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    Factorio Weekly Question Thread

    Factorio Weekly Question Thread


    Weekly Question Thread

    Posted: 06 Jun 2021 09:00 PM PDT

    Ask any questions you might have.

    Post your bug reports on the Official Forums


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    submitted by /u/AutoModerator
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    Finished this Factorio-inspired hoop! Embroidery + watercolor

    Posted: 07 Jun 2021 08:17 AM PDT

    117 hours between finishing logistics science and starting chemical science. Pyanodons mod pack.

    Posted: 07 Jun 2021 01:32 AM PDT

    You have GOT to be kidding me

    Posted: 06 Jun 2021 02:41 PM PDT

    I can't stop playing Factorio (Help)

    Posted: 07 Jun 2021 06:38 AM PDT

    So last week a big new update came down for Dyson Sphere. I like Dyson Sphere it's good. It's probably never going to be as good as factorio but still I like it.

    So I thought tomorrow I'm going to play Dyson Sphere. (Day 1)

    The next day I noticed that one of my copper patches has run out (No small feat at 12000% prod) so I need a new copper patch and then I noticed another copper patch was nearly gone.

    So I thought tomorrow I'm going to play Dyson Sphere. (Day 2)

    My Red circuit build no longer works like it used to. I think somewhere in 1.1.19 something changed and it's broken my red circuit build.

    So I thought tomorrow I'm going to play Dyson Sphere. (Day 3)

    You know what I did, when I put on that copper I missed a rail signal out, the whole base has for the most part ground to a halt. This is going to take some time.

    So I thought tomorrow I'm going to play Dyson Sphere. (Day 4)

    .....................

    I still haven't played Dyson Sphere. For those that do is the new update fun?

    submitted by /u/sbarbary
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    Introducing Bottleneck Lite - Bottleneck without any UPS overhead

    Posted: 06 Jun 2021 08:03 PM PDT

    Mod portal link

    TL;DR: A new Bottleneck mod with zero UPS impact and more concise configuration.

    Background

    When the electric mining drill was redesigned, added to it was a status indicator akin to the Bottleneck mod. Being a seasoned modder, I was curious how this indicator worked, and so I delved into the mining drill's code and figured it out. It didn't take me long to realize that it was flexible enough to be an actual replacement for Bottleneck.

    So around eight hours ago, I sat down and started a prototype. It only took about an hour before that prototype was functional - turns out it was pretty easy! Another few hours of polish, solving edge cases, and adding settings later, and the mod is available for download. It was less than six hours from conception to release - a new record for me.

    How does it work?

    As I implied above, this uses the same tech that the electric mining drill uses for its status indicator, but in a Bottleneck style. All that the mod does is loop over every crafting machine and mining drill, and add the indicator as a new layer on its sprite (under a specific subtable). I update the entity's status colors table with what you choose in the mod settings, and that's it. The game will automatically tint that specific layer depending on the entity's status.

    This is all done while the game is loading, so there is no control scripting whatsoever. This means that Bottleneck Lite does not affect your UPS, and the color will change instantly when the entity's status changes, no matter how many machines there are. It is infinitely scalable!

    I also took the opportunity to define the indicators as light sources, so they will glow in the dark.

    Pros and cons

    As it often goes in software, there are trade-offs that had to be made. Here are the pros and cons of Bottleneck Lite versus the original Bottleneck:

    Pros

    • Zero runtime overhead
    • Instant responsiveness regardless of scale
    • Indicators can glow in the dark
    • Significantly fewer settings (some might consider this a con)

    Cons

    • Changing settings requires restarting Factorio
    • No hotkey to toggle the indicators - enabling/disabling them is a setting, and so requires a restart
    • Only one style of indicator (no alert, cross, stop, minus, or 3D variants)
    • No indicators on labs (for now, pending a bugfix in Factorio itself)

    Settings

    The original Bottleneck is inundated with settings, two for each possible entity status. Bottleneck Lite supports far fewer entity statuses (only the ones relevant to crafters and mining drills), and so it is much easier to configure.

    However, because the indicators are added during game load, all settings are Startup settings, and so require a game restart for changes to take effect. This includes toggling the indicators on/off, which cannot be done with a hotkey in Bottleneck Lite.

    I believe this tradeoff is very much worth the benefit of having no control scripting whatsoever.

