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    Factorio Weekly Question Thread

    Factorio Weekly Question Thread


    Weekly Question Thread

    Posted: 04 Apr 2021 09:00 PM PDT

    Ask any questions you might have.

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    submitted by /u/AutoModerator
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    So uhh. this bitter showed up when i was in the restroom. and its a Category 15 Bitter.

    Posted: 04 Apr 2021 09:34 PM PDT

    Copper ore mine looks like a surprised monster trying to get away tip-toeing holding a balloon.

    Posted: 05 Apr 2021 05:57 AM PDT

    Compact lane mixers (from x1 to x4)

    Posted: 05 Apr 2021 07:13 AM PDT

    Improved Compact Red and Green Science: 367 per minute (Sushi tips)

    Posted: 05 Apr 2021 05:19 AM PDT

    That moment when you change some minor stuff in your base where the blueprint alone brings down your fps by half, and all 18k construction robots are busy... I kinda like how it looks, ngl.

    Posted: 04 Apr 2021 11:07 AM PDT

    Nullius Factory 16h in

    Posted: 05 Apr 2021 03:13 AM PDT

    Nullius Factory 16h in

    So I started this modpack Nullius, which is a sort of 'prequel' to the vanilla Factorio. I like it so far, brings a new take to the game, when you have no coal to create power, no copper etc. This is my base after 16h of gameplay.

    Just finished my build for the 4th science pack, which was a great ramp up from the 3rd. (Was at 3rd science after about 2h). I created a cityblock design based on 4 Pylons, to order my base. Primary goals now are improving my power generation and cleaning up my early chemical mess :p.

    https://preview.redd.it/coipvgc8ybr61.png?width=3016&format=png&auto=webp&s=f5b81a2252d775e0fc534363797856d98ef3f23d

    submitted by /u/Touwer97
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    How exactly does one expand from an island into pissed-off biter territory? Im running short on copper, kinda desperate here...

    Posted: 04 Apr 2021 02:33 PM PDT

    Mall based on sushi design

    Posted: 04 Apr 2021 05:13 PM PDT

    Controller Support?

    Posted: 05 Apr 2021 01:57 AM PDT

    Does anyone know if controller support or a console release is planned?

    I know it sounds strange but I am a father of two. I can mainly play while my kids watch TV or at night in the bed. I use PS Remote Play, GeForce Now and Stadia for this because it spares me the time I lose when the pc starts, loads updates and stuff. I can just start and play without any big waiting times. I would love to play Factorio but it needs a controller layout so I can control it with my backbone one and my iPhone. I did this already with Tropico and City Skylines and it worked like a charm.

    submitted by /u/Full_Story
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    How do I stop biters from damaging my builds at all?

    Posted: 05 Apr 2021 02:37 AM PDT

    So basically I and my friend are playing on a map with a lot of biters and our defense is pretty strong, they can defeat any attacks but the pipes(i use them as a wall) are getting damaged, constantly and we can't do anything because we have to run up and down constantly to repair things and robots are not an option since we are only at military science pack so how would I go about not taking any damage at all(we can only use turrets since we cant even leave the base to setup oil outpost so it doesn't get overrun when the pipes get destroyed) so is there any way to efficiently defend our base without taking damage?

    submitted by /u/LotosProgramer
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    Do you guys bring ore to your base and melt it there, or melt the ore at the source and bring the plates to your base?

    Posted: 05 Apr 2021 04:39 AM PDT

    Lets take a poll and discuss :D

    View Poll

    submitted by /u/jimseldizzle
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    Factorio 100% speedrun improvement ideas

    Posted: 04 Apr 2021 07:27 PM PDT

    Factorio 100% speedrun improvement ideas

    I have study Nefrum ( u/nefrums2 in reddit I belive ) 100% speedrun. I have few suggestion that might or might not help. Still I think it would be good to write these in here for speedrunners. I do think not all of these are good ones but because I do not know which ones are good and which ones are not I have to write them all.

    I also tag AntiElitz ( u/AntiElite in reddit I belive ) because I have watch him also and want to help if possible.

    Hopefully you quys get some now ideas from this and make new record for 100% speedrun. I have no interest to even try it my self. I just like planning things.

    1 Uranium using barrels

    Now blueprints use fluid wagon. This is problematic in my mind because it will need lot of construction to just to get that one wagon and we also need resourced this tech up. If barrels are used we can ignore fluid wagon tech completely in beginning. Fluid wagon also needs pumps and storage tanks so we can save lot of resources.

    It might also be good idea to do Kovarex processing in uranium mine. This will make our main base layout simpler. I have made little testing with this. Here are pictures

    Uranium mine with barrels and Kovarex processing

    With this design we can get away with only one train wagon. Wagon will need filters. I have used 14 stack empty barrels, 1 stack iron plate, 23 stack sulfuric acid barrels and 2 stack uranium fuel cells. Please note that these should be in this order. If really wanted also mirrored blueprint can be created so that we can better control which side Kovarex process will be placed.

    Because we do not need fluid wagon we save some space in our base.

