Factorio

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A Lemmy community for the game Factorio made by Wube Software.

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founded 2 years ago
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Shows how https://www.factorio.com/galaxy grew over time. Also has a tool to show where your star is and find whom you're neighbors with :)

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There's a mod I want to make, but I've never made a mod for any game before. What resources are there for starting out?

I know programming well enough so that's not a barrier, this is more about mod structure and testing

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These look neat!

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My favorites:

Drag building produces one merge undo action per the whole drag, instead of the individual undo actions for every entity built. Space platform "request missing materials for construction" will no longer request items for entity ghosts which can't yet be built

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Decided I wanted a run that forced me to scale up instead of just "winging it" because hey after a few research steps I will be able to make it better anyway.

Thought to play "marathon mode", which is vanilla except research cost is multiplied by 4, but ended up going for a multiplier of 100 instead.

To give an example of what this means: Researching solar panels costs 25000 red and green science.

I found this to be an interesting challenge! I not only have to build large and optimized builds with low-tier tech. I also need to be extremely careful with managing biter evolution and pollution. Just red ammo is locked behind several thousand science packs, and I have expanded to 8 ore patches and my perimeter is just tightly packed turrets, because I have not let myself afford researching walls yet.

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Do you think assemblers are for suckers? Do you want to pack everything into one assembler because that's just efficient? Well say no more fam I've got your back! The Chesterizer is the all in one solution for all your chest needs. Just set some values conveniently split across multiple locations and away it goes. It's like magic!

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By neuroplastic on YouTube.

Here's the reddit post inspiring it: https://old.reddit.com/r/factorio/comments/1c9glkz/the_antiqualityoflife_mod_list/

And a list, commentary removed. This isn't what's in the video. The video addons are in a follow up comment below. https://lemm.ee/post/55333560/18207221

Maintenance Production Scrap 2, Rampant Maintenance, Bot Servicing , Dirty Barrels , Small Fluids ,

Logistics Belt Overflow, Powered Belts, Limited Logistic Bots , Spilled Items , Undeletable Fluids , Realistic Underground Belts , Smaller Stack Sizes ,

Enemies Armored Biters, Explosive Biters, Frost Biters and Toxic Biters , Will-o'-the-Wisps Updated ,

Fire Power Overload , Wildfire , Explosive Biters , Arson (Optionally, add Water Turret and Fire Extinguisher ),

Environment Alien Biomes , Dirt Path , DivOresity, Wreckage Pollution , Pollution Visuals, Oxygen (Patched) , Nauvis Day , Careful Driver ,

Misc Amnesia , Hardcore Start , Death Curses , Heavy Inventory , Add Mushroom Cloud , Light Overhaul , Clockwork , Realistic Reactors ,

Recommended Settings Increase cliff length/frequency , Increase forest size/density and fear the wildfire more..., ...or alternatively, increase hot/desert biomes and have no tree cover. Now you only fear the explosive biters. Expensive recipes., Expensive technologies., give ore patches max frequency but minimum size and richness.,

Nightmare Mode

Play on a Deathworld with maximum biter settings., Play the game in a language of your choice that you do not know., Change the UI scale to 200%, Obligatory Rampant, and probably Rampant Arsenal , Manual Wire Placement , No Cliff Explsives/Landfill , Placeable-Off-Grid. , Permanence , Barrels O' Fun!, Hostile Trees. , Nightfall combined with an infinite night via Clockwork settings., Don't use Squeak Through, Screaming Bots , Nuclear Strike on-Death , Factorio, Except It Makes That Weird Tim Allen Noise When You Build, Deconstruct, And Research Things You Don't Wanna Die , Eat or Die , Belt Collision , Random Walkspeed, Fragile: The 1 HP Challenge. ,

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I started a second space age play thru. I felt it was a little fast so I upped research 5x. I also decided to embrace quality, as I barely touched it in play thru #1.

It's expensive. Let's just assume 10% quality. If you have 10% to get uncommon, then you have to make 10 to get 1. If you recycle the other 9, then you get 25% back and 10% of that can be quality. So you get roughly 2 normal back and 0.2 uncommon.

If you make 50, you get 5 on first run. On recycle, you get 1 uncommon and 10 normal back. So you can count those as -10 on the initial cost. Net result is 6 uncommon cost 40 normal.

Am I doing that math right?

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I used a blueprint because im real bad at platform design right now. Took me a few days to get the legendary stuff to build out the ship, and 12h travel time to get there.

I was a little let down there wasn’t anything at all, not even an Easter egg. But at least I did it!

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Mostly bug fixes.

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submitted 1 month ago* (last edited 1 month ago) by [email protected] to c/[email protected]
 
 

The relatively long load times were starting to become a bother. I looked for some solutions online.

Step 1: Access Secret Experimental Settings

Boot up the game.

Hold down CTRL+ALT as you click on Settings button in main menu

You should see a new option labeled 'The rest' at the bottom.

Click on 'The rest' to bring up all the extra experimental settings.

Step 2: Enable some settings

The first setting is in "other settings" section, called

cache-prototype-data

Set it to true/click the box to toggle it on

The second setting is in " Graphics settings" section, called

cache-sprite-atlas

Note: The developers recommend turning sprite texture quality to normal/medium in regular graphics settings before enabling this. It will create a big multi gigabyte file on your computer.

Set it to true/click the box to toggle it on.

Step 3: Restart the game two or three times

Watch the magic happen.

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contains 2.0.29 and 30

Mostly bug fixes.

Though this was neat:

Reordered results of scrap recycling to make the recycler stack them on belts more efficiently. (https://mods.factorio.com/mod/better-scrap-stacking)

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contains 2.0.29 and 30

Mostly bug fixes.

Though this was neat:

Reordered results of scrap recycling to make the recycler stack them on belts more efficiently. (https://mods.factorio.com/mod/better-scrap-stacking)

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So I had a problem. I wanted to be able to broadcast a set of circuit signals representing a list of required items for a given outpost. The problem was that the radio only supports green and red channels leading to N>3 outputs intermixing signals.

Solution: Use a repeating clock that sends a signal only if Z={{my_chosen_channel_num}}. There's some odd stuff going on combinator wise to keep signal values in memory while the Z timer is on a different channel. Also requires a single clock radio blueprint in order to keep receivers and transmitters in-sync with one another.

This is my first time fiddling with circuits more advanced than if X > Y inserter_enabled so if you find a way to make this better LMK

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About to jump planets, what should I be taking along? Also is there anything I should make sure is done on the OG planet before leaving for a bit?

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Now I cannot not see it.

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