Factorio How Factorio saved my life. |
- How Factorio saved my life.
- Radars should connect to the circuit network and detect aliens.
- Redmew - Life's A Beach (Open Multiplayer)
- Although not yet functioning. It is very pretty. 14k underground belts 2.2k labs and almost 7k inserters
- I attempted a compact U-235 production design
- My 0.16 SeaBlock game 50 hours in. Hopefully, my overall organizational scheme is apparent.
- I am so sorry.
- Mid game factory in progress
- Lubricant on rail. Blueprint in comments
- Apple deprecates OpenGL will this cause problems for factorio?
- Time for a new playthrough, but now I want to switch it up a bit. Any suggestions for mods that match?
- Improving aliens
- Need plastic but no oil left on the map.
- If belts are powered by captivated biters, what about rail signals?
- Rebuilding Mall: Resource dropoff ratio planning.
- Help to automate Science 3
- A belt/splitter only XOR gate, using drain logic to reduce latency.
- Have a computer-thing in my base, don't know what it does
- 10K SPM City
- Setting multiple filters through circuit condition not working as expected? help pls!
- Do people still build 1RPM factories?
- i made a new map in factorio and my long handed inserters on my smelting design aren't taking iron plates can someone help me? (i'm new)
- Dipping into advanced automation, looking for feedback :-)
- Trying to run Rampant mod but to no avail?
| Posted: 09 Jun 2018 12:53 AM PDT Long story, so hold onto your butts. I moved to Vancouver from small town Saskatchewan in my last year of high school. It was a hard move, and my best friend for 12 years gave me a steam gift card. He said "Buy Factorio. Let's play when you get there. I love you, man." I got to Vancouver and discovered he was hit and killed by a drunk driver the day after I left. I felt sad, depressed, and hatred. I was alone, lost, and having dark thoughts. I was considering ending it all. Then I remembered my buddy, Josef, and what he told me. I went online, with trembling hands and bought Factorio with the steam gift card he handed me the last time I saw him alive. I booted it up, and fell in love. I played through the pain, through the thoughts, and he played with me, in spirit. We went on adventures for oil, uranium, and biter nests. We crafted massive factories to create entire worlds. We watched as our civilization reached the stars. When I saw the victory screen after launching my first rocket. I was sad. I felt my buddy leaving my side. We were on that adventure, and it was over. I cried for days and nights over him. I struggled in school, and I went back to that dark space in my mind. I then got back from school one day, being notified I wasn't on track to graduate high school in 3 months from that day. I honestly considered suicide. I thought it was the only way. I than thought of Josef. His life, cut short. I rebooted my dusty PC, and launched Factorio once again. The familiar opening scene brought a familiar sense of joy to me. I clicked on "Play", then "New Game". Hundreds of hours later, my empire is shaping still, Josef, my guide, my companion, my buddy. I managed to go from failing grades to ~80% in all my classes and accepted into UBC, with a scholarship. I survived. I visited my hometown last month, and visited his gravestone, just a few hundred paces from my grandfather's. I laid the steam card at the base, than left, feeling like we had paid each other back. I left my hometown, tearfully, on the late night flight back to Vancouver. I stared out the window the entire time, listening to his Spotify playlist of his favourite rap music. Reliving our entire childhood together. I never felt more complete than that day. All because of Factorio, a bottle of whiskey, and an ill timed move. I still feel pain over the loss of my buddy, but he lives on, in my base, my computer, my life, and my memory. I love you Josef. Edit: Fell asleep. Wasn't expecting the gold and the comments. Thank you so much, everyone. It means so much to me. Edit 2: Typos [link] [comments] | ||
| Radars should connect to the circuit network and detect aliens. Posted: 09 Jun 2018 03:01 PM PDT They would send a signal of the alien count that is in it's coverage. [link] [comments] | ||
| Redmew - Life's A Beach (Open Multiplayer) Posted: 09 Jun 2018 11:52 AM PDT
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| Posted: 09 Jun 2018 05:26 AM PDT
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| I attempted a compact U-235 production design Posted: 09 Jun 2018 05:34 PM PDT
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| My 0.16 SeaBlock game 50 hours in. Hopefully, my overall organizational scheme is apparent. Posted: 09 Jun 2018 04:04 PM PDT
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| Posted: 09 Jun 2018 11:53 AM PDT
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| Posted: 09 Jun 2018 11:12 AM PDT
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| Lubricant on rail. Blueprint in comments Posted: 09 Jun 2018 10:54 AM PDT
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| Apple deprecates OpenGL will this cause problems for factorio? Posted: 09 Jun 2018 07:36 AM PDT Apple announced at WWDC that they will discontinue OpenGL. Will this have any problems on factorio? I couldn't find out if factorio was written in OpenGL it uses some wrapper like SDL (which might get a metal base?). [link] [comments] | ||
| Posted: 09 Jun 2018 08:53 AM PDT After a few playthroughs that have been more or less vanilla (interface mods only, to allow for a better overview of various things), I've concluded that it's time to switch it up a bit. Previous playthroughs have given me an idea of what I like, and based on that, I have a vague idea of what to do for my next gameplay.
