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    Wednesday, June 16, 2021

    Factorio I used to fear math, I was never good at it in school, now I am doing calculations for fun because the factory must grow!

    Factorio I used to fear math, I was never good at it in school, now I am doing calculations for fun because the factory must grow!


    I used to fear math, I was never good at it in school, now I am doing calculations for fun because the factory must grow!

    Posted: 15 Jun 2021 03:44 PM PDT

    Hilbert curve belt

    Posted: 15 Jun 2021 07:52 PM PDT

    I'm new, about 60hrs in my first map, working on my new rail system but am havin' problems with the signals, is this correct?... P.S. I've watched Factorio videos for a Month, and its been a few days since the game, but I still cant learn how signals work!!!.. Little help Pliz

    Posted: 16 Jun 2021 05:55 AM PDT

    Hows my Spaghetti��

    Posted: 16 Jun 2021 06:00 AM PDT

    Finally got my vanilla base to 1k SPM!

    Posted: 16 Jun 2021 01:45 AM PDT

    Finally got my vanilla base to 1k SPM!

    I've been spending the last 200 hours or so on a vanilla deathworld base to try to get it to 1k SPM and finally managed to sustain that over an hour. I don't really know anyone else that knows the game so thought I'd post it here to celebrate!

    Mostly designing stuff myself but used some of Nilaus blueprints for city blocks and some other smaller bits and pieces.

    https://preview.redd.it/l31ouepsbl571.jpg?width=2468&format=pjpg&auto=webp&s=d6f3e996d4b15d444f914cef150c758c5a4b20e8

    https://preview.redd.it/ryutmr4ubl571.jpg?width=2468&format=pjpg&auto=webp&s=e971f162eec940e0ec1e33a46d17ce32fc8f3e97

    https://preview.redd.it/4du5vpuubl571.jpg?width=2468&format=pjpg&auto=webp&s=006394fd6ba27828a617727fdb6892e776aff463

    submitted by /u/IQue
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    Max Rate Calculator is helping me change up my design philosophy.

    Posted: 16 Jun 2021 08:15 AM PDT

    So I launched my first satellite ever

    Posted: 15 Jun 2021 03:15 PM PDT

    Ball of conquest

    Posted: 15 Jun 2021 07:58 PM PDT

    Apparently you can connect pipes with different fluids by placing a pipe over an underground pipe. Is this a bug?

    Posted: 16 Jun 2021 07:04 AM PDT

    My cleanest red circuit set up yet (ratios are pretty much perfect to my knowledge, bp in the comments)

    Posted: 15 Jun 2021 03:09 PM PDT

    Next moves to grow the factory

    Posted: 16 Jun 2021 06:19 AM PDT

    Next moves to grow the factory

    https://preview.redd.it/6he66wchgm571.png?width=3426&format=png&auto=webp&s=65f3c0682100170a146c6257ef61231606be2877

    https://preview.redd.it/rqgs0jrjgm571.png?width=2166&format=png&auto=webp&s=2830ec2c46076a46c39aac0b10e497fb0feda8ec

    This is my third go at the game, ~120 hours in (I did launch one rocket last game). I'm wanting to aim for a small "megabase", maybe 500SPM and then see where to go from there.

    I'm really enjoying u/NilausTV YouTube channel, I totally binge watched his Deathworld series (double speed) and watched his masterclass series, so the blueprints are pretty recognisable even though I've done some tweaking.

    This base is giving me ~100SPM with nearly 50 satellites launched. However as always the factory must grow! I'm wanting to scale my production of modules and the thing that's holding me back (unsurprisingly) is my red/blue circuits. I've got enough greens on the bus with 4 blue belts and I've got the iron/copper/steel supply to keep the bus humming away. Oil is OK (there's a couple of fresh (unclaimed) patches to the top left and I've got coal liquefaction as backup when the plastic is really smashing the gas supply.

    What I thinking is that I should convert this base into a "hub base" so move the science out, reclaim some land and scale up the circuit production. The question then is where to put the science as I'd need to build out a dedicated "science base" with production of resources dedicated for science so more trains.

    Or if I keep the science in the base, I'll need to reorganise the science production so that I can fit in more circuit production (more plastic/sulfer). I've got some space to shift the labs, purple/yellow/blue science which means more red/blue circuit production. At least enough to get the module production up so I can then start to upgrade the circuit production and make better use of the bus. Power is not an issue as I'm running at ~50% capacity.

    Or there's a better suggestion out there that I need to hear.

    Either way the SPM is not going to grow for a while as I'm going to have to claim new lands for patches and get the circuit production/module production ramping up. Aside from getting out with the trusty tank there's not much else todo until I figure out my next big objective.

    submitted by /u/kierans777
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    Attempt to reach 1k spm, and having problems with rocket fuel. 4 blue belts coal, 4 steel, 8 green circuits 16 copper and 16 iron. Various design and organization issues.

    Posted: 15 Jun 2021 07:41 PM PDT

    Can I have some critique on my signaling for this intersection? (2 lanes, going in each direction)

    Posted: 15 Jun 2021 03:18 PM PDT

    Did I manage to make the dumbest mod for Factorio? I present to you: emoji signals

    Posted: 16 Jun 2021 08:52 AM PDT

    My hybrid Belt/LTN substation-city-block base.

