Factorio Eternal Night 2 [public game] |
- Eternal Night 2 [public game]
- The battery now looks like the one in the tech tree. (0.16.51)
- Friday Facts #247 - Pricing and its exploits
- This simple building made my life way easier.
- when you're really into pollution topography but also ascii art
- Stand alone/Tile-able enrichment, belts and stackers only
- The Train Megabase - 2kspm, 400 trains and over 200 UPS
- Version 0.16.51
- My first rocket launch! Such a feeling of accomplishment
- I Concede Defeat
- (Eternal World 2) This is what happens when you have a .75 evolution 2 hours into a factorio game
- Long distance fluid transport
- fff or fsf (Factorio Friday Facts or Factorio Saturday Facts)
- [Eternal Night 2] When you can't even scratch a behemoth using normal methods, use trains.
- No Oil? At All?
- Bob's and Angel's mod plastic production
- Current Seablock .16 Base, no idea how I should progress further from this point.
- Hello! Newbie factory worker here. Can someone tell my why my oil processing seem to be either slow or stagnant?
- Unloading items from a chest in a specific order
- Update for ClusterIO Heavily modded.
- Lock belt to place only in straight line?
- Linux to windows migration -> lost my blueprints?
- How much would be 30 square kilometers in factorio?
- Personal roboport question
- 19k undergrounds, 2.6k beacons and just 640 labs. I'm ready to find bottlenecks. Blueprint in comments.
| Posted: 15 Jun 2018 05:15 AM PDT EDIT: this is the end for now! Thank you all for participating! There might be another run tomorrow evening, but there's also other great events you should check out! https://i.imgur.com/iADCRGt.png It's dark, it's a deathworld, it has simplified oil. What's the twist? It's dark all the time, yet bright enough to just barley get some energy from solar panels. About EDIT: Third time's the charm? [link] [comments] | ||
| The battery now looks like the one in the tech tree. (0.16.51) Posted: 15 Jun 2018 11:32 AM PDT
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| Friday Facts #247 - Pricing and its exploits Posted: 15 Jun 2018 03:51 PM PDT
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| This simple building made my life way easier. Posted: 15 Jun 2018 06:59 AM PDT
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| when you're really into pollution topography but also ascii art Posted: 15 Jun 2018 01:05 PM PDT
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| Stand alone/Tile-able enrichment, belts and stackers only Posted: 15 Jun 2018 01:24 AM PDT
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| The Train Megabase - 2kspm, 400 trains and over 200 UPS Posted: 15 Jun 2018 09:48 AM PDT
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| Posted: 15 Jun 2018 05:42 AM PDT Graphics
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental. [link] [comments] | ||
| My first rocket launch! Such a feeling of accomplishment Posted: 15 Jun 2018 09:30 AM PDT | ||
| Posted: 15 Jun 2018 09:24 AM PDT Alright engineerios. I love playing Factorio, right up until I have to start using oil. I never have enough. NEVER. I have gotten very good at managing early-game resources because I constantly restart once I get up to oil. I have worked out my ratios with petroleum gas, sulfur, sulfuric acid, and batteries, and plastic bars. I put a shit-ton of oil wells on the map when I start, and I try to put every three oil refineries on an individual oil well/pumpjack/pipe system. I am trying to max the fuck out of these things and I'm still overwhelmingly frustrated every time. I'll be honest, Factorio isn't about making the most efficient and clever factory for me. I enjoy making big, organized factories that are aesthetically pleasing. I have gotten very good at placing pipes in a pretty fashion. Unfortunately I still never have enough oil, and quit every playthrough right when I get to bots. Please, give me every quality of life mod, every tidbit of advice, every ritual sacrifice that will make me never have to worry again about how much oil I (don't) have. Thanks folks [link] [comments] | ||
| (Eternal World 2) This is what happens when you have a .75 evolution 2 hours into a factorio game Posted: 15 Jun 2018 10:36 AM PDT
