Factorio Weekly Question Thread |
- Weekly Question Thread
- Redmew: Ore-iental adventure (Public Multiplayer)
- I found my breakfast on the map!
- Second iteration of my all inclusive 480MW nuclear power plant. What do you all think?
- If shift+left click is mark for construction (create a ghost entity), could we have shift+right click be mark for deconstruction?
- I’m impressed
- Can heat as a mechanic be more usable in its current form?
- Being a *very* casual Factorio player, I always save and come back having no idea what I had to do before. I guess I found how to remember now...
- Gaming Experience Research Questionnaire
- Can I start a game with nothing?
- Nuclear Vs Solar ... a result.
- Plan ahead a Spoon / ChitChat Run
- This, I like this!
- A Let's Play Series Finale and Thoughts (Coming from a skeptic-turned-fan)
- Turned pollution back on and saw the thick, rising clouds being produced
- My scrolling display
- Late-game deathworld expansion
- Cannot play Factorio
- Train Help
- Output i in for loop?
- Compact universal "mall" for building all low-volume items in the game
- Base levelling question
- A couple of months ago I asked for reddit's advice, I didn't take any of it and we finally finished our first run through!
- Factorio Demo got me hooked! Can there be more of it?
- Is there a way I can do this with trains? (Vanilla)
- [PROBLEM/HELP] Huge Train unloading Station stalls almost instantly?
| Posted: 06 Aug 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] | ||
| Redmew: Ore-iental adventure (Public Multiplayer) Posted: 07 Aug 2018 08:16 AM PDT
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| I found my breakfast on the map! Posted: 07 Aug 2018 10:48 AM PDT
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| Second iteration of my all inclusive 480MW nuclear power plant. What do you all think? Posted: 07 Aug 2018 05:31 PM PDT
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| Posted: 07 Aug 2018 10:26 AM PDT I find myself having a deconstruction planner on my quickbar and the vast majority of the use I give it is just remove single entities. Having this shortcut would be a huge quality of life improvement. [link] [comments] | ||
| Posted: 07 Aug 2018 03:38 PM PDT Most games I buy I play a little bit and then quit. Or a play a little, then a little more, then a little more. [link] [comments] | ||
| Can heat as a mechanic be more usable in its current form? Posted: 07 Aug 2018 12:05 PM PDT So heat is used primarily to convert water into steam at 100 C for steam engines, and to convert water to steam at 900 C for steam turbines, and that's it. There is very little use for heat as a mechanic in the game other than to power both sorts of steam engines. Additionally, the only way to transfer pure heat, heat pipes, can only connect to 3 entities in the game: itself, nuclear reactors, and heat exchangers. It would be highly interesting to have heat treated as a resource instead of as a somewhat magical number that determines whether a particular fluid is is usable. For example, imagine being able to connect a heat pipe to a steel or stone furnace and being able to use heat instead of burnables as fuel. Or, a heat pipe into a refinery to more quickly separate the oil products from crude oil. I've seen mods attempt to make heat a resource, like Angel's Mods with the coolant and cooling tower situation where each temperature of coolant is a separate fluid and lower temperature coolant is converted in a cooling tower. Imagine the possibilities if mods could use a more open heat system. TL;DR: What if heat was used more than for power? [link] [comments] | ||
| Posted: 06 Aug 2018 04:13 PM PDT
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| Gaming Experience Research Questionnaire Posted: 07 Aug 2018 11:04 AM PDT Hi r/factorio My name is Frances Perrett, and I'm a Computer Science student at the University of York in the UK. I'm currently working on my Master's project, and as part of my project I am running a survey. My aim is to try and understand how different gaming experiences affect each other. The amazing mods of your subreddit have been kind enough to let me post an advert for my survey here, which I'm incredibly thankful for. The survey takes 10-20 minutes to complete. I hope that as many of you (from the Factorio community) as possible take part in the survey, as I want the results to be as reliable and applicable as possible, and in order to do that I need a broad range of people to take part. So if you haven't played Factorio for a while, or haven't completed whatever game you're currently playing, then that's totally fine, and I'm still more than happy to hear from you. Once the survey is closed, I'd be more than happy to discuss the results in full here as well, if anyone's interested in that. You can find the questionnaire here: https://york.qualtrics.com/jfe/form/SV_3IWatW2ZlX5cEfz All the best, Frances Perrett, University of York P.S. Feel free to share the link on whatever social media platforms you feel like, Twitter, Facebook, Instagram, etc. Always appreciated FAQs: What does the first question mean? I've had some questions about the first question. It can be any game at all, doesn't have to be Factorio. It's asking about the most recent game you played in your last gaming session. What personal details are required? The only personal details asked are about age range, gender, country and at the end it asks for an email, but these are all completely optional questions that you don't have to answer. Why are some questions so similar? I'm currently using two pre-validated questionnaires which may have some cross-over. I wish there was some way to reduce the amount of questions, but