Factorio Beat me, finished the game in 5 hours and 56 minutes. |
- Beat me, finished the game in 5 hours and 56 minutes.
- That's not a roundabout ... THIS is a roundabout!
- Boyfriend got me into Factorio, so we made a flow-chart for our factory
- I really like the patterns the roboport connections make
- My friend is not enthused
- Do setting the enemy nest size to "None" turn off achievements?
- Ready to move on from Bob's and Angel's Mods? Try Xander Mod with morcup
- Could we get a custom cursor?
- Does the OS matter when playing factorio on a LAN?
- Is there a significant difference between these?
- A noob asking for help.
- Best Megabase WorldGen settings
- Have you ever been massed up/lose a game?
- Modular block base design
- What would you want to see in a Factorio RTS mod?
- How to reset in-game achievements (Steam)
- FreeNAS 11 Server
- The Great Exchange - bot buffer betwixt belt base
- If no one minds, I have a quick 4 question long factorio servey.
- L A U N C H T H E N U K E S
- Why does my ore keep getting mixed with coal on both lanes?
Beat me, finished the game in 5 hours and 56 minutes. Posted: 14 Aug 2018 12:32 PM PDT
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That's not a roundabout ... THIS is a roundabout! Posted: 14 Aug 2018 04:22 AM PDT
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Boyfriend got me into Factorio, so we made a flow-chart for our factory Posted: 13 Aug 2018 08:28 PM PDT
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I really like the patterns the roboport connections make Posted: 14 Aug 2018 03:55 PM PDT
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Posted: 13 Aug 2018 11:14 PM PDT
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Do setting the enemy nest size to "None" turn off achievements? Posted: 14 Aug 2018 07:13 AM PDT As the title. I know that turning on the peace mode cancels achievements. But does the enemy nest size affect on that? [link] [comments] | ||
Ready to move on from Bob's and Angel's Mods? Try Xander Mod with morcup Posted: 14 Aug 2018 06:10 PM PDT Are you no longer challenged by a Bob + Angel Run? Had your fill of Seablock? Maybe it's time you looked into Xander Mod. I am looking for some people to join me in finishing a game with Xander Mod (I am 12 hours in to my third try at it, and green science was just recently automated). A few notes about my typical playstyle: I usually play on peaceful. I like QOL mods like far reach, flarestack, and Bob's adjustable inserters. Hope to see some of you joining me soon. [link] [comments] | ||
Posted: 14 Aug 2018 08:27 AM PDT Supporting a custom (moddable) cursor would be a really nice way to improve the game's already amazing aesthetics, right now the default cursor really feels like it doesn't fit into the theme. [link] [comments] | ||
Does the OS matter when playing factorio on a LAN? Posted: 14 Aug 2018 11:30 AM PDT Just a curiosity. I have Linux on my laptop, and if I ever have the opportunity to go to a lan party. Would it matter? [link] [comments] | ||
Is there a significant difference between these? Posted: 14 Aug 2018 11:40 AM PDT
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Posted: 14 Aug 2018 01:34 PM PDT So I've been playing Factorio just for a couple days, watching some videos by Aavak, and learning a bit. So I started this adventure and have already some struggling of some sorts. Screenshot: https://i.gyazo.com/00813b36bc8f79a977439093b9c97c72.jpg So I what to divert from the main bus the copper and the iron plates so I can start some assembly machines, while I keep the belts balanced. But I think I might make a huge mess with the spliters and underground belts. Any tips of what is the best way to make secondary ways from my main bus? [link] [comments] | ||
Best Megabase WorldGen settings Posted: 14 Aug 2018 05:04 PM PDT A little conversation about the best(vanilla) WorldGen settings. (going for UPSeff and Resource ratios) My preferences: Resource settings(Frequency/Size/Richness): -Iron/Copper/Oil: Low/VeryBig/VeryRich -Stone/Coal/Uranium: VeryLow/Big/VeryRich TerrainSettings: -Water: Normal/Medium -GroundStuff: doesnt matter(imo) -EnemyBases/Cliffs: none AdvancedSettings: -Everything disabled Disabling biters and pollution should save a bit of time... What do you think about the ratios [link] [comments] | ||
Have you ever been massed up/lose a game? Posted: 14 Aug 2018 06:49 AM PDT for exemple biter run over your base and destoryed everything or iron ore ran out on but no way to expend with current items. [link] [comments] | ||
Posted: 14 Aug 2018 02:06 AM PDT
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What would you want to see in a Factorio RTS mod? Posted: 14 Aug 2018 04:33 PM PDT I am compiling notes and my own thoughts about what kind of RTS style functionality and gameplay mechanics I'd like in a Factorio RTS mod, and I thought I'd extend the question to you guys - the potential 'users' of this mod. Since making the Robot Army mod I've always wanted to take the RTS concepts further, and I've been getting that itch again lately. I envision playing Factorio in the God Controller mode (no character), and building a base in an RTS style similar to some of the old classics like Red Alert. The other alternative way is to have a character, and resemble more like Total Annihilation in the concepts/mechanics (this is most similar to the current Factorio gameplay). In the "god controller"/free floating camera with universal control, I see the general RTS mechanics being such that you can place buildings anywhere, but there needs to be a limiting factor for influence/control - such as what we get with the Robot Logistics build range from Robo ports. In fact, it might be that the RTS mechanics for buildings simply leverage that entirely - all building is done with starter robo port and construction bots (or equivalents, maybe land based units and burner tech style). In the Avatar/character based control method, I imagine that things would remain basically the same as Factorio currently plays in terms of building within the player's