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    Tuesday, July 20, 2021

    Factorio Ore pixel art

    Factorio Ore pixel art


    Ore pixel art

    Posted: 19 Jul 2021 10:56 PM PDT

    Bug or a feature?

    Posted: 19 Jul 2021 12:21 PM PDT

    I'm sure this coal belt shenanagin had purpose at some point, but during rebuilds we found it and had a laugh

    Posted: 19 Jul 2021 09:05 PM PDT

    My worst intersection I did a couple of years back

    Posted: 20 Jul 2021 05:50 AM PDT

    Tilable, Rail Hexagon System, w/Roboports and Radars - Blueprint in Comments, Critique Welcome

    Posted: 19 Jul 2021 02:48 PM PDT

    New to Factorio. Roast my current setup. Criticism appreciated. Thank you.

    Posted: 20 Jul 2021 12:22 AM PDT

    The Best Achievement

    Posted: 19 Jul 2021 02:58 PM PDT

    Show me the worst functional intersection in your base.

    Posted: 19 Jul 2021 01:31 PM PDT

    What I'd like to see in an Expansion Pack

    Posted: 19 Jul 2021 09:39 AM PDT

    When I heard Factorio had reached it's stable 1.1 version, I knew it was time to finally try the game. And boy, I am not disappointed! This is easily one of my favorite games. Here's a list of stuff I'd like to see in an expansion. I know some of these things are already in mods and modpacks, but seeing them as full features of the game will make them more robust. I hardly mean this an exhaustive list, nor should all of it be in a single expansion pack, this is just the stuff I'd like to see.

    1. EXPLORATION: Currently, the map generates endlessly and resources and biters get thicker, but you rarely stumble onto anything truly novel. I'd like to find special locations, stuff like abandoned or inhabited alien cities, active and dormant volcanoes, the lairs of great monsters, canyons, poisonous swamps, wrecked ships, mountain ranges, dimensional portals, etc. Things that cause the player to react, either because of the boons they offer or the problems they cause. There could be a great risk-reward factor of "Well, maybe if I explore a little further..."
    2. Continued Biter Arms Race and Escalation: The game does a great job of escalating the conflict with biters. You start small, maybe fighting them off with a hand held gun, then start building turrets and fortifications. Artillery is currently the peak of escalation, with its enormous range and impunity, strangely overshadowing the nuclear bomb. Biters increase in number, but eventually stop escalating their tactics. I want to see the biters develop bigger strategies: Worms that function as long-range artillery. Biters suiciding into the water to create "Bugfill" land bridges to your unguarded shores, or biters that start tunnelling into your base. New defenses, like "iron dome" missile defence, seismic monitors and other devices would be needed to defend against these attack vectors. I want to build missile silos with global reach, and I want to see Worms trying to shoot down my ICBMs. Similarly, the far-off bug bases need serious defenses, the ability to resist artillery barrages and force more calculated gambits and attack plans.
    3. Z-Layers, Elevation and Excavation: Currently the game plays mostly flat on the x-y axis. Some things pass above and below, like underground belts and power lines, but it's limited. I want to build up and down, strip mining the earth or digging out tunnels, building towers into the sky, or maybe space elevators all the way to orbit. I want Elevated Rails that pass over my factory, ramps that take them up and down. I want to build moats filled with water or even oil that can be ignited when needed. The Bugs need this too, placing nests deep in caverns where only the strongest bunker-busting artillery could reach, or even creating big floating spore colonies. This would be an enormous change, but I feel it needs to happen. I bet many don't realize that Dwarf Fortress used to be only an x-y axis game. You "dug deeper" by moving further to the right of screen, not actually digging down. I don't know if a full z-axis system is needed, even just adding a two layers, one above and one below the factory would create really interesting builds.
    4. Boats and Planes: There are currently a few mods doing this stuff, and they're pretty good! Adding new modes of automated transport, with new strengths and weaknesses, will make sprawling infrastructure networks even more fun to build. Who doesn't want to add an enormous airport full of runways or a big seaport full of loading cranes to their base? Of course this also requires Rivers, which in turn means stuff like Hydroelectric Power. Offshore Platforms harvesting oil wells and sending the oil elsewhere via pipeline, boat or plane. Cargo Containers need to easily move between trains, boats, planes and storage areas, without requiring them to be unloading into tiny boxes. And the bugs should start swimming and flying in the later evolution stages too!
    5. Simple Machines: This is another item inspired by Dwarf Fortress. While the current circuit network system is extremely awesome, offering lots of possibilities, it feels a bit limited by what things attach into it (Ideally, everything already in the game should connect to circuits). The game could really benefit from a low-simulation physics system, allowing us to construct our own complex machines out of "simple machines" like ramps, pulleys, levers, screws, valves, doors, axles, gears, bridges, etc. This also needs some simple physics stuff, allowing liquids to spill and flow beyond pipes, objects of any kind to be lifted and dropped, hurled across distances, etc (including players and biters). If you've ever planned and built some absurd lava-roller-coaster-death-trap in Dwarf Fortress, you'll know how that free-form system really allows creativity to flow. Combined with the circuit logic system, the possibilities would be amazing.
    6. Environmental Disaster: The game has strong theme with it's pollution-to-mutation connection and that should be built upon. Pollution and resource exploitation need more consequences and side effects. What happens when a pipe unexpectedly is destroyed by a biter and spills a few million barrels of oil? What happens when you try to make concrete with highly acidic and toxic water? How well do solar panels work when beneath an enormous smog cloud? What do you do with all the radioactive water you used to cool your nuclear plant? As temperatures in your city rise, maybe sections of concrete buckle, or certain machines start under-performing. Dead and dry forests might spontaneously ignite, threatening your factory. Water sources should be finite, require desalination if from a large sea, forcing the player to look further and further for new fresh water. These problems need mitigation strategies of course, but I want to see the side-effects of overproduction in more ways than biter evolution. Other disasters might be completely unrelated to your pollution: Volcanic Eruptions, Earthquakes in seismic zones, Hurricanes, Meteor Strikes.