    Screenshots

    Thanks for reading my incredibly long-winded post. Here are some screenshots for you:

    https://raw.githubusercontent.com/raiguard/Factorio-BottleneckLite/main/resources/demo-screenshot.png

    https://raw.githubusercontent.com/raiguard/Factorio-BottleneckLite/main/resources/demo-screenshot-night.png

    submitted by /u/Raiguard
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    easy autostarting Kovarex build

    Posted: 06 Jun 2021 08:34 AM PDT

    Sushi appreciation post

    Posted: 06 Jun 2021 08:38 PM PDT

    Sushi appreciation post

    My friend and I have recently started the journey of making a large scale sushi base. Today we experimented in creative and made this monstrosity that manages to put out about 42 SPM (Excluding military). More to come when the base is complete.

    https://preview.redd.it/cdvlv4mmkr371.png?width=2068&format=png&auto=webp&s=de555c74480a788c40182cde788bc991365f61c8

    submitted by /u/UrbanBanana4
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    I’m started to think I should have expanded more

    Posted: 06 Jun 2021 04:34 PM PDT

    let's automating all science

    Posted: 07 Jun 2021 05:42 AM PDT

    Sooooo… Barrels…

    Posted: 07 Jun 2021 05:49 AM PDT

    Just doing calculations on the usage of barrels you can almost double throughout using a blue belt of barrels compared to a single pipe of liquid. But you also have to fill, empty, and then discard the barrel each time you use it. Taking up space and the smallest amount of time.

    Making bot based science with barrels would be cool, but if I need a second assembler to empty the barrel I have to reduce my beacons which is the main thing that I like using bots for.

    So I want to create a petition! Barrels should be usable in crafting recipes directly at the assembler instead of requiring to be put in a pipe and they should just have a trash slot to spit the barrels out!

    Otherwise what's the use apart from priming my coal liquefaction?

    View Poll

    submitted by /u/cav754
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    World map with real resources?

    Posted: 07 Jun 2021 07:54 AM PDT

    Hi! I just wondering if anyone made a map like the real world with the correct resource patches. Maybe even combined with the Alien Biomes mod, to represent a realistic earth.
    I know there is a real world map (which is awesome) but it would be so great to have correct materials aswell.

    Cheers!

    submitted by /u/batyukan
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    Could someone very talented and generous seed my map with Biter Nests? I made a "Tree World" map and realised far into it that no enemies spawned despite the high settings, likely because there were too many trees in the way :(

    Posted: 07 Jun 2021 08:33 AM PDT

    So I made a "Tree World" map where the surface is 100% trees and it's actually really satisfying for some reason.

    Unfortunately though, it seems the abundance of trees might have blocked any enemy nests from spawning completely.

    Would someone talented and generous be able to work some script magic to spawn biter nests somehow on top of the trees sporadically around the map outside the starting area? I think after that enemy nest building/migration might spawn more as expected, but I'm worried that that too might be affected by near 100% tree coverage.

    I would do it myself, but I'm not talented enough to write a script that could do such a thing, and I don't want to do it manually as I'll know exactly where all the enemies are and what the map looks like (part of the fun of the map is that the trees significantly hamper exploration).

    I've included both a minute 0 save as well as the latest save in case there are problems with mods or otherwise, and I have included the mod settings json and dat files. Download link:

    https://we.tl/t-NEmTS99nH3

    Mod list:

    • AAI Containers & Warehouses
    • Dragon Industries - nauvis Division
    • Even Distribution
    • FNEI
    • Helmod: assistant for planning your base.
    • Industrial Revolution 2
    • InformaTron
    • Larger Lamps
    • Light Cone
    • Night Brightness
    • Nightfall
    • Nightvision Toggles

    Map Exchange String:

