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submitted 16 hours ago by Deestan@lemmy.world to c/factorio@lemmy.world

I always felt it was a bit sad that the really cool engine exhaust was always down off the edge of the screen and anything interesting, so I decided to see how this worked.

Pretty happy with it! Learned from last time that I absolutely do not want any processing to go through the main storage, as it makes it so hard to select cargo when everything shifts around.

Also calmed down with engines and uncalmed on production. This thing is used to transport science from Gleba, so it's got to spend very little time refuelling.

Also added fuel, oxidizer and ammo gauges below the main storage so I didn't have to keep inspecing. When everything is full, a 3x7 rainbow lights up. :)

Any suggestions for name? It looks like a beefy dude with hairy armpits, so trying to come up with something that fits my mental image of that somehow.

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New vs old train tracks (files.catbox.moe)
submitted 2 days ago by Blaze@lemmy.cafe to c/factorio@lemmy.world
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Pronunciation poll (lemmy.world)

Just for fun! I know there exist "the correct" pronunciations, but how do you pronounce the words in your inner monologue? :)

Nauvis:

  1. "Now-vis"
  2. Closer to "Novice"

Vulcanus:

  1. "Vulk Anus"
  2. Like "Tetanus"

Gleba:

  1. "Gleeba"
  2. "Glebbah"
  3. "Glay Bar"

Fulgora:

  1. "Ful-gore-ah"
  2. "Ful-guu-rah"
  3. "Fulger-ah"

Aquilo:

  1. "Ack-eelo"
  2. "A qui loh"
  3. "Ack-willow"

And lastly:

  1. "Space Age"
  2. "Spaceage" like "Mileage"
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My first working platform that has now taken me to my first two planets!

After the sad fate of Space Boat which went through the asteroid field like pudding through a cheese grater, and Space Boat II which did not have enough production capabilities to ward off wandering asteroids at Fulgora, the Space Boat III worked perfectly.

With the ability to travel safely and refuel and rearm itself in orbit around any of the starter planets, it is now running autonomous supply transport between Nauvis, Fulgora and Vulcanus without needing any oversight.

At some point I'll have to make a platform with bigger storage and stronger production capabilities so it can travel faster, but for now it does a solid job. :)

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People have been launching big shells since 1900, way before space stuff.

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Lol lol lol

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submitted 6 days ago by Sibbo@sopuli.xyz to c/factorio@lemmy.world
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The inserters for the 2 guns on the side are set to only turn on when the ship is stationary.

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Hi! SuperSpruce here! I wanted to give occasional progress updates of my Factorio: Space Age base, so here it is! I would've posted this on Reddit instead of here if it wasn't for Reddit's greed starting in 2023. Note that I'm not using any mods here, even QoL.

The start was quite poor, due to the dry climate, no visible chokepoints, and spaced out resources. The only good thing was a small oil patch nearby. The biters were a constant threat in the early game, so I researched military and gun turrets before automation, purposely delayed scaling up as to keep power consumption low, and rushed efficiency modules and solar power. My weapon progression has gone: SMG with yellow ammo, SMG with red ammo, flamethrower, SMG+defender capsules, and now tank + defender capsules.

Here's the whole base. Yes, I am naming my train stations after motorcycles, deal with it.

.

My 1-4 train system uses what amounts to a giant roundabout with an exit for each major resource in the main bus, with buffers to prevent traffic jams. I only have about 5 trains running currently, but I tremble at the thought of traffic jams. That's why I plan to build a train "interstate highway" in the future. Outside of the main base, it turns into 2-lane "rural tracks."

Here's the main base with the main bus:

Fun fact: The belts are all yellow belts except for 3 cases where I needed more underground length where I begrudgingly use red undergrounds.

And finally, here's my sad 2nd attempt at a space base:

My next goal is to go to Vulcanus for the cliff explosives and more powerful military options. But I first need to scale up steel...

Give me your thoughts, but don't spoil anything!

