Factorio Rotational symmetric Hilbert Space-Filling Curve fully beaconed 1.2k spm lab setup |
- Rotational symmetric Hilbert Space-Filling Curve fully beaconed 1.2k spm lab setup
- "etc"? That's the whole list!
- unnecessary, but hypnotic
- Mixed ore unloading and sorting station
- FACTORIO TIMELAPSE -from start to rocket- 37 hours in 2 minutes
- Will Nuclear Power further be optimised in 0.17?
- Come on over and join me on my new Spaghetorio server! Rules are: only belts allowed! No bots, no trains, only belts. (Info in description)
- We all get kind of bored sometimes
- Factorio LPT: look for graph paper while back-to-school sales are happening
- First attempt at science pack factory
- Mass Production 3, One Hour.
- Modular Base Plan
- Radared quite a decent area but still haven't found any oil besides the 3-spot mini field in the middle of the starting area. What should I do now?
- One Per Minute (Finished!)
- First attempt with splitters, followed by second attempt after realising how they actually work...
- Best main Bus configuration?
- Trying to find my amazement again
- passive provider train cars?
- First playthrough. Near the end (I think) and almost out of copper. Advice?
- How do Dis Mod?
- Is it just me..
- Logistics Train Network - Locked Slots per Wagon ?
- Ugly, Not efficient and Not modular...But it works.
- Do you see anything wrong here? Train claim no path
Rotational symmetric Hilbert Space-Filling Curve fully beaconed 1.2k spm lab setup Posted: 29 Aug 2018 04:05 PM PDT
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Posted: 29 Aug 2018 05:01 PM PDT
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Posted: 29 Aug 2018 05:49 AM PDT
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Mixed ore unloading and sorting station Posted: 29 Aug 2018 05:45 PM PDT
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FACTORIO TIMELAPSE -from start to rocket- 37 hours in 2 minutes Posted: 29 Aug 2018 06:16 AM PDT
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Will Nuclear Power further be optimised in 0.17? Posted: 29 Aug 2018 07:10 PM PDT I love using nuclear power for my medium sized bases; but it would be even better if I could use it for megabases (personal preference). Unfortunatly, the UPS strain has major impact on gameplay as the power plant grows. I would love to see this improved upon in later updates and was wondering if this is already being worked on or will be worked on in the near future. Thanks! [link] [comments] | ||
Posted: 29 Aug 2018 08:48 AM PDT
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We all get kind of bored sometimes Posted: 29 Aug 2018 06:31 PM PDT
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Factorio LPT: look for graph paper while back-to-school sales are happening Posted: 29 Aug 2018 07:17 PM PDT Unless you aren't the type to doodle out factory ideas between sessions. Who does that anyways? [link] [comments] | ||
First attempt at science pack factory Posted: 29 Aug 2018 02:58 AM PDT
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Posted: 29 Aug 2018 02:51 PM PDT
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Posted: 29 Aug 2018 05:21 PM PDT
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Posted: 29 Aug 2018 08:09 AM PDT
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Posted: 28 Aug 2018 10:02 PM PDT
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First attempt with splitters, followed by second attempt after realising how they actually work... Posted: 29 Aug 2018 02:02 AM PDT
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Posted: 29 Aug 2018 05:18 PM PDT Ive seen some people make main conveyors that have a wide range of resources on them, what is the best configuration for resources, I tend to have a conveyor with Iron/steel, then one with copper/copper wire, one with plastic and a spare slot and an extra superfluous conveyor just in case. [link] [comments] | ||
Trying to find my amazement again Posted: 29 Aug 2018 05:21 AM PDT Yellow there guys! For a few weeks now I have this giant project in mind I always wanted to build using bobs mods. I basically only ever had one or two real playthroughs so far but I always wanted to build something more organised, more efficient. I just have the problem that the start can be pretty slow and I easily lose interest after a few minutes. Even when using alternate start so I can skip burners and get a few bots to speed things up I am still getting burned out quickly. Do you have suggestions on how to convince myself? I have about 600h in the game. [link] [comments] | ||
Posted: 29 Aug 2018 10:35 AM PDT I'd love to have a train car that would be a passive provider at the same time. Pull into a train station, drop a roboport, put construction bots in it, place the power pole. Place blueprint. Wait for area to build. Move on to next station. Also, I'd love to be able to do the same in the car, with it being its own roboport and having its own construction bots. Or if my bots could pull out of the passive provider car/train. [link] [comments] | ||
First playthrough. Near the end (I think) and almost out of copper. Advice? Posted: 29 Aug 2018 07:03 PM PDT 50 hours into my pretty messy first playthrough and I have most stuff researched, producing all the sciences. and am getting ready to research the rocket so I think (?) I'm near the end. Big problem is that I am down to the bear bones on the last copper fields inside my defenses and the closest copper field I see on the map is on the other side of like 5 biter nests and will definitely require a train network to get the ore up to my smelting field. Any advice on solving the problem? Should I just try to beat back the biters and build walls/defenses all the way to the distant copper field? Am I better off just quitting the game and starting over to build a much faster/bigger base originally now that I know better what I'm doing? [link] [comments] | ||
Posted: 29 Aug 2018 06:53 PM PDT I can't figure out how to setup the Train Scaling Mod? I have it researched but I can't figure out how to set it up Does someone have a guide? [link] [comments] | ||
Posted: 29 Aug 2018 02:51 PM PDT ..or does it seem like the game doesn't really even start until you're finished with all of the Gold Science Research and have your Power Armor MK2? I love building up to that point, and man, the options just seem to explode once I get to that point. That's when the game really starts to feel "open" to me. Anyone else feel the same way? [link] [comments] | ||
Logistics Train Network - Locked Slots per Wagon ? Posted: 29 Aug 2018 02:50 PM PDT Trying to make an LTN-based Bobs/Angels world, and I am having a great deal of trouble making provider stations that provide more than one item. I'm using filter inserters with their filters set as (expected train inventory) - (current train inventory), which does the job pretty well. However, when the train gets full, some of the inserters still keep an item in their hand, which gets deposited into the next train that arrives, even if that train is supposed to be for a new item. I have looked around and seen that the solution is built into the mod itself via the Locked Slots Per Wagon signal, but I don't understand what that does or how it can be used to solve this problem. It does not literally lock the slots in the sense that the player can, and the schedule made is still for the # of items requested by the requester station. Do I have to do something besides feed the locked slots signal into the provider station's input? Thanks! Love this mod and I want to use it to its fullest potential! [link] [comments] | ||
Ugly, Not efficient and Not modular...But it works. Posted: 29 Aug 2018 06:19 PM PDT
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Do you see anything wrong here? Train claim no path Posted: 29 Aug 2018 06:08 PM PDT
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