Factorio After Many Failed Attempts I Finally Made a Flexible Belt Key-chain |
- After Many Failed Attempts I Finally Made a Flexible Belt Key-chain
- A stained-glass based painting i made in art foundations. It's not that good, but i like it.
- [Literally unplayable] Pole shadow dims rail signal. That's, like, not how shadows work.
- I heard yall like spaghetti belts. What about spaghetti inserters?
- After playing for over 240 hours, watching multiple Let's Plays and seeing plenty of screenshots of your bases, I realized one thing...
- [Album] [Oil] I can't stop fiddling with my refinery. Should I ask for help?
- I have created a monster...
- Which mall is your favorite?
- Hmm things have changed a bit since I last played...
- How do I make this train configuration work?
- What mods should I use
- Expandable robot assembly and deployment, second attempt!
- This game makes me so anxious
- I use 4 steam engines, which should perfectly satisfy the electricity need for 12 radars, yet my radars don't have enough electricity. Why?
- Balancer Books Haven't Been Working For Me.
- Factorio crashes computer on startup.
- Help with circuit network.
- Train Alternative Route Problem
- First attempt at Bob's & Angel's: Making a bit of each kind of metal. Spaget!
- My first serious Seablock attempt after 80h of tinkering, redesigning and generally having a blast
- AlienSpine Technologies: Mobile Chests
| After Many Failed Attempts I Finally Made a Flexible Belt Key-chain Posted: 08 May 2018 07:16 AM PDT
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| A stained-glass based painting i made in art foundations. It's not that good, but i like it. Posted: 08 May 2018 03:02 PM PDT
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| [Literally unplayable] Pole shadow dims rail signal. That's, like, not how shadows work. Posted: 08 May 2018 02:19 AM PDT
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| I heard yall like spaghetti belts. What about spaghetti inserters? Posted: 08 May 2018 03:19 AM PDT
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| Posted: 08 May 2018 01:24 AM PDT | ||
| [Album] [Oil] I can't stop fiddling with my refinery. Should I ask for help? Posted: 08 May 2018 03:01 PM PDT
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| Posted: 08 May 2018 02:42 PM PDT
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| Posted: 08 May 2018 04:48 PM PDT I've been playing around with a few different ones, like Mike's Mall and KOS Mall, and there's quite a few interesting looking tileable ones that seem quite nifty too. Which ones do you guys personally like the best? [link] [comments] | ||
| Hmm things have changed a bit since I last played... Posted: 07 May 2018 10:10 PM PDT
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| How do I make this train configuration work? Posted: 08 May 2018 03:21 PM PDT The red train goes back and forth from station A to station B. The blue train goes back and forth from station A to station C. How do I prevent the red train from entering station A while the blue train in docked in station A (and vice versa)? Ideally, I want to do this without introducing any new tracks. Is that possible? Thank you. [link] [comments] | ||
| Posted: 08 May 2018 05:34 PM PDT I have launched a rocket and not looking to do anything hard, but maybe have some sort of challenge, I know a lot of people say Bobs with Angels is good but should I use that or some other set of mods Thanks! edit: I have 100 hours in the game and don't know ratios too well. [link] [comments] | ||
| Expandable robot assembly and deployment, second attempt! Posted: 08 May 2018 01:12 PM PDT As I managed to use the pre-0.15 crafting times there was too many engine assemblers in the first version of my robot factory that I posted yesterday: https://www.reddit.com/r/factorio/comments/8hrslo/expandable_robot_factory_and_deployment_facility/ Here's version 2, new and improved: !blueprint https://pastebin.com/d1gCff2n This has correct ratios and has a few other updates aswell - removing a few engine rows made room for compacting the rest of it a bit and the pipe assembler needed a better inserter when getting closer to max output. Included is a book with two blueprints: One complete robot factory and one "engine row" - that's repeatable and you can simply add as many rows as you like until you hit ten rows, by then the pipe assembler can't keep up any more. At that point you are making 0.75 robots per second. The inserters feeding the Roboport are capped by a wire reading the logistic network and strives for 100 AVAILABLE robots of either type - when they start getting assignments and number of available robots shrink they will start adding from the provider chests that the assemblers try and keep at 100 robots, two stacks. Adjust to suit your needs! The constant combinators at the bottom are just for showing which input goes where. Here's an image as well: https://imgur.com/mIda370 Let me know if you spot any errors or room for improvements! [link] [comments] | ||
