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KirbyKhan posted:I dunno, don't think so. I would be down for participating if someone sets something up. I'm new to factorio (only beat the game once so far), but I used the future-proof furnace array and it isn't too hard to refit it. You control everything above the splitters, so when you no longer need coal you just adjust belts until both sides are filled with ore. For me it was just deleting the coal feed line and the belt went from a T junction to just a 90 degree bend. I had several furnace arrays near ore patches and it was quick to upgrade them without disrupting production at all. That said I'm nowhere near a master and someone with more experience might think it's too fiddly to deal with.
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# ¿ Oct 3, 2017 02:44 |
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# ¿ Apr 27, 2024 03:02 |
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sharkbomb posted:Honestly, at 10 hours, I would restart and TURN OFF biters entirely. Dunno about completely turning off, but between peaceful mode and destroying them you can make it so they might as well not exist. code:
code:
Note that entering any console command with the /c (command) switch will count as a cheat and disable achievements for the save.
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# ¿ Nov 10, 2017 13:43 |
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I love the different train types idea, but maybe to keep things from going insane with eleventy different trains to construct you just have a modular locomotive chassis and you can put different engine units into it. So you have the stock burner steam engine, but like the modular power armor you can add an electric motor unit into it, or a nuke unit, or a steam unit too. I was just thinking it would suck to have fifteen different locomotives and colliers when I want to switch out what powers them.
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# ¿ Dec 20, 2017 19:34 |
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FISHMANPET posted:Considering what a pain in the but it is when two ore patches overlap, that filter splitter will be nice. Seriously. The most "elegant" solution I've seen is a line of miners straddling the line and depositing onto a dedicated "mixed" belt, filter inserters sorting out bits, and plugging the sorted belts into spurs into the main lines. Also I've lost count of the number of times I've wanted a switchover, where I have parallel lines and I actually want the right belt on the left and vice versa. These could greatly simplify that.
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# ¿ Jan 13, 2018 00:32 |
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Gwyneth Palpate posted:
gently caress that's a much smarter way of doing it than I was trying
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# ¿ Jan 23, 2018 01:13 |
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That feel when you build thousands of solar panels to get the Solaris achievement, wonder why it hasn’t cleared, and then you discover you can do it with just 47 It still hasn’t cleared after an hour after I made it its own separate network and plugged a radar in, I assume I have to drive consumption up too?
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# ¿ Jan 26, 2018 04:13 |
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explosivo posted:Is using the tank flamethrower the best way to get rid of a poo poo load of trees at once? I noticed that doesn't actually burn the trees and just removes them but if there's a way to make my robo slaves do it that'd be awesome too. Red blueprint, grenades, and flamethrower are all good ways of clearing out concentrated forests. You can also bulldoze a path using the tank if that’s all you need. I like burning down the forest myself
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# ¿ Jan 26, 2018 16:18 |
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Foehammer posted:I do this for my entire mall, but my friend hijacked my blue underground belt assembler to build something else (I guess because the circuit belts were nearby in the mall for splitters?) instead of just building his own assembler, and cleared the chest limit No joke a recycling building that could break components into constituent materials (with some efficiency factor) would be nice sometimes. Maybe even have levels of buildings to get one, or two, or more resources out as you tech up. I mean it doesn’t really make sense on an infinite world with infinite resources, but it sucks when you have a bunch of stuff you know you aren’t going to use and no way to recover the resources expended
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# ¿ Jan 26, 2018 19:13 |
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Gadzuko posted:Speaking of copy/paste, that's actually a good pro tip for the new players in the thread. Hold shift and right click on a building to copy its settings and shift left click on another building to paste. You can use this for pretty much anything: assemblers, trains, inserters, chests, all of it. Once you get a logistics system you can copy an assembler and paste it to a requester chest and it will automatically set the chest to order the right components that the assembler needs, it's basically a magic button and I love it. Even better, you can place multiple ghosts even if you only have one of the item, and you can place them from map view ("m") if you have radars set up. You can plan out how many things you need before you actually build them, which is handy. Shift Left Click to place a ghost, right click to erase them.
