Factorio Can we do more Factorio art? |
- Can we do more Factorio art?
- What would the consequence be of choosing this option when registering on the Factorio Forums?
- The Factorio LA meet up says hi! Thanks to Rseding and Twinsen for hosting us!
- Using a separated power network to plot a number
- Time to automate red science!
- Is there an easy way to bot things like concrete production or e-engines with a setup like this?
- I just felt a sense of great pride and accomplishment for only 20 bucks! [Base with comment in comments]
- Nice to know the labs get their own funny names
- Am I dying?
- Tankless Pumpless Lossless 1120MW Reactor
- An unusual cracktorio experience.
- KILL. THEM. ALL.
- So I'm using Rampant and Bobs Enemies annnd i left this game running on speed 100 being in god mode, and biters NEVER expanded from this starting position? I like a biter filled world so I'm not sure how to fix this.
- Pyanodons mods
- Beaconed copper cable assemblers need bigger internal buffers?
- Buying multiple codes at once?
- I have a question about the Factorissimo mod
- Angels & Bob's Factory size?
- FARL, Bob’s, and Biters: Oh My!
- are there any other major modpacks?
- Rampant / Bob's Enemies / Both ?
- My first large train interception, feedback appreciated!
- Help with Vehicle Input Lag - Headless server
| Posted: 12 Apr 2018 06:31 PM PDT
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| What would the consequence be of choosing this option when registering on the Factorio Forums? Posted: 12 Apr 2018 12:56 PM PDT
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| The Factorio LA meet up says hi! Thanks to Rseding and Twinsen for hosting us! Posted: 12 Apr 2018 07:55 PM PDT
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| Using a separated power network to plot a number Posted: 12 Apr 2018 12:43 PM PDT I wanted a plot of "how much iron ore did I have in this logistic network in the past?" Here's the solution I found for this: https://i.imgur.com/NoJ2JZT.jpg Depending on the amount of iron ore in the network, more and more lamps turn on. You can use this idea with any circuit network number, just hook it up to all the lamps and change the conditions
Appendix: Since I didn't want to configure 100 lamps by hand, I used the following python script to generate the blueprint. I feed it a blueprint with all the lamps, but all configured to the same value, and it changes the "constant" on all the lamps to the correct one. [link] [comments] | ||
| Posted: 11 Apr 2018 10:05 PM PDT
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| Is there an easy way to bot things like concrete production or e-engines with a setup like this? Posted: 12 Apr 2018 04:40 PM PDT
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| Posted: 12 Apr 2018 10:25 AM PDT
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| Nice to know the labs get their own funny names Posted: 12 Apr 2018 05:32 PM PDT
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| Posted: 12 Apr 2018 11:11 AM PDT 30 hours of Factorio in 2 days, 2 hours of sleep last night, keep seeing still surfaces moving as if I was on acid, can't tell if it is from sleep deprivation or the Tetris effect, help edit: moving surfaces move like belts [link] [comments] | ||
| Tankless Pumpless Lossless 1120MW Reactor Posted: 12 Apr 2018 01:39 AM PDT Thanks to u/idkravitz and his heatpipe layout I was able to abandon trying to find a 100% efficient and aesthetically pleasing layout and just get on with testing and tuning. No real point in this design I just can't stand the absurd number of tanks or wasting fuel cells, though it does appear to be 10-20% more UPS efficient. Instead of monitoring steam it monitors water flow which is equal to the heat removed from the reactor. It uses two pipe to barrel to pipe assemblies to monitor water flow for aesthetics and can work with only one. However it is fragile:
But it works, tested from idle to max in 100MW increments and varying load changes and timings. Most of the fragility could be removed with more circuitry but I don't care enough to bother. Startup instructions:
After 5 minutes the light will turn green and it will connect the turbine arrays to the center. You can then remove the startup circuitry if you want, the outermost combinator bank that all reference T. You could also remove the power switches and connect the turbine arrays to the center or whatever. One benefit of using 2 flow meters is you don't need to be careful doing that since each side is monitored independently. For the math:
So the meter circuit multiplies emptied barrels by 97, accumulates it until it exceeds 640000(2 meters), and then subtracts 640000. The loading circuit inserts 2 loads, adds 192000(2 meters) to the meter circuit, and then waits 5 minutes for all the heat exchangers to reach operating temperature. Then the power switches close, the green light comes on, and I've wasted the better part of the past 3 days working on something that I'll hardly use since I'm almost done with achievements and a simple flow meter or temperature reading mod simplifies the design greatly and negates the need for the extensive testing I did to ensure even flow when using 1 or 2 meters. !blueprint https://pastebin.com/6u1ZmyL0 [link] [comments] | ||