    >>>eNp1U7+LE0EUfuNduFwOJEUKBT2DpBBhQ4x6QpDdEQt/FP4Pu5vJ ObDZibO74GlhihMsBGttFMsT7CzsDmwUFA4UxO4kjYWFYhC7+GZnJ9n s5R7Myzfvfe9772VYAgROgzYHYNdZW/aFG7za2bEBhhihtOKLwYBJS0 iWD6/6MukyS3Akn7XVwXJaYSHrb1meGzEkIRGoKihviqCrFPBim1Pls m3JxPNQPJaMRUpAy2MFlyIs9ixFsQjnIisxP8jKiWnBtUS6IU/6mqmn TScm4/HLh8PtdVBn8gDqk4k6iPZxdHWADNNFCMYyWz7mizCWIrAiFmP /zY6b3O143I3KrebFlrIzixg9ye4kLPS3Ov0kiPkg4ExixbkNtEsnix V9waM4kWxe2DqUtlB9o5lWtUp+wHs9gPoVgMHVdC1C9DZ7TgaaNAOQg V3PRG4YcOvw1IUcePZU2VuHnE/tTw7cr72+9v1ejE0zepnOgE5uq6QZ D2AGft8ePXrz74uNyZq6H5m6acP5DWDfyVLfHPLpo7KfTqpM2spVj6K jo9UMvXiMrn5i2tI2MjVKeqn9NZuMDPjsFPdoUHJZia8r9165Um4Laj ajTyihp0z2+IyC9W3Iz9CdbfjBtH2X618YpHHgRfJ7FCINuuAZKqphd +p+LE2nwf9zb8Xc6HNKlhRQrDHG9E1/81pK/1Zp+l4mq+yXQ77erF7/ DwVz9WI=<<< 

    Alternatively I'd be happy to just play any map with near 100% trees but enemy nests still spawn. (although must include Industrial Revolution 2 ore patches) I will take any solution I can get :)

    submitted by /u/DeAuTh1511
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    The night is not that dark anymore?

    Posted: 07 Jun 2021 03:25 AM PDT

    Hey can it be that recently the night got nerfed?

    I have the feeling that the night is not as dark as it used to be like in v16 or earlier, am I wrong or correct?

    submitted by /u/ActualReverk
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    Developer of Angel's mods request some help.

    Posted: 07 Jun 2021 09:37 AM PDT

    Is the train pathing fixed for good?

    Posted: 07 Jun 2021 09:19 AM PDT

    HI

    I am going to start at mega base project. I am going for a train heavy base. I have not played for ages though. I know that you can now limit the number of trains that are allowed to path to any given station. Previously I had alot of problems when I tried having multiple stations with the same name. The stupid trains would all path to the same station.

    I am wondering if the train limiter magically fixes all problems or if it causes other problems with pathing of some sorts. I would like to know before I commit my self

    submitted by /u/ultra1994
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    Compact Midgame Oil Refining

    Posted: 06 Jun 2021 10:23 PM PDT

    Compact Midgame Oil Refining

    Hi! This is my first time here, so I figured why not post something? I only have ~150 hours in game so far, so this might not come in useful, and I'm sure you geniuses can half the sizes. Here it is! (blueprint link at bottom)

    20 x 51

    Anyway, here are the specs (My math might be wrong, if so, sorry):

    Input: 200 Crude Oil/sec, 280 Water/sec

    Output: 20 Lubricant/sec, 185 Petroleum Gas/sec (10 more when not using Lubricant)

    Compact Midgame Oil Refining - Compact Midgame Oil Refining - FactorioBin

    Thanks to u/Jjeffess for the website this was made on!

    submitted by /u/Bacically_TA
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    I got every item in Krastorio 2 without any other mods

    Posted: 06 Jun 2021 03:10 PM PDT

    Map tags in blueprints

    Posted: 07 Jun 2021 07:12 AM PDT

    has anyone suggested map tags in blueprints? I've made a particularly nice blueprint that almost requires a map tag to know what it's supposed to do since it's extremely versatile and in the process of placing a whole bunch of these for my current AngelBob run, I find that it would be awesome if it could come with one already there that is placed correctly and could be changed when I decide what goes there. What are your thoughts?

    submitted by /u/wubrgess
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    Can you use walls to corral biters into a certain direction?

    Posted: 06 Jun 2021 07:08 PM PDT

    To have them go along the wall or corridor of walls into a death trap of your own design?

    I guess you could maybe make a path out of water if there's a mod. Or maybe you can make lakes? I'm still new to this

    submitted by /u/AllHailThePig
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    is this a proper way of balancing and branching out of a bus?

    Posted: 06 Jun 2021 10:54 AM PDT

    What do you think about killing bugs before the pollution reaches them?

    Posted: 06 Jun 2021 01:35 PM PDT

    Me and my brothers are new to the game, and have decided to kill bugs before the pollution reaches them, so they won't attack our base. Will this work? Does it even work right now, or is it a fluke? I was wondering what you were thinking.

    submitted by /u/Ok-Giraffe-6796
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