Factorio My shitty mockup of how I think the Blueprint Library should work. Intuitive organization, easily navigable, no more items. |
- My shitty mockup of how I think the Blueprint Library should work. Intuitive organization, easily navigable, no more items.
- QoL mod a lot of you've been asking for
- Huge Island Spawn
- Trainception. It works though.
- Now it's time to purge. It took me longer than expected.
- Mod question - don't upvote
- When you invite your wife to play Factorio
- Angel/Bob can be very.. colourful
- TIL: Shift + Spacebar pauses the game
- Our first rocket. Rip ratios
- [Bobs/Angels] All this for just 6 plastic/sec. Bobs Angels is on a different level completely but damm its fun.
- worth the $30!
- Would GUI only mods be possible?
- I think this area has gone a bit spaghetti
- Finally!
- I almost have the 8 hours achievement
- Has anyone ever done a trains only factory? No bots or belts?
- I really like the aesthetics of the way I nestled my science labs in the middle of my factory. Too bad there's no room for another input belt though.
- Chain Signals Can Be Wired! ...I missed patch notes.
- [Bobs/Angels] First time with these mods, the spaghetti is unavoidable.
- A guide to when direct inserting makes sense.
- [Seablock] Tileable, compact, self-contained, geode washing based ore production. 19 ore/s. build, power, and 'forget'.
- Request for a QuickSave hotkey
- Can I get some feedback on my Kovarex setup, what do you all think?
- Why is this happening? All the items are clogging onto one lane. Can't figure out why. Any solutions?
Posted: 04 Jul 2018 11:18 AM PDT
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QoL mod a lot of you've been asking for Posted: 04 Jul 2018 11:23 AM PDT
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Posted: 04 Jul 2018 02:18 AM PDT Hi Guys & Girls, I managed to generate this huge Island spawn, starts with zero biters and all the resources except Uranium, so a pretty chill game until you are ready to venture out. Game version: 0.16.X Screenshots: https://imgur.com/a/PKfbNQj Map String:
Edit: Thank you for the gold! [link] [comments] | ||
Trainception. It works though. Posted: 04 Jul 2018 12:53 PM PDT
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Now it's time to purge. It took me longer than expected. Posted: 04 Jul 2018 10:17 AM PDT
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Posted: 04 Jul 2018 02:27 PM PDT I am playing Seablock right now, but i want to play some vanilla in between sessions. Can I disable all the mods and start a new save and then re enable and go back to my sea block save later? [link] [comments] | ||
When you invite your wife to play Factorio Posted: 04 Jul 2018 05:38 PM PDT
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Angel/Bob can be very.. colourful Posted: 04 Jul 2018 08:50 AM PDT
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TIL: Shift + Spacebar pauses the game Posted: 04 Jul 2018 10:28 AM PDT | ||
Posted: 04 Jul 2018 05:23 PM PDT
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Posted: 04 Jul 2018 11:44 AM PDT
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Posted: 04 Jul 2018 05:51 AM PDT Hi community! So I played the demo yesterday even though the features were limited I was able to have fun. Long story short I decided to buy the game on steam and tried the multiplayer immediately and my gosh... it freaking fun playing with other players! You got my full support, Factorio team! Coming from Stardrew Valley I really like this kind of games where you just build stuff lol [link] [comments] | ||
Would GUI only mods be possible? Posted: 04 Jul 2018 05:41 AM PDT As a recent FFF mentioned that the modding system is getting an overhaul, here's my biggest problem with the current system: All mods are part of deterministic game, thus they can't access the vanilla UI and they have to be synced across multiplayer. Would it be possible to add GUI mods that don't interfere with game, but instead just change the UI? These mods wouldn't need to be synced across multiplayer and could allow things like alternate sprites for colorblind users or different UI styles. UI mods would only be able to read information of the actual game, they can't change it so determinism isn't violated when players on a multiplayer server use different UI mods. The UI mod system would be different from the normal mod system, although they could normal mods as dependencies. Examples for UI only mods that could make sense: Colorblind alternate colors Higher resolution sprites FNEI (UI mods could read data from the actual game, but not write it, so this would be possible as a UI mod and probably implemented better) Alternative looks for items from other mods [link] [comments] | ||
