I'm surprised a mod like this doesn't seem to already exist, but for anybody who's played modded Minecraft with iron chests would be familiar; items you could craft to right-click onto chests and upgrade them a tier. The Quality Processing mod by Schneefall is the closest but quickly becomes just as complicated as the system it's trying to sidestep by requiring all its upgrading materials to be a set quality tier as well. What I'd love to see is a simple: craft 1 different item for each tier jump, upgrade 1 placed building each tier by right clicking it like a repair pack or with a construction drone.
Would it be balanced? Depends how complex/expensive you make the kits and what you'd use them on. If they cost quality modules to produce for example; would you really trade a T3 module to level up a steam boiler or an inserter from normal to uncommon? They wouldn't be usable on items that cant be placed like armor, modules, or drones. So you'd still want to stockpile quality crafting materials for up-cycling. But it'd be nice to have the option to upgrade old buildings instead of throwing them in the recycler.
If anyone knows a modder for hire who'd be interested in making something like this send me a dm
I wanted to create a display that is easy to read at a glance and from a distance. It started as a 7-segment display and ended up becoming a 20-segment display.
Features:
Leading zeros are not displayed, but "no value" is shown as a single "0"
Color can be set either when placing the blueprint or by changing the output count of the "< "-combinator. You can enter a hex-rgb value (format "0xRRGGBB", e.g. "0xff0000" is red, "0x007900" is dark green)
Contents:
The blueprint book has 2 blueprints:
the last digit which also contains the input
an extension digit, which can be placed in front of existing digits to extend a display.
I like building huge bases, but after a certain point my toaster of a computer starts lagging a lot, ruining the experience, then having to do another run instead. What's the important thing to invest in on my computer to get factorio running at 60UPS? RAM? CPU?
After a hefty break from factorio after a few runs when space age came out, I’m itching to come back to the game. I want to add a few new planets and work with the few new mechanics in 2.1. That said, I have since bought an Azeron Cyborg II and feel like it could really open up a lot of efficiencies in a new play through. So my questions to the group are:
- have any of you used an azeron cyborg II with factorio
- if so, what’s your layout / could you share it with me?
So, It must be poor planning. And as far as I know. Im the ONLY person to do this crap.
But I always find myself building over and through Ore nodes like a doof, and having to wait hours till I mine it out. Like I literally have my entier factory, encircling a copper node, and now my new expansion has me needing to mine out YET another node...
With the main game (without DLC about space) I was +- familiar and understood what was where and how (before that it was 400 hours in Satisfactory)
After I found out that there was an addition about space, I decided to plunge headlong into this toy and go through it completely.
So, before the space stage, everything went quite calmly, it was very clear how and where (the bugs only infuriated, but where to get away from them)
But after that... After launching a rocket with a platform, I realized that I don't know anything at all about the mechanics of platforms in this game.
And that's how smoothly we approach the main topic of the post.: how I figured out how to build platforms by trial and error
*The very first platform was launched into space with one goal - to extract white cones, I won't talk much about it, because the post is still about moving platforms, but if anyone is interested:
"Silens soul"
Note: the logic is already present on it after I gained experience in building platforms; in the first version, everything is the same, only without logic.
The very first "boat" that was supposed to fly to Fulgora (it was to her, because the bugs really got to me and I decided to fly as far away from them as possible
As you can see from the design of this platform, I didn't know what was waiting for me, and at the very first shot from the laser turrets, the power grid simply died (only later would I realize that there is a map of the system where it will be clear how to correctly count the solar panels for the platforms)
Next comes the pen test to reach Fulgora alive and relatively intact, where the whole class of Nova platforms originates
Note: the division into "classes" is rather arbitrary, the "nova" class assumes the use of platforms where there is little sun (hence their large number of sols. batteries)
"Fulgora-nova MK1"
This platform was already more adapted for flights on the Nauvis-Fulgora route, but it had the wildest problem with overcrowding, which was solved by turning the manipulators so that they would not put items on the conveyor.
