Factorio Thread

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Anyway, Factorio is coming to switch... For some reason. They started working on the switch port before the steam deck was announced, but even with that in mind I'm not quite sure why they bothered to make this. I doubt there's a lot of people who would want to play the game on the switch. Its also odd that its ONLY the switch, not ps4/5 or xbox. They said its going to have crossplay too, which will be interesting to see. Theres really no reason to not port it to the switch, but I cant think of many reasons to do so either. Its not really for me I guess, I wont be buying it.
Pretty sure they came up with the idea mostly for the challenge, and since most of the heavy lifting code-wise seems to be done you might as well keep Twinsen busy. The recent-ish blog post about the Switch port makes it pretty clear that it was a passion project due to the coder liking the Switch, that they decided to monetize.
 
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So in other news, there is an Adderall shortage in the US, I wonder how much the average daily player count will fall?
 
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Politicians love it, they eat that shit up, they WANT you to hate your neighbour.
Well, of course. Because that distracts you from who you really should want to string up from the nearest lamp post, which is the politician.
 
So, who here has actually completed the game? I have about 250 hours and have yet to get to space science because I take a break, return, find myself dissatisfied with my base design and start a new game. I do a good job until I have to figure out how to make 5 different science packs and then it becomes a spaghetti mess with poor production output. I know I can just copy and paste someone else's main bus and science pack generator but it feels like cheating.

In terms of defences, what strategies do you guys employ to get ammo to sentry guns but also to not overproduce ammo? I burned a fuckton of steel in my last playthrough just filling a giant belt surrounding my base with ammo.
 
In terms of defences, what strategies do you guys employ to get ammo to sentry guns but also to not overproduce ammo? I burned a fuckton of steel in my last playthrough just filling a giant belt surrounding my base with ammo.
Robots to move the ammo to the guns and the inserters used to pull the ammo out have a circuit or logistic condition so that it never makes more than what I need
So, who here has actually completed the game? I have about 250 hours and have yet to get to space science because I take a break, return, find myself dissatisfied with my base design and start a new game. I do a good job until I have to figure out how to make 5 different science packs and then it becomes a spaghetti mess with poor production output. I know I can just copy and paste someone else's main bus and science pack generator but it feels like cheating.
Trains, use trains to take the resources to where you make the thing you need then load it onto a train to go else where you need it
 
Robots to move the ammo to the guns and the inserters used to pull the ammo out have a circuit or logistic condition so that it never makes more than what I need
What does that look like? I guess I connect all the guns together into a logistics network but how do I know how many guns I need to feed? I guess each gun has a constant combinator next to it?

Once the magazine enters the belt how do I stop more being added? Do I need a scanner throughout the entire belt to know what is on the way to ensure I never overproduce?

Trains, use trains to take the resources to where you make the thing you need then load it onto a train to go else where you need it
So you have an entire section that just produces green/red circuits? I like that.
 
What does that look like? I guess I connect all the guns together into a logistics network but how do I know how many guns I need to feed? I guess each gun has a constant combinator next to it?
Not really, a set up like this is all you need. The 4th turret isn't really needed but it's there to show how many you can feed from one chest also you can have inserters daisy chain off one turret so there's only one requesting but it'll feed the whole line, just space them out and remember to put power poles for the inserters (I'm using the editor mod in this image)
Turret layout.PNG
Once the magazine enters the belt how do I stop more being added? Do I need a scanner throughout the entire belt to know what is on the way to ensure I never overproduce?

You only need to connect the belt after the last inserter that takes ammo out, connect the wire to that belt and inserters then set a condition that the inserters will take until there is a certain amount of ammo on the belt.
red ammo.PNGCircuit conditon.PNG

Or you can forgo belt entirely and use robots when you've researched them the logistics network is a later unlock (Needs Utility science). The chest requests both red ammo and Uranium 238 (I know I'm not using bots for the red ammo, robots are slower than belts until you start the infinite research for robot speed). To stop it over producing you can use a logistics condition the same you would a circuit condition, you just need the inserters to been in the logistic network. To make it easier to find I recommend using a storage chest (you get these ones from the basic robots research) and make sure you set the filter to be the item you're putting into the box then if you have excess the robots will put it where it belongs rather than just dumping it somewhere random

Nuke Bullets.PNGLogistics condition.PNG
you have an entire section that just produces green/red circuits? I like that.
Not just red and green, I have sections for everything you need to progress in the game, using trains is the best way of transporting materials over long distances and reduces the cost of making enough belts to go from one place to another
 
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Trains, use trains to take the resources to where you make the thing you need then load it onto a train to go else where you need it
Trains are when the real autism kicks into gear. Before my last playthrough I used trains for small things but never a large network. Once you start maximizing train usage the game really opens up.
 
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Trains are when the real autism kicks into gear. Before my last playthrough I used trains for small things but never a large network. Once you start maximizing train usage the game really opens up.
Then when you get tired of the trains only having a max speed of 329kph you get supersonic trains mod to make trains that can go up to 7000kph
 
So, who here has actually completed the game? I have about 250 hours and have yet to get to space science because I take a break, return, find myself dissatisfied with my base design and start a new game. I do a good job until I have to figure out how to make 5 different science packs and then it becomes a spaghetti mess with poor production output. I know I can just copy and paste someone else's main bus and science pack generator but it feels like cheating.

In terms of defences, what strategies do you guys employ to get ammo to sentry guns but also to not overproduce ammo? I burned a fuckton of steel in my last playthrough just filling a giant belt surrounding my base with ammo.
Idk if this would feel like cheating to you as well, but there are tools that will tell you exactly how much of each machine you need to produce a science pack every x seconds. They helped me a lot with keeping my factory in order. A main bus helps a ton, and it shouldn’t really be necessary to copy and paste one since they’re all mostly the same.

As for defenses, I don’t know if its the most efficient way, but I don’t bother until I get laser turrets. Until then I just drive around and periodically wipe out all the biters near my pollution cloud. Once you do get laser turrets, its really convenient using robots to set up turrets all along your cloud.
 
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As for defenses, I don’t know if its the most efficient way, but I don’t bother until I get laser turrets. Until then I just drive around and periodically wipe out all the biters near my pollution cloud. Once you do get laser turrets, its really convenient using robots to set up turrets all along your cloud.
Flamethrowers work well on biters because of the area effect. The longer range of lasers are more effective on spitters.
 
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We're thinking of getting a kiwi factorio server for a persistent K2+Space Exploration game if people are interested.
If we can get at least a couple more players it'll probably start running tomorrow so lemme know if you're down and also not a huge basewrecking faggot (at least until we get offworld and can shoot death rays at each other).
 
Yeah flamethrowers are all you need even end-game thanks to that. And they use way less fuel than you'd think. Space them wide so their cones just barely overlap and set them back a few tiles from the walls so they can't get targeted and that's all you need for a super efficient defence, plus repair robots when you get em and you can forget behemoths exist.

I'll stick a few lasers on corners as a backup mainly because I love lasers but I barely bother with turrets now, I just rush flame research.
 
I'm get the feeling we'll be getting Temple OS in factorio form by the end of the decade. This is one of the greater autism projects that I have seen by far.
 
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