• Breaking News

    Monday, January 13, 2020

    Factorio Compact Base-In-A-Box (expensive mode)

    Factorio Compact Base-In-A-Box (expensive mode)


    Compact Base-In-A-Box (expensive mode)

    Posted: 12 Jan 2020 11:57 PM PST

    TIL that when you're pasting something, press shift+mouse wheel scroll to go to previous clipboard copies that you have made.

    Posted: 13 Jan 2020 06:01 AM PST

    Just to make your eyes bleed

    Posted: 13 Jan 2020 06:21 AM PST

    TIL pressing r when your cursor is hovering over a resource like oil or ore will automatically select the fastest pump jack or drill in your inventory

    Posted: 13 Jan 2020 12:51 AM PST

    I know that the tooltip in the key binding menu says this, but it's new to me.

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

    I recently found my 100 spm tileable factory. Sadly it doesn't work anymore since 17.6 :-(

    Posted: 12 Jan 2020 02:11 PM PST

    My minecraft pixelart :)

    Posted: 13 Jan 2020 08:13 AM PST

    Where on earth are my settings (especially my keybinds) saved to?

    Posted: 13 Jan 2020 12:48 AM PST

    I'm trying to change one of the two-button keybinds (two buttons for one action), and the game doesn't let me. Then I thought if it's possible to do it by just going through the game files, but I can't find my settings file anywhere. Where is it?

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

    Open Public: Death Swamp World End of Day 7

    Posted: 12 Jan 2020 07:03 PM PST

    Central smelting and central ore storage?

    Posted: 13 Jan 2020 07:13 AM PST

    I started a new railworld with the goal of harvesting everything I can find. I like the idea of beeing that one Alien that is full of greed emptying the whole planet for his selfish reasons. I know that the best storage for ore is underground but I'm kinda role playing this time. I was thinking of some sort of central ore storage and an extra beast of a smelter. Maybe I'm an Idiot for asking because it might be normal to smelt at an extra outpost and deliver it into the base, but I'm kinda looking for inspiration and maybe some tips of someone who has done something similar.

    submitted by /u/5k3k
    [link] [comments]

    How come I'm so terrible at combat in this game? How can I improve myself?

    Posted: 13 Jan 2020 07:05 AM PST

    I have ~400 hours in factorio. I have experience in all mechanics in this game, including those in Bobs+Angels etc. But I'm still absolutely terrible at killing biter nests. All I can ever do is enclose my base with shit ton of turrets and then wait until tank to clean up low hanging fruits. Even with tank I can't clean larger nests because I end up getting killed. So I wait until artillery to clean up larger ones.

    As you might imagine, this puts me in an extreme disadvantage. Since I can't make use of tools such as rocket launcher etc or even tank. How can I improve my combat skills in this game. I'm still at a level where when I have rocket launcher unlocked, it's easier for me to turret crawl rather than attack nests directly... It feels embarrassing tbh with you....

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

    Does anyone know a steampunk mod?

    Posted: 13 Jan 2020 07:03 AM PST

    I've been researching, but most mods are more heatpunk than steampunk ... why? simple, they add fuel need to everything, but to make steam you need water, steam trains need fuel (coal for example) and water, otherwise it does not generate steam.

    My idea for this kind of mod would be to need to power multiple machines using a boiler that will generate steam (and water in the locomotive) rather than electric power, this could be a technological step in the game before releasing electric motors to build machines that move with electric energy.

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

    I see your 216 MW boiler plant and raise you a 288 MW boiler plant

    Posted: 12 Jan 2020 08:21 AM PST

    Say what you want about it, all I know is that it works

    Posted: 12 Jan 2020 11:47 AM PST

    Making my first bus-based base as a project for 2020 and i think i am overcomplifying... any tips/ideas?

    Posted: 13 Jan 2020 08:33 AM PST

    Factorio price in Argentina...

    Posted: 12 Jan 2020 08:13 PM PST

    As we all know, factorio cost $30usd, but in Argentina (my country) Factorio cost $330 pesos (without taxation, the taxation is 30% of the original price). Now 01/13/19 - 01:06, $330 pesos are ~$6usd... A bottle of Coca Cola (2,25L) cost $130 pesos, ~$2usd. The dollar in Argentina are expensive, so the game for me is TOO cheap.

    submitted by /u/8sty
    [link] [comments]

    Sooo... made the first production line with beacon... what are your thougts?

    Posted: 12 Jan 2020 09:41 PM PST

    QOL / Utility mods suggestions?

    Posted: 13 Jan 2020 05:27 AM PST

    I'm just getting started, only 91 hours in so far, not even playing with bugs turned on yet because I'm such a perfectionist that I spend all my time scrapping and rebuilding bases rather than actually making progress.

    I'm about ready to start my first "real" playthrough and was looking for QOL mod suggestions. I don't want new resources or products or gameplay, just anything that you find useful for playing the game in general. Examples from Rimworld might be the temperature overlay or the RPG Inventory, both of which simply make managing your base and pawns easier but don't change the fundamental mechanics of the game.

    Anything like that for Factorio? What mods do you always include, to the point where you consider them part of "vanilla?"

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

    Mods to make biters relevant again in mid to late game?

    Posted: 13 Jan 2020 09:09 AM PST

    I'm playing Deathworld with Industrial revolution and Rampant mods right now and biters became pretty much irrelevant when artillery came online. Basically a game of defending choke points and expanding to new choke points with artillery. And when you have enough safe resources the biters can just be ignored since they die before doing any damage to massively defended choke points. With Rampant there's a lot more biters that expand faster and have a lot better AI than vanilla, but they still die all the same to artillery and unbreachable choke points. After that they literally can't do anything.

    Are there any mods that gives biters end game challenge?

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

    Finally got Circuit 3 using full Py...

    Posted: 12 Jan 2020 10:46 AM PST

    Rampant mod: spitter range

    Posted: 13 Jan 2020 08:17 AM PST

    I wondered how others are dealing with the range of the small spitters when you enable the new creatures.

    A double wall, with turrets placed against it, spaced 2 apart don't seem sufficient at keeping them from harming the turrets. Lacking access to oil prevents me from being able to utilize laser turrets.

    I tried to get some more territory under my control but my "manholes" with 4x4 turrets completely got overwhelmed by those pesky creatures.

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

    Lazy Bastard Achievement

    Posted: 12 Jan 2020 10:36 PM PST

    What's up guys! I'm roughly 10 hours in and I'm working my way through this achievement. I'm at 109/111 items crafted which has yielded me automation with a basic mall, red and green science production. What should my next focus be in terms of speeding this process up? Its been really slow going but I feel like I can get this done. Any advice would be appreciated.

    submitted by /u/deadkane1987
    [link] [comments]

    My first 1k SPM base!

    Posted: 12 Jan 2020 11:38 AM PST

    15~ hours work, thoughts? I am new to the game so any suggestions would be appreciated

    Posted: 12 Jan 2020 12:01 PM PST

    No comments:

    Post a Comment