Factorio

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

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This is an automated archive made by the Lemmit Bot.

The original was posted on /r/factorio by /u/Karew on 2024-10-15 21:38:03+00:00.

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The original was posted on /r/factorio by /u/nibbastibba on 2024-10-15 21:01:11+00:00.


I've seen many main bus designs going down and many going right, but I've never seen people building their main bus going up or left. It seems like an interesting way our paradigms of written language affect our spacial reason, even when it's not always optimal.

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The original was posted on /r/factorio by /u/bitman2049 on 2024-10-15 18:25:02+00:00.


When 1.0 released, the Spidertron was revealed as a surprise feature. With Wube relaxing the press embargo, I'm wondering if they're keeping something back that even the playtesters haven't gotten to see. I don't know what it could be (space elevator maybe?) but I'm cautiously optimistic that we'll all be seeing something new next Monday.

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The original was posted on /r/factorio by /u/zspice317 on 2024-10-15 14:18:34+00:00.


A month or two ago, somebody on here casually asked if a screenshot was with Deathworld settings, and it planted a seed. I don’t remember who, or what the screenshot was of, but thank you!

I had always thought Deathworld must not be for me. Too hardcore, too much running around. I’m no good with the shotgun…stuff like that. But the conversations here convinced me to try, and in an hour I was hooked!

I’ve always been a deathless player, not sure how it started, but the appeal of living with my earlier mistakes in base design just isn’t that high. Death liberates me to try again.

I’m sure that it’s possible to speedrun Deathworld settings, with enough planning and practice, but that’s not what I do, I play cautious. I’ve had half a dozen games end at the 8 or 12 or 15 hour mark, because I was clearing nests in the car and ran into a rock. Or in the tank and ran into a cliff. The worst was when I had my nuclear power up and running, researched artillery, and then like a doofus I went shooting it off, out in the open, with an inserter loading it from a chest. “It will be fine, it’s just a test, I can jump in the car and run away.” I hit a rock.

After a few more games with blind maps — the 4X player in me likes blind maps — games that didn’t go very long, like didn’t make it to flamethrowers, oil patches were too far or covered in nests, I rolled up a map where the first oil would be very easy to reach.

“This time I’ll play serious. No excuses, no mistakes. It’s only a couple more months till 2.0 and everything changes, this is my last chance to enjoy 1.1 and all of its complexity.”

I’m my vanilla runs, I’ve built supply trains that bring a couple dozen consumables or building materials to my satellites. I’ve researched artillery and played with it, but on default settings, a Spidertron or two with Personal Lasers was a better way to clear land. Artillery seemed like a pointless toy.

I don’t want to go into detail, but I’ve finally got artillery NICELY integrated into my play, and on Deathworld settings it is neither pointless nor overpowered.

Have you ever watched the sequences on the title screen and thought, wow, that’s so cinematic, I wish my games looked like that?

Have you ever thought, this game is such an incredible piece of art, but you haven’t done a steady stream of infinite science on a Deathworld?

Try Deathworld. You don’t have to megabase, just getting to 30 SPM continuous (researching Follower Robot Count, for all seven science flavors) is a good challenge.

I guess I should mention that I follow a few other restrictions. I find these helpful in making the game as beautiful and cinematic as possible:

  • no cliff explosives
  • flying robot speed limit

I think I did three levels of flying robot speed. Maybe four. I just don’t like them whizzing around. Construction robots stack to 50. If I want to build something large, quickly, make sure there will be hundreds of construction bots so they don’t have to make too many trips.

Fast bots make various other systems superfluous. I have a primary spider that I basically live in now, and a second one that does courier duty if I want to quickly fetch items from the main base mall.

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The original was posted on /r/factorio by /u/GeorgeTheGeorge on 2024-10-15 14:31:13+00:00.


There was abother thread about Gleba science packs that got me thinking. It introduces a new kind of balance. Gleba science packs don't seem to be too difficult to mass-produce, but if you make too many of them your labs are sitting idle waiting on other science and they spoil on the belts. Up to this point I've never worried about overproducing anything. My solution to just about every problems in vanilla is "make more, a lot more".

I really appreciate how Space Age is broadening the scope of the game. There are a *lot" of new mechanics like spoilage, quality, salvage, heat management etc, and Wube has done a great job of balancing these against the existing mechanics. I think spoilage is a perfect example because it fills a gap I never realized was there - it makes overproduction a potential problem. It's great to see that Wube is putting in the effort to think about these mechanics from different angles and come up with ideas that compliment what we already have so well.

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The original was posted on /r/factorio by /u/Symbol_1 on 2024-10-15 14:24:10+00:00.

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The original was posted on /r/factorio by /u/iKojan on 2024-10-15 14:16:35+00:00.

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The original was posted on /r/factorio by /u/Phorcyss on 2024-10-15 13:32:44+00:00.


