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    Factorio Weekly Question Thread

    Factorio Weekly Question Thread


    Weekly Question Thread

    Posted: 28 Feb 2021 09:00 PM PST

    Ask any questions you might have.

    Post your bug reports on the Official Forums


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    Find more in the sidebar ---->

    submitted by /u/AutoModerator
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    I finally figured out how fluid wagons work!

    Posted: 28 Feb 2021 01:12 PM PST

    Are you getting tired of launching rockets in your vanilla megabase? Disgusted with the number of recipes and bi-products in angels/bobs, py, and other similar mods? Look no further than Industrial Revolution 2.

    Posted: 01 Mar 2021 01:21 AM PST

    I want to start this out by saying - I am in no way connected to the people who work on this mod. I just downloaded it 2 weeks ago and went ham. I've got 2000 hours in factorio, most of which is in Vanilla+ games, building megabases, some achievement hunting, etc. I've also spent a lot of time with the big total conversion mods, like bobs/angels, py, kras etc.

    Things I've learnt in my illustrious factorio career:

    • I have never had as much fun with the game as I'd had playing it vanilla+ with about 15 QoL mods.

    • Although I was enjoying the challenge of the total conversion mods, I wasn't actually having fun with them. Factorio became a game about doing homework, and although my spreadsheeting skills improved, it felt a lot like work.

    • Fluids suck and I hate them

    • I really love main bus builds. I've done full bot bases, and city block style megabases, and some combinations of bot and bus bases, but I always go back to building main buses. It's just so much fun for me to do it this way.

    • Byproducts don't actually add as much engagement to the game as people think. Yes, they're challenging to deal with, and no one wants to just vent gas into the atmosphere or pipe sludge into the ocean, so we all try to balance production to use them properly. Too many byproducts bog down the whole game. All of the big mods I've mentioned are guilty of this.

    • In most mods (including vanilla) the early game is just the annoying part you have to get through before you can build a proper mall and have swarms of bots building for you and delivering things.

    So I got a bit sick of trying new mods and took a fairly lengthy break from the game. I didn't even open it for a full 3 weeks. Eventually I was scrolling online, my hands shaking from withdrawal, and I found someone talking about how great Industrial Revolution 2 was. I'd heard of the mod before, but something about the descriptions people gave always threw me off. Anyway, long story short, I was vulnerable at the time, my knees were heavy, arms weak, it had been so long since I'd seen a factory grow even a little bit. Just earlier that day I had asked my fiancee to pass me the salt by carting it long arm style over her head while making clicking and whirring sounds, just so that I could get that sweet inserter action going.

    I downloaded it and she didn't see me for the next 48 hours. It had been a long time since a game of factorio had dragged me under so hard. Enough story time, time for juicy red science packs facts.

    • The mod had a deep and rich early game revolving around burner and steam tech, that all exists before electricity. Building steam run bases is so much fun it's hard to describe. Even the little inserters are steam driven. All the machines have this amazing steampunk vibe, I love it. I waited a long time after I had even researched electricity to actually move away from steam, because I was having so much fun routing coal and steam pipes and weaving belts between everything. Outstandingly well designed. First time in a long time I've had fun with the early game.

    • The visuals are incredible. Almost every structure has been redesigned, all with moving parts and great thematic graphics that fit the game well. I can't get enough of watching and listening to my base chugging away at research.

    • Recipe complication increases gradually. Vanilla is notorious for kicking new players in the uterus at blue science because of all the new concepts they need to handle at once. IR2 moves this massive leap away from blue. Blue research gives you access to tons of tech that will help with base building, making tackling liquids not nearly as daunting as it could be.

    • There are recipes with byproducts, but not nearly to the extent of the other big mods. You don't need to study your periodic table to play this mod.

    • There are some percentage output products, but not many, and they aren't an issue in the early game. This mod is a great way to learn to deal with these types of outputs if you want to move on to the bigger, badder mods at a later stage.

