Factorio Engineer in training! |
- Engineer in training!
- Mildly Infuriating Factorio Style
- Follow up: Late game base overrun, doomed to restart?
- Request from my 6 year old daughter
- Do buffer chests make requester chests obselete?
- Is there a way to decrease dissipation in-game?
- Are wires free or not?
- Hey finally got to green science! (Seablock)
- Level design suggestion for developers regarding scenarios
- A suggestion that I haven't seen before (with a quick googling to check)
- Game looks saucy on 5760 x 1080
- Finally got it
- Trainschedules in blueprints – a design proposal.
- Just started, any tips?
- Plastic
- Should i clean up my base?
- Any good fix to unbalanced bob's late game?
- Help?
- My counter works but the signal flickers/blinks, is this normal?
- Place modules in existing buildings with bots
- Fast train unloader
- I'm a beginner and this idea was not easy to make even in sandbox mode... Now i'm thinking, i should probably use filter inserters and both sides of the transport belt, but what the hell. Or maybe splitters... This game runs on 1%GPU and 99% human brainpower.
- Research Mod Suggestion
| Posted: 05 Aug 2018 08:22 AM PDT
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| Mildly Infuriating Factorio Style Posted: 05 Aug 2018 08:31 AM PDT
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| Follow up: Late game base overrun, doomed to restart? Posted: 04 Aug 2018 11:45 PM PDT
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| Request from my 6 year old daughter Posted: 05 Aug 2018 04:16 AM PDT I sometimes let my daughter to build belt spaghetti and put different materials on there... She said it looks romantic for her while those different colors spinning around on the belts :) She also often just roams around the world too and she tells me that she would really love if there were beautiful flowers to look at in the world... So, devs, please, add some flowers to the world :) [link] [comments] | ||
| Do buffer chests make requester chests obselete? Posted: 05 Aug 2018 04:20 PM PDT As in, can I skip over requesters in my character logistics slot, and use buffers for everything? I suspect not. What are all the use cases where a green won't do and I need a blue? [link] [comments] | ||
| Is there a way to decrease dissipation in-game? Posted: 05 Aug 2018 02:32 PM PDT Something I regretted when I first made my world was that I set dissipation to pretty high. At the time I didn't know what it was so I though it was something to make it all harder but no. Now I've launched my first rocket and got the achievement I want by doing so now I don't care if achievements gets locked. I'm usually a sucker for a good challenge so the fact that I barely get attacked is getting it's fair share of irritation. Specially when I've set up a sweet defense perimeter around my base which I'd like to see in action but no the aliens rather sit inside their slimy homes because there's no pollution bothering them! Is there a way to decrease dissipation in-game through possible commands / mods? I've reached the end-game and got a super sweet factory that I'm proud over and always going to optimize etc. [link] [comments] | ||
| Posted: 05 Aug 2018 09:17 AM PDT If a bot plops down shenanigans, the wire appears out of thin air. If I build shebang with a steel pickaxe, I have to perform alchemy with copper cable and circuits to connect said thingamajigs; but if I then decide to disconnect them, the wire disapparates, as if something something yanked it away through some time vortex. Can't I either get that used cable back, or get free coloured wire? [link] [comments] | ||
| Hey finally got to green science! (Seablock) Posted: 05 Aug 2018 06:34 PM PDT
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| Level design suggestion for developers regarding scenarios Posted: 05 Aug 2018 05:01 AM PDT So recently u/gh0stp1irate posted this: Regarding a supposedly doomed base. I and others believe that this would be a cool idea to have in the vanilla game. Scenarios where your factorio knowledge is put to the test to solve impossible situations from beginner to expert. This can be from player submissions or developer made levels. Just a neat idea. [link] [comments] | ||
| A suggestion that I haven't seen before (with a quick googling to check) Posted: 05 Aug 2018 07:02 PM PDT I think it would be helpful to have a ctrl-F style search ability for machines which are crafting something. Say I want to remember where the hell I put my electric furnace assembly machine... and in fact I do, because it's time to expand my smelting and I can't find the damn thing. It would be awesome to be able to just hit ctrl-F, type in my search, and have a list pop up of machines which produce or are using electric furnaces. Or it could highlight them on the map. Or both! Especially given the size of late game factories, if you forget where something is produced before you get your chests replaced with providers and your logistics slots going it's really irritating sometimes. [link] [comments] | ||
| Game looks saucy on 5760 x 1080 Posted: 05 Aug 2018 11:15 AM PDT
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| Posted: 05 Aug 2018 02:30 AM PDT
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| Trainschedules in blueprints – a design proposal. Posted: 05 Aug 2018 05:44 AM PDT
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| Posted: 05 Aug 2018 02:35 PM PDT I Just got this game, played the first part of the tutorial and started a sandbox world. The enemies are turned off and I already have steam power powering coal, iron and copper mines. They are being smelted and now I'm working on making red science packs automatically. Any tips? [link] [comments] | ||
| Posted: 05 Aug 2018 07:27 PM PDT | ||
| Posted: 05 Aug 2018 11:51 AM PDT
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| Any good fix to unbalanced bob's late game? Posted: 05 Aug 2018 11:49 AM PDT I see a lot of people say bob's late game is very broken, largely due to overpowered beacons and modules. Do you guys know any good fix for it? I saw this mod CoppermineBobModuleRebalancing that looks very good. Has anyone tried it and how do you feel about it? When I was trying to load the mod, it says unknown item "electrum-alloy." I looked at the mod lua and see "electrum_alloy" as part of the recipe for "module-combining-case." Does anyone know what "electrum-alloy" could be? { type = "recipe", name = "module-combining-case", category = "electronics", energy_required = 10, enabled = false, ingredients = { {"module-case", 1}, {"copper-tungsten-alloy", 1}, {"electrum-alloy", 1}, }, result = "module-combining-case", } [link] [comments] | ||
| Posted: 05 Aug 2018 11:49 AM PDT Ok so in angels bobs obviously to anyone that's played it you can sort ores and float them and crush them and do all sorts of things to them before they get turned into iron ore and copper ore and all that, well what can you do with iron ore and such other than a straight stick it in the smelting array? Is there a way to produce more bang for your buck? And if so then how? [link] [comments] | ||
| My counter works but the signal flickers/blinks, is this normal? Posted: 05 Aug 2018 07:48 AM PDT
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| Place modules in existing buildings with bots Posted: 05 Aug 2018 08:45 AM PDT It would be useful to be able to place modules into existing buildings using bots. Currently, modules are only placed into buildings if they were blueprinted with modules in them; there should be a way to expand this behavior to allow placement of modules into existing buildings. [link] [comments] | ||
| Posted: 05 Aug 2018 01:42 AM PDT Here's my train unloader: !blueprint https://pastebin.com/Di4iVQ9b Features:
The design requires blue belts in order for the undergrounds to reach from one side to the other. The belts are compressed by setting the inserter stack size to 8 and using a clock circuit to synchronize movement of the left and right inserters on each lane. Chest balancing is done by enabling the inserters into chests only if the chest contains less items than the average for that wagon. Suggestions for improvements / refinements welcome. I've been looking at unloading into the side of splitters. On paper, at least, total output seems to be faster, but at the cost of slightly slower unload times. [link] [comments] | ||
| Posted: 05 Aug 2018 06:20 PM PDT
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| Posted: 05 Aug 2018 06:01 PM PDT Hey all relatively new player here, finished campaign on hard and have a few hours into a freeplay. Anyways I was wondering if there was a mod that anyone could think off hand that deals with rapid research. What I mean is something that gates it or makes the research cost more or something like that to slow it down or give it a proper progression curve. [link] [comments] |
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