Factorio Weekly Question Thread


Weekly Question Thread

Posted: 26 Mar 2018 11:05 AM PDT

Ask any questions you might have.

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We Present Bigger Bertha - 170 Train Length: 100 Artillery Wagons, 60 locos, 10 supply wagons.

Posted: 26 Mar 2018 12:14 PM PDT

My boyfriend and I just completed our first factorio game :D

Posted: 26 Mar 2018 03:29 AM PDT

Westeros

Posted: 26 Mar 2018 01:59 AM PDT

I designed a new balancer! Infinately scaleable!

Posted: 26 Mar 2018 01:13 PM PDT

I finished this game too!

Posted: 26 Mar 2018 09:58 AM PDT

Am I doing this right? Or is this smelting setup overkill? (ore input on the outside, plate output on the inside)

Posted: 26 Mar 2018 10:58 AM PDT

Moving light arrow indicator

Posted: 26 Mar 2018 02:43 AM PDT

ELI5: Fluid Mechanics

Posted: 26 Mar 2018 09:54 AM PDT

A bit of context:

I generally don't like reading up on designs, min-maxing, etc, as I find most of the fun of factorio is messing about to try to get stuff efficient.

For most of the game, this is rather simple, as outputs and throughputs are both clearly indicated and easy to see.

Fluids break my brain.

I've done a bit of googling, and found these two pages (among others):

https://forums.factorio.com/viewtopic.php?t=19851

https://wiki.factorio.com/Fluid_system

and am now more confused than i ever was.

I understand the basic concept of how fluids flow in factorio, how they try to equalize the % of fluids across connected pipes/tanks/etc.

But when it comes to long-distance fluid hauling, i'm completely lost.

Also, most of the info i find on fluid dynamics is over a year old, so i don't know how much of it is even still valid. (for instance, https://forums.factorio.com/viewtopic.php?t=19851 is over 2 years old)

So, a few specific questions:

Does an offshore pump fully saturate pipes, or can/should I put multiple offshores into one pipe?

What distance/how often should I put electric pumps on my pipes?

How many electric pumps should I put each time?

Do they have to be in parallel, or does linking them in series work?

At what point does it become smarter to barrel liquids, or just load them onto a train?

Any other tips/tricks for fluid moving would be greatly appreciated.

Stuff like this graph is not very useful to me, because i'm pretty dumb when it comes to mathy things. Also, wtf is an exchanger?

Thanks in advance for your help!

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PVP Production Scoring Battle - 2018-Apr-14 2pm CST / 9pm CET

Posted: 26 Mar 2018 05:57 PM PDT

Factorians,

Once again, I will be shoutcasting and hosting the 2nd Blue Circuit Factorio PVP Production Scoring Battle on Saturday, April 14, 2pm CST / 9pm CET. The goal is to be the highest scoring team (Max: 4 players per team, maximum 8 teams) within the 3-hour time limit. The server is hosted in Dallas, TX, USA and will be running Factorio version 16.35. As of March 26, 2018, version v16.35 has been released, however, if Factorio v16 will be declared stable, we will use the stable version. Contestants, viewers, and community members: if you find or spot potential bugs which may cause stability or issues hindering this weekend's competition, let me know in my discord below as soon as possible.

Prizes

I'm working on collecting prizes for the winning teams. The target I have for direct funds is a $20 Steam Gift card for each member of the winning team. If a team wins with less than 4 players, the extra gift cards will be given to the team captain, who can do what they wish. If you are a community member and would like to contribute to this, or would like to offer up additional prizes, please direct message me in my-discord

Participating Streamers

Check back frequently for additional streamers!

Confirmed Teams & Team Leaders

Check back frequently for additional teams who have registered!

Viewers: On the day of, I would ask that you do these competitors the honor of not stream sniping. Please allow them to experience the contest organically without external influence of locations, attacks, defenses, and incoming enemies from the other players.

Friday Practice

The server will be open to the Teams all day Friday, April 13th, with a PVP Production Scenario up and running, in case teams want to test their connections and "take a few laps the day before the race". I will message the Server IP & Password to the confirmed Team Members who will distribute them to their teams. Note: The seed contestants see on Friday's practice will not be the same as Saturday's seed.

