Factorio Weekly Question Thread |
- Weekly Question Thread
- When it's time to get serious
- Biters are trapped in this island. So i built a bunch of pollution producing buildings just to piss them off.
- Why is this train choosing the wrong slot in the stacker?
- Took me 8 years to launch my first rocket.
- My army of landfillers
- This happens to me with so many things in factorio when i'm first learning them
- Gridless Defense Layout
- why are not all of my steam engines working ? i cant figure it out
- After around 180hrs I can finally play!!!
- TIFU: Space exploration - missed a single wire a few months back and launched 30+ unnecessary rocket's, 650 roboports, 7.5k blue track, 2.2k rocket sections!!! And more!!
- Explain to me how to do this like I'm 5
- I finally give up pyMods without other mod,and it all comes together
- Trains need to be faster
- Looking for train station mod
- My very first time ever getting to Blue/Black science!
- Factory Planner has come a long way (comparison with Helmod)
- My newly designed Uranium Processing + Kovarex, works perfectly and supports up to about 2700 SPM for 12 GW of full nuclear power.
- This confused, jumbled mess was my first attempt at automating production of red and green science packs...I realise now that I could have made better use of underground belts and splitters, but any tips on how to better organise this are greatly appreciated
- The Most Efficient 9 Tiles Ribbon World Train System, possibly.
- Help with transport drone mod control
- Is there a way to detect which way a train will go?
- POV: Those remote Roboports need some juice...
- Hit 1kspm - where to go from here?
Posted: 11 Jul 2021 09:00 PM PDT Ask any questions you might have. Post your bug reports on the Official Forums Previous Threads
Discord server (and IRC) Find more in the sidebar [link] [comments] | ||
Posted: 16 Jul 2021 06:45 PM PDT
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Posted: 17 Jul 2021 08:26 AM PDT
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Why is this train choosing the wrong slot in the stacker? Posted: 17 Jul 2021 03:54 AM PDT
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Took me 8 years to launch my first rocket. Posted: 16 Jul 2021 04:38 PM PDT I played for 339 hours before I launched the rocket. Lots of restarts and experimenting. Just having fun with the game. All vanilla. So, I looked at the in-game day/night cycle: 416.66 seconds. The math comes out to my little engineer friend spending 8 years getting the rocket launched. Final game lasted about 72 hours. It's a great game. [link] [comments] | ||
Posted: 17 Jul 2021 02:21 AM PDT
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This happens to me with so many things in factorio when i'm first learning them Posted: 17 Jul 2021 05:57 AM PDT
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Posted: 17 Jul 2021 01:14 AM PDT
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why are not all of my steam engines working ? i cant figure it out Posted: 17 Jul 2021 06:33 AM PDT
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After around 180hrs I can finally play!!! Posted: 17 Jul 2021 01:17 AM PDT Factorio is a hell of addicting drug. Currently my goal is to launch 1.000 rockets. On my old computer I started to do a huge megabase with robots but somehow my computer died at I was sitting at low FPS/ups However, the computer is done and I habe another one with same species. And I was outside 5 months from my country and thought so much before sleeping. Finally I can do what I was thinking of I wanted to do a just train base, so I came across this cityblocks. But it doesn't feel right for me, so I was thinking what to do and I came across the idea of having a HUGE central station where is also a storage. Trains are brining stuff there it gets stored and trains will pick it up to small factories. It took me more than 180 hours to prepare everything because I didn't plan properly, but very soon my central station is ready, I can start to build the waiting area and begin finally to play. I'll make a lot of rails and set up small factories for each item. It'll be similar to city blocks but with some adjustments and leaving the pattern to habe some real feeling instead of a clean sterilisation copy base. WISH ME LUCK MY COMPUTER WONT DIE. I am super excited. When I've done more progress and the first train is running I'll show some pictures. [link] [comments] | ||
Posted: 17 Jul 2021 06:10 AM PDT A few weeks back I set up a new moon factory to create ice and a few materials. It worked wonderfully and I was very pleased. When I set up new planets/moons, I create a requester pad. It keeps the sub factory supplied with anything it needs to run and a buffer for new buildings and cargo launches. Well, double check your wires kids.... I was working away in my space station when I realised the pop up for storage full on ice factory. "Huh, swear I put down like 60 storage chests" Turns out, I never wired the logistics network item count into the requester, essentially asking for a total restock endlessly [link] [comments] | ||
Explain to me how to do this like I'm 5 Posted: 17 Jul 2021 08:41 AM PDT
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I finally give up pyMods without other mod,and it all comes together Posted: 17 Jul 2021 01:09 AM PDT
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Posted: 17 Jul 2021 09:20 AM PDT I have a moderately big base, traveling from one end of my base to another on a train takes forever, even with nuclear fuel. Factorio needs high speed railways, at least for passenger trains. [link] [comments] | ||
Posted: 17 Jul 2021 07:08 AM PDT I'm looking for a mod I stumbled across a few weeks ago but cant remember the name of. It was a small qol mod that condensed the station list by grouping stations that share a common 1st word into collapsible sets. If any1 is familiar with this mod plz refresh my memory. Thanks! [link] [comments] | ||
My very first time ever getting to Blue/Black science! Posted: 16 Jul 2021 06:25 PM PDT
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Factory Planner has come a long way (comparison with Helmod) Posted: 16 Jul 2021 11:53 AM PDT
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Posted: 16 Jul 2021 07:37 PM PDT
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Posted: 16 Jul 2021 08:48 PM PDT
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The Most Efficient 9 Tiles Ribbon World Train System, possibly. Posted: 16 Jul 2021 11:10 AM PDT
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Help with transport drone mod control Posted: 17 Jul 2021 03:41 AM PDT I've been pondering a problem for a while. If i have several sources of the dame material how do i go about prioritising one depot over another. .e.g. in SE i want to use all the coal (say) from core mining, before using any from my railway station which pulls it in from outposts. 1st idea was to read the road network and disable the railway depot if the value was over a certain amount. This tended, however, to cause a flashing as the depot went " not enough enable myself" the reader would read that and then the depot would go " too much, turn off" 2nd idea which I've just thought of is to control the input belt from the train to the depot. Only allowing it to run when the stuff is below a certain value. Not tried it yet but i could see a problem with lag. Anyone else solved this problem? And how did you do it? [link] [comments] | ||
Is there a way to detect which way a train will go? Posted: 17 Jul 2021 03:27 AM PDT So i've only been playing for 2 weeks (i bought the game a few years ago but didn't play it until my friend got it too 2 weeks ago) and now i've started designing smart junctions for the rail system, and i want to make them entirely crash safe, but to do that optimally (without blocking unnecessary tracks) i have to know where each train will go, with merges that's possible, and if i have only 1 split i can just give that last priority but if i have for example a 3 way junction then every way starts with a split... Our train system uses 10 carriage trains, so if i have to detect where a train goes after a split every junction wil be huge... Edit: haha yellow signals exist my entire system was right, i just didn't know yellow existed... [link] [comments] | ||
POV: Those remote Roboports need some juice... Posted: 17 Jul 2021 08:31 AM PDT
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Hit 1kspm - where to go from here? Posted: 16 Jul 2021 11:42 PM PDT After about 220hrs on one map (three separate base builds) I finally got a stable 1kspm base. And… I'm totally out of ideas. What do people do when they get here? For info, each science production is separate, ores/raw materials transported by train but nothing else. Minimal logistics for non-construction activities. [link] [comments] |
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