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    Sunday, December 8, 2019

    Factorio After a colossal break I made an 8-8 universal balancer.

    Factorio After a colossal break I made an 8-8 universal balancer.


    After a colossal break I made an 8-8 universal balancer.

    Posted: 07 Dec 2019 11:14 AM PST

    Stuck in tutorial. How should i be able to continue here?

    Posted: 08 Dec 2019 12:15 AM PST

    Playing AngelBob/Seablock, I ripped up my entire factory and stored everything to rebuild. Realized I have a lot of raw materials, so I set up processing warehouses to churn through the backlog. I LOVE doing this. Anyone else love direct insert warehouse automation?

    Posted: 07 Dec 2019 07:52 PM PST

    Could use some help on a mk 2 barrel mod

    Posted: 07 Dec 2019 08:02 AM PST

    The Aftermath pt.2

    Posted: 07 Dec 2019 02:21 PM PST

    My kid is invoking my factorio PTSD

    Posted: 07 Dec 2019 08:19 AM PST

    My kid loves playing LEGO nexo Knights on his tablet, but here's the kicker: There's something in the game that uses the same sound effect as the alert when something is being destroyed in Factorio. I keep twitching up looking for my mouse.

    Stressful weekend!

    submitted by /u/PorreKaj
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    Day 2 of my new achievement hunting base and you know what, it feels so fresh to start over again and again! What is wrong with me?

    Posted: 08 Dec 2019 01:46 AM PST

    Early game steam power tip: Self Containment

    Posted: 07 Dec 2019 05:55 PM PST

    The common steam engine ratios:

    • 1 water pump supplies 1200 water per second
    • 20 boilers can burn 9 coal per second to consume 1200 water per second and turn it into steam
    • 40 steam engines can consume 1200 steam per second and generate 36 megawatts of power

    Additions to make the power plant self-contained:

    • 18 electric miners can mine 9 coal per second
    • 2 steam engines can power 18 electric miners with 180 kilowatts left over for inserters
    • Result: With power pole placement, dedicate 2 of your steam engines to only powering those 18 miners and the 20 inserters for fueling the boilers. Until your miners start running out of coal to mine, it's impossible for the power plant to run out of fuel and black out. Brownouts won't affect it.

    Images:

    1) 18 Electric Mining Drills mining coal for the boilers

    https://imgur.com/N76J3d4

    2) Power lines separated to dedicate 2 steam engines to the drills and inserters

    https://imgur.com/04wXg5u

    3) Electric Grid View

    https://imgur.com/jCFBq0J

    Note: I used medium power poles in this example, so the power supply areas overlapped between the inserters' poles and the steam engines' poles until I added an extra pipe segment to the left side boilers. Using small power poles instead should not require that extra pipe segment.

    submitted by /u/Shendare
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    To whomever finds my remains.

    Posted: 07 Dec 2019 10:02 AM PST

    I grew up in a small Factory Town. I worked hard and eventually it became a very magical place for me. I then got a job on an automotive Production Line but the tedium got too much for me and I started dreaming of the stars. I became an Astroneer and explored an entire solar system, even digging to the core of planets to unlock mysteries. A corporate head hunter heard of my work and recruited me for a planetary repair company. I found the work very Satisfactory. I must confess that I spent more time exploring the planet I was sent to than actually building the production lines I was tasked to build but life was good.

    However I kept hearing about these desolate planets that challenged a single person to create a massive factory with the goal of launching a rocket into outer space. I felt this could be my calling, the ultimate achievement for a man of my talents and experience. Preferring peace to aggression I was able to find a planet devoid of life forms that would allow me to focus on the task at hand.

    Before journeying to the planet, I studied under many current experts in the field. Great minds such as Aavak, Nilaus, Tuplex, and Xterminator to name just a few. When I felt I was prepared for this great undertaking I embarked upon it with enthusiasm and optimism certain that this effort would carve my name in the annals of history.

    Sadly this was not to be. The bones that lie before you are all that remains of a beaten man. Oh, I tried, again and again, but I never progressed much passed my early discoveries of oil. The complexity of what was required proved too much for me. Despite all my studies little of it made sense. The calm and confident voices of my instructors rang hollow as I walked the path of failure upon this God-forsaken planet.

    I wish you well, fellow space travelers. May you find success where I found only the limits of my abilities. As I lie here waiting to shuffle off this mortal coil I think on the choices I've made. Perhaps I should have accepted that job with Totally Human Company. How hard could it be to automate a kitchen?

    submitted by /u/Serenjyn
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    Did my sums wrong.

