Factorio Big kudos to the devs


Big kudos to the devs

Posted: 07 Jul 2018 03:59 PM PDT

This game is great lol.

I was describing this game to my friend and said that this is a weird niche game where some are probably either going to be completely uninterested in it, but to a certain type of person this game is basically crack cocaine. Ever since I read "buildcraft and industrialcraft inspired" in the description of the game I knew I was gonna be in the latter category.

This game gets so many things right that I just want to say to the developers, congratulations on making such a fine game. The things that need to be complicated are complicated, and the things that need to be simple are simple. It's amazing how much fun this game is, and how elegant it is in the sense that the limits to expansion and efficiency are really the creativity of the player.

I'm consistently amazed at how new understandings of things can really unlock in my mind new ideas for how to design things and how to create better systems. it really is for me at the sweet spot of easy enough to understand yet impossibly hard to master. I am really quite impressed by this game, if I hadn't said it enough.

Also, aesthetically, it's brilliant. My wife says that in 2018 a game doesn't need to look like this but, you know, she just doesn't like get it, you know? It's about the systems man, the systems.

submitted by /u/vertazontal
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The Universal Assembler

Posted: 07 Jul 2018 05:04 PM PDT

I made an infographic to help explain the basics of rail signalling.

Posted: 06 Jul 2018 10:10 PM PDT

I go to school for supply chain management,and I work as a materials coordinator in a factory. Just bought the game today.Its amazing so far.

Posted: 07 Jul 2018 06:35 PM PDT

wish i knew of the game earlier though

submitted by /u/riversiderunn
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[Question] Still a bit of a newbie to the game. Having a hard time keeping up with resource demands. How do you guys do it?

Posted: 07 Jul 2018 11:55 AM PDT

Hey all. Thanks for stopping in. Just looking for some advice on how to proceed with my factory set up. After a lot of fine tweaking little areas here and there, I started to rebuild my science factory for the 12th time now, and it seems my resource production just can't keep up with my goals. I've got a 3.1M iron patch up north that I'm mining out with 52 electric miners, and a 100k (once 500k) iron patch shrinking quickly to my west.

I'm pulling all of these resources into my plate/steel furnace array (144 electric furnaces total, 36 dedicated to steel). I'm essentially producing 2/2.5ish red belts of iron plates, and one red belt of steel. My science factory is only completed up to blue level, and it just absolutely chugs this input. I'm going for the goal of 1 of each type of science per second (with the exception of white... I haven't gotten that far in my world yet). I would like to expand this input, but I'm having trouble. The iron patches that I'm currently using are on controlled soil. They're inside my walls.

The next iron patch is about 7.2M in size, but its deep into red territory. And I am having a very hard time clearing nests currently. I haven't even researched tanks. I'm using laser turret defenses on all my borders because trying to supply every wall with ammo/oil would essentially deplete my reserves of both.

I would like to get a rail network out to the new iron patch, but I'm a bit concerned. The walls of my current base are constantly under attack, and I fear for the survivability of a new mission like this. I don't even know if getting to this iron patch would solve my throughput problems, either. Can I rely on trains to keep my main bus fully stocked at all times? What do you guys think I should do? What's the strategy in a situation like this? Would researching tanks do me any good? Thanks.

submitted by /u/TheAero1221
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Coal patch migration

Posted: 07 Jul 2018 06:09 AM PDT

[AngelBobClown] pipe base progress

Posted: 07 Jul 2018 05:17 PM PDT

https://imgur.com/a/p3HwTxU

A week ago i had the idea of making a pipe based base as in Angels mod all metals exist in liquid form. With about 100 plates/s per pipe equivalent, throughput should be fine (Right now using about 50) Because all science was solid I added the more science mod that makes all sciences in liquid form, perfect for my idea.

So far i build up till white circuits/blue sience and its almost without using any belts. I am really happy about this base its so satisfying to have everything in a pipe or direct inserted, and those which are not yet will hopefully follow. Next plans are to build a pipe mall. Will be quite hard as so many items are not liquid. Lets see what is doable! I will have to make a lot of things on site i guess. Pictures attached

https://imgur.com/a/p3HwTxU

submitted by /u/host65
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Building factories at work

Posted: 07 Jul 2018 02:21 AM PDT

What's the deal with modules?

Posted: 07 Jul 2018 08:15 PM PDT

I always end up just filling everything with speed modules because I don't know any better. Can anyone give me a basic rundown of the rules with these things? How many productivity modules do I have to use to be able to remove one machine and have the same item output? Why are efficiency modules useful when I can just build another steam engine or turbine? I don't see any real use for these unless you have a ridiculously huge factory where a 20% increase in speed in a machine is stretched across 50 machines or something. Am I wrong?

submitted by /u/t3hPoundcake
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Successful satellite launch from island with only 1 oil patch

Posted: 07 Jul 2018 05:23 AM PDT

Successful satellite launch from island with only 1 oil patch

Rocket launch with satellite playing vanilla on an island with only one oil patch and default metals. Is the lonely little dot down in the far southwest. First half of the game the west side was loaded up with nests (hence the wall). Took around 110 hours. After clearing the nests I let the game run all night a few times to replenish oil and oil downstream products. And then one more time to make the rocket parts. Would have been cooler if I would have just chopped trees instead of landfilling for solar. When I first discovered was an island I quit playing it but then later decided to finish just to see if possible. I know, kinda dumb but hey.

https://i.redd.it/bmpauxy6ri811.png

submitted by /u/Grantuna
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Player Count exploit estimates Factorio's Steam player count at 1,706,659

Posted: 06 Jul 2018 11:49 PM PDT

Friends and I started a server [Second Day]

Posted: 07 Jul 2018 07:20 PM PDT

My newest Factorio map

Posted: 07 Jul 2018 05:02 PM PDT

My factory is always a mess, need tips

Posted: 07 Jul 2018 04:07 PM PDT

Hi, this is my 3rd new game and I really like this game but I am almost quitting due to the mess my factory always becomes. I tried using the two sides of the belts as the game recommends but now my machines demand more than my belts can provide...