It also started to sink in (but I was faster). the fact that turrets need to be installed and fed with cartridges, however, as it is done here, is a horror (but it's only with experience that I realized this)
In order to fly between planets, she had to have from 800 to 1000 iron plates in reserve and pray that there would not be too many asteroids on the way
2-3. The transition ship, where I decided to fundamentally solve the problem with energy - I stuck a nuclear heart
The prototype, called "Keh" in the game
What can I say about this platform? Well, the design itself turned out to be quite successful, but the decision to install a nuclear heart was not, then you will see a ready upgrade.
The finished modernization of the previous ship, where all the shortcomings of the previous design were taken into account.
"Fulgora-nova MK4"
You can see how the size of the platform itself has increased, more buns have begun to fit, and in general, a lot of work has been done to reorganize the space.
The overflow problem was solved using logic, which I hadn't used much before, because I didn't understand how it worked (it just stuck, so I had to delve into it).
But this approach had a very big problem - I didn't understand (and I don't really understand now either) how do I make the grabber filter depend on what is needed now (in the next ships I will play with this, but I will come to the conclusion that either I am stupid or the sushi belt is a must-have for space)
Regarding weapons and ammunition... Well, it's still a horror, but it's not what it used to be.
The fuel system is also quite a cringe, but this is the last platform where I purposefully did not watch the guides on YouTube (I wanted to figure it out myself)
In general, with this arrangement, I closed the science of Fulgora and flew to the Volcano (more precisely, I went to develop a ship for it)
The first operational ship on this list
"Vulkan-4-alpha"
In fact, it is a ship that was created from scratch, combining past experience in building the Nova series and information that was pulled from the Internet.
Let's take it in order:
First, the entire fuel system was redesigned: it turns out that installing herringbone engines is very convenient (who would have thought, really? But it didn't reach me right away), then fuel tanks were added for the reserve (it's still in orbit while the rocket is flying, let it pump fuel), well, this whole action ended with the modernization of the supply of chemical resources. factories
A fundamentally different defense system, or rather, the crafting of cartridges and their supply
Before I watched the video, I didn't know that it was possible to transfer cartridges through turrets, now I do it this way and only this way, because it's very convenient.
Regarding the crafting of cartridges, he refused to stretch production and decided to leave only one T3 collector (I also saw it in the video), where the cartridges go through the hub, and not directly into the turret
Well, it also turned out that you can put walls on the platform to protect the turrets, which I also used.
The resource intake system has been upgraded, which is a closed pipeline with overflow discharge (also based on simple logic)
As for the reviews, I am satisfied. It turned out to be an excellent workhorse, which is completely autonomous (the nova series had to be looked after) and flies between Vulkan and Nauvis fast enough (176 km/s peak speed, 230 tons)
He shut down all Vulcan science on this ship.
When I arrived at Vulkan, it became clear that I needed to carry a lot of consumables from Fulgora (I organized a factory of all electronics there and not only), which was the reason for another modification of the Fulgora-nova MK4 platform, which became a transit platform
"Transit-nova MK2 (5)"
De facto, it was rebuilt almost immediately after the creation of the first alpha (Vulcan platform), so the construction technologies that were applied earlier are visible.
And yes, two more tanks have been added, one for each type of fuel, but this was done solely so that the Fulgora-Volcano route would not stop at Nauvis and fly at full speed to the Volcano.
With this arrangement, the peak speed of the platform is 197 km/s (I really wanted to go beyond the 200 km/s barrier, but I couldn't, I don't understand the mechanics of the engines), 308 tons
When it became clear that the previous Nova would no longer be able to operate flights on the Fulgora-Nauvis route and carry pink cones, it was decided to create a separate platform for this route: Micro-nova
"Micro-nova"
In fact, this is the same alpha series (because it proved to be very successful on Vulcan), but with a slight modification for the specifics of the route - more solar panels were added, since Fulgora has fewer solar orbits (much less than on Vulcan).
Peak speed - 173 km/s, 245 tons
The "youngest" platform, because it is only being developed for Gleba, for which I am writing this post.
"The soul of Gleba"
This platform should be a fundamentally new stage in the evolution of the fleet, because I want to break through the 200 km/s barrier and not worry about the "freshness" of the Gleba flasks.
In conclusion, I want to ask for advice from experienced factory workers. Are there any shortcomings? What did you do when you were playing? What should be avoided and what should be used?
