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    Friday, July 9, 2021

    Factorio Alt-F4 #41 - Title loading, please stand by ...

    Factorio Alt-F4 #41 - Title loading, please stand by ...


    Alt-F4 #41 - Title loading, please stand by ...

    Posted: 09 Jul 2021 02:57 AM PDT

    One of my uranium cars inexplicably became damaged and a poor construction bot is now perpetually stuck chasing it in circles.

    Posted: 09 Jul 2021 02:26 AM PDT

    The Factory Must Grow

    Posted: 09 Jul 2021 12:38 AM PDT

    When you decide to start using your artillery cannons and the entire northen continent starts migrating towards you...

    Posted: 08 Jul 2021 09:14 AM PDT

    Factorio's first GDQ Speedrun starts in roughly an hour and a half!

    Posted: 09 Jul 2021 06:13 AM PDT

    Today is a great day for Factorio, and therefore the world.

    Here's the link to watch live if that's your bag, baby: https://gamesdonequick.com/

    And this thread here will be a good place to grab the finished YT/Twitch links: https://www.reddit.com/r/speedrun/comments/odfopt/sgdq_vod_thread_2021/

    Go be supportive, or weird, or weird and supportive (in the best Factorio community tradition)!

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

    Nothing ground-breaking or fancy, but I was pretty happy I managed to think of this design to fit all science packs from one side instead of needing one extra belt to feed from the other side!

    Posted: 09 Jul 2021 02:08 AM PDT

    Josef 2: Final(-ish) Blueprint Version

    Posted: 09 Jul 2021 06:26 AM PDT

    Josef 2, the self-expanding factory (The acronym recently changed to "Joyously Obliterating, Self-Expanding Factory) is close to being finished!

    I have yet to do a few more long term tests (and probably fix some dumb mistakes I made) but there won't be any more big changes on this version, I think. I know there are countless things you could improve or do differently (and you're of course welcome to do them, I'll happily give advice if you need it) but I think I want to move on to a new SEF project soon. And maybe play some normal factorio myself for a change :)

    Once the last long term tests are done, I'll record a "standalone" showcase video in which I will show the different parts in action for those who (understandably) didn't want the rambling detail of my tutorial series but still want to see what's going on in a little more detail.

    In conclusion (and comparing it to the first version of Josef that I made), Josef 2 is now capable of dealing with water and biters. It also generates quite a bit of all the sciences - In my biggest run (without biters, still running headlessly on my server) it is currently at around 800 SPM and has launched close to 3000 rockets. I'd like to leave it running until it reaches 1k SPM but it has become painfully slow.

    If you want to give it a try, either watch my video on how to set it up (The process of setting up takes like 10 minutes, after that it's mostly rambling and showing my test map at 11x11 cells and 95% evolution) or read the following notes:

    Mods:

    • Recursive Blueprints
    • Editor Extensions
    • Disco Science
    • Do Robots Build Automatic Trains
    • Text Plates

    Commands (enter before placing the BP):

    • /cheat
    • /c remote.call("silo_script", "set_no_victory", true)
    • /c game.player.surface.always_day=false
    • Recommended (once the whole thing is set up): /c game.speed=20

    Finding a good starting location:

    • The first ring (already enclosed by turrets) should include:
      • 2 empty cells (1 for power, 1 for production)
      • 2 cells with iron (if possible, 1 with exclusively iron)
      • 1-2 cells with coal, copper, stone (exclusive coal might help also)
      • 1 cell with enough water (approximately 1/3 of the cell should be covered in water for the water bp to be placed)
    • This is not strictly necessary but JOSEF may get stuck if it doesn't get a prod cell and proper supplies up and running before it runs out of initial resources.
    • Alternatively, you can just place it anywhere and supply it with enough starting materials to get going. The laziest way would be to leave the inf chests in place until the first prod cell is running properly.

    Note: If JOSEF gets "stuck" after building something like 10-14 cells, that's usually when it runs out of initial resources and waits for the prod cells to catch up. If at least one of those is up and running, Josef will most certainly be fine. It can take up to a few hours, though, so either be patient or give it more stuff to work with :)

    Blueprints: Starter | Book (Updated 21-07-09 16:00) (Note: There will probably be a few minor fixes and changes. I'll try to remember updating these links with a note when I upload new versions)

    If you want to ask, discuss, suggest, yell at me or anything else, you can check out Josef's own little discord server. There are a few very friendly people (including me, of course) willing to troubleshoot and discuss any issues that may occur.

