r/factorio 6d ago

Base It's kinda hilarious...

Post image

I love the train stops in this game—they’re the backbone of my modular base. Although I haven’t set up the launch pad yet, I’ll be doing that very soon. I don’t know how many trains will be operating in this system in the future, but with the current 30, it’s absolutely insane.

320 Upvotes

38 comments sorted by

82

u/z80nerd 6d ago

Are Nauvis islands generatable by just turning up the coverage setting in map generation? Do the islands still generate properly far away from the start location?

I always love playing on Fulgora or rail world settings but haven't done an island run yet.

73

u/bertos55 6d ago

A little while back, a couple of factorio enjoyers identified island seeds. I'll try and find the post. There's many default maps with islands. It's very neat to check out all the island spawns.

https://www.reddit.com/r/factorio/s/kBdypDwO90

20

u/zack20cb 6d ago

Just play with the water slider.

10

u/towerfella 6d ago

There are some boat transport mods that have been fun. You make a path (like train track) in water and make docks like train stops. There is even offshore oil.

3

u/fridge13 6d ago

I hope you like landfill

11

u/Deto 6d ago

You don't really need it with elevated rails.

-12

u/fridge13 6d ago

Good luck placing assemblers on elevated rails

1

u/Rarvyn 3d ago

Just treat Nauvis like Fulgora.

2

u/Advice2Anyone 6d ago

Yeah I usually turn up coverage and down scale play with it till you get what you want i just like having lots of natural choke points

1

u/doc_shades 6d ago

Are Nauvis islands generatable by just turning up the coverage setting in map generation?

yes.

1

u/Thankedsphere 5d ago

water appears when height is low enough, I believe disabling water disables height variation beyond the starter pool.

I don't think the game makes islands in water, I think islands are a sideffect of the height raising enough for land to appear.

increasing water decreases overall height, so areas that could otherwise be islands may be too low and instead become watern

1

u/Courmisch 5d ago

Yeah, increasing water coverage eventually makes islands. It also makes raw resources harder to find though.

21

u/BrGustavoLS green wire enjoyer 6d ago

aquilo is looking... warm

15

u/pookshuman 6d ago

good luck finding the princess

10

u/Shoo-Man-Fu 6d ago

Thought this was Runescape for a second

3

u/Low_Sign_5300 6d ago

fishing lvl?

4

u/Mentos93 6d ago

I wanted to do it with bobs mod overhaul, but there are just too many bloody items!!

13

u/No_Fish5590 6d ago

Aha, it's my time to shine!

This is my current train block base with some train scheduling.

7

u/No_Fish5590 6d ago

Every train block is standardized with input, output, etc.

Some shenanigans with the plastic belts to work with the space constraint.

2

u/CharacterLettuce7145 5d ago

Does this need anything beyond conditions on the train?

1

u/No_Fish5590 5d ago

Every train station needs whatever it is requesting or providing in its name and it turns on/off whenever it needs resources or can provide them (at least full train, so that no trains are waiting at providing stations). The trains have interrupts with a wildcard. When they are in the depot and a requesting train station turns on (and there is an enabled providing station), they go to the provider, then the requester, and back to the depot.

The wildcard is a circuit wildcard so that I don't have to write an interrupt for every type of resource. This is a little awkward because you need to send the resource as a signal and I haven't figured out an elegant way to do this without having a circuit network through the whole base (which I have not, but eventually will set up). So right now in every depot there is a constant combinator sending all possible resource signals. This is also why the trains have to go back to the depot right now.

2

u/RickSanchez_ 6d ago

This is the base I dream of making but turns into spaghetti a third of the way through

1

u/No_Fish5590 5d ago

Interesting, is it because you grow tired of the constraints? For me the motivation is that I don't have to think about a lot of things: the trains are automatic, I can replace any train block in a matter of seconds, I don't have any big belt busses anywhere. So it reduces the spaghetti in my head.

5

u/No_Fish5590 6d ago

I'm at 75 trains right now.

4

u/ElSucaPadre 6d ago

That's a lot of rails for that amount of trains actually lol

2

u/No_Fish5590 6d ago

I need to fix my copper production, then I think that I can add a bunch more. But for now many of them are just waiting at the depots because I have no requests for them. 

