• Breaking News

    Sunday, February 9, 2020

    Factorio Just got to green science in my first base and I'm feeling proud! Any tips are more than welcome! Loving this game so far!

    Factorio Just got to green science in my first base and I'm feeling proud! Any tips are more than welcome! Loving this game so far!


    Just got to green science in my first base and I'm feeling proud! Any tips are more than welcome! Loving this game so far!

    Posted: 08 Feb 2020 11:34 PM PST

    I just watched the very, very, very outdated Factorio trailer. And I wanted to share it on here

    Posted: 08 Feb 2020 01:12 PM PST

    Factorio is not a game... it is Visual ASMR

    Posted: 09 Feb 2020 03:04 AM PST

    *Explaining* the biggest most useless rail network ever...

    Posted: 08 Feb 2020 09:41 PM PST

    Update to this post, where I made a Turing machine out of trains. The post received quite a bit of attention, even being featured on FFF #332 alongside KatherineOfSky and Nefrums, which was quite the ego boost, I don't mind saying.

    It took a little longer than expected but I now have put together a far lengthier explanation video that covers what rule 110 is, how my new, improved, and reusable (!) logic gates work, the algorithm I used to actually implement rule 110, and a bit where we get to follow some trains around the network as they do their thang.

    Video can be viewed here, and I'll do my best to answer any questions that arise. It's not a scripted video so I get a bit waffle-y at times, and while I've tried to keep things simple there are a couple of more advanced computer-science-type topics, but if you've watched my other videos on the topic then I think you should be able to understand what's going on.

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

    ~160k rail per minute build (nearly complete)

    Posted: 09 Feb 2020 12:52 AM PST

    Extendable interleaving pattern - trying to find a way to do it with fewer undergrounds, but this seemed neat enough for now

    Posted: 08 Feb 2020 07:53 PM PST

    fucking 1 week after quitting factorio, I'm still getting semi awake factorio dreams

    Posted: 08 Feb 2020 01:03 PM PST

    damn fuck this game. after beating it a week ago i had quit. it was killing. still, even right now, every night i am often semi awake and planning some part of the factory. it's so annoying.

    submitted by /u/newdayagain07
    [link] [comments]

    Just finished up my latest mod, Recipe Book! Here is a preview:

    Posted: 08 Feb 2020 02:06 PM PST

    Moving day! Deconstruction Planner+belts and bots

    Posted: 08 Feb 2020 02:10 PM PST

    Who would've thought Factorio could be a scary game

    Posted: 08 Feb 2020 07:14 PM PST

    I was putting down my blue chips design when a few biters came at me without making any noise. I was zoomed in, so these fuckers looked huge and moved fast. My heart sunk and I was completely caught off guard. I had to catch my breath for a few seconds afterwards. Out of all the games I've played, this ranks up in the top 3 moments of terror.

    I'll show those biters once I have some personal laser defense...

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

    Idea: Accumulator mounted on a train wagon. To charge remote outposts.

    Posted: 09 Feb 2020 02:42 AM PST

    How a out this idea?

    An moving accumulator capable to recharge accumulators on remote outposts.

    This way we could have r Small remote bases without energy production (not even solar panel), and get the local accumulators recharged by the train wagon.

    Is there a mod for this?

    Actually, do we got any of this random Reddit ideas implemented on the game (not mod?) Or proving ideas here, only feed mods ?

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

    AFK sessions

    Posted: 09 Feb 2020 07:02 AM PST

    Is it just me or when you have a large ish base you end up having to leave it on an AFK sesh for a couple of hours to catch up to the work you've done?

    submitted by /u/gaarmstrong318
    [link] [comments]

    Being able to Search production.

    Posted: 08 Feb 2020 11:06 PM PST

    I always use the Production tab to figure out what I'm producing the least of. However, trying to find the sciences is always a hassle. It would be a huge help if I could just search instead.

    Please?
    Best regards.

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

    Improved max signal finder (sequential logic)

    Posted: 08 Feb 2020 01:11 PM PST

    [Seablock] Metals to bootstrap blue science (need to rebuild because not scalable)

    Posted: 09 Feb 2020 07:42 AM PST

    How do I get rid of those circles and Xes? I can't see anything, also googling doesn't help much, I've tried everything I've thought of, thank you very much.

    Posted: 09 Feb 2020 07:16 AM PST

    Unloading speed test for trains

    Posted: 09 Feb 2020 07:08 AM PST

    My Terrible, islands base at 10hrs

    Posted: 09 Feb 2020 02:47 AM PST

    Since when were Bitters so agressive?

    Posted: 08 Feb 2020 08:41 PM PST

    After many Buses - my Spaghetti up to Red/Green/Blue/Military Science

    Posted: 08 Feb 2020 01:57 PM PST

    Factorio Mod Idea: Arms Race

    Posted: 08 Feb 2020 04:23 PM PST

    Disclaimer: I am neither a programmer nor artist. I have no clue how to make mods nor do I have the time to learn. This is purely for fