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    Factorio Weekly Question Thread

    Factorio Weekly Question Thread


    Weekly Question Thread

    Posted: 14 Mar 2021 10:00 PM PDT

    Ask any questions you might have.

    Post your bug reports on the Official Forums


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    submitted by /u/AutoModerator
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    The Wube Goldberg Machine - A simple, automatic rocket launching facility

    Posted: 14 Mar 2021 05:19 PM PDT

    I really need to develop a naming scheme

    Posted: 15 Mar 2021 12:38 AM PDT

    My first ever mall attempt. Just found this old screenshot from may 2016. It was the time I was playing without any spoil, away from any internet/reddit influence. We've all been noobs once, love it <3

    Posted: 15 Mar 2021 04:48 AM PDT

    what do you all think about mine nuclear reactor

    Posted: 15 Mar 2021 06:38 AM PDT

    Factorio needs an up-to-date, ingame/"tutorialspace" blueprint editor

    Posted: 15 Mar 2021 01:51 AM PDT

    TL;DR: We need a mod like Edit-Blueprints or The Blueprint Designer Lab that mimics the tutorialspace more closely (i.e. it pauses the real game) and has an overall sleeker workflow.

    (Longread warning: below is a long explanation of why existing tools aren't exactly a perfect fit)

    Creating and editing blocks of machinery is the essence of Factorio, from the early science setups to entire cityblocks. Judging from my own experience early in the game, I was always distracted from building my factories in real time because of several issues. First, early game defenses, especially on remote outposts, require a lot of attention, and actually stop demanding it only after logistics is researched. I'd love to have an opportunity to pause the game, tinker a bit with my blueprint, and unpause. Second, you have only so much clarity in watching a ghost blueprint, you need to see it in action.

    Of course, there are several tools, both out-of-game apps and ingame tools. They are nice and each come with a strength, but none of them are perfect. Teoxoy's editor, while great, only works with vanilla. Proper mod support that does not demand constant attention of the tool's author to add support for every new mod that crops up requires that an editor should be a mod, because only a mod can automatically parse everything that is in a given Factorio installation.

    There are mods, of course. The famous Creative Mode, Infinity Mode and Editor Extensions, but they are more for the sandbox mode, which tears you out somewhat from your non-cheat, survival world. They are great for testing large base designs, but the overhead is uncomfortable for when you are still fumbling with a 45 spm blue science setup and need just a few minutes of checkerboard time.

    An ideal mod would be the one that takes advantage of the checker-board "tutorial space", that instantly takes you out of your survival game and lets you return back in one click. The current Tips & Tricks experience would be the perfect one if it provided an unlimited freeplay sandbox experience.

    There are mods that take advantage of the "tutorial space". Edit-Blueprints by V453000, judging by the videos that featured the mod, was the perfect one. The key word is 'was'. It doesn't work with 1.1, and the problem is deeper than just editing factorio_version in info.json, because the button does not appear if the mod patched that way is forced to load in 1.1.

    The Blueprint Designer Lab comes really close, mimics the tutorial checker-space (but uses a surface which introduces problems with Space Exploration), works in 1.1, but has some sluggish points such as the inability to destroy entities with right-click (you have to use Deconstruction Planner), the actual need to use the inventory and have to put items there (unlike Teoxoy's editor, for example), bugged blueprints (you cannot insert directly, you have to copy & paste), and the fact that it does not pause the real game (unlike the tutorials, which do pause the game and use it's own timeline, as evidenced by the /time command). The authors have made great, truly respectable effort with keeping the mod alive. Still, this mod is not a perfect tool for the job.

    Having considered the abovementioned, I have a request. I don't know to whom, to the developers or to the modding community (possibly both).

    Could someone please develop a blueprint editor mod that combines the tutorials' timepause mode and one-button access, the UI convenience of Teoxoy's editor (pick ghosts straight from the "crafting menu"), and the overall fitness of Edit-Blueprints?

    submitted by /u/Cheetah97
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    Just some random stuff, created for fun (Mostly). Can't get rid of Santa Barbara's flashbacks

    Posted: 15 Mar 2021 03:24 AM PDT

    Who's stealing my oil?