    • Industrial Revolution 2 is probably the most polished mod out there, outstanding visuals and gameplay, huge immersion factor, and a joy to play. Highly recommended.

    That's all I have to say about it. To those of you that have already tried it in the past, maybe now is a good time to try another game? And to those that haven't tried it yet, it might just be the perfect mod for you.

    submitted by /u/Flux7777
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    Factorio Speedrunning - February Edition Recap

    Posted: 01 Mar 2021 02:24 AM PST

    Version 1.1.26

    Posted: 01 Mar 2021 05:26 AM PST

    Bugfixes

    • Fixed that all entity GUIs in the map editor entity-editor and spectator controller were invisible.
    • Fixed Train overview GUI not updating the list remark. more
    • Fixed typos in Construction robot tip. more
    • Fixed a crash when quitting while using the linked-container entity type with power armor in it.
    • Fixed that sounds could sometimes be heard when they shouldn't. more
    • Fixed regenerating tile variations during save migration would not break up old large tiles and would only reset their variations to 0.
    • Fixed "probability" property of size variants in the tile definition was ignored when "weights" property was left out.
    • Fixed searching mod settings tab would leave tabs disabled. more
    • Fixed a crash of transport line migration in some cases of mod removal. more
    • Fixed that train stop gui could indicate more trains than there are when trains are removed or merged while gui is opened. more
    • Fixed a conflict between setting the players cursor through script and holding blueprint library blueprints. more
    • Fixed that building entity with multiple items to place would take unrelated items from inventory. more

    Modding

    • Added CustomInputPrototype::include_selected_prototype when true the event will include selected_prototype = {base_type=, derived_type=, name=} when applicable.

    Scripting

    • Added LuaCustomInputPrototype::enabled_while_spectating, enabled_while_in_cutscene, include_selected_prototype, and item_to_spawn read.

    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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    127 into bobs, angels, 30 science packs and mad clown, we finally have science 11 (mid game)

    Posted: 01 Mar 2021 05:15 AM PST

    sorry for this monstrosity, im bad

    Posted: 01 Mar 2021 04:59 AM PST

    I like to keep some ponds throughout base because I feel it adds some natural feel to what would otherwise be a sprawling sea of concrete. However, the Spidertrons kept getting caught up on water patches so I came up with this way to allow for them to be able to traverse factory floor without issue

    Posted: 28 Feb 2021 08:42 PM PST

    My favorite sushi. Programmable ratios of input ingredients, easily extended to as many ingredients as one wishes. Works well as long as the sum of all ratios does not exceed 1.0, for any speed of belt. Not particularly compact, but not huge either.

    Posted: 28 Feb 2021 10:33 PM PST

    Pyanodon early power design, compact with no resource inputs.

    Posted: 01 Mar 2021 04:36 AM PST

    Pyanodon early power design, compact with no resource inputs.

    https://preview.redd.it/t2se2tgaxek61.png?width=2461&format=png&auto=webp&s=5df460841d14078499ffdab371ad81ec23f7b6ce

    I've been playing through Py mods full suite for the first time recently and I've found a recurring bottleneck to be my power production. I wanted a setup that generated power without external resource input, which also had no biproducts that would fill a chest and stop my power. I basically wanted a design that was completely isolated from external factors, where I could place down a blueprint and not need to worry about it further than that.

    The design runs of turning guar -> biomass -> combustion mixture. I chose this particular recipe because after running designs through a factory designer program for quite a while. It is the cheapest early game recipe for biomass, that can be created from nothing, specifically it's cheap based on the amount of energy required to support it's own function, thus higher net power gain.

    I've seen a lot of posts for Py mods using fawogae to achieve a similar goal, however after doing the maths, it seems as though it's been nerfed and now requires a lot higher power to achieve similar results.

    The only mod aside from the normal Py suite that is used in this build is mini loaders.

    The Important Info

    This requires the mini loaders mod.

    It requires ~12MW to run and produces a maximum of 63.5MW.

