Factorio Good Old Spaghetti |
- Good Old Spaghetti
- Nefrums gets 100% speedrun in 8 HOURS!
- Sometimes I play other games that aren’t Factorio
- Should I buy Factorio?
- Add separate production tab for Science, when looking at production output, just like "Liquids" tab.
- Little bit of contam on my main bus :(
- Anyone dreaming of factorio?
- Random music generator
- If I upgrade from 0.17.69 to 0.17.72 will my saves still work?
- Every failed game is secretly a failed speedrun.
- After over 1600 game hours... finally got "There is No Spoon"
- How to work out assembly machine output speed.
- Are single wall pieces effective at hindering biters?
- First attempt to use dectorio, what do you think?
- Science pack's graph lines in the production window should be their commonly associated color.
- Railway Tech Progression - Yuoki-Industries-Railroads
- Me and my friends modest base, now working on expansion!
- Minimum/Maximum Cooldown, per What?
- Do Non-return valves reduce fluid updates?
- I’m new. Can you help a bit?
- Basic circuit question
Posted: 24 Oct 2019 03:26 AM PDT
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Nefrums gets 100% speedrun in 8 HOURS! Posted: 24 Oct 2019 03:19 AM PDT
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Sometimes I play other games that aren’t Factorio Posted: 23 Oct 2019 04:25 PM PDT Then I come back and feel bad for the time I played things that aren't factorio [link] [comments] | ||
Posted: 24 Oct 2019 12:11 AM PDT I've followed this subreddit for a while and seen all the sorting builds and rocket, but I'm afraid all of its gunna be to complicated for my 16 yo brain to reach. Would it be worth it for me to get?? Thanks for any advice Edit: Woaah! Thanks everyone for the advice, I think I know where my heads at in this one! [link] [comments] | ||
Add separate production tab for Science, when looking at production output, just like "Liquids" tab. Posted: 24 Oct 2019 02:24 AM PDT Now, it's quite difficult to pick certain science from the production list, as it keeps jumping up and down. Changing to longer time interval helps, but still. Separate tab would allow you to see instantly which science is produced the least amount, when list contains only science. Just an idea. [link] [comments] | ||
Little bit of contam on my main bus :( Posted: 24 Oct 2019 12:52 AM PDT
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Posted: 24 Oct 2019 04:27 AM PDT Ive been playing this game for 5 days now and its my third night in a row that I dream about thing I want to do next for my factory. Please help me this game is worst than crystal meth [link] [comments] | ||
Posted: 24 Oct 2019 04:04 AM PDT
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If I upgrade from 0.17.69 to 0.17.72 will my saves still work? Posted: 24 Oct 2019 07:31 AM PDT | ||
Every failed game is secretly a failed speedrun. Posted: 24 Oct 2019 03:55 AM PDT When a player quits the map before they launch a rocket, it's a failed speedrun against their patience. When they quit because they can't outpace the biters, it's a speedrun against the biters. When they quit because they can't expand to more resources, it's a speedrun against the economy. When they fail for boredom, it's a speedrun where their interest defined how much time they had left. When failing for UPS, they're racing against their CPU. What other intangibles will secretly set a timer for your game? [link] [comments] | ||
After over 1600 game hours... finally got "There is No Spoon" Posted: 23 Oct 2019 07:20 PM PDT
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How to work out assembly machine output speed. Posted: 24 Oct 2019 07:54 AM PDT
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Are single wall pieces effective at hindering biters? Posted: 24 Oct 2019 06:41 AM PDT
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First attempt to use dectorio, what do you think? Posted: 23 Oct 2019 02:25 PM PDT
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Science pack's graph lines in the production window should be their commonly associated color. Posted: 24 Oct 2019 09:13 AM PDT Just about everybody calls Automation Science Pack 'red' or 'red science,' Logistic Science Pack 'green' or 'green science' and so on. I think the production/consumption window should follow convention and assign those colors automatically to the bar next to each item up top and to the graph at the bottom. [link] [comments] | ||
Railway Tech Progression - Yuoki-Industries-Railroads Posted: 24 Oct 2019 09:03 AM PDT I am looking at adding the YIR -Yuoki-Industries-Railroads mod to my next playthrough but I would like feel some kind of progression through the tech for the trains. Does anyone know how I can switch off the default locomotive, cargo wagon and fluid wagon from the tech tree. so it forces me to use the mod to research and work my way up the train tech tree. Has anyone tried a playthrough with this mod have you got any tips? [link] [comments] | ||
Me and my friends modest base, now working on expansion! Posted: 23 Oct 2019 03:10 PM PDT
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Minimum/Maximum Cooldown, per What? Posted: 23 Oct 2019 09:44 PM PDT On the options for enemy expansion, do minimum and maximum cooldown constrain the time for a new biter expansion globally? Or, are they limiting expansion per alien base on the exposed map? Or, is it per alien base out to some distance beyond the exposed map? Would seem to be a big difference if we were getting a new alien expansion expedition just once, across the entire map, per that cooldown, vs. the more geometric rate of expansion if the the timer runs per alien base. Anybody know? [link] [comments] | ||
Do Non-return valves reduce fluid updates? Posted: 24 Oct 2019 02:59 AM PDT I am thinking: Non-return valves from Angel's mod restrict fluid flow to one direction. Once fluid passes non-return valve, it won't be able to flow back. By placing non-return valves in the right places, they can be used to section off complicated fluid network and decrease the amount of pipes with fluid balancing back and forth in them. Is the above correct? Any pitfalls UPS-wise? Thx! [link] [comments] | ||
Posted: 23 Oct 2019 06:44 PM PDT Ok, I'm not new to the game in a pure gameplay sense but and extremely new when it comes to just about everything but playtime. I've been browsing the subreddit here and have so many questions and was hoping some of you guys could help answer some of them. (Sorry if they are a bit simple) What are 'malls' and what are they meant to do? I've heard this one a lot and still cannot figure out what it means for the life of me. My best guess would be a center of your factory. What are "bus'"? Are they like just ways to transport materials or are they something else? And finally, what would a conveyer array be? I've only heard it once or twice but would be really interested to see what it is supposed to be. [link] [comments] | ||
Posted: 23 Oct 2019 08:55 PM PDT I'm building a railway station for my supply trains that is only turned on when the outpost needs supplies (shells, laser turrets, robots, repair packs, walls, and arty guns). I used the circuits to enable the station if any of the input signals were less than 40, which means that the outpost is nearly out of something. It's working fine, except that it only detects when the chests are nearly empty. When completely empty, the chests output null instead of item = 0, and this means the train stop doesn't turn on if I run out of something. How can I make the circuits detect a zero value as well as less than 40 items? I'm very new to Factorio circuits, Minecraft redstone is more my thing. [link] [comments] |
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