Factorio Friday Facts #258 - New autoplace


Friday Facts #258 - New autoplace

Posted: 31 Aug 2018 02:26 AM PDT

Bliss

Posted: 31 Aug 2018 05:14 PM PDT

Statistics nerds will notice the bell curve produced by the splitters

Posted: 31 Aug 2018 11:56 AM PDT

Is it even possible to come back from this?

Posted: 31 Aug 2018 04:33 PM PDT

Is is bad that I've beaten the game with 13 rockets launched and have no idea what a mainbus is?

Posted: 31 Aug 2018 12:22 PM PDT

Is this nuclear power plant? :D

Posted: 31 Aug 2018 12:40 AM PDT

My personal wish list for the "New Player Experience"

Posted: 31 Aug 2018 11:09 AM PDT

Hello. With the devs working on improving the new player experience, here's some stuff I'd love to see. I've tried to introduce factorio to "non gamers" and its a compelling game that would hook them in, it just has some barriers that I think prevents players from continuing. Here's some things I think would help a lot.

Factorio is a great but daunting game that can be very intimidating. I think there are a vast number of people out there that would really enjoy it, but just can't get over the initial learning curve. These people I'm talking about are smart folks, that might enjoy games like civilization, sim city or the tycoon games, but lack knowledge of basic concepts like "wasd" movement, hotkeys and in general have terrible APM. I think players like this would very much enjoy factorio, they just need a little help.

Right off the bat, the obvious question: "Why can't these things be accomplished with mods?" Well, the simple answer the player I'm targeting is not going to install mods, like ever. If it's not in the base game, it basically doesn't exist.

Quick and easy(?) stuff

  1. When holding a rotatable entity, show a small 'R' icon with arrows to remind user how to rotate. Like this but with 'r' in the middle. Rookie gamers forget the hotkeys so easily and this is a big one.
  2. Add clickable icons for the build menu and other key stuff. Again, hotkeys can be hard to remember
  3. Move the default key for "force fire" somewhere far away. It's not something rookie gamers want to do, it just causes confusion when they accidentally hit the key.
  4. The third mission on the first steps campaign is a huge hurdle (the one where you build radars) If this mission simply didn't have alien attacks it would be much better. Experienced gamers will find this mission easy with or without aliens. For rookie gamers, there's a lot to soak in, and having to fight aliens while trying to remember what to do and how to do it is too much. A lot of noobie factorio experiences end with this mission.

Novice game mode

This has probably been discussed before but just like the Marathon game mode exist for players who want the game to be harder, the novice game mode should exist for players who want to make the game easier. Some achievements should probably be disabled for this mode.

The goal of this game mode is simply to keep rookie gamers entertained and progressing, learning the game in the process with the goal of helping them graduate to default settings.

  1. This might seem a bit extreme, but all the science recipes should produce more. We're talking like 4x at least. For example the yellow science recipe currently produces 2 items, well in this case it would be 8.
  2. Simplify the science recipes. This science setup is more focused on progression and less on smelting (which is a chore for rookie gamers).

    Blue science: 1 Plastic, 1 Steel and 1 Green Circuit. (mainly focused on steel and oil setup) Grey Science: 1 Grenade and 1 Red Magazine. (taking the turrets out makes the resource requirements more attainable) Purple Science: 1 Electric Engine + 1 Red Circuit. (removing stone is a significant quality of life improvement) Yellow Science: 1 Blue Circuit + 1 Battery or 1 Blue Circuit + 1 Speed Module. (They've done great to get this far) 
  3. Aliens should spawn a lot farther out, spread slower, evolve slower, attack in smaller numbers and less frequently. Aliens, while trivial for experienced gamers, are a huge problem for rookie gamers.

  4. In novice the player should start with some simple blueprints, stuff like a smelter with proper inserters and belts, a steam engine with a boiler etc just to help get things going.

    Could potentially give players a roboport as well but, might not be needed if all the other suggestions are implemented.

  5. Novice game mode could have objectives like: setup smelting, setup power, setup red science and so on. Just to help keep players on track. Not sure if that's the right idea or not, but "not knowing what to do" is a big problem for these players.

  6. In Novice mode, things that require fuel like smelters would ideally have an icon that shows what they need. Simply rotating between wood and coal would be helpful here.

Look, I know some of this stuff might be quite different since Factorio always seems to geared toward "Harder, Bigger, More Resources!" and Factorio shouldn't sacrifice any of that. But I think there are literally millions of potential factorio players who would absolutely appreciate a bit of an easier experience at the beginning.