small radius of the character, or remotely with bots/map view etc. But with the RTS units providing 'contruction' units which can be commanded and are mobile enough to move out into the wilderness and build stuff from a limited GUI button array of buildings, drawing from some pool of resources or stockpiles. There needs to be some building -> unit -> building feedback cycle for growth, there needs to be a reason for the players to expand and explore with the units - resources are a good enough incentive so that's already a thing in Vanilla Factorio. There needs to be more influence from the enemy - biters need to be improved as part of this mod, or as an add-on mod, or additional enemy factions/types need to be introduced and randomly spawn in chunks just like the biters. This will help the world become more 'alive' as well. The enemy needs to grow - and become a threat. Consume resource nodes, and compete for the resources along with the player. But somehow, not totally destroy the player's computer with excessive AI handling or insanely unchecked growth. The obvious mechanics like mouse-based selection and commanding of units, building of units from production buildings, and common tasks like setting units to defend, patrol, move, and attack move, are all necessary features. Potential for a city-building-esque mechanic is in here - for example the military population must be supported by a proportionally sized civilian population. Build habitats and automate production of food/upkeep costs. Could leverage farming/supplies mods for this mechanic. Civilians can be represented simply - i.e just the player model armed with a pistol, who wander around and are not controllable (or maybe they are, to move out of the way for buildings?) but will attempt to defend themselves if attacked. If civilian population falls too low due to starvation/upkeep failure, military units could revolt/defect and become hostile. Random events in the world could happen to spice things up - enemy mercenary soldiers in a drop pod land at random locations and move to attack nearest, or set up a little basecamp and call in more dudes.. Friendly bases could pop up, and radio for help - possibilities of trade stations built nearby to exchange goods, technology, or manpower/militia forces on the borders (encourages player exploration). With good unit design and balancing vs Biters and vs other units/factory defences, could end up a really neat PvP scenario/mod as well.. Need ideas for how things can scale up appropriately to suite Factorio - how to control player growth with unit power/population? How can the enemy be scaled up properly to remain a threat? What additional aggro factors other than pollution could be introduced? TL:DR Please share your thoughts on RTS mod design/mechanics/theories and how they would work for Factorio to make an awesome RTS experience within the framework Factorio provides (massive scale, unlimited world size etc). [link] [comments] | ||
How to reset in-game achievements (Steam) Posted: 14 Aug 2018 08:59 AM PDT Anything I look up online says to delete the achievement dat files in the game folder. Funny thing is though I don't have those files in my Steam game folder. So there is nothing to delete. Is it done differently here? I'm not looking to reset my actual Steam-based achievements (I have finally got all but one of them). I am looking to reset my in-game achievements. Modded as well. [link] [comments] | ||
Posted: 14 Aug 2018 06:46 PM PDT Has anyone successfully hosted a multiplayer server on FreeNAS 11? I've done some research and found that it looks like the debate was that you can't create an x64 linux jail but those posts were from 2014 or so. I'd be interested to see if anyone found some success anywhere. Thanks! [link] [comments] | ||
The Great Exchange - bot buffer betwixt belt base Posted: 14 Aug 2018 06:38 PM PDT I haven't seen a post quite like this, so I thought I'd share. I have a belt based base for almost everything. But I created a small dense logistics network to buffer and sort ore. I created this before filter splitters and the belt optimization, but I still think it has some usefulness. Screenshots: https://imgur.com/a/AjcyBLv Express belts feed to stack inserters feeding to active provider chests. Could also easily include trains. Then a gap of storage chests and roboports. Then Requester chests and stack inserters feeding back to express belts. The benefits are: mixed input belts are a non issue. The storage chests act as an enormous buffer, so a patch running out isn't an issue for hours. Lessons learned: I didn't have enough roboports, so I had to sloppily add some extras as you can see from the screenshots. I also managed to fill all the storage chests, though I see that as less of a problem. It definitely shifts the meta. In a normal game there's no harm to setting up as much iron input as you can. In this, you have to check your buffer every few hours and decide what type of patch to mine next. If I did it all over again I might try to find a way to triple the buffer (storage chests) so that I could try to float between running out of ore and having full chests. I didn't find full chests to be a significant issue, but it's annoying to see the flashing warning all the time. [link] [comments] | ||
If no one minds, I have a quick 4 question long factorio servey. Posted: 14 Aug 2018 05:41 PM PDT
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Posted: 14 Aug 2018 05:26 PM PDT If Factorio had missiles?? like atomic missiles, cruise missiles, etc..? [link] [comments] | ||
Why does my ore keep getting mixed with coal on both lanes? Posted: 14 Aug 2018 08:35 AM PDT So this issue started just recently. Everything slowed down and first think I checkout is iron and copper plates. I found out that coal somehow gets on both sides of belts resulting in furnaces without any ore. I have a picture about how my ore/coal input looks. It worked without issues until now, is this caused by high ore production ? [link] [comments] |
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