| An unusual cracktorio experience. Posted: 12 Apr 2018 06:11 AM PDT For me, like many, this game is highly addicting, but somehow it has made me do my homework more reliably and earlier, which doesn't seem to be the case for many others. I'm not sure why this is, maybe so I can play more Cracktorio stress-free or for efficiency (factorio makes me want to be more efficienct?). Have any of you had this happen or am I just insane? [link] [comments] | ||
| Posted: 12 Apr 2018 01:43 AM PDT
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| Posted: 12 Apr 2018 03:17 PM PDT
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| Posted: 12 Apr 2018 04:26 PM PDT So i am currently attempting to use the full suite in the Pyanodons mods with bobs ( high tech, industry, coal process, and fusion energy) and the early game seems to be the most frustrating thing i have ever done in factorio. I have literally spent almost 3 hours just to get automated red science only to be killed by biters. Anyone else use this mod combination and have some pointers for me? [link] [comments] | ||
| Beaconed copper cable assemblers need bigger internal buffers? Posted: 12 Apr 2018 05:06 PM PDT I don't have all the numbers to defend this yet, but some tests I've been running seem to indicate that copper cable assemblers when beaconed with many (say 12) effect sources, can't perform at full efficiency because their internal output stack is too small, and that they can't get fed fast enough with a maxed out stack inserted because their internal input buffer is also too small. Am I full of biter dung? [link] [comments] | ||
| Buying multiple codes at once? Posted: 12 Apr 2018 12:16 PM PDT I am interested in buying 17 copies of factorio for my team at work (one per person). I see I can buy through Humble and check the box to get a code that I can then share, but I don't see a way to do more than one at a time. Anyone know of a way? [link] [comments] | ||
| I have a question about the Factorissimo mod Posted: 12 Apr 2018 04:41 PM PDT How can you get the conveyor belts to be hauling the resources in and out of the factories? [link] [comments] | ||
| Posted: 12 Apr 2018 06:01 PM PDT My first Angels + Bob's playthrough here. I'm still very early game (only recently got copper & tin wire spools), but my factory is already enormous. Is this normal? Or is it likely a sign that I'm doing something horribly wrong? :P [link] [comments] | ||
| FARL, Bob’s, and Biters: Oh My! Posted: 12 Apr 2018 08:33 AM PDT I'd like to head deep into the wilderness to get some denser ore patches. I've done all science that doesn't require yellow. Not sure it matters, but I've got angles installed as well, but my question is regarding Bob's Warfare and FARL. Biter expansion is turned off but otherwise their settings were left at whatever default RSO/Angle/Bob mods put them at. My first question is about FARL. I've never used it. I installed it yesterday and couldn't figure out how to get it to lay two parallel tracks with rail signals on both sides. I run double header trains that I believe are Right Hand Drive. I want FARL to lay my mainline as I go. Does anyone have a suggested resource for figuring out how to build a blueprint that will work properly? Laying landfill would also be very nice. Next question is, what's a MK2 train loadout that will be adequate for protection and trail blazing? I've got gargantuan+ worms and behemoth+ biters in my path. Should I load up on laser defenses, or are those big siege type lasers enough to do the trick? If anyone has some suggestions I'd greatly appreciate. Thanks! [link] [comments] | ||
| are there any other major modpacks? Posted: 12 Apr 2018 08:31 AM PDT i have been an avid factorio fan for a while, but i only played the vanilla game, i recently started playing seablock, and love it, and while i am going to finish it before i start anything else, are there any other well done major modpacks out there? [link] [comments] | ||
| Rampant / Bob's Enemies / Both ? Posted: 12 Apr 2018 10:56 AM PDT I'm planning to start a new playthrough this weekend with a friend, here are the major mods we'll play with :
We usually play with biters turned off, but we want to try the 0.16 artillery train, so why not also check out Rampant and/or Bob's Enemies ?
My question is : which one of these 2 (or both) would you recommend ?
Thanks ! [link] [comments] | ||
| My first large train interception, feedback appreciated! Posted: 12 Apr 2018 07:28 PM PDT
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| Help with Vehicle Input Lag - Headless server Posted: 12 Apr 2018 11:31 AM PDT Experiencing an issue with input lag and driving vehicles, but only in multiplayer. It takes the vehicle a good 500-1000 ms to respond to any input keypress. No other lag issues. Ping time to server is consistently < 50 ms. Found this thread from a year ago: https://www.reddit.com/r/factorio/comments/4kjaun/vehicle_lag_in_multiplayer/ However, I can't find anything on how to adjust the "ping" setting they're talking about. I don't see it in the example server-settings.json file. I couldn't find full documentation of other settings, if they're available. Any advice or help? [link] [comments] |
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