I think Factorio could help itself a lot by simply considering some of the tweaks above and adding a "novice" game mode. This is just one idea for a novice game mode, it could be implemented in a totally different way, but I do think there should be something.

Thanks for reading if you made it.

submitted by /u/ltjbr
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Ultra-compact gems factory

Posted: 31 Aug 2018 12:42 PM PDT

So close - would had been a shame if something would have happened to this cars Inventory (rain9441)

Posted: 31 Aug 2018 03:57 PM PDT

What do you do when belts become like this?

Posted: 31 Aug 2018 11:59 AM PDT

Factorio Community Map Results - August 2018

Posted: 31 Aug 2018 02:16 PM PDT


Time's Up


Hands off the keyboard! Another month has come to a close, and it's time to share whatever you've got done with the rest of us!

Did you finish everything you would have liked to this time around, or did you wind up still having a few big, unfinished plans? Run into any particular issues, or were you pumping those rockets out like nobody's business? Here's the place to share your stories, screenshots, saves, or whatever else you've got!


This Month


I've got to confess I wasn't able to participate much this month myself (it was a bit of an interesting time for me). That said, I hope you all had a good time playing on what was essentially a peaceful map. I don't do them often, but I do like the change of pace they provide.

The resources in particular is a little different for me, since usually I tend to stay pretty small, with the goal of launching a rocket rather than trying to launch as many rockets as I can. But with things being as easy as they were, I had more resources than I knew what to do with.

A little more stone wouldn't have hurt though - whenever I see massive oceans I just kind of want to pave them over for some reason. It's oddly satisfying. : P

What'd you guys think about it? What was your favorite part? Make sure to share your stories, and throw in some screenshots if you can!


Next Month


For September I'm thinking of using a couple of interesting mods I just so happened to have stumbled across while looking through the mod portal. Nothing too huge, just things that add a little bit of functionality here and there.

I also have my eye on this one particular scenario that - while it doesn't completely change the way the game is played - still adds a bit of variety to the typical experience. And variety is the spice of life, you know. ; P

I'd love it if you guys could give me some suggestions for smaller mods to include in the September map. Any mods you usually like to play with?

And while we're at it, if there are any great scenarios you guys know of, please let me know: I'd love to feature more scenarios and the like in these community maps!


Previous Threads


-- 2017 --

July 2017 - Results

August 2017 - Results

September 2017 - Results

October 2017 - Results

November 2017 - Results

December 2017 - Results

-- 2018 --

January-February 2018 - Results

March 2018 - Results

April 2018 - Results

May 2018 - Results

June 2018 - Results

July 2018 - Results

August 2018 - Results

submitted by /u/ChaosBeing
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Help me make my mod manager the best it can be

Posted: 31 Aug 2018 02:33 PM PDT

Hello r/Factorio, I am the author of ModMyFactory, an in-development mod manager for Factorio.
If you want to see what my software is all about take a look at the forum post and the project page on GitHub.

I want my software to be the best it can possibly be, however my free time is limited and I cannot possibly think of everything a potential user might expect. That's why I am turning to you guys. I am looking for people who, just like me, are interested in a quality mod manager and are willing to help me out in creating it. Everyone testing for me will be properly credited, although I cannot offer any payment as this is of course a free project.

Specifically, today I have launched version 1.6 of ModMyFactory, which brings an all new way of sharing modpacks. It is a rather big system and I eventually want to reach a universally applicable standard that can potentially be used by others as well. But for that it needs to be absolutely bug free, and there are way too many possible edge cases for me alone to consider.

If you have any questions feel free to ask them here or on the forum thread. If you have any other suggestions regarding features or usability feel free to let me know as well. Thanks to everyone helping out in advance, I really appreciate it. Other than that, just go ham at my software and try to make it break. ;)

submitted by /u/Artentus
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Roboport Network Bug?

Posted: 31 Aug 2018 07:59 PM PDT

I was setting up roboports (first time ever) and trying to learn how they work.

The big surprise came when I was placing roboports across my base that has no power going to them.

Only the far right side of my base and far left side of my base had power going to said roboports.
There were roughly 10 roboports between them with no power running to them.

Imagine my surprise when my little bots traveled across the land to construct some belts!

