• Breaking News

    Tuesday, June 22, 2021

    Factorio Territory secured... now what's next?

    Factorio Territory secured... now what's next?


    Territory secured... now what's next?

    Posted: 22 Jun 2021 04:46 AM PDT

    Do I qualify for the Mega-base club?

    Posted: 21 Jun 2021 11:36 AM PDT

    Some pictures from my 1k SPM megabase in case anyone is interested. I went for function over form, so don't expect some beautiful concrete patterns everywhere and perfect symmetry. (Power armor MK3, ToDo list, and FNEI only mods used)

    Posted: 21 Jun 2021 08:55 PM PDT

    After many hours my first bus is complete!

    Posted: 22 Jun 2021 12:17 AM PDT

    Does anyone else find it difficult to build a rocket?

    Posted: 21 Jun 2021 10:18 PM PDT

    I get to a point where everything is functioning well and supplied adequately for the time being. All that's left is to place down my rocket silo and supply it and I just find it so hard to bring myself to do it.

    I guess I just don't want the game to feel like it's ended ahaha.

    submitted by /u/Skyzzza
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    Questions for upgrade the base.

    Posted: 22 Jun 2021 08:25 AM PDT

    Mass producing ammo like a boss(Early game)

    Posted: 22 Jun 2021 04:36 AM PDT

    1K SPM Megabase No Modules Belts Only - Timelapse

    Posted: 21 Jun 2021 12:47 PM PDT

    Extra lag when zooming in from map view?

    Posted: 22 Jun 2021 09:58 AM PDT

    Hello! I put in a few hours last year, and played consistently until 1.0 released. I signed back in again a few days ago, updated, and have been playing on the latest version. In normal play, FPS/UPS reads 60/60.

    When I hit "m" and zoom in to a place on the map to do some remote construction, viewing of things, etc, I suddenly get quite a bit of lag. Zooming out so it doesn't render the textures, but just the map, makes the lag go away.

    When I leave the map and go there in person, I don't have any lag, and get full 60/60. This has been consistent throughout my current gameplay, and I am nowhere close to a megabase.

    Clouds/steam rendering is turned off.

    Any ideas what is causing the lag when zooming in from map view?

    submitted by /u/honeybadger7227
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    I forgot to set the box limit... then this happed.

    Posted: 22 Jun 2021 08:20 AM PDT

    Josef 2: New Blueprints

    Posted: 21 Jun 2021 03:00 PM PDT

    Just a quick little update on JOSEF the self-expanding factory: I already showed the new spiral expansion mechanism yesterday. Here's the blueprints in case anybody wants to give it a shot!

    Starter | Book

    If you have trouble starting it up, I made a 10 minute video in which I tried to keep the rambling to a minimum (and succeeded a little bit maybe?)

    Mods: Recursive Blueprint, Editor Extensions, Text Plates, Do Robots Build Automatic Trains (not actually sure whether it's necessary anymore)

    The next thing on the agenda will be to reach 1k SPM (fairly easy) and to deal with biters (not fairly easy). Let's see how that goes :)

    submitted by /u/Drogiwan_Cannobi
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    Recursive Refinement

    Posted: 21 Jun 2021 08:16 PM PDT

    Is there an advanced factorio page? cause I'm tired of re posting the factorio wiki

    Posted: 22 Jun 2021 10:07 AM PDT

    Bug: blueprint wire ghost inconsistent behaviour

    Posted: 22 Jun 2021 10:01 AM PDT

    Bug: blueprint wire ghost inconsistent behaviour

    Backstory

    During my playing I noticed that wires from the blueprints would randomly not be build when filling in. I was curious to why only *some* chests had wires and some didn't so I experimented around and found a way to duplicate the bug.

    What seems to be wrong

    If logistic or non-logistic chest ghost is replaced with their opposite version, the condition wire is removed. e.g.
    Ghost Wooden Chest (non-logistic) -> Passive Provider Chest (logistic)
    Ghost Requester Chest (logistic) -> Steel Chest (non-logistic)

    This however does not appear to happen for chests of the same type e.g.
    Ghost Wooden Chest (non-logistic) -> Steel Chest (non-logistic)
    Ghost Requester Chest (logistic) -> Passive Provider Chest (logistic)

    The bug also does not happen if connected inserter is built before chest.

    See included video for examples.

    Whilst in provided example the inserters have no enable/disable condition, the bug happens regardless of it being set or unset

    How should it work?

    When a non-logistic chest replaces logistic chest, the wire should not be removed

    About Game

    Mods: Bug happens with mods and without any mods loaded
    Version: 1.1.35 (build 58456, win64)
    Release: Steam

    Extras

    I also made quick blueprint of the testing settup, which is available here: https://factoriobin.com/post/V5SEJ_Ug/0

    https://reddit.com/link/o5rudt/video/lhsktuzxiu671/player

    submitted by /u/_vakus_
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    I enjoy seeing the progression from starting > expansion > large > mega. All in one screenshot [Deathworld]

    Posted: 21 Jun 2021 01:11 PM PDT

    Creative mode command to set research levels?

    Posted: 21 Jun 2021 10:06 PM PDT

    Does anybody know how I can set the research levels in a creative world for things like testing? I don't want to sit around waiting for bots to get up to speed on my other world.

    submitted by /u/No_Mathematician9745
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    Why does this keep happening?

    Posted: 21 Jun 2021 05:58 PM PDT

    Having some trouble with circuitry

    Posted: 21 Jun 2021 07:29 PM PDT

    Noob. Currently up to blue science. I've been using circuits in my mall with no issues. Very basic stuff. I thought i'd experiment to understand somethings and can't work out what i'm doing wrong or possibly I need to start using combinators.

    I have 1 elecrtic miner that is sitting on iron ore and coal and putting the material into a box. Then on both sides of the box I have two more boxes with an inserter each to seperate the ore into a box of iron ore and a box of coal.

    I can't get the inserters to collect only 1 type of product. They both pull both coal and iron ore. I thought enabling the condition would fix this. ive tried combinations of places to place wires. Stumped.

    submitted by /u/AllHailThePig
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    Finally hit this milestone! ETS (Easy Train System) is the best vanilla train system for megabasing imo.

    Posted: 21 Jun 2021 04:30 PM PDT

    Mod wars are bout to begin;> . Name One(1)! mod you wouldn't play without and why ;)

    Posted: 21 Jun 2021 11:18 AM PDT

    Simple question just curious since i found myself using this a lot more than i thought i would in the begining.

    For me its : Construction bots or Updated Construction bots since im lazy to do the labor of clearing trees or rocks in the very early stages of the game and i keep the vegetation /cliffs to default. I even prefer bots till the bots phase since they get all the buffs from bot upgrades.

    submitted by /u/lunat1cakos
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    So when you play death world maps do you need to research fast enough to keep your weapons strength to match the biters?

    Posted: 21 Jun 2021 05:25 PM PDT

    Or do most weapons take care of them even at their most evolved state? Just wondering what to prepare for a rail/deathworld.

    I haven't gotten much past blue science and will get to the stage of launching a rocket before starting the new map. But I do love making trains deliver ore from long distances and love making tower defences. I know a lot of people don't like biters or will at least suggest I will get annoyed at them. I wouldn't say I won't get frustrated time to time but this is my second main attempt at the game and know what it all entails. Or perhaps there's a lot I haven't experienced yet to know about?

    submitted by /u/AllHailThePig
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