Factorio Everything Anyone Will Ever Need |
- Everything Anyone Will Ever Need
- The mistakes of a noob...
- Lil Coal Bastard
- on a technical level, why does Factorio run so good?
- Can someone sell me on this game? (hard mode)
- I have seen some people bragging about the size of there patches the other day.
- The Earliest version of Factorio [1:14]
- Factorio for children
- Bob's + Angel's: Is the start supposed to be this slow?
- The layering doesn't always work out...
- How to cycle stored resources back into the production line?
- TIL that the deconstruction planner includes fish.
- Making the most of a slow situation.
- Coming around to 1300 minutes of playtime for a session, not much but food and bathroom breaks, this game isn't healthy....
- I got my girlfriend to playing Factorio. This is her first little factory :)
- Behemoth Worms, anyone? Artillery for the biters!
- Best Train Unloading?
- Design flaw
- "Lets not use vehicles lets use pipelines and huge conveyor belts!!" - some guy on the Transport Tycoon forums, 2007
- When do Trains update their Path and how to force it?
- Here is my 30spm base, struggled 8hours oin that thing, no real spaghetto and i tried my hand at a bus
- Is there a Mod that adds wear and tear to the machines?
- What would you like to see be made into a mod?
- So, thoughts on a robo port wagon? Mod, or part of vanilla?
| Everything Anyone Will Ever Need Posted: 03 Apr 2018 12:27 PM PDT
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| Posted: 03 Apr 2018 08:09 AM PDT
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| Posted: 03 Apr 2018 02:52 PM PDT
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| on a technical level, why does Factorio run so good? Posted: 03 Apr 2018 07:02 AM PDT | ||
| Can someone sell me on this game? (hard mode) Posted: 03 Apr 2018 09:21 AM PDT So, at a glance Factorio looks like it would be right up my alley. The problem is, I have a hard rule that I won't pay more than $10 for a game. Even for AAA games, I prefer to wait five or six years. But as I understand it, that's not going to be possible with Factorio. So my options are to violate my rule, or to just never play Factorio. So, my question for you guys is, why should I consider Factorio to be worth twice as much as any other game? Will I spend as much time playing this as I did playing both Terraria and Civ IV put together (about 1k hours)? What aspects of Factorio make it so fun? Edit: Okay, I'm convinced, thanks! One of the things that convinced me is the warm response. I expected this thread to get downvoted and have maybe three non-joke responses. A game that attracts people willing to help out a prospective newbie is more likely to be my kind of game. [link] [comments] | ||
| I have seen some people bragging about the size of there patches the other day. Posted: 02 Apr 2018 11:14 PM PDT
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| The Earliest version of Factorio [1:14] Posted: 03 Apr 2018 11:28 AM PDT | ||
| Posted: 03 Apr 2018 07:30 PM PDT
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| Bob's + Angel's: Is the start supposed to be this slow? Posted: 03 Apr 2018 07:15 AM PDT Two days ago I started my first Bob's + Angel's playthrough, and so far although it's been fun I definitively feel like I'm missing something... (Sorry if my questions/concerns come off as noob-y... I've only played vanilla up until this point. I've tried a few quick google-searches but it feels like there aren't any obvious guides besides youtube tutorials). In terms of ores, it feels like even the most basic setup of 1x(Sorting+Blast+Induction+Casting) is incredibly expensive (because of Steel) to get started, and adds a new mess of work to be done to keep the slag/crushed-stone from overwhelming or clogging belts. Likewise the chemical systems, which seem really interesting, seem to be plagued with similar waste-management issues: I can't find a single use for hydrogen but I get tons of it from electrolysis. I've had to stop my production of CO2 because of the rising costs of hydrogen storage/offload. Finally, I'm a bit confused as to what the farming techs are for: I know Bob's requires wood a lot more often so it seems reasonable to assume that some of them will allow me to make wood, but there's a ton of odd seeds/algeas in the tech-tree that I'm honestly just daunted by. If anyone has any tips/guides, or honestly just any good starting advice for getting into Bob's+Angel's, it's all much appreciated. [link] [comments] | ||
| The layering doesn't always work out... Posted: 03 Apr 2018 06:31 AM PDT
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| How to cycle stored resources back into the production line? Posted: 03 Apr 2018 10:49 AM PDT When I demo things with the constructor/logistic bots, they store all the stuff they pickup into chests. Now I have lots of chests full of items that I actually want to cycle back into the production line. E.G. old inserters that I want to place back into line to get upgraded to fast inserters or stack inserters. If I use a requester chest, it will constantly pull and push between my passive provider chest and my requester chest which is placing the inserters onto the transport belt. Is there another way to do this? [link] [comments] | ||
