• Breaking News

    Monday, May 24, 2021

    Factorio Weekly Question Thread

    Factorio Weekly Question Thread


    Weekly Question Thread

    Posted: 23 May 2021 09:00 PM PDT

    Ask any questions you might have.

    Post your bug reports on the Official Forums


    Previous Threads


    Subreddit rules

    Discord server (and IRC)

    Find more in the sidebar ---->

    submitted by /u/AutoModerator
    [link] [comments]

    And the winner of "it's not my job goes too....

    Posted: 23 May 2021 10:19 PM PDT

    Version 1.1.34

    Posted: 24 May 2021 04:43 AM PDT

    Scripting

    • Added LuaEntityPrototype::air_resistance read.

    Bugfixes

    • Fixed black border in spidertron technology icon. more
    • Fixed that having non standard UI scale would render screen white. more
    • Fixed that train could get stuck in destination_full state with available goals when a train stop was built next to ghost rail. more
    • Fixed that LuaPlayer::disable_alert() didn't work for custom alerts. more
    • Fixed that piercing damage didn't work correctly with turrets. more
    • Fixed that LuaSurface::clone_brush() didn't clone entities correctly. more
    • Fixed trees with not-flammable flag would still catch on fire. more
    • Fixed blueprints and copy-paste tools didn't capture planned direction changes of entities. more
    • Fixed that changing train stop limit would not set last player. more
    • Fixed desync when beacons lose power. more
    • Fixed spidertron item icon would look different after changing the spidertron color back to its default value. more
    • Fixed that Tips and tricks trigger related to setting up a logistic chest request was also triggered when setting up the personal request.
    • Fixed that achivements could block the finished game window.
    • Fixed crash when loading font wingding.ttf. more

    Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.

    submitted by /u/FactorioTeam
    [link] [comments]

    Spagettio

    Posted: 23 May 2021 06:08 PM PDT

    Getting rid of some wood

    Posted: 23 May 2021 08:11 PM PDT

    Let the Belt Upgrades Begin

    Posted: 24 May 2021 12:20 AM PDT

    A little timelaps from my first game of factorio, all option are default, I am starting to consider a new map after 250hours

    Posted: 24 May 2021 02:41 AM PDT

    Noob with a train. (are my signals LHD correct for 4:2 t-intersection.)

    Posted: 24 May 2021 06:16 AM PDT

    How do I deal with the urge to build modules for each item at a time, and the urge to just stand and wait?

    Posted: 24 May 2021 06:14 AM PDT

    I always build modules that only focus on one item (like gears or copper wire) instead of unloading the base materials and loading the finished product (i.e: unloading from a train the items for green circuits and loading green circuits in one go). I'm not really sure how to explain it, but i spend a lot of time just standing around when i could be building something else because i have the materials

    submitted by /u/Pyrezz
    [link] [comments]

    Been playing Nullius. I'm almost on the verge of automating the production of conveyor belts.

    Posted: 23 May 2021 10:53 PM PDT

    A question for anyone who has used LTN for a megabase.

    Posted: 23 May 2021 11:11 PM PDT

    Do you need a super inefficient logistics hub?

    Posted: 23 May 2021 05:38 PM PDT

    Proof of Concept - The CarBus

    Posted: 23 May 2021 05:35 PM PDT

    Measuring train throughput on a specifc track or junction.

    Posted: 24 May 2021 05:50 AM PDT

    Is there an easy way to calculate train throughput (number of journeys/hour)?

    Im currently facing an issues of phantom traffic james cloggong my network but by the time it becomes an issue the junction has cleared and all i see is the rear of the queue going backwards as trains brake quicker than they pull away (more engines isnt a practical solution here)

    There are a few junctions that could be causing the issue but if i inorove the wrong one it will almost certainly make this issue worse.

    Games like cities skylines have traffic heat maps showing busy routes but that isnt present in this game unfortunately.

    submitted by /u/Gingrpenguin
    [link] [comments]

    Is there a formula to abide by when creating belt balancers?

    Posted: 24 May 2021 03:02 AM PDT

    Hello. New to this game and I have a question.

    When creating belt balancers are there a set of rules to help guide creativity?

