Factorio Crap, do I have work in the morning....?


Crap, do I have work in the morning....?

Posted: 15 Aug 2018 10:50 AM PDT

[Random Fanart] The engineer girl without hat and mask

Posted: 15 Aug 2018 07:04 AM PDT

All about Malls.

Posted: 15 Aug 2018 06:08 AM PDT

All about Malls.

Preface:

This guide attempts to describe a Mall in Factorio, gives examples, links to blueprints and videos. I am the author of the guide, but definitely not the author of the Mall design, or the video and blueprint below. Any errors, factual or otherwise, are mine and mine alone. Discussion on specifics of these malls is welcome, but I am not any kind of authority on the subject.

Mall?

The first most important question asked is 'what is a Mall in Factorio?'.

A Mall is a 'shopping' precinct within your Factorio world when your character can go to get goodies that have been created by assemblers and stored in chests, just for the player.

It is literally a one-stop-shop for most things you might need in the game, assemblers, belts, inserters, signals, roboports, power poles, substations ... lots of things.

What a Mall -isn't- is a production unit feeding other production units; that is, it -could- do that role, but it's best when it doesn't, and only makes things for you, the player. A production facility for creating Science is focused on the specifics of the task, and has multiple assemblers feeding multiple science producing assemblers.

Here's a picture of a Mall, built, running, and short of iron and steel:

KoS's Late Game Mall

A few things to notice.

The design uses belts for most products, but also uses Requester Chests within the mall to get finished products -from the mall- to create higher level items. There is a whole section of this particular mall that I have disabled, which creates power-armor add-ons and doohickeys, which I already have, and will never need again. :) (that section is for multiplayer maps, where many people might come on and want Power Armor legs, or shields, personal roboports etc.)

The mall is fed by belts with raw materials - stone, stone brick, red and green circuits, copper plate, iron plate, steel, even blue processors. It uses both sides of some belts, and lots of underneathie abuse (edge loading for underneathies, blocking off one side of a belt lane).

This mall has most of the assemblers filled in, but there are some that are turned off.

The input lines all have a marker, "constant combinator" at the start of a belt (currently highlighted in that picture), showing icons as to what is required on that belt for the mall to work! As far as I am concerned this is the defining genius aspect of this blueprint, it comes with human-can-read information as to how to feed your mall. Triffic stuff.

A Mall for All Seasons?

Well, not immediately. There are many different mall designs. A Mall that is useful in the early game, is relatively primitive and not very useful in the late game, so the solution to this problem is have separate blueprints for Early Game mall and Late Game Mall. Conversely a late-game design is useless in the early game, because you haven't researched the technologies in use -- logistics networks, blue belts, and all the rest.

Importantly, when you first 'plant' your mall blueprint, you might well be in a position where you haven't yet researched a certain technology, and the blueprint will put down an assembler, but won't include the recipe that the assembler is supposed to use.

The beauty of the blueprint is that once 'planted' as you get further along in the tech tree, you can whip out the blueprint book, and replant it on top of the existing mall, and the "mystery" assemblers that had no recipes, are suddenly populated. Genius.

Why would I want a Mall?

You already create <stuff> in your factory, why would you want to create more <stuff> somewhere else?

Well, it's a one-stop-shop. When you're over in a deep part of your map, fighting biters, planting a mine blueprint, and you suddenly realise you're out of electric miners, "where am I making miners, one of the science factories isn't it?" (well, for me, I just don't know which science pack uses electric miners). With a mall, the answer to 'where can I find ...' is always 'the Mall'. That is its entire purpose for existing, to be a one-stop-shop for the player.

Katherine of Sky (KoS) has some malls in her Google Drive blueprint repository.

Here's a link to KoS' Mall guide on Youtube: KoS Mall Video

An example late-game Mall.

I am an unabashed fan of the KoS mall, which she copied from one of her multiplayer maps, and this video link shows its genesis and the first iteration of her mall. She makes it available on her public Google Drive <link above>.

Recently we decided to tear down our Early Game Mall, and reused that space -- all the stuff going into the mall was early-game mish-mash of smelters and assembly machines. It was so satisfying ripping up that old stuff, but I digress ... I found a nice place on the map, a bit out of the way of our major traffic routes, and therefore requiring import-by-train of all the raw materials. So here's the bottom part of the mall and how I 'feed the beast':

Our current late-game mall -- feeding the beast.

There is a fair bit going on here, feeding belts from requester chests, feeding storage chests from trains, holding trains based on logistics-contents, with specialized trains picking up various materials from different areas of the map. It's beautiful to watch it when you kick it off, and stuff pours into the mall, to be made into belts, inserters, power poles, -everything- required to resupply your character for further adventures.

Final words

I'm addicted to the Mall paradigm. As soon as I have oil processing, the next thing on my list is 'get the mall going'. It's an essential part of how I play Factorio, and I think many players who aren't familiar with the concept, should start using it in their world, and see how much of a game-changer it can be. If you find you don't like it, then don't use it.

