Factorio Blue Circuits with 8 Beacons |
- Blue Circuits with 8 Beacons
- Logistics Circus
- I'm pretty new to the game and need some help. These steam engines produce only 100kW-150kW. Others produce 5-10 times more than that, but they are built pretty much the same way. Why the huge difference?
- As a new player this was a satisfying moment. This has been one of my favorite purchases in a long time :)
- First Time Playing Factorio, not sure if my Layout makes any sense
- Help... Train is only going to load station on left... how do get it to go to the station on the right ???
- Distinct power networks should have different colors in map
- I have lost count of the number of times I have said ‘just a few more mins’ that has turned into hours
- My factory had developed in an unsavory way. Rather than starting a new game, I am using bots to break everything down. I'm keeping my nuclear power running but that's it.
- Bugs keep attacking the walls of my maze despite there being a direct path to turrets. What is the issue with my design, how can I change this wall to avoid it being damaged?
- Explain LTN please.
- Why does it feel like a massive load is put on you once you unlock oil?
- I'm trying to diagnose my UPS problems on my almost 3k SPM base. Many are saying I shouldn't be running at 30 UPS like I am. I should note that this was taken as I have a bit artillery wagon firing on a bunch of aliens so I'm running at 21 UPS. Can anyone help me understand these numbers?
- LTN behavior when starved
- I love my spaghetti!
- Nuclear Power Excess?
- Why is this chain signal red and not blue?
- Here's my Pyanodons spaghetti mess
- Modding Factorio for education: Is it possible? [Crosspost from /r/FactorioMods, Link to original in description]
- Factorio as an education tool?
- Advice please: Factorio (heavy) Mod selection for fun playthrough [mid 2021] + Space Exploration | medium experienced player
- Should I try centralising making anything or should I try creating everything locally?
- How badly does Nuclear power hurt UPS?
Posted: 25 May 2021 11:46 PM PDT
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Posted: 25 May 2021 09:59 PM PDT
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Posted: 26 May 2021 05:12 AM PDT
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Posted: 25 May 2021 07:23 PM PDT
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First Time Playing Factorio, not sure if my Layout makes any sense Posted: 26 May 2021 03:07 AM PDT
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Posted: 25 May 2021 10:54 PM PDT
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Distinct power networks should have different colors in map Posted: 26 May 2021 05:48 AM PDT I just realized that I'd accidentally disconnected one section of my base from the other. The disconnected section had one nuclear plant but was nowhere enough to supply full power and therefore was running slowly. Having different colors for separate power networks on the map would be nice. At least different shades of blue. [link] [comments] | ||
Posted: 26 May 2021 08:27 AM PDT
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Posted: 25 May 2021 04:06 PM PDT
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Posted: 26 May 2021 03:15 AM PDT
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Posted: 26 May 2021 06:19 AM PDT Does it just treat train stops as logistic chests and then trains as bots? If so why use this? Say I want specialty trains to bring in lots of intermediates to cut down on stations. What then? Use filter inserters? I can foresee clogs where one resource is consumed slightly more than the others being starved cause all your chests eventually get filled with the other less used resource. I have 200 trains going atm and they all have a specific route with stackers to hold the excess. 2x4 way tracks can hold all of them with no backups/traffic jams. So why should I use LTN? Genuinely curious. [link] [comments] | ||
Why does it feel like a massive load is put on you once you unlock oil? Posted: 26 May 2021 08:21 AM PDT | ||
Posted: 26 May 2021 06:35 AM PDT
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Posted: 26 May 2021 03:57 AM PDT If I have more requests than supply, will LTN use some even distribution, or will one requestor starve the others? [link] [comments] | ||
Posted: 26 May 2021 05:43 AM PDT | ||
Posted: 26 May 2021 07:09 AM PDT I want to pump steam into storage only if my Nuclear setup isn't utilizing all of it. How do I do that? I tried using a decider combinator, but I think my logic is incorrect. It says in the wiki that the pipe is treated as 1 vessel... so my question is does that mean all outputs have the same priority even if the distance from the source is higher??? Thank You all in advance,Factorio Noob EDIT: I noticed the steam turbine has two input/outputs... if I make sure the steam has to go to a turbine before going into storage would that work? [link] [comments] | ||
Why is this chain signal red and not blue? Posted: 26 May 2021 04:14 AM PDT
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Here's my Pyanodons spaghetti mess Posted: 26 May 2021 02:34 AM PDT
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Posted: 25 May 2021 05:28 PM PDT Hello friends. TL;DR Questions in dot points below. Some preamble. I've played nearly 400 hours of Factorio, so you could say I'm still a bit of a novice, but I do love the game greatly. I've not dipped into modding before, but I have seen some of the mods that are around and understand that a lot is possible. I also work as a teacher at a technology school where we have many automation programs working with robots in small scale. We have a 'do-bot' that is basically an inserter, but we struggle to have the 'do-bot' perform much more than move an object around in the short time that we have students. What I would like to do is use Factorio as part of an automation class, where students can learn how to build elements of a factory. We typically have students for about 3 useful hours of program time per day, and typically one or maybe 2 day programs, so vanilla Factorio would be a bit overwhelming. I know that there is a map editor, and that I can easily setup a scenario where coal, iron, etc. are all close by, and build some stubs of a factory for students to start with. While I have a lot of programming experience, and have confidence that I could build mods to suit my purpose, I am not sure if everything that I would like to do is possible. To that end, I have some questions below that I'd love some feedback on:
