Factorio Engineer in training!


Engineer in training!

Posted: 05 Aug 2018 08:22 AM PDT

Mildly Infuriating Factorio Style

Posted: 05 Aug 2018 08:31 AM PDT

Follow up: Late game base overrun, doomed to restart?

Posted: 04 Aug 2018 11:45 PM PDT

Request from my 6 year old daughter

Posted: 05 Aug 2018 04:16 AM PDT

I sometimes let my daughter to build belt spaghetti and put different materials on there... She said it looks romantic for her while those different colors spinning around on the belts :) She also often just roams around the world too and she tells me that she would really love if there were beautiful flowers to look at in the world... So, devs, please, add some flowers to the world :)

submitted by /u/Dreamer_tm
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Do buffer chests make requester chests obselete?

Posted: 05 Aug 2018 04:20 PM PDT

As in, can I skip over requesters in my character logistics slot, and use buffers for everything? I suspect not. What are all the use cases where a green won't do and I need a blue?

submitted by /u/ionian
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Is there a way to decrease dissipation in-game?

Posted: 05 Aug 2018 02:32 PM PDT

Something I regretted when I first made my world was that I set dissipation to pretty high. At the time I didn't know what it was so I though it was something to make it all harder but no. Now I've launched my first rocket and got the achievement I want by doing so now I don't care if achievements gets locked.

I'm usually a sucker for a good challenge so the fact that I barely get attacked is getting it's fair share of irritation. Specially when I've set up a sweet defense perimeter around my base which I'd like to see in action but no the aliens rather sit inside their slimy homes because there's no pollution bothering them!

Is there a way to decrease dissipation in-game through possible commands / mods? I've reached the end-game and got a super sweet factory that I'm proud over and always going to optimize etc.

submitted by /u/Zezztah
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Are wires free or not?

Posted: 05 Aug 2018 09:17 AM PDT

If a bot plops down shenanigans, the wire appears out of thin air. If I build shebang with a steel pickaxe, I have to perform alchemy with copper cable and circuits to connect said thingamajigs; but if I then decide to disconnect them, the wire disapparates, as if something something yanked it away through some time vortex.

Can't I either get that used cable back, or get free coloured wire?

submitted by /u/locketeerian
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Hey finally got to green science! (Seablock)

Posted: 05 Aug 2018 06:34 PM PDT

Level design suggestion for developers regarding scenarios

Posted: 05 Aug 2018 05:01 AM PDT

So recently u/gh0stp1irate posted this:

Doomed base saved!

Regarding a supposedly doomed base. I and others believe that this would be a cool idea to have in the vanilla game. Scenarios where your factorio knowledge is put to the test to solve impossible situations from beginner to expert. This can be from player submissions or developer made levels. Just a neat idea.

submitted by /u/_Gixty_
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A suggestion that I haven't seen before (with a quick googling to check)

Posted: 05 Aug 2018 07:02 PM PDT

I think it would be helpful to have a ctrl-F style search ability for machines which are crafting something. Say I want to remember where the hell I put my electric furnace assembly machine... and in fact I do, because it's time to expand my smelting and I can't find the damn thing. It would be awesome to be able to just hit ctrl-F, type in my search, and have a list pop up of machines which produce or are using electric furnaces. Or it could highlight them on the map. Or both!

Especially given the size of late game factories, if you forget where something is produced before you get your chests replaced with providers and your logistics slots going it's really irritating sometimes.

submitted by /u/JiminyWimminy
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Game looks saucy on 5760 x 1080

Posted: 05 Aug 2018 11:15 AM PDT

Finally got it

Posted: 05 Aug 2018 02:30 AM PDT

Trainschedules in blueprints – a design proposal.

Posted: 05 Aug 2018 05:44 AM PDT

Just started, any tips?

Posted: 05 Aug 2018 02:35 PM PDT

I Just got this game, played the first part of the tutorial and started a sandbox world. The enemies are turned off and I already have steam power powering coal, iron and copper mines. They are being smelted and now I'm working on making red science packs automatically. Any tips?

submitted by /u/The_Vecter
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Plastic

Posted: 05 Aug 2018 07:27 PM PDT

Is plastic used a lot? Should I mainbus it?

submitted by /u/snowman-11
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Should i clean up my base?

Posted: 05 Aug 2018 11:51 AM PDT

Any good fix to unbalanced bob's late game?

Posted: 05 Aug 2018 11:49 AM PDT

I see a lot of people say bob's late game is very broken, largely due to overpowered beacons and modules. Do you guys know any good fix for it?

I saw this mod CoppermineBobModuleRebalancing that looks very good. Has anyone tried it and how do you feel about it?

When I was trying to load the mod, it says unknown item "electrum-alloy." I looked at the mod lua and see "electrum_alloy" as part of the recipe for "module-combining-case." Does anyone know what "electrum-alloy" could be?

{

type = "recipe",

name = "module-combining-case",

category = "electronics",

energy_required = 10,

enabled = false,

ingredients =

{

{"module-case", 1},

{"copper-tungsten-alloy", 1},

{"electrum-alloy", 1},

},

result = "module-combining-case",

}

submitted by /u/cshao06
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Help?

Posted: 05 Aug 2018 11:49 AM PDT

Ok so in angels bobs obviously to anyone that's played it you can sort ores and float them and crush them and do all sorts of things to them before they get turned into iron ore and copper ore and all that, well what can you do with iron ore and such other than a straight stick it in the smelting array? Is there a way to produce more bang for your buck? And if so then how?

submitted by /u/cyberkraken2
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My counter works but the signal flickers/blinks, is this normal?

Posted: 05 Aug 2018 07:48 AM PDT

Place modules in existing buildings with bots

Posted: 05 Aug 2018 08:45 AM PDT

It would be useful to be able to place modules into existing buildings using bots.

Currently, modules are only placed into buildings if they were blueprinted with modules in them; there should be a way to expand this behavior to allow placement of modules into existing buildings.

submitted by /u/dat_sylveon
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Fast train unloader

Posted: 05 Aug 2018 01:42 AM PDT

Here's my train unloader:

!blueprint https://pastebin.com/Di4iVQ9b

Features:

  • Rapid unload using 12 stack inserters per wagon
  • Feeds 3 compressed blue belts of output per wagon
  • Balanced per chest
  • One requester chest per wagon to collect items from my trash

The design requires blue belts in order for the undergrounds to reach from one side to the other.

The belts are compressed by setting the inserter stack size to 8 and using a clock circuit to synchronize movement of the left and right inserters on each lane.

Chest balancing is done by enabling the inserters into chests only if the chest contains less items than the average for that wagon.

Suggestions for improvements / refinements welcome.

I've been looking at unloading into the side of splitters. On paper, at least, total output seems to be faster, but at the cost of slightly slower unload times.

submitted by /u/AceFalcone
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I'm a beginner and this idea was not easy to make even in sandbox mode... Now i'm thinking, i should probably use filter inserters and both sides of the transport belt, but what the hell. Or maybe splitters... This game runs on 1%GPU and 99% human brainpower.

Posted: 05 Aug 2018 06:20 PM PDT

Research Mod Suggestion

Posted: 05 Aug 2018 06:01 PM PDT

Hey all relatively new player here, finished campaign on hard and have a few hours into a freeplay. Anyways I was wondering if there was a mod that anyone could think off hand that deals with rapid research. What I mean is something that gates it or makes the research cost more or something like that to slow it down or give it a proper progression curve.

submitted by /u/Pestilence11
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