Factorio Weekly Question Thread


Weekly Question Thread

Posted: 07 May 2018 11:06 AM PDT

Ask any questions you might have.

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PVP Production Scoring Battle - 2018-May-12 2pm CST / 9pm CET

Posted: 07 May 2018 03:36 PM PDT

Factorians,

Once again, I will be shoutcasting and hosting the 3rd Blue Circuit Factorio PVP Production Scoring Battle on Saturday, May 12, 2pm CST / 9pm CET. The goal is to be the highest scoring team (Max: 4 players per team, maximum 8 teams) within the 2.5-hour time limit. The server is hosted in Dallas, TX, USA and will be running Factorio version 16.41. Ordinarily, we would run the latest stable version, however, some very important PVP fixes have been implemented after 16.36, so we will be at the latest experimental. 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 are for Qty 4x $20 Steam Gift cards 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.

  • May 7 Update - I have $45 of $80 collected! Thanks so much!

If you would like to contribute toward the Gift Card via Paypal, there is a specific Panel in my Twitch Channel titled "PVP Event Prizes" which is tracking the cash contributions for prizes specifically for the PVP Event. If you are a community member and would like to contribute something other than this, or have a specific request for your contributed prize, please direct message me in the cl0wnt0wn-discord.

Participating Streamers

Check back frequently for additional streamers!

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.

Confirmed Teams & Team Leaders

(Name) - (Captain) - (Members)

  • Team AntiElitz - AntiElitz (solo!) (wha?)
  • Team 3Ra - Ps7cho - JuicyJuuce, (2 others)
  • Team ElricM - ElricM - (3 others)
  • Team NotAnti - Zulan - DanGio, Xenocyber, Acido

Check back frequently for additional teams who have registered!

Friday Practice

The server will be open to the Teams all day Friday, May 11th, 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
  • 5:00pm CST - PVP Contest Ends
  • 5:10pm CST - Competitor Interviews / Awards / Wrap-Up
  • 5:30pm 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

Notes:

  • In Blue Circuit Event #2, the Starting Area was set to Very Small (166 blocks square). What we found was that even with the Base Exclusion on, players could "rubber" band into the starting area significantly and inflict some destruction onto the base. Therefore, this event, we'll slightly increase the base area to account for that zone and set the Starting Area is set to Small (230 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 Small starting area, and what they risk to outside attack.
  • Previous events have lasted the full 3 hours, but due to some good feedback, it would seem that it's a bit too long. This event will be pulled back to 2.5 hours and slightly bumped the Starting Chest from 2 to 3 to close this gap in production time.
  • Same as Blue Circuit Event #1 & #2, the Map Resources (Seed) will be revealed at the time of the Contest Start

House Rules

  • Maximum number of teams: 8
  • Team position around the map will be randomized
  • All teams must appear in The Official Factorio Discord
  • /config set allow-debug-settings false Command will be enforced

Additional Clarifications

  • Importing External Blueprints are allowed.
  • Biters / Pollution both off - Server CPU / Ram is reserved for players & PVP only.
  • The "Duplicate Starting Entities" enabled places similar resources inside each base, but the resources outside each base cannot be controlled. Teams may need to explore, secure, and defend additional resources.

If you are a streamer, feel free to stream your experience on your channel. I will be live hosting, and ShoutCasting the match with my partner, Xterminator5. 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.

After Event #1, I've received so much feedback and interest that I'm going to also begin setting up some additional event for the beginner Factorio players. The vision now is to divide the players into 3 circuits

  • Blue Circuit - Best of the Best (e.g. this event!), invite only
  • Red Circuit - Players with some skill, but need some reps and practice
  • Green Circuit - Open to all players of all skill levels

Last weekend, we hosted a Green Circuit event, with a custom scenario. It was amazing! A team came from behind to win a 2 hour match in the final 41 seconds. You can check out all the action from the video here.

Judging by Blue Circuit Event #2, the conditions and parameters of Blue Circuit Event #3 are 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

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PSA: Ever have trouble seeing the borders of ore deposits? Go to Options > Graphics and uncheck "Show Decoratives". Over 900 hours in and I just found this out.

Posted: 07 May 2018 12:20 PM PDT

Being outside makes my issue healthy right?

Posted: 07 May 2018 03:37 PM PDT

I heard Y'all like sphagetti trains.

Posted: 07 May 2018 06:23 AM PDT

Early game coal buffer that generates an alert and draws from buffer when coal input is zero.

Posted: 07 May 2018 12:49 PM PDT

Hi im new and i heard you guys like spaghetti.

Posted: 07 May 2018 07:13 AM PDT

Kovarex Loop

Posted: 07 May 2018 10:12 AM PDT

Breaking the laws of thermodynamics w angel bobs

Posted: 07 May 2018 03:16 PM PDT

Expandable robot factory and deployment facility

Posted: 07 May 2018 03:54 PM PDT

You know you have played too much Factorio when ...

Posted: 07 May 2018 02:05 PM PDT

You roll up to the supermarket checkout with your trolly and pause for a moment, wondering why it is not being unloaded onto the belt by parallel stack inserters ...

submitted by /u/pcstru
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Cold Turkey

Posted: 07 May 2018 03:07 PM PDT

I've played factorio 3 times so far. First time I think I played 100 -150 hours or so (aka a few weeks) . That ended when I opened my laptop to a Google search of "How do I get my addicted boyfriend to stop playing computer games". Hint taken.

