Factorio Noticed my socks match my shirt |
- Noticed my socks match my shirt
- The Omnibus. One bus, with everything(ish) on it.
- Gravity Falls theme using programmable speakers on Factorio's official YouTube channel.
- What unwritten self-imposed rules do you use?
- Hmmmmmm... Need more labs
- Been playing for only a few hours and I've automated SCIENCE. 10/10 personal GOTY
- [Fun Friday] When someone places a requester chest in your belt-only factory
- Another day, another tileable Kovarex setup
- TIL that you can save train station names in blueprints
- TIL bots hate symmetry
- Biters can't expand if there are no more biters on my land. Hardcore mode just got super easy
- 40hrs in biters pillaged my whole base :(
- I was just listening to the soundtrack and noticed something interesting
- Finally hit 1001 hours!
- What's a good number of labs to have?
- My second world, what do you think? (More info on post)
- Question
- Do main buses not loop?
- I'm not giving up on it but I'm ready to call it what it is. I present to you my Greatest Folly: the Modular Train-Grid Base
- I made a T shaped 8-4 balancer
- Super beacons that are capable of boosting only regular beacons? (Mod suggestion/discussion)
| Noticed my socks match my shirt Posted: 31 Mar 2018 07:06 AM PDT
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| The Omnibus. One bus, with everything(ish) on it. Posted: 31 Mar 2018 12:38 PM PDT
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| Gravity Falls theme using programmable speakers on Factorio's official YouTube channel. Posted: 31 Mar 2018 07:47 AM PDT
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| What unwritten self-imposed rules do you use? Posted: 31 Mar 2018 01:31 PM PDT I'm not referring to "no belts" or "no bots" type of rules as challenges, but ideas more like "all trains must only move in one direction and be single headed" A better example, I always build my bases to allow everything to get backed up. This means if I was to walk away and let the base run for a really long time, eventually all assembling machines would stop, all trains would stop, all mining would stop, and all belts will be full. Then if I start a new research everything would just start working again without requiring me to "fix" anything. I never have to worry about ratios this way. This is also assuming no major destruction by biters, but even then I have my next rule. Have every (or just most) buildable object in passive providers so they can be replaced automatically after an attack. Walls, belts, assemblers should be accessible by robots to rebuild when needed. The exception here is the rocket base, I only need one. So what other rules do you try to play with? [link] [comments] | ||
| Posted: 31 Mar 2018 12:45 PM PDT
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| Been playing for only a few hours and I've automated SCIENCE. 10/10 personal GOTY Posted: 31 Mar 2018 03:23 PM PDT
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| [Fun Friday] When someone places a requester chest in your belt-only factory Posted: 30 Mar 2018 06:57 PM PDT
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| Another day, another tileable Kovarex setup Posted: 31 Mar 2018 03:19 PM PDT I kinda made this by accident, but found it pleasingly simple. I don't know why I built it right-to-left, but it should flip comfortably via your mod of choice. Order of operations:
That's it. I think I like it because the two halves of the process don't really touch each other; once each centrifuge boots up it'll run autonomously and won't interfere with throughput etc. The blue inserter and combinator won't do anything after stage [3]. You can actually deconstruct them once the associated centrifuge is running if you like. Can have U-235 fed in slowly, or be primed manually by dropping forty on the belt. Supports modules and beacons, within reason. Tiles pretty much infinitely, if you can feed in enough U-238. At least until the output belt gets clogged up (twenty U-235 per second). Nothing bad happens if the system backs up (no new U-238 will come in until the extra U-235 is released), but it'll break pretty fast if you run out of U-238, so be careful. [link] [comments] | ||
| TIL that you can save train station names in blueprints Posted: 31 Mar 2018 06:07 PM PDT
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| Posted: 30 Mar 2018 10:13 PM PDT
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| Biters can't expand if there are no more biters on my land. Hardcore mode just got super easy Posted: 31 Mar 2018 07:01 PM PDT
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| 40hrs in biters pillaged my whole base :( Posted: 31 Mar 2018 06:49 PM PDT I wasn't paying attention to my coal supply and started using beacons and got a bit carried away.. Last real save is 20 hours ago, and my auto save was right after the biters overran me.. So! I got just a little of everything and maybe 300 coal. Me and my car, which currently swerving through hordes of biters and trying to make a new home... any others been in this situation before? I can barely find enough space before biters come after me. TL:DR base has been overrun by biters, help me find salvation? [link] [comments] | ||
