Factorio Thread

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I don't get what y'all's issue with Vulcanus is. The worms give you all the time in the world to prepare to kill them, and all the lava pools scattered around do is make it so you can't just slap down a premade cityblock blueprint and call it a day. But there's still a lot of space to build stuff on that planet, you just need to use the clearings and connect them with elevated rails.
I’m having a blast with it. Once I solved my foundation throughput problem, it’s been my pleasure to find out it’s the best planet because the lava lets you make infinite everything at a terrifying rate.

Last night I built my legendary quality factory there and it pushed out 100k legendary green circuits in about 15 minutes, and that was while I was iron bottlenecked.

I’m moving my science production there next.
 
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I don't get what y'all's issue with Vulcanus is. The worms give you all the time in the world to prepare to kill them, and all the lava pools scattered around do is make it so you can't just slap down a premade cityblock blueprint and call it a day. But there's still a lot of space to build stuff on that planet, you just need to use the clearings and connect them with elevated rails.
I love Vulcanus. Seeing 1k bots scuttle around, blasting the Mechanicus soundtrack, popping a worm or two every so often. Peak comfy.
Just beaten Space Age for the first time. I think I worried too much about ship design, turns out I just needed to slap 4 Railgun turrets on the ship that got me to Aquila and I have since come around on the platform designing process. It's become a lot more fun after asteroid re-processing was unlocked.

I know I could/should get into Promethium science but I might just restart and check out some of the mods finally. Plus, this piece of shit isn't gonna make the return trip.
Burnt through 6k rockets.
 

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I love Vulcanus. Seeing 1k bots scuttle around, blasting the Mechanicus soundtrack, popping a worm or two every so often. Peak comfy.
Just beaten Space Age for the first time. I think I worried too much about ship design, turns out I just needed to slap 4 Railgun turrets on the ship that got me to Aquila and I have since come around on the platform designing process. It's become a lot more fun after asteroid re-processing was unlocked.

I know I could/should get into Promethium science but I might just restart and check out some of the mods finally. Plus, this piece of shit isn't gonna make the return trip.
Burnt through 6k rockets.
Why did you use blue belts though? Once I got the green ones I never went back, because Vulcanus can effectively spit out an infinite amount of them.

Also, I put rocket factories on anything going to Aquilo. On-ship ammo production is critical to not getting stuck.
 
Why did you use blue belts though? Once I got the green ones I never went back, because Vulcanus can effectively spit out an infinite amount of them.

Also, I put rocket factories on anything going to Aquilo. On-ship ammo production is critical to not getting stuck.
I admittedly never got around to making any. Once I had moved science production to Vulcanus I had so many bots I barely even used belts anymore. I have some rocket factories on the ship, they just couldn't produce them as fast as 6 turrets fired them. :null:
 
I admittedly never got around to making any. Once I had moved science production to Vulcanus I had so many bots I barely even used belts anymore. I have some rocket factories on the ship, they just couldn't produce them as fast as 6 turrets fired them. :null:
That’s a lot of rockets…

Here’s a trick (can’t tell from you screengrab whether you know or not): you can give turrets target whitelists/blacklists. That means you can make the rocket turrets only shoot the big asteroids. That saves a lot of ammo
 
No worries! And yeah, thankfully I was aware of that or the rail guns would've ran out of ammo A LOT sooner.
I did arrive arrive at the Edge of the Solar System with 124 rockets remaining so it was more or less a one way trip anyways.
Would have been easier to just make a brick ship design but those lack sovl.
 
I don't get what y'all's issue with Vulcanus is. The worms give you all the time in the world to prepare to kill them, and all the lava pools scattered around do is make it so you can't just slap down a premade cityblock blueprint and call it a day. But there's still a lot of space to build stuff on that planet, you just need to use the clearings and connect them with elevated rails.
I'm very late to the party but this surprised me too. I went Vulcanus first and never even built an elevated rail. I didnt even really import anything from Nauvis. Just rush to tank and cannon shells, ezpz

It is a bit annoying having to rebuild everything after you get tank/cliff explosives but I didnt think it was that bad, you get coal liquefaction pretty close to that time too so just rebuild the chemical plant at the same time
 
So who else is upset they’re taking away the space casinos….
Nawh, I think it's a fair balance pass given the game design. Each of the new planets technically has a resource limitation/non-availability (Vulancus being coal, Fulgora being scrap, Gleba being crude oil, and Aquilo being lol you're importing near everything) so having space provide infinite resources broke with the concept. Still does too given what Michael Hendriks showcased with his x1000 science playthrough.

Fulgora is the most fun for a casino anyways IMO, something about seeing literal trash upscale into quality has a quality (heh) all of its own.

I'm very late to the party but this surprised me too. I went Vulcanus first and never even built an elevated rail. I didnt even really import anything from Nauvis. Just rush to tank and cannon shells, ezpz
Same, albeit I killed them with gun turrets. Once you figure out that you can circuit condition turrets to only activate if ammo amount falls below a threshold (such as when an ammo-stocked turret is destroyed) it makes it stupidly easy taking out the small and medium ones.
 
