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    Saturday, May 8, 2021

    Factorio Diagonal Splitters are yet faster still than diagonal belts!

    Factorio Diagonal Splitters are yet faster still than diagonal belts!


    Diagonal Splitters are yet faster still than diagonal belts!

    Posted: 08 May 2021 02:31 AM PDT

    Diagonal Belts are Shorter!

    Posted: 07 May 2021 08:53 PM PDT

    I may have 10 hours of gameplay and not know how a bus works, but goddammit these biters ain't gettin' my ship

    Posted: 07 May 2021 12:38 PM PDT

    Simple from map view operable switch

    Posted: 08 May 2021 02:44 AM PDT

    We need more landscape based challenges

    Posted: 08 May 2021 05:18 AM PDT

    Recently, I watched documentary about famous bridges and i realized, that I would kinda like more challenging landscape in factorio. Cliffs and water tiles provide some challenge in early game, but once you have landfill and cliff explosives, they are just annoying. I´m not arguing for making cliffs more difficult to deal, but rather, adding new opstacles, prefferably further away from starting location.

    I´m thinking about things like deep water imune to landfill, but you can traverse them using more endgame materials (eg made from concrete or low density structure), biomes which influence production speed, but have some benefits, like more resources, mountains you can dig tunnels under...

    I just kinda wish landscape coud provide some aditional challenge, rather than be just place to pick resources.

    submitted by /u/Pikibi
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    1500 hrs in Factorio and I still triple tap "r" to rotate AMA

    Posted: 07 May 2021 06:16 PM PDT

    Nice offshore pump

    Posted: 07 May 2021 07:17 PM PDT

    After 127 hours, I finally get my first win, here's 4 pictures including the base

    Posted: 07 May 2021 03:02 PM PDT

    Exploration mods?

    Posted: 08 May 2021 07:57 AM PDT

    So I want to start a modded playthrough next. I am looking for a mod that adds a point to exploring the planet, beyond just finding the next resource field. Like finding alien artifacts or special modules or something, that would upgrade or add new/special techs/buildings. Is there anything like this?

    submitted by /u/PenguinScientist
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    Space Exp vs Space Exp + K2

    Posted: 08 May 2021 01:08 AM PDT

    I'm starting a new and my first space exploration playthrough. Would you recommend adding K2 as well?

    I have no prior experience on K2 either. Will it be insanely slow and grindy (like seablock) with space exploration?

    submitted by /u/Tseitsei89
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    Why can't I put the train stop on the side that I want?

    Posted: 07 May 2021 04:13 PM PDT

    Why can't I put the train stop on the side that I want?

    I want to put the stop on the right side of the tracks, but it only shows the left side as an option

    https://preview.redd.it/vs9xz2pa6sx61.png?width=1920&format=png&auto=webp&s=14b7744278d87e56518341cdb00f63eee5e6cae3

    submitted by /u/DumbLikeColumbo
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    New goal - "pacifist"

    Posted: 07 May 2021 12:26 PM PDT

    I recently finished my Deathworld map. Besides learning a great deal more about military aspects of the game, I also had to learn a lot more about pollution management. Having to cut down mining because full-scale mine was still slower than the bullet demand from all the attacks. Having to sneak a rail line between biter nests to the only nearby oil field. And then placing only ONE pumpjack in there until I could afford to clear the nests.

    This got me thinking - could I actually beat the game without killing a single biter (on normal setting)? This would mean paying a very close attention to the pollution cloud, building small microfactories in between biter nests. Letting your pollution grow out of control would essentially mean a loss of the subfactory (unless you can lure the biters away using a car or by sacrificing your own life).

    Has anyone attempted something like this before? If I manage to do it - what are the chances of it becoming an actual in-game achievement?

    Edit: I'm currently trying this on Dealthworld, but things are just going way too slow. I have a bit of power (25% usage on one steam engine), semi-automated red science packs, but can't afford to run more than one furnace without expanding out to a new sub-base. I think changing from Deathworld to Normal would make things a lot more feasible due to better pollution absorption values and larger starting area.

    submitted by /u/iamtherussianspy
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    My Fluid wagon isnt filling, its set on automatic, the stations train tracks are straight, etc. whats wrong?

    Posted: 07 May 2021 10:11 AM PDT

    I’ve started Pyanodon

    Posted: 07 May 2021 07:04 PM PDT

    I'm 10 hours and have automated red science. Give me your best tips and tricks for the mod. Suggestions, resources, well wishes, all are welcome.

    submitted by /u/Swimming_Goose_152
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    This is the best ore/min per tile that I have found, about 10% more ore/min than putting them in straight rows.

