Factorio Weekly Question Thread |
- Weekly Question Thread
- So I played with my Russian friend Sea-Block-Mod and I've got the idea of reshaping our island
- Thanks to API limitations, the Cargo Ships mod actually allows you to make amphibious trains.
- Trains everywhere - 10000 Science p/m Megabase
- Possible feature request? Group icons for large similar objects in Alt-view (terrible mockup)
- This is my first try on a mainbus, I'm kinda proud
- Missing a circuit wire can be quite expensive
- Heavy duty bot mining, when site smelting is to much effort.
- Are there any fluid system revamp suggestions?
- Is it possible to stop resources (ores) from running out?
- Godlike Pickaxe Problem. Help?
- What's going onto your aux bus?
- Double headed tracks nightmare - solution?
- My electricity network looks mostly organized
- I needed some storage and i think thats enough for a couple of hours
- Somewhat satisfied with my tilable Seablock Green and Red circuit setup. They aren't perfect, but they are mine.
- Had my first ragequit yesterday (sea block)
- What Do You Think Of My Nuclear Setup?
- I finally defeat spaghetti monster!
- Mega base questions
- Factorio is literally unplayable
- Having a hard time moving into robotics stage of things
- Yeah, first rocket launched ;)
- On the productivity of coal liquefaction
- Someone deconstructed the entire map?
Posted: 09 Jul 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] | ||
So I played with my Russian friend Sea-Block-Mod and I've got the idea of reshaping our island Posted: 09 Jul 2018 02:55 PM PDT
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Thanks to API limitations, the Cargo Ships mod actually allows you to make amphibious trains. Posted: 09 Jul 2018 10:27 AM PDT
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Trains everywhere - 10000 Science p/m Megabase Posted: 09 Jul 2018 08:16 AM PDT
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Possible feature request? Group icons for large similar objects in Alt-view (terrible mockup) Posted: 09 Jul 2018 12:55 AM PDT
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This is my first try on a mainbus, I'm kinda proud Posted: 09 Jul 2018 10:50 AM PDT
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Missing a circuit wire can be quite expensive Posted: 09 Jul 2018 12:04 PM PDT
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Heavy duty bot mining, when site smelting is to much effort. Posted: 09 Jul 2018 02:50 PM PDT
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Are there any fluid system revamp suggestions? Posted: 09 Jul 2018 01:58 PM PDT What the title says. I'm interesting in reading some of fluid system revamp ideas. It seems that pre-processing long pipe segments would help, but I'm not sure if that would give more performance while being backwards-compatible. Maybe the system should just get completely changed, breaking the old designs? [link] [comments] | ||
Is it possible to stop resources (ores) from running out? Posted: 09 Jul 2018 11:02 AM PDT My ores keep running out and it's a bit annoying when I'm just looking to make progress casually. I find I have to then spend a good while looking for new ores and trying to manufacture it down to my base. Is there a mod to stop ore running out? I took a look through the mod list but couldn't see anything. Cheers [link] [comments] | ||
Godlike Pickaxe Problem. Help? Posted: 09 Jul 2018 01:45 AM PDT
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What's going onto your aux bus? Posted: 09 Jul 2018 11:24 AM PDT Gears, sure. Bricks, concrete? Plastic, chips? What else? What about fluids? [link] [comments] | ||
Double headed tracks nightmare - solution? Posted: 09 Jul 2018 04:43 PM PDT
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My electricity network looks mostly organized Posted: 09 Jul 2018 01:13 AM PDT
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I needed some storage and i think thats enough for a couple of hours Posted: 09 Jul 2018 01:14 AM PDT
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Posted: 09 Jul 2018 05:12 PM PDT
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Had my first ragequit yesterday (sea block) Posted: 09 Jul 2018 10:41 AM PDT
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What Do You Think Of My Nuclear Setup? Posted: 09 Jul 2018 07:03 PM PDT
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I finally defeat spaghetti monster! Posted: 09 Jul 2018 09:17 AM PDT
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Posted: 09 Jul 2018 07:00 PM PDT Are mega bases something that just happen or do they require shit loads of planning? [link] [comments] | ||
Factorio is literally unplayable Posted: 09 Jul 2018 03:32 AM PDT You all might be familiar with the logo for petroleum in factorio. Now let me tell you what that logo is, it's a two carbon chain alkane, also known as ethane. First of all, ethane is not petroleum, it's a product of petroleum. It isn't even a liquid under standard pressures and temperatures. Factorio, please fix [link] [comments] | ||
Having a hard time moving into robotics stage of things Posted: 09 Jul 2018 09:09 AM PDT Hey all. So I'm having a bit of a hard time putting things together in terms of how to move into robotics and more automation. Right now my biggest bottleneck item wise seems like engines and circuits, but there's a bigger problem as far as I can tell of how to plan to get all these things together. My iron processing throughput pictured here is okay, but I'm having a hard time making sense of how things should be organized to effectively bring together different products: I spend a lot of time running belts all around this base only to have really low throughput because something else gets backed up somewhere else or I have to fix a train or some such. I know this is kind of a fundamental problem of the game, but I'm feeling kind of blocked in terms of how do I do better with planning so that things don't rapidly turn into a mess? Is it better to focus on the individual points (i.e. making sure trains can unload and be balanced, making sure that furnaces are saturating the lines to the assemblers) or is it better to try to plan bases on a macro level, etc.? Basically any tips on moving past slightly more advanced spaghetti would be awesome lol Base pictures: World picture: [link] [comments] | ||
Yeah, first rocket launched ;) Posted: 09 Jul 2018 05:21 AM PDT
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On the productivity of coal liquefaction Posted: 09 Jul 2018 09:27 AM PDT Coal liquefaction has the highest potential productivity achieved by modules alone. This comes due on of the inputs also being one of the outputs. So if we consider 2 setups, one using no modules and one using 3 Productivity module 3, each doing 30 cycles of coal liquefaction: Therefore the net output is If we check the productivity factor on the different outputs, we can see that Heavy oil: 615/300 = 2.05 Light oil: 585/450 = 1.3 Petroleum gas: 780/600= 1.3 heavy oil has a way higher productivity bonus (+105%) compared to the other products (+30%, as expected). [link] [comments] | ||
Someone deconstructed the entire map? Posted: 09 Jul 2018 06:07 AM PDT Someone came into my multiplayer game(somehow) set everything to deconstruct then left even before i could kick. So, how do i reverse it? Because now i can't load the game without the bots starting to hammer everything down! D: [link] [comments] |
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