I need to run an analysis on repeated questions in this section first. It's something I hope to improve in the future. Will I get to see the results? Yes. My project report will be in English and released around January, and there's a place to drop your email at the end of the survey if you'd like to read the entire thing. But I'll be posting my results to all the subreddits and forums that have allowed me to post asking for participants within two weeks of the survey closing. I did the survey a few months ago, can I still take this survey? Yes. While there are a few similar or the same questions from the last survey, it is a different survey with a different goal. Do I have to enter my email at the end? No. All of the personal details at the end (age, country, gender, etc.) as well as the open ended questions, and the option to enter your email are completely optional, and you can leave all of them blank if you want. What's your favourite game? So no-one's actually asked me this, but at the moment I'm playing a lot of Pixel Dungeon, and really love Oxenfree and Night in the Woods. [link] [comments] | ||
| Can I start a game with nothing? Posted: 07 Aug 2018 12:22 PM PDT Like no gun no axe no drill? Kinda feel like that would make the early game a bit more fun [link] [comments] | ||
| Nuclear Vs Solar ... a result. Posted: 07 Aug 2018 02:05 AM PDT "Nuclear bad, solar good." This is the mantra of gigabase builders, nuclear takes a lot of Updates Per Second oomph to process, whereas Solar is virtually free, regardless of number of panels. Recently I wrote on how our multiplayer world came to a grinding halt after we put on a fourth massive nuclear facility (we we pulling 6GW and needed more power, so another 2GW array). The Google Compute Platform server (standard instance) went to 100% and whilst we were getting 60/60 FPS/UPS the server could not keep up with requests, we had choppy character movements and a constantly flashing clock symbol indicating server overload. We realised the problem was unfixable, and we wanted to eradicate Biters, Pollution and Map Size as well as move away from a belt driven bus ideology to a train/bot based City Block setup. Still, nuclear when one massive blueprint can generate 2GW of power is a great start, so we planted one of those, and had 2GW available and 400MW used. Then our GCP server went from 50% to 70% cpu. Yesterday we started creating solar @ 150 panels a minute, and after a while I went out and planted 10K of solar panels, which is 600MW of capacity. Then I tore down the Nuclear power plant and afterwards checked GCP server CPU and it was ... 65%. Today it was about 60% all the time we were on, with ~14K solar panels and 600MW power usage, so solar is definitely less of a drain on UPS/Server CPU, but not as much as I thought, about 5% CPU driving the nuclear plant. (14 reactors feeding 400 turbines, not insignificant). TL';DR Solar is better, but not by much if you're only talking a single large nuclear facility. [link] [comments] | ||
| Plan ahead a Spoon / ChitChat Run Posted: 07 Aug 2018 07:53 AM PDT Hey Folks, I'am planning a Spoon / ChitChat run as my next goal in Factorio. To be honest, my first Rocket launch was after 32 hours or so so i dont think the Spoon is within reach but i think ChitChat is doable for me ;) i made a calculation about the needed research time. Scaling from 1 to 25 labs i end with 3,5 hours for research. (pure numbers) can someone please check if my calc is mostly correct? Suggestions on the research order ? other tips ? ;) https://docs.google.com/spreadsheets/d/1qxbgBA0ak1HdxCc8aevHXouBtkWpBMbMrYDJrNDB624/edit?usp=sharing the overall plan is getting all resources on verybig and rich and the starterbase area verybig to get the biters as far away as possible (iam pacifist and biters are cute !? ;) ) i use my save from the first rocket launch to blueprint the entire base. mainly in my mind is a smelting area, with a short mainbus the research on one side the mall and rocket and everything to produce it on the other side. Keeping the base small and trying to not waste resources. In the Research Area i only need 1300 Purple/Yellow beacons and in my opinion it would be easier to build them to a chest and bring them manualy over to the labs? anything wrong with that plan? so i can start producing early and they are (hopefully) finished when needed and i have no backlog or problem when the building a smaller setup that they cant keepup with the labs. that also means i can build the science production smaller means not wasting time and ressources. Opinions? Is it better to build all intermediate products in one place and bring them to the labs or build all right by the labs ? for example grey needs nearly 1 fab for grenades and turrets per beacon tab, i often build the intermediate fabs direct to the beacon fab and feed it directly. of course this often means difficult beltsetups, and for the run i only plan to get logistic 2. so i think i update this thread with more of my "plans" as soon as they take shape or pics from the blueprints as soon as they are finished. Hope you folks have a lot of tips/tricks/opinions to feed me so i can get my last achievements in Factory (only 7 left lazy bastard, spoon, chitchat and logisticembargo, bullet and solar will come with the launch ;) of massproduction3 will come over time.) Thx to all J [link] [comments] | ||
| Posted: 07 Aug 2018 12:53 PM PDT
