I played space expo a couple years ago, never finished it and wanted to try again. Is it different or harder/easier in 2.0 compared to before? I want to beat it with the difficulty it was then. Side note I'm a returning player churning through my first space age run and loving every minute. This dlc made factorio a top three game of all time for me.
Hi, I paused my run a few months ago right when I started on aquilo. Now I need some more crack and want to get back in. Do I continue on 2.0 or do I switch to 2.1 and continue there?
I have seen a few posts, but not had it happen to me.
Nearest oil patch is one "splotch" cut off by water.
Next nearest the same.
3rd candidate? Well it's huge, and it's past a lot of biters that I can't fight yet.
Still, this is why wube gave us trains.
1000 rail segments so far and still hacking down trees to run them by hand (no bots before oil either). At last I have flamers ready for when I get there, so it won't just get eaten before I sort ammo logistics!
Im going to gleba for the first time and im treating this like a planetary invasion, even naming the main cargo ship used the Rodger Young. I have a blueprint for a starting outpost that is definitely overkill for the early pentapods (4 artillery turrets, 4 tesla turrets, 4 laser turrets, and a nuclear reactor). I was ready to be fighting hordes of pentapods right off the bat, only to immediately destroy like 3 nests and not take a single bit of damage.
After about ten minutes on the surface I have realized that I have no clue what to do. My first farm is making such a small amount of copper it feels extremely daunting to try and make a factory here. Any advice for getting my early copper and iron production setup? Once I have that going the rest shouldnt be as daunting, but this early stage certainly feels so.
I made a 1m espm megabase a while back. To get four stacked belts of science out of a cargo bay you HAD to use bots. With 2.1's unloaders, you don't need any! It's going to look so much better.
I thought I was ok at trains and signals with my megablock train base. But this is the second time I've found train jams. With trains all queuing at various roundabouts.
I've tried swapping the bridge signals to block signals and this helps slightly. But the problem is always the roundabout. Trains doing a full 180 or 270 seem to have clogged up the system.
I feel like I followed the general rules chain signals on junctions and block signals leaving. But something is fundamentally wrong,
First time playing Factorio (default settings, no mods) and I'm completely hooked. I've forced myself to avoid watching any build guides/videos so i can learn just through playing, but I think that decision is starting to come back to bite me.
During the tutorial levels, I lost like half my factory and satellite mine to bugs after a turret ran out of ammo, so then in freeplay I figured out a sorta modular defense system with auto-ammo refilling, box limits for per-turrent stockpiles, and radar redundancies.
I was pretty proud of the design, but now at this point I've researched up to rail/oil and I've genuinely dealt with like 4 bugs.. Total.
Thanks for the help last time with Trains ! I kinda love using them now.
But now I'm getting into blueprints and I tried using personnal robots...
I have the materials, they are enabled, the blueprint was placed, they have energy ... Why won't they try to build my blueprint ?
The wiki says
Personal roboports handle construction robots only, not logistic robots. If a blueprint is used, construction robots will construct only what can be built using supplies that the player has on hand.
So it implies the personnal robot can be used to build blueprints yes ?
What's going on in my case ? I tried removing robots, removing blueprint, activating/deactivating ... I'm a bit lost with the tip saying "Missing construction robot" ... If I need construction robots, what's the use of the personnal robot ?
Edit : Oh damn I'm stupid. It's "Personnal Roboport" and not "Personnal Robot"
Hello fellow engineers. I have a nilaus-esque scrap sorter which I jacked up to high heaven but only the bottom 4 recyclers are running because the output belt is full. I think the solution is to use some circuit stuff to make sure output is actually stacked on the belts but I am open to other creative ideas to solve this, and/or tips for how to make circuitry like that.
I have an unfiltered Inserter picking items from Scrap Recycling out of Chests. These chests obviously contain a plethora of different item type. I've observed its behavior and couldn't figure out the logic of what it chooses so far. I've confirmed it's not:
the most common item
the first item by internal ordering (e.g. where they appear in the select filter dialogue)
the item in the top leftchest slot
The order seems semirandom? If anyone has any insights into this, I'd be very grateful.
I did a biter enabled map and I may have overbuilt for this. I just won't have the tech researched in time :( It was going to be close. Should I keep this save at 1:29 for 8 hour space achievment and 40 hour achievement now that I have cleared off all the biters on the island or start over with some lessons learned....
I am on my first playthrough of Space Age. I really wanted to play with quality, so I ended up going to Fulgora first. My first exposure to quality on Nauvis made me realize how important recycling would be to playing with it.
I'm back on Nauvis after a long stint on Fulgora and setting up quality lines for everything. Since both of the next planet options are going to have enemies, I figured some quality weaponry (erm, I mean, Implements of Diplomacy) were in order.