    Anyway, There are my ideas for what I'd like to see in the game. Maybe some of these are bad ideas, or aren't in the game for a good reason. What do you guys think? Would do you want to see?

    submitted by /u/ZardozSpeaksHS
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    It ain't much, but it's honest work. I really proud of my setup so far. Over 120 hours but I still haven't beaten the game. Maybe this is the run?

    Posted: 19 Jul 2021 11:04 PM PDT

    Balancing 12 lanes with loaders and warehouses. In addition to being a huge buffer for the line, is this also more UPS friendly than using belt based balancers? Is this too cheaty?

    Posted: 19 Jul 2021 09:00 AM PDT

    Infinite spawner mod

    Posted: 20 Jul 2021 04:11 AM PDT

    I seem to remember a mod where you could place an underground that would endlessly fill a belt with a selected item. I can't remember what this mod was called though! Any help would be great : D

    submitted by /u/AMythicalApricot
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    Thoughts on 5Dim's mod?

    Posted: 20 Jul 2021 03:47 AM PDT

    I've been toying with it in creative mode to check recipes and tech tree to see if I will like it but I'm still on the fence... what is your opinion about the mod? Any insight is greatly appreciated.

    submitted by /u/Suspicious_Film7633
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    Issue with blueprint, seems like they are off by one square? Video showing issue

    Posted: 20 Jul 2021 07:16 AM PDT

    Hey there. just getting started with Factorio again. I'm trying to place down a blueprint and it seems like its off by just a bit. not sure what I accidentally clicked but hopefully someone is able to assist me as i'd love to plop down my oil outpost.

    https://streamable.com/qrg3ma

    submitted by /u/xStimorolx
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    Seablock 0.5.3 - 20,000 SPM, over 60 UPS

    Posted: 19 Jul 2021 02:41 PM PDT

    Building rails can be quite something

    Posted: 19 Jul 2021 04:14 PM PDT

    This is my First base, a giant chaos but I launched a Rocket before I got overrun :)

