Factorio Beat me, finished the game in 5 hours and 56 minutes.


Beat me, finished the game in 5 hours and 56 minutes.

Posted: 14 Aug 2018 12:32 PM PDT

That's not a roundabout ... THIS is a roundabout!

Posted: 14 Aug 2018 04:22 AM PDT

That's not a roundabout ... THIS is a roundabout!

Our base now has more than 100 trains.

They are all single locomotives with a single wagon (BigBags mod means they can transport 10x the amount of normal wagons, so 40,000plate, 90,000+ green circuits, etc). The trains zip around our map on Solid Fuel, with max Train Braking speed researched, and they're fan-fuckin-tastic. We don't have a belt based bus, everything is bot based, and the place purrs along.

Except for one major issue.

We have a two lane Left Hand Drive system, and the one construct my friend adores, is 'his' roundabout system.

At the key point in our base, the main trunk line to the loaders/unloaders for the entire factory, there are dozens of trains a minute, and they all get shunted around this pissy little roundabout.

Not a roundabout!

That is an example of the roundabout we are using.

Back when we only had 50-60 trains, it all just worked. But as queues to deposit resources and take finished products got longer (more trains) the little roundabout-that-could "suddenly" became a giant thorn in our side, as the trains queued to get onto the roundabout, and a blocked input further down the line would cause a cascade traffic jam that you would have to experience to fully appreciate the sheer scale of the chaos.

Yesterday, in desperation, I downloaded from Factorio Prints, a set of blueprints for a Four Lane modular layout.

I pasted each module down out in the desert, and groaned at the Right Hand Drive nature of the beast. Here, in Australia, we use Left Hand Drive on our roads (and trains), and it's much neater putting signals inside pairs of rails, rather than on the outside of tracks. They get in the way less. You can snake track past built up areas without worrying about disturbing the existing factory in order to put the correct signals down -outside- the tracks.

Anyway, signaling the blueprints for LHD needed to be done, and I let my friend do it. But he discovered some problems when attempting to put signals on the inside of the tracks there just wasn't enough room..

So he made his own based on the modules we had downloaded.

Today, we implemented the new roundabout to expand our pissy little one.

Now THAT is a Roundabout!

Once we planted that, all of our conflicts and queuing problems with the trains -vanished-. We didn't even have to put down four track systems everywhere, just replaced one roundabout with this one, and it fixed the problem. Our 100+ trains now race by (you will note I am in a helicopter -- our based is utterly unsafe by foot!), and things are getting done, science, research, modules, rocket launches, it's really switched into high gear now that the bottleneck has been smashed.

TL;DR if your roundabout is getting overloaded, expand that puppy!

submitted by /u/excessionoz
[link] [comments]

Boyfriend got me into Factorio, so we made a flow-chart for our factory

Posted: 13 Aug 2018 08:28 PM PDT

I really like the patterns the roboport connections make

Posted: 14 Aug 2018 03:55 PM PDT

My friend is not enthused

Posted: 13 Aug 2018 11:14 PM PDT

Do setting the enemy nest size to "None" turn off achievements?

Posted: 14 Aug 2018 07:13 AM PDT

As the title.

I know that turning on the peace mode cancels achievements. But does the enemy nest size affect on that?

submitted by /u/DrunkCloudHoward
[link] [comments]

Ready to move on from Bob's and Angel's Mods? Try Xander Mod with morcup

Posted: 14 Aug 2018 06:10 PM PDT

Are you no longer challenged by a Bob + Angel Run? Had your fill of Seablock? Maybe it's time you looked into Xander Mod. I am looking for some people to join me in finishing a game with Xander Mod (I am 12 hours in to my third try at it, and green science was just recently automated).
Here is a link to the main mod to see if it interests you: Xander Mod And here is a link to my discord channel if playing this, and other mods, interests you: My Discord I am available to play most days on a pretty flexible schedule, and let you know in Discord when I am playing, but you can also just search for "morcup" when browsing public games.

A few notes about my typical playstyle: I usually play on peaceful. I like QOL mods like far reach, flarestack, and Bob's adjustable inserters.

Hope to see some of you joining me soon.

submitted by /u/morcup
[link] [comments]

Could we get a custom cursor?

Posted: 14 Aug 2018 08:27 AM PDT

Supporting a custom (moddable) cursor would be a really nice way to improve the game's already amazing aesthetics, right now the default cursor really feels like it doesn't fit into the theme.

submitted by /u/Prezombie
[link] [comments]

Does the OS matter when playing factorio on a LAN?

Posted: 14 Aug 2018 11:30 AM PDT

Just a curiosity. I have Linux on my laptop, and if I ever have the opportunity to go to a lan party. Would it matter?

submitted by /u/Mental_Flatus
[link] [comments]

Is there a significant difference between these?

Posted: 14 Aug 2018 11:40 AM PDT

A noob asking for help.

Posted: 14 Aug 2018 01:34 PM PDT

So I've been playing Factorio just for a couple days, watching some videos by Aavak, and learning a bit. So I started this adventure and have already some struggling of some sorts.