    Posted: 07 May 2021 11:51 AM PDT

    45 Boilers in a line, no Pumps!

    Posted: 07 May 2021 02:18 PM PDT

    https://www.youtube.com/watch?v=mIeXfiUymyw

    https://preview.redd.it/rpdrl5hzlrx61.png?width=1920&format=png&auto=webp&s=cf581f639998cb3dce9474d4e5330cfaca9cf335

    This is the most boilers in a line you can get without issues using only offshore pumps! It works full power in any orientation you place it, and only a single water input is used!

    You can find the blueprint below:

    https://factorioprints.com/view/-M\_7da3E2wQ9yaYClcEn

    submitted by /u/linktothepast83
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    Humble Beginnings or my Microbase (200x200 Map)

    Posted: 07 May 2021 01:08 PM PDT

    Humble Beginnings or my Microbase (200x200 Map)

    https://preview.redd.it/qrckrxna5rx61.png?width=1253&format=png&auto=webp&s=9b06260ff057bd96512cd63de4aebd1b3949d293

    So, yesterday i inquired here about the "smallest feasible map". After a bit of back and forth, i started a new map today.

    As you can see, it's a 200x200 map. This is completely vanilla generation, no ores added or anything. Since i haven't had too much experience with the settings and how much they affect ores, i cranked the richness. In hindsight, this might be a little op. 4 Miners can now easily saturate a red belt.
    Other than that, the only requirement was having any oil on the map. That turned out to need some rerolls, but worked out well. 4 spots for pumps, and with max richness, there's enough oil so far.
    Mods are limited to QOL stuff (squeake through, Afraid of the dark, Mapshot) and Infinite Resources - Depletion. Though the last wouldn't be needed in hindsight. Just didn't know what to expect beforehand.

    On the right you can see my "quick start base". Basically, the minimum needed to get the red, green and blue sciences out, so i can focus on the main build, while i research towards Rocket.

    After crunching some numbers, i decided to work backwards as i felt just winging it would probably not work out too well. After some back and forth i decided to set up for 30 SPM for anything but black and white. Mostly because i can get away with a full red belt of Iron, Steel and two Belts of Copper. Anything below wouldn't save too much belt space, anything above quickly doubles the space required. But this can all still go south as i build it. I have not planned this out at all.

    For now, 4 hours in, i've gotten Smelting, Green and Red circuits build up to the "final" scale. The spot in the bottom left will either be reserved for extended smelting if i feel 30 white SPM are doable, or the rocket will go there if space on top gets REALLY tight.
    The initial base will stay there for now as a hub to produce belts and inserters. I'll probably rip the sciences out once the initial "end-game"sciences are set up.

    Other things i've learned so far:
    - Focusing on Ores is nice, but if you generate a map that's got too little wood, it's going to be tough. You need wooden powerpoles in the earlygame, and quite a few more than i expected. You can quickly research towards better powerpoles, but it can be tight. As you can see, not a lot of trees left ;)
    - Deciding on smelting with coal or power is rough. With my set richness coal is basically endless, but on a more reasonable setting, you'd maybe consider Powered furnaces. Those would consume around 35MW, or 40 Steam boilers worth of power. I'm pretty sure this wouldn't fit or make it at least reeeealy tight.
    - Having all the Ores in one Corner is REALLY nice. Having the option to focus all smelting in one place without long belts up and down is really helpful. Ideally, Oil would be somewhere in that space too, but you can't have it all.

    I haven't gotten into bots yet, and i will most likely skip Logbots completely to make it more challenging. Building bots might be nice if i have to reorder a lot of stuff later though.

    So yeah, thats about it. First goal is getting a rocket off the ground. If i can manage to actually do the full 30 SPM, whites included, i'd consider this one finished. After that, We'll see how far this can be pushed.
    If you've got any recommendations for optimizations, i'd really appreciate those. I'm still pretty new to factorio, so certainly haven't figured it all out yet.

    submitted by /u/domsch1988
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    Is there another way to fix a mistake and remove an entire outpost with smelters, miners and factories without ending with 600 chests full of crap?

    Posted: 07 May 2021 07:45 PM PDT

    Maybe a repost, but...

    Posted: 07 May 2021 05:32 PM PDT

    test data proving something everyone already knows (offline miner pollution)

    Posted: 07 May 2021 10:49 AM PDT

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