So, is it supposed to work like this? It seems like the network can communicate across roboports that aren't even powered.

submitted by /u/Valenydia
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My Circuit-less belt-fed Kovarex Array

Posted: 31 Aug 2018 07:55 AM PDT

My Circuit-less belt-fed Kovarex Array

I feel like I've spent a lot of time tinkering with Kovarex designs in various playthoughs, and I came up with this one in my most recent factory. I stumbled across this concept of using a slower belt intentionally to control the output of an array when I forgot to upgrade a belt on a different part of my factory, and it occurred to me that I might be able to use this idea to control the output of a Kovarex array.

Turns out it works extremely well. It never slows down (unless the output gets blocked), and it is remarkably consistent. There are 18 centrifuges in the array, and it will spit out 16-20 U-235 every cycle. Of course, it takes a pretty enormous amount of 235 to catalyze properly, as each unit will hold 121 (40 consumed in each cycle + 81 for the input buffer) U-235 before the array begins outputting a surplus (so 2178 to 'catalyze'). I started with a proof of concept 4 centrifuge design (that I later disassembled), but that netted me enough 235 to start up this array before too long.

Looking at it now, I suppose you could fit in some beacons on the design if you made most of the belts underground, but hey, this one is easier to read!

Any feedback is welcome!

https://i.redd.it/x97glg32xfj11.png

submitted by /u/macrofinite
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I decided to show you all the glorious spaghetti that is my longest-running base

Posted: 30 Aug 2018 11:05 PM PDT

What is the hardest mod pack to play? The one with the longest and most complicated gameplay

Posted: 31 Aug 2018 10:46 AM PDT

I'm talking things like angelsbobs

submitted by /u/cyberkraken2
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Seablock help or Mod Suggestions

Posted: 31 Aug 2018 07:04 PM PDT

Hello all, I have been playing quite a bit of Seablock for the past week or so after completing the vanilla game a few times. The problem I'm having is that I just can't seem to get out of the infantile stages of the mod. It seems no matter what path I take I just can't get a decent amount of the various ores generated/processed for the things I want to work on. Here's a snapshot of where I'm at now, https://imgur.com/a/Euct6gT , any help in what direction to take to start churning out more ores would be much appreciated.

If this does overwhelm me what mods can I try the would be a step between Seablock and Vanilla? Bob's/Angel's without the Seablock part?

submitted by /u/ToBeHaunted
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My New Kovarex Setup without Circuits. I figured it out. :D

Posted: 31 Aug 2018 02:25 AM PDT

My New Kovarex Setup without Circuits. I figured it out. :D

My New Kovarex Setup

So basically, I've been trying to get a Kovarex Enrichment Process going without Circuits, and I finally figured out how to make one that works!

Left Top = U-238 Exit System

Left Middle = U-238 Enter System

Left Bottom = U-235 Exit System

Each Centrifuge takes U-235 three tiles before it dumps it out, so there's always room to fill the roundabout belt back up.

The lower left Exit Splitter has an Output Right priority, which keeps the U-235 cycling until the belt is 95%-98% Full. Once it's reached that point, the belt.. err.. "hiccups", and stalls for an imperceivable millisecond because of the extra U-235 being put on the belt, which causes the splitter to spit out Four to Six U-235 every cycle or two.

It isn't perfect, but I tested it for hours, and the belt never dries up and always spits out a few every cycle, so damnit I'm happy! Hurah! Had to show'n'tell. :D

The downside.... every 3 hours or so, it does freeze up if the belt hits 100% capacity. Removing 1 piece of U-235 from the Roundabout frees it up for another 3 hours though. >_>

submitted by /u/throwawaysmy
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Entering Factorissimo2 Factory buildings in sandbox

Posted: 31 Aug 2018 06:20 PM PDT

To do this just zoom in your center of camera to the door and move the camera up a bit. It may take a bit of practice, but it works with recent Factorissimo2 versions.

submitted by /u/EpicPuppy613
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Why are some buildings more low-res than others? [Minimal settings]

Posted: 31 Aug 2018 06:55 AM PDT

How to create energy

Posted: 31 Aug 2018 06:00 AM PDT

Hi fellow factorio geeks! I discovered the game yesterday, and I'm fully into it already, as I've been playing in the same map for around 5 hours. I've been having a lot of fun, although I'm stuck because I need energy to create labs. The problem is that these labs need energy, and I Know that I need a steam machine but I do not know how to use everything (pump the water, boiler, etc..) can anyone help me? Thank you!

submitted by /u/antbx885
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