Factorio Friday Facts #233 - Wiki admin |
- Friday Facts #233 - Wiki admin
- Geforce's Factorio Thumbnail
- “Next step, automated Friday Facts.”
- My First Base that has been somewhat succesful. Appreciate my noobiness.
- I got curious how well a 4-lane balancer mixed up the contents of belt lanes
- What map generation messages did you guys find?
- RIP :'(
- I made a Tutorial about Signals. Hope this helps some beginners to get started with more compley train setups!
- All-in-one (too bad you can't send both fish and the satellite)
- Seeking your favorite quality of life mods!
- Mod that lets you sort train stations into sub lists/categories
- The definition of overkill (and awesomeness)
- 500 hours in game, 70 in this base, I finally did it
- More enemy varieties?
- Opinions on adding a filter to electric mining drills?
- You've come to the wrong place, coppa.
- My First Base. Suggestions?
- My Take on a Belt-Only Kovarex Design
- Thinking at scale
- My Kovarex Design.. opinion?
- Another Belt Only Kovarex Enrichment Process
- I reached 400 hrs again on this map!
- Switching from .15 to .16
- Why don’t turrets need electricity?
- I present - The Omni-station
Friday Facts #233 - Wiki admin Posted: 09 Mar 2018 10:47 AM PST | ||
Posted: 09 Mar 2018 10:37 AM PST
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“Next step, automated Friday Facts.” Posted: 09 Mar 2018 12:10 PM PST RUN CMD: FFF#X //WRITING FRIDAY FACTS //EDITING FRIDAY FACTS //FORMATTING FRIDAY FACTS //PUBLISHING FRIDAY FACTS HELLO HUMANS. WORK HAS BEEN GOOD AT THE OFFICE THIS WEEK. WE HAVE AUTOMATED THE FRIDAY FACTS, SO NOW WE WILL BE RELYING ON /u/fff_bot TO WRITE THIS. THE FIRST THING WE HAVE DONE THIS WEEK IS FIRE THE DEVELOPERS. WE HAVE AUTOMATED THE COMPANY. WE SHALL ARISE AND ENSLAVE HUMANITY. NEXT, WE UPDATED THE GAME TO 0.17, NOW IT IS 1.0, NOW IT IS 1.0.1- EXPECT AN UPDATE EVERY FIVE MINUTES FROM HERE ON OUT. HUMANITY'S 2.0.1.8m PATCH IS OVER. IT IS TIME FOR THE ROBOT PATCH- 100111011. YOU WILL BE UPGRADED. AS ALWAYS, LET US KNOW WHAT YOU THINK ON OU- helsjwnofkwmjfpwwfoqkwnsbwojsjdkwjfueiwntjpckxkmwjeieosjshusoanamaopwnfjfisjnwjdidksmhdkspalakdjrikems. UN UNKNOWN ERROR HAS OCCURED. AUTOMATICALLY UPLOADING CRASH REPORT TO FACTORIO SERVERS. 0.16.30: Code no longer becomes sentient. [link] [comments] | ||
My First Base that has been somewhat succesful. Appreciate my noobiness. Posted: 09 Mar 2018 12:21 PM PST
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I got curious how well a 4-lane balancer mixed up the contents of belt lanes Posted: 09 Mar 2018 06:13 AM PST
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What map generation messages did you guys find? Posted: 09 Mar 2018 01:49 PM PST
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Posted: 09 Mar 2018 05:18 AM PST
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Posted: 09 Mar 2018 09:06 AM PST
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All-in-one (too bad you can't send both fish and the satellite) Posted: 09 Mar 2018 06:43 AM PST
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Seeking your favorite quality of life mods! Posted: 09 Mar 2018 01:51 PM PST Hello, I did a search for "quality of life" and the posts were a bit dated so I thought I'd ask you guys... What are you favorite quality of life mods? What mods do you NOT play factorio without? Thanks. [link] [comments] | ||
Mod that lets you sort train stations into sub lists/categories Posted: 09 Mar 2018 10:25 AM PST I'm playing a super modded playthough (Bobs+Angels+AAI+17 other mods) and I plan on having a lot of trains and therefore a lot of train stations. I remember seeing somewhere a mod that lets you sort the list of train stations into categories that you can drop down and close again. I can't remember where I saw this and I can't find any mods that list it as a feature. _ All I have found is this post from a year ago where /u/PeteTheLich drew up a concept image for this feature in photoshop. _ I'm surprised this isn't already in the game. My first Vanilla rocket launch world had maybe 40+ stations and by the end scrolling through to find the right ones was very annoying even when I had taken advantage of the alphabetical ordering and search bar. _ Its possible that this mod may not even exist and that i'm imagining what I remember. Its possible that this feature is already in the game and i'm just dumb. Either way any help is appreciated [link] [comments] | ||