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| A Let's Play Series Finale and Thoughts (Coming from a skeptic-turned-fan) Posted: 07 Aug 2018 03:24 PM PDT Hey there =) I go by Ludwig (Wiggles or Ludwiggle) in my joint channel with my S/O. We just finished up playing factorio (after like a year, haha) by reaching the point in the game where we launch a satellite into space. I have to say that I was quite skeptical of factorio. CJ, the other person in the channel/videos, was very excited about this game and wanted me to play it but I always thought that it would just be another Minecraft clone. I clearly did no research into this at the time and just went off some negative reviews I saw on Steam at the time. I just wanted to say - WOW. Having finished this series and contributed the little I personally did, I never would have imagined liking it as much as I do now. I really enjoy the base building aspect and the automation. Playing with someone else also helped me enjoy the game! If you check out our other videos on Factorio, you can see that we do not dive too much into other aspects of the game as our focus was getting a satellite into space for our first season. We went into the game with no help and created what we call a "Two Newbs" type of series. We wanted to try and not use resources/guides to help up, but we did eventually look into reddit and other youtubers for help. CJ does not use reddit much but I wanted to say thank you to the r/factorio community because of how helpful everyone is and for the links to guides/resources! If you are interested in checking out our season finale, you can see it at https://www.youtube.com/watch?v=BX_vxA8LdJQ. A lot of time went into editing this and I think our editing skills/commentary are getting bettter. I personally enjoy the ending (with the music, haha) and where I join CJ's game around 11:40. Thank you again reddit for your tips/tricks/submissions! You were MY only hope and you really did help with my understanding of many mechanics. EDIT: So, I tagged this as a discussion but it does contain a link to my video (A let's play, eww :p) ... do not feel pressured to watch, it's only there if you are interested. My main focus was to express my newfound feelings for the game and to thank the community for keeping this subreddit active and full of useful guides you may not think people read! [link] [comments] | ||
| Turned pollution back on and saw the thick, rising clouds being produced Posted: 07 Aug 2018 07:30 PM PDT
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| Posted: 06 Aug 2018 11:42 PM PDT
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| Late-game deathworld expansion Posted: 07 Aug 2018 06:48 AM PDT After dozens of hours playing a deathworld i finally managed to create a base that could theoretically produce about 60-70 SPM. Problem is, i can't reach even a quarter of that amount, because i am constantly staved of resources. Clearing out biters is relatively easy now with uranium ammo and nukes, but setting up outposts, creating sufficient defences, and connecting them to a railway network seems to extremely long. Do you have any advice how to speed up the process? Also, is it better to constanly expand my defensive perimeter, or just cover every outpost individually? I'm starting to spread quite far... [link] [comments] | ||
| Posted: 07 Aug 2018 06:22 PM PDT
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| Posted: 07 Aug 2018 06:22 PM PDT So I had a few trains working lovely, going out to outposts and loading up on supplies, then coming back. I even had a few cross paths and share tracks. Then, something changed, and I can't figure out what. I was setting up an oil outpost, and even though all my chain signals are green in the right spots, no trains have a path. I can manually drive the trains to where they need to go, but they won't go automatically. Can someone take a look and help me out ? [link] [comments] | ||
| Posted: 07 Aug 2018 12:20 PM PDT
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| Compact universal "mall" for building all low-volume items in the game Posted: 06 Aug 2018 09:20 AM PDT
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| Posted: 07 Aug 2018 06:31 AM PDT So I have gotten to the stage in my angels, bobs, one or two other things mods playthrough where I have all the refining and processing complete, all the modules researched (god mods disabled), and a swarm of fusion bots floating around doing my bidding. HOWEVER, my base is an absolute tip of gradual progression and fitting things in anywhere they will fit. My main bus is laughable, my spaghetti in knotted beyond sanity, and throughput on most things beyond iron and circuits is a trickle from one or two full ore sorting systems and some thermal water conversions. The drawback with my initial home choice is that the world has a big starting area (explaining my later confusion) surrounded by what turned out to be small tendrils of land, so there are no large areas to build, and lots of bottlenecks to bottleneck. Now usually at this point I would restart my game and enjoy the challenge of building up once again on another world, but I find myself instead desiring to level the base and rebuild. Now my question is, how do people go about this? Do I:
OR
*edit - formatting [link] [comments] | ||
| Posted: 07 Aug 2018 10:10 AM PDT
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| Factorio Demo got me hooked! Can there be more of it? Posted: 07 Aug 2018 08:32 AM PDT
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| Is there a way I can do this with trains? (Vanilla) Posted: 07 Aug 2018 12:08 PM PDT So lets say every stop I have is connected and signaled. Can I have a passenger train that sits idle until I call it and it then comes right to the nearest stop? [link] [comments] | ||
| [PROBLEM/HELP] Huge Train unloading Station stalls almost instantly? Posted: 07 Aug 2018 04:30 AM PDT
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