The amount of posts/comments of people complaining about the creators posting videos/streaming a week early of the release date is just weird to me.

Not only because this is in general standar behaviour of a game release. Every major title is exactly like this, some even let youtubers post way before than just with a week left to the release. But also because this is a way for us as the community to see if our money is actually worth it before actually buying the game, the more information we have ahead of release the better we'll make our decisions (for those who want to see "spoilers" of course), ie: the game could have way less content that it was appeared to be from the FFF, and if that was the case, wouldn't you wanna find out before you buy the game?

And lastly, factorio itself is not a story-driven game at all. When you start a new map, the research tree is already there for you to explore, the game makes no effort in hiding anything, not because they're lazy, but because the core gameplay aspect is not related to unveiling secrets at all.

Now, I get that there are people who wants to discover everything by themselves, and to each their own, be yourself, and that's perfectly fine. What I'm putting in question here is the feeling that some are having that wube did the community wrong by "separating" regular customers from content creators, like the customers are "less worth".

All of this to come back to the question in the title. Since this is extremely normal for 99% of the game releases, why people are disappointed that this happened with factorio?

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The original was posted on /r/factorio by /u/davetica on 2024-10-15 13:02:25+00:00.


Am I missing something? Can rockets not carry that much science? What's the point of researching anything anywhere else in the endgame?

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The original was posted on /r/factorio by /u/Frogbeerr on 2024-10-15 08:29:14+00:00.


I'm curious why they removed Uranium from the space science recipe? I was actually really excited to finally have a proper use for it. Also it would have been a nice and simple intro into rocket logistics.

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The original was posted on /r/factorio by /u/zombiedeadbloke on 2024-10-15 08:58:00+00:00.

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The original was posted on /r/factorio by /u/Asros on 2024-10-15 02:59:16+00:00.


In an interview, Kovarex says they are probably done with Factorio for now and want to make something new, maybe an RPG.

Understandable, but selfish me was hoping they would keep adding more.

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The original was posted on /r/factorio by /u/Royal_Jesterr on 2024-10-14 19:53:03+00:00.

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The original was posted on /r/factorio by /u/Wiwiweb on 2024-10-14 16:46:24+00:00.


This may change in the future, but as of the current version, Factoriopedia (the in-game encyclopedia) shows everything from the get-go, with no option to hide un-researched things like Recipe Book and FNEI could do. All items, all entities, all enemies.

In addition, there are menu simulations (the animated backgrounds) for every planet. If you were hoping to discover planets on your own, it's very difficult to avoid learning about them ahead of time, unless you disable menu simulations and don't use Factoriopedia.

For example, the very first menu simulation that loaded on my first time launching Space Age was a Vulcanus menu, and that's how I found out about FFF #429 before even starting a game...

This was brought up a few times in playtester feedback but the general feedback return was (paraphrasing) "Factorio doesn't do spoilers, you can see the entire tech tree from the start, it's important to know things in advance to plan for them."

Though this could be patched in the future, for now I've made a mod that hides menu simulations and Factoriopedia pages from other planets, and lets you un-hide them one-by-one when you want to in the mod's settings.

You can bookmark it now (the button next to Download) to find it more easily in-game on release.

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The original was posted on /r/factorio by /u/yacabo111 on 2024-10-14 16:42:30+00:00.

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The original was posted on /r/factorio by /u/akianmenard on 2024-10-14 16:39:04+00:00.


inspiree by the item randomizer mod, instead of recipe needing random input. with the nee spoil mechanic, make every items spoil after like 5 minutes and make the item turn into another one with full spoilage and so on. i dont lnow if the item given by spoiling something can be from a loot table or has to be fixed, either way, this will force sushi belt and pain

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The original was posted on /r/factorio by /u/Imaginary-Manager352 on 2024-10-14 15:32:41+00:00.


Really hyped for the expansion, but a part of factorio that I like is having to defend your base.

So far it seem that only nauvis and gleba only have actives ennemies to defend against, are we really getting two baren world (fulgora and aquilo?) and vulcanus not needing defences ?

It will be quitte underwhelming for aquilo to be baren, despite having such a cool thematic for monstruous deep sea creatures.

Is really the railgun only for shooting big rocks ?

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The original was posted on /r/factorio by /u/XTurboTechX on 2024-10-14 14:50:51+00:00.


Open post to view picture.

Space Age Achievements Picture

Source:

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The original was posted on /r/factorio by /u/fetid-fingerblast on 2024-10-14 14:06:30+00:00.


I've always played this in CO-OP with a friend, but eventually I got around to beating this game by myself (no bugs). I would play it several times up to Utility and Production science packs and then stop. My brain gets overwhelmed, I get irritated and then I shut down.

Well, finally I pushed through it this time, and it was def a struggle. I had to encourage myself to beat the game in the save name every time I loaded:

it must have taken me 8 hours to make the necessary processing units and rocket control unit which were extremely slow.