I think this area has gone a bit spaghetti Posted: 04 Jul 2018 05:03 PM PDT
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Posted: 04 Jul 2018 11:53 AM PDT
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I almost have the 8 hours achievement Posted: 04 Jul 2018 08:35 AM PDT
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Has anyone ever done a trains only factory? No bots or belts? Posted: 04 Jul 2018 01:53 PM PDT As the title says, I was wondering if anyone has ever attempted a factory without bots or belts (at least after the initial portion of the game once trains are researched). It would be pretty complicated to set up the logistics for everything, but I was thinking it might be an interesting challenge to take on. So everything would be just inserters, chests, trains, furnaces and assemblers. Pipes/fluids would obviously be a necessary evil/non-train portion, as there really isn't any way to fit barrelling assemblers exactly on the inputs and outputs of refineries and chemical plants. [link] [comments] | ||
Posted: 04 Jul 2018 06:16 PM PDT
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Chain Signals Can Be Wired! ...I missed patch notes. Posted: 04 Jul 2018 01:18 PM PDT
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[Bobs/Angels] First time with these mods, the spaghetti is unavoidable. Posted: 04 Jul 2018 02:39 AM PDT
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A guide to when direct inserting makes sense. Posted: 04 Jul 2018 01:44 PM PDT Hey all, Been playing around with inserters and energy, I wanted to cover direct inserting and to have this be a guide that can be used with any crafting that might exist using the base factorio engine. In factorio, inserters exist primarily to insert ingredients and extract ingredients from production buildings. This in and of itself costs electricity to do, costing about 5 to 10 kJ per item moved, if you use yellow, red or blue inserters. (I am using my work on a 2 item per second set up here. https://www.reddit.com/r/factorio/comments/8udf8y/a_simple_test_to_rate_the_efficiency_of_inserters/) Direct inserting is the term used to describe when inserters are used to extract from a production building (generally for assembling machines or chemical plants) and insert the product into a different production building. The classic example I can think of is the 1 to 1, iron gear factory to basic transport belt factory. This has the advantage of having half the electric energy cost for moving items compared to having extracted products be put into a chest or belt, and picked up later, as well as never being throughput limited by belt speed, which is why the 2/3 green chip/copper wire set-up is so popular. So why not direct insert everything? Besides the material cost (a one time issue), drain exists. Sure, you could build every red chip factory you build to be supplied by a green chip factory, but the drain from 1 second of 2.5 assembling machine 1s (needed to make a green chip) (7.5kw for 1 second is one 7.5 kJ) basically blows away any electric savings for direct inserters. You could have easily just build 5 assembling machine 1s (the 2/3 factory set up mentioned earlier) to supply 8 red chip factories, using 11 assembling machines 1 less, and use that 33 kW to power the 6 extra yellow inserters you use. In short, use direct inserting when the ratio between assembling machines/chemical plants is between 2 (final output) to 1 (intermediate) to the inverse, as otherwise the drain from inactive production machines will blow away any power savings for inserting less than half the time. [link] [comments] | ||
Posted: 04 Jul 2018 03:34 PM PDT
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Request for a QuickSave hotkey Posted: 04 Jul 2018 09:21 AM PDT I'm playing in a marathon rail deathworld with no mods and I've spent the last ~10 hours exploring the map looking for an iron patch. The thing is, every time I clear a nest I have to I think a QuickSave bindable hot-key would be a huge quality of life improvement. Thanks! [link] [comments] | ||
Can I get some feedback on my Kovarex setup, what do you all think? Posted: 04 Jul 2018 09:12 AM PDT
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Posted: 04 Jul 2018 01:37 PM PDT
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