Factorio Very spaceworthy indeed... |
- Very spaceworthy indeed...
- My factory has a complete Metro system with 3 lines. Just for me.
- Im an 'engineer' (vocationally educated) working soley with inserters!! (Robot manipulator arms) feel free to ask me anything if you are wondering about what real inserters are actually like :)
- My Seablock fan theory
- Redmew - "Cave Miner" Map Generation
- Conceptual spaghetti- all my messy supply chains have culminated in this mess.
- My most compact 3 in 1 out setup thus far.
- Why use put one belt per tile when you can fit 2! (Also give tips on potential inefficiencies of me and my friend's designs)
- The 4-5 balancer on the wiki is broken
- Biters suck.
- Rampant AI, be very afraid
- Just started playing - here's my 12 hour factory. Enjoy the shitty planning.
- I asked my friend to expand power and he provided this masterpiece
- Started learning blender, here's a rail signal.
- Mod updates changed my coal and stone stack sizes from 2k back to 200. It made a mess.
- First time trying to use signals. Why am I getting a "no path" on the iron train?
- Planned Great Wall of Boom
- Long trains or short trains?
- I updated my 'Old School' 16RPM base to 0.16
- [Bobs/Angels] Compact brass, invar, and sulfuric acid design
- I designed this pretty neat 2-way RHD T-junction. Do you guys see any problems with the signalling before I start pasting it everywhere?
- Problems with saved game (scenario supply mode)
- Oh yeah
- Using steam as an accumulator (bobs/angels)
Posted: 02 Sep 2018 11:45 AM PDT
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My factory has a complete Metro system with 3 lines. Just for me. Posted: 02 Sep 2018 06:15 AM PDT
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Posted: 01 Sep 2018 11:40 PM PDT
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Posted: 02 Sep 2018 09:38 AM PDT The entire seablock world is actually a post apocalyptic planet where pollution and global warming melted all the ice and rose the sea levels. It would explain why the player finds all that ore and slag when pumping up sea water. They are actually collecting fragments of an older civilization. [link] [comments] | ||
Redmew - "Cave Miner" Map Generation Posted: 02 Sep 2018 02:53 PM PDT
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Conceptual spaghetti- all my messy supply chains have culminated in this mess. Posted: 02 Sep 2018 10:46 AM PDT
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My most compact 3 in 1 out setup thus far. Posted: 02 Sep 2018 02:10 PM PDT
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Posted: 02 Sep 2018 05:59 PM PDT
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The 4-5 balancer on the wiki is broken Posted: 01 Sep 2018 10:15 PM PDT
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Posted: 02 Sep 2018 06:59 PM PDT So I've been playing this game for 100 hours now, and I finally feel like I've learned the basics. I launched a Rocket on my 2nd map, and my third map is capable of launching a Rocket every hour or so. I understand the mechanics now. Except, I've been playing on Peaceful Mode this entire time. I'd like to try to play the game with Biters on, but when I try that, they completely wreck me every time. By the time I need to expand into the enormous space I need to build a proper Main Bus and fortified base, the minimap shows Red Biter Bases *everywhere*. They're a huge pain in the arse. Laser Turrets eat all my power. Gun Turrets eat all my resources. How the hell am I supposed to juggle Normal Gameplay with Biter Maintenance? I think what I'm trying to say is... It feels like playing this game normally (non-peaceful) punishes the player for not playing aggressively. So my question is... how can I play this game normally, with biters, and still enjoy it without feeling pressured to constantly expand and murder bugs? Is it even possible, or should I just stick to peaceful mode? [link] [comments] | ||
Posted: 02 Sep 2018 12:58 PM PDT
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Just started playing - here's my 12 hour factory. Enjoy the shitty planning. Posted: 01 Sep 2018 11:53 PM PDT
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I asked my friend to expand power and he provided this masterpiece Posted: 02 Sep 2018 07:52 PM PDT
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Started learning blender, here's a rail signal. Posted: 01 Sep 2018 09:38 PM PDT
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Mod updates changed my coal and stone stack sizes from 2k back to 200. It made a mess. Posted: 02 Sep 2018 07:06 PM PDT
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First time trying to use signals. Why am I getting a "no path" on the iron train? Posted: 02 Sep 2018 07:44 AM PDT
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Posted: 02 Sep 2018 10:37 AM PDT This is my planned "Over engineered and way too expensive, but I can" defense. I've laid out segments based on Roboport coverage, and the leftmost segment has 3 artillery cannons at the segment joint (instead of 2, as between the rightmost and centre roboport) which allows a 1-tile gap between the roboport coverage areas for resupply segmenting and robot management purposes. It isn't a straight line because I usually tend to plop down bland monolithic constructions of Lasers + Walls without many features, so I thought I'd give it a little zig and zag for aesthetic purposes. The plan is to link 5-7 roboports together in a single logistic network to cover an area of the wall (maybe more?) and plop down one of the logistic delivery stations for each segment. Train delivery will be via 1-2-0 single-head trains from my main base. Base is fairly large--I anticipate needing 20+ Roboports per side of the base to make a continuous wall. Three sides of the base are open, and I have a large lake/sea to my north. I plan to have this monstrosity border the completed loop of track around my base. Imgur: https://imgur.com/a/9EniDK5 [link] [comments] | ||
Posted: 02 Sep 2018 12:13 AM PDT | ||
I updated my 'Old School' 16RPM base to 0.16 Posted: 02 Sep 2018 11:58 AM PDT I finally got around to upgrading my train mega (giga?) base to 0.16 and uploaded it to factoriomaps The base can sustain 15 RPM (Rockets per Minute) and a modest amount of infinite science (200 SPM) /u/madpavel was kind enough to test this base on his uber rig and it ran at 65-70 UPS. Although I still feel this is respectable Here is the time used on madpavel's rig. This is my original post about this base in 0.14. Yea I know its a bit cheaty but I am currently working on a new purely vanilla (no mods, no console commands) infinite science megabase. [link] [comments] | ||
[Bobs/Angels] Compact brass, invar, and sulfuric acid design Posted: 02 Sep 2018 03:58 AM PDT
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Posted: 02 Sep 2018 07:43 PM PDT
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Problems with saved game (scenario supply mode) Posted: 02 Sep 2018 09:31 AM PDT Hi guys, I'm loving the game of Factorio. This morning, I started with the scenario's (never did them before, mostly free games). I saw this tread (https://forums.factorio.com/viewtopic.php?f=18&t=30470) and liked the idea. So I did change the scenario, to play without the time limit. After some hours of gaming, I saved the game. Now I try to open the saved game, and it says right away: 'you have been defeated, game finished'. How to fix this? Otherwise I can never save the scenario without the time limit, and play later again...? [link] [comments] | ||
Posted: 02 Sep 2018 04:36 PM PDT
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Using steam as an accumulator (bobs/angels) Posted: 02 Sep 2018 04:31 PM PDT I started placing solar panels to reduce pollution, using my steam engines only at night since i cant produce any accumulators yet. but i noticed that you can use electric boilers and i thought i could use them as a replacement. My plan is: Electric boilers produce steam during the day, powered by solar panels -> the steam gets stored in tanks -> as it gets dark the steam engines start running, providing energy the problem is that as soon as the steam engines start running, using the steam out of the tanks, the boilers start producing steam again, using up energy I tried finding a way to prevent this but i just cant find it. How can i make it so that my electric boilers run only during daytime when my solar panels are at full power and stop when they start losing power? [link] [comments] |
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