• Breaking News

    Tuesday, July 6, 2021

    Factorio Alt-F4 #40 - Warp Speed for Charity

    Factorio Alt-F4 #40 - Warp Speed for Charity


    Alt-F4 #40 - Warp Speed for Charity

    Posted: 02 Jul 2021 02:17 AM PDT

    That moment when you realize your 36 hour city-block layout is one block off... on both axis.

    Posted: 05 Jul 2021 06:55 PM PDT

    Anyone ever look back at old screenshots and think "ah, how far we've come"

    Posted: 06 Jul 2021 04:34 AM PDT

    I just realized that you can read signals from gates... And my battery charging station without passive power draw was born.

    Posted: 06 Jul 2021 05:13 AM PDT

    Deathworld with very small starting area - finally stabilized

    Posted: 06 Jul 2021 03:45 AM PDT

    Do you guys know if I can connect my networks by just touching the green part of the Roboport's range? I just want to allow all my drones to access my repair kits stash instead of having to restock them and risk losing walls.

    Posted: 06 Jul 2021 06:53 AM PDT

    *TRAINS* How do I ensure slip lanes are used when roundabout is in use by another train.

    Posted: 05 Jul 2021 10:56 AM PDT

    Factorio World Record 38,597 Rockets in 7 Days - AssemblyStorm Weekly 2021-7-2

    Posted: 06 Jul 2021 01:44 AM PDT

    Guys... Guys! I think I'm gonna chill here... a while... ok?

    Posted: 05 Jul 2021 01:44 PM PDT

    Blue Circuits - Direct Insertion

    Posted: 05 Jul 2021 08:35 AM PDT

    Giving priority to trains.

    Posted: 06 Jul 2021 04:44 AM PDT

    I'm just sitting in the train and we have to wait due a speed train that needs to go before us due to higher priority..

    And I just came in mind, why it's not possible to create such in factorio? That you have trains which has higher priority and in case it meets one with a lesser, the one is waiting on a special waiting rail for example to let the high priority pass?!

    Will it takes too much ups or why isn't it in the game already?!

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

    Tips for balancing train cargo

    Posted: 06 Jul 2021 05:45 AM PDT

    I am building my first train grid base in K2 and have trouble balancing the trains delivering materials to the various parts of the grid.

    If, for example, I need 1 steel and 10 Iron for a certain production recipe I scale the train logistics to min 100 steel and 1000 iron.

    Due to handling in the load phase (number of inserters and stack size) the train will leave with a somewhat different mix say 105 and 1005.

    Over time this will mean the steel builds up and become locked due to capacity.

    My current solution is a provider chest that loops the excess back using robots, but it does not "feel" right in a train grid.

    Any good solutions to this problem?

    submitted by /u/go8ball
    [link] [comments]

    B+A base question

    Posted: 06 Jul 2021 01:42 AM PDT

    Context: 29hrs into my BA run, and I've made ONE construction bot.

    Once I scale up, my plan is to transition into a rail-grid base, but leaving the starting area untouched for plates and alloys and other metal products (copper plates, bronze, cobalt, lead, tin, solder, etcetc)

    My question is: assuming a leave a big enough space around the ore patches, does this base sound viable?

    Currently my base is a giant mess of crawler bots shipping anything and everything everywhere, I'm hoping that by keeping the very long chains (metals, oil, and gas) in a giant central "sandbox" of sorts, I can use blocks to organise everything else, since these 3 things more or less build everything. From there I'll have to leave more space around a nearby lake where I plan to automate modules (plants and fish farms are honestly such a crazy idea I love them), so my grid base will have some fairly large "holes", but I'm hoping the organisation benefits will be worth the drawbacks of trains travelling a little far to get around these zones.

    Any thoughts or feedbacks on how to improve this plan? Or if you think this is a horrible plan, please explain why. Thanks!

    Edit: Forgot to elaborate that I am aware tearing down my entire base is a bad idea because you then have to rebuild every single thing one after the other, and that can be very mentally draining, but since I'm "only" doing plates and alloys, as well as oil and gas (these two I plan to keep relatively small still, since I don't have as much uses for them yet), I'm hoping it won't be too bad.

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

    Factorio Factions

    Posted: 06 Jul 2021 05:41 AM PDT

    I am planning on making a small Factorio factions server (around 10 people). My idea was that one or 2 people would form a faction, settle somewhere and they would compete to some sort of goal (Either the first to space or global domination of some sort) and compete over resources and defend their bases.

    I do have a couple questions for more experienced players, considering I am fairly new to the game. Feel free to awnser any, all, none or just rail on me for being a dumbdumb.

    1. Because there is no currency in Factorio, how do you think that would that would impact play?

    2. How balance breaking do you think it would be if one faction hoards the biggest deposit of any resource i.e. iron?

    3. How much of a problem would hives be? Should we disable them through console commands or leave them in as a rogue force of destruction?

    4. Are the end goals I set reasonable? (First rocket or global domination?(with global domination I mean a faction that cannot be beat anymore even if all the others band together to try and destroy it)) If not, what do you think would be?

    5. Are there any rules you think I should include?

    6. Do you think this would be fun?

    I would really appreciate any and all feedback.

    submitted by /u/Momusu112
    [link] [comments]

    Does anyone play just Bob's Mods?