    Posted: 19 Jul 2021 11:42 AM PDT

    First Time Alone

    Posted: 19 Jul 2021 06:32 PM PDT

    I've only ever played following tutorials, but I've finally decided to go at it alone. It's a little daunting but very exciting! Any good references to keep handy while playing?

    submitted by /u/Rodeo-Master
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    Does a train instantly leave if a train stop is disabled

    Posted: 20 Jul 2021 01:18 AM PDT

    My rail network will have a system where every train stop with the same function (e.g. loading copper ore) has the same name and i use a lockout system to lock out train stops that don't meet a condition to equally distribute trains across all train stops, but there is one problem which i don't know if it will be and that is that if all train stops are disabled, i enable every train stop of that type, but if it (the supply) is empty the train will never meet its own dr8veaway condition and so if a train stop becomes available again it would automatically disable the empty (supply) train stops again, but if that doesn't make a train instantly leave i will need to make an extra circuit to give the train a leave command.

    submitted by /u/Jucox
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    I’m doing my first run of SE and I’m now able to launch to space. What are some of the things I should/need to do before launching to space?

    Posted: 20 Jul 2021 12:37 AM PDT

    1000 SPM Main Bus Megabase Without Beacons

    Posted: 19 Jul 2021 01:03 PM PDT

    I just finished my new base. It is a 1000 science per minute megabase. I did not use beacons, for the challenge. I also mostly used red belts and steel furnaces as the goal was to build a low technology megabase. The base uses the main bus design (90 lanes). The eleven rockets are setup to launch simulteneously.

    I tested it overnight for a constant 1000spm during 10 hours.

    Overall view of the base: https://www.easyzoom.com/imageaccess/66acb7befd1545dd84ca113eed9fd3cc

    Productivity tab: Factorio Megabase - Imgur

    Any comments are very welcome!

    submitted by /u/off170
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    My take on a 9-tile ribbon train system.

    Posted: 19 Jul 2021 04:45 PM PDT

    My take on a 9-tile ribbon train system.

    Paging u/Pierr0x

    Links to their discussions, including the fundamentals of train systems on a 9-tile ribbon and indeed train systems in general:

    https://www.reddit.com/r/factorio/comments/ojs6pq/9_tiles_ribbon_world_making_a_usable_train_network/

    https://www.reddit.com/r/factorio/comments/olmiju/the_most_efficient_9_tiles_ribbon_world_train/

    Since Pierr0x wrote about their work on a 9-tile-high rail system I thought I should share my own. I've been making my way through a biterless 9-tile ribbon world, rather slowly due to my habit of overbuilding, and I'm up to purple science (well, almost). I suppose I've been scooped since I reached many of the same ideas as Pierr0x, but my setup does have some distinct aspects and has been working productively.

    Key points about my system:

    • Primarily double track, with single track stretches where needed to make space for machines, and for through trains to pass stations. Trains at stations do not obstruct through trains.
    • Trains can both approach and depart a station in either direction.
    • Fuel can be distributed to stations by train and trains stopped will automatically be fuelled.
    • Stations have stackers. My standard design has space for just one train queueing but it's trivial to extend it to more.
    • Cannot simply use train limits, but station availability could be circuit-controlled.
    • Not completely deadlock proof, but a little care with stations and schedules will prevent it. If a deadlock occurs it can be cleared remotely by sending a train to a suitable temporary stop.
    • So far about 17 km end to end. Told you I overbuild :-D

    Discussion

    Double track means there's only 4 tiles of space between them. So far I have been able to make all production lines, except for oil refining of course, work within that space without underground belt weaving, bots, or sushi belts, although I haven't done yellow and space science yet. If I need more space I run single track. Perhaps double track is overkill, and it does lengthen the production lines and therefore the distance trains must travel, so it might not actually offer better capacity than a single track system. Adapting my ideas to single track shouldn't be too hard though.

