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    Thursday, April 15, 2021

    Factorio Do Nothing Machine

    Factorio Do Nothing Machine


    Do Nothing Machine

    Posted: 14 Apr 2021 10:04 PM PDT

    Sneak peek, little bit more work but should be fun

    Posted: 15 Apr 2021 01:29 AM PDT

    Me and my friend memorizing the six spiders who died in our great war (dectorio mod)

    Posted: 15 Apr 2021 03:44 AM PDT

    My biggest spaghetti base yet (250 SPM). She's ugly but I'm proud of her!

    Posted: 14 Apr 2021 04:11 PM PDT

    So you want to know if the game is worth buying

    Posted: 15 Apr 2021 07:28 AM PDT

    If you are looking for something to kill a little time, then no, don't get it. If you want to keep your job or get things done around the house, then no, don't get it.

    But if you have lots of time to kill and want a game that is replayable many times over, then yes, pay the $30 you cheap bastard. It will be the best money you ever spent on a game. Assuming you like this type of simulation game.

    But a word of caution...

    I have been playing this game, in vanilla mode, for about 6 weeks now and my DVR is full of shows that I haven't watched yet. My house chores are piled up. My work has fallen in productivity. I have watched every video on youtube to understand every aspect of the game. If I am not playing or watching videos, I am thinking about how can I improve my next build. When I close my eyes, I see belts and inserters in full motion.

    I have to go now, the flies from lack of bathing, are getting in the way of my typing. My wife is packing her bags because I don't pay any attention to her anymore. Not sure that is a bad thing. Fedex is ringing my doorbell with a registered letter from my employer. That can't be to notify me of a promotion. I think I need to feed the dog. When was the last time I fed her? Hell, when was the last time I ate something? I am looking a little thin. Well, at least something good is coming from it.

    One last thing, you can achieve the victory condition without any blue belts, railroads, nuclear tech, advanced smelting, beacons, or modules. Don't feel you need to build everything in the game to win. I have yet to mine any uranium. I am just now starting to use trains in my builds.

    submitted by /u/davper
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    I saw your "do nothing" machine, and Raise you THIS:

    Posted: 15 Apr 2021 05:09 AM PDT

    Compact Blue Science - 340 per minute (Proof of concept)

    Posted: 14 Apr 2021 06:53 PM PDT

    My experience as a new player

    Posted: 14 Apr 2021 10:46 PM PDT

    Tiny Island Base (17% size - 30 SPM)

    Posted: 14 Apr 2021 02:43 PM PDT

    Tiny Island Base (17% size - 30 SPM)

    There was a question about building a base on the smallest island, 17% size. It sounded interesting, but I didn't just want to launch a rocket, I wanted continuous rockets. So I set myself a goal of 30 SPM.

    Rules

    • 30 SPM including space science, but not military science.
    • No massive redesigns, so it should be mid tier tech the whole way. This means AM2s, level 1 modules, and no beacons.
    • I did use Sonaxaton's Infinite Resources mod, so the base could run indefinitely. Normally I would hook up another outpost when ore patches run dry, but island.

    Edit: one more rule was no landfill. I made sure by not researching it.

    I'll jump straight to the most interesting part, oil. With a 17% island, the chance of oil spawning is very low. I had to set the starting area to minimum and max out the oil frequency and size. Even then, you would only get a patch or two about once per 10 re-rolls of the map. 30 SPM takes a few hundred oil per second, way more than 2 mere oil patches. I could have cranked up the rate, but that felt like cheating. Enter Coal Liquefaction!

    The other major constraint was power. Given that most of my coal will be converted to oil products, we needed to save power everywhere. This means that everywhere that does not have a productivity module will have an efficiency module. And the only reason we will have a productivity module is to save coal.

    Here is what the map I finally settled on. It took about 200 re-rolls, and isn't perfect, but I was getting impatient. Yes, there are biters, so you can get all achievements.

    Total smelting for the base. 3 belts of iron plates, 5 belts of copper, and 1/2 belt of steel.

    Green circuits. The base needs 29.5 per second, so just slightly under 2 belts. The 2 to 3 belt balancer wasn't throughput unlimited, so I came up with this monstrosity. It is the standard 4 to 4, with one output looped back and split to 2 of the inputs.

    And the oil area. For starters, it was 2 pump-jacks feeding 2 basic oil refineries. This was enough to get electric furnaces, production science, advanced oil, and coal liquefaction. It did take advanced oil to get the heavy oil to kick start the process, but that only took a minute. This was also the first use of productivity module 1s. All 18 refineries took around 18 MW, which is about 1/3 of my total power usage.

    Red circuits is, after smelting, one of the largest builds. It uses 1 productivity module and 1 efficiency module, to try and offset the power increase. You can also see the relatively tiny production science build, with 15 total machines.

    My other major throughput issue was copper plates. It was 5 total belts, but needed to be split 6 ways. 3 belts feeding green circuits at near max throughput, and the standard 5 to 6 balancer being throughput limited. In hindsight, I should have used priority splitters. Instead, I upgraded it to red belts and it essentially became throughput unlimited.

