Factorio When you go one step further: |
- When you go one step further:
- The Factorio team really are fantastic.
- The Iron Dome; Riding in on my 4-43-4 Iron horse. Expansion Denial zone.
- So I heard you like spaghetti, what about this one for B&A liquids and gases?
- Me and my friend spawned in oil. I woke up this morning and saw this. Boy is it satisfying.
- [Revised] Belt Throughput Checker
- Overwhelmed by my own past designs, anyone else experiences this?
- I'm new to the game
- Just launched my first rocket! It took my fiancé and me 60 hours. Here are the ruins we left behind.
- Who says factories need to be hostile to all life?
- My Current Factory as of 250 hours
- Biter/Spitter collision change allows enemies to concentrate fire in a way that's unreasonable
- List of all recipes for Industrial Revolution
- Please help resolve train deadlock
- 100% Achievement Lets Play
- PermaDeath 12 - It's a Jungle Out There
- 64 Wagon Off Grid Ore Outpost
- Starting to play Factorio for the first time in years - Where to start?
- ... why am I like this ...
- Made some pretty tasty pasta for pink & green science with Bob's & Angel's
- Simple mini Kovarex setup ─ no circuits.
Posted: 27 Oct 2019 02:55 PM PDT
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The Factorio team really are fantastic. Posted: 28 Oct 2019 05:26 AM PDT
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The Iron Dome; Riding in on my 4-43-4 Iron horse. Expansion Denial zone. Posted: 27 Oct 2019 10:08 AM PDT
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So I heard you like spaghetti, what about this one for B&A liquids and gases? Posted: 27 Oct 2019 10:14 PM PDT
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Me and my friend spawned in oil. I woke up this morning and saw this. Boy is it satisfying. Posted: 28 Oct 2019 12:59 AM PDT
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[Revised] Belt Throughput Checker Posted: 28 Oct 2019 06:21 AM PDT
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Overwhelmed by my own past designs, anyone else experiences this? Posted: 28 Oct 2019 06:53 AM PDT For a few times over the past 2 years I restarted Factorio and began building a base that would become my first megabase. Real life and other games then take up a few months in between and when I come back to my saved base I do not understand it very well anymore and keep starting over. Does anyone else do this? And why would we waste so much time? [link] [comments] | ||
Posted: 28 Oct 2019 03:28 AM PDT Hi everyone, recently I just bought factorio for the first time and I'm loving every single moment but honestly I don't know much about the game, anyone have any tip about what should I do and don't do? [link] [comments] | ||
Just launched my first rocket! It took my fiancé and me 60 hours. Here are the ruins we left behind. Posted: 28 Oct 2019 07:42 AM PDT
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Who says factories need to be hostile to all life? Posted: 27 Oct 2019 09:40 AM PDT
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My Current Factory as of 250 hours Posted: 27 Oct 2019 03:29 PM PDT This is attempt #2 at posting, as it seems Reddit's editor is... a bit troublesome. The first time around, all the images I uploaded via Reddit were stuck "processing". Anyway, I'm a long time lurker and a first time poster(hence the issue first time around). I just achieved "Mass Production 3" and I'm about 15 hours from hitting the big 1k hour mark. As celebration, I want to show off my latest factory that I'm very proud of. Each time I start a new factory, I try some new idea(s) to see how it works. For instance, my last factory I had a map-wide logistics system with on-demand trains - though I got it working well enough, I wasn't happy with it. This time, my goals were:
Overall, this factory has been the most fun one I've made, and in my opinion, one of the most aesthetically pleasing. Sometimes I just sit and watch the busy little trains zipping around between the perfectly laid out electrical grid lines. Aside from the obvious, I'm also very proud of:
In this map, I use my own terminology: A "Block" is the size of 7x7 large power poles, and the tracks that surround it use another 1 large power pole's space around the perimeter (no "chunk alignment"). A "System" is a group of "sets" that perform a specific purpose. May be a part, a whole, or multiple blocks. A "Set" is a set(usually 6) of Assemblers, Furnaces, or other that corresponds to 1 drop-off station, 1 load station, and a power switch to turn it off when not in use. A "Toybox" is basically what people call a Mall. So far, my Toyboxes are taking up 5 blocks and keep me supplied with everything I need to build my factory So far, this factory is working quite well, aside from needing more Iron and Copper... I'm hoping this one will turn into my first 'megabase'. Please, let me know what you all think of my baby. [link] [comments] | ||
Biter/Spitter collision change allows enemies to concentrate fire in a way that's unreasonable Posted: 27 Oct 2019 10:02 PM PDT I wish I'd gotten a screenshot of this to help illustrate my point, but it happened so quickly that I didn't get the chance. The setup: I'm playing on a desert map with very few trees, so the pollution spreads out very quickly, very far. I'm completely off coal and have researched all the machine gun and laser weapon upgrades available with blue and black science. Haven't been doing much with flamethrowers this playthrough. Enemies are hitting hard and often... and concentrating on parts of my defenses that are somewhat harder to defend. Corners, etc... I have a train with two cargo cars powered with coal going back and forth between the main base area and an iron outpost. Its track winds through the area where attacks are most frequent. Accordingly, It's got 31 train kills in the short time I've had it. I was riding it and saw a huge group of enemies that were crossing the tracks at just the right moment. I expected splort. What I did not expect was the entire group stopping in one square before the tracks and firing their attacks lengthwise down it. My cargo cars were reduced down to 2 red health blocks each and my engine was reduced to half-health. Trains are kinda 'supposed' to be the trump card to biter attacks. 'Hit by a train' is a cliche for a reason. Because the enemies were able to stop in such a small space and on such quick notice, they were able to attack me in a new, perhaps unintended way. I think that the new collision changes are great. However, I'm going to suggest making the enemies slightly less responsive and less able to screech to a stop to avoid concentrations like this. [link] [comments] | ||