    I have found it best to only deliver fuel to loading stations because other trains come and go quickly there letting the fuel train through to do its thing. At unloading stations trains sit until empty leaving the fuel train stuck waiting.

    I have all locomotives at one end which makes the fuelling setup simpler. This does mean that with coal the speed is somewhat reduced when the train is travelling wagon-first, but once upgraded to rocket or nuclear fuel the difference is unnoticeable.

    It may be possible to adjust the signalling to make it completely deadlock-proof.

    Details

    Anyway, pictures! I opted for 1-2-1 trains, but with both locomotives at one end as mentioned.

    Station image: https://imgur.com/3FIHZIJ

    It's a bit complicated so I'll break it down into the elements.

    Through trains: https://imgur.com/Ga6IQOy

    In red is the route and signals for through trains to bypass the station. The signal in blue just keeps a train from sitting in the crossover. The movement in magenta is not possible by design, although I don't remember if I had a reason other than reducing overall station length.

    Station operation: https://imgur.com/7L9K7Jo

    The main stop is highlighted in orange. The track and signals in yellow allow a train to exit eastbound, ie reverse out of the station, while in blue is the westbound exit which is straightforwardly straight forward. (The signals around the eastbound exit could perhaps be simplified, but this works). Green is the stacker space, which can easily be extended with rail signals placed at intervals to accomodate more trains; no signals should be placed on the opposite track which is part of the two-way stretch for through trains.

    Peach is the reversing setup. By putting the approach station in the schedule with no wait condition an eastbound train will come to a stop there then reverse into the stacker by the connecting piece of track. Note the second, westbound facing, approach stop in the stacker area - but functionally nothing to do with the stacker. This means that when I set up train schedules, I don't care if the train needs to reverse or not! Whether it approaches eastbound or westbound it goes to an approach then to the main stop. So a train schedule looks something like this.

    Train schedule: https://imgur.com/XfX8mg4

    This however is the root of a potential deadlock. If:

    1. The station is occupied by a train waiting to exit eastbound.
    2. The stacker is full.
    3. A train arrived eastbound and is now waiting, by the eastbound approach station, to enter the stacker.

    Then we have a deadlock; the train waiting to enter the stacker is in the block that the train waiting to leave the station needs clearance to enter. It may be possible to completely remove this deadlock risk by signalling and layout changes of the station. In any case the risk only occurs with certain train schedules.

    Pierr0x by contrast previously explored reversing systems but eschewed them in their final design instead using a main stop facing each way. I had previously experimented with that but found that if the wagons are in the same place then belt unloading of mixed cargo becomes much more difficult. Even if the wagons sit in different places it could still be problematic. By contrast with my design for example here is where I feed my labs; six different ingredients from one train and one more (blue) belted in directly through it. (Unloaders for yellow and space are still ghosts.)

    Labs being fed: https://imgur.com/aLDfsqE

    If I wanted to circuit control stations I would do so by disabling the approaches. That's because once a train reaches an approach, it cannot necessarily reach any main stop other than the nearby one. That's also why I always put the approach stops in the schedule (except for the fuel train) even if it might not seem necessary. It also means if a train ends up out of place, for example because I joyrided it, it can get straight back to its route.

    Lilac is the fuelling system. The fuel train, with two locomotives and one wagon, stops at the circled fuelling stop, and the circled inserter unloads from the wagon. When a train is stopped at the main stop, that circled inserter instead lines up with a locomotive so does nothing, and the loading inserters fuel up the locomotives.

    The fuelling belt arrangement, and indeed the entire station, is designed so that belts can pass through without needing blue undergrounds or weaving. Signals and stops are positioned to make sure this is possible. Here's part of the western end of the network, where materials from belted smelteries get loaded into the train system, showing this in action.

    Belts coming through: https://imgur.com/VrMyXdk

    Album link: https://imgur.com/a/cHLXZcx

    And what you really came for, blueprint: https://factoriobin.com/post/INWcGR-d/0

    submitted by /u/cantab314
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