About a year later, similar timeline, a few weeks maybe a month of playing. had to quit. People were asking why I wasn't going out anymore etc.

3rd time, a month ago. A week before I started a new job, I was bored and thought I'd try factorio again given the updates since I last played a year ago. You know the rest...

My most played game on steam is rocket league which I've played for 2 years constantly, every day. 500 hours. My second most played game is factorio which I've played 3 times, for a total of 3 months, 475 hours.

I need to quit again. There's no weaning off factorio. gonna go cold turkey again.

See you all again in a year or so!

submitted by /u/Penguintron
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Unloading 2.000.000 ores/minute by train [Clusterio 60k Project]

Posted: 06 May 2018 09:43 PM PDT

Beginner question: What are some ratios I should keep in mind when building early game?

Posted: 07 May 2018 03:55 AM PDT

I've been copying some youtubers by making solid plate lines, but I think I'm putting too many smelters down or not enough electric miners, or I'm overloading my yellow belt and making a bottleneck.

What are some ratios I should keep in mind assuming that I want to output a solid yellow conveyor of material?

If I understand a little bit about efficient material making in this game, I might spend less time tweaking my mining smelting and move on to my factories.

submitted by /u/SketchyBrush
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Small power pole needs copper cable, the other three power poles do not

Posted: 07 May 2018 01:02 PM PDT

Just a weird thing I noticed, and I think it's unintentional.

submitted by /u/DefiniteThrowawayAcc
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My own ClusterIO... thing?

Posted: 07 May 2018 07:16 AM PDT

After being thoroughly inspired by the ClusterIO project

https://redd.it/8ewg8d

I have been thinking that I start my own setup at home. Being a huge warhammer 40K fan as well, I decided to take one idea from that universe. They have whole worlds dedicated to just mining or factory worlds etc.

Every so often I start a new map, but setting up the elaborate mining infrastructure can be tedious when you just want to get in and build your idea (or invade a new world) And I want to do that without console commands or creative mode.

My idea is to spend the time building the huge mining world and with that completed, I can build the satellite worlds - which will usually be super barren with basically no resources and lots biters (heretics).

Combined with Factorissimo 2 and a few other QOL mods, I think this will be pretty fun.

Need something? just plop a factory down, fill it with a blueprint. and bam you can do what you need to do

I definitely have the hardware resources, a homelab I'm pretty proud of.

This will be more of a long-term experiment - Quite excited about it, so I thought I would post my idea here.

submitted by /u/curse53
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Take a look at my messy base that launched my first rocket!

Posted: 07 May 2018 12:58 PM PDT

Updated demo of the FactorioReplay editor

Posted: 07 May 2018 05:19 PM PDT

did somebody say train spaghetti?

Posted: 07 May 2018 02:41 PM PDT

from 20 to 58 trains later I finally got my plant to where I wanted it,

Posted: 07 May 2018 03:19 PM PDT

Had an AP test today I forgot to study for due to this game.... Thanks devs...

Posted: 07 May 2018 02:06 PM PDT

If you go for 1k space science per minute, is it best to go for 1k of every other science pack too, and will resource amounts likely stay the same after release?

Posted: 07 May 2018 08:51 AM PDT

I've been planning this since like 0.13 but never got round to it. The first thing is I'm wondering if I plan it out now, will any resource values required potentially change, or am I probably safe to create the blueprints ready for the new map tweaks?

My plan is to send 1 rocket per minute and get the 1k space science. If I was to put that into research, is everything else pretty much a 1:1 ratio, or will I need more/less of other science packs?

I'm kinda the modular route, where I'll make small modules for base resources, and make larger modules out of the smaller ones for more advanced ones and so on (eg. this was 1/4 of the required EC production), and keep it as compact as possible. My only rules are no mods, no robots, and only use trains to transport the raw resources.

submitted by /u/Peter3571
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A way for inserters to remove everything but one item from a train wagon?

Posted: 07 May 2018 10:53 AM PDT

I am using the vehicle equipment mod from bob and as so I have a train with one wagon with a roboport in it. the idea being this wagon will pick up any item left behind or desconstruction and store itt there until a station where it will be taken out. However the items will be from ores to items so I cant put enough filters around it . Is there a way to make an inserter take out everything but the construction robots it needs to work?

submitted by /u/Mytre-
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Inserter not taking fuel out of cargo train

Posted: 07 May 2018 05:45 PM PDT

I set up my inserter, as far as I can tell, correctly to take fuel out of a cargo train, but it won't take anything out even though there's an open space on the other side. Does anybody know why this is happening or if there is a fix?

submitted by /u/Consolo2001
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Trains ; "X time of inactivity" Doesnt include Arty cannon weapons firing , Is this a bug on my end or is this how its supposed to be?

Posted: 07 May 2018 03:23 PM PDT

Building a modular training megabase

Posted: 07 May 2018 05:19 AM PDT

How do you start with designing the different modules? Do you always have a fixed size module?

submitted by /u/ForAllThat
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