factorio

This magazine is from a federated server and may be incomplete. Browse more on the original instance.

SethranKada, in Advice for semi noob
@SethranKada@lemmy.ca avatar

I’ll make a list of some good ones to start with.

Hand Craft PriorityThis let’s you move thing around in the hand crafting que.

More Minimap AutohideHide the minimap if it’s preventing entity data from being shown. Very useful.

Ammo GroupBarreling GroupSchall Circuit GroupSchall Transport Group These four just move various items into their own crafting category so they don’t clutter up the the menu. This is very important if you have many mods that add items.

Double Speed BeltsMakes it so tier 3 belts move at exactly twice the speed of tier 2 belts, and tier 1 at half the speed of tier 2. This let’s you use splitters easier.

Realistic Heat GlowScience Pack GlowBlack Rubber BeltsThese three just make things look nicer.

ClockworkEnhances the day/night cycle. Very customizable.

Inventory RepairAuto repairs items that are in your inventory using repair packs.

Inserted Fuel LeechMakes fuel inserters actually useful

Enhanced Map ColorsVisual improvement. Makes the map easier to read.

Fluid Must FlowFlow ControlThese two make handling fluids much nicer and simpler.

InformatronLet’s mods include ingame tutorials on how to use them. Sometimes, it’s almost impossible to understand what’s going on without it.

Squeak ThroughMakes it so you can navigate your base easier.

Extended Descriptions Adds important details to item descriptions that you would otherwise have to look up online to find.

Holyginz,

Oh wow these all seem super helpful! Everytime I’ve tried to find mods I end up lost because there are so many different ones and some are really good and others less so. I’ve started really loving this game more recently, especially with the replay ability. Recently I’ve been working on getting better at train layouts as well as using the circuit network since I always tended to go whole hog into the logistics network as soon as I unlock it. Thank you so much!

SethranKada,
@SethranKada@lemmy.ca avatar

Your welcome. I love this game too, and it’s nice to be able to help out the community a bit.

cactusupyourbutt, in Better way to expand into nest areas?

during endgame (which I think you're at), I usually just load up a power armor full of the laser defenses, shields, and batteries + the personal nuclear reactor thing. Then I just run through the nests while the laser defense does all the work

xmunk, in Friday Facts #414 - Spoils of Agriculture | Factorio

I really appreciate the environmentally integrated sort of bio-harvesting. I think everyone would have been perfectly happy with an arboretum style approach like we’ve seen in various mods but this approach feels a lot nicer.

fox, in Friday Facts #414 - Spoils of Agriculture | Factorio

huh, this means that you shouldn’t produce more than you consume because the items will just spoil on a backed-up belt, its an interesting new challenge.

xmunk,

Yea, that was my idea as well, it’ll create some real havoc for ye olde sprawling base design by forcing better attention to balancing but, if a recipe chain only has one bio ingredient it should be easy to design around.

I’m terrified of what the modders will do with this… especially something like Space Ex where they’d likely put two separate timed biologicals on different worlds and require you to really focus on rapid transit to get both to one processing site before you hit a failure.

It also might present a real issue for railworld style builds since you’ll want train conditions set so you don’t idle in a station too long, and frequency of collection high enough not to allow too much rot within buffer chests.

Extremely interesting problems. In the base game it sounds like it will be a bit trivialized by being able to slap down the appropriate terrain wherever you need it (eventually) but modders could make really interesting requirements for it.

I, for one, hail our new belt of fully spoiled brown algae in seablock overlords.

ignotum, in Friday Facts #414 - Spoils of Agriculture | Factorio

Products spoiling sounds pretty neat, no more big and slow factories with huge buffers, here we gotta go 100% LEAN manufacturing

mormund, in Friday Facts #410 - Rocket turret & Target priorities | Factorio

New turret type announcement “Shoots any type of rocket” (including atomic bomb).

Refuses to elaborate further.

Jokes aside it looks awesome, but 15 tiles minimum range doesn’t sound like safe nuking distance to me

Aquila,

Plenty far to fuck around and find out!