    Once combustion turbine mk2 are unlocked, they can be used to replace the mk1 and bring the power production capabilities up to 144MW.

    It is designed to produce enough biomass to fuel the powerhouses while also supplying biomass for the crafting recipes.

    This is the smallest design I could figure out, with a profile of 92 x 28 tiles, making it relatively easy to paste multiple times.

    The design only uses wooden power poles, to make it that little bit cheaper to set up.

    I'll post the blueprint string in the comments.

    edit: I ALSO FORGOT 1 POWER HOUSE, THERE SHOULD BE 6

    submitted by /u/Siraloss78
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    Helping my son-in-law fight biters... stumbled on this little gem

    Posted: 28 Feb 2021 02:46 PM PST

    4 GW

    Posted: 28 Feb 2021 05:23 PM PST

    Slushie belt anyone?

    Posted: 28 Feb 2021 08:29 PM PST

    Why do my crates not load evenly?

    Posted: 01 Mar 2021 05:09 AM PST

    I've got 8 saturated blue belts, each feeding into a 1-3 balancer, which makes 24 crates which should be loading equally.

    The train logic is a train cannot arrive unless it is completely empty, and cannot leave until is it completely full.

    All the inserters have full stack size, and no circuit logic on them.

    Yet, over time they fill at different rates. I cannot even see a pattern, let alone a reason that they are not even.

    I filled everything then left it run for an hour, and from top to bottom, here are the amounts in each crate: (4, 42 20, 11, 11, 3),(1, 1, 1, 1, 1, 1),(45,20,17,47,48,21),(3,46,23,48,29,45)

    Can anyone help me figure this out?

    Edit: Looks like the reddit post didn't include the pic, uploaded to imgur here

    submitted by /u/icogetch
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    130 hours in, vanilla default settings 1k SPM megabase! Mmm trainghetti!

    Posted: 28 Feb 2021 01:29 PM PST

    TIL: You can use the color picker to find your corpse between dead biters

    Posted: 28 Feb 2021 03:23 PM PST

    By changing the color of your character your corpse can become easier to find.

    submitted by /u/Theis99999
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    First rail-driven half-megabase. Not chunk-aligned and far from optimal, but it works and has been fun so far :)

    Posted: 01 Mar 2021 05:43 AM PST

    Possible to transfer save file from Mac to Windows version?

    Posted: 01 Mar 2021 05:44 AM PST

    I have sinned.

    I got the cracked version of Factorio on MacOS to try it out. Game is great and i feel bad. I want to buy the full version but i want to know if anyone can tell me if i can transfer my save file. I´m on version 1.1.3 on Mac.

    Again - i´m so sorry for pirating this amazing game. But honestly, i would not buy it if i didn´t get to try it for free.

    submitted by /u/Arctic_Freezer
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    Best way to place Signals?

    Posted: 01 Mar 2021 06:41 AM PST

    Best way to place Signals?

    I am slowly transitioning into a mega base. I am designing blue prints for train junctions. Whats the best way to place signals?

    https://preview.redd.it/lsli7g3xhfk61.jpg?width=825&format=pjpg&auto=webp&s=860c6e5fd5ba4ae501474c371004c30cc755ef65

    submitted by /u/Taemalsoknownastime
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    Had to reupload my Factorio AMV

    Posted: 01 Mar 2021 06:15 AM PST

    Compact mid-game green circuit for putting back on main bus

    Posted: 28 Feb 2021 10:57 PM PST

    7-item sushi without any splitters (midnight edition)

    Posted: 28 Feb 2021 10:48 PM PST

    Idea: code driven circuitry.

    Posted: 01 Mar 2021 02:30 AM PST

    I see you circuitry masters and I am in awe.

    But I like code so I was imagining a next level circuitry technology that allows you to write Lua in it.

    Probably too technical? Yes. Insecure? Probably. Awesome? Certainly.

    submitted by /u/john681611
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    Circuitless sushi science (with Fish!)

    Posted: 28 Feb 2021 03:53 PM PST

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