Factorio The beginning of a 20K SPM AngelBobs base |
- The beginning of a 20K SPM AngelBobs base
- [FactorioMMO] Google Maps of all 46 Clusterio60K Servers
- rare pic of biter phalanx (circa 32 BC, colorized)
- I made a mod. Now you can use belt braids for EVERYTHING.
- World Generation Idea: Oases
- You require additional Iron Gear Wheels
- Progress: 16 hours into my first base vs. 16 hours into my fourth base.
- Reccommend me some QOL mods!
- Pre-configure toolbelt for new games
- Circuit Display for showing Powerlevel, Factoryparts and if it (dis)charging
- How do I get better??
- Holy crap. Brand new to this game. What do I do?
- Bought this game this weekend... 10 hours already. Would love some tips!
- Advise me on Bob's mods.
- Circuits on the bus
- Nuclear mods?
- A neat little reference I found in StS
- How much 'harm' does killing spawners/bases really do? [As few "spoilers" as possible please?]
- Haven't played since 0.10. Any advice?
- Looking for.. Friends?
- Bob angel wood ?
- Seeing this error when i load AngelBob's. Can anyone help?
| The beginning of a 20K SPM AngelBobs base Posted: 10 Jun 2018 06:39 AM PDT
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| [FactorioMMO] Google Maps of all 46 Clusterio60K Servers Posted: 10 Jun 2018 12:29 PM PDT
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| rare pic of biter phalanx (circa 32 BC, colorized) Posted: 10 Jun 2018 06:46 PM PDT
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| I made a mod. Now you can use belt braids for EVERYTHING. Posted: 10 Jun 2018 11:33 AM PDT
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| Posted: 10 Jun 2018 08:45 AM PDT an oasis, being a rich resourceful spot somewhere in a wide area of wasteland is sadly something you are unable to create with vanilla map settings. You could think about them as several starting areas spread apart in a huge desert. I created a little mockup of it. An oasis has all the resources you'd need, but not very many of them. This would push two playstyles: [link] [comments] | ||
| You require additional Iron Gear Wheels Posted: 09 Jun 2018 09:40 PM PDT
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| Progress: 16 hours into my first base vs. 16 hours into my fourth base. Posted: 10 Jun 2018 10:06 AM PDT
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| Posted: 10 Jun 2018 03:20 PM PDT | ||
| Pre-configure toolbelt for new games Posted: 10 Jun 2018 01:46 PM PDT I've been looking and looking and I can't seem to find a way to do it, mod or vanilla. I would like to have my toolbelt preconfigured for the basic things where I like them when I start a new game (I restart often). Like I put my yellow belts in the first slot on the right side, inserters first slot left side and so on. I have a mod that sets them to the way the mod maker likes every new game but I can't seem to find a way to customize that myself without manually changing them each new game. Just wanted to see if anyone knows a way to do this. Thanks! [link] [comments] | ||
| Circuit Display for showing Powerlevel, Factoryparts and if it (dis)charging Posted: 10 Jun 2018 09:55 AM PDT
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| Posted: 10 Jun 2018 06:06 AM PDT I understand that sounds really vague because of how general that question is when it comes to factorio but I don't think I'm very good at the game, despite my 200+ hours in it. I know that a lot of the answer is to play more and get more experience with the game, but everytime I've tried vanilla I always get stuck at blue science and then production seems to slow to a halt or my buses just arent saturated enough to actually supply enough circuits/second to satisfy what I want for how much blue science I want Thank you, any help is appreciated [link] [comments] | ||
| Holy crap. Brand new to this game. What do I do? Posted: 10 Jun 2018 05:25 PM PDT Captain's Log. Day 5 stranded on a foreign planet. I've jerry-rigged some rudimentary coal powered mining rigs. Mining stone, iron, and coal and depositing into wooden chests. No idea what to do next. Send help. [link] [comments] | ||
| Bought this game this weekend... 10 hours already. Would love some tips! Posted: 10 Jun 2018 01:04 PM PDT So I bought the bullet after being on the fence for a while. Ten hours obsessive play later, I've had an absolute blast while feeling almost concerned that I haven't scratched the surface. I'm playing on a normal map, and I've got an ore processing area, and separate manufacturing areas to make engine parts, red bottles, green bottles, and I built a secondary ore extraction operation on my starting area iron and copper to fuel a weapons manufactory geared towards making grey bottles. All my bottles go into my interconnected lab farm in the middle of the base. Now I'm placing radars and turrets down in my little car as weird dog aliens are biting up my shit. I figured for next steps I should make blue bottles, but that looks like I'll need to travel a few minutes south by car and tap the mega veins I've seen on radar to bring new resources back to base... So I guess I need to wipe out the alien nests and then build trains? I'm not sure what the best thing to do is at this point - I'm still using steam, so try to tap some oil? What kind of stuff can you do with liquids? I fucking love this game. [link] [comments] | ||