List of all recipes for Industrial Revolution Posted: 28 Oct 2019 07:29 AM PDT Sorry, can't find the question sticky? Like the title says, I'm looking for data on the cost of items in Industrial Revolution. I'm planning large scale smelting arrays, but I need to figure out how big to build. Was about to start inputing all the items required for all sciences into a spreadsheet so I could compute the total demand (based on various total throughput goals), but figured I'd ask before I begin such tedious data entry. [link] [comments] | ||
Please help resolve train deadlock Posted: 28 Oct 2019 07:27 AM PDT Hi, I'm brand new to Factorio, and struggling with train deadlocks. I've played the in game tutorial, and a few others posts, but I'm missing something here. Basically I'm running two tracks - one into my base, and one out. In the attached screenshot, the track on the right is out of my base, and the track on the left is into my base. Trains can only travel in one direction on each of those tracks. Its almost working, but I get some deadlocks at this intersection from time to time. Any help much appreciated. [link] [comments] | ||
Posted: 27 Oct 2019 10:40 AM PDT Here is my "Rule 8" post for my new Lets Play of Factorio ;) This Lets Play series will be a challenge to complete all Achievements in Factorio in a single game. The base will be an attempt at a "speed run" while maintaining the Order of the Path and keeping a nice well lighted base. After the first rocket launch it will transition towards a megabase for the final achievements. This is season 33 of my Factorio content; over 3 years of #DailyFactorio [link] [comments] | ||
PermaDeath 12 - It's a Jungle Out There Posted: 27 Oct 2019 02:58 PM PDT
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Posted: 27 Oct 2019 06:06 PM PDT Size compared to 32 wagon outpost This ore outpost is only slightly larger than my old 32 wagon version. It will take twice as long to load fully with ore because it has double the capacity. It has 9 Train stops. The first one is a dummy that becomes disabled when a train is visiting the outpost and this diverts other trains to unoccupied outposts. There is a latch on the dummy stop that disables the stop when a train stops at it, and it only enables again when both rail signals nearby are green. This is only possible when the train has completely left the outpost. This prevent trains from forming standoffs, where one wants in while one wants out on the same path. This solution is needed because of the length of the train, typical train traffic control strategies do not work at this scale. The train schedule has a empty destination causing it to go through the outpost twice. This will clear the rear of the train from the main track while it is loading. At the end of the video, I show my current 32 wagon ore train and smelter. I designed the smelter so I can easily add onto it, doubling the capacity by copy and pasting the furnaces to where the new wagons will be. Each outpost has an independent power grid. They are powered by 4x high temp steam wagons. Along with 3x efficiency modules in the electric miners, they typically only use 20% of the stored steam before the 32 wagons are full of ore. This is why I believe those same 4 steam wagons should be able to provide plenty of power to extract 64 wagons worth of ore too. Iron and copper outposts are named identically. I prevent them from mixing by simply not connecting their tracks together. Copper ore trains can not path to the iron smelter and vise versa. Train tracks carrying differing materials are only allowed to cross, and not merge together. This greatly simplifies dropping new outposts. To build this, I place the track blueprint, then place electric miner blueprints to fit the ore patch. Lastly, all I have to do is connect the track to the correct smelter and turn the train on. It does not require running a separate power line. [link] [comments] | ||
Starting to play Factorio for the first time in years - Where to start? Posted: 28 Oct 2019 12:25 AM PDT I have a total of 24 hours in Factorio. This was before 0.15 I believe, several nights with a few hours. I think I advanced until drones and trains, but never tried either. I mainly concentrated on a large main bus, following KatherineOfSky's tutorials. When I started now I just couldn't understand anything. Been too long I guess. Did start the tutorial, but found it a bit too hard to follow, kinda a "guess what I'm thinking" way of teaching IMHO. And it didn't teach me how to rotate items, etc. Should I complete the tutorial, or are there better resources for "new" players and 0.17? [link] [comments] | ||
Posted: 27 Oct 2019 10:52 AM PDT
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Made some pretty tasty pasta for pink & green science with Bob's & Angel's Posted: 27 Oct 2019 09:15 AM PDT
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Simple mini Kovarex setup ─ no circuits. Posted: 27 Oct 2019 04:59 PM PDT |
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