    Posted: 07 Dec 2019 01:54 PM PST

    Spent 3 evenings building a new concrete plant, but instead of building one that produces the 4 blue belts of concrete that I require, I built one that produces 38 blue belts of concrete.
    I forgot to take into account the fact that 10 concrete is produced per operation not 1 😂

    submitted by /u/Grimmer87
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    I like roundabouts irl.....

    Posted: 08 Dec 2019 05:26 AM PST

    I like roundabouts irl.....

    but I hate them in Factorio.

    I had to create this abomination, because the traffic gets backed up.

    I want to be in power of the traffic flow and where the trains get off without delaying any trains.

    Basically building highways.
    *2-5-2 trains, the grid is based of solar power with substation in middle of the solar grids.*

    submitted by /u/Jewelcely
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    Why does hovering over a train give vastly more information than clicking on it?

    Posted: 07 Dec 2019 01:21 PM PST

    Fuel - the tab is grayed out unless you're right next to it.

    Cargo - only a green bar, and only if it's currently at a station with a cargo condition. No numbers or item types.

    Speed - no info at all.

    All of this is readily available on hover, but it's really hard to accurately follow a fast train with a mouse. It should really be under the click as well.

    Edit: Also, while I'm here, the station dots on the map should turn red if the station is disabled, so we don't have to turn the names on to check the state.

    submitted by /u/teodzero
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    My Vanilla Train Base

    Posted: 07 Dec 2019 10:52 AM PST

    My Vanilla Train Base

    TLDR

    I wanted to make something that was uniquely mine, and the main bus (while great), simply didn't scratch this particular itch. I also wanted to explore the possibilities of vanilla trains. My final base had sub-factories for intermediate products which were shipped around by train. After working on it for so long, I wanted to share it with others.

    Final base

    Main Bus Base

    I bought Factorio a few months ago (mid-August), when 0.16 was the most recent stable version and played through to a rocket launch. My base was full of spaghetti, and I rushed production at the end because I really wanted the satisfaction of launching my first rocket (60-ish hours or so). At some point, I realized I could play the experimental 0.17, and immediately started a new game.

    I decided to create a more "orthodox" base, building around a basic main bus, and organizing my assemblers into blocks the size of a large electric pole's reach.

    As you can see, I built below the main bus, a cardinal sin :)

    My main bus contained:

    • 4x iron
    • 4x copper
    • 1x stone brick
    • 1x stone
    • 2x steel
    • 2x green circuits
    • 1x coal
    • 1x plastic
    • 1x sulfur
    • 1x batteries
    • 2x red circuits

    Above the main bus and crafting areas was a "frontage road" of sorts, where I drove around and transported science packs and some fluids

    Frontage road

    I got to a very satisfying point when I fully automated the rocket launch. The first rocket in this base was launched in 30 hours. After that, a rocket was launched about once every 20 minutes or so.

    Here is the scope of this base, with a few off-site mining areas (copper, iron, stone and green circuits) off screen. These were brought in by train.

    https://preview.redd.it/4ew0g5gv19341.png?width=1920&format=png&auto=webp&s=83cf552443e51f739416f14741f188647f21ba88

    The whole base was basically one gigantic logistics network

    Interlude

    At this point, I felt I could walk away from this base and try something new (...for a while, anyway). I messed around with IR and Krastorio, which were fun, but... I wanted to come back to my vanilla base and really get a grip on trains. I had used them for very elementary use cases, just shipping in ore from a couple remote mines to feed the main bus.

    No, what I really wanted to do was set up a train-based factory, where I had sub-factories dedicated just to, say, crafting green circuits. I've seen examples on reddit that inspired me, and I wanted to make something that was truly mine. The main bus was great, and it helped me setup a sensible base, but it felt clunky and inflexible, and I wanted to expand on a much larger scale.

    After a few weeks, I came back to my vanilla save, and I was ready to start.

    Train Base

    These pictures more or less describe how I wanted my crafting areas to look:

    A sub-factory with two inputs (iron and copper) and one output (green circuits)

    The same square, in map-view

    I wanted to keep my intersections simple. Everything was built around the idea that "trains will run counterclockwise." So, in this intersection...

    Basic intersection

    ...trains would run like this

    https://preview.redd.it/lthcfrw849341.png?width=1920&format=png&auto=webp&s=f3fa194ed09723922199265e442dfecf34d24973

    This leads to some Zoolander-esque pathing:

    \"I can't turn right\"

    Train Station Naming

    I know there are multiple ways to come at this, but I decided to give multiple stations the same name. So all the stations at copper mines are "Copper Out" and all the stations that need copper are "Copper In".

