Factorio Weekly Question Thread


Weekly Question Thread

Posted: 03 Sep 2018 11:05 AM PDT

Ask any questions you might have.

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SURPRISE MOTHERFUCKA

Posted: 03 Sep 2018 07:12 AM PDT

When you're too lazy to go from a start base to a main bus

Posted: 03 Sep 2018 12:10 PM PDT

I went AFK and came back to this. <3

Posted: 03 Sep 2018 03:01 AM PDT

Delivering 65k iron ore per minute (~27 blue belts) with 1-1 trains

Posted: 03 Sep 2018 08:16 AM PDT

Need to upgrade furnaces, I swear it's only temporary!

Posted: 03 Sep 2018 02:51 PM PDT

Tried to design an efficient 4 way RHD intersection. Do you see any problems? (Blueprint in comments)

Posted: 03 Sep 2018 04:47 PM PDT

I finally perfected this design. 12 beacon, 80/s green circuit factory.

Posted: 03 Sep 2018 04:23 AM PDT

Cave Story (of My Life)

Posted: 03 Sep 2018 01:32 PM PDT

I automated my passenger train system. And it only took me all day to figure it out! Instructions in comments

Posted: 03 Sep 2018 07:25 PM PDT

Gg, first completion, no nuclear, no express belts

Posted: 03 Sep 2018 05:57 PM PDT

Question about farming ore - How do people get so much?

Posted: 03 Sep 2018 10:49 AM PDT

I've seen huge mega-bases and the like, and they report doing X science per second.

I'm barely doing 1 science per second and i'm only up to blue science..yet it seems hard to keep up with ore mining.

I have 4 smelteries each of iron and copper with 24 furnaces each to produce 4 full lanes of iron and copper each.

However, the resources just go so fast and my raw mines go empty. It seems like I would have to spend most of my time just setting up new mines over and over to keep up.

So how do mega-bases do this when I'm having issues as a small factory?

submitted by /u/Valenydia
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I messed up, but I'm completely okay with it!

Posted: 03 Sep 2018 03:49 PM PDT

I set up my red and green science without considering needing room for the rest of the colors. I don't wanna move and rearrange cuz it will take FOREVER, but since I love this game I don't even mind #beginnerplayerbtw

submitted by /u/waddup_gnomie
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Any Mod or another method to have blueprints on water in order to landfill a huge water surface?

Posted: 03 Sep 2018 04:20 PM PDT

!blueprint https://pastebin.com/bsaT7ZFw

I want to use this blueprint to landfill a Lake and I don't want to babysit it, but when I stamp it down the roboports ghosts aren't placed. Any way around this?

submitted by /u/marvk
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How much water should I have?

Posted: 03 Sep 2018 01:11 PM PDT

I've just been playing with normal settings but I've noticed a lot of people seem to play with really large water bodies. I'm sure it's mostly preference but I'm still curious what the consensus is.

submitted by /u/WackoDesperado2055
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the car machine gun doesn't work I keep hitting space and it doesn't shoot what am I doing wrong?

Posted: 03 Sep 2018 12:03 PM PDT

After few hours in Lazy bastard, I finally automated iron and copper plates. Now automate circuit, gear wheels and ??

Posted: 03 Sep 2018 12:36 PM PDT

AAI vehicles are amazing

Posted: 03 Sep 2018 02:44 AM PDT

To all people who are not aware of this mod, please give it a try. This mod allows you to program vehicles and completely automate mining, transport and combat.

After about 600 hours invested into a single playthrough, resource acquisition and biter fighting became a choir. This mod completely solved the problem.

It took me over 50 hours of fidling and a serious brain workout with this mod just to get a basic grasp of how things work. It will probably take you less than that considering my intelligence.

submitted by /u/Cantautor
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Roboports should output repair pack count

Posted: 03 Sep 2018 07:57 PM PDT

Right? If you're resupplying an outpost via train, you can't read the amount of repair packs in the roboport to tell how many to drop off.

submitted by /u/Recon-777
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train stuck: next stop on schedule marked with dot instead of arrow

Posted: 03 Sep 2018 07:51 PM PDT

next stop on schedule marked with dot instead of arrow so i have a stacker that is full, with trains leaving it after their conditions are fulfilled. For some reason, all trains are in a situation where, after having its condition fulfilled, the dot that was on the stacker station changes to a dot on the actual station (as if the train were there waiting to leave), but none of the trains actually move on to this next station.

Normally, any time a train is not in a station, it is supposed to have an arrow on the next station, and only if it is waiting in a station it should have a dot, for that station. Then why do I have a dot for the next station, that doesn't make sense.

Anyone come across this?

submitted by /u/asaphx
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How Long does a blue print outline last for? Any way to extend this?

Posted: 03 Sep 2018 07:50 PM PDT

After 300+ hours of messing around, I launched my first rocket today.

Posted: 03 Sep 2018 07:46 PM PDT

How do I make sure each roboport has a minimum number of robots?

Posted: 03 Sep 2018 07:37 PM PDT

I've got a defensive wall with lasers and roboports with buffer chests all the way around, all resources move around as intended without issues.

However, I'd like the roboports to maintain a balance of construction robots, lets say 5 in each, how would I make sure each roboport has a minimum of 5 bots in it?

I've tried having a requester chest that requests 5 bots and an inserter place them into the roboport but that leads to the roboport constantly filling up. I've also tried using the circuit network but I can't access the number of robots in the roboport, only ones on the whole logistics network.

The reason I wanted to do this was so if any of the defences are damaged then the nearest roboport will have enough robots to immediately replace things. If there is a better way to balance out the robots then I'm all for trying that out.

submitted by /u/ShasLa40
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Anyone have a working automated metro system? Having trouble with the logistics.

Posted: 03 Sep 2018 01:38 PM PDT

So I set up a simple call system to bring the train to the station when I stand near it. I'm using a gate to output a signal to enable the train station. It only works because all other stations are on the same call signal - so only the one I'm currently at is enabled. The trouble is that I can't send the train to any of the other stations while they're disabled - so I have to drive the train manually. Obviously not acceptable.

I was wondering if anyone has any tips or ideas on how to make this function. I think I will need to have two stops at each station - one "call" stop and one stop that is enabled so I can send the train there. Only, I will need to set them up somehow to disable when I'm not in the train, in order to allow the train to bypass those stations and head straight to the call station when I call it.

So I'm wondering IS there such a way to read the train's contents for a player on board? Or a mod that does such? OR maybe there's a much simpler solution that I'm totally missing?

submitted by /u/eatpraymunt
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