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    Sunday, April 4, 2021

    Factorio Because belts are too mainstream

    Factorio Because belts are too mainstream


    Because belts are too mainstream

    Posted: 04 Apr 2021 05:23 AM PDT

    Hey so I heard you guys like spaghetti

    Posted: 03 Apr 2021 02:09 PM PDT

    My first attempt at nuclear production has resulted in this Kovarex enrichment monstrosity

    Posted: 04 Apr 2021 06:11 AM PDT

    It is time to tear down, so that something greater can be built in its stead

    Posted: 04 Apr 2021 03:10 AM PDT

    DOUBLE SUSHI Compact Red and Green Science - 264 per minute from ore

    Posted: 04 Apr 2021 05:05 AM PDT

    context

    Posted: 04 Apr 2021 06:07 AM PDT

    Behold my automatic wood burner! It stops every 5 minutes to restock on wood automatically!

    Posted: 04 Apr 2021 08:39 AM PDT

    "Ok, so a space engineer crash lands on an uncharted planet..."

    Posted: 03 Apr 2021 06:13 PM PDT

    "Most of his automation tech is destroyed in the wreck, but some basic robotics gear survives along with the ship's database. To get home, he will need to teach himself the science he used to take for granted, literally re-inventing the now-historic Space Age one discovery at a time. Luckily the planet harbors lush forests, food, and all the basic resources he will need... along with signs that something more sinister is lurking around his fledgling base.

    "Soon he realizes that he's not alone on Nauvis. In addition to rocketry and automation, he must also delve deep into the ship's records on military tech... weapons that his people cast aside long ago in favor of a more civilized existence. As he races to counter an increasingly hostile and ever-evolving threat, he begins to suspect that everything about the planet he once thought so inviting and bountiful hates him with a nascent sentience.

    "Initially plucky and bookish, the engineer grows more savage and bloodthirsty. He knows with every victory his enemy will adapt and regroup. He faces a choice - to redouble his efforts to build his rocket and escape the verdant but hostile planet, or re-invent the horrific war apparatus of the barbaric 20 and 21st centuries - including the atom bomb - in an all-out gamble to secure his base before it is overrun.

    "Ultimately the Engineer realizes that he - not the ferocious monsters - is the malignancy on this once-undisturbed planet.

    "We're looking at Pedro Pascal or Tom Hardy as the Engineer, Natalie Dormer as the ship's holographic computer, and Andy Serkis as every alien and most of the trees. Ridley Scott has expressed interest in directing, although Denis Villeneuve won't stop calling me about the project."

    HBO executives give standing ovation. Three out of the five Games of Thrones spin-offs are immediately cancelled to make room in the budget. Wube goes on to become the wealthiest game studio in the world

    Seriously though, anyone else imagine this as a television show? I know it's not the most original concept, something of a mixture between Avatar, The Martian, and Castaway... but I would watch the bejeeznus out of it.

    submitted by /u/RockleyBob
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    Did someone call for a unnecessarily complicated junction?

    Posted: 04 Apr 2021 01:11 AM PDT

    has anybody else had a lab name like this?

    Posted: 03 Apr 2021 07:03 PM PDT

    What the hell is going on here! Why are they placing so close!

    Posted: 03 Apr 2021 06:14 PM PDT

    Start settings - Why is ADVANCED>>TECHNOLOGY>>RESEARCH QUEUE AVAILABILITY always set to "After the game is finished" as default.

    Posted: 03 Apr 2021 08:10 PM PDT

    Except when forgetting (and the very first time I played), I have never played with this turned to "After the game is finished". In fact, I've restarted a game because of this setting. Changing to ALWAYS allows you to "stack" science. It doesn't change the game at all. "Always" should be the default. Why isn't it?

    submitted by /u/Tettamanti
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    Is there a "go to bed" mod?

    Posted: 03 Apr 2021 05:08 PM PDT

    On several occasions, my brother and I have stayed up well past our usual bedtime, sometimes almost an hour, playing Factorio. I would really appreciate a mod that could lock me out of the game (preferably with a warning beforehand) at scheduled times.

    I don't actually care about spending too much time on this game, I mostly just hate when it interferes with my sleep. Is there a mod that can help?