SmoothLiquidation,

With the whitelist/priority filters and other circuit connection stuff, I kinda want to be able to adjust the range as well. I guess we will see when they playtest it. If all the nukes do is blow up your wall, they will adjust it.

bazus1,

It said there higher turret quality levels will increase range +10% up to 36 tiles. The idea of target selection being important on other worlds is pretty intriguing.

kakes,

I’m excited about the prospect of actually managing enemy types. Defense is too much of a set it and forget it thing right now imo - by mid-game the biters are barely background noise over my turret walls.

tristan,

Comes with a disclaimer, do not try this at home

Malgas,
safesyrup, in Friday Facts #409 - Diminishing beacons | Factorio

Already go posted :)

sexy_peach,

Oh weird it didn’t show up

deegeese, in Friday Facts #409 - Diminishing beacons | Factorio

I never used beacons because they forced you to trade interesting gameplay for performance.

randomaccount43543,

I only use them for oil outposts when they are running dry

amda,

They make for an interesting design challenge at first. Until you start reusing the same design over and over again

deegeese,

Letting people play ‘tall’ is great, but the current implementation stifles creativity.

Toribor,
@Toribor@corndog.social avatar

My designs have never been good enough to optimize much. I just scale out instead.

safesyrup, in Friday Facts #409 - Diminishing beacons | Factorio

What an amazing compromise they crafted here. I totally agree with them, the regular 12 beacon designs did indeed get very boring, so did the 8 beacon layouts

randomaccount43543, in Friday Facts #408 - Statistics improvements, Linux adventures

I really want the timescales to be persistent when closing and opening again the stats menu. It’s really annoying that they default back to 5s each time

Fizz, in Friday Facts #408 - Statistics improvements, Linux adventures
@Fizz@lemmy.nz avatar

That linux section was a fun read I never knew how the async saving worked until now.

PCurd, in Friday Facts #406 - Space Age Music | Factorio

The last track sounds almost green and verdant but I think it’s too frenetic to be a peaceful and lush planet. Maybe one with white water rapids and fast moving water?

starman, in Friday Facts #406 - Space Age Music | Factorio
@starman@programming.dev avatar

Rocket launchers!

Batadon, in how to request yellow belts in a mall to be converted to red belts

What I always do is I have my yellow belt production that outputs into a chest which is then used for red belts. Then if you upgrade that chest to a yellow chest, the yellow belts from your trash slots are automatically put into it, you don’t even need to set a filter.

But yes, if you are using bots you need a circuit condition so it doesn’t use all of the items in the chest. To do that you only need a singular cable though, you directly connect the chest to the red belt inserter. Still the option I would recommend. Looks really clean.

greyw0lv,

Careful, if you dont set a filter the chest could get filled with unwanted garbage potentially filling all slots and blocking belts from going in.

Bots also prefer filtered chests so filtering will prevent belts from ending up in other storage boxes

drkt, in how to request yellow belts in a mall to be converted to red belts
@drkt@lemmy.dbzer0.com avatar

I would just use a requester (yellow) chest and set it to either

  1. Fetch a little bit, less than I’m using so it doesn’t hog my stockpile during transition to all-reds
  2. Fetch all of it and then treat it as singular place that I get yellowbelts from instead of where yellows are produced.

Both of these approached are yellow-to-red transition friendly but the latter assumes you’re getting the belts by hand and not having them delivered to you by bots. You can jank rig the latter option to also serve yellow belts by putting a passive provider next to it and dumping yellows into that. Then once you’re only using reds, just turn the inserter around so it feeds your yellow stockpile back into the system or just replace the chest with a provider so the bots move them.

  • All
  • Subscribed
  • Moderated
  • Favorites
  • factorio@lemmy.ml
  • DreamBathrooms
  • everett
  • InstantRegret
  • magazineikmin
  • thenastyranch
  • rosin
  • GTA5RPClips
  • Durango
  • Youngstown
  • slotface
  • khanakhh
  • kavyap
  • ngwrru68w68
  • tacticalgear
  • JUstTest
  • osvaldo12
  • tester
  • cubers
  • cisconetworking
  • mdbf
  • ethstaker
  • modclub
  • Leos
  • anitta
  • normalnudes
  • megavids
  • provamag3
  • lostlight
  • All magazines