Everytime my laser turrets attacks my sixteen engines can't handle, leading to the whole base flashing dark, I thought the accumulators would fix this but they don't, god knows why.

I have two secondary bases, one for mining metal and another for oil, I'm looking to build the yellow scientific kit but my train already have 3 wagons, I would have to increase AT LEAST 5 MORE to supply copper, iron and circuits, and retrieve battery and processing unit., don't even get me started on all the space and power these machines will need.

My coal is running low too

Please, I really want to play this game, but everytime i get to the mid-late game everything seems to snowball and it's just too much to handle, looking for any advice.

This is my game:

https://imgur.com/a/I0zI8VG

submitted by /u/vitor1197
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How to get 105% more coal per coal.

Posted: 07 Jul 2018 12:27 AM PDT

Coal liquefaction using productivity 3 modules. If you're the input coal for the steam part of the coal liquefaction recipe (boilers), then every 8 coal liquefactions will use 83 coal instead of 80. Not that significant of an increase.

That 83 coal will turn into (after subtracting the heavy oil needed for the recipe itself) 164 heavy oil, 156 light oil, and 208 petroleum, if you're using productivity 3 modules. I find it interesting how you end up getting more product heavy oil than light oil.

If you convert all of that into solid fuel, the most efficient way possible (light oil and petroleum turn straight into solid fuel, heavy oil is cracked into light oil, and then turned into solid fuel), and again use productivity 3 modules the whole way, then you get 54.587 solid fuel (on average) out of every 83 coal. Interestingly, you actually get more solid fuel from the cracked heavy oil than you do straight from the light oil. Productivity modules, man.

This is 0.657675 solid fuel per coal, which raises its fuel value from 8 MJ to 16.44187 MJ. This is an increase of 105.5233%, and all you had to do was just add water!

(This was more of a silly post than an actual tip, but the calculations were fun. If I made any mistakes, please let me know. Still somewhat of an Excel neophyte.)

submitted by /u/danatron1
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Belt manipulation tips and tricks

Posted: 07 Jul 2018 02:16 PM PDT

I enjoy working with belts quite a bit, I like the challange that they provide for creating larger factories. What are some tips or tricks that you guys like to use when working with belts? Provide a picture if needed.

submitted by /u/pigslayer46
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Override robot stack size / cargo size?

Posted: 07 Jul 2018 08:56 AM PDT

I had what I thought was a nice 2x2 nuclear setup. If steam is low, AND if there are 4 fuel cells between the four feeder chests (each of which requests one fuel cell), activate the inserter. Tested it with constant combinators, great. Added a logistics robot. Robot picks up three fuel cells and deposits them in one of the chests, then repeats the process for the other chests. That is not what I was expecting. Is there any way to make the robot pick up only what the chest requests?

I did some searching but only found inserter-related results.

submitted by /u/Sutremaine
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[0.16.51] Buffer chests not providing for requester chests - bug?

Posted: 07 Jul 2018 01:12 PM PDT

[0.16.51] Buffer chests not providing for requester chests - bug?

EDIT: SOLVED! Not a bug.

I just finished setting up Covarex enrichment and all the U-235 is going to two buffer chests. Now it is time to set up uranium fuel cell production, but requester chests are not getting U-235 from buffer chests. I remember that it was not like this before. Am I wrong? Buffer chest should provide for requester, right?

EDIT: Requester is getting new U-235 from Covarex, but nothing from the buffer chests.

https://i.redd.it/66esk3t23l811.png

submitted by /u/aknop
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Run Speed Issue/Bug

Posted: 07 Jul 2018 07:02 PM PDT

Hey all,

I'm having this odd issue where my character's run speed drops to roughly half of normal randomly off and on. I do not have any mods that change run speed, and am still early in the game with no exoskeletons.

I found some other information about the command to check your run speed modifier and mine is still 0 regardless if I am moving at a normal rate or the slowed rate. I even tried the command to kill all the enemies thinking maybe something was stuck in a loop causing the slow down.

Everything else seems to be working fine, 60 FPS/UPS still I am a bit baffled. Any ideas? Thanks!

Mod List

Edit: I just noticed that it only happens at my iron mine outpost. Outpost Base

submitted by /u/Squeezie
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I think today I peaked. Beaconed gears!

Posted: 07 Jul 2018 01:26 AM PDT

Can anyone spot factorio in here?

Posted: 07 Jul 2018 04:11 PM PDT

My Green Circuits Build (Expencive Mode)

Posted: 07 Jul 2018 02:25 PM PDT

So I started my expencive recipes game and experimented a little in the creative mode to create mid - early-late game circuits build. Here is what I came up with https://imgur.com/uq163hr.

(Blueprint string is under the Imgur photo because I'm new to Reddit's formating and don't know how to post it properly)

What do you guys think about it. All feedback would be appreciated!

submitted by /u/MrCoookie
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