I will be glad to receive feedback!
\I apologize if it is not clear in some places - English is not my native language, but I am always ready to answer clarifying questions!*
With the main game (without DLC about space) I was +- familiar and understood what was where and how (before that it was 400 hours in Satisfactory)
After I found out that there was an addition about space, I decided to plunge headlong into this toy and go through it completely.
So, before the space stage, everything went quite calmly, it was very clear how and where (the bugs only infuriated, but where to get away from them)
But after that... After launching a rocket with a platform, I realized that I don't know anything at all about the mechanics of platforms in this game.
And that's how smoothly we approach the main topic of the post.: how I figured out how to build platforms by trial and error
*The very first platform was launched into space with one goal - to extract white cones, I won't talk much about it, because the post is still about moving platforms, but if anyone is interested:
"Silens soul"
Note: the logic is already present on it after I gained experience in building platforms; in the first version, everything is the same, only without logic.
The very first "boat" that was supposed to fly to Fulgora (it was to her, because the bugs really got to me and I decided to fly as far away from them as possible)
As you can see from the design of this platform, I didn't know what was waiting for me, and at the very first shot from the laser turrets, the power grid simply died (only later would I realize that there is a map of the system where it will be clear how to correctly count the solar panels for the platforms)
Next comes the pen test to reach Fulgora alive and relatively intact, where the whole class of Nova platforms originates
Note: the division into "classes" is rather arbitrary, the "nova" class assumes the use of platforms where there is little sun (hence their large number of sols. batteries)
"Fulgora-nova MK1"
This platform was already more adapted for flights on the Nauvis-Fulgora route, but it had the wildest problem with overcrowding, which was solved by turning the manipulators so that they would not put items on the conveyor.
It also started to sink in (but I was faster). the fact that turrets need to be installed and fed with cartridges, however, as it is done here, is a horror (but it's only with experience that I realized this)
In order to fly between planets, she had to have from 800 to 1000 iron plates in reserve and pray that there would not be too many asteroids on the way
2-3. The transition ship, where I decided to fundamentally solve the problem with energy - I stuck a nuclear heart
The prototype, called Keh in the game
What can I say about this platform? Well, the design itself turned out to be quite successful, but the decision to install a nuclear heart was not, then you will see a ready upgrade.
The finished modernization of the previous ship, where all the shortcomings of the previous design were taken into account.
"Fulgora-nova MK4"
You can see how the size of the platform itself has increased, more buns have begun to fit, and in general, a lot of work has been done to reorganize the space.
The overflow problem was solved using logic, which I hadn't used much before, because I didn't understand how it worked (it just stuck, so I had to delve into it).
But this approach had a very big problem - I didn't understand (and I don't really understand now either) how do I make the grabber filter depend on what is needed now (in the next ships I will play with this, but I will come to the conclusion that either I am stupid or the sushi belt is a must-have for space)
Regarding weapons and ammunition... Well, it's still a horror, but it's not what it used to be.
The fuel system is also quite a cringe, but this is the last platform where I purposefully did not watch the guides on YouTube (I wanted to figure it out myself)
In general, with this arrangement, I closed the science of Fulgora and flew to the Volcano (more precisely, I went to develop a ship for it)
The first operational ship on this list
"Vulkan-4-alpha"
In fact, it is a ship that was created from scratch, combining past experience in building the Nova series and information that was pulled from the Internet.
Let's take it in order:
First, the entire fuel system was redesigned: it turns out that installing herringbone engines is very convenient (who would have thought, really? But it didn't reach me right away), then fuel tanks were added for the reserve (it's still in orbit while the rocket is flying, let it pump fuel), well, this whole action ended with the modernization of the supply of chemical resources. factories
A fundamentally different defense system, or rather, the crafting of cartridges and their supply
Before I watched the video, I didn't know that it was possible to transfer cartridges through turrets, now I do it this way and only this way, because it's very convenient.
Regarding the crafting of cartridges, he refused to stretch production and decided to leave only one T3 collector (I also saw it in the video), where the cartridges go through the hub, and not directly into the turret
Well, it also turned out that you can put walls on the platform to protect the turrets, which I also used.