    I decided to sidestep train-stacking altogether, by:

    • Not having more copper trains than "Copper Out" stations.
    • Disabling stations when there was a train stopped there (simple wire condition).

    This ensured that there would never be two copper trains waiting in "line" to go to the same station, either in or out. If an "In" station wasn't open, the copper trains would idle at an "Out" stations. And since there were always as many "Out" stations as trains, each train would have a place to go.

    The only problem with this setup is that sometimes two trains would be on their way to the same "In" station and the first one there would disable the station, so the other one would just turn around and go home, wasting a lot of fuel, and (in one instance), running out of fuel.

    After that incident, I created "zones" where every copper station in the same zone would have the same name, ensuring that no train would have to travel across the entire base.

    So, I would have things like:

    • "AMO Copper Out" (3 stations)
    • "AMO Copper In" (5 stations)
    • "BMO Copper Out" (4 stations)
    • "BMO Copper In" (7 stations)

    (not real numbers, just an example).

    After that, I didn't have any more problems with trains running out of fuel.

    Station Disabling

    For the "Out" stations, it was just a matter of wiring the station to a nearby power pole, then:

    • Enable/disable
    • Read stopped train
    • Enabled condition: T = 0
    • Output signal: T

    Outputs 1 when there is a stopped train. Disables itself when T != 0

    The "In" trains are slightly more complicated, as I wanted them to disable both when there is a stopped train and when the buffer chests had a given amount of material.

    This requires two decider combinators:

    • The first combinator reads the combined amount from all the buffer chests, and outputs 1 if the amount exceeds a constant (like, say, 1200, which would be on average one stack in each chest for iron plates). This output signal is A
    • The second combinator reads signals from the station (which outputs 1 when a train is stopped) and the first combinator and outputs 1 if the sum of the signals is > 0. (So, if a train is stopped OR if there is enough iron plates, then output 1 in the signal T).
    • The train station disables when the signal T is not 0.

    https://preview.redd.it/zllzsos669341.png?width=1920&format=png&auto=webp&s=10b41e1000204fe7620f3ccd65cf14069e0ddaa6

    I initially conditioned the trains to leave the "In" stations when either they had an empty cargo or when the buffer chests had reached an acceptable capacity (like 95%). I realized later I was ok with simplifying this to just leave after a short period of inactivity (or empty). The point was that I didn't want trains to be hanging out at the "In" stations any longer than they had to.

    Refueling

    I decided on a single refueling train (per zone) that would deliver to stations placed strategically close to the "In" stations. I thought it made sense to ship fuel to the "In" stations because the delivery trains wouldn't be spending much time there (as opposed to the "Out" stations, where they might idle there for a while, blocking the fuel train).

    Mall

    I actually created malls in 3 different squares, based on similar ingredients:

    • Iron, green circuits, red circuits, and lubricant (The "Iron" Mall)
    • Iron, steel, green circuits, red circuits, stone, stone brick (The "Steel" Mall)
    • Iron, steel, green circuits, copper (The "Misc" Mall)

    Iron mall products:

    • Blue belts, blue undergrounds, blue splitters
    • Blue inserters, green inserters, electric miners, radars, rail signals

    Steel mall products:

    • Cargo trains, locomotives, train stations, rails
    • Assemblers mk2, assemblers mk3
    • Steel chests, steel furnaces, landfill, oil refineries

    Misc mall products:

    • Fluid tanks, fluid wagons, chemical plants, pumpjacks, offshore pumps, pumps
    • Decider combinators
    • Pipes, underground pipes
    • Medium poles, big poles, lamps

    Iron mall

    Steel mall

    Misc mall

    I then had a supply train that would hit all 3 malls, and then come to a "Drop off" station which I would pick and move to wherever I was working.

    Split Trains

    You might be wondering how I managed to have more than 3 input materials on these small squares. I got the idea from side-loading belts, but I essentially have squares that take two input materials (like, say, red and green circuits) and send them into a special "split" train that carries two different materials and has its own named stations "Green/Red Circuits Out" and "Green/Red Circuits Out".

    Green/Red Circuits Out

    This lets me have up to 6 inputs, which is sufficient for everything I was making.

    More Rocket Launches

    Right now, my bottleneck is low density structures and copper. I'm making LDSs at around 350/min, which means I get a rocket launch approximately once every 3-4 minutes. Very satisfied with this.