A youtuber caled Orb of Meat recently held a factorio total wargame planetary PvP tournament with 12 people divided into 4 man teams for each planet over several days and finally released the supercut video with the casters and play by play presentation for the whole thing:


The tournament is highly entertaining by the nature of the game itself being heavily logistics and economy based, i.e. every nuke spent attacking the enemy in a dramatic assault requires uranium individually processed and ore smelted beforehand to make it.

Teams forged alliances, did under the table drug deals, betrayed one another and used various actual real life tactics, including pinch attacks, ambushes, targeting one another's infastructure, power plants, etc or even more creative stuff like using local fauna to try and win.

The fact that fighting took so long to start while everyone was building up their economy also gives it a sense of rising escelation when the fighting finally breaks out to the point where it actually feels like watching a war movie lol.

I would highly recommend this even if you don't play factorio, its just entertaining as a war simulation narrative.

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edit: fixed the wrong link to the actual supercut instead of the stream vod
 
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Kinda entertaining; the premise being undermined by the players sucking is somewhat made up for by them trying all kinds of wacky shit because they suck.

What team were you rooting for?
Since you didn't say enough about the rules to know they were a joke I rooted for Aquilo as underdogs, because my own blind low-roll Aquilo experience was so fucking miserable.

To be fair the editing sucks so much fucking ass and the presenter is such a dipshit cringelord more interested in holding shitty memes on screen far too long than telling a story properly, that you can barely tell they were meant to be a joke in the video either.
 
Kinda entertaining; the premise being undermined by the players sucking is somewhat made up for by them trying all kinds of wacky shit because they suck.


Since you didn't say enough about the rules to know they were a joke I rooted for Aquilo as underdogs, because my own blind low-roll Aquilo experience was so fucking miserable.

To be fair the editing sucks so much fucking ass and the presenter is such a dipshit cringelord more interested in holding shitty memes on screen far too long than telling a story properly, that you can barely tell they were meant to be a joke in the video either.
If you watch the behind the scenes stuff, the actual tournament itself was a bit of a shitshow, there was tons of time where nothing was happening, because they switched versions last minute for balance reasons there were tons of bugs and everyone thought the end result would be an unintresting flop and was wondering how it would be salvaged.

Ontop of that the gleban team was constantly demoralized/whining/moaning/bitching because "we're fucking gleba" and the fulgoran team was a bit unbalanced experience wise with arcanis (the last fulgamer) being like 80% of the team's total playtime.

The reason the vulctards almost lost a ship twice after during the drug deal is because the guy they sent to infiltrate fulgora was an expert in cold starts from both fulgora and vulcanus but had no idea about ships so he trusted someone else to make his ship which turned out to be dogshit hence it blowing up mid flight and them almost losing the drug money.

He tried really hard to save it in editing and it worked really well imo but he probably went a bit overboard with the jokes out of fear that the tournmanet itself wouldn't be intresting enough. Turns out those fears were unfounded, so hopefuly season 2 will be better.
 
Hello chat, can you help me ge tthe signal working´?

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Remove the chain signals from the roundabout part. Leave the signals on the tracks that feed in and out as is. You want to make it so that only one train can be on the roundabout at a time. By putting signals inside the roundabout you make it really easy to deadlock the intersection.

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If you remove the crossed out signals, and turn on rail block view, it should look something like this.
 
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Where is it getting stuck? From the provided picture, the only deduction I can make is that whatever track that your engine needs to leave from is is occupied.. Chain signals do look-ahead, which is why you use them for intersections: not only do you want the intersection clear to allow a train to enter, but it needs to be able to leave as well for it to be allowed to enter.

Train signals can be a pain in the ass, here’s a good primer.


Once armed with that information, if you still find it too hard, you should probably rebuild your rail network to be simpler, it’s really easy to build an incomprehensible nightmare.
 
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Where is it getting stuck? From the provided picture, the only deduction I can make is that whatever track that your engine needs to leave from is is occupied.. Chain signals do look-ahead, which is why you use them for intersections: not only do you want the intersection clear to allow a train to enter, but it needs to be able to leave as well for it to be allowed to enter.

Train signals can be a pain in the ass, here’s a good primer.

https://youtube.com/watch?v=UsLu5cTplgQhttps://youtube.com/watch?v=IXgpashIr4U
Once armed with that information, if you still find it too hard, you should probably rebuild your rail network to be simpler, it’s really easy to build an incomprehensible nightmare.

It worked fine, keep it simple wins every time.
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I found a neat trick for finding were a train is stuck I share it here in case it can help someone.

Select train. You can then press control on the track to create a temporary waypoint that disappears when the trian reaches it. One can then use this to see where the train run into problem,


Bonus picture.

I like the desolating scenery created when the bugs futilie effort to storm the outpost.
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