Factorio

95 readers
1 users here now

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

founded 1 year ago
MODERATORS
126
 
 
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/wondergrauf on 2024-10-18 09:48:31+00:00.


During last week the hype about SE becomes too high. I mean, for sure, all of us here waiting for it, but all those similar posts with the same questions again, again and again multiple times per day… This feels terrible even while reading the sub.

So this post here just to say thanks to moderators (especially to Soul-Burn) and all of you who spent your time answering those posts for all those patience and effort you put here.

I just hope that we get way less those questions here once DLC released.

Thanks you again! I’m sure we can survive those weekend 😅

127
 
 
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/knusperwurst on 2024-10-18 00:11:01+00:00.


i swear i want to buy it already. i know i cant play it yet, but i want to buy it.

OMG pleease let me buy it already.

128
 
 
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/Hurricane046 on 2024-10-18 07:41:00+00:00.

129
 
 
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/-karma_sauce on 2024-10-18 07:06:53+00:00.

130
 
 
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/ETtechnique on 2024-10-17 23:38:23+00:00.


Greetings everyone! Space age is just a few days away!! WOOOT.

I’m curious to know everyone’s favorite addition/feature/QOL change being implemented in the expansion. One of the new planets mechanics? Raised rails? Improved bots? Recipe changes?

I know this was a tad controversial when it was teased in an earlier fff, but the new quality mechanics feel like they offer a really interesting way of playing, some said its not too realistic, but in factories you only pick out the best parts and scrap and recycle all the deformed “not up to standard” parts. I think it’s great!

I also wanna make an honorable mention for the new liquid mechanics rework!

131
 
 
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/InsideSubstance1285 on 2024-10-17 20:38:33+00:00.

132
 
 
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/peptoAbysma1 on 2024-10-18 01:08:00+00:00.

133
 
 
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/Monarch9D on 2024-10-18 01:06:25+00:00.

134
 
 
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/3xpedia on 2024-10-17 19:46:42+00:00.


Do you think they kept a "big" announcement for tomorrow, or everything has been said already?

I was kinda thinking the Aquilo FFF from last week would be for tomorrow.

135
 
 
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/i_wont_be_here_long on 2024-10-17 19:07:40+00:00.

136
 
 
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/mamidon on 2024-10-17 20:36:28+00:00.


Not really much more to say; I'd pre-order if I could.

I'm actually taking the day off of work, the last time I did that was for Rome Total War 2 over a decade ago & the less said about that the better.

For whatever reason Quality is really interesting to me; although when it was first announced I felt negatively about it -- I can't really explain it.

What stands out to me though is that with 1.1 there's a more or less clear progression path. With 2.0 & SA, between Quality & the various design constraints (space = ... space, gleba = time, aquilo = heat, vulcanus = MASS PRODUCTION, fulgora = backwards) there's just so many more axes to design along.

... my body isn't ready

137
 
 
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/neltisen on 2024-10-17 19:17:35+00:00.


Spaceship Victory that is. I'm not sure I can manage to finish the hidden victory by monday.

647 hours, not too bad, eh?

The game started about a year ago or so. Solo run as I had no friends willing to join. Started as a newbie that barely touched rail system, did not know how to effectively setup the trains and had no clue about combinator systems. Ended up setting up an automatic fleet of spaceships using combinators (did not update SE since January, cause January update would break a big part of my outpost systems), created One-to-Many spaceship system supplying outposts, heck, even solved arcosphere based recipes and made closed self contained loops for each recipe using them. After all those hurdles I feel like I'm ready for the DLC (it might even be too easy actually).

Run started relatively normal. Nothing too big. First message about CME arriving was a shock, then a rush for Umbrella and finishing steam battery setup just a shy hour before it arrived. Which in turn brought a biter issue that got neglected for over 20 hours. A cache containing the Railgun helped with biters a lot, though.

After sending the first spaceship, the real game started. Decided to move from bus base to train base. Designed a relatively ok-ish train block and scanned the whole planet before deciding location of the megabase. Then was the time for the perimeter claiming. As I've heard "estimate how much space you would need, adjust it for expansion and add some more", so, well:

Early megabase

Took about 40h or so to clean that. By the way, great thanks to Mononaut for PQRS system (reddit account deleted) and r/knightelite for making a post about it with link for the guide. This system became the heart of my base.