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# ¿ Jan 27, 2018 05:19 |
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uPen posted:Does requesting them not work? They should just get delivered like everything else. I think he means flying bots, not those in the network as passive items.
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# ¿ Feb 1, 2018 21:36 |
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Arsenic Lupin posted:Do there exist any electric forges, or do you need to keep coaling the forges up no matter how far you progress in the game? Electric furnaces are the next step up from steel furnaces. They're 3x3 instead of 2x2 though and have a really high power consumption, and unless you have lots of solar or nuclear power then you'll be burning lots of coal to power them. The nice thing is you can put that in the center of your base and limit the extent of your pollution cloud.
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# ¿ Feb 5, 2018 18:16 |
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Collateral Damage posted:Just search for the name in the "Install Mods" screen in-game Thank you for this, I’m in the same boat as the original poster and this is a great summary
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# ¿ Feb 12, 2018 16:15 |
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SettingSun posted:I picked this game up thanks to the LP of it, and it's scratching an itch I never knew I had. I literally cannot stop playing it. A game hasn't had a hold on me this strong in a while. Do you still have your legacy power running? The grid won’t draw from nuclear steam turbines exclusively, so you might have to shut down your old power generators first before the nukes take up the load. Also if you generate excess power it will just go away unless you’re trapping the steam. Even my huge base only needs intermittent powering from my nuclear reactors, most of the time they’re idle while the base runs off stored steam.
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# ¿ Feb 15, 2018 20:21 |
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SettingSun posted:For what it's worth this was the case. After turning off my steam engines output went up, and continued to go up when I added new things until they hit capacity. For some reason I thought all the power generators would just generate all their possible power at all times and what wasn't used would go off into the ether. It made sense in my head. Glad you're having fun! For what it's worth, it's usually a better idea to just get your base mostly self-sufficient, then go off to a new area to start a new base, that way you don't have to spend a bunch of time researching, bootstrapping up from nothing, and running around trying to hold everything together. That said, I did the exact same thing you did and it's not a huge deal, just slow to start up.
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# ¿ Feb 16, 2018 21:55 |
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chairface posted:Sorry for the pedantry here but coming from minecraft I'd assumed (incorrectly) this was the case too; You can actually put just under 1.5 stacks in most machines by shoving stuff into the input slot as hard as you can. Another feature-departure from minecraft is that if I have a factorio assembler that makes widgets and is currently idle because a widget is waiting to be output, and I walk up with another widget in my inventory, in factorio I can rather simply just stick the widget I'm holding in the machineoutput slot that currently holds widgets and that's fine, it'll just stack with those. Minecraft generally doesn't let you put stuff "in" to "output" slots. Yeah, you can cram extra into the inputs, and you can stack stuff from your inventory into the output slot. It's really handy. I do the latter when I have items in my inventory and I want to cycle them through my base, usually because I've been rebalancing things and picked up items off of belts or factories I've disassembled, or to boost production by transferring items from another section of my factory when I don't have bot coverage.
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# ¿ Feb 17, 2018 18:50 |
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I got one from factorioprints called Chernobyl Diaries I think, it has a couple configurations and has circuit logic to stop feeding until steam drops low enough. It also has pipe connector blueprints too
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# ¿ Feb 20, 2018 16:00 |
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ionn posted:
I can't tell you how to figure it out, but realize that throughput is finite and if you're feeding everything into one side of your power plant then half of the plant will be starved while the first half of heat exchangers sucks up all the water. Ideally you want each of your reactors to branch off as if it were by itself, and each one has multiple dedicated feedwater lines. For a rough estimate, the 4 reactor design from Chernobyl Diaries I used had six feedwater lines, three on each side. It would run with only three at full capacity, but there was lag with half the plant as it drew down the storage tanks until water could get to the other half.
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# ¿ Mar 2, 2018 17:02 |
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I’m triggered
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# ¿ Mar 23, 2018 12:55 |
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I did my "No Lasers" run with my first runthrough, and then did Lazy Bastard with it. It really did help with my design and building, but man it was tedious.