    Edit: Since several people have been suggesting Windows-only options, I might as well put it here: I play on a Mac, not a PC.

    submitted by /u/StephenLeppik
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    The emergent scenarios of the Space Exploration mod

    Posted: 03 Apr 2021 02:27 PM PDT

    The Space Exploration mod does a lot of things well; great graphics, interesting design and logistics challenges. But one thing I haven't heard talked about is emergent gameplay scenarios. The kind of situations you would see in a game with a series of campaign maps.

    Example 1. There was a planet that was one of the first we went to when we unlocked rockets. We came back with one rocket full of vulcanite, and at that point in the game we needed very little vulcanite, so it lasted a very long time. And, we got core mining drills after that, allowing us to get a continuous small amount of vulcanite on the starting planet. So this planet had an entire base built, then abandoned. Meteors kept falling on that planet, damaging the infrastructure. Many hours later, we finally had a large demand for vulcanite, and we got to experience the scenario of an old abandoned base that just needed some repairs to become functional again.

    Example 2. When going to a new solar system you cannot do reconnaissance ahead of time on the planet you are going to. You just end up at a random planet. The random planet we ended up at was a Desert planet full of iron and biters. This scenario is a bit more familiar to vanilla players, like starting a death world. But it's still very different. We have advanced tech, but limited supplies. The biters are full evolved. There is not a drop of water on the planet to form a choke point. We used nukes to carve out a small area to make a base running on solar to power laser turrets. We had brought everything we needed to take a rocket off the planet, except for fuel. So we had to secure an oil field and process a lot of fuel to escape the planet.

    Example 3. Actually same planet as example 2. We managed to build substantial enough defenses that we could have maintained a presence on that planet. However, gaining every inch was a fight, and huge worm spawns would require manual intervention on the defenses. There were easier places to get iron, so the planet was abandoned. Over hours the defenses were overrun and the biters setup nests. But a mostly idle base running on solar doesn't make much pollution, so the biters didn't destroy everything, they just made bases very close. After the base was thoroughly overrun, but still surprisingly in tact, I realized that we had left some valuable supplies behind. Primary target was a Tier 8 speed module we'd found in a temple. Secondary target was a chest full of nukes. After that is was targets of opportunity. So I landed on the planet, almost immediately angering some biters. I frantically gathered what I could. Fortunately a cargo rocket was already fully fueled, and just needed some rocket parts to be ready to launch very quickly. My presence caused a cascade of biter aggression that lead to a pretty epic departure.

    submitted by /u/vicarion
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    Pyanodon, did you know that you can place Sap trees into machines and they work like speed modules? Is this a bug? I think inside miners it should be a bug...

    Posted: 03 Apr 2021 02:23 PM PDT

    Circuit network question

    Posted: 04 Apr 2021 08:33 AM PDT

    Brownouts across the factory: So apparently dumping 20k bots into your factory to see what happens uses up alot of power

    Posted: 04 Apr 2021 12:25 AM PDT

    Brownouts across the factory: So apparently dumping 20k bots into your factory to see what happens uses up alot of power

    So LOL bots are awesome. I've had to double the number of solar panels and accumulators attached to my base to be ready for power spikes. Bringing purple science online has emptied my factory of steel and I'm expanding to compensate. Also apparently I need alot of stuff set up to build electric furnaces in large numbers fast.

    That said, I was pleasantly surprised that overbuilding your factory to produce steady while steal boxes stockpile things all over your spaghetti is a solid design philosophy for throwing bots at your factory. I dropped passive provider chests over every stockpile and suddenly I have this massive distributed resource system which can afford to steal from all over my factory without interrupting regular production so it's like the bots are a SECOND logistics system, not a replacement and I'm fucking loving it tbh.

    I downloaded a mod for personal building speed increases and set it to 128x speed. Yes, I'm totally cheating at hand crafting, I am also laying my entire base mostly by hand. I've used the blueprint feature less than 10 times. As you can probably tell.

    What can I say factorio has become my favorite puzzle game. Like yall can keep your megabases, snaking resources back in on itself and turning my base into an orabourous five times over and then slapping a decentralized logistics network on top of it means I'm still setting up production of the low density structures but I can shit out some yellow science by hand to get a few researches done and then fart it out in trash to the requesters at my lab and do two things at once and bots just continually refill my inventory as I run around making spaghetti.

    Forgot to hit alt before the last shot, have a night vision one

    https://preview.redd.it/3zww0kryy3r61.png?width=1920&format=png&auto=webp&s=f2141fc74c4acc5060557ccf3699e7051c7bd1d5

    Also I highly recommend a solar panels mod. It's more shit to step up and make in teirs, and the space saving they can offer makes them so much less of a headache to plan out.

