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    Wednesday, June 9, 2021

    Factorio Run Forest, Run!

    Factorio Run Forest, Run!


    Run Forest, Run!

    Posted: 09 Jun 2021 07:46 AM PDT

    I think I have a problem with my energy

    Posted: 09 Jun 2021 03:17 AM PDT

    [Update] Modding Factorio for education. It's possible!

    Posted: 09 Jun 2021 12:11 AM PDT

    Hello friends.

    Following my original post, I've been hard at work coding and building a scenario to bring my vision of Factorio as an educational tool to life.

    The plan has shifted somewhat from the original ideas based on the feedback from all of you lovely people.

    the scenario is as follows:

    • You've come into possession of an old abandoned factory that is overgrown with vegetation and partly damaged. Some of the equipment still functions, but it will need a lot of work to see quality products coming from this factory again.

    • Your task will be to rebuild the factory using the money you make from completing orders. An empty train arrives with an order that must then be filled before the player hits the 'Complete order' button.

    • There is a chest next to the players' spawn where coins from completed orders are placed, and a market to purchase items. In addition to items, players can also purchase factory upgrades, such as upgrading all yellow belts to red, red to blue, all inserters to fast inserters, etc.

    • All products that come from this factory use iron (keeping it simple), and ultimately over 30 orders, the players work up to automating car production.

    • Designed to be played in groups of 5 over local LAN with students that may not be gamers and have most likely never seen Factorio before.

    Improvements to come to the mod / scenario:

    • There is a copper patch that currently has no use, but players that are advanced may ultimately want to buy recipes to automate the production of their own factory items such as belts, splitters, assemblers, etc. and some of these would need some copper as well, sort of opting-in for higher complexity.

    • There is currently one market that contains both the items for sale and the upgrades to the factory. Ultimately I would like three markets, one for items, one for upgrades and one for optional recipes.

    • Partially destroyed items should be placed in the scenario to hint at where to place new objects as the factory expands.

    • More things to buy at the shops, such as concrete to improve walk speed and in different colours to engage students that feel put off by the factory side of things and want to work on improving the aesthetic of the factory.

    • General tweaks of item number requirements and game balance.

    Known issues

    • Upgrading the belts through the market purchase does not allow purchased belts to be of the upgrade type, same for splitters, inserters, assemblers, etc.

    • Upgrading to blue belts before upgrading to red belts will do nothing, this arrangement needs to be improved.

    • Upgrades at the market do not have correct tool-tips explaining that they are upgrades. This will be changed in a later version.

    • The game will crash once it runs out of levels to complete (after the second order of 40 cars)

    • There are no story alerts in the game explaining what to do. The player can see the current and subsequent orders, but there are no instructions as described above, or hints like 'You're low on power, maybe you should buy more boilers and steam turbines.

    • Players can mine the train tracks, this needs to be prevented.

    • Player crafting speed needs to be decreased and in-hand crafting needs to be turned off for some items, forcing the use of assemblers (which is the crux of the lesson to be imparted).

    Next steps

    The next things that I will do is test this with a small group of co-workers that haven't played factorio before, and then a group that aren't gamers at all but are teachers. When I have time, I will work through some of the known issues and improvements as listed above.

    If anyone wants to test the scenario, the files are available here. I'd love to hear any feedback you might have. In my testing it has been fairly stable, but I have yet to test it with other people, so any feedback that might be offered would be really appreciated. There are instructions on how to test the scenario in the 'Read me' file of the linked .zip, just remember to disable other mods or unexpected things are likely to happen.

    Any comments or suggestions based on the descriptions above would also be greatly appreciated.

    Thanks for being an awesome community :)

    submitted by /u/borgiedude
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    128 blue belt (delivered by trains) for yellow science matrix. (about 20UPS at i9-9900K @ 64GB RAM+RTX2080Ti)

    Posted: 09 Jun 2021 02:37 AM PDT

    My beautiful mess of a steel smeltery, please ignore the belt contamination on the right.

    Posted: 09 Jun 2021 08:19 AM PDT

    1k SPM with trains and bots only, no belts

    Posted: 09 Jun 2021 10:45 AM PDT

    Would this be game be fun as 2 player co-op for two noobs?

    Posted: 08 Jun 2021 04:17 PM PDT

    Thinking of picking this game up as I need a mac compatible co-op game to play with my friend. Would it be fun out of the box for 2 player co-op?

    submitted by /u/IsThisMeta
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    My attempt at a limited operations machine

    Posted: 09 Jun 2021 04:55 AM PDT

    My attempt at a limited operations machine

    Behold my circuit nightmare

    Based on some feedback from another post I made, I have managed to wire together a machine that can request near the exact amount of items for a set number of finished products, with any leftover pieces being recycled. There are some… issues, beyond it looking like a Lovecraftian horror. It currently:

    1. Requests items for assembling 20 Steam Turbines

    2. Counts how many items have been delivered using a buffer box and inserter counting

    3. Once all items have been received, activate the next set of inserters and set all requests to zero (so no more items are added)

    4. A separate network counts how many items have been fed into the assembler (because logistics robots tend to over-supply) and turns inserters off once the exact number of items have been supplied (which means there won't be a single spare item left in the assembler). This is also achieved by limiting the stack inserters to 10 items at once.