    Removed assemblers for fluid wagon

    Because Kovarex process is now else where. We can use this space for other stuff. Example Nuclear reactor is better made here because resources are here and not where they are now made. Also we can produce stack inserters in this section if we want because we do not need them so early on. Now we produce them in mall. But of course then it will be further. But good to mention this thing also. (We might

    Removed big chunk of stack inserters and boxes from base

    Old nuclear reactor factory section

    2. So long and thanks for all the fish

    Now we have separated box our fish. We do not need separated box for this. We can automate whole process so we do not need to even go get fish. This will save some time and one less thing to worry about. Please note that picture is not fully working.

    By by fish

    3. Use just one outpost train

    Now we have two different trains for outpost 1 and 2. My suggestion is that we use just one train. We will also leave train in to outpost. This way we just blueprint new train and recipes/logic. We get full control then. This will allow to use new thinks like different loading patterns for example four different outpost designs. Also train loading will start right away when we add new train. We probably would not need stack inserters anymore here or in outposts.

    We can also do other nice tricks. Like adding one more waggon end of train that contains building materials for ourselfs. This will mean that we do not need to run our main base when we are outposting.

    I have also tested that outpost 1 train can become green circuit train after unloding is done. It can be even made so that unloding will be done in some place that green circuit loading. That way we do not need two train stop.

    https://preview.redd.it/bdstldpf49r61.png?width=602&format=png&auto=webp&s=d9d7c90e04d68824ec3d698f91b9f89b16167ec9

    4. Plan how outposts are builded

    When we design our trains so that it can be left behind it will make possible that we can control what bots will build first. Inserters will take off stuff that are in first slot in our train. Right now these are not optimized at all. Example we take box of the train almoust in first. We probably would not need thous placed first because nothing is yeat produced. We can also make circuit that will start of unloading next wagon when train + boxes contains X amount items. Many possibility's here. I have tested that this kind of optimization will speed up outpost production output significantly. I have also found reddit post that give raw numbers about it but I do not found it anymore.

    With this design we can even let bots build roboports and electric poles. This will be first what be off load so it is certain that bots will build these first. This can save time because we do not have to build these when we build outpost skeleten.

    5. Outpost chests

    Right now first outpost 1 was running about 2,5h and first outpost 2 was running about 2h. We do want to take 0,5h away from this tim somehow so we should plan that 2h/1,5h is time that outposts will run. This mean that chest cannot be full in this time. It is waste of everything if that happens. As we can see in below picture there is drops in green circuit production. If we can make so that there is no drops at all we have already save about 0.5h of this speedrun. This can achieve example with using more that two outpost design.

    https://preview.redd.it/c5cx2s2p99r61.png?width=571&format=png&auto=webp&s=f69585df0699c7dd54e3710e5da82d59e00dbf13

    6. Using main base as outpost in the end

    With current speedrun we even take down belts in our main base probably to save some electricity. We have made lot of work to get so many belts copper and iron to our base that it would be sad to throw this hard work away. That's why I have thinking that maybe it can be designed so that overflow will be directed to buffer or just rerouted. Then when we are doing outpost face in some point we can add one or two green circuit production factory to our main base or edge of it. This is like free outpost. Bots can build it right away and we do not even need to do any work than add blueprint for it.

    Of course this kind of thing can be quite lot of redesigning but it can save lot of time. Please note that we cannot just say to our bots that rip off our current base. This is so slow but maybe we can design area which we can rip off with good deconstruction planner. We can example mark this are with diagnlo roboports or with power poles.

    7. Use power switches

    I have tested little bit power switch to control what bots build and also production shutdown. Example power plant can be placed with massive blueprint. Example only when certain amount nuclear reactors are produced we will transport some random item to belt. Then we use belt reader to read this item count. When we spot it we switch power switch and open power to next section. This will open up next roboports and then building will start. It is very fun to watch when bots build this way.

    One idea is also to just down sections what we do not need anymore. Example cut power from rocket section when X amount science is procudes. This will save small amount electricity and if we use my 6. idea then our "main's outpost" will get more iron and copper.

    8. Use spidertron

    I have not made any testing about this but current WR was made with version 1.0. After that Spidertron is better. It can be used better to build outposts. We can even use many Spidetrons so we can just sit in our base and do everything in map. Just though what should considered.

    9. Control belts not inserters

    Right now insterters are controlled. I think we should turn off belts when possible. Also reading should done from belt not from inserter. This is micro optimization but maybe it leads better designs. It would be good to know how much circuits affect ups. Because I have notice quite lot places that would benefit from turning belts on and off. We can even transport more than two items in one belt with using belts readers. Right now lab sushi belt use it but many other place may benefit it also. Only concern is ups.

    Using belt readers

    10. Ask for help to micro optimization

    Let's face it. Main base is huge. There is lot of things that bots build that can be optimize. Example we can optimize build that fewer boxes, belts or inserter are used. I have found lots of places that can be made more efficient. Ask help for little things. Every bit counts. If you make main base that use many thousand less minerals then it will probably be faster. It would be lot of fun to send out little things with pictures. It is quite lot of work to send new blueprint but if we can just send picture that explain one small improvement they stack up. This will be fun for whole community.