For the record, I am currently playing whatever version is the newest available via steam experimental, but I'll gladly switch to a specific version for mod compatibility. Edit: formatting [link] [comments] | ||
| Posted: 09 Jun 2018 10:41 AM PDT IMO the aliens in Factorio have always been a bit underwhelming, and I've been watching a fair bit of SC2 recently. Being fairly unhandy with programming, how hard would it be to give the aliens a zerg-type tech tree? [link] [comments] | ||
| Need plastic but no oil left on the map. Posted: 09 Jun 2018 11:47 AM PDT After 80ish hours I'm getting close to the final levels of science. Unfortunately my research has stalled thanks to a lack of oil to make plastic. I have some coal liquification set up but even that is reaching its limit quickly as I'm spreading my heavy oil resources very thin. Can anyone offer some suggestions ? Keep exploring to find it? Build 1000 radar to see if oil appears? Start over? Thanks! [link] [comments] | ||
| If belts are powered by captivated biters, what about rail signals? Posted: 09 Jun 2018 07:13 PM PDT It just came to me that rails signals (and rail chain signals) function without requiring electricity. The same has been mentioned about belts for many times afaik, and sometimes about offshore pumps, too. I want to hear your thoughts about what it might be powering or manipulating rail signals. [link] [comments] | ||
| Rebuilding Mall: Resource dropoff ratio planning. Posted: 09 Jun 2018 02:22 PM PDT My need to relocate my mall was due to boxing myself in to the point where I can't deliver enough resources for my mall to produce things smoothly and start making blue belts. My question(s) is(are) related to the ratios of resources I'll want to bring in in order for my mall to run without getting hungry.
Thanks and happy factorioing! [link] [comments] | ||
| Posted: 09 Jun 2018 12:06 PM PDT So, I'm trying to automate science 3 and production science (not just the science part but also the components), but I simply lose oversight on it, can someone give me some tips or help in keeping oversight and actually learning it myself, instead of just finding a random blueprint? [link] [comments] | ||
| A belt/splitter only XOR gate, using drain logic to reduce latency. Posted: 09 Jun 2018 01:49 AM PDT
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| Have a computer-thing in my base, don't know what it does Posted: 09 Jun 2018 04:50 PM PDT A friend visited a factory and one of the blueprints he shared with me was a thing he had forgotten he had, and what it did. Since then I've constructed it and would like to know what it is. It is a very large device (1.7k lights, 450-odd combinators, mostly arithmetic), with vertical columns of connected lights on top and bottom of a middle row of combinators. The bottom lights are straight lines, but the top lights are more complex L and upside-down P patterns repeating. The combinators have a bottom row of sparse combinators and a far more consistently solid top row sandwiching large chunks of combinator lines, which repeat in line with the top patterns of lights. A few combinators hang about the bottom row towards the right. I know nothing about Factorio logic, but my guess is RAM and the lights are used to signal bit storage. If I'm wrong, what is it, and either way how do I use it? What is the use, if any, of the two logistics storage chests at the bottom barely connected to anything? [link] [comments] | ||
| Posted: 09 Jun 2018 07:52 AM PDT
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| Setting multiple filters through circuit condition not working as expected? help pls! Posted: 09 Jun 2018 04:33 PM PDT Hi all So I got a simple setup, based on ff-140 where a constant combinator sets filters for a (stack) filter inserter. https://i.imgur.com/Nvrcp6a.jpg In the left example, a stack filter inserter is set to load belts and poles. It unloads the poles just fine, but doesn't get its filter set to belts when all poles are unloaded. The right example is a normal filter inserter (5 slots) and has the same problem. Is this intended behaviour and how to fix this? [link] [comments] | ||
| Do people still build 1RPM factories? Posted: 09 Jun 2018 02:48 PM PDT | ||
| Posted: 09 Jun 2018 10:54 AM PDT | ||
| Dipping into advanced automation, looking for feedback :-) Posted: 09 Jun 2018 10:33 AM PDT Hello impressive Factorio-community! Now, first things first, I am by no means anywhere near friendly enough with the circuit network to build an 8-bit PC like I've seen here. On the same line, I have managed to build what I consider to be a somewhat sophisticated cluster for fast module production. As I'm still new to all this, I'd love if you guys could give some feedback. The one thing that seems cumbersome is all the circuit wires, but I'm lost as to how that could be prettyfied? Some facts about the module:
Issues still concerning me:
I'm looking forward to any hints or ideas! [link] [comments] | ||
| Trying to run Rampant mod but to no avail? Posted: 09 Jun 2018 01:26 PM PDT http://puu.sh/AC9mw/77554319a2.jpg Screenshot of my dependicies it says I'm missing base 16.43? I have opted out of all betas do I need to change something? Will this mess up other mods? [link] [comments] |
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