Factorio Weekly Question Thread |
- Weekly Question Thread
- Factorio diorama [Cinema4D] WIP
- Finally, the research is complete. Flamethrower is ready - my second voxel turret.
- To hone my skills I made a lazy bastard coaster
- Just launched my 4,000th rocket in this save - file name is pointonefivehype because I started it when 0.15 came out
- Factorio Trailer, but Tom Waits does the music
- Just a little bit of circuit magic can make the next train arrive sooner.
- This was one of the station names and I'm honestly kind of scared
- Shitty whiteboard drawing of Factorio.
- Steam Towns
- Note: Do NOT walk around your base while holding your atomic bomb launcher.
- Submitted my base earlier - here is my science set up. I like it with currently 32 science labs burning 527 science per minute.
- After 1020h: The Aftermath
- Nice Deathworld seed
- What's the word on this kind of 4-2 T-junction? Is it over- or undersignaled? Any obvious throughput issues to be expected?
- Overwhelmed bot charging station due to a MASSIVE concrete install job
- Thoughts on our train station ?
- General train network theory?
- Longest repair job ever
- I feel like my seablock run could be a tad more organized...
- Novice: First freeplay, just automated green sience :)
- A simple happy queue forming after I finally beat my first attempt at 2 train systems (one train for each oil outpost feeding into one first base processing plant) into shape.
- Help me recognize an item
- Should I start an Angel’s mods playthrough? Any tips?
- I finally did there is no spoon, added 4 other achievements on the way too
- Starting a Server Up - Any one fancy joining?
Posted: 28 May 2018 11:05 AM 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] | ||
Factorio diorama [Cinema4D] WIP Posted: 28 May 2018 11:34 AM PDT
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Finally, the research is complete. Flamethrower is ready - my second voxel turret. Posted: 28 May 2018 01:17 PM PDT
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To hone my skills I made a lazy bastard coaster Posted: 28 May 2018 12:35 PM PDT
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Posted: 28 May 2018 11:22 AM PDT
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Factorio Trailer, but Tom Waits does the music Posted: 28 May 2018 06:55 AM PDT
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Just a little bit of circuit magic can make the next train arrive sooner. Posted: 28 May 2018 04:43 PM PDT
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This was one of the station names and I'm honestly kind of scared Posted: 28 May 2018 03:03 PM PDT
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Shitty whiteboard drawing of Factorio. Posted: 28 May 2018 01:26 PM PDT
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Posted: 27 May 2018 11:29 PM PDT Steam Towns! Just like a regular towns playthrough, but with a few rules: 1) No long distance power poles 2) Centralized steam production 3) All power generated via turbine on site 4) Maximize spaghetti, especially interweaving the train/belt network I'm a few hours in, about to finish nuclear reactor research. I expect this to significantly improve my efficiency, as the steam is hotter. Once I rebuild the main steam distribution hub, I shall figure out my next few outposts. [link] [comments] | ||
Note: Do NOT walk around your base while holding your atomic bomb launcher. Posted: 28 May 2018 08:17 PM PDT | ||
Posted: 28 May 2018 03:39 PM PDT
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Posted: 28 May 2018 07:54 AM PDT So I recently hit the 1000+ hours spent on Factorio. No game I have played before or since got me this hooked up. Before Factorio the highest numer of hours spent was on Chris Sawyers Locomotion (about 400 hours, spent over six(!) years). This had been the only game I went back to multiple times over the years. But this is not about that game. I spent those 1000+ hours in Factorio in less than a year. I work fulltime, so I can't play that much. But nearly every free time I get I play it. So what's the aftermath of factorio? I learned so much about ratios, trains, building a factory, creating new ideas and blueprints only to destroy them and make them new from scratch, then destroy them and create new ones. But until this very month I never even had started a mega base. I thought to myself: "Couldn't be that hard, I know so much about the game already!". Turns out I was wrong and everything I knew about the game was only a fraction of what I needed to built a mega base. I am currently learning new things about the game and game mechanics. If you go big, you need to think bigger. As I had always played small bases I didn't knew that. So the question was, should I abandon this built and start from scratch? No, I will countinue with this one and learn from it for future mega bases. It's not optimized the way I see other bases but I am happy with what I got and how much more I learned. So I guess the lesson here is: No matter how much time you spent playing Factorio, there'll always be times when you learn something new, think about something new. Expand your production, by creating creative ways of belts, distribution and/or infinite research. Create new train tracks, with improved signaling, using circuit networks, bots, etc. There is always something new in this game, it never get's old. And I really do like it. Screenshot of the base: https://imgur.com/a/Fgq9rZn [link] [comments] | ||