It's vital to feed the mall the correct materials on the correct lines -- lane order is important too, and the KoS blueprints have a combinator with instructions for the player as to what material is needed on what side of the belt.

Thanks to KoS for her public archive of blueprints, and her delightful Factorio tutorials. Also /u/AfricanSpaceJesus for putting the Late Game version of KoS mall into Factorio prints.

EDIT: included the omitted video link.

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

I've wasted so much time...

Posted: 15 Aug 2018 08:48 AM PDT

For me, one of the more exciting parts of factorio are the moments for example, when you run out of iron ore.

Once you find some and set the new trains at the old unloading point... Watching the ore flow through the belts like blood through arteries, up to the smelting lines, the heart of the factory.

I then watch mesmerized as my factory comes back to life while I yell "ITS ALIIIIIIIIIIIVE!"

I have 21 hours on my current save and I haven't even made yellow science yet becasue I watch too much.

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

Factorio fatigue.

Posted: 15 Aug 2018 06:49 AM PDT

I bought Factorio recently and I played a lot. 60 hours in a week. But now every time I open the game I can't do it. I can't summon the effort to start playing and sinking more time in to it. I love the game. I remember spending hours to make factories and solve problems in my way. Did anyone else here was in my situation? And if so, who did you get out of it?

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

From Humble Beginnings

Posted: 15 Aug 2018 01:49 PM PDT

Factorio - A new sport. Alien hurdling. xD

Posted: 15 Aug 2018 01:07 PM PDT

and stay out!

Posted: 15 Aug 2018 05:14 PM PDT

I recently started a new world with a mod that adds a ton of sciencepacks. Since it's going to be a while before I get trains, I did my best to organize my factory in a way that won't give me cancer eventually. What do you think so far?

Posted: 15 Aug 2018 02:23 PM PDT

Looking for pollution settings which.....

Posted: 15 Aug 2018 05:10 AM PDT

I have been fiddling with the pollution settings, but cant seem to escape the 2 polar opposites (everything goes red and nothing I do changes that, or it all dissipates without any impact)

What I am looking for is a setting which pollution has an effect and will spread if your factory is left unchecked, but will dissipate once you keep energy consumption under a certain threshold and/or use solar power, and/or efficiency modules.

Currently, even though my coal line is not moving due to minimal usage, I still have a completely (or as good as) red map.

I don't want a polar ON/OFF setting, but some middle ground. Anyone have any recommended settings for what I am looking for, pollution wise?

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

Wanting to get my friend into factorio - question about a server/joinable world?

Posted: 15 Aug 2018 04:34 PM PDT

Is it possible to have a world loaded that either of us could access at any time? I guess sort of like how minecraft worlds work. If this is possible, how do we approach it? Do we have to host our own server?

submitted by /u/Hollowpoint357
[link] [comments]

I have a problem, and that problem is needing to sleep.

Posted: 15 Aug 2018 12:43 PM PDT

Where do you put your silo?

Posted: 15 Aug 2018 01:41 PM PDT

Where do you put your silo(s) in a megabase? What is a strategical place to optimize throughput? I'm planning to produce low density structures and control units at the silo.

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

Factorio vs rim world.. First 5 hours

Posted: 15 Aug 2018 04:01 PM PDT

Thought I'd post my thoughts on factorio vs rim world and get some feedback. I'm over 1000 hours in factorio now. Best game all time. So many sick days from work and dreams about it. Just crazy addictive.

On Steam, rim world is also ranked at the top. I finally peeled myself off factorio and bought rim world. While the game is good. It doesn't come close to factorio to scratching that one more turn itch. I've been building this game up for so long. Has anyone else played it and what are your thoughts?

Or is factorio just that good?

submitted by /u/Barcoo02
[link] [comments]

My first "Bio-Refinery"

Posted: 15 Aug 2018 03:58 PM PDT

My first "Bio-Refinery"

https://i.redd.it/hnpykv2xdcg11.png

It took me well over 3 hours to design and build so I thought I might share it here!

It is an All-in-One Bio-Refinery, taking as input 120 nilaubergine/s, somecoal and some coke. It outputs 200 lubricant/s, 100ish Base Mineral Oil , and a mix of solid fuel and advanced solid fuel(Bob's).

I could't have done it without the "Flow Control" mod, as it allowed me to reduce the space needed by pipes.

Also mfw I got the longest pipe line contaminated while building so I had to replace everything.

Edit: the image is 12MB, so that you can see (almost)every single pixel :). As suggested by u/triggerman602 I reuploaded it with alt-view because for what ever reason the picker extended tool doesn't include it.

As u/ParanoidLoyd said the mods are:

  • The Angel's mods suite(mostly Angel's bioprocessing and Angel's petrochem)
  • Bob's adjustable inserters and Bob's Logistics
  • Flow Control
submitted by /u/DireDerp
[link] [comments]

Solar panels - removal of Roboports+Radars to save UPS?