    11. Hotkeys hotkeys hotkeys

    I have played Starcraft a little bit and know how important hotkeys are. In these speedruns you should use hotkeys lot more. We have 9 item menus and we can use them all. With this almost every item what we need can be hotkeyed. You guys just need practice. You should probably check some Starcraft hotkey tutorial so you guys see what those guys can do with their magic fingers.

    12. Tech better

    In current wr quite some time is used to not resource anything. I quite not understand why. Also order bugles me. Is this resource list thinked through optimally?

    These are my notes

    I have example in my notes. Why not speed before anything else. I think we have time for them. This will have cumulative effect.

    Also seems that space science pack was not resourced before rocket launch. Isn't this odd or is it for that we can craft things by hand.

    submitted by /u/teksturi
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    4-lane rail spacing?

    Posted: 05 Apr 2021 01:41 AM PDT

    Me and my dad's factory 4 hours in using a few qol mods.

    Posted: 04 Apr 2021 01:34 PM PDT

    ~20 hours in first playthrough any suggestions would be appreciated

    Posted: 04 Apr 2021 08:23 PM PDT

    My train system is fucked.

    Posted: 05 Apr 2021 08:02 AM PDT

    So I am getting more and more trains and it seems that there are cases where my trains get stuck and I have to go there and play with rail signals so the whole things get unwinded. I need a new train system, meaning junctions etc, that work with a high quantity of trains that are 5 wagons long. Or 4 would probably also work. Can any of you recommend something? Preferrably with 2 or 4 lanes.

    submitted by /u/PottedRosePetal
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    How do you create/order city blocks?

    Posted: 05 Apr 2021 08:02 AM PDT

    I'm interested as to how your city blocks are created. Do you have a builder train stop by? Do you have a chest on the edge on the side of each city block so that they build themselves? And if you have any of those things how did you do the circuits? Please help. Now to city blocks but i don't want to keep run back to the base and get a million concrete.

    submitted by /u/HotshotDemon
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    Hate trains, hate having to belt everything around. BUT I LOVE logistic bots. But the roboport range is short and it's quite expensive. Is there any mod or some way to make my logistic network (the smaller roboport square I guess) cover my entire base? Like one megabase worth of logistic bots.

    Posted: 05 Apr 2021 07:40 AM PDT

    I want to use logistic bots for everything! Is it possible? Even if just with mods

    submitted by /u/dadasad2125
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    My biggest annoyance in Factorio (and I already beat the game once) is bringing the materials I need to build something. Like, let's say I need X and that needs iron, copper and circuits. Well now I need to drag belts or use trains to bring all those to automate it. Is there an easier way?

    Posted: 05 Apr 2021 07:04 AM PDT

    Every time I need to automate something it just takes so long. Gotta bring the iron, the copper, the wires the circuits the whatever.

    EVEN WITH A MAIN BUS or a train or whatever, it just takes too long to bring all this crap together. Is there an easier way? Maybe a mod?

    submitted by /u/dadasad2125
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    Does being good at Factorio mean anything skillset-wise?

    Posted: 05 Apr 2021 06:49 AM PDT

    I really like resource/logistics management games e.g. Factorio, Transport Fever, SimCity, Cities Skylines, and the Tycoon series. I'm currently a student and have recently been considering looking into logistics as a legitimate future career.

    What do you think? Do these games say anything about our natural affinity, or are they just made to be fun for anyone?

    submitted by /u/gaussian_distro
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    My life now

    Posted: 04 Apr 2021 07:41 PM PDT

    Biters, they don't stop.

    My boss gives me new orders.

    Factory must grow.

    ...

    "Doctor, can't hear trains."

    "Have you been outside, Camel?"

    "More refineries."

    ...

    Sleep settles softly

    East wall, no ammunition

    What good is sleeping?

    submitted by /u/CamelSalt
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    Pre blue science tech biter cleaning

    Posted: 05 Apr 2021 02:18 AM PDT

    I started a deathworld marathon map a few days ago on a rail world with biter expansions. Sounds great, yeah.

    Anyway, I got all the Red-Green-Black tech unlocked and the next step is oil.

    In rail world the resources are spread far away from starting position. The closest oil I got is located is some huge Biterville location. More oil is somewhere in terra incognita and is probable already hosting even more biters.

    The evolution is about 0.7 now, so I shouldn't really wait for the behemoths to start spawning.

    The question is about a solid way of actually clearing relatively large nests (10-20 spawners with big biters mostly, 10-20 worms, mostly medium ones) with a limitation of using Submachine Gun, Shotgun, Grenades, Gun Turrets, AP Rounds, Weapon damage/speed 3, Heavy Armor, 15 Defender Robots, Raw Fish (sure).

    So far I did the turret creep which kills about 2-5 of nest buildings per 5 destroyed turrets with about 250-400 AP rounds lost in the process. Also there is a huge risk of getting killed on approach. Just can't tank that much anymore.

    It kind of works in a really slow and painful way.

    Is there something I'm doing wrong or I should I just make peace with my fate for it was only me myself who signed the contract with those settings?

    submitted by /u/ReflexiveOak
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