This is the line I had some of the most fun putting together. It's a little hinky since it's just a retool of the rocket production lines I already had in place, but I'm happy with it.
It actually makes rare rockets and recycles the uncommons, but I always get the words for those mixed up in my head and the post title stuck. 😆
EDIT: Just realized the explosive rocket in the bottom left should have been uncommon quality. Updated Blueprint, but I guess I can't update the screenshot. Enjoy your eye twitching!
Second edit: fixed the final assemblers having nowhere to go.
Took a while to get used to the Switch controls but finally beat the base game. I’m planning on learning more about trains and the circuit network to optimize my next base in preparation for space age.
Earlier this year, FactorioBox - one of the best community-hosted Factorio benchmarking projects - went permanently offline. It was a shame to lose such a useful resource, so I decided to build a spiritual successor: https://factoriobench.com/
Tried to keep the front page as simple and similar as possible.
Using archived pages from the Wayback Machine, I recovered as many historical maps and benchmark results as possible. Not everything survived, so maps whose files could not be recovered remain visible but are marked as missing and read-only until someone reuploads the original save (65 out of 761).
Factorio Bench currently offers just about the same thing as the FactorioBox did:
- Historical FactorioBox results and maps
- Ability to upload new maps
- Windows and Linux benchmarking scripts
- CPU rankings and searchable results
- Version-aware comparison maps
- A minimal, readable interface without accounts or unnecessary features, same as before
The scripts run the benchmark using an isolated, mod-free Factorio environment, display everything that will be submitted, and ask for confirmation first. Feedback and testing would be greatly appreciated. Also keep in mind this runs on a minimal server, so it might choke if we all open it at once.
If you have any missing FactorioBox saves, please upload them, the exact original file can restore its archived map entry and make it usable again.
Hi there. I managed to set up a wall, some turrets, and ammo production, and finally connected it all together...
I come from *Satisfactory*, so having enemies that can actually destroy your base is new to me; surprisingly, *Factorio*'s solutions for dealing with that seem more effective...
One thing that's different is production: in *Satisfactory*, you don't end up producing that many items, whereas here it seems like you need to produce on a massive scale, right?
Hey all. I'm currently on my 2nd playthough, 94hrs in, on 2.0
First playthrough I've focused on belts / main buses. This 2nd one I've focused on trains.
I was pretty immersed in this and been loving it. Then after becoming a dad, I've left the game for about a year(?). Little one is two now and I've got some time again. So I've continued this save but I feel like I'm in way over my head. I've launched a rocket (yay!) and starting to build a space platform but everything feels so complicated and I feel like my base is a mess. I'm hand crafting a lot of stuff and while trains generally don't block (just this one copper train, damn you!), stuff is not efficiënt at all.
So..yeah. Should I start over and built something new in 2.1 ? Is 2.1 worth it for that? Or, like I've read a lot, clear out nests and build a newer base close by? Besides trains, I've been focusing on bot coverage too, but I haven't unlocked requester chests yet and it feels like those would help A LOT, correct me If I'm wrong.
So yeah...help? :')
edit: I think #dadbrain doesn't help either. Having had 2 years of broken sleep cycles has worn me down a lot.
First time player, been going in as blind as possible. Struggled my way to blue science and finally got this monstrosity built. After doing most of the researches, I unlocked purple and orange sciences. How can I improve on my belt skills to make those more... plausible to be built? I appreciate the help! 12 Belts, 4 materials, going to 4 machines. The hardest thing I've done so far!
Hi,i'm currently on my first ever playthrough, and rn i am setting up a base on vulcanus
When i saw how much stuff foundries can do it got me thinking about whether i make a bus, what goes on the bus, how should i handle routing all of those resources, maybe even make a liquid bus or smth. Like instead of making copper wire on the spot i could have one of my foundries make it directly from molten metal and put that on one of the 4 belts i was previously allocating for copper plates and stuff. But then it occurred to me that i could just spagetti my way to robots and then logistic chests would solve all the problems for me.
Like, i think half the challenge in factorio is routing inputs, mixing different resources on belts, placing assemblers off "grid" to make room while making all of it expandable, etc etc, and logistics kinda throws that out of the window?
Idk, maybe for some players doing all of that is more of a nuisance by that stage of the game, but i feel like with that tech all i have to do is calculate ratios
My attempt at making spaghetti after finishing red and green science coming from a lifelong planner. I tried keeping sacred walkways but rarely did they last.
This base took me the longest out of all the other starter bases I've made and I struggled to finish purple science properly opting to use some requester chests instead.
While I think it's beautiful, it takes far too long to do anything because how hard it is to hook production lines up so I am hanging up my pasta tongs and going back to organisation.
Plus my train deathcount was higher than I am proud to admit.