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submitted 1 week ago by TaZ@lemmy.world to c/factorio@lemmy.world

I want to automate pentapod eggs without having to kill any surplus when they expire. Just to avoid being the bad guys as much as possible... How do you do that?

I thought about shipping any surplus eggs to a far away place and letting them hatch there, but I'm worried it will become too crowded.

Another idea is to throttle the production, but it can't go any lower than one egg per 15 minutes.

How do you do it? Any other ideas?

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submitted 1 week ago by Vilian@lemmy.ca to c/factorio@lemmy.world

Hello!, i was playing factorio with my friend through steam(he was hosting) with the "autosave only on server" disabled, and if i understood it right, i should have a copy of the server save from the last time we played in my computer, but where it's?, thanks!

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My GOD so many rocks on the way.

Space Boat v1 had 4 guns, and died immediately.

Space Boat v2 had 10 guns, and manged to barely get there by manually pausing thrust several times, then getting smashed in orbit by Fulgora's drifting medium asteroids because it ran out of ammo.

Space Boat v3 has 28 guns protected by walls and a stockpile of ammo. It can get there and back again. Time will tell if it has production capabilities to survive parking in Fulgora orbit.

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submitted 1 week ago* (last edited 1 week ago) by Scolding7300@lemmy.world to c/factorio@lemmy.world

Want to get the DLC and start over but I'm a little afraid to sink in too many hours since there's always improvements to be made

Edit: spelling

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Long weekend :( (lemmy.world)
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send help (lemmy.world)
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submitted 2 weeks ago* (last edited 2 weeks ago) by Redjard@lemmy.dbzer0.com to c/factorio@lemmy.world

With the update there was an overhaul of what combinators can do.
I had the problem that my oil cracking would flicker, turning on for a split second then back off again, hovering right around the set threshold. (Probably worsened by me not switching a pump anymore like what used to be the norm.)

The old method would have been an SR latch, which enables at a higher set point and disables again at a lower reset point. This used to take 3 combinators.

~~I figured it should be possible to do better now, but could not come up with a way to cram an sr latch into a single combinator, since it can only be either on or off at one time. I think it takes two combinators to build an sr latch now.~~
A single-combinator SR latch is in the comments.

Instead I came up with another way to "debounce" my cracking.

Here shown is the combinator sending the signal to enable cracking (the recipe icon of light oil cracking) while the actual activation signal, light oil above 20k, is off.

The signal was on for a moment, then after the cracking started up the oil level immediately dropped below 20k again. But now the second condition, T between 0 and 10s, is active. While the combinator is active, it is sending out 1 plus the old count to T, counting it up once per frame. It remains active while the condition is active or while T is counting up but has not yet reached 10s (at 60 ticks per second). This ensures that every time the cracking runs, it runs for at least 10 seconds.
After these 10+ seconds, the level should take a while before rising above the threshold again.

For me, this successfully made the row of chem plants turn on in one smooth go.

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submitted 2 weeks ago by Blaze@sopuli.xyz to c/factorio@lemmy.world

No time to play myself at the moment, but curious what other people experiences are!

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3x the previous all time high just shy of 35k in August 2020 when 1.0 released - on a Friday during the pandemic.

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Nice (i.imgur.com)
submitted 2 weeks ago by Blaze@sopuli.xyz to c/factorio@lemmy.world
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submitted 2 weeks ago by Sibbo@sopuli.xyz to c/factorio@lemmy.world
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submitted 2 weeks ago* (last edited 2 weeks ago) by rustyfish@lemmy.world to c/factorio@lemmy.world

I just found out you can copy entity settings with SHIFT + right click and paste it with SHIFT + left click.

What does that mean? A lot of things, actually. But for me it means that I can set the recipe in a building, copy the settings and paste it on requester chests or inserters. Directly pasting the recipe requirements into wherever you need it.

I did this shit manually. Every single motherfucking time. I am angry and I can’t blame anyone but me.

Kind regards

The idiot with 950 hours

PS: Anyone else hyped about tomorrow?

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Factorio

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