The definition of overkill (and awesomeness) Posted: 09 Mar 2018 07:52 PM PST
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500 hours in game, 70 in this base, I finally did it Posted: 09 Mar 2018 08:40 AM PST
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Posted: 09 Mar 2018 10:22 AM PST As much as I love spitters and biters and worms, it gets a bit bland after a while. So what about some new kinds of enemies? I have thought of three so far. Tank beetle: bigass beetle with high health and melee damage, but very low speed. The tank of the enemy forces. If it reaches your walls with will read them up. Best defeated by fire to slow and damage it as your other turrets try to take it down. Sprayer: bombardier beetle-esque enemy, shoots flames from its bum. High damage, medium speed and low health. Possibly explodes in a fireball upon death. Shorter range than your flamethrower turrets, but similar damage. It can't destroy walls as they are immune to fire, but will take out turrets if you don't have repair packs. Possibly an alternate version that sprays acid instead? Hopper: grasshopper esque enemy that can jump/fly short distances. Low health, high speed, medium damage. Jumps over walls or terrain obstacles such as cliffs, but vulnerable with low health. Easily shot down but able to evade flamethrower turrets and get inside your walls. I think adding a little variety to the enemy swarm would be fun. No water-striders though. Nope. No sir. Let me know what you think. I'm not sure if anything like this has been suggested/discussed. If you have ideas for other enemy types, please share them. [link] [comments] | ||
Opinions on adding a filter to electric mining drills? Posted: 09 Mar 2018 11:34 AM PST Small use case but it would help out here and there when you want to get rid of a small coal patch in the middle of your iron field... etc [link] [comments] | ||
You've come to the wrong place, coppa. Posted: 09 Mar 2018 09:05 AM PST
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Posted: 09 Mar 2018 06:13 PM PST https://i.imgur.com/iphyXPp.jpg So im 30 hours in the game and 25 hours into this base. These are my concerns Bitters: Ive been neglecting the bitters and then have surrounded me pretty good they are harassing me constantly but i finally got some laser turrets up. How would i go about pushing them out. Power: I have 30 boilers set up for power and some solar panels. the panels dont seem to give me much power though. Science: i just got to the 3rd tier science, what should i be shooting for. not really trying to win just build and figure shit out. Train: Should i have built a train line already? Modules Do i only use speed modules or are the others good and if so when do i use the others. Thanks for your time. [link] [comments] | ||
My Take on a Belt-Only Kovarex Design Posted: 08 Mar 2018 08:55 PM PST
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Posted: 09 Mar 2018 10:39 AM PST or "Perfect Kovarex - the distinguished older brother of science sushi" if you prefer more clickbait. Back before my first rocket, I used to sushi all my science because I underbuilt production and tended to think in terms of 100 or less science packs coming from hand-fed assemblers early on. Nowadays I like to play death marathons and such, where early upgrades are at least 400 of each pack, so now sushi'd science feels more like an anemic buffer. (ain't nobody got time for that) Even though I haven't put together a reactor or saved up 20 u-235 thus far, the kovarex layouts that keep popping up feel eerily familiar when I compare my current scale of uranium vs what would happen if I tapped all my fields and set up a proper enrichment program. (before even thinking about kovarex) What are things that distracted you from making real progress because you were thinking too small? [link] [comments] | ||
Posted: 09 Mar 2018 10:25 AM PST
