Factorio Sulfer and Explosive |
- Sulfer and Explosive
- When you finally upgrade that one production line
- Advanced Steam Boiler design [216mW]
- Remember my first base Alien scum? I'm back
- Making Fractions with Splitters
- What would be the current practice of (balanced?) train unloading using bots?
- Make players name their map when they create it for more organization and less accidental overwriting of a save
- Are mods able to 'escape' the Factorio environment?
- Main Bus Question
- Modding with on_player_joined_game
- Guys, I'm scared
- Mods Recommendations
- Use second screen for map / stats
- I really like Mindustry. Will I like Factorio?
- So i saw this angelsbobs map on this reddit and he/she had around 300 hours on the map. So i decided to also show my angels bob(seablock) i have 338 hours on this stupid map and i hate it to guts but keep playing it for some reason we have produced a max of 150 blue science
- My uranium centrifuging/sorting operation
- Looking for mods to play with
- Double wagon
- I really like designs that most of the things are built on site
- BobAngels Island Escape.
Posted: 12 Jan 2020 05:05 AM PST
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When you finally upgrade that one production line Posted: 12 Jan 2020 05:06 AM PST
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Advanced Steam Boiler design [216mW] Posted: 11 Jan 2020 05:08 PM PST
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Remember my first base Alien scum? I'm back Posted: 11 Jan 2020 11:24 AM PST
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Making Fractions with Splitters Posted: 11 Jan 2020 08:10 PM PST
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What would be the current practice of (balanced?) train unloading using bots? Posted: 12 Jan 2020 06:28 AM PST I know that bots are passe now (; but maybe some poor non-trendy souls are still using them (; I'm building the first part of my noob mega-ish-base (I'm aiming for the interesting number of 462 SPM [; ), which would be smelters. As this would be actually my first real play-through I decided to go with the seemingly easier approach of using trains + bots. So I've created an unloading station at the bottom with passive provider chests, then a line of roboports, then a standard 8x8 setup of electric furnaces and beacons (a few times), then another row of roboports and then a loading station with requester chests (set for plates). The furnaces are fed from requester chests (set for ore) and output into passive providers. Simple. I quickly noticed a problem of uneven chest levels at the unloading station - bots naturally prefer the chests which are closer to whatever target they are servicing. As the whole thing is not really symmetrical this results in "rear" chests being empty while "front" chests being almost untouched. I've googled around and searched this reddit a bit, which results only in having even bigger dilemma [; The answers to similar questions cover a full spectrum:
As I'm using TSM mod, I could probably easily request a train only if it can be fully unloaded quickly, so maybe the opinion to just ignore this "problem" is the right one in my case? [link] [comments] | ||
Posted: 11 Jan 2020 10:26 AM PST Basically, what I'm saying is do something similar to Rimworld (r/rimworld plug) where sometime within the first 5 minutes of a save make players name it and remove the autosave1,autosave2,autosave3 so that it's just "[SAVE NAME]1,[SAVE NAME]2,ect. EDIT: I'm not saying remove autosaves, I'm saying change it to 3 autosaves per map with the name shown being [SAVE NAME]1-3. [link] [comments] | ||
Are mods able to 'escape' the Factorio environment? Posted: 12 Jan 2020 07:08 AM PST For example, sending data to an external program. Or say extracting the production statistics and streaming it elsewhere, or even writing it to a file pointer. I assume the mods are (smartly) sandboxed in a way but I'm wondering if it's possible. Also, the other way? sending in commands from outside. [link] [comments] | ||
Posted: 12 Jan 2020 03:13 AM PST
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Modding with on_player_joined_game Posted: 12 Jan 2020 05:36 AM PST I have been working on a simple mod, and I noticed that when a game is first started, the [link] [comments] | ||
Posted: 11 Jan 2020 05:59 PM PST
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Posted: 12 Jan 2020 05:10 AM PST I just finished my first complete play through, what mods do you guys recommend I play now? [link] [comments] | ||
Use second screen for map / stats Posted: 11 Jan 2020 02:48 PM PST Hi all, I have two different screens, one 2560x1440 and another 1920x1080, and Factorio gives you the option to choose which screen do you want to use, so I though ... ¿why not both!? It would be great if I could use the smaller one for the map and stats menus while I use the bigger one for the gameplay, unobstructed by menus [link] [comments] | ||
I really like Mindustry. Will I like Factorio? Posted: 12 Jan 2020 01:28 AM PST I have always been interested in Factorio, but the 30$ price tag put me off. I bought Mindustry on a whim the other day, and love it. Makes me wonder if I'd like Factorio too. Is it much the same? How much more complex is it? [link] [comments] | ||
Posted: 11 Jan 2020 10:26 AM PST
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My uranium centrifuging/sorting operation Posted: 11 Jan 2020 06:41 PM PST
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Posted: 12 Jan 2020 02:50 AM PST My friend and I played vanilla factorio with some qol mods and we really enjoyed it and sunk over 140 hours into it . We tried to get into sea block but the beginning was really slow and we seemed to be getting nowhere even after we spent the same time that we did to automate green science. Any suggestions for mods that expand the vanilla game without just making it extraordinary and unnecessarily boring and grindy? Also I would like the mods to not require too much afking. [link] [comments] | ||
Posted: 11 Jan 2020 10:27 AM PST
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I really like designs that most of the things are built on site Posted: 12 Jan 2020 07:45 AM PST
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Posted: 12 Jan 2020 07:29 AM PST
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