| Posted: 10 Jun 2018 06:47 PM PDT I have finished the game a few times through now and want to try out some mods. I was thinking that I would try out Bob's mods first and perhaps more if advised otherwise. I have currently downloaded Bob's: adjustable inserters assembling machines electronics enemies functions library mod greenhouse mod logistics mod metals, chemicals, and intermediates mining modules ores power revamp mod tech vehicle equipment warfare multiple characters and classes Should I start my playthrough with all of these mods enabled? Should I turn off one or more? Should I add any additional mods such as Angel's mods? [link] [comments] | ||
| Posted: 10 Jun 2018 07:07 AM PDT On this subreddit I always see every body busing green circuits. I guess my question is after blue science is still alright to make green circuits on site? [link] [comments] | ||
| Posted: 10 Jun 2018 04:17 PM PDT Any mods that add way more depth and realism to nuclear? I already have Clowns Nuclear, and I won't touch meltdown with a bargepole, because I suck at reactor design and don't want all my electricity dissappearing. [link] [comments] | ||
| A neat little reference I found in StS Posted: 10 Jun 2018 03:59 PM PDT
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| How much 'harm' does killing spawners/bases really do? [As few "spoilers" as possible please?] Posted: 09 Jun 2018 10:32 PM PDT Hey everyone, I'm fairly new, somewhere between 40-80 hours in. I have NOT launched a rocket yet. When I die I delete my save and start fresh. I tend to slow to a crawl after military science, when I start failing to get my production automated, but it's improving. I'm REALLY enjoying figuring stuff out on my own. HOWEVER, I can't seem to figure out what is making my games so hard. The game basically tells you that pollution triggers attacks, and it's visible that trees reduce pollution. So there's that. But the game where I got the farthest (two games previous) I drove around destroying all proximal spawners, to preemptively protect myself, which seemed like a good idea and worked great... until I got completely overrun by insanely strong biters/spitters. Way stronger than usual! So my question: How much harm does it do, really, to clear spawners vs repeatedly killing biters? Killing the spawners is worse, right? How much does the 'spawner-kill' factor compare to the 'time' factor? (I'm doing badly at both of those dimensions, I'm not sure of I should focus on better automation or killing less.) Is there a threshold? In my current game for example, I haven't killed any spawners, but in order to get to the only proximal oil patch I'm going to have to clear a bunch of them. Will this trigger crazy attacks? Is there any way to observe the cumulative 'difficulty' factor? Or a rule of thumb? I'd PREFER answers that don't give me some math that I can't unsee that will reveal the internal workings of the game, I'm really enjoying the organic process... but this just seems to be going over my head. Any mildly-vague-but-helpful comments are welcome! Sorry in advance for being so high maintenance. [link] [comments] | ||
| Haven't played since 0.10. Any advice? Posted: 10 Jun 2018 05:08 AM PDT Like the title says, I haven't played this game since version 0.10. I recently installed it because a friend wants to do multiplayer. There so much new stuff it's a bit overwhelming. Any and all advice on just about everything would be appreciated! [link] [comments] | ||
| Posted: 10 Jun 2018 03:08 AM PDT First, I should state that I am unsure on whether this post's content would be approved. If it isn't, I will remove it immediately. Hello, I've been playing factorio since 0.8 alpha. My play style differs greatly in each game as I find factorio to be a rather artistic game. Rather perfect in the manner by which both empirical logic and artistic creativity fuse. However, all this time I've been playing alone. I would like to seek out a max of 3 other players who would like to play multiplayer with me. I do not own a server, I rely on icraft for their superb service. I seek players who focus on both progress and precision, alongside the willingness to at times, sacrifice order for creativity. I usually play each game without any other blueprints other than the ones I create in that current game. Would appreciate if you'd do the same. Also, I do not have a mic. Lastly, other than weekends, I tend to play factorio each day from 0800/0900++ EST. Do PM me on here for my discord, your discord, in-game username or interest in this post. Would appreciate responses, thank you for your time. [link] [comments] | ||
| Posted: 10 Jun 2018 01:59 PM PDT So i started my first angel bob game and i want to make glass so i can make greenhouses from bobs but for glass mixture i need a powder mixer that needs clay bricks made from sand that according to FNEI is made with thin mud water that is made from light mud water from concentrated mud water from heavy mud water to viscous mud water that is made from mud and water ?? and that mud i cant make with out the recipe above ? and from a machine i cant make with out with out bricks so whut ?? [link] [comments] | ||
| Seeing this error when i load AngelBob's. Can anyone help? Posted: 10 Jun 2018 09:53 AM PDT Only AngelBobs mods are active. Angel and Bobs work separately. [link] [comments] |
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