My current setup seems to work pretty well, but does get through a few construction bots and repair kits

    At the moment I have a blueprinted section one roboport range wide, with flamethrower in the middle and the joins, and lasers spaced one small electric pole apart, with the second row of poles ensuring the whole wall still gets power if one pole gets taken out. The dragons teeth hold the biters up enough to ensure they rarely do any damage to the turrets, but I had to install the Fireproof Bots mod to stop the construction bits suiciding, and I still lose a few bots in big attack waves as they go out to repair while the attack's still ongoing.

    https://preview.redd.it/ui4o8jxsl6o61.png?width=1624&format=png&auto=webp&s=d1c66d0b636883841ba1d2849c6e5ce9fdcdeef6

    I also have an artillery piece about every 5 or 6 roboports to keep nests away from the walls.

    Each wall has a station set up to supply bots, walls, turrets, pipes, repair kits, oil, artillery shells, etc with the station activating when the supply gets low.

    https://preview.redd.it/kixq9hstn6o61.png?width=1034&format=png&auto=webp&s=5af3669ba5b3c7e6887e29a30a0607779b6e1a73

    Is there an easy way to stop the bots going out until the fight is over so I don't lose so many, or is there a better way of setting up the wall so the biters don't damage the dragons teeth so much?

    submitted by /u/Rizzo-The_Rat
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