Posted: 15 Aug 2018 05:36 AM PDT

I'm playing basic seablock and my main/only power source is massive solar panels, which I have a LOT of. The blueprint can be found here: https://www.reddit.com/r/factorio/comments/6xgh9t/very_compact_solar_array/

My questions is this blueprint is self building due to the roboports within it, but after it's done is it wasting UPS by staying there? Same with the radars? I've seen some megabases use this or similar layouts but have empty spaces where the robotports used to be. Some questions that I have:

1) Is leaving roboports/radars UPS intensive, I assume radars are. I've heard it's like 2% UPS cost overall.

2) What's the easiest way to remove these 2 buildings from massive, massive solar farms? deconstruction blueprints?

3) Is there a way to layout these solar farms more effectively than manually slapping down blueprints?

submitted by /u/500239
[link] [comments]

Just got the game. In search of advice!

Posted: 15 Aug 2018 02:31 PM PDT

I'm still playing the Campaign/Tutorial thing, and I'm kind of starting to understand how things work. Anyway, here's a screenshot of the level I'm on:

https://i.imgur.com/01Qjicm.jpg

So basically.. I feel like I'm playing wrong. Research is taking forever. I've read some posts about scaling up, but I don't see how I can support many how Research Labs, and even if I could, it's getting progressively more difficult to get things where they need to go with how much stuff is bumping into each other. Keeping up with Iron Production is a pain too, making all the things I need from it as well as ammunition for the turrets to keep the Biters from destroying me.. it feels like I'm Iron-Starved constantly.

--

Please keep in mind that I've only played the game for about 8 hours so far, so I'm still a huge newb. With that in mind, is there any advice ya'll could offer me as far as being a bit more... optimized than I currently am (not)? Any other newb tips are welcome too.

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

Day 8-ish of paving.

Posted: 15 Aug 2018 04:24 PM PDT

Stuck in blueprint maker

Posted: 15 Aug 2018 04:12 PM PDT

So I was on a dedicated server and I was making a blueprint of our smelting system yet when I tried to save it the blueprint screen wouldn't close and I can't do anything other then move the blueprint screen around and check and uncheck it's checkboxes. Does anyone know a way to fix this

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

Angel and Bob's, who is it for?

Posted: 15 Aug 2018 11:59 AM PDT

I'm not a masochist, but recently discovered I really enjoy playing in death world. I enjoy having a dangerous foe I need to deal with, not just to expand but even to survive. It gives the base purpose or intermediate goals besides more science. The reason I found them annoying and boring before is because they were too weak to be much more than that, turning them up seems to correct that.

So it got me thinking about these mods. They come up a lot but I've always dismissed them as for crazy people who hate fun. But, am I wrong here too? I can't say the idea of doubling the size of my base to have the same results I have now excites me, but maybe there's more to it that that?

So, who are these mods for? What do you think they add to the experience? And ultimately, does it do anything more than stretch the game out?

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

Is this how signals work?

Posted: 15 Aug 2018 08:32 AM PDT

Is this how signals work?

Eventually I needed to use signals in my new 0.16 game (previously played 0.15) rail network and at first I thought I had just became immensely mentally challenged after having watched videos and reading why my signals weren't working. Apparently after an exit signal everything just becomes one big block! so after a train passes a junction my chain signal flashes red because the signal before it is saying there's a train 1km down the line. So I experimented by dividing the signals as big as my train for easier viewing (1-1)

Is this just the norm now or am I actually mentally challenged? (I poked around in the forums and found lots of people complaining about it without a solution)

https://i.redd.it/utw8s2m90ag11.png

https://i.redd.it/lp6eido80ag11.png

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

Harder biters with "group_gathering_time"

Posted: 15 Aug 2018 03:08 AM PDT

I have tons of mods and the game is not difficult anymore. I want to be under constant attack. I have tried changing theese values: min_expansion_cooldown = 4 * 3600 max_expansion_cooldown = 60 * 3600 Reduce them by 10 or 50 and biters expand like crazy. Good, that is whats I want. There are two more interesting parameters

-- pollution triggered group waiting time is a random time between min and max gathering time min_group_gathering_time = 3600, max_group_gathering_time = 10 * 3600,

I expect increased frequency of attacks if I reduce theese values. But no luck. The attacks don't change. This part ( unit_group= {) of map-setting.lua is pretty cool, have a look.

I have tried to add mods that increase monster difficulty. All theese mods add big monsters but don't add frequency of atacks. I want the game to look like tower defence game with cocnstant waves.

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

Angel's and Bob's mod help (cannot mine infinite ores)

Posted: 15 Aug 2018 04:40 AM PDT

Hey, ya know that great angel/bob mods which basicly rewrites whole game.. So I was playing it a lot lastly. And meanwhile I get to the problem when I started mining infinite starite. I placed few mining drills and pluged sulfuric acid. Mining drills after few seconds stopped working. Then I think I solve the problem by replacing drills with it's very first version(firstly I used mk2) . But why is that even happening? Is it bug or something? Why I can't use mk2 drills? Please help.

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

Post a Comment

Powered by Blogger.