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# ¿ Apr 3, 2018 22:19 |
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IncredibleIgloo posted:You can disable hand crafting, I did and it saved me once or twice on the run. Ditto, it saved my bacon when i got distracted. I think it’s ~ to open the console, then /permissions, then you go and uncheck crafting for your character.
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# ¿ Apr 4, 2018 01:53 |
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I just got a crazy idea for a factorio succession thread. X amount of time, you can build anything you want, but can’t destroy anything made by a previous supervisor.
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# ¿ Apr 5, 2018 23:42 |
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GenericOverusedName posted:The factory must expand to meet the needs of the expanding factory! Thread title material imo
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# ¿ Apr 7, 2018 16:42 |
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neogeo0823 posted:So, I tried this out just now, and you can't set the filter to straight fluids nor theoretical designators, like A signal, 1 signal, or green signal. I can, however, set them to something no sane player would ever make, like iron picks, pistols, and also blueprints. I think I'll use the deconstruction planner, as they're red and there's no way anyone would ever actually place one in an stationary inventory, let alone a train. So that solves that issue. I may be mistaken, but I think blueprints will follow your wiring setup (as long as they’re being placed by bots)
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# ¿ Apr 9, 2018 23:51 |
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You can also include the track (or whatever) in the blueprint for alignment purposes. They’ll turn blue if it matches existing construction. It was helpful for my refinery series where I could build up by lining up the previous line of buildings.
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# ¿ Apr 12, 2018 01:39 |
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xzzy posted:Someone on reddit dug up the post where factorio was announced on a minecraft forum: Factorio: “How will your factory look like?”
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# ¿ Apr 30, 2018 21:59 |
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Collateral Damage posted:Personal burner generator. Steam punk af
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# ¿ May 6, 2018 15:03 |
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I loved putting tier 3 productivity in the silo and getting a free rocket part every fourth part
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# ¿ May 8, 2018 17:28 |
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xzzy posted:My very first game was like that, got a lucky seed with dense forests an all four approaches. Wasn't yet aware the effect trees had on pollution, but I was annoyed that all the trees made expanding my factory difficult. Notice "flamethrower" in the tech tree and figured that would solve all my expansion needs. Suddenly all that bottled up pollution was set loose and I had many angry bugs making themselves known. Burning all that forest down no doubt added quite a bit to that cloud, too.
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# ¿ May 14, 2018 20:03 |
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crabrock posted:obviously you need subterranean biters Graboids
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# ¿ Jun 14, 2018 23:05 |
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Panfilo posted:Yeah I did this but must've screwed up somewhere because the train is just sitting at the coal station and nothing is happening. If you’re having trouble, make sure you have a valid path set up. The signals need to be on the right-hand side of the track (in the direction of travel), the train needs to be set to automatic, and if you have crossing signals you need to be sure they’re set correctly. Also make sure you don’t have the rules for source and destination swapped. If you have the train selected it should tell something about no valid path if that’s the issue.
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# ¿ Jul 25, 2018 16:51 |
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Collateral Damage posted:It's also possible that whatever you had the inserter pointing at wasn't set up to receive whatever was in the chest (or was full). Also it will only insert a few source items, enough to complete I think 2 rounds of fabrication of the component, so you don't have all your items locked up in a factory that might not produce anything (and thus locking up the rest of your factories by starving them of materials)
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# ¿ Oct 7, 2018 15:07 |
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redleader posted:Are you close to the tank? The tank is v. good in midgame. Ignore its main cannon; just use its machine gun with red ammo. It shreds bases and biters real good. Kraftwerk posted:These are typically better than lasers right? Lasers have the benefit of range and no need for ammo (but do need power infrastructure), turrets have a higher damage cap and can be dropped anywhere but need to be resupplied Flame turrets burn everything
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# ¿ Oct 11, 2018 20:51 |
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Alright, I'm trying to do circuits and I am absolutely not getting it. I understand linking up boxes, inserters, etc.: I can tell an inserter to enable/disable based on a condition of a chest's contents. I've used an arithmetic combinator to track what an inserter has handled (connecting input to output, using "pulse" and read hand contents), and then disable those inserters when the count reaches a certain condition. I've done a similar thing linking a section of belt. I think I understand channels. Each circuit network has a channel for every commodity, and you can manipulate the value of that channel. I'm struggling with the best ways to do that, though. I am absolutely stumped on how I reset a counter on a network (I've been switching the arithmetic combinator from +0 to *0 to manually reset), and just the philosophy behind deciders and combinators in general. I'm decently proficient at programming languages but this is just not working for me at all. I've tried reading the tutorials and watching videos, but most that I've found are years out of date or have horrible instructions. I built a set/reset latch once, but have no idea what I was doing or how it worked, and now can't even recreate it. If it helps, I'm using a loop for Kovarex enrichment as a means of practicing this - 40 units of U235 and 5 of U238 are inserted into a centrifuge, which then processes it and releases 41 and 2 of them, respectively. I want to have a counter count out 40 and then remove any excess U235 and resupply U238 when it goes below a certain threshold.