    My guess (and it really is a guess, I'm not good at this sort of thing) would be that you take the number of belts you start with, and the number of belts you want to finish with, then find a number they both multiply into, and when you divide that by the number of belts you wish to output, this gives you the number of splitters each belt has to pass through?

    Maybe that's totally wrong, and even if not I'm aware it's just a start and there's certainly more to it than that.

    Would love to hear your tips for the layperson. There are a lot of super efficient designs out there but I'm more interested in understanding the process than being told the solution, so any help appreciated

    submitted by /u/Skycat9
    [link] [comments]

    Factorio enthusiasts, what is your opinion of 4X games?

    Posted: 23 May 2021 11:40 AM PDT

    One thing that I really enjoy about Factorio is how the goal of the game can be summarized within 2 lines: 1- Get more science packs 2- Defend your factory against biters

    Even with "more complicated" mods such as Seablock or B&A, you always end up figuring out a way to achieve one of these two things. You're rarely looking for stuff to do: the bottlenecks are everywhere and your to-do list is always growing with new problems to solve. I am nearing 1000 hours in Factorio and I still need more god-damned iron.

    On the other hand I always end up being impatient/confused/overwhelmed by 4X games such as Civilization or EU4 or Stellaris. I never have any idea what to do and I give up after a few hours. Instead of "if you need more iron, build more iron mines", I find those games offer non-intuitive routes such as "if you need more iron, build a church and negotiate with the worms from outer space so you can have enough faith to breed horses". Like how the hell are you supposed to figure out these games?

    My friends find it hard to believe that I can play "big-brain games" like Factorio but be so dumb when it comes to 4X. I understand how amazing these games must be once you understand how they work, but how long does this take? 50 hours of gameplay? Or 12 hours of taking notes while watching Youtube tutorials? Within the first 30 minutes of the Factorio demo I had grasped most of the game's mechanics and was ready to start building my first factory.

    Anyway, I guess my post is both a shout-out to Factorio and a cry for help on how to tackle the learning curve of 4X games.

    submitted by /u/CarnivalTower
    [link] [comments]

    Death. Death everywhere. (Krastorio 2, Armoured biters and Rampant mod)

    Posted: 23 May 2021 05:15 PM PDT

    Cargo Wagon Modular Smeter

    Posted: 23 May 2021 09:22 AM PDT

    Trying to minimize spaghetti, I have a dislike for purple science.

    Posted: 23 May 2021 10:05 AM PDT

    Is ther a way to load this map on new version its infinite maze from Redmew

    Posted: 24 May 2021 06:06 AM PDT

    How to make robots follow a path?

    Posted: 24 May 2021 01:46 AM PDT

    Let me explain the question: Let's say you're building an "L-shaped" line of Roboports (so you can build a turret wall or whatever).

    Now, you send a robot from the start point of L to end point.

    The robot, instead of following the L path made of several Roboports, chooses to take a shortcut and flies straight.

    This is really stupid behaviour, because if the L is really large, the robot runs out of energy in the middle of nowhere and has to limp back to nearest Roboport. Or even better, it gets attacked and destroyed because it's out there outside of wall safety.

    How to solve this problem? I'm 100% sure I've seen a video where some player made his bots follow predetermined path, but I can't figure out how.

    Thanks for advice.

    submitted by /u/Jem_Jmd3au1
    [link] [comments]

    Level of detail in Factorio made me laugh today

    Posted: 24 May 2021 05:27 AM PDT

    I play this for so many years but only today i saw that artillery have custom cartridge animation. This level of detail made me honestly laugh today.

    https://www.youtube.com/watch?v=c9GchBF9-ms

    submitted by /u/lierosk
    [link] [comments]

    Expandion in SE

    Posted: 24 May 2021 01:16 AM PDT

    Hi,

    Im progressing slowly in SE and I have set up a running factory in Navius orbit for the first space science (black). I am ready to start working on the next science pack, the yellow space science (dont remember the correct name). Its my understandning that I will have to set up a factory making iridum ingots on a planet with that resource. My idea is to cram as much stuff in a new cargo rocket and launch to said planet. Without a landing pad in place. Is there any other way to do this without losing to much inventory from the cargorocket?

    Bonus question, is there a way to automate the firing of railguns of stuff to orbit without the use of combinators and that sort of thing?

    submitted by /u/Magistratum
    [link] [comments]

    No comments:

    Post a Comment