Factorio Ore pixel art |
- Ore pixel art
- Bug or a feature?
- I'm sure this coal belt shenanagin had purpose at some point, but during rebuilds we found it and had a laugh
- My worst intersection I did a couple of years back
- Tilable, Rail Hexagon System, w/Roboports and Radars - Blueprint in Comments, Critique Welcome
- New to Factorio. Roast my current setup. Criticism appreciated. Thank you.
- The Best Achievement
- Show me the worst functional intersection in your base.
- What I'd like to see in an Expansion Pack
- 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?
- 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?
- Infinite spawner mod
- Thoughts on 5Dim's mod?
- Issue with blueprint, seems like they are off by one square? Video showing issue
- Seablock 0.5.3 - 20,000 SPM, over 60 UPS
- Building rails can be quite something
- This is my First base, a giant chaos but I launched a Rocket before I got overrun :)
- First Time Alone
- Does a train instantly leave if a train stop is disabled
- 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?
- 1000 SPM Main Bus Megabase Without Beacons
- My take on a 9-tile ribbon train system.
Posted: 19 Jul 2021 10:56 PM PDT
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Posted: 19 Jul 2021 12:21 PM PDT
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Posted: 19 Jul 2021 09:05 PM PDT
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My worst intersection I did a couple of years back Posted: 20 Jul 2021 05:50 AM PDT
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Tilable, Rail Hexagon System, w/Roboports and Radars - Blueprint in Comments, Critique Welcome Posted: 19 Jul 2021 02:48 PM PDT
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New to Factorio. Roast my current setup. Criticism appreciated. Thank you. Posted: 20 Jul 2021 12:22 AM PDT
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Posted: 19 Jul 2021 02:58 PM PDT
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Show me the worst functional intersection in your base. Posted: 19 Jul 2021 01:31 PM PDT
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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.
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? [link] [comments] | ||
Posted: 19 Jul 2021 11:04 PM PDT
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Posted: 19 Jul 2021 09:00 AM PDT
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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 [link] [comments] | ||
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. [link] [comments] | ||
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. [link] [comments] | ||
Seablock 0.5.3 - 20,000 SPM, over 60 UPS Posted: 19 Jul 2021 02:41 PM PDT
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Building rails can be quite something Posted: 19 Jul 2021 04:14 PM PDT
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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
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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? [link] [comments] | ||
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. [link] [comments] | ||
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! [link] [comments] | ||
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/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:
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:
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 [link] [comments] |
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