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| Posted: 15 Jun 2018 04:30 PM PDT Is it more efficent to pipe fluids long distances or simply load it all onto trains? I can't seem to get enough crude oil to base although I am producing enough. [link] [comments] | ||
| fff or fsf (Factorio Friday Facts or Factorio Saturday Facts) Posted: 15 Jun 2018 02:57 PM PDT It's coming close https://www.worldtimeserver.com/current_time_in_SK.aspx Not angry or disappointed . Just my F5 key is getting broken ;-) [link] [comments] | ||
| [Eternal Night 2] When you can't even scratch a behemoth using normal methods, use trains. Posted: 15 Jun 2018 02:55 PM PDT
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| Posted: 15 Jun 2018 11:02 AM PDT
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| Bob's and Angel's mod plastic production Posted: 15 Jun 2018 05:40 PM PDT I have been playing with bob's and Angel's mods and the plastic production is really convoluted being multi-phase oil--> raw gas --> liquid natural gas --> methane --> methanol --> propane --> liquid plastic --> plastic. Is their any way around it? [link] [comments] | ||
| Current Seablock .16 Base, no idea how I should progress further from this point. Posted: 15 Jun 2018 12:40 PM PDT
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| Posted: 15 Jun 2018 10:57 AM PDT
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| Unloading items from a chest in a specific order Posted: 15 Jun 2018 01:03 PM PDT I am using a blueprint that has a train fueling setup and as I get better and better fuel I want to make sure I have my network burn the best fuel available. Example: I have a requester chest asking for: 50 coal, 50 solid fuel, 10 rocket fuel, 10 nuclear fuel. Ideally, the inserter feeding the train from this chest would use the nuclear fuel. If the nuclear fuel runs out it would use rocket fuel, then solid fuel, then coal. How can I use a circuit network to make sure it unloads the correct resource first? [link] [comments] | ||
| Update for ClusterIO Heavily modded. Posted: 15 Jun 2018 12:20 PM PDT So as some people have seen i posted and people could join. If you are interested please see the original post: https://www.reddit.com/r/factorio/comments/8n0rih/clusterio_public_server_abpy_and_more/ Our discord is https://discord.gg/39dwtn4 Only difference we are running 0.16.49 Today with /r/GeoStyx's lovely factorio maps i can show you some progress. https://factoriomaps.com/EurypteriD192/Clusterio/2018-06-15/list.html [link] [comments] | ||
| Lock belt to place only in straight line? Posted: 15 Jun 2018 02:31 PM PDT I need to enlist your help! After 100+ hours (so really a Factorio novice) I still haven't figured out one thing: How can I lock the direction on a belt when placing free-hand, without walking alongside it? Many of you probably know that in most graphic illustrator programs there's this handy dandy function of pressing SHIFT and thus locking lines to 90°. How can I achieve the same thing in Factorio, without walking alongside the belt? If I try to do it free-hand typically this happens: _______________ _ _____ ________ ____ ___ ___ ___ _____ [link] [comments] | ||
| Linux to windows migration -> lost my blueprints? Posted: 15 Jun 2018 04:57 AM PDT | ||
| How much would be 30 square kilometers in factorio? Posted: 15 Jun 2018 08:33 AM PDT how wide is a belt? The real question is how it feels in the game?. In Factorio, and from that point, how comparable wil be in Satisfactory? At least for, me is hard to understand how big that is in real life. And at first sight, doesn't seems much, because I can make 5km easily on bike, and that would be from side to side, because the player start on the center. [link] [comments] | ||
| Posted: 15 Jun 2018 05:16 PM PDT Sorry for what I'm sure is a dumb question... I don't have a logistical network setup. I do have a personal roboport going though. When I go to clear areas, or build areas from blueprints, the construction robots often hover over my head without returning to my inventory, or grabbing something else to be made. This forces me to right click on them and when I do they hop back to work. What am I missing to make them completely automatic? [link] [comments] | ||
| Posted: 15 Jun 2018 05:11 PM PDT
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