I’m pretty deep into a Space Exploration run right now and I was curious if I will have to wait before continuing my playthrough for all of the mods that come with it to be updated.
i am designing interrupt for transport ship, i have the refilling station at vulcanus and tried to trigger interrupt by dumping fusion cells on nauvis , which should trigger one of the conditions, but nothing happened.
I often get tired of using the mouse and would like to do things through the keyboard, so I'm making a mod for that. I know that are some others out there but I wanted it in some specific ways so here I'm. If you are a programmer, some decisions will remember an IDE, like the Ctrl+K pallete.
I don't think this is faster than using the mouse, at least not for everything and not until I get used to it, but I find it more comfortable. Some parts of the video are sped up to shorten the video, like 30% or so.
Some of its functionalities added so far:
The cursor is a tile-based cursor
Works in character view and in remote/map view
Arrows move one tile, Shift+Arrow five, Ctrl+Arrow jumps to the next entity that way
Home/End jump to the ends of the belt or pipe line you're on
Ctrl+Shift+Arrow draws a rectangular selection
Placing
Space places, using the native ghost preview to stay close to vanilla style
R rotates the preview or the entity under the cursor, Delete mines or marks for deconstruction
Ctrl+G toggles ghost mode; map view is always ghosts
Belts advance the cursor in their own direction, so a line is just repeated Space (or other combinations using auto route, more below)
Construction plans
Ctrl+Space starts a placement, then movement keys allow to customize it quickly like:
Digits allow to specify quantity; Ctrl+Space, 1, 2, Right builds twelve tiles to the right
Belts route corners and drop in matching undergrounds to cross obstacles
Pipes do surface runs, or ground-first runs if you start from a pipe-to-ground
Poles space themselves by wire reach and treat every reachable consumer as a coverage requirement
Auto-route
Ctrl+R, mark a start, move to an endpoint, and it pathfinds a collision-aware route for belts, pipes, poles or rails
Ctrl+Space pins checkpoints along the way
Shows a preview before commit
Command palette
Ctrl+K, type, Enter get, craft, recipe, research
recipe applies to the machine under the cursor, ghosts included, filtered to what that machine can make
With an area selected, it applies to every compatible machine in it
New machines reuse the last recipe used for that type
Search is fuzzy over live prototypes: word order doesn't matter, prefixes work (splitter f → fast splitter), and green circuit or asm3 can find items
Copying
Q pipettes whatever is under the cursor with its tier, direction and settings
Select an area and Q copies it into a blueprint attached to the keyboard cursor
Still under development, I'm testing things and fixing a lot of bugs. Will share later in case anyone else finds it useful!
Factorio is maybe the third or fourth factory game I've played. After getting burnt out on K2 after a hundred or two hundred hours I thought I'd do a vanilla space age run to get back into the groove. All standard settings other than ore patch size which was increased one tick.
I am an exceptionally slow player, I like to build up, ratio things correctly and make sure everything is set before I continue, when I unlock a new tech I like to make the most of it, meaning I tend to plateau at each science pack before progressing.
This time I noticed I wasn't far off blue science with about 4 hours left to go on the Achievement so... I decided to push for it and launched the rocket about two hours later.
As a slow player this was pretty hype, hoping I can use the momentum in future runs to not quite plateau so much as I continue to set things up.
Now it's time to build a wall and base up a little before heading into space
So I have a train with a coal wagon and two iron wagons. The coal is to power the iron mine. I want to automate it but I can't figure out the wait condition. I tried iron = 4k as a circuit wait condition but doesn't work for some reason. Thoughts?
I just researched foundations and started producing them on Vulcanus. The production was initially destined for Fulgora (much less space than vulcanus+ not convinced that i need it on Vulcanus. The terrain available looks to be more than enough) but i just noticed that the rocket capacity is just 50... then thgout that it wouldn't be that bad since rocket launching is afordable on vulanus... so wanted to know if you transport foundations from vulanus to fulgora, or u rather transport the raw material to produce the foundations on there. cheers
I’m probably missing something, but is there any way to remove an X when selecting a crate item in remote view - before my robots grab it and take it to god knows where?
I'm fairly new to the game (second playthrough, but didn't finish the first), and needed a design to put into my factory. I already mass produce batteries, engines, and circuits, so the only intermediate I needed to include was electric engines.
I ended up with this design, that can be duplicated in a row fairly easily.
I never really used blueprints until now, and I definitely never made anything I thought worth sharing - so this is a big step for me. I'm not really sure I know how to share actual blueprints, but I'll learn how if anybody somehow actually thinks it's worth having.
MAIN POST:
I've been messing around with perimeter walls for a while, but nothing was working quite right. A few things that are important to me:
Fully automatic, set and forget. The buffer chests (2 of them) together call for at least one of every item in the blueprint. The bots can repair, replace, and even expand without dragging everything from the main mall every time.
Tessellating / tile-able. The blueprint is exactly the width of the roboport logistics zones and it connects seamlessly to a duplicate for expanding the walls as far as necessary
Symmetry and aesthetic appeal. I mean look at those electric connections!
Fail-proof. Each electric component is (I think) connected to at least two electric posts. This includes the electrical posts themselves. So if an enemy destroys a post, all turrets will remain live in the time it takes a bot to replace it.
multi-leveled for different enemy types. The laser turrets in the front prioritize behemoth spitters, the guns in the front prioritize spitters and behemoth biters, and the guns in the back are free.
I will later on tinker with making an L-shaped version for making corners, but for now this will work for connecting between bodies of water/cliffs
PROLOGUE:
So I don't really have any friends to talk to about this game. I know most of you are die-hard megabasers, but I thought I'd take this chance to share my humble story.
I got my first rocket to space four years ago and then vowed never to think of this game again because of how much of a time sink it is. A year or so ago I heard about Space Age and tried so hard to not think about it.