    Science Packs

    Now, when I started this project, I had planned to expand to science packs as well (since that is a common metric used in this subreddit).

    I got through red and green science, and then realized that I had already solved all the problems I had set out to solve, and finishing science pack production would just be a matter of stamping down more mines and blueprints. (Amusingly, this is pretty similar to my actual job: I automate a process, document it, pass it off to someone else, and move on).

    This realization made me lose steam in the project, but red and green science are easily hitting 600 per minute, and I am confident that I could hit that across all science packs.

    Green science production

    Conclusion and Future Plans

    Bots. I always thought bots were going to be an important part of my base, but I ended up only using them in my personal roboport. I ran around with 6 roboports (150 bots), 4 portable reactors, night-vision and an exoskeleton.

    Beacons and modules. This is an area of the game that I haven't touched yet, but I definitely want to incorporate in the future.

    Science packs. I actually do think I'll come back to this base in a few months and finish out the rest of the science packs.

    Finally. I drew some inspiration from this subreddit, but I really wanted to set out to make something that was uniquely mine. The main bus was good for getting some rockets launched, but it simply didn't scratch the right itch for me.

    Thanks for reading!

    Final base

    submitted by /u/canvassian
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    Universal/scalable resources monitor display (description in comment)

    Posted: 08 Dec 2019 08:02 AM PST

    Perpetual power?

    Posted: 08 Dec 2019 07:48 AM PST

    So I've been working on a bobs/angels play through. I have been using normal boiler and steam engines setup to power my factory. It recently occurred to me that I had researched a tech for electric boilers to produce steam. So my question is is it possible to replace the coal boilers with electric ones and then the power made from the steam engine to run back and power the electric boiler? If this is possible or practical what's the best ratio for most reliability or efficiency and least chance of running into a blackout?

    submitted by /u/Quix_Kope
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    Research

    Posted: 08 Dec 2019 07:43 AM PST

    Does flying through research Increase attacks? I am flying thorough the beginning legs of research, should I slow down a bit, or will the constant speed of my beginning research attract more biters ?

    submitted by /u/266150
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    Lucky timing

    Posted: 07 Dec 2019 01:53 PM PST

    Lucky timing

    so, somehow, apparantly, I managed to get a screenshot of a green circuit assembler when it hit exactly 1 million products finished, not bad I think

    https://preview.redd.it/ctqmr2x29a341.jpg?width=505&format=pjpg&auto=webp&s=c0f5e88115791c36100ad6ba8c8d25796aa25967

    submitted by /u/Red_Katana_001
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    Me and my girlfriend launched our first rocket today :)

    Posted: 07 Dec 2019 08:15 AM PST

    We are quite new to the game (we have about 90 hours ingame) and got the achievment w/o using fancy robot stuff. Everything is self built and transported via belts.

    For the next game we will try using trains, robots and making electricity with something better than steam power :)

    Note: We have enemies turned off to get a hang of base building.

    https://imgur.com/a/KiKLkc9

    submitted by /u/Gulrotsaft
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    One shot ordering from transport/logistic network?

    Posted: 08 Dec 2019 06:05 AM PST

    Hey!

    I've been enjoying Factorio immensely and I'm having a lot of fun with it. One thing that is a bit cumbersome however is the "shopping list" behaviour. It's fantastic that I can just order whatever I want (as long as the things exist in the network of course) but I find it more and more annoying that I can't order stuff only once.

    Let's say I want to build only one steam engine. I'd love to be able to just make a single order of 16 pistons, 1 large iron chassis, 40 iron plates and 16 gear wheels. When the individual component order has been fulfilled I'd like the component disappear from the logistics "shopping list" slot.

    Is this a thing? If so, how does it work? If not, how can it be made a thing?

    submitted by /u/derritorone
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    Interlocking Rocket Fuel Production Facility

    Posted: 07 Dec 2019 08:05 PM PST

    Interlocking Rocket Fuel Production Facility

    Oil and water goes in, rocket fuel comes out. Nothing wasted and won't unexpectedly stall.

    Some design choices are purely for aesthetic symmetry.

    Simply rotate the blueprint to share fluids. Water and oil come in from the right side in this picture.

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    submitted by /u/electricessence
    [link] [comments]

    Big Power Pole Reach

    Posted: 07 Dec 2019 08:11 PM PST

    simple question, does anyone happen to know why the devs of factorio made the big power pole distance 30 instead of 32 since chunks are 32x32?

    submitted by /u/LstNdFnd
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    1K SPM Electronics FAB

    Posted: 07 Dec 2019 12:18 PM PST

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