Screenshot: https://i.gyazo.com/00813b36bc8f79a977439093b9c97c72.jpg

So I what to divert from the main bus the copper and the iron plates so I can start some assembly machines, while I keep the belts balanced. But I think I might make a huge mess with the spliters and underground belts. Any tips of what is the best way to make secondary ways from my main bus?

submitted by /u/stb1120
[link] [comments]

Best Megabase WorldGen settings

Posted: 14 Aug 2018 05:04 PM PDT

A little conversation about the best(vanilla) WorldGen settings.

(going for UPSeff and Resource ratios)

My preferences:

Resource settings(Frequency/Size/Richness):

-Iron/Copper/Oil: Low/VeryBig/VeryRich

-Stone/Coal/Uranium: VeryLow/Big/VeryRich

TerrainSettings:

-Water: Normal/Medium

-GroundStuff: doesnt matter(imo)

-EnemyBases/Cliffs: none

AdvancedSettings:

-Everything disabled

Disabling biters and pollution should save a bit of time...

What do you think about the ratios

submitted by /u/Tom_there
[link] [comments]

Have you ever been massed up/lose a game?

Posted: 14 Aug 2018 06:49 AM PDT

for exemple biter run over your base and destoryed everything or iron ore ran out on but no way to expend with current items.

submitted by /u/Wall_of_Force
[link] [comments]

Modular block base design

Posted: 14 Aug 2018 02:06 AM PDT

Modular block base design

I decided to share this base I designed wich is made using standard blocks.

Let me just preface this by saying that this is my third base and I'm learning as I go. I also know that some of the design decisions made things less than optimal and some things just were worst than I could imagine before actualy buidling it.

[Here are some images of the base](https://imgur.com/a/1EYR0Cc)

The idea first came to me because I hate the way my power poles and lines always end up looking. I started fiddling with the idea of having a preexisting power grid and building my factory on top of it. Turns out, that is not a good idea, as I will elaborate ahead. But it does look amazing, with all those straight lines. I then decided to incorporate roboports, rails and radars and make a basic block with those elements.

[This is the bp of the second iteration of the basic block](https://pastebin.com/JjpTgYYD). The first one was 2x2 roboports. This one is 3x3.

The base is missing science production, research and rocket production. I decided to share it now because I wanna make a new and improved version of it, fixing some of the biggest problems, so there is no point in completing it as is, but it would be a shame not to show it here before I run it over with a tank.

The biggest problem with this design is actually what started the whole thing. The electric grid just does not work. It made it very hard to fit the production lines in the block in an optimal and compact way,it made it very hard for trains to enter and exit the block. I decided to go with substations because medium poles would make it even tighter to fit anything. But that also caused the cost of the block to go up. Also, most of the substations aren't even powering anything.

The entire base is one big logistic netowork and, although it has some perks, like not needing tho ship stuff from the mall, it makes it very inefficient when the robots have to travel big distances.

I know the general opinion towards roundabouts, but I did not have problems up this point. But the rail network is not saturated, so, I don't know how bad it could get.

The production blocks have mini buses with the ingredient needed for the specific products beign manufactured. That is probably my favorite part, although it could be better if it wasn't so hard to fit the stations between the substations.

This project has taught me a little about trains and circuit, since I knew almos nothing about it, and even with all the problems i encountered, I really had fun buinding it.

In my next design, I will scrap the electric grid inside the blocks and will separate the logistic network. Still not sure wether or not to get rid of the roundabouts.

I'm using a few mods. I'd like to go vanilla, but there are some things I can't play without anymore, like FARL.

https://i.redd.it/e1t6s38az0g11.jpg

submitted by /u/thiagolimao
[link] [comments]

What would you want to see in a Factorio RTS mod?

Posted: 14 Aug 2018 04:33 PM PDT

I am compiling notes and my own thoughts about what kind of RTS style functionality and gameplay mechanics I'd like in a Factorio RTS mod, and I thought I'd extend the question to you guys - the potential 'users' of this mod. Since making the Robot Army mod I've always wanted to take the RTS concepts further, and I've been getting that itch again lately.

I envision playing Factorio in the God Controller mode (no character), and building a base in an RTS style similar to some of the old classics like Red Alert. The other alternative way is to have a character, and resemble more like Total Annihilation in the concepts/mechanics (this is most similar to the current Factorio gameplay).

In the "god controller"/free floating camera with universal control, I see the general RTS mechanics being such that you can place buildings anywhere, but there needs to be a limiting factor for influence/control - such as what we get with the Robot Logistics build range from Robo ports. In fact, it might be that the RTS mechanics for buildings simply leverage that entirely - all building is done with starter robo port and construction bots (or equivalents, maybe land based units and burner tech style).

In the Avatar/character based control method, I imagine that things would remain basically the same as Factorio currently plays in terms of building within the player's small radius of the character, or remotely with bots/map view etc. But with the RTS units providing 'contruction' units which can be commanded and are mobile enough to move out into the wilderness and build stuff from a limited GUI button array of buildings, drawing from some pool of resources or stockpiles.