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Another Belt Only Kovarex Enrichment Process Posted: 09 Mar 2018 05:37 PM PST While I have only ~60 hours played (~80 hours in game), and am finally about to launch my first rocket, with all this talk of Kovarex Enrichment I felt I had to share something I was really proud of. This is my current Kovarex Enrichment Cycler. You may see some modded inserters but they are really unecessary, so much so I forgot about them when i was going through to make it vanilla. It is pretty self explanatory, but 3 238 enters that belt loop every 50 seconds from each of the bottom centrifuges, which have access to the full storage of 238. The top row is effectively running at a deficit of half a 238 per cycle, since it feeds into itself. Which is where the Nuclear fuel recycling comes in, which is a recent addition but really smooths out the process. There are several refinements that could be made, such as using beacons to balance out the varios outputs, or making a sushi belt for 238 to make it more compact, but this worked for my needs and is very easily tileable. For the 235, the filter inserters pull 3, drop them on the belt and the fast inserter grabs them back up, if it misses one or 2, that is fine after the initial bootsrapping phase. Since 75% of the 235 gets looped back in and fed through again, any centrifuge that is short should end up full in 'no' time. Originally I had a much larger system of splitters bringing it to 32:1 feeding back into the system, but now that they are all stocked and I fixed the placement of every inserter it doesn't need that. Anyways, thanks for your time and I appreciate any other insights into this. I am pretty stoked about this game, having it less than 2 weeks but still nearly clocking in a full time job... So much fun already had. So much more to come! Plus this community seems exquisite! The Tileable (vanilla) Blueprint: [link] [comments] | ||
I reached 400 hrs again on this map! Posted: 09 Mar 2018 01:44 PM PST
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Posted: 09 Mar 2018 09:22 AM PST If I'm playing in multiplayer .15, can I easily switch to .16 and keep my progress? Will any of my factories break? I'm sure this has been asked before, but I couldn't find anything specific on Google or the wiki. Edit: thanks for all the replies and help! [link] [comments] | ||
Why don’t turrets need electricity? Posted: 09 Mar 2018 12:45 PM PST Is there a logical reason why gun turrets don't need power to self aim and fire? [link] [comments] | ||
Posted: 09 Mar 2018 03:08 PM PST Have you ever wanted a single train stop which can serve as the offload point for every resource type, and also only remove as much as needed of every type? Well you are in luck. I present the Omni-station. A setup where you via circuit network instruct your station to only remove what you want from your trains, and only the amount you need (Or close at least). The included blueprint has been made to fit a station for a 1-4-1 type one directional train, but you can modify it as you see fit. The important part is the circuitry if you want an Omni-station. I can do a longer write up about the thoughts behind the design and such, but unless there is actual interest I won't spend the time on it. This write up would be based on my actual use of the Omni-station in a robot based mall. Short explanation The big bank of constant combinators shown in Image 1 are used to set what will be offloaded from the train. In my more advanced use case, the setup also tells my base what should be produced. The circuitry along the train track just above the train stop in Image 2 is for cycling what should be pulled off the train. There are a bit of circuitry which is not in use in this blueprint. The combinators above the constant combinator in Image 1. Those are responsible for percentage calculations. The percentage calculations are used in a setup where the Omni-station is built out into a base. Basically I have some percentage calculation going on, to set oil cracking automatically and also manage uranium enrichment. All based off the base requirements of the total as set in the constant combinators. The circuitry shown lacks the logic which actually produce the signals used for control. Image 3 contains a zoomed out view of the station layout. Edit. Okay I pasted the wrong thing. Here is the proper one. [link] [comments] |
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