Factorio My crosswalk in action |
- My crosswalk in action
- Unloader Station Rig (16 wagons to 32 blue belts) [MP4 - 30MB - 6x speed]
- When fixing circuit went south...
- [Marathon] Tileable Beaconed Red Circuits
- Looking at the bases people create makes me feel stupid.
- I hear u guys like spaghetti, this is our coop mall. As a bonus, try to spot the engineer in this picture.
- Lack of sleep leads to mistakes.
- First attempt at green science. Sure I've a lot to learn but thanks for all the tips so far!
- Looking for a really good modular train grid design/blueprint
- Bots' Bad Reputation is Undeserved
- Bad Guy in Factorio by MiniBetrayal
- Cityblock design: feedback and LTN depot advise appreciated
- How do I fix the lack of copper going into the green circuit factories?
- Looking for players for a weekly multiplayer
- I can’t open factorio on my Linux machine
- Back after a few Monts i am back with 3 hours in. What do you think?
- "Power Sale" - Selling Power to Friends in MP.
- These perfectly synced long inserters make me really happy!
- Helmod 0.9.2 Beacon number
- I'm trying to make a train intersection
- When you are asked to make spagehetti but she didnt mention it had to be food...
Posted: 17 Jan 2020 05:05 AM PST
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Unloader Station Rig (16 wagons to 32 blue belts) [MP4 - 30MB - 6x speed] Posted: 16 Jan 2020 07:10 PM PST
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When fixing circuit went south... Posted: 17 Jan 2020 03:19 AM PST
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[Marathon] Tileable Beaconed Red Circuits Posted: 17 Jan 2020 03:40 AM PST
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Looking at the bases people create makes me feel stupid. Posted: 16 Jan 2020 06:27 PM PST I'm a programmer and I feel with unlimited time I could not create bases as elegant as I have seen. Anyone else ever feel like this when looking at mega bases? [link] [comments] | ||
Posted: 16 Jan 2020 03:13 PM PST
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Lack of sleep leads to mistakes. Posted: 17 Jan 2020 02:53 AM PST
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First attempt at green science. Sure I've a lot to learn but thanks for all the tips so far! Posted: 16 Jan 2020 04:11 PM PST
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Looking for a really good modular train grid design/blueprint Posted: 17 Jan 2020 05:26 AM PST As above. looking for a design/bleuprint for a train grid that I can expand massively. The one I have just gets jammed all the time Further points: I'm using 1-1 trains. I haven't got a particularly good reason other than that's what a lot of other people seem to be doing. My current system uses just 1 Lane, going anti-clockwise. The junctions only turn left, meaning a right turn requires going around a full cell and then going straight (I took this blueprint from a YouTube video). My current systems junctions cause jams. One train gets into the junction, and it's exit isn't clear so it sits there waiting, blocking the whole junction. I suspect it's something to do with the misuse of chain signals. I'd like a system that uses 2 lanes (so 2 cells next to each other would have 4 lanes). In an anti clockwise system the innermost, left lane would be for shorter distances, and the outmost, right hand lane would be for longer distances. That may require intermediate no-wait condition train stops. I see no particular reason to move away from 1-1 trains as they haven't caused any problems (although 1-1 fluid trains are a bit limited). I'd also like junctions that don't only turn left or go straight, and that don't cause jams if the exits aren't clear. Also as a bonus I'd like power pylons and robo ports throughout. As a super bonus, some kind of grid label in concrete or w/e would he nice I can see my way through most of that but the junctions concern me... [link] [comments] | ||
Bots' Bad Reputation is Undeserved Posted: 16 Jan 2020 11:20 PM PST I've been playing for about 500 hours. I'm launching a rocket every couple of minutes. And I did it with bots. I know people think they make the game too easy, and that they're an ugly, unsightly mess when gathered en masse. I generally agree. But I don't think it's the bots' fault. It's those *chests.* Requester chests, buffer chests, and active provider chests, to be specific. Here's my hypothesis: the game's loop is at its most addictive when you're building on what you've learned to create something more complex and elegant. Those chests, listed above, can rip a big piece of your learned skillset out of the game by allowing you to forego belts, and it can be hard to resist the temptation to use them when you're in a hurry. So, eliminate these chests. What are you left with?
I'm sure I'm not the first person to think of this, but I'm curious to hear what you guys have to say on the matter. Does anyone play this way? [link] [comments] | ||
Bad Guy in Factorio by MiniBetrayal Posted: 16 Jan 2020 03:02 PM PST
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Cityblock design: feedback and LTN depot advise appreciated Posted: 17 Jan 2020 06:57 AM PST
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How do I fix the lack of copper going into the green circuit factories? Posted: 16 Jan 2020 09:06 PM PST
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Looking for players for a weekly multiplayer Posted: 17 Jan 2020 05:07 AM PST I've clocked up 1000+ hours on this marvellous game, but haven't really played much in multiplayer. So I was looking to host a game every Monday at 20:00 GMT. Only looking to use quality of life mods e.g. Vehicle snap and squeak through. Of course any suggestions welcome, and look forward to helping the factory grow with you. [link] [comments] | ||
I can’t open factorio on my Linux machine Posted: 17 Jan 2020 07:53 AM PST | ||
Back after a few Monts i am back with 3 hours in. What do you think? Posted: 17 Jan 2020 07:48 AM PST
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"Power Sale" - Selling Power to Friends in MP. Posted: 17 Jan 2020 07:40 AM PST
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These perfectly synced long inserters make me really happy! Posted: 16 Jan 2020 12:07 PM PST
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Posted: 17 Jan 2020 07:11 AM PST I've just started really messing around with beacons and I'm trying to use helmod to find out how many beacons/assemblers i need for certain projects. the part that's got me turned around is that when I "Edit Recipe" where the factory and modules are, there is a box: Amount, affecting one. I get this means how many beacons are affecting one assembler but if I change that number then the factory and beacons required change in strange ways. For example: green circuits, AM 3 4 Prod 3s, beacons with Speed 3s, amount affecting one is 4. That says I need 6 AM with 5 beacons. But if I change only the amount affecting one to 8 (so that i can expand the line having beacons on both sides of the AMs) then i need 3 AMs, and 3 beacons. Obviously I'm missing something, I just don't know what, or if it really even matters. [link] [comments] | ||
I'm trying to make a train intersection Posted: 17 Jan 2020 06:55 AM PST So I just finished Py using a 2 lane train grid base with roundabouts, which was a terrible mistake since it couldn't handle the overwhelming traffic really well. And now I want to go for a more relaxing game with Seablock, this time using a 4 lane base, now comes the intersection part:
My desing started with an intersection, to an intersection with a roundabout inside so trains could turn back, to this: https://i.imgur.com/17fq7yY.jpg I think roundabouts are going be unavoidable if I want back turns and any to any lane, is this good enough? will I run into throughput problems? is there a better layout under my constraints? [link] [comments] | ||
When you are asked to make spagehetti but she didnt mention it had to be food... Posted: 16 Jan 2020 01:35 PM PST
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