Factorio

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Community-run subreddit for the game Factorio made by Wube Software.

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The original was posted on /r/factorio by /u/Sabor117 on 2024-10-12 17:00:05+00:00.

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The original was posted on /r/factorio by /u/youpviver on 2024-10-12 15:11:23+00:00.


This is a PSA to all content creators who have early access to the dlc and plan to release videos and other content after the NDA expires, in name of everyone in the community who wishes to remain at least somewhat unspoiled before release, to please keep all your titles and thumbnails and such free of spoilers. The rest of the content can contain whatever you want, but please keep the common decency to avoid spoilers in titles and thumbnails, you know just as well as any of us that we can’t control what the YouTube algorithm for example shows us. I myself am gonna mute this subreddit until I’ve at least experienced most of the dlc, but especially in the coming week I don’t want to refrain from opening YouTube entirely because there might be spoilers for SA on my homepage.

-sincerely, a factorio player with very little self control

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The original was posted on /r/factorio by /u/FlauschigerJoghurt on 2024-10-12 07:28:23+00:00.


Still extremely hyped for the expansion though

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The original was posted on /r/factorio by /u/xortle on 2024-10-12 13:54:23+00:00.

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The original was posted on /r/factorio by /u/Subject-Indication47 on 2024-10-12 13:04:17+00:00.

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The original was posted on /r/factorio by /u/InsideSubstance1285 on 2024-10-12 10:18:02+00:00.

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The original was posted on /r/factorio by /u/tomatocheese14 on 2024-10-12 10:37:58+00:00.

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The original was posted on /r/factorio by /u/Acozz85 on 2024-10-12 07:35:05+00:00.

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The original was posted on /r/factorio by /u/Hanodest on 2024-10-12 02:01:43+00:00.


This is a very late game factory of my playthrough of Nullius on 10x science multiplier. The only other game-changing mod was LTN, everything else was just the usual QoL. There were no loaders, advanced pipes, inserters, or anything else of that nature.

View of the whole base.

Top-left is my science area. Labs can consume 13.5 kSPM. Some beacons are missing a speed module to keep the consumption an this rate. These 4 rocket silos for my astronomical science work in perfect sync almost non-stop, and have almost 10k rocket launches each.

To the right is my mining area. One of the late researches allows to spawn large patches of resources anywhere on the map, and I think that without that I'd spend all of my time creating new outposts. The ore is mined directly into boxing assemblers, so that I can fit an equivalent of 3000 ore/second in only 8 belts. All the ores are crushed in place before being sent to trains.

Even further to the right is my main smelting area. Those builds are all pretty straighforward, but massive, which makes them nice in their own way. Iron and steel smelting.

Top-right is my my first production area of intermediate materials. There's no particular system in that. Position of some blocks was selected to be near a lake, the rest just put wherever it fits. This area mostly deals with solids, so many of the builds are just boring rows of assemblers. Although, first two tiers of solar panels turned out pretty nice.

Bottom-right is my second area of intermediates. It was built later, so it has more of larger builds, and most of the fluid processing.

Plastic is something that I rebuilt probably the largest number of times. I think that this is the 7th version. The 2nd one was the first time in this playthrough when I ran into a fluid throughput problems when trying to produce mere 15/s. This largely determined many of my later designs, where builds are segmented, and fluid pipes are shared between just a few machines.

Lithium is a build that abuses byproduct production, and I'm not sure that this chain is intentional. Normally the chain starts with a seawater (which is what you get when you place a pump on a water), which you filter down and void the byproducts. The problem is that the seawater pumps are pretty slow, and even when fully beaconed, you need a lot of those. But in this case the byproducts can be conveniently turned into heavy water, which is the main input for anything nuclear, and saline water which goes back into the loop. With sufficient productivity bonuses this whole loop becomes positive, and just needs to void a lot of regular water, and a bit of the saline one.

Styrene is a pretty interesting chain. Zero inputs, a single output that goes into chemical science, and a single byproduct of wastewater that goes into the nearest lake. Rocket fuel factory is a fancy mess that you get when you need to feed 6 solid inputs and 3 fluids into a regular 3x3 chemical plant, and have a fluid byproduct on top. This was my mid-game attempt to produce ethylene, propene and benzene all in one centralized place, and have them all balanced. That didn't scale well into the endgame, but there are still a few low-throughput builds that rely on this. Epoxy was one of the most difficult build to lay out in a decent manner.

Bottom part of the factory is dedicated to bioprocessing. Most of the chains here involve loops, which creates its own challenges.

Algae is probably my favourite build of the whole base because of how many belts and pipes I had to fit into a pretty constrained space. Grass is something where it's not clear what is the main product, and what is a byproduct, so I built two separate chains side-by-side. One outputs grass, and a bit of cellulose, the other one - a lot of cellulose and some sugar. Despite being the same recipe, the layouts turned out to be very different. Wood production holds the record of fluid throughput - each second it consumes 155k, and produces 85k oxygen. By comparison, fish build is pretty straighforward. The only trick here is to use the same belt for both output and input of fish eggs, and loop those back to ensure that the top machines don't get starved. Compost is the only build where I put two halves in a single line.