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# ¿ Oct 26, 2018 03:50 |
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Solumin posted:Channels count stuff. (The official name is "signal".) Like you said, there's a signal for each commodity, plus several virtual signals: A - Z, for example. This is wonderful. I don't know if it will help me solve my issue, but it's been a good way to learn logic gates!
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# ¿ Oct 26, 2018 06:33 |
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Megasabin posted:Yeah, after thinking about it, it would barely save me any goods, and probably slow down my factory a lot. I just want to find a cool fun use for wires and combinators! I know people use them for fluid cracking, but I don't really see a need, since I' producing enough of all 3 fluids right now without issues. The biggest issue with refining and cracking is that it's not always balanced with what you're producing so sometimes you drain lubricant and have no heavy oil to make more, so you turn off heavy oil cracking and forget and then fill up your lubricant and thus your heavy oil and then your refineries shut down. It's basically a load balancer between the 3-4 products. If you haven't done it it's good practice. (I still suck horribly at logic circuits and anything more advanced than this)
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# ¿ Oct 29, 2018 14:20 |
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Activating peaceful mode through the console will disable achievements but starting that way will still accept most if not all of them
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# ¿ Nov 20, 2018 16:50 |
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Oxyclean posted:Cool - Im trying to get trains to work, I've build a single line (kind of like a u shape) but I'm having trouble getting it to recognize the stations. "Go to station" seems to be working in one direction but not the other, I tried putting a locomotive on both ends too. if it's a single length of track, the easiest way is to have your train use a locomotive on both ends and your stations set on the right-hand side in the direction of travel. However, this is pretty inefficient because you have to fill twice as many locomotives and they add a bunch of dead weight to the train and slow how quickly it can brake. A slightly more advanced method is to use a teardrop switchback to allow a single-locomotive train to loop around and go back and forth. However you have to be careful about positioning, and might need to use signals to keep the train moving the correct direction. It's a good stepping stone to trying new strategies with signals and such. I recommend trying the tutorials, they're much improved from when they were introduced.
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# ¿ Dec 31, 2018 01:33 |
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Also, like everything, resist the instinct to just make one refinery and wait. Make as many as you have resources to build, run them all in parallel, and link up all their outputs to common storage.
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# ¿ Jan 2, 2019 04:17 |
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Ciaphas posted:I get the feeling I'm stretching on this one, but: is there any way to lay down blueprint ghosts and NOT have them immediately fulfilled by construction bots, besides deconstructing the robotics network in the area? For visualizing layouts and the like. I've always had to go off to another empty area outside the network to futz with my blueprints. If I'm doing something where I have to try and fit it into an existing part of my base I'll make a blueprint of that area, then paste that into the empty area before trying to build within/around the ghosts.
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# ¿ Jan 6, 2019 18:18 |
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# ¿ Apr 27, 2024 03:02 |
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Dancer posted:If this is the first time you're playing the game: no. Nuclear has a few different puzzles that can be rather tricky and will take a lot of time to figure out. Solar is close to brain-dead. Get yourself a sun farm going. It's also good to help bootstrap if you gently caress up and run out of fuel, it can give you just enough power to kick start the rest of your power generation
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# ¿ Jan 8, 2019 00:08 |