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    Saturday, July 3, 2021

    Factorio Good Heavens Would You Look At The Time!

    Factorio Good Heavens Would You Look At The Time!


    Good Heavens Would You Look At The Time!

    Posted: 03 Jul 2021 01:22 PM PDT

    A TU 2 belt lane balancer using only 5 splitters (description in comments)

    Posted: 03 Jul 2021 09:24 AM PDT

    Finally Launched in Less than 4 Hours

    Posted: 03 Jul 2021 01:41 AM PDT

    Apparently Cluster grenades are very dangerous

    Posted: 02 Jul 2021 11:56 PM PDT

    Is the game worth the money?

    Posted: 03 Jul 2021 01:07 PM PDT

    I have this game in my wish list since late 2018 i think. I played the demo and i really enjoyed mostly because of the automatization of things etc, seems complex but fun, but i also wonder if the game is worth the money since its not on sale and the money is really tight at the moment and im looking for a one game to play for a long time

    If you can share your experience with the game when you were new and vs new id be glad, thanks!

    submitted by /u/waldek59
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    Finally got Getting on track like a pro!

    Posted: 03 Jul 2021 09:54 AM PDT

    After the tutorial, a failed first attempt, and some dicking about in freeplay: this is my first shot at a humble starting base! There's some spaghetti as I try and figure out how to be more efficient but it is mine and I love it!

    Posted: 03 Jul 2021 05:27 AM PDT

    Decided to play again after years not playing, I’m not disappointed

    Posted: 03 Jul 2021 04:38 AM PDT

    I decided to launch the game a few days ago after not playing for a long time (and did some time on Dyson Sphere Program). The game is as good as I remember and I like all the "new things" (probably not new for most of you, but the new sprites, all the new possible late-game tech like that spider, etc.).

    I have one question: is there something planned by the dev to change the ambient music based on which "science we have unlocked?". Because I would LOVE to have the main theme (of the menu) in-game. That music is really nice!

    submitted by /u/phaazon_
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    Trains: A story in two parts (I didn't know what to flair this lol)

    Posted: 03 Jul 2021 03:44 PM PDT

    So, what's the *normal* way to achieve this?

    Posted: 03 Jul 2021 01:04 PM PDT

    This is my first base and playthrough but I've played quite a lot at this point, close to 200 hours so I'm not that new. Anyway, I've posted here before but now I want advice rather than just showcasing my solution, since it's not a very elegant solution in the first place, and hard to keep track of. Things have just kinda grown on their own, but I want to know how you're "supposed" to solve it.

    I have an oil refinery that needs oil, naturally. At first I only had one oil field (off site) but have since expanded to one more. Provided by train. Besides oil, the coal liquefaction requires steam, aslo delivered via rail. Um, I suppose I could produce steam on-site, so I've kinda answered my own question there (regular 165 degree steam is OK right?).. Anyway, the steam is produced at the nuclear power plant situated further down the railway. The plant needs uranium to run and thus the burrowers need sulfuric acid, although seldomly. The acid is made at the refinery and thus needs to be delivered. I recently opened up another uranium mining operation too, where more sulfuric acid is needed from time to time.

    All of this is handled by the fluid train. It sits at the refinery most of the time. The mainframe decides what it does and when (based on various input), and it controls signals for enabling stops and an assortment of pumps. When the refinery is short of oil, it decides which oil field has the most resources left under the ground, and goes there to fill up. When the refinery needs steam it goes to that stop and picks up steam. If the diggers need sulfuric acid they will signal that, and the train will fill up, and go to the intended site. If the steam alarm is triggered while this is happening, the wagon will fill with steam immediately after it has been emptied of acid. All numbers are tailored so the train never has to sit still with cargo in it needlessly. This seems unorthodox though, and I wanna know what the usual setup would be like. You'd have a lot of trains right? And use train limits somehow, I've tried but not found their usefulness. Would you have a dedicated sulfuric acid train, steam train, oil train and so on? Is that what those train yards are for that you see so often on here? So all stops would be active all the time, it's just that the different trains have different routes. The issue I've had is that since only some stops are relevant given the situation (if the refinery needs steam, the train shouldn't go to the oil field just because it's on the list). This makes for quite large logic in the mainframe. Although it's rewarding when it all works, I want to know how everyone else does it. I can't be bothered to expand this much further.

    Do your trains just go about "full -> empty" etc with no control signaling/requesting whatsoever?

    Btw what happens if you mix steam that is 500 degrees with steam that is 165, in a storage tank? Do they mix, and if so just proportionally as you'd think?

    submitted by /u/Tickstart
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    Recursive Blueprints mod can now scan for resources

    Posted: 03 Jul 2021 01:13 AM PDT

    my big and useless nucelar geneator (3 nucelar generators, 150 turbines, 50 heat exchangers)

    Posted: 03 Jul 2021 02:05 AM PDT

    I also launched my first rocket, after 500 hours!