In the end I did not need this much space:

End-game base

Progression had ups and downs. I guess the usual issues and hurdles everyone sees in K2SE. I could get Immersite and Cryonite on the closest moon, then Vulcanite on closest planet. Then progressively other SE materials one after another. Space Elevator tech was god sent for outposts, coupled with first free spaceship and later on Ion based spaceship fleet and trains bringing mats to orbit, never having to worry about electric power due to solar panels on orbital stations. At this point I've completely resigned from rocket deliveries and made a new train based orbital base.

end-game orbital base

After getting pylons I've decided to make block 128x128 (up from 100x100 on the surface), those blocks are also big enough to fit up to 12 trains if needed (up from 8). Along the run I've also decided on 60SPM production for every science pack (that means for example if I produce 60SPM T4 science pack I'd produce like 140 SPM T3 pack - 60 SPM + whatever amount is needed for T4 in addition). Most of time it's down to a single building per block, but sometimes it's multiple.

The biggest achievements during the run are:

  • one-to-many ship supplying outposts with analogue clock:

Supply system

The system picks up signals from all outposts and sends ship wherever there's need for fuel, cannon ammo or elevator cables.

  • Solutions for all arcosphere recipes:

Nanquitite processor block

As I've decided to make everything block-based and transported via trains, then I would make no exceptions for arcosphere techs either. For that I could not use heuric solutions. I needed an exact solution. Like a real engineer! Is it annoying to solve? Yes. Is it harder? Yes! Did my brain overheat? Multiple times? YES! Was it satisfying when I found a solution and it actually work? OH HELL YES!!!

Basic idea behind it is that most recipes (all but 1) have 2 different outputs. Every output can go through specific foldinf/polarising recipes specific amount of times and it will return to the initial state. Problem was down to solving a matrix. In the end I've made a solver, where I only type inputs and outputs to get which recipes have to run for amount of times. After that it's all down to just connecting everything up. Most problematic are recipes where there are 5th parts (2/5 to left, 3/5 to right for example). Traditional 1 to 5 splitters work well in high throughputs, but with minuscule numbers of arcospheres it doesn't work exactly well. In the end I've designed memory cell based splitters:

2/5-3/5 splitter

It counts 2 spheres to one side, 3 to other side, then resets. Simple and elegant. Some recipes are very, very simple, like black hole data cards:

Black hole data

Everything was just falling in place until nanquitite processsors. This one recipe outputs same arcospheres, just in a different ratio! Earendel is a sadist!

Well, as I've learned about a memory cell, I tried to use them to make a smart splitter that would decide when to put spheres to one recipe and when to other. Took me like 2 hours before I've realised how to solve it and make it work. Basically, there's always 6 spheres output per cycle (1x Xi + 5x Lambda or other way around). 2 Memory cells read the belt leading toward chest. If Lambda is 5, then top inserters activate, if Xi is 5, then bottom inserters activate. Next decider combinators read inserter arms. When total number of spheres moved by inserters equal 6, then all memory cells reset

Smart splitter

That was the final hurdle. After that all that was left was wait for DSS4 packs and launch a chonk ship fast.

That was a long and fun journey. I've learned a lot there. I can't live without my trains anymore and combinator systems can be really handy. I'm glad that I've managed to finish it just shortly before the DLC release. As closing words I'd like to thank everyone that directly or indirectly contributed to ideas and finding solutions along the playthrough. I wish for Wube a successful DLC launch and for all our engineers a fun Factorio 2.0 experience.

If anyone has any questions, feel free to poke me.

138
 
 
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/Andreim43 on 2024-10-17 17:55:49+00:00.


To jump straight to the point, my concern is that point which sometimes happens when biters overgrow your defences. They evolve or expand attack a new point in your base, potentially breaking in and dealing some damage.

Normally if this happens I'll just run there with machine guns and rocket launchers to put fires out, fix and upgrade my defences, no problem.

But in space agez what if I'm on another planet when this happens? It will be a while until the engineer can get back, and in that time biters can really ruin a base if they broke into it.