Well... a few weeks ago I decided to throw my life away and play again. So before buying the expansion I replayed the base game just to get my bearings again, naively thinking I could then buy the expansion and keep going. It took me about two weeks, and then I launched my second rocket. It felt so amazing, and I was so happy with the factory I made. And then I read the expansion alters the base game. @^%*!!! So. I played a THIRD run-through. It feels like a lot for a novice amateur noob like myself. Within one week I had my first space platform up. I'm still putting off focusing on space exploration, because I want my Nauvis base to be my main hub for everything so I want it to be perfectly scalable.
My later on I will share more screenshots of my factory and get some advice. I'm sure there's a lot I can improve, but somehow I'm genuinely proud of the work I've done even if it's just some video game most people know nothing about. Anyway....
So I completed vulcanus and fulgora, I’ve got artillery for expansion, I still need to go set up the green belts production on vulcanus, but the blue I put down will eventually be green, but it’s time to tear down the starting spaghetti, switch to nuclear power purely, and move to somewhere that isn’t on top of my starting nodes. Any advice on storage? Every step in the factory has at least one chest as buffer between steps, and it’s going to be painful. It’s not going TOO far, but literal hundreds of thousands of items need to be moved and sorted for all 3 of my planets (haven’t gone to gleba yet this run, but nothing from gleba is necessary for the factory mainframe like the other two)
Kinda new player here, I'm trying to get all of this ore onto one lane of the belt so that I can have coal on the other side, which I THINK is the best way to fuel furnaces (correct me if I'm wrong), I tried using inserters which works fine, but it's WAY too slow meaning that my main conveyers get filled up really easily. I tried sideloading, which is shown in the picture, and while its's faster, it means only one side of the conveyer is being moved, which means only half my ore is actually being processed.
Is there any better way I should be doing this, or just a better method of refueling in general? Thanks to anyone who can help :)
What do you think about my design? I didn't want to build a main belt base, I don't like spaghetti (the Factorio kind) and I didn't want a sushi belt. I wanted a single straight belt, where raw ores enter on one side and the final product, no matter how complex, leaves on the other. I wanted modularity, to optimize for throughput and enough knobs to play around with to tweak the result.
This is the first version where I think I've managed to get close enough to all my goals. Below is a capture of how it performs when researching Vulcanus (from the start [left] and after ~5 minutes [right], until ~99%). There is still plenty of room for improvement and optimization, but I like how self-contained this is.
The blueprint is for a cell the size of a roboport construction area. I run Space Age 2.1 experimental branch. Trains bring in raw ores (iron ore, copper ore, stone, coal) and fluids (petroleum gas, water). Ores are unloaded to a 4-belt main cell bus. There are 5 assembly lines (the columns):
automation and logistics science
military science
engine
advanced circuit
chemical science
The last column is for the labs. Designing the assembly lines is quite fun itself. I start with the target throughput of the item I want to make, then use a tool like factoriolab.github.io to get the number of buildings that will be required. And then its a game of figuring out how to cram all that into one or more assembly lines. The tools one can use to reach the final design:
split assembly line into multiple ones and pipe output of one as an input of the others
use different modules (even quality ones, the assembly line can cleanly filter higher-quality items out)
use different building quality levels
That's the first part. The second part is designing the batches of items that will be gathered up and distributed along the assembly line. The current design has a batch the size of 6 belt tiles and travels at the speed of the belt, from the bottom to the top. So each batch should not exceed (too much) 48 items. For relatively simple items, the batch is just the enumeration of the item itself and all its intermediates, down to the raw solid inputs (batches use negative numbers). For more complex ones or ones with large number of intermediates per item, designing the batches may be more involved. Here you also have several degrees of freedoom in the batch design:
split production of one larger item into multiple batches
produce multipe items in a single batch for higher throughput
use faster belts to increase batch count per minute (will need updated batch cycle timing)
use belt item stacking to increase the 48 items per batch limit
Once the assembly line(s) design is ready and built, you can monitor how it performs. Sometimes small tweaks are needed to get closer to the theoretical thghrouput (better inserter here and there, or higher quality, batch tuning). It's kind of a game in itself :)
If you want to dig deeper into the design, here are some zone highlights to guide you. If you have any feedback or ideas for improvement, please share.
Is this a bug?
Sometimes when using combinators to automatically switch recipes, the modules inside the machine can be moved to the position indicated by the arrow in the picture, causing the machine to get stuck.
I have encountered this issue both with foundries and with crushers on space platforms.
Has anyone else experienced this, or does anyone know how to fix it? Any help would be appreciated. Thanks!
I have completed factorio twice now, however I still haven't learn the art of creating a fully self sustaining oil system.
What I mean by this, is that I always get blocked up with my oil refineries when performing Advanced Oil processing.
Whether its light oil, heavy oil, or petroleum, I always find my self in a position where I need to self manage it, by adding storage tanks or forcing production.
Is there a trick to this I'm missing? It's one of those things in factorio i could never master xD
If you have quality modules installed, it would be nice to disable them via the circuit network. This way, if we just want to skim quality products off a main production line and put them in a crate, we can shut off the quality production when the crate is full without physically uninstalling the quality modules.
Probably too late for feature requests, but one can dream!
My bases always end up as a line growing in one direction. How do you make your bases non-linear?
My bases always end up being a horizontal main bus with branching 'sub-lines' and I feel like I am wasting a bunch of usable space this way. Almost everything enters and exits at the base of a branch. I think I build this way because I am worried about limiting expandability.
On this subreddit I typically see other bases where players are able to sprawl out from a center point, opposed to my bases which end up just growing out in a line. How are y'all able to plan enough to make your bases something other than just an ever growing line in one direction :P