    Posted: 03 Jul 2021 03:22 PM PDT

    Count perfect, not throughput limited Balancer-book. 4x4, 8x8, 16x16, 32x32

    Posted: 03 Jul 2021 06:39 AM PDT

    Hey,

    i did not play in a longer time, but a few recent posts about balancers inspired me to some procrastination, so i checked/uploaded my old balancer book.

    https://factoriobin.com/post/KIPKRmBK/0

    https://factorioprints.com/view/-MdfotIK-osGk-ytqVCu

    I then realized that while i uploaded it multiple times to some blueprint sharing sites, i never made a reddit post..... As far as i know i did only steal the 4x4 balancer from the Wiki and created everything else. I created it, because i liked working with balancers (a lot of long trains...) and did not find any throughput unlimited balancers online.

    They are count perfect and throughput unlimited. I tried my best to make them as short as possible, but since i did not redesign everything for the 16x16 and 32x32 balancers i know that there is a lot of room for optimization. While they are expensive and long, they are designed to fit in my system of 8 Lanes of Belts and 2 free lanes to allow for underground belts.

    I have seen that universal balancers are the hot shit right now. These are not universal balancers.

    One thing i included was a + version, which also balances the sides of the lanes.

    I hate it.

    It does not work properly if the balancer is full and you only use one side of a lane. Because of the sideloading only one side of the input is used. I would prefer it to balance it count-perfect, but i did not found a compact, count perfect side-balancer yet and did not have time to design one myself. If someone does know of a design, feel free to share ;-)

    While i know that balancers did get out of Favor since we got prioritized splitters, i hope that someone may find it useful.

    While the base design is tested and proven, i did create the + versions fairly recently and did not use them, so it could contain some mistakes.

    I would love some critique, opinions or hints for improvement!

    submitted by /u/exterminans666
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    Help relocating a koverex post

    Posted: 03 Jul 2021 06:52 AM PDT

    A few weeks ago I was scrolling reddit and came across some1's koverex processing setup. I've been trying to relocate it with no luck. I should have saved the post but didnt think about it. It was rather small, only 2 processors and used yellow belts and splitters in such a way to not only keep its needed charged uranium onsite but also self-jog when more uranium was delivered. Its intake came from the west and output went north, that's about all the detail I can recall atm. If some1 happens to know what post I'm referring to and could direct me to it or send me a screenshot or something, I'd be most appreciative.

    Edit: issue resolved. Embarrassingly, I spelled kovarex wrong, leading to my failure to find it.. for those who may have wondered, it was

    "Easy autostarting kovarex build" by r/ugotu

    https://www.reddit.com/r/factorio/comments/ntodex/easy_autostarting_kovarex_build/?utm_medium=android_app&utm_source=share

    submitted by /u/Tonn013
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    testing out the tank tron and 6 spidertrons dealing DPS against a med size hive. enjoy

    Posted: 03 Jul 2021 02:30 AM PDT

    Why is this recombinator not resetting it's green value when it get's a depleted fuel cell signal?

    Posted: 03 Jul 2021 02:52 PM PDT

    How large do biter nests generate?

    Posted: 03 Jul 2021 05:55 AM PDT

    I'm only a few hours to factorio and am loving this game. but progressing is getting exponentially hard because of large biter nests with 6 to 10 spawners and worms.

    I researched to crude oil and stuff but the nearest crude oil vein is surrounded by huge nests.

    I only have grenades and submachine gun and heavy armor. How am I supposed to get there?!

    submitted by /u/Ihsan3498
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    Recommendation needed

    Posted: 03 Jul 2021 01:54 PM PDT

    I am in dire need of mod/scenario recommendation.

    I usually don't enjoy mods that change game too much such as Bob's, but on the other hand I quite enjoyed Krastoio and Space Exploration playthrough I did.

    I generally don't enjoy start of the game and always say that game only truly start for me after the launch of the first rocket.

    Recently I found scenario Dark Fortress and it was awesome.Only problem was that attacks stopped after first few waves, and when I finally reached some technological level it was boring to continue.

    I was excited to find Nauvis Post Colapse scenario, but version 1 doesn't work for me and it is no longer in development and version 2 is apparently months away.

    So my question is, is there any other good endgame mod or scenario that doesn't change too many vanilla recipes but expand the game a bit.

    submitted by /u/Altarin
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    Mod idea: Lookup Combinator

    Posted: 03 Jul 2021 02:43 PM PDT

    Had an idea for a simpleish mod. If it exists, I'd love to install it. If not, seems fairly straightforward to code if someone already understands modding and wants to try. If not, I'll probably end up making it eventually.

    It's a combinator which does math based on known in game constants. The operations available are:

    • Multiply by stack size
    • Divide by stack size
    • Output total materials required for the input products (may be an issue if there are multiple recipes)
    • Output total number of a given product (or all products?) that can be made from the input materials
    • Same thing but for total raw materials count

    I've seen mods that add in game reference manuals that derive this data from the mods you actually have installed, but it might be interesting to have that available directly to your circuit network. Anyway, thank you for coming to my TED talk.

    submitted by /u/charredutensil
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