Saturday Schedule

  • 2:00pm CST - Stream start
  • 2:10pm CST - Introductions / Rules Review / Team Check-In
  • 2:30pm CST - PVP Content Begins
  • 5:30pm CST - PVP Contest Ends
  • 5:40pm CST - Competitor Interviews / Awards / Wrap-Up
  • 6:00pm CST - Event close, special thanks

Here is a spreadsheet of the Production PVP Scoring Values as of Factorio v16.27: Production PVP Scoring Values

Scenario Details

  • Starting Conditions
  • Starting Equipment
  • Combat Adjustments (coming soon, working on PLD / Laser Turret balance, check back frequently)
  • Map Resource Settings (revealed on the day of the contest)
  • Map Terrain Settings (revealed on the day of the contest) - No Biters
  • Map Advanced Settings - No Pollution

Notes:

  • In Event #1, the Starting Area was set to Normal (294 blocks square), whereas this event, the Starting Area is set to Very Small (166 block square). See the Starting Area Comparison
  • As a result, base exclusion will be on for the entire duration of the map. Competitors will have to choose what they want to protect in their Very Small starting area, and what they risk to outside attack.
  • Same as Event #1, the Map Resources (Seed) will be revealed at the time of the Contest Start

House Rules

Additional Clarifications

  • Importing External Blueprints are allowed.
  • Biters / Pollution both off - Server CPU / Ram is reserved for players & PVP only.
  • Duplicate starting entries puts similar resources inside each base, but the resources outside each base cannot be controlled. Teams may need to explore, secure, and defend additional resources.
  • It appears that the bug responsible for the event #1 starting chaos has been fixed.

If you are a streamer, feel free to stream your experience on your channel. I will be live hosting, and shoutcasting the match along with my partner MojoD. Feel free to post comments and/or stop by my discord channel (below) and discuss, and/or check your team in within the #factorio-pvp channel. cl0wnt0wn-discord. If you are new to Factorio, we will do our best to break down the game in such a way that it will be easier to understand.

The last event was so much fun, we captured so much good feedback, so please, keep it up! Judging by last time, the above is subject to change up until the day before match (the intent is clarifications / minor corrections only, of course), so please check back frequently for updates on the scenario, teams, streamers, and prizes! I would appreciate your support for this fun event. Thanks much!

-CT

submitted by /u/cl0wnt0wn
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Need to explore the map? TRY RADARMAGEDDON!

Posted: 26 Mar 2018 04:26 PM PDT

What mods should be integrated into the base game according to you?

Posted: 26 Mar 2018 06:15 PM PDT

Very simple question, the Devs are doing an outstanding job but everything must have an end but given unlimited amount of time and money, what mods you wish to see integrated in the game?

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Early game spaghetti mall

Posted: 26 Mar 2018 10:58 AM PDT

Factorio recipe browser

Posted: 26 Mar 2018 02:43 PM PDT

Hello there! I made a web app for browsing Factorio recipes. I built it for myself, but I would like to here what you folks think of it. You can find it here

Currently it will allow anyone to browse through the base game recipes. Also, if you create an account, you can upload your own custom recipes. You can find the details for this on the details page. If you have any suggestions for added functionality, let me know.

Any feedback would be appreciated! You can leave comments here or send a message to:

factoriohelper@gmail.com

submitted by /u/AstraeusTitan
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Does it make any sense to upgrade to steel furnaces?

Posted: 26 Mar 2018 02:38 PM PDT

Having sunk a few houndred hours into Factorio, I find myself wondering what the usecase is for steel furnaces. The advantages it offers is:

  • It takes up half the space.
  • you save 3 yellow transport belts, 2 inserters and 1/4 power pole in a regular compact furnace setup.
  • You consume half the amount of coal, however since a furnace only consumes 1 coal / 44 seconds, it means you save 1 electric coal miner per block of 24 furnaces.

However, even when factoring all this, it still costs nearly roughly 3½ times as many resources to build a 2x12 steel furnace array vs. a 2x24 stone furnace array, the only difference is that the steel furnace consumes a measly ~110 kW less electric power (90 kW from the electric miner and 20 kW from the idle drain of having more inserters).

This means they break even after something like 11 hours of continuous operation. And during this whole period, they won't even have lowered your pollution footprint, since steel furnaces have precisely double the pollution output as stone furnaces (electric furnaces are equally dirty when powered by coal, but this improves significantly with efficiency modules).

So, what is the major selling point for steel furnaces that I'm missing?

submitted by /u/Grubsnik
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Help me

Posted: 26 Mar 2018 06:31 AM PDT

This game is so addictive i can't stop playing it. Researching new things making more labs more iron more copper more pollution i can't stop playing it

submitted by /u/dudeguyman232
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Is it possible to turn of biters in a save file?

Posted: 26 Mar 2018 04:51 PM PDT

I just got into the game, and on my first game, I just left everything as default settings for difficulty and such. At this point, the biters have started to be just annoying, and I'd like to turn them off if possible (mainly because I want to finish one game before I take on the added challenge). Is this possible for an existing save?

submitted by /u/PerniciousEel
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Help me figure out emergency back up power power switch circuit.