    In the words of my favorite youtuber: I hope you enjoyed it and good luck!

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

    Bus Mergers Challenge!

    Posted: 09 Jul 2021 04:14 AM PDT

    Bus Mergers Challenge!

    We all know the situation, we're running low on resources halfway down our bus, and there ain't much happening at the end because all the inputs are dry.

    We need to top up the bus, so we route a train line to drop off plates halfway down, and we have a problem - we need to connect the belts, but we don't have much room.

    Introducing... bus mergers!

    Can you make these more compact?

    I did my best, but I can't work out an arrangement that fits all of the beltwork inside the original belt profiles. My 2x2 and 4x4 mergers are 2 squares out of their profile, and my 3x3 merger is 3 squares out of its profile.

    Can you do better?

    Rules:

    • Create a merger that connects a N-lane horizontal bus with a N-lane vertical top-up feed.
    • Try to minimise the number of squares you go outside of the profile.
    • Bonus points if you can make a perfect 4-4 merger that lines up the lanes instead of (like me) mixing them.
    • Bonus points if your mergers work with yellow belts.

    How have you solved this problem in your bases?

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

    Satisfying Tank Rampage Through My Megabase :)

    Posted: 08 Jul 2021 04:02 PM PDT

    Grow. Consume. Produce. Pollute.

    Posted: 09 Jul 2021 12:47 AM PDT

    Can someone make mod with transparents or advertisements that will be some random pictures and with nightvision googles you see texts like "factory must grow", " Multiply production" like in movie They live??

    submitted by /u/Glittering_Turnover8
    [link] [comments]

    Train Limit at stop is set to 1, but I'll have as many as six headed to this station at a time. What's the issue?

    Posted: 09 Jul 2021 05:14 AM PDT

    When there is a lake blocking your path of expansion

    Posted: 08 Jul 2021 12:59 PM PDT

    Help! Can someone tell me where to put signals so that points A to B can run smoothly without running into C to D and without them getting stuck? I dont want to make another railroad but if I have to, I will

    Posted: 09 Jul 2021 06:44 AM PDT

    City Block Starter Base (Nilaus City Block) - 1.5/s (First Four Science) - Bypass For Almost All Intermediate Product.

    Posted: 08 Jul 2021 11:31 AM PDT

    How do you organize?

    Posted: 09 Jul 2021 05:37 AM PDT

    I started organizing my factory into little districts, so one area made all of the military stuff, one for electronics, one for basic mechanical, one for oil products, etc, then when I got into purple and yellow science, they each got their own area.

    Right now, my "yellow science" area has trains come in for iron plates, copper plates, green circuits, blue circuits, batteries, plastic and lubricant barrels - then I turn all that into the flying robot frame, low density structure, and then export out the yellow science.

    The purple science area is simpler, and was easier to organize. Red circuits, green circuits, iron and stone in.

    I'm curious how other folks do it.

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

    sea block help .

    Posted: 08 Jul 2021 11:04 PM PDT

    sea block help .

    im trying to load an one month old save from seablock that used to play perfectly fine...... and this message appears... i loaded all bob and angels mods started a map played fine... with the exact same mods + seablock and seablock pack it crashes. also same message with JUST the sea block .

    Halp ?

    https://preview.redd.it/e267cxmwn4a71.png?width=1345&format=png&auto=webp&s=9be6520d8cc90ccff2a29eec5a7a47a11b0d531b

    submitted by /u/lunat1cakos
    [link] [comments]

    Unable to unload fluids, what am I doing wrong?!

    Posted: 08 Jul 2021 04:45 PM PDT

    Beaconed labs 1k spm (using bots)

    Posted: 09 Jul 2021 04:17 AM PDT

    Pros and cons of making a sushi belt?

    Posted: 08 Jul 2021 01:32 PM PDT

    A cute little mall I made

    Posted: 08 Jul 2021 03:11 PM PDT

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