    Posted: 15 Jun 2021 06:25 PM PDT

    question about belts

    Posted: 16 Jun 2021 07:57 AM PDT

    question: does the speed of a belt given by the game (for standard 15 items/s)mean

    a as the belt can have 8 items per belt each space can have 15 items (thus meaning 120 items/s total per standard belt capacity) at max capacity

    or

    b the 15/s speed is for the whole belt meaning each space can have 1.875 items/s

    submitted by /u/alienmaster21
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    What to do now?

    Posted: 15 Jun 2021 09:09 PM PDT

    I just finished my second base. Got to a very clean 70spm with automated rocket/satellite launches.

    I'm not really sure where to go from here, I feel like at this point getting more spm is just stamping down more production and feeding more input. maybe I'll go for a megabase at some point but right now I don't see the appeal to going much beyond this. plus I feel like I'm reaching the limit of what id want to do with a belt based setup. I'd guess you could get to 100 (150?) Spm with belts before it just gets to be more trouble than it's worth.

    I know at some point I'm going to do a new game where I incorporate a city block style organization and work on expanding my blueprint library. This game I got most of the core production in there, but I know I could improve some designs and I need to get good mall blueprints made. On that run maybe I'll go further and transition to a bot or train based setup and aim for 200+spm.

    However, I have a lot going on for the next couple months. I just don't want to bite off a huge project right now. Any good smaller projects/side content/gimicky challenges I can do before my next main factory?

    submitted by /u/Survivor205
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    Krastorio or Angels/Bobs for DW?

    Posted: 16 Jun 2021 07:34 AM PDT

    So I capitulated on my first real base, got to uranium but havent utilised it much. I ran about 6 trains from other smaller depots but I think I rolled a bad map. I'm playing DW which is already a bit hard for a newb like me but I also added midgame Bobs enemies and some are just too OP. I'm also running extremly low on coal the whole game since no bigger deposits are around so I really want to start fresh and roll a map with more resources.

    I do want to add a few mods this time around but after watching some YT Angels seems a bit too complicated for my skill atm. Bob's mods feel, no offense, but a bit bloated - at least the armaments and vehicles I tried.

    How would Krastorio be for a newb? I also want to add maybe the space exploration for end end game stuff and Alien worlds for some eye candy. How should I set up my map?

    Also, how do I deal with respawning nests in empty sectors? Like between my main base and the small outposts.

    submitted by /u/ninjaklan
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    oops

    Posted: 15 Jun 2021 06:47 PM PDT

    GOt killed while making rail signals #unintentional_Achievement ...Yay!?

    Posted: 16 Jun 2021 07:05 AM PDT

    My favorite early game mall design technique: get tired of manually crafting an item, haphazardly place an assembler for that item, then force it to work (Krastorio/space exploration)

    Posted: 15 Jun 2021 04:30 PM PDT

    Is there a setting/mod to change how many ingredients an assembly plant will store automatically?

    Posted: 15 Jun 2021 09:21 PM PDT

    So if you manually load up an assembly plant with ingredients, it can hold a lot of them. Usually 100 or 50 depending on the ingredient. But if you allow the machine to pull what it needs off the track with an inserter, it will only tend to store enough materials to make 2-3 of the item, which is often only 2-3 of the ingredient.

    I've been having a lot of issues with intermittent downtime because the right item wasn't on the right belt at the right time. Yes, I know, I can improve my designs so this doesn't happen. But I'm experimenting with different sorts of assembly lines and I was hoping I could change this behavior instead. I'm not fundamentally altering the game - the machines can store those extra ingredients - I just want to change the behavior of the inserter so it doesn't stop when it stockpiles enough for 2-3 items.

    I would like assembly machines to grab items off the track up to their max capacity (50-100) for that ingredient rather than 2-3 items worth for that ingredient, always topping themselves off until they're at capacity. Is there a mod or setting I can change to do this?

    Edit: I'm new to the game, so maybe there's an in-game way to control this that I haven't discovered yet.

    submitted by /u/SenorBeef
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    My refinery!

    Posted: 15 Jun 2021 02:06 PM PDT

    My refinery!

    I love refineries, they're so satisfying to watch huff away.

    https://preview.redd.it/z8zh1nzfqh571.jpg?width=1920&format=pjpg&auto=webp&s=b7143685fa7458a78cb2091814456af0ca3dcd20

    The layout is almost identical to the tutorial I learnt oil from, by MiniBetrayal: https://youtu.be/oC_q9JpkNRk?t=1503

    , but ultimately with my own take on it. I've implemented a few latch conditions for when to turn on/off the refineries. The pump in the middle left pictured acts as a choke for the heavy oil production, effectively halting the plants, be it with a little delay.

    In the top, the network of combinators enable the refineries and light oil into petroleum cracking when the petroleum reaches a certain (low) threshold, and turns off when it reaches another (high). The refineries are also started if heavy oil reaches a low level. Light oil is a free variable, but heavy oil is cracked into light oil whenever heavy oil exceeds light oil by more than 2800 units, and turned off when it's 1200 units more than light. The plants produce more of petro, light & heavy in that order, hence the "need" to have more heavy than light around.

    It's all a little arbitrary but the end result is nonetheless that the refinery is less jittery in its operation and that the levels inside the tanks are more or less the same across the board and not jam-packed, neither empty. This isn't necessarily better than the basic setup I believe, but it's fun to try new things. My base isn't all that large, this refinery is more than adequate for my needs, and I'm on my way to launch my first rocket!

    It's a little ugly with the coal and plastic garbage all over but what can you do.

    submitted by /u/Tickstart
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