    Posted: 06 Jul 2021 05:28 AM PDT

    Just curious. After finishing a K2 run, I started Bob's Mods and really like it. Tried with Angels and my head kind of spun and I dipped out pretty fast. Does anyone play just Bob's? I see a 50/50 split on posts around here about whether to just do bob's first or do A/B from the start. What do you think?

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

    Was messing around with balancers, is there a more compact version of this? (more in comments)

    Posted: 06 Jul 2021 09:09 AM PDT

    Rate my spaghetti

    Posted: 06 Jul 2021 08:59 AM PDT

    Question: Have the Dev's ever stated why turning wood into coal isn't part of the base game?

    Posted: 06 Jul 2021 08:15 AM PDT

    Angel's Bioprocessing - sourcing soil

    Posted: 06 Jul 2021 12:21 AM PDT

    I'm trying to get a bioprocessing line up for the first time, and I'm noticing that I need ungodly amounts of soil. For a line which produces only a few wooden boards (through paper I) a minute, or another one which produces a few bio-resin a minute, I need dozens and dozens of assemblers producing soil.

    How do you guys source soil? Do you have dedicated farms outputting crops for compost, and enormous amounts of washing plants for mud? Or do you end one chain of washing plants with some washing plants producing sand (but that requires even more compost)?

    Basically, how do you get the enormous amounts of mud/compost/sand needed for even small to modest bioprocessing setups?

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

    1st Playthrough. I did the Tutorials and watch a lot of videos... but still do not understand oil... am I losing pressure because the pipe is too long? I have good lubricant production I think but down where I need it the icons are all red... How or Where do I fix this? I have 9 pumps on line

    Posted: 05 Jul 2021 02:56 PM PDT

    Advice requested on transitioning to Mega Base

    Posted: 05 Jul 2021 10:48 PM PDT

    Advice requested on transitioning to Mega Base

    Hey everyone. I wanted to get some feedback on my gameplan for transitioning to a megabase, and see if that plan makes sense. First off, here's the base as it stands.

    https://preview.redd.it/e7270mv62j971.png?width=1920&format=png&auto=webp&s=195366f2209dfadfaa75faae71e96965808213bb

    Game Status: The world is a railword. I'm currently launching a rocket ship about twice an hour and consuming all of that science a bit faster than it comes in. I've tapped numerous outposts and the main base runs 100% on goods arriving via trains. I've gotten the hang of setting up stations and schedules and it's running pretty smoothly. Power production is far above what's needed, with a large stockpile of unplaced solar.

    Current Problems: I'm currently still operating on a single bot network and I'm starting to see the limitations of that. I need to start isolating networks, especially in regards to crossing large bodies of water. I'm loathe to do anything at the northern outposts, because I know it'll be a mess of bots over the lakes. I'm starting to think about isolating networks, keeping them supplied with basic goods via an "outposting train" that would deliver things like bots, turrets, walls, power poles, etc. Pretty confident I can handle the logistics of that but...

    Long Term Problems: The main base is reaching its capacity. The main bus is increasingly becoming spaghetti. Sudden surges in demand from outposting make science production shaky, say when I place tons of solar panels, or do large belt upgrades, build large outposts. Any "Outposting Train" I would be filling, would come from my personal mall or science production leftovers. I could easily fill one or two outposting trains, but it'd just deplete my mall, throw a huge resource strain on the entire factory, and the second train would come much slower.

    Mega Base Plans: I'm thinking I should divide my resource flows in two: A Base for producing new Outposts and another base for just producing and consuming Science. The Science Base could be built around well balanced around ratios, easily expandable in those ratios. The Outposting Base would be building large stockpiles of nearly every type of item in the game, filling trains, and sending them to the frontier to tap new deposits. I am worried about dividing my resource flow like this, it's currently really simple to have all resources flowing back to a single input at the start of my bus.

    My question: Does this plan of "Outposting Base" and "Science Base" make sense? Or should I be thinking beyond this, perhaps to full decentralization?

    Thanks for reading, any advice welcome. Been watching some videos on Megabase plans/transitions, if anyone has favorite guides, tutorials or series on that topic, I'd love to see them.

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

    I just started playing Factorio

    Posted: 05 Jul 2021 01:21 PM PDT

    It's a great game but I have a hard time getting started with it, I even uninstalled all my other games to force myself to learn Factorio.

    Though I can't get the hang of it yet, any advice please?

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

    Smelting onto/off of Splitters.... Just..... Splitters

    Posted: 05 Jul 2021 04:36 PM PDT

    Smelting onto/off of Splitters.... Just..... Splitters

    I like splitters. They make me happy. But I had this crackpot idea, and so I did this thing; it seemed like it could be chonky, space efficient and high-output, letting me in/out off just two rows without slowing down using long inserters on one side, just by using alternating filter settings. I dont know if Im missing something simple. It's definitely ott, but it could be a little bit wrinkle-brain, or extremely smooth-brain, and I am not sure which. You fine, eduicated chaps and chapesses let me know

    https://preview.redd.it/yx01cordch971.png?width=1920&format=png&auto=webp&s=3152239928782be494cad0f24d63f0ff8a4f4567

    submitted by /u/Infamous-Drink7404
    [link] [comments]

    No comments:

    Post a Comment