| TIL that the deconstruction planner includes fish. Posted: 03 Apr 2018 06:53 PM PDT I kept finding new fish in my bags, and it was very mysterious and confusing. But I finally figured it out when I clicked and dragged a huge area for deconstruction, and noticed a bunch of red Xs over the water. Deconstructing the administrative fish. [link] [comments] | ||
| Making the most of a slow situation. Posted: 03 Apr 2018 06:53 PM PDT I recently had to leave my desktop behind and I am playing on a laptop with a rather slow cpu with no gpu. This means my usual playstyle of Dam the UPS loss method, full speed ahead method of building won't work anymore. So what are your tips for making a build as UPS efficient as possible? [link] [comments] | ||
| Posted: 03 Apr 2018 04:16 PM PDT | ||
| I got my girlfriend to playing Factorio. This is her first little factory :) Posted: 03 Apr 2018 12:07 PM PDT
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| Behemoth Worms, anyone? Artillery for the biters! Posted: 03 Apr 2018 08:35 PM PDT | ||
| Posted: 03 Apr 2018 08:34 PM PDT What do you all think is the best train item unloading station design? For 1-2 and 1-4 trains? [link] [comments] | ||
| Posted: 03 Apr 2018 12:57 PM PDT Hi I have a problem with my copper intake. The best keeps pushing copper on both sides, right where it connects with the coal. It's the same thing done at the bottom the the iron is never a problem. What can I do to fix this? [link] [comments] | ||
| Posted: 02 Apr 2018 08:23 PM PDT | ||
| When do Trains update their Path and how to force it? Posted: 03 Apr 2018 09:48 AM PDT I am trying to build a big trainstation with stacker and switcher for my current mega base and this time I am attempting to use smarts to make it better than relying on vanilla mechanics. Because of that the question has come up on when Trains update their path and how to force it. So to be clear about mechanics I come up with a couple questions that I hope you got some definite answers for (would love links to dev posts as well since mechanics might have updated during development) I'll edit your answer in so that people can refer to this post whenever the answer arises in the future :) E.g. what happens if: 1) A Station with a unique name on their schedule is deactivated (does it skip it and goes to the next station?) 2) A Station that shares its name on their schedule is deactivated (does it skip it and goes to the next station on their schedule OR does it try to go to one that shares the name if it still can?) 3) A Station on their schedule is deactivated and then activated again before they'd pass it (e.g. with a circuit based pulse) is it still skipped? Does it even force a hard re-path? 4) Is there a time based update interval? 5) Does it update if it goes through a signal (normal or chain)? 6) Does it update if it stops at a signal (normal or chain) Or does it but only after x amount of time? 7) I read about soft and hard re-pathing - what is the difference and when does which occur? 8) Do you guys have other questions worth putting here? Edit: I know the Wiki has some great info on how a train chooses a path but not on how to force it to update its path [link] [comments] | ||
| Posted: 03 Apr 2018 08:21 PM PDT
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| Is there a Mod that adds wear and tear to the machines? Posted: 03 Apr 2018 04:22 PM PDT I work as a maintenance chief at a factory, I love the whole production line aspect of the game but I also feel like these machines (assemblers, inserters and belt to name a few) are too ideal and asides the fact a bitter attacks, they will run forever. So given my job I was wondering if there's a mod that adds this feature like machine needing repairing or scheduled maintenance maybe or some other catching fire do to many machines per electric pole, maybe a way to set a maintenance plan and program it with bots later in the game. Any suggestions? [link] [comments] | ||
| What would you like to see be made into a mod? Posted: 03 Apr 2018 08:00 PM PDT So I've been busy working on an incredibly large mod with a friend for awhile and for the time being I'll just say it has to do with space. But I need a break from working on it, so I wanted to make some smaller mods for fun. So what would you like to be made into a mod? If I find it interesting I message you and I'll start working on it. [link] [comments] | ||
| So, thoughts on a robo port wagon? Mod, or part of vanilla? Posted: 03 Apr 2018 04:06 PM PDT Cargo wagons act as provider chests for construction. Or use bots to unload inventory. Ghost a rail, load a tain with supplies, give it an automatic mode of advance to end of available rail, and let it loose to auto construct until it runs out of supplies OR completes the ghost, refill, go back to building. You could blueprint to filter unload into a provider chest, train bot builds a robo port with solar, and it begins to flesh out, build more robo ports, so on and so on. Train artillery can cover until remote defenses are up and running. [link] [comments] |
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