My lesson plan is as follows: Students arrive at 09:30 to find a factory building a rocket with chests full of all the materials needed for that rocket to reach completion. The rocket will launch at 14:20, saving the students from the bug planet. However they have seen that the insect hoard is coming and will arrive at approximately 14:00. They need to build their factory to produce enough walls, gun turrets and ammo to defend their rocket long enough for it to launch. I would prepare the map so that there is plenty of iron, stone, coal and copper right in the factory, and give them some bodies of water nearby to provide partial walls for their factory. When they start, they will have some yellow belts, inserters, power-poles, electric drills, electric furnaces and assemblers in a chest to get them started as well as a limited coal-based power supply. Students will have one drill mining iron, one mining coal, one mining copper, one mining stone, one boiler with 2 steam turbines, one electric furnace for each ore and one assembler each for inserters, assemblers, electric drills and yellow belts. This will be setup in a primitive factory that students can grow from. Nearby, but not connected to raw materials, will be an array that can build gun turrets, one that can build ammo, one that can build underground belts and splitters, and one that can build walls. Students will need to figure out how to direct materials to these unfinished arrays, and how to grow the factory, learning about the increased demand for materials, power and assemblers to keep their production balanced. The best part is that unlike other programs, which don't do anything over the lunch and recess break, as this is a class on automation, the factory can keep producing when students are not around, demonstrating the benefits of smooth automation, but also the need for human oversight as some problems may arise in the students' absence. If they do well, they will be able to build defenses over the next 3 hours or so, placing walls and gun turrets ahead of the attack by the biters. Students that grasp the basics easily can be given stretch goals, such as producing better ammo, mining oil and setting up flamethrowers, laser turrets, etc. I am so excited by the idea of teaching a class using Factorio, and the first step is asking Reddit for some advice. Your wisdom is greatly appreciated, thank you for reading and for assisting with this project. If I get this up and running I'll be sure to share my findings with the community :) [link] [comments] | ||
Factorio as an education tool? Posted: 26 May 2021 12:49 AM PDT We have seen some other games being used as education tools (minecraft and ksp come to my mind). What do you think could be education uses of factorio? [link] [comments] | ||
Posted: 26 May 2021 06:27 AM PDT Hi all! Making a mod-selection for my 4th play and wanted to see if you have any extras! First off: I write posts like I like to find them. So this might interest you if you are relatively new to the game and want to mod it to be a wholesome colorful experience. Maybe with some extra stuff thats nearly cheaty, but not broken. Thats also why I added some basic info to the mods. How I'm approaching this: I love mods. I'm also a lazy, blueprint-loving, spaghettorizing train-fan and am happiest when zooming out and playing from that perspective.. by sending things where they need to be. In my last playthrought I learned how to use LTN and why my 12lane-BUS design, overgrown by nilaus-based blockdesign was suboptimal. Stopped when I launched a couple of rockets and spidertronned around. Greatest game so far. Mods - I know some of these are cheaty, but endgame for me is something I want to be lazy and big plan everything. In my wet fantasies I wouldn't even need to connect ressource patches by hand - so my go to was: blueprint, send 2-3 build-spidertrons, send delivery train for mini-bot network, set up LTN by hand :( and connect to ressource network. I hate bot networks getting (spacially) out of hand and exhausted little bobs slurching around, so I keep myself pretty limited in that regard. Well now I found out about Space Exploration, so thats the buildaround goal. Space Exploration comes with a lot of mods, some of these are listed below, others are not. I just installed all recommended too. Playthrough goals:
Mod selectionA. The game-changers (i haven't played yet):
B. Game changers (I know & love):
C. Quality of life / Extended endgame stuff:
D. Fun mods I'm not sure about:
Game Settings:
Questions
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Should I try centralising making anything or should I try creating everything locally? Posted: 26 May 2021 01:10 AM PDT I'm new at the game, I've gotten to blue and black science. I'm getting a bit overwhelmed, for me it's hard to understand wether I should create all the items in the spot I'm making the result, as in input basic materials, like oil water iron copper, make red circuits turn them into science on the spot, or make these factories seperate, as in create red circuits in one spot, then ship them far away to be created into science, where they also get supplied by other seperate factories? [link] [comments] | ||
How badly does Nuclear power hurt UPS? Posted: 25 May 2021 11:13 PM PDT I'm pushing 3k SPM on a base I've been working on for a while now (450 hours in game, about 250 of those idle). I'm running at about 25-30 fps/ups. I'm using almost entirely nuclear power, about 17.5 gWh. I was curious how badly that hurts my UPS if anyone knows. [link] [comments] |
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