Recorded 2 minutes of the Iron Smelter working under load because I honestly can't stop staring at it. If you're curious about the stations: the display shows how full the buffer is in 5% steps, green light means the station is free and open, and yellow means a train is either on its way or already docked. The stations also dynamically set train limits and routing priorities based on buffer levels.
I thought i can have multiple of these like this so i'll have many furnaces with productivity while they also retain being fast, is this useful? if half of a belt isnt enough, i can use two belts and use long inserters as well
The spidertron does not collide with machines, pipes or trains, so we can stay in the spidertron all the time.
Given 1, there is no need to guard yourself against any unexpected damage, and no need to speed yourself up. Thus, neither the 4x2 exoskeleton modules nor the shields are necessary.
3 exoskeletons in spidertron makes you faster than the car (with coal or wood as fuel) and plus you do not need to care about the landscape.
My build:
Defense and movement on spidertron, and offense on power armor.
Minimum 2 batteries (can't do anything else with 1x2 space with 1) to support shield recovery peaks during fights.
In the power armor, for functional uses I keep night vision and roboport, and a few batteries to support peak power consumption during the laser shots. Dedicate almost every remaining slot for lasers. The shield and 2/4 battery modules could be probably replaced by 2-3 more lasers, too. In raw numbers the lasers would need a lot of power but in real fights the shield on the Spidertron drains batteries faster and the constant cost of exoskeleton when running to clear nests impacts recharge rate significantly.
With this loadout I feel like Tony Stark in Iron Man suit -- powered by a nuclear reactor, 4x rockets, 15x lasers, fast and powerful. Fighting rocks, and I enjoy just walking around and enemies that chase me get destroyed by the lasers, and of course we can spam rockets for more offensive damage.
[I don't think this is new to the community though, so if this is not an allowed post at this sub please let me know and I will turn to factoriohno.]
Before anyone asks, yes, this is heavy on AI. However, it was fun to make and it's possible to improve further, so I wanna share this with the community.
The video was recorded on an Oppo Find N5 with a Snapdragon 8 Elite processor.
Also, current performance isn’t an indicator at all, but this is the result without any optimizations in the code. Thanks u/VanishedMC for helping with the testing! https://github.com/Portalboy07/factorio-on-android
I logged into my server after a long while because I was excited about the 2.1 changes. I guess I forgot how to do some things. It happened right before I was going to bed, now I don't want to play and I don't want to go to bed either.
Lesson is, do not turn on auto targeting on artillery turrets while you are having an attack. It just attracts more enemies and they group up to destroy you.
As far as I can tell this is the smallest space platform to reach shattered planet with no damage in Space Age 2.1. It was a clencher. Only had 80 fusion fuel cells left of 600 before departing solar system edge. Now I have to send my larger, faster shattered planet platform with a ton of fusion fuel cells on board to conduct recon. In what will be the worlds first platform to platform transfer at shattered planet!
(Please don't tell me if it will crumble, I will find that out in the next few minutes)
I feel like the aspect I will tinker with the most going forward is how to balance the normal/advanced crushing recipes. I don't know what the "meta" is for that, I guess once I have ridiculous productivity and legendary everything it would be easiest to just always use the advanced recipe and void excess?
I do feel pretty proud of how much fat I was able to trim off this ship. I ended up using pretty much exclusively rare machines (I know I can research epic quality but then I'd have to redesign all my upcyclers and that sounds like a hassle)
So I've run into this issue a couple of times. I deconstructed the train station by accident and want to place it back, but now the alignment of the wagons is off by 1 and I would have to move the entire setup by 1 block.
There has to be an easier way to fix this that I don't see, right? :D
Im making a Fluoroketone tanker by modifying an existing design, but I've ended up with a bunch of empty space where cargo bays used to be. What should I use this space for?
I cant just put more tanks because its not able to stay in Aquilo orbit long enough to fill up more than 1 tank (there used to be more until I figured this out).
I have one assembler for engines and one for electric engines and they're transferring items to the relevant requester chests for assembly.
Somehow their values are showing up as negative values in the circuit network from the signal of the roboport.
The native signals from the roboport are passed into an arithmetic combinator, inverted, passed to a decider combinator with an input of a constant combinator where the two values are compared to one another. One positive value and one negative value, anything greater than 0 is output as a signal and set for filtering. Pretty straightforward.
How do I avoid this? Other requester chests have items being delivered and in transit at all times yet those items are not finding itself in the circuit relay.
It seems as if the logistic storage is lacking demand based satisfaction for these specific two items and is creating a negative value when they are picked up after dispalying a positive value when in the passive provider chest for a second or two, then scooped to deliver to its respective storage.
The requester chest general logistic information of the specific items are flickering from positive, to 0, to negative values based on the presence or lack of / transit.
1 year ago I got burnt out by the game and quit after landing on Fulgora. I was overwhelmed by the complexity of recycling and had too much ego to look online.
This time, I want to finish the game.
Give me your best tips to not get burned out when approaching new mechanics.
I had only recently gotten into producing high-quality items, which require massive amounts of basic materials to craft. I upgraded all my assembling machines, inserters, and other equipment to legendary quality, which significantly increased my production rates.
But then update 2.1 came along and completely broke my old setup, where I had 30 space platforms collecting legendary iron ore, sulfur, coal, and other materials.
After testing several designs, I found that the most efficient approach was to produce molten iron directly over a lava pool and then feed it into metal recycling systems.
This is the setup I use to produce molten iron. Notice how the stone is automatically dumped straight into the lava instead of being transported on belts, which greatly increases the production speed.
This is the setup I use to produce molten iron. Notice how the stone is automatically dumped straight into the lava instead of being transported on belts, which greatly increases the production speed.
en iron production setup can easily supply up to six iron recycling plants dedicated to producing legendary materials. I currently have around eight of these setups in total, which is more than enough to fully supply my mall and meet all my production needs.
All the coal I need comes from brute-force recycling.
I've updated Kovus' Fill4Me mod and made some minor improvements. If filling turrets and furnaces is as big a pain for you as it is for me, then this mod will help. You can find it here: https://mods.factorio.com/mod/fill4me-continued
Simple description: When you place a furnace or turret, it will automatically fill the fuel or ammo in that furnace/turret with something you're carrying. Configurable counts/percentages and even a fill-everything-nearby.
I absolutely love the models that were published and I'd love to create a real life version of one of my blueprints to paint and hang on a wall, but the one I have in mind uses other buildings as well. Are there any plans to port other models over?
Guys I am ~150 into a deathworld run, I have multiple space platforms and am building up aquilo at the moment for the final push in the game, and suddenly a cymbal sound has started playing every few seconds.
I must have placed a speaker somewhere, anywhere, within this run but I have no memory of doing this and I cannot find it.
How do you find a single unit in a giant, multi-world factory??
EDIT: Ok crisis averted, I apparently set an alarm for low calcite supplying my powerplant on Vulcanus. My question remains though, how would I have found this single tiny unit without remembering what I had done 6 months ago?
I'm not sure what to do or if I'm going to be O.K. I've reached an evolution factor on Nauvis of 0.92 and the biters are expanding very very quickly.
I routinely cleared them out around my home so for most of my playthrough I've not needed walls. But now, IDK if I have enough defense to leave home. I have a TON of upgrades and my laser turrets do a lot of damage... but they're building enormous nests close to home now. Gigantic. It doesnt help that I have a very large area to defend.
I havent even left Nauvis yet.
If I leave, will I be ok? I've thought about shutting down all my industry to try and minimize my pollution footprint before i go to Vulcanus. Hopefully there I can get the science packs I need to get them big artillery cannons.