    Posted: 15 Mar 2021 03:18 AM PDT

    I have built a crude oli storage with 24 tanks. Two 1-4 trains should fill it to 200k of oil, but I got 199k. Also when I hover over a storage tank I can see that a progress bar is shortens over time. I have no production connected to this storage, so where does the oil go?

    submitted by /u/Astatroth
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    Hardest start I've encountered. Totally forgot that desert has no ability to reduce pollution.

    Posted: 14 Mar 2021 08:19 PM PDT

    How I spent my whole weekend - 1376 Rocket Fuel per minute - 12 beacon design with direct insertion of solid fuel

    Posted: 15 Mar 2021 08:03 AM PDT

    2K Science Blueprint Review / Feedback

    Posted: 15 Mar 2021 02:34 AM PDT

    2K Science Blueprint Review / Feedback

    Howdy engineers!

    I have a blueprint for you, to give me feedback on my design and effort, for a 2K science build I recently 'finished'.

    ~First some info~

    I started a new world with the intention of being train based. I built a heap of infrastructure, then got up to the science part, and I wanted to achieve something with it. I wanted to launch 2 rockets continuously. So I started using factoriolab.github.io and wiki.factorio.com/Rocket_silo to figure out the rates and amount of machines, for the fastest a silo can produce. Only then did I discover that for each rocket, that's 1K science. So I ended up designing a 2K science build.

    Funny story, started this base awhile ago, and started a new world in editor with creative mod to design this science blueprint, and didn't realise, over time it (Steam) upgraded from 0.17.79 through 1.0 to 1.1.27, meaning when I went back to see where I could fit this blueprint, I couldn't load it. Some version jumps back and forth and I'm back in business.

    I've never achieved even 1K so this is new to me. I've never really designed factories around beacons. But I wanted to save room by doing so.

    The general approach is for it to be belt based. For the most part. I did bots for the satellite. I started trying to fit 8 beacons around each assembler, but got stuck trying to fit in all the ingredients. So I ended up with 4 beacons per assembler, which gives a 'pencil' look to it all.

    ~Now the details~

    Below are some screenshots and the blueprint string. Let me know if I need to provide via external share instead.

    Looking forward to any feedback you have. Thanks in advance!

    Full view of the blueprint, all science production

    production - 2k

    power, and almost 35 hours to build

    This is the blueprint:
    https://docs.google.com/document/d/1zwAGMadgQEA7JQwHOxD_dXCP8ndhaip9XGP3-A9juQ4/edit?usp=sharing

    submitted by /u/TheManInOz
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    Rate my early game

    Posted: 14 Mar 2021 09:30 PM PDT

    Anyone needs some fresh pasta? Finally got my 6 wagon - 4 blue inline unloader working!

    Posted: 14 Mar 2021 10:51 AM PDT

    Going for as little information as possible, but here is a question. Does compactness matter?

    Posted: 14 Mar 2021 07:16 PM PDT

    This game is triggering an OCD I never had, to the point that I'm spending too much time searching as compact a design as possible for a science recipe (I guess I want to feel like I own it instead of looking up the designs of others), and its becoming very unproductive. Does it even matter in the end, if I expand a base to an entire map, or it doesn't really?

    submitted by /u/GuybrushThreepwart
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    What's the best way to destroy forest ? ( grenade, flamethrower, tank flamethrower or any other way )

    Posted: 15 Mar 2021 07:17 AM PDT

    Beginner question; do spawners spontaneously expand, or do they need pollution to enable the process?

    Posted: 15 Mar 2021 12:43 AM PDT

    Just made a double turret line because I saw that they were expanding closer to one of the resource patches across the lake from my base. Deciding if blowing them up is worth it or if I should just let them decorate my walls for a bit.

    submitted by /u/moreat10
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    Max Signal Finder?