| I was just listening to the soundtrack and noticed something interesting Posted: 31 Mar 2018 03:55 PM PDT So, there's an old latin hymn called Dies Irae and it talks about judgement day. It was mostly used in requiem masses. The melody for the gregorian chant that uses Dies Irae is employed in classical pieces and soundtracks to represent death. You can listen to it here. Now, listen to this bit from the Factorio soundtrack (at 1:10). It's clear that it's Dies Irae. Now, what does "cenSeq" mean? If you want to know more about Dies Irae in popular culture, check out this video that talks about Star Wars: Rogue One and its extensive use in the soundtrack. [link] [comments] | ||
| Posted: 31 Mar 2018 06:14 AM PDT Missed the big ol' 1000 hour screenshot, so here's a 1001 hour screenshot instead! Finally getting into those triple digits :) https://i.imgur.com/TUAcdEV.png Somebodypleasesendhelp Edit: Aaand less than 45 minutes later my lazy bastard achievement rocket launched, so here that is too! [link] [comments] | ||
| What's a good number of labs to have? Posted: 31 Mar 2018 05:50 PM PDT I have 6 labs functioning at the moment. should I stop or make more? [link] [comments] | ||
| My second world, what do you think? (More info on post) Posted: 31 Mar 2018 05:50 AM PDT
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| Posted: 31 Mar 2018 09:21 AM PDT | ||
| Posted: 31 Mar 2018 07:47 PM PDT I was under the impression that your main bus is supposed to loop around all the way to the beginning of it to sort of form a sushi kind of thing. Does the main belt just extend to a certain point then stop? [link] [comments] | ||
| Posted: 31 Mar 2018 07:45 PM PDT
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| I made a T shaped 8-4 balancer Posted: 31 Mar 2018 03:34 PM PDT I was using the 8-4 balancer in the wiki, but I didn't like that the output was limited based on the input. If I didn't have all of the 8 belts somewhat saturated, the output was not even. If I only have 4 of the belts going in, only two belts would come out. That's a bit inflexible. I knew that the typical 4-4 balancer was great, so I took three, put them in a T shape and combined them. Now I have this funky 8-4 balancer that even distributes to the output regardless of the input. !blueprint https://pastebin.com/EcJSXb33 The reason I made it is because I had an odd ore patch where I had a bunch of partial belts coming out of it to a train and I didn't want to count miners, and route all the belts to get four perfectly compressed belts. Can anyone make it better? I kind of like it as is because I made it. [link] [comments] | ||
| Super beacons that are capable of boosting only regular beacons? (Mod suggestion/discussion) Posted: 31 Mar 2018 02:54 PM PDT Hello there, So I'm wondering what you guys think of this concept: A super beacon that is capable of boosting only regular beacons. Here is the idea: If a regular beacon is limited to carrying two modules, you could still put a super beacon next to it to let the regular beacon give even more of a boost to the machine. The boost of the super beacon to the regular beacon's modules would be ~5% at first, but the boosting percentage could be increased with infinite research. You could put multiple super beacons around a regular beacon, but you'd still need to go into infinite research to feel a big difference in boost for the modules. The super beacon would take up 3x3 tiles like a regular beacon, so you would have to consider if it's better to use super beacons or regular ones, depending on the space constraints and super beacon boosting research level. (that's a mouthful to say) The super beacon wouldn't have any inventory slots, as it's only purpose would be to boost the regular beacon's modules and not necessarily change the type of module powers the regular beacon gives out to nearby machines. At first this post was a question as to whether there's a mod for this out there, but seeing as I made an incredibly detailed explanation of how it would work you could see this post more as a discussion and a possible mod suggestion. If there are any mods similar to this I'd be happy to hear about them in the comments, but I'm not interested in comments about mods that adds higher tier modules. This is because they don't add any new, interesting mechanics to the game, while this super beacon would. The original inspiration for this idea was gotten from V453000, a Factorio developer, in a Q&A by Xterm which can be found here. The exact time that the idea is mentioned by V453000 is also put into the link, so you don't have to find it: https://youtu.be/dCrjXs8GSQI?t=55m16s [link] [comments] |
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