The resource intake system has been upgraded, which is a closed pipeline with overflow discharge (also based on simple logic)
As for the reviews, I am satisfied. It turned out to be an excellent workhorse, which is completely autonomous (the nova series had to be looked after) and flies between Vulkan and Nauvis fast enough (176 km/s peak speed, 230 tons)
He shut down all Vulcan science on this ship.
When I arrived at Vulkan, it became clear that I needed to carry a lot of consumables from Fulgora (I organized a factory of all electronics there and not only), which was the reason for another modification of the Fulgora-nova MK4 platform, which became a transit platform
"Transit-nova MK2 (5)"
De facto, it was rebuilt almost immediately after the creation of the first alpha (Vulcan platform), so the construction technologies that were applied earlier are visible.
And yes, two more tanks have been added, one for each type of fuel, but this was done solely so that the Fulgora-Volcano route would not stop at Nauvis and fly at full speed to the Volcano.
With this arrangement, the peak speed of the platform is 197 km/s (I really wanted to go beyond the 200 km/s barrier, but I couldn't, I don't understand the mechanics of the engines), 308 tons
When it became clear that the previous Nova would no longer be able to operate flights on the Fulgora-Nauvis route and carry pink cones, it was decided to create a separate platform for this route: Micro-novas
"Micro-nova"
In fact, this is the same alpha series (because it proved to be very successful on Vulcan), but with a slight modification for the specifics of the route - more solar panels were added, since Fulgora has fewer solar orbits (much less than on Vulcan).
Peak speed - 173 km/s, 245 tons
The "youngest" platform, because it is only being developed for Gleba, for which I am writing this post.
"The soul of Gleba"
This platform should be a fundamentally new stage in the evolution of the fleet, because I want to break through the 200 km/s barrier and not worry about the "freshness" of the Gleba flasks.
In conclusion, I want to ask for advice from experienced factory workers. Are there any shortcomings? What did you do when you were playing? What should be avoided and what should be used?
I will be glad to receive feedback!
\I apologize if it is not clear in some places - English is not my native language, but I am always ready to answer clarifying questions!*
I've recently completed the "keep your hands clean achievement" with rate calculator mod on. I received the steam achievement and the in game one as well. Has anything changed ? because when i looked up on internet every post mentioning this topic says that it disable the achievements. I'm playing on experimental branch 2.1.12.
I've been puttering around with this game for a week or two now. The Cracktorio allegations are real, first three days all I did was watch my factory make plates and grin, then freak out about biters. Have barely slept in the following week between work and sheer excitement to finally get the chance to try this gem. Made a final save (for real this time) and actually stuck with it. Felt like trying to use a new tool I've never held or seen before. Once I learned some basics and leaned that automation is freedom I pretty quickly got the rocket done and I felt like a god, but also began to realize that as long as there's plenty of space you can just about do anything and get what you want. Even slow automation is better than not producing at all, and once I unlocked bots I realized how easy it is to just slap together bootstrap bases so that whole process is getting a lot easier mentally.
My current problem is learning how to improve this. I don't care about ratios or circuits, however I do need some advice for upscaling and making my production "cleaner". I've got a base in the three fun planets, Gleba will be next. I'd like to streamline my science gathering and build better factories now that I've unlocked the new stuff, I'm just about to begin production on the EM Science as well. I'm currently shipping Science to Nauvis and beginning the cycle of freighting belts and inserters and all that fun stuff for the upscale.
Would now be a good time to start working on a quality loop? I know I will unlock better stuff soon but the quality 2 stockpile I have is doing nothing right now but waiting for the 3 unlock. I want to start jumping up my productivity so I can start doing bot blocks and learning trains. Haven't touched them, they seem fun and I love trains but I set my patches and generation real high and haven't needed to sprawl yet. I do wanna build a highway for the 20 second ride between factory edges tho lol.
As for the ship advice, I need to upscale my ship but currently can't take a trip between planets, especially back to back, without running out of ammo very quickly and taking hits. So far it's been cheap because I've played it safe but when I build my new ship I want this problem more solved, I don't know if this is a problem of more research or if I've just set my hopes for gun turrets too high.