    Posted: 15 Mar 2021 12:22 AM PDT

    I found a max signal finder here but the pastebin link is dead

    does anyone have this/any other max signal finder? TIA

    submitted by /u/scorpio_72472
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    Fully robotized Hub delivers only by trains

    Posted: 14 Mar 2021 03:10 PM PDT

    How can I get to construction robots more easily?

    Posted: 15 Mar 2021 01:36 AM PDT

    I love factorio. I love logistics problems and I love figuring out the optimal ratios for everything to be streamlined. I love seeing my trains zip and zoom around, and I love seeing my main bus churning out full belts of products, and I love having a neat, ordered factory.

    I just have one small problem. This involves placing a LOT of blocks. this is usually fine, as with liberal usage of construction bots, personal roboports, and some blueprint wizardry, you are only time and resources away from the factory of your dreams.

    However, construction bots are over five technologies after oil, and require your factory to produce almost 400 blue science, not mentioning all the requisite red and green science and factory building materials, which in turn requires oil. Lots of it. And, you have to

    Build. It All. By hand.

    I get driven insane. I long for big belts of blue science and what is holding me back isn't biters, or resources, or anything that requires clever thought and skill. I'm held back by the sheer monotony of placing ten thousand blocks by hand.

    How in the hell do speedrunners manage to get to bots in so little time? How can I do this? Any advice or tips would be sorely appreciated.

    If not, what mods can I use to skip the horrible building in the early game?

    submitted by /u/Jabrishi_j1
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    Find people to play with

    Posted: 15 Mar 2021 04:19 AM PDT

    TLDR: who wants to play factorio (first vanilla and then modded) with me

    START OF EDIT:

    timezone MET, Middle European Time

    On weekends I'm usually online from 20:00 until 04:00 (19:00 to 03:00 UTC)

    I work during the week, so weekends would be prefered, but maybe we can work something out.

    Language: I can speak english and german

    END OF EDIT

    Hey, so some info first.

    I'm streaming (I won't post my channel here, if you want it then dm me) and want to play factorio but none of my friends like factorio (some do but they don't like to play it the same way I do, they mostly like to change the game so they need to make a factory that needs like 6T iron plates per second just for a gear, I on the other hand like complexity and not simply multiplying everything by a billion)

    So my question is, if some of you would like to play with me

    I would play vanilla and after launchibg the rocket I would switch so supermodded (Bobs, Angels and some other mods, but I'm not yet sure what mods that would be)

    Best regards and have a nice day you all :)

    submitted by /u/MrJakobLaich
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    After some exploring in the rover, I managed to find oil (circled in red) on a death world (my first attempt. However, It is a long, long way away and seems almost impossible to defend. How should I do it? Remember my tech is pre-oil.

    Posted: 14 Mar 2021 01:29 PM PDT

    Taking Into Account Assembler Buffer?

    Posted: 15 Mar 2021 04:05 AM PDT

    so I'm trying to plan a lot of my intermediate blueprints before I get too far using a mod (TheLab?) I have and maxratecalculator.. I'm really OCD so it's sorta driving me mad, I'm going days without much progress! (I'm really slow, too) Anyway, I googled it and couldn't find much, but I'm trying to find out if there is some.. equation or rule-of-thumb to figuring out how many belts of something you actually need when taking into account Assembler buffer (I'm still relatively new to this game so I hope I'm making sense...) or what others do to handle this? For example, if all my blue chip production requires 1.4 express belts of red chips, how much would I probably actually need to keep everything running 100% of the time? I laid down a bunch of my blueprints for red chips and it says it would produce like 1.5 express belts...but it seems like with the extra buffer machines take in you can't count on those numbers exactly. I'm pretty OCD I want my machines going 100% and I'm aiming for 1 full belt of blue chips, so It'd bug me if some of the assemblers weren't getting enough ingredients. Maybe I'm overthinking this? :)

    submitted by /u/Ok-Assistant-8058
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