    5. Once all 20 Turbines have been built, activate inserters that transfer all left over items back into logistics network

    6. Shows a notification once all of this is done

    Ideally I want a separate set of notifications that tell me when the passive providers have items, and when they are empty AFTER the items have been in them. Also not sure if I should use Buffer Chests, Passive Providers or Active Providers for recycling.

    Also also, currently, the only way to reset this machine is to rewire the 6 combinators that are connected to themselves. I've tried a couple different ways to automatically reset it, including an even more convoluted system that attempts to divide by zero and add that value into the network. This didn't work, and I'm a bit stumped for how to continue. There is also no easy way to change the values of what is being requested and made; everything has to be done manually. I tried building a long line of combinators that would add and remove values, but that didn't work either. Any feedback is appreciated.

    submitted by /u/Flinch123
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    Getting some upgrades

    Posted: 09 Jun 2021 01:26 PM PDT

    Stupid Wood be GONE!

    Posted: 09 Jun 2021 09:40 AM PDT

    Designed my own 4-lane sorter for the white belt that has shorter tunnels

    Posted: 09 Jun 2021 10:33 AM PDT

    Was running low on rockets, so I made this rocket fuel factory, powered by steam from a nuclear reactor and using coal liquification.

    Posted: 08 Jun 2021 08:25 PM PDT

    Tried to design a balancer from scratch!

    Posted: 08 Jun 2021 12:51 PM PDT

    [Help Request] Mod Tips for a fresh run with Space Exploration - thanks :-)

    Posted: 09 Jun 2021 05:34 AM PDT

    Hey guys,

    I just kind of beat a slightly modded Vanilla run and now crave more lategame (I want to despair over how the hell I can make a factory work much more). You guys hooked me on the 'Space Exploration' mod that looks rad as hell! 😮

    Core Question: Given that I was mostly vanilla (just 'squeek through' and a few more QOL mods) what mods would you recommend for a new run with Space Exploration?

    What I want:

    • I want the early & mid game to not just be the same as my previous vanilla runs. New recepies or rescources or smth would be cool. Smth to make me have to think again.
    • It would be cool if the Natives/Aliens stay dangerous & relevant once I leave my base. I love the feeling of having to secure my bases and expansion also being a dangerous endavour
    • I want to go to spaaaaaace (yay) and that "Oh no I was thinking WAY too small scale / You require WHAT? How would I even do that?" Moment a few times over again.
      • I want to at some point look at my factory and wonder "How did I even get to thinking about continent wide train logistics from 3 mining Drills and 2 furnaces?" 😁
    • I want my factory to look cool 😎

    What I am NOT looking for:

    • Something that turns the game into a 1000+ h grind fest. I like my progress and sucesses. I don't want it to become 'work'
    • I'm not looking for something that requires me to absolutely math out everything all the time. I like that factorio gives me the option to be a pedantic micro manager but doesn't force me to

    Any Tips from you experts is super apreciated. Thank you and keep being awesome 💕💕

    submitted by /u/Mojo-man
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    1kspm City block

    Posted: 09 Jun 2021 01:35 PM PDT

    Hi, im building a city block base and using the same size as nilaus my plan would be to build an 1kspm base i wanted to know if you guys know how many city blocks i would need in general like 15x15 ore more than that

    submitted by /u/Turbo_torsten
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    First time having a """"serious"""" game (with the actual goal of finish the game) and robot are AMAZING (almost 50h inside the game)

    Posted: 08 Jun 2021 01:56 PM PDT

    The old mining debate

    Posted: 09 Jun 2021 01:53 AM PDT

    With this post i would like to create a dialog between the different mining strategy's; Bots, Belts, Direct-train and others?
    (miningprod +100% atm)

    My struggle
    Currently i am in the proces of building a 45 science per second base, whilist building the resources for yellow and white science i found myself really frustrated. I have been mining with belts and smelting at the ore patch for my entire factorio career, setting up the belts is a hassle and time consuming.

    Now i am switching to dedicated smelting, but my patch mining design is still a mess. I need to combine 20+ belts to 12 for trains, which uses loads op splitters ect.
    My question is what do you guys use and why? and especially with the medium to bigger base sizes?

    submitted by /u/boskikker
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    Krastorio 2 nuclear ratios

    Posted: 09 Jun 2021 11:54 AM PDT

    Does anyone know ratios for krastorio 2 nuclear power?

    How many turbines per heat exchanger? How many heat exchangers per reactor (are neighbouring bonuses similar to vanilla?)? How many pipelines of water do I need?

    submitted by /u/Tseitsei89
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    I'm a big Spider-Man fan, my factory is called the metal web. I now have a fully functioning thwip research set up!

    Posted: 08 Jun 2021 10:17 PM PDT

    Real veteran (he died couple seconds later)

    Posted: 09 Jun 2021 08:02 AM PDT

    Fine tuning biter expansion mid game

    Posted: 09 Jun 2021 01:57 PM PDT

    So I started a game with biter expansion turned completely off and it's not as good as I thought it would be. I've played this save for about 20 hours. I'd like to turn them back on but adjust them so they don't expand as much or something. Is there a way to do this? So far I've only heard of turning them completely on or off with console commands but I haven't found a way to adjust how aggressively they expand. I'd like them to only expand as I create more pollution or when I expand my own base, not just randomly appear all over constantly like the default has them do. I'll take any other similar options if that's not possible. Thanks

    submitted by /u/Space-90
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