Posted: 26 Mar 2018 11:44 AM PDT

So I keep running into a problem when I don't pay attention to my power consumption and half of my factory is chilling because coffers are fool of goodies and then when I start working on the expansion thus using up stored supplies the whole thing comes alive, power peaks, miners die, no miners, no coal no power, not I have to manually jump start whole thing which is big pain in the ass, if there is not enough fuel stashed up somewhere then it is a HUGE pain in the ass. I was trying to build a circuit where I have a power bank of accumulators, when the power drops below certain level the power switch should shut off the trunk line that powers main base and leave only power on for miners , inserters at the power plant and train stations to get coal to the power plant. That's the idea at least. On practice I can't get it to work. Can someone help? Or should I just abandon fossil fuels and switch to nuclear or solar all together?

submitted by /u/gobkin
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Factorio+Bobs+Angels=PLASTIC???

Posted: 26 Mar 2018 11:43 AM PDT

Hey everyone! This is the first time I play with mods, and I have a mod which tells you the recipes for everything. So far I've been able to make everything without using that mod, exept for a few things.

But now, I can't sustain my factory's power consumption just using coal, even if processed to the end to make it more efficient. So I made 350 solar panels because why go small when you can go BIG. (This is my fourth playthrough of factorio, and so far I have like 1Million copper stored and it is just a residual resourco from my iron proccesing plant, maybe I'm doing "mega" factory?) Now I need batteries for the high capacity charge collectors and I need plastic for them. So I used that recipe finding mod which told me that using methane+chlorine gas in an advanced chemical plant gave you plastic so I went right away, made lots processing stuff and when everything was ready and I just had to place the advanced chemical plants and make plastic it turns out that neither the Advanced nor the normal chemical plant can make plastic. Both can make something called liquid plastic and also there are various types of plastic.

Can anyone tell me the actual recipe for making plastic? Or at least the one used in batteries...

Thank you in advance!

submitted by /u/Noriel_Sylvire
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Compact 1 pack/sec Red-through-Yellow Science Factory

Posted: 26 Mar 2018 08:07 PM PDT

Brand New Player looking for someone to run a play through with.

Posted: 26 Mar 2018 07:58 PM PDT

Pretty much brand new, looking for someone to run through this game with. Open to vanilla or mods! Very active college student who isn't socially awkward lmao. Hit me up if you're down

submitted by /u/Tjooohej
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Messy and Chaotic Belt Transport System Fix?

Posted: 26 Mar 2018 07:35 PM PDT

Hello everyone, this is my first playthrough, and right now I'm at the furthest I've ever been for this game. It's been a great 100 hours, and I'm looking forward for more. However, my belt system was doing alright with using underground belts to transport materials over a long distance. My little system grew a little bit too fast after I sourced more iron from far far away using trains. Now the belt system is a complete nightmare and I don't even know where most of the materials are going. I don't know where to put the extra shipments of iron, but I know where places need iron, but not a full belt. And lastly, I don't know where to put new factories without having to set them far away, which in return, adds more belts. The underground belts are polluting the area, making new factories a challenge.

I have made an imgur album to showcase my wonderful belt system for your viewing enjoyment. https://imgur.com/a/Gf1FF You might need to click the images to see them up close.

Now the question is, what is the easiest and best way to revamp my factory/belt system? I have unlocked blueprints with robots, and I just unlocked blue transport belts. I'm thinking I should mass produce blue belts, and make material highways horizontally, although I don't want to redo my whole entire factory. This all happened from having a material highway, then it strayed away in too many directions. What is the best thing to do?

If you need any extra screenshots of something specific, let me know :)

submitted by /u/Alexk492
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Lost base

Posted: 26 Mar 2018 07:24 PM PDT

You ever just give up on a save?

I have to give up on my current save.

I'm playing through bobs with angels infinite ores (and RSO) on so I got those little patches of infinite ore in the big ones, I've been running on scraps of iron for the last while and have been trying to get trains set up so I can get more. Like an idiot I haven't set up green science yet when I should've but I was focusing on getting red actually up and running well along with some of the circuits and basic stuff (belts and so on) so I have trains and that's barely it, nearly no bonus when it comes to bullet damage, I set up like 6 turrets behind 2 walls and by the time I just finish that 2 big biters tear down the walls and destroy all my turrets like nothing, they've taken my whole tin and copper smelter setup and I'm barely getting enough iron to make more bullets and turrets and they just keep destroying them the second I set back up the basics and i just can't keep up and can't find iron anywhere.

I don't know how anyone could survive deathworld, this is just normal.

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multiplayer?

Posted: 26 Mar 2018 07:16 PM PDT

I saw a video with a Xterminator playing with folks. Are those games generally closed, or can anyone join up with them?

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