Posted: 28 May 2018 07:18 AM PDT Start is on a peninsula with decent starting resources, but the area is pretty large and wont be possible to clean it up without a tank at least. Once cleared, its possible to wall off on a single side, but copper, oil and coal require leaving the safe zone. Coal and Oil are especially low in the starting area, but available fairly close in the infested lands. It's was a really intense and fun start for me, and quite frantic until I managed to establish a perimeter wall (map exchange string is very low frequency, very big size and very good richness resources, 4x Tech price multiplier. [link] [comments] | ||
Posted: 28 May 2018 06:48 AM PDT
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Overwhelmed bot charging station due to a MASSIVE concrete install job Posted: 28 May 2018 03:22 PM PDT
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Thoughts on our train station ? Posted: 28 May 2018 02:37 PM PDT
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Posted: 28 May 2018 11:25 AM PDT Hey everyone, I've seen a lot of posts and guides detailing the basics of station design, deadlock prevention and rail systems. What I haven't seen is anything talking about how to structure your network logistics: what stations are named, what train schedules and conditions are used etc. I ask because I've recently been playing on my first really large scale world, with trains doing all the moving of resources. Initially I had "coal on" and "coal off" stations (for example) that would fully fill and offload the trains. This caused problems, however, once I wanted more than one "coal on" station available on the network - Trains would always route to the nearest, even if it already had a train in it or if it were too empty to fill the wagons. So then I switched to having stations turn off when they weren't able to accept and fill a train. This then broke the network when no "coal on" stations were available - Trains would sit in the offload station indefinitely, blocking it. So then I added "depot" stations that acted as intermediate stations, so that trains would have somewhere to go even if there was nowhere to load up. This is inefficient, though (adds an extra stop that doesn't do much) and also adds lots of extra traffic to the network - when no "coal on" stations are available trains just shuttle between the offload and depot constantly. So what do you do? Can we share some network design theory? [link] [comments] | ||
Posted: 28 May 2018 11:02 AM PDT I thought this was a bug at first, but I think it's more of a programming decision with an unfortunate side effect. The video version: https://www.youtube.com/watch?v=ScZw4iWwhaM The issue seems to be that if the nearest roboport to a damaged entity has bots but no repair packs, a bot will be dispatched from that roboport to get a repair pack from the local logistic cell. This is unfortunate in my case, since I had a single storage chest quite a ways away, causing the bot to fly past several other roboports that had repair packs, turning a 10 second repair job into almost 5 minutes. From a programming standpoint, I'm sure this makes things pretty simple. But from a gameplay standpoint, it makes the robots seem, well, dumb. I wonder if it would be significantly difficult to have the game check for the nearest source of repair packs, rather than construction robots? Anyway, Now that I know what's actually happening I can work with it, I just thought it was an interesting quirk [link] [comments] | ||
I feel like my seablock run could be a tad more organized... Posted: 28 May 2018 08:59 AM PDT
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Novice: First freeplay, just automated green sience :) Posted: 28 May 2018 02:38 PM PDT
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Posted: 28 May 2018 12:47 AM PDT
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Posted: 28 May 2018 04:07 PM PDT Hey guys, I'm a noob so forgive the silly question, but can anyone help me identify the first item the stack inserters on the left are inserting into? Thanks a bunch! [link] [comments] | ||
Should I start an Angel’s mods playthrough? Any tips? Posted: 28 May 2018 11:47 AM PDT I have just played my first game with Bob's, but Angel's looks intimidating. Any tips? Should I install all of them at once? Any other mod I should pair it with? [link] [comments] | ||
I finally did there is no spoon, added 4 other achievements on the way too Posted: 28 May 2018 01:55 AM PDT I really hope posts like this aren't frowned upon in this sub. But I really wanted to share. I finally did there is no spoon (after 5 attempts and 263 hours of gameplay totally in the game). Also did 4 other of the 7 achievements that were missing. Only 'lazy bastard' and 20 M. Greens are left. [link] [comments] | ||
Starting a Server Up - Any one fancy joining? Posted: 28 May 2018 07:29 AM PDT Hey Guys. Starting a game up and wondering if any one wishes to join? Only running RSO & Squeak Through for Mods Hit me up on here if you want to Join. I'll add you onto Steam and then set up a Discord if you run it! Playing in GMT. Playing in the evenings when back from work and don't have other things to do. Mostly looking just to have some people online to chat to but also want to create my first mega base... Played 250 hours but just never got to it! [link] [comments] |
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