Is this something I'll just have to deal with and prepare for, by leaving stronger defences with a neat roboport setup ready to rebuild, or is there some other way to prevent/somehow reduce attacks while I'm off-planet?

139
 
 
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/Waste-Buyer3008 on 2024-10-17 12:47:13+00:00.


Now that we have fusion energy, nuclear is no longer the most superior power options. I also found out that heaters can generate 1000 degrees, same as nuclear plants, while only taking in burnable fuels and doesn’t require water.

All these combined just made me way less motivated to bother setting up nuclear or dealing with kovarex.

What are everyone else’s thoughts on this?

140
 
 
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/HugeRally on 2024-10-17 10:58:35+00:00.

141
 
 
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/musbur on 2024-10-17 10:06:22+00:00.


So I was ripping out some obsolete parts of my old factory for renovation. To my horror I found that I had carelessly built on what was left of the very first coal patch of this save.

Should I just build on top of that or should I first mine it? Don't say build. I'm already mining. Refurbish is on hold. Maybe I have to set up some coal burning power plant to make it go faster.

142
 
 
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/little_dooder on 2024-10-17 06:44:59+00:00.

143
 
 
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/Karew on 2024-10-17 10:40:31+00:00.

144
 
 
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/thurn2 on 2024-10-17 09:10:03+00:00.


because I'll happily pay another $70 for this feature!

145
 
 
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/suraj_69 on 2024-10-17 08:27:42+00:00.


Just the pure concept that everything from iron plates to rockets can be made quality is amazing...

I know many people content creators who have access to game don't like it much... understandable, they think its a waste of their time as they want to churn more videos.

But for a normal user, who plays many games, and have other things in life.... we will play 1 big massive game of factorio, and move on to other things for quite sometime after finishing space age.

So, its awesome, something constantly to think if I need 3+1, or 2+2 combo of them with prod mods, and mix and match... its genius... Thank you Wube :) Will play more of your future games!

146
 
 
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/Waity5 on 2024-10-17 07:59:02+00:00.

147
 
 
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/Hrusa on 2024-10-17 07:36:51+00:00.

148
 
 
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/Revolutionary-Face69 on 2024-10-17 06:01:10+00:00.


It would have been cool to unlock electric trains on like a mid/late game planet and i think it would have been cool to make trains electric.

EDIT>> My fantasy would be like:

(Similar to the maglev train concept) Electric trains would be super fast (instant acceleration, travel at speed of sound). This means you need less trains but you can achieve very high throughput. Essentially an upgrade over normal trains. Apart from not requiring fueling.

But they would be very expensive to make (like electric furnaces) and unlocked very late (requires lot of investment). They also consume lots of power so you're forced to build larger power generation.

The purpose of them (apart from not requiring fuel) is to achieve ultra high throughput since with quality, you produce items so fast. Instead of using 10 normal trains you can just use 2 electric trains. Kind of like building taller instead of wider.

I mean the concept of high speed electric rail is so cool and we've seen these irl (bullet trains in japan)

149
 
 
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/Red-Canadian on 2024-10-17 05:39:09+00:00.


Hot take: Gleba is objectively the best first planet to visit

Not only is it probably the most interesting challenge (Yes I think it’s better than Fulgora’s reverse crafting gimmick). It also has the coolest enemies in the game AND the best rewards. Those being belt stacking, spidertron, rocket turrets but most importantly the bio-lab which in case people don’t realize HALVES all science costs.

But all that doesn’t even matter because the planet itself look absolutely beautiful. Such an immersive world that is equally alien as it is familiar with its crazy coral reef biosphere overflowing with vibrant colors and details in its flora and fauna, it really just makes it pop out from the dull and dark worlds of Fulgora, Vulcanus and Aquilo. Not to mention the enemies which aren’t even comparable to biters in gameplay and design that offer a completely new and wonderful challenge to combat. DID I MENTIONS THERE’S FARMING OH MY GOD ITS LITERALLY EVERYTHING YOU COULD ASK FOR

I’M NOT CRAZY I LOVE GLEBA!!!!

GLEB HEAD FOR LIFE!!!!

(This post is not associated, paid or promotion for Trupen in any way, shape or form)

150
 
 
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/UltimiteEpic on 2024-10-17 04:31:24+00:00.

view more: ‹ prev next ›