Factorio How Factorio saved my life.


How Factorio saved my life.

Posted: 09 Jun 2018 12:53 AM PDT

Long story, so hold onto your butts.

I moved to Vancouver from small town Saskatchewan in my last year of high school. It was a hard move, and my best friend for 12 years gave me a steam gift card. He said "Buy Factorio. Let's play when you get there. I love you, man."

I got to Vancouver and discovered he was hit and killed by a drunk driver the day after I left. I felt sad, depressed, and hatred. I was alone, lost, and having dark thoughts. I was considering ending it all.

Then I remembered my buddy, Josef, and what he told me. I went online, with trembling hands and bought Factorio with the steam gift card he handed me the last time I saw him alive. I booted it up, and fell in love.

I played through the pain, through the thoughts, and he played with me, in spirit. We went on adventures for oil, uranium, and biter nests. We crafted massive factories to create entire worlds. We watched as our civilization reached the stars.

When I saw the victory screen after launching my first rocket. I was sad. I felt my buddy leaving my side. We were on that adventure, and it was over. I cried for days and nights over him. I struggled in school, and I went back to that dark space in my mind.

I then got back from school one day, being notified I wasn't on track to graduate high school in 3 months from that day. I honestly considered suicide. I thought it was the only way.

I than thought of Josef. His life, cut short. I rebooted my dusty PC, and launched Factorio once again. The familiar opening scene brought a familiar sense of joy to me. I clicked on "Play", then "New Game".

Hundreds of hours later, my empire is shaping still, Josef, my guide, my companion, my buddy. I managed to go from failing grades to ~80% in all my classes and accepted into UBC, with a scholarship. I survived.

I visited my hometown last month, and visited his gravestone, just a few hundred paces from my grandfather's. I laid the steam card at the base, than left, feeling like we had paid each other back. I left my hometown, tearfully, on the late night flight back to Vancouver. I stared out the window the entire time, listening to his Spotify playlist of his favourite rap music. Reliving our entire childhood together. I never felt more complete than that day. All because of Factorio, a bottle of whiskey, and an ill timed move. I still feel pain over the loss of my buddy, but he lives on, in my base, my computer, my life, and my memory.

I love you Josef.

Edit: Fell asleep. Wasn't expecting the gold and the comments. Thank you so much, everyone. It means so much to me.

Edit 2: Typos

submitted by /u/PolarBear23711
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Radars should connect to the circuit network and detect aliens.

Posted: 09 Jun 2018 03:01 PM PDT

They would send a signal of the alien count that is in it's coverage.

submitted by /u/British_Noodle
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Redmew - Life's A Beach (Open Multiplayer)

Posted: 09 Jun 2018 11:52 AM PDT

Although not yet functioning. It is very pretty. 14k underground belts 2.2k labs and almost 7k inserters

Posted: 09 Jun 2018 05:26 AM PDT

I attempted a compact U-235 production design

Posted: 09 Jun 2018 05:34 PM PDT

My 0.16 SeaBlock game 50 hours in. Hopefully, my overall organizational scheme is apparent.

Posted: 09 Jun 2018 04:04 PM PDT

I am so sorry.

Posted: 09 Jun 2018 11:53 AM PDT

Mid game factory in progress

Posted: 09 Jun 2018 11:12 AM PDT

Lubricant on rail. Blueprint in comments

Posted: 09 Jun 2018 10:54 AM PDT

Apple deprecates OpenGL will this cause problems for factorio?

Posted: 09 Jun 2018 07:36 AM PDT

Apple announced at WWDC that they will discontinue OpenGL. Will this have any problems on factorio? I couldn't find out if factorio was written in OpenGL it uses some wrapper like SDL (which might get a metal base?).

submitted by /u/hashier
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Time for a new playthrough, but now I want to switch it up a bit. Any suggestions for mods that match?

Posted: 09 Jun 2018 08:53 AM PDT

After a few playthroughs that have been more or less vanilla (interface mods only, to allow for a better overview of various things), I've concluded that it's time to switch it up a bit. Previous playthroughs have given me an idea of what I like, and based on that, I have a vague idea of what to do for my next gameplay.

  • Probably without enemies. As much as I like building defendable bases, endgame usually devolves into rail and base upkeep to maintain a functional network between my bases. It's fun at first, but I get kinda tired of only achieving survival.