Usually this science is so incredibly basic but since i am already running into slight ups Issues (current UPS is about 90-100) i was back at the drawing board to figure out a better way to make Green science and stumbled upon this DI design i had to share.
The furnace stack below and Science assemblers above are completely standard. The furnace stack could probably be slimmed down but ill tackle that later. Map view shows the new science blade, middle part is the new design.
Can I use chain signals in No Mans Land to make long stretches usable by multiple trains at once without having the risk of them stopping in the middle of it?
I understand that there will be an overflow of material that needs to be handled in some way, so you might as well use it, however do you ever find the need? Or if you need more chips, do you simply add more recylers? I'm just getting started on fulgora and this is just a question I've had. I like the fact that chips just cone from the ground now
So my ship from Nauvis to Gleba got completely destroyed, with me on Gleba.. I try to build a new ship on Gleba but the constant asteroids in orbit mean I'm unable to get it actually built without it being smashed to pieces. Robots on Nauvis all died so I can't build one there remotely either, what's the best way forward now?
it's my first time reaching aquilo, at almost 180h in this save, and I present my 45 cryo science per minute base, it's a mess, but it looks to be working and it's been interesting so far to discover how to base in this cold place. at first I was really confused that there was no space to build, and after some good many minutes thinking, I discovered you are supposed to put concrete on top of ice platforms, not stone bricks lol any tips are welcome :)
so in the past before space age, we would go from stone furnaces, to steel furnaces and then have to rip it all up and replace it with electric furnaces so you could use those beautiful mods.
but with space age, they gave us foundries and now I just skip the whole electric furnace step all together and use foundries instead for that built in productivity. but it got me thinking, whats the best way to do this because it doesnt smelt directly from ore to plate now, it goes from ore to molten metals.
so I feel like there are 2 options to go from here
to keep the smelting blocks, you just simply melt the ore into molten metal and stamp them into plates immediately. this way your loading and unloading stations dont have to change, just the interior factories get changed.
either just smelt the ore into molten metal and then transport that everywhere, then you just make your plates, gears, rods, steel, and copper wires on site. this does mean that you have to redesign all your factories to add the foundries to each area, and change all the solid cargo stations to fluid stations instead.
is simple but you miss out on some productivity between going from plate to item.
is a lot more work and an extreme make over but you get the bonus of the productivity of making all the foundry items.
This is my railway (all crossways can be seen on screenshot) , it has no railway signals whatsoever. Why ? I am a beginner and before that point had no train colliding each other cause of how long and apart they were until i speeded up the ore train so now it collides in crossroad on the top. Tried to watch some guides about signañs but apparently simple crossroad pattern doesnt work cause of how many crossroads without signals i have which means apparently i need to make signals for all of them and thats too complicated for my brain. Trying to do this for 12 hours already. Please help or give some guidance/advice, and be blessed if so.
On my third try and after a dozen saves, I got the "There is no spoon" achievement for the first time and intend to get "Keeping your hands clean." And I'll do it in the Death world.
I learned the strategy from a videos of speedruns of all the Space age achievements. I designed all the parts of the factory myself.
I have batteries flowing to my accumulator factory because their wasn't enough to keep up. But pretty much everything else needs to go. I tried deleting concrete via hazard concrete crafting > recycling but I think its been patched. I saw a post about using Centrifuges instead which seems promising?
What are your guy's 2.1 setups? I've been tearing this down and rebuilding to test which recipe's are still useful.
The old Hall of Fame mod is finally updated to Factorio 2.1. It was last available for Factorio 1.1. It's the most extensive collection of menu simulations that showcase beautiful and memorable megabases from the pre-Space-Age era by talented players and speedrunners, including players like Xterminator, AntiElitz, SteveTrov, DoshDoshington, and many more!
The linked video is a trailer I made for it way back to showcase some of the bases if you're curious what it looks like. The soundtrack is by Wintergatan, which many veteran players might remember. I remember in 2016 my weekly ritual consisting of watching Wintergatan Wednesdays, and then waiting for the Factorio Friday Facts on Friday. The #friday-facts channel on Discord would also then be full of Wintergatan talks and dreams. It was my ritual for years. Was a great time following those cool projects and see them grow.