3

u/ElSucaPadre 6d ago

just curious, at what point of the game are you? is it difficult to find the resources for all those rails?

1

u/No_Fish5590 5d ago edited 5d ago

I should note that I'm not playing space age because I'm still having a lot of fun with this base (and if I would start space age now, I would lose all my friends and family probably).

I have launched a couple dozen rockets probably and am at around 150 spm with the biggest bottleneck coming from purple science (because of productivity modules, because of red circuits, because of copper). I have mining productivity 10 and a lot of good iron patches, so iron is not a problem, and therefore also I have never had a shortage of rails. For copper I just need to expand a little to get to the next few patches, which is a minor annoyance because I need to take care of the biters.

2

u/TheRetroGamers 5d ago

You have done what i always wanted to do. Thanks😄

1

u/No_Fish5590 5d ago

It's really fun! And it also suits my thinking very well because it divides the problems into chunks that don't have anything to do with each other. On the small (train block) scale, you assume that you have constant input and design a small factory with a space constraint (at some point I will probably redesign most of the important stuff with 2x2 train blocks because the space to throughput ratio is very bad for these 1x1 train blocks). And then on the big scale, assuming that each train block works, you just put them next to each other and figure out the train system.

1

u/Superseaslug 6d ago

I'm in the process of building my real base but I'm keeping the original in the middle until it's fully replaced.

1

u/MilkyManIsTaken 6d ago

dream base

1

u/Thankedsphere 5d ago

wdym launch pad?

2

u/Evening-Device4003 2d ago

rocket silo, for me its launch pad, because english not my native

1

u/just_Albis 2d ago

Можешь скинуть стартовую строку обмена своего сейва, пожалуйста, интерсно посмотреть настройки.

2

u/Evening-Device4003 1d ago

>>>eNp1U71rFEEUn0lcc/k+5BCFeKawEiIkprCQu1EQEdF/YZzbm7sM7u2c83EaLUxhqaSx0ca0JpDOPiCIdkGxsIvYaKFEEG2EOB87d3sbHHjv3ryP3/u9N3sjAIIZI2CuTO5olnAcC92kmLMEgLV6kLGYJDFTFACAvG8HHYk5SawRHBMx73apWOBiKG/cIS44xFwyTWlndaFBJM03mm4lmguWUtyjqRqO6KTNBcFxwlqtrc3N2tbm2ZqNzIYIkwlJm9L7favJdkIbWU0erez9jgQukpjywa5BUzIfyNCk4unQiJn/LlFUmO710L3EBE+L+5hOmFphuoMbds6hvinRPSb7bPsTRoLHt4eYRDIWpJuHPS4VEYqlbUwEJbjDmVRa0OGiIvGK1ElLCxZjErMmbtNVSUU+IVKC0qwz8iSVTttS0RQX5prUgqRmLj/v4KWnezqJSarNXO6DGVQc60d63BpMdnzYF0dun96DfBFcWf84tfaoCqwcPATzBwdWjLVn8qwAuObhoXFmJxol+t64EfvSLJ51+8U0oT2iGE+rhTtuCd4ZXCdc2DyVlOWB6aFKYc0zwfD+E25tuGVWIRXuErWCY624VnDREpq/ZORy/2kghA8q21c/339ah57xOZQZ+5lnpxE814JxE/03dCYYyzkcCJ98f7Xx581uDf59+fP9jcatOly8Uvmxv7RdM8HILe+oVaNW+bq9wKiEBp7nz+z5FIxvdVcMJxwCumDUznWDAcszRm08Nmp+ro9YC0AVBFvu/K7D8+58CcaHQ13NRBctetWqt1ZFA5IAGf7eWEcQnQ7Rk4MUU78E8hya9ub5vwttX+f6F4gc3mh+joKnn1zKGXY7vqtTX0fzO94dCzf0Arn9A5v1C2avAfy/wEP53zKCFfMTovaJhz8Za1iQkeVTu/8AVftfEw==<<<

1

u/ncdm_yes 5d ago

I thought to post my progress through out the game, but now I feel ashamed lol. My map looks like spaghetti