Interestingly enough, even at this scale sometimes a single building is everything you need for the whole factory. This refinery produces all the fatty acids needed for the whole bioscience. The contraption on the left is a negative loop of wastewater<->sludge, which allows to get regular water (or steam in this case) without access to water tiles.

Bottom-left is a large field of solar+wind, which produces all of the factory's power. In the center of the base there's still old thermal solar that was useful in the midgame when I couldn't produce accumulators at scale, and it conveniently can accumulate energy as a heat instead.

Far top is my biter zoo. Biters are not a focus of this mod, and you spawn them pretty late in the game as a part of the victory condition. Technically, I could exterminate them afterwards, but given that they are easy to contain, I decided to keep them.

Far right is my terraforming project. As one of the victory conditions I nuked this whole area into a giant lake. And then decided that a lake is boring, so I landfilled it back and paved in colored concrete. The colors of the image are quite off, but I consider it to be good enough.

The last major milestone was launching space probes at 477 hours. At that point I had everything to achieve the victory condition, but I didn't bother doing that for another 50 hours or so.

My main endgame goal was to research Mecha-2, the final non-infinite technology. And for that I needed to scale my factory from 1.5 kSPM that I had at that point up to 13.5k which was my chosen goal. Even with that the final research itself took over 30 hours, and just as much - for its prerequisites. The result was honestly a bit underwhelming - it looks just as a Mecha-1, and I didn't even use it. But it's mostly been an excuse to build a large factory anyway.

In the end, the factory may sustain 13.5 kSPM consistently for mining productivity research, which uses double the number of geology research packs. It may also sustain 60 SPM of each of bio research packs, but only while the main factory is running - otherwise it eventually cannot get rid of some of byproducts. The game still runs at steady 60 UPS, with quite a bit of update time to spare.

Overall, this is probably my favourite overhaul mod out of all I played so far. It gave a nice variety of challenges, and at no point it felt boring or repetitive in the same way as K2+SE or Seablock felt at times. Although, it's not without problems.

The good:

  • Large focus on fluids and fluid-based production chains. Fluid throughput was almost always a consideration, and created interesting puzzles for many different builds. I'm really glad that I got to play this before the fluid rework coming in 2.0.
  • Large focus on byproducts. Some of them were a problem from the very start of the game that got fully solved only at the very end. In-between there were may swings from "how do I get rid of this" to "how can I get more of this" and back.
  • Different production chains posing different challenges. Smelting was all pretty straightforward, but had a huge material throughput. Electronics was low material throughput, but large number of different ingredients. Bioprocessing had many different loops, and almost all recipes are in some way interconnected.
  • Wide area beacons. They can only be put at a large distance from each other, but any production building can get covered by 4 at a time. This creates certain space constraints that also often became interesting challenges.
  • It gave a lot of useful tools at the right time. Most of the game access to the water tiles was a valuable resource, but in the endgame yo...

Content cut off. Read original on https://old.reddit.com/r/factorio/comments/1g1pxc7/nullius_megabase_tour/

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The original was posted on /r/factorio by /u/Ivan3548 on 2024-10-11 19:07:28+00:00.


Crowdin is a site for community translation of game files and today Factorio project got updated with expansion files.

If you want to contribute to your language, you can register and translate some lines. Though its mostly heads up for the people who previously translated base game.

Obviously, because it contains all lines of the game you will see spoilers for new game content, so watch it on your own risk.

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The original was posted on /r/factorio by /u/hopefulwarrior on 2024-10-11 17:19:21+00:00.


Apologies for the long post in advance. I wanted to share my experience with the game I've loved since 2021.

I used to play the game in 2021 and got addicted to it. I launched my first rocket at about 24 hours and then immediately started another run to do other achievements. I was playing for 6 hours straight post work every night (sometimes till 4AM) and reading the wiki in breaks between work. In my best run I was able to launch a rocket in 18 hours (no cheesing). I didn't watch any let's play videos, just tried figuring it all out on my own (and the wiki).

In over a month I had over 80 hours in. Finally, the addiction got to me (and lack of social life) and I had to stop playing. When I had stopped, I had started the Lazy Bastard achievement run but never finished it.

Cut to Christmas last year: I had been reading the weekly Friday blog posts (since they started talking about Space Age) and it motivated me to play another run and launch another rocket. I didn't plan on doing any more achievements but guess after watching a few Factorio videos I picked up enough pace to do it in 13 hours or so without cheesing at all (getting No time for chitchat).

I thought that was that. Another desire to play when stuck at home and nothing to do in July this year made me try out the Lazy Bastard one.

Again, I thought that was that. And I'll never finish the game in less than 8 hours.

Lurking on the sub introduced me to Michael Hendriks's Factorio guide on default settings () which I found quite funny and I watched it out of curiosity. It seemed doable but I didn't feel motivated to try it.

Earlier this month as the Space Age expansion launch grew closer and after reading in FFF #409 that beacons were getting nerfed, I decided to finally try the Hendrik's guide (albeit cheesing the settings). I took out a weekend to play and got done in about 7 hours. A big relief because I feared the expansion would make the achievement unattainable.