There needs to be some building -> unit -> building feedback cycle for growth, there needs to be a reason for the players to expand and explore with the units - resources are a good enough incentive so that's already a thing in Vanilla Factorio.

There needs to be more influence from the enemy - biters need to be improved as part of this mod, or as an add-on mod, or additional enemy factions/types need to be introduced and randomly spawn in chunks just like the biters. This will help the world become more 'alive' as well.

The enemy needs to grow - and become a threat. Consume resource nodes, and compete for the resources along with the player. But somehow, not totally destroy the player's computer with excessive AI handling or insanely unchecked growth.

The obvious mechanics like mouse-based selection and commanding of units, building of units from production buildings, and common tasks like setting units to defend, patrol, move, and attack move, are all necessary features.

Potential for a city-building-esque mechanic is in here - for example the military population must be supported by a proportionally sized civilian population. Build habitats and automate production of food/upkeep costs. Could leverage farming/supplies mods for this mechanic. Civilians can be represented simply - i.e just the player model armed with a pistol, who wander around and are not controllable (or maybe they are, to move out of the way for buildings?) but will attempt to defend themselves if attacked. If civilian population falls too low due to starvation/upkeep failure, military units could revolt/defect and become hostile.

Random events in the world could happen to spice things up - enemy mercenary soldiers in a drop pod land at random locations and move to attack nearest, or set up a little basecamp and call in more dudes..

Friendly bases could pop up, and radio for help - possibilities of trade stations built nearby to exchange goods, technology, or manpower/militia forces on the borders (encourages player exploration).

With good unit design and balancing vs Biters and vs other units/factory defences, could end up a really neat PvP scenario/mod as well..

Need ideas for how things can scale up appropriately to suite Factorio - how to control player growth with unit power/population? How can the enemy be scaled up properly to remain a threat? What additional aggro factors other than pollution could be introduced?

TL:DR Please share your thoughts on RTS mod design/mechanics/theories and how they would work for Factorio to make an awesome RTS experience within the framework Factorio provides (massive scale, unlimited world size etc).

submitted by /u/kyranzor
[link] [comments]

How to reset in-game achievements (Steam)

Posted: 14 Aug 2018 08:59 AM PDT

Anything I look up online says to delete the achievement dat files in the game folder. Funny thing is though I don't have those files in my Steam game folder. So there is nothing to delete.

Is it done differently here? I'm not looking to reset my actual Steam-based achievements (I have finally got all but one of them). I am looking to reset my in-game achievements. Modded as well.

submitted by /u/Recon-777
[link] [comments]

FreeNAS 11 Server

Posted: 14 Aug 2018 06:46 PM PDT

Has anyone successfully hosted a multiplayer server on FreeNAS 11? I've done some research and found that it looks like the debate was that you can't create an x64 linux jail but those posts were from 2014 or so. I'd be interested to see if anyone found some success anywhere.

Thanks!

submitted by /u/spencerisadog
[link] [comments]

The Great Exchange - bot buffer betwixt belt base

Posted: 14 Aug 2018 06:38 PM PDT

I haven't seen a post quite like this, so I thought I'd share. I have a belt based base for almost everything. But I created a small dense logistics network to buffer and sort ore. I created this before filter splitters and the belt optimization, but I still think it has some usefulness.

Screenshots: https://imgur.com/a/AjcyBLv

Express belts feed to stack inserters feeding to active provider chests. Could also easily include trains. Then a gap of storage chests and roboports. Then Requester chests and stack inserters feeding back to express belts.

The benefits are: mixed input belts are a non issue. The storage chests act as an enormous buffer, so a patch running out isn't an issue for hours.

Lessons learned: I didn't have enough roboports, so I had to sloppily add some extras as you can see from the screenshots. I also managed to fill all the storage chests, though I see that as less of a problem. It definitely shifts the meta. In a normal game there's no harm to setting up as much iron input as you can. In this, you have to check your buffer every few hours and decide what type of patch to mine next. If I did it all over again I might try to find a way to triple the buffer (storage chests) so that I could try to float between running out of ore and having full chests. I didn't find full chests to be a significant issue, but it's annoying to see the flashing warning all the time.

submitted by /u/vicarion
[link] [comments]

If no one minds, I have a quick 4 question long factorio servey.

Posted: 14 Aug 2018 05:41 PM PDT

L A U N C H T H E N U K E S

Posted: 14 Aug 2018 05:26 PM PDT

If Factorio had missiles?? like atomic missiles, cruise missiles, etc..?

submitted by /u/OffworldAstronaut
[link] [comments]

Why does my ore keep getting mixed with coal on both lanes?

Posted: 14 Aug 2018 08:35 AM PDT

So this issue started just recently. Everything slowed down and first think I checkout is iron and copper plates. I found out that coal somehow gets on both sides of belts resulting in furnaces without any ore. I have a picture about how my ore/coal input looks. It worked without issues until now, is this caused by high ore production ?

https://imgur.com/gallery/zPswL9Q

submitted by /u/flourishersvk
[link] [comments]

Post a Comment

Powered by Blogger.