I've been struggling to put out Adv chips which was taxing the blue chip performance:

I did everything on foot, no vehicles, no provider, buffer or requester chests. As soon as I was able to unlock modular armor, personal mk battery, I made two personal robo ports and 20 bots, immediately unlocked worker speed, the game mid-half was a breeze. I'm def going to replay it to improve the resource output. Just thought I would share =)

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The original was posted on /r/factorio by /u/-Penguin07 on 2024-10-14 12:27:17+00:00.


I've been working for a (way too) long time on a Krastorio 6000 SPM megabase, now it's finally running stably. I used a city block layout, but not with the standard two-way rails separating the blocks. Instead, each "street" consists of two lanes going into the same direction for the full length of the street. So all streets are only one-way. My reason for trying this variation is that standard 4-way intersections need large buffers for a high throughput. I wanted to keep the size of the rail system reasonably small, which could be done with simpler 2x one-way intersections.

The system has horizontal and vertical "streets" that alternate in their direction, see the image above. So trains can not always take the most direct path, but their detours are not very long. Also, the city block borders are not all equal: some are surrounded by a counter-clockwise rail loop (like top left), others by a clockwise rail loop (like bottom middle), and others not even by a loop. So you can not always simply copy paste a design to a new block, but I liked this as it made building less boring.

The intersections are very simple: you can only go straight through on the same lane or go to one other direction. There are two lanes in the same direction everywhere, but you can only pick a lane after changing direction on an intersection, to prevent too much switching and to make sure both lanes are used. There is one additional buffer for one 1-4 train to wait before turning. As there are only two incoming directions on each intersection, there are few conflicts. Even with a new LTN train dispatched almost every second, the intersections can handle the traffic with almost no queues and delays.

The full megabase is only 7 by 7 blocks, but these blocks are quite large (one side is about 4 1-4 trains long), so they can produce a lot, especially with the powerful Krastorio machines. Smelting happens at the top and the bottom:

The ore is transported by 2-12 trains. Their rail network is separated from that of the rest of the base. The trains get their ore from mining outposts spreading into four directions at the top, then wait at the buffer at the left, and travel to a drop-off station once it needs more ore. The 1-4 trains carrying the plates into the base also have their own depots close to their loading stops. At the right, there is a depot for 1-4 trains getting coal and (Krastorio) imersite that can then enter the base. Inside the city block grid, there are three LTN depts for the standard 1-4 trains carrying materials between blocks.

My experience with this one-way rail system is positive: it is capable to carry the many trains needed for 6000 SPM without long queues or deadlocks. Especially with the upcoming expansion giving us elevated rails, the efficiency can be improved even further with only two small overpasses per intersection.

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The original was posted on /r/factorio by /u/Xterminator5 on 2024-10-14 12:36:12+00:00.

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The original was posted on /r/factorio by /u/Marcelle_delightful on 2024-10-14 12:22:35+00:00.

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The original was posted on /r/factorio by /u/UntitledCritic on 2024-10-14 12:16:31+00:00.

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The original was posted on /r/factorio by /u/TBTerra on 2024-10-14 09:58:43+00:00.


Hey you

yes you

Do you have one or more junctions that you'd like to know how good they actualy are, but you dont have the time or attention span to go and hook up and signal all the inputs and outputs? Do i have the tool for you

Introducing the Automated Junction Tester

It does all the annoying extranal signaling for you, just load up a blueprint and start

You have many blueprints to test? Thats fine just put all the bluebrints you want to test in the chest in the middle of the map, and it will Automagicly place and test each one, and log the results to file

Worried about how long the test will take? thanks to advanced time acceleration a typical 4-lane junction takes as little as 6minutes to run the full test suite

Limitations

The inttersection to test must be under 2000x2000 tiles (as this is larger than most peoples bases this should be fine)

The maximum Length of trains in the tester is 100 pieces (a 8-64-8 train is 8+64+8=80 peices)

The maximum width of in/output lanes is 400 tiles (witth typical spacing this is ~32lanes)

The tester cannot handle diagonal intersections (yet)

You must tell the tester (in the settings) if you are testing a buffered or unbuffered intersection so it can make exit blocks to prevent deadlocks (defaults to unbuffered)

when running a batch test you have to use the same settings for all junctions (so test your buffered and unbuffered junctions as two batches)

Will this Tester work in 2.0?

Honestly probably not. with 2.0 adding more directions for rails i suspect the autosignaling of the tester will break, however i will be spending the first 3 days of release making sure it works in 2.0 (unless someone with early 2.0 access wants to be my remote debugger in which case maybe there will be a 2.0 compatible version at release)

Credits

It would be unfair to post this tester without crediting Hansjoachim from the forums/discord he did alot of the code for the original tester that this one is based on, and this tester would likly not exist if not for him

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The original was posted on /r/factorio by /u/-Penguin07 on 2024-10-14 09:50:25+00:00.

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