Again, I thought that was that. In my last run I was producing less than 500 green circuits per min and had 16 millions more to produce. I calculated it would take me 128 hours or so to get the achievement. So I stopped for a few days. However, the missing achievement kept "calling to me".

Finally, a few days back I decided to play the game one last time before the expansion and build a mega base. I slowly got the green circuits to 1k/m and adding another outpost to reach closer to 2.5k/m. Again, this wasn't enough either and would take me 40 hours of playtime. So I kept trying to expand by 1k/m every time I played.

This required building 2 4x4 nuclear reactor setups and highly optimized beacon production setups which I saw on Youtube (thanks Nilaus!). I had decided to reach 10k green circuits per min and then just monitoring the game till I got it. Ultimately, I ended up with over 20k green circuits per minute and built dozens of storage chests to "consume" them. This made the achievement a breeze and I added over a million green circuits an hour finally unlocking the last achievement.

To be honest, I don't feel a lot of emotions now having done it. The journey of building different bases is what was rewarding. I've played this game for over 175 hours and I'm sure this number would double with the expansion. Thanks for reading this far. That's all I had to say.

tldr;

played the game in 2021 and got hooked

restarted Christmas last year after reading the blog posts

did achievements I thought I'd never do

excited to play the expansion now

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The original was posted on /r/factorio by /u/_Jakobus1610 on 2024-10-11 22:29:52+00:00.

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The original was posted on /r/factorio by /u/quchen on 2024-10-11 21:39:59+00:00.


tl;dr

Use default settings, seed 537061636520416765 for Space Age on release.

Long version

Let’s all play single player, together on the same map, on release! Where will everyone expand, what landmarks will be filled with concrete on everyone’s worlds?

If you want to join us, here’s what to do:

  • New game
  • 100% default settings
  • Use seed 537061636520416765, representing Space Age in ASCII

Nerd stuff

Turns out the ASCII representation of Space Age does not contain any a-f hex digits, so we can literally use the closest thing to Space Age as our map seed.

> echo -n "Space Age" | xxd -p
537061636520416765

Q&A

  • Isn’t the seed too long?

No, you can enter it in 1.1. /seed in the console reports the number mod 232 (namely: 2202670589), but the point is that we’re using the same seed, and it’s a blessed number.

  • (On release) Turns out it’s a desert/forest start and I hate deserts/forests!

Pick a different seed then. We won’t (ever) have an event to sync like this again, so this is it.

  • Who is this »us« group that uses this seed?

Some Reddit users, some Discord users. The more the merrier.

  • Someone spoiled the (current beta) map the seed creates!

If you know, please don’t spoil it. And keep in mind the RNG might still change until release.

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The original was posted on /r/factorio by /u/JUSTICE_SALTIE on 2024-10-11 20:50:50+00:00.


I'm going back through all the FFF's, and this paragraph from the one right after the first Space Age announcement really struck me. This FFF was about making the robots smarter.

Quality of life versus flashy features

I know that you are mainly looking forward to the new content, and that just quality of life improvements aren't the kind of things that make people buy the game and get excited for.

But I strongly believe, that if you want to add content, mechanics, and systems to a game, which already isn't simple, there is always a risk of just it being too much. By doing QOL improvements, we reduce the small hassles and annoyances, which effectively creates an extra mental space to enjoy more in the game. Its like cleaning your room before getting a new toy.

So to make things clear, the reason that we make and present these kind of changes is not because we don't want to make new flashy features, we just want the new stuff to be enjoyable without a burden of having too much to deal with.

That perspective is just so right...nobody but Wube could possibly have made Factorio.

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The original was posted on /r/factorio by /u/Mandlebrot on 2024-10-11 18:30:04+00:00.

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The original was posted on /r/factorio by /u/Spudzzy03 on 2024-10-11 18:27:47+00:00.

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The original was posted on /r/factorio by /u/Subject-Indication47 on 2024-10-11 17:23:03+00:00.

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The original was posted on /r/factorio by /u/quinnius on 2024-10-11 15:18:21+00:00.

Original Title: Suggestion: set a requestor chest's requests with a blueprint to request all the items the blueprint needs. Especially useful when packing up to visit another planet. The number of blueprints requested is a multiplier on the item list.


Constant combinators too

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The original was posted on /r/factorio by /u/ThunderAnt on 2024-10-11 16:08:53+00:00.

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The original was posted on /r/factorio by /u/Mandlebrot on 2024-10-11 16:06:57+00:00.

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The original was posted on /r/factorio by /u/CrashWasntYourFault on 2024-10-11 13:38:52+00:00.


View Poll

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The original was posted on /r/factorio by /u/DEVolkan on 2024-10-11 12:43:51+00:00.

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The original was posted on /r/factorio by /u/FactorioTeam on 2024-10-11 11:00:04+00:00.

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The original was posted on /r/factorio by /u/aarspiraat101 on 2024-10-11 09:57:13+00:00.

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The original was posted on /r/factorio by /u/martijnfromholland on 2024-10-10 22:06:36+00:00.

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