| Posted: 08 May 2018 07:26 AM PDT I dunno what it is, really, but I find it hard to start playing. I've played one playthrough every main version since 0.11, and I want to come back for a 0.16 playthrough, but reading through about a week's worth of posts I'm feeling the anxiety kick in. I see things like efficient megabases, or blueprints solely dedicated to protecting power poles on rail lines, and modular set ups and giant train railways and I don't know how to do any of this stuff. It's just so daunting with the limited resources and the near guarantee of over spaghettifying your base, and the omnipresent pollution timer until behemoths come and ruin your day, causing you to lose hours of progress if you don't build up military fast enough, just... shudder Please someone help alleviate my anxiety so I can start up another wonderous playthrough and lose a week+ of my life thanks [link] [comments] | ||
| Posted: 08 May 2018 06:06 AM PDT
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| Balancer Books Haven't Been Working For Me. Posted: 08 May 2018 07:11 PM PDT
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| Factorio crashes computer on startup. Posted: 08 May 2018 07:03 PM PDT I just did a fresh install with Ubuntu 18.04. I have installed very few things, factorio and steam being some of the first. I open factorio and it gets to about 39%, cropping bit maps I believe, and it crashes my entire computer. Complete freeze. Any suggestions on what might be wrong? I tried booting into my old Ubuntu install and everything worked fine, but I plan on deleting that install soon so I don't want to continue with that. Edit: Got it working. I was about to delete this but I thought I'd leave it incase anyone else has the same problem. Update yo graphics drivers. I'm using an nVidia card and as soon as I switched to the nVidia drivers it worked. [link] [comments] | ||
| Posted: 08 May 2018 03:10 PM PDT Hi, read what was on the wiki but it's a little too hard for me to understand. So if I could ask a couple of questions that would be great.
[link] [comments] | ||
| Train Alternative Route Problem Posted: 08 May 2018 11:13 AM PDT Hallo Reddit, i come to you in my darkest hour! In a Time were 2 Trains are stuck in an everlasting faceoff. Ok lets cut the poetry - Why on earth do those stupid trains sit there and face each other? The upper train clearly has an alternative rout that he could take (Indictated by the Blue marked way) him were he wants to go? Please reddit help me this makes no sense [link] [comments] | ||
| First attempt at Bob's & Angel's: Making a bit of each kind of metal. Spaget! Posted: 07 May 2018 09:24 PM PDT
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| My first serious Seablock attempt after 80h of tinkering, redesigning and generally having a blast Posted: 07 May 2018 11:21 PM PDT
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| AlienSpine Technologies: Mobile Chests Posted: 08 May 2018 04:45 PM PDT I started designing parking systems using belts because I am a horrible Factorio driver and this is what I ended up with. The loop is for demo. The idea is to build a chain of similar inputs to put some standard core-base items in the trunk of an unattended vehicle. Particularly useful in mmo games, players could then jump into fully-loaded cars, drive out to new base sites and start building out-of-the-box. Walls are used in this example, the next stop in the chain could be turrets, ammunition, assembly machines, belts , inserters, and whatever else to build a remote base. Tanks can be filled up as well. I added a fuel loader here, but you wouldn't want one at every stop. In the example, a player can park an [empty] car on the three belts up-top. The belts guide the vehicle into position for filling, which is pretty forgiving so almost any angle will work. We can't read the contents of the vehicle, so a counter logic circuit is used to put roughly 200 walls into the vehicle, then the vehicle moves on automatically on the belts - like an automated car-wash system. Finally, while I used blue belts for this demo, the concept can be implemented early-game - as soon as cars are available, of course. Logic controller blueprint is at: https://pastebin.com/tPgk61a7 A few logistics notes: 1) Ammunition and fuel will fill up the vehicles' ammunition and fuel slots first, then fill up the trunk space. 2) Fill-amounts are approximate, so it's a good idea to leave at least a few buffer slots or leave some stack space. For example, in this demo I set the wall counts to 200, but 175 would probably be a better value leaving room for a +25 overfill error. 3) The logic needs to be jump-started by pulling a few walls off the line. I'll work on a better solution if folks seem to like this idea. 4) Vanilla-friendly. I'm using the Creative Mod (Fix for 0.16) to run my simulator, but nothing else. [link] [comments] |
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