    Bots rule

    Bonus ghetto bot-sushi purple science. Produces I have no idea how much science per minute. It works. I'm currently building more steel, elec smelter, and rail production to meet demands.

    submitted by /u/Dropitlikeitsfox
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    Question about many to many train setups - what happens if I have multiple trains going to a multi-unload train depot, and each station uses circuit network to disable the station as it gets enough material. Will this result in trains stopping in the network if they are en-route to the depot?

    Posted: 04 Apr 2021 06:54 AM PDT

    So to fully explain what I'm trying to do:

    • I have multiple ore load stations which each have the capacity for one or two loading points (not really relevant, just to highlight that there can be arbitrary number of loading stations)
    • To unload, I have a 4 station unload depot where each station is named the same. There is a 6 slot stacker at the station as well (Plan is to remove this and have more stations if I can get this solution working properly).
    • Each of these unload stations uses circuit network to count the amount of material in each station and disable it when the chests are half full or some other arbitrary number I decide on...
    • Now here is the problem; assume 3 of the stations are disabled already due to being full, and the last one is about to fill up. As it becomes full and becomes disabled, there is already another ore train en-route to it.

    So, What will happen to this train as the station becomes disabled? Will it continue and just wait in the stacker until a station becomes available? Does it just stop on the track where it is as it can no longer find a path to the station?

    The googling I've done seems to indicate that it'll just stop in the track where it is until a station becomes available... which as you can imagine I would really rather this not happen.

    If this is the case, how can I avoid this?

    Is the station train limit a solution? If I set each stations limit to one does that mean no additional trains will try to go to a station so long as there is already one train there/en-route? This would mean as the station was disabled no other trains would be trying to get there, as the limit would prevent it?

    Maybe the better way is to control the station limit instead of disabling/enabling them? I'm pretty sure that can be done with circuit networks, right? Maybe reduce the limit to zero when it is full, that means if there was a train en-route it'll still go there, but no further trains would then go there?

    Greatly appreciate anyone with more experience with these train many-to-many situations that can help.

    Note: I'm using Vanilla and would really rather avoid needing to use mods as a solution to this - if it's just not possible to avoid these issues in a many to many setup I'll just revert to using differently named stations and having two trains go to each or something similar.

    submitted by /u/die247
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    Full Pyanodon's with Alien Life - First time

    Posted: 03 Apr 2021 09:44 PM PDT

    Full Pyanodon's with Alien Life - First time

    So I've decided to post some screenshots of my first Full Pyanodon's with Alien Life base. I turned off biters, I didn't want the headache :). I also modded in some logistic robots early to help with getting things running to figure stuff out. I've got 1st circuits automated, barely. I can make red circuits, but it's not automated and I'm redoing the area. I'm working on building up the main infrastructure. Right now I'm totally out of Tin plates, I've got tons of molten tin, but I'm working on the molten -> tin plates production area right now. Just finished a cresote area for sand castings for the tin plates.

    I'm not sure how many hours I've been playing Py's.

    The mods I'm using are:

    Advanced Equipment Alien Biomes Atilla's Zoom Mod Beautiful Bridge Railway - Haven't used it much yet Belt Balancer Blueprint Flip and Turn Bob's adjustable Inserters Bottleneck Bulk Rail Loader Deadlock's Stacking loaders and Deadlocks stacking for Py - My favorite so far Electric Furnaces Even Distribution Factory Planner - Love this FNEI - Oh my yes, must have Helmod - I use flactory planner more Inbuilt Lighting Loader Redux - Haven't used much either LTN LTN Combinator Merging Chests - havent used much. Bulk rail loader seems to be better for me. Mini Loader - I like Deadlocks better Mining Drones MOAR Infinite Research - If I ever get to that point...it is Py's after all.... Resource Spawner Overhaul - Still ended up with a large jumbled clump @ spawn Robocharger - smaller roboports Show Max underground distance - handy for underground belts and pipes Spidertron Enhancements Squeak Through Water Well - pump for water anywhere 

    Whole base Map overview

    Main Base Map - With resource Icons...It's a mess

    Molten Tin area. Haven't started the molten tin -> Tin plates area yet.

    My current \"Mall\"

    Total Factorio playtime. Haven't been able to play much this past week.

    submitted by /u/poboy975
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