    The satellite area had some nice direct insertion. Rocket silo was 1 of the 2 places with level 3 modules. The labs were the other. I planned on the labs just having level 1 modules, but my 5 by 5 grid only had about 10 labs running. I upgraded to level 3s to try and slow them down, but still had less than half active. Oh well.

    Map view. Total area was 4 radars. The base took about 80% of the island. 40 steam engines was not enough to power it, and I didn't have the coal to support a second set. so 900 solar panels and 600 accumulators later I was able to last through the night. In hindsight, I should have re-rolled for a bigger coal patch.

    Proof of 30 SPM. I also find it funny that the \"science\" filter also has \"copper cables\", \"rails\", and \"modules\".

    submitted by /u/n_slash_a
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    Compact Tileable Red Circuits Factory - 286 per minute

    Posted: 15 Apr 2021 03:53 AM PDT

    I REALLY hate darkness and i dont like the grey look of night vision.

    Posted: 14 Apr 2021 04:09 PM PDT

    Made a simple basic spaceship automation guide

    Posted: 15 Apr 2021 07:04 AM PDT

    electronic chips, just the right size

    Posted: 15 Apr 2021 08:27 AM PDT

    bot fast delivery

    Posted: 15 Apr 2021 08:15 AM PDT

    i always wanted to use items in my logistics network rather than crafting them myself or grabbing it off the bus , setting up a logistics auto request and deleting after is annoying and i wish you could have a fast way to requst a item only one time

    submitted by /u/nullmaxz
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    Finally got the silver time achievement

    Posted: 14 Apr 2021 05:19 PM PDT

    Any mod that improve early game biter nests removal?

    Posted: 15 Apr 2021 04:37 AM PDT

    I like playing with biters due to the defensive part of the war. Bob's Enemies, Armoured Biters and Natural Evolution are my go-to mods for improving the biters experience and difficulty.

    However I'm starting to hate more and more the slow process of running around with my tank and grinding out the nests. It's just so repetitive and boring. Plus driving in a cliff while being purchased by biters made me discover a whole new range of emotions I would have preferred never to experience. I also don't like the awkward strategy that involves dumping a line of turrets near the biters base. It just feels "off" the rest of the gameplay.

    Are there any mods allowing early game nests removal from the comfort of your base, while not feeling too cheaty? Maybe slow and weak mini-artilleries? Or tiny spidertrons that go do the job for you?

    submitted by /u/CarnivalTower
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    How am I supposed to set this up so they won't crash

    Posted: 14 Apr 2021 07:09 PM PDT

    Realism adding mods

    Posted: 15 Apr 2021 03:18 AM PDT

    These are my favorite mods as they don't change the game but improve visuals:

    • Alien Biomes High-Res - Link
    • Dirt Path - Link
    • Realistic Flashlight - Link
    • Smog Visual Pollution - Link
    • Uranium Geiger - Link
    • Vehicle Trails - Link

    Helpful/slightly game-changing

    Deprecated:

    • Visible Bots
    submitted by /u/rolandh77
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    how exactly does movement speed penalty for firing weapons work?

    Posted: 15 Apr 2021 08:27 AM PDT

    Do all handheld weapons have the same penalty while active?

    when does the game stop applying the penalty?

    wondering if pistols/basic shotguns can possibly have a meta, once you no longer care about the tech/craft cost of submachine guns and combet shotgun (weapons with better range and fire rate)

    submitted by /u/sawbladex
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    Help me, the railway signal system is driving me insane.

    Posted: 15 Apr 2021 06:02 AM PDT

    New player here, I love this game but I'm having trouble figuring out the railway system. What I'm trying to do at the moment is not complicated at all, and yet I'm spending an infuriating amount of time trying to make it work, to no avail. I'm out of ideas, so here I am asking for your help.

    Here's my network for now. The arrows are signals (I drew the directions like this, the signal is facing towards the arrow's direction), most of them are probably useless but at this point I'm too scared to do anything. I have two trains on this system. What I'm trying to have here is:

    • A train commuting from the iron (Mine de fer) to the iron treatement (Traitement du fer).

    • A train commuting from the oil deposit (Pétrole) to the refinery (Raffinerie).

    Pretty simple, right? I see much, much more intricate stuff daily on this subreddit. And yet, the trains keep pissing me off with a "No access way" error, especially the iron one when it's at the iron treatement station.

    I could just make two separate networks but it's sad having to resort to this. So, if anyone can help me by telling me where to put my signals (and to which direction), I'd be eternally grateful.

    Thanks in advance!

    submitted by /u/Unterseeboot_480
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    Finally finished my first Station Design with Circuits for the next step in my SE + K2 run. This and some other things took me 5h. What do you think?

    Posted: 14 Apr 2021 02:33 PM PDT

    Prevent encircling by biters

    Posted: 14 Apr 2021 10:13 PM PDT

    I'm a new player with my main base and some outposts to the north and south. I go on a biter clearing spree which eases the attacks, however I'm finding that over time the biter colonies start to creep in again until I'm getting encircled, which is leading to frequent attacks all around me. I've placed some turrets (laser and bullet) at key locations however I'm interested in different strategies for preventing the biters creeping in, or any other suggestions.

    submitted by /u/kierans777
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    Biters coming from base with no pollution? (vanilla)

    Posted: 14 Apr 2021 04:01 PM PDT

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