  • Something that expands on the robots would be nice. One of the things that would mitigate the above, would be some sort of automated repair/replace with trains, so I don't have to have a complete robot network in every minor satellite base.

  • I love automating things with trains, so whatever expands on that would be nice.

  • Megabases are fun, but at some point, most of the time is spent expanding and/or migrating mining bases. While my facilities have very high throughput, the resource patches are usually dry too quickly to actually allow me to have a truly massive supply of resources continuously. Any mods that counteract this, for example by expanding on resource areas with tech or similar?

  • While I like automating everything, I love micromanaging said automation. I've been reading up on factorissimo2, so I'll probably give that ago.

  • I keep hearing about bob and angel. Any way of summarizing into a tl;dr what the gist of these two mod collections are?

For the record, I am currently playing whatever version is the newest available via steam experimental, but I'll gladly switch to a specific version for mod compatibility.

Edit: formatting

submitted by /u/kjarmund
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Improving aliens

Posted: 09 Jun 2018 10:41 AM PDT

IMO the aliens in Factorio have always been a bit underwhelming, and I've been watching a fair bit of SC2 recently.

Being fairly unhandy with programming, how hard would it be to give the aliens a zerg-type tech tree?

submitted by /u/str8clay
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Need plastic but no oil left on the map.

Posted: 09 Jun 2018 11:47 AM PDT

After 80ish hours I'm getting close to the final levels of science. Unfortunately my research has stalled thanks to a lack of oil to make plastic. I have some coal liquification set up but even that is reaching its limit quickly as I'm spreading my heavy oil resources very thin.

Can anyone offer some suggestions ? Keep exploring to find it? Build 1000 radar to see if oil appears? Start over?

Thanks!

submitted by /u/awesometown3000
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If belts are powered by captivated biters, what about rail signals?

Posted: 09 Jun 2018 07:13 PM PDT

It just came to me that rails signals (and rail chain signals) function without requiring electricity. The same has been mentioned about belts for many times afaik, and sometimes about offshore pumps, too. I want to hear your thoughts about what it might be powering or manipulating rail signals.

submitted by /u/JameeKim
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Rebuilding Mall: Resource dropoff ratio planning.

Posted: 09 Jun 2018 02:22 PM PDT

My need to relocate my mall was due to boxing myself in to the point where I can't deliver enough resources for my mall to produce things smoothly and start making blue belts. My question(s) is(are) related to the ratios of resources I'll want to bring in in order for my mall to run without getting hungry.

  1. Am I correct in my belief that bringing gears to the mall is better than making gears at mall per need (ie couple product factories with appropriate ratio of gear factories)?

  2. What is the ratio approximation for my mall needs in terms of resources (ie Iron, Gears, Copper, Steel, Green, Red, Blue, Bricks)? Military production is not included in the mall area (like grenades or ammo) nor do I plan to include them so I won't be needing coal (unless I'm forgetting about something then please tell me). As for stone I figured one train is more than enough to float my train track production needs and keep a small cache of landfills as I hardly ever need the landfills.

Thanks and happy factorioing!

submitted by /u/tuqann
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Help to automate Science 3

Posted: 09 Jun 2018 12:06 PM PDT

So, I'm trying to automate science 3 and production science (not just the science part but also the components), but I simply lose oversight on it, can someone give me some tips or help in keeping oversight and actually learning it myself, instead of just finding a random blueprint?

submitted by /u/IndsaetNavnHer
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A belt/splitter only XOR gate, using drain logic to reduce latency.

Posted: 09 Jun 2018 01:49 AM PDT

Have a computer-thing in my base, don't know what it does

Posted: 09 Jun 2018 04:50 PM PDT

A friend visited a factory and one of the blueprints he shared with me was a thing he had forgotten he had, and what it did. Since then I've constructed it and would like to know what it is. It is a very large device (1.7k lights, 450-odd combinators, mostly arithmetic), with vertical columns of connected lights on top and bottom of a middle row of combinators. The bottom lights are straight lines, but the top lights are more complex L and upside-down P patterns repeating. The combinators have a bottom row of sparse combinators and a far more consistently solid top row sandwiching large chunks of combinator lines, which repeat in line with the top patterns of lights. A few combinators hang about the bottom row towards the right. I know nothing about Factorio logic, but my guess is RAM and the lights are used to signal bit storage. If I'm wrong, what is it, and either way how do I use it? What is the use, if any, of the two logistics storage chests at the bottom barely connected to anything?

submitted by /u/catnapper2
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10K SPM City

Posted: 09 Jun 2018 07:52 AM PDT

Setting multiple filters through circuit condition not working as expected? help pls!

Posted: 09 Jun 2018 04:33 PM PDT

Hi all

So I got a simple setup, based on ff-140 where a constant combinator sets filters for a (stack) filter inserter.

https://i.imgur.com/Nvrcp6a.jpg

In the left example, a stack filter inserter is set to load belts and poles. It unloads the poles just fine, but doesn't get its filter set to belts when all poles are unloaded. The right example is a normal filter inserter (5 slots) and has the same problem.

Is this intended behaviour and how to fix this?

submitted by /u/Erno3000
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Do people still build 1RPM factories?

Posted: 09 Jun 2018 02:48 PM PDT

Or do people prefer infinite science?

submitted by /u/bea_bear
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i made a new map in factorio and my long handed inserters on my smelting design aren't taking iron plates can someone help me? (i'm new)

Posted: 09 Jun 2018 10:54 AM PDT

Dipping into advanced automation, looking for feedback :-)

Posted: 09 Jun 2018 10:33 AM PDT

Hello impressive Factorio-community! Now, first things first, I am by no means anywhere near friendly enough with the circuit network to build an 8-bit PC like I've seen here. On the same line, I have managed to build what I consider to be a somewhat sophisticated cluster for fast module production. As I'm still new to all this, I'd love if you guys could give some feedback. The one thing that seems cumbersome is all the circuit wires, but I'm lost as to how that could be prettyfied?

Some facts about the module:

  • May be fed either by belts or by the logistics network
  • Uses the optimized 5:2:1 ratio for module production
  • Is production-aware: Will turn off non-required parts
  • Uses a beacon that covers all 8 factories
  • Actively requests tier-1 and tier-2 parts from the logistics network (think automated upgrades)
  • Will shut down automatically after production target is reached ("T"-constant)
  • Carries the number of tier-3 final products (and no other signals) out to the connecting electrical pole to feed into an information curcuit that keeps track of the overall inventory across the base
  • Automatically stops inserting new resources onto the belts once they are no longer required
  • Automatcially cleans out any resources from the belt that are no longer required

Issues still concerning me:

  • Placemet is fiddly with the electrical poles desperately trying to connect to anything they can find. Am I missing an option to disable this behaviour? The electrical grid is isolated on purpose, and it's really annoying to micro-manage cable connections
  • 2 tier-1-producing factories (the two closest to the upper-tier-factories) I haven't managed to isolate from the tier-2-producing electrical grid
  • The circuit network cables are a filthy mess disgusting to look at. I have no idea how to make this cleaner and preserve signal isolation
  • Originally I wanted to be able to toggle the production by a constant, but as far as I found out I can neither connect factories to the circuit network, nor have I found a way to both read the contents of requester chests and set their request. Thus I would have to use two chests, one for requesting and the other as a buffer. And add a lot of circuitry. It just seems like that would need a lot of space.
  • I'm still torn between compact and most efficient. It took me a long time to realize that factory gives me all the space, so building as compact as possible doesn't seem important. It still seems like going for wide layouts spreads out the base exponentially faster. Any rule of thumb to this? I'm still considering upgrading my design to enable easy production toggling (with maybe making it dynamic from a central inventory management)
  • There's a lot of beltway still. This is due to the priority on being able to feed all resources back into the logistics system and still enable belt-feeding ... but still, it's ... well, not pretty.

I'm looking forward to any hints or ideas!

submitted by /u/Earl_of_Earlier
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Trying to run Rampant mod but to no avail?

Posted: 09 Jun 2018 01:26 PM PDT

http://puu.sh/AC9mw/77554319a2.jpg Screenshot of my dependicies it says I'm missing base 16.43? I have opted out of all betas do I need to change something? Will this mess up other mods?

submitted by /u/justinforjustice
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