Factorio Weekly Question Thread


Weekly Question Thread

Posted: 09 Jul 2018 11:05 AM PDT

Ask any questions you might have.

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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

Thanks to API limitations, the Cargo Ships mod actually allows you to make amphibious trains.

Posted: 09 Jul 2018 10:27 AM PDT

Trains everywhere - 10000 Science p/m Megabase

Posted: 09 Jul 2018 08:16 AM PDT

Possible feature request? Group icons for large similar objects in Alt-view (terrible mockup)

Posted: 09 Jul 2018 12:55 AM PDT

This is my first try on a mainbus, I'm kinda proud

Posted: 09 Jul 2018 10:50 AM PDT

Missing a circuit wire can be quite expensive

Posted: 09 Jul 2018 12:04 PM PDT

Heavy duty bot mining, when site smelting is to much effort.

Posted: 09 Jul 2018 02:50 PM PDT

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?

submitted by /u/pavlukivan
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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

submitted by /u/ThraShErDDoS
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Godlike Pickaxe Problem. Help?

Posted: 09 Jul 2018 01:45 AM PDT

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?

submitted by /u/tennissocks
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Double headed tracks nightmare - solution?

Posted: 09 Jul 2018 04:43 PM PDT

My electricity network looks mostly organized

Posted: 09 Jul 2018 01:13 AM PDT

I needed some storage and i think thats enough for a couple of hours

Posted: 09 Jul 2018 01:14 AM PDT

Somewhat satisfied with my tilable Seablock Green and Red circuit setup. They aren't perfect, but they are mine.

Posted: 09 Jul 2018 05:12 PM PDT

Had my first ragequit yesterday (sea block)

Posted: 09 Jul 2018 10:41 AM PDT

What Do You Think Of My Nuclear Setup?

Posted: 09 Jul 2018 07:03 PM PDT

I finally defeat spaghetti monster!

Posted: 09 Jul 2018 09:17 AM PDT

I finally defeat spaghetti monster!

It took only 586 hours ....

https://i.redd.it/zwwjez7a6y811.png

submitted by /u/CzBuCHi
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Mega base questions

Posted: 09 Jul 2018 07:00 PM PDT

Are mega bases something that just happen or do they require shit loads of planning?

submitted by /u/jake4448
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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

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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:

https://imgur.com/a/JkAVO4F

World picture:

https://imgur.com/a/CeC9rux

submitted by /u/vertazontal
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Yeah, first rocket launched ;)

Posted: 09 Jul 2018 05:21 AM PDT

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:

 input: 750 Heavy Oil, 300 Coal, 1500 Steam not moduled: output: 1050 Heavy Oil, 450 Light oil, 600 Petroleum gas fully moduled: output: 1365 Heavy Oil, 585 Light oil, 780 Petroleum gas 

Therefore the net output is

not moduled: output: 300 Heavy Oil, 450 Light oil, 600 Petroleum gas fully moduled: output: 615 Heavy Oil, 585 Light oil, 780 Petroleum gas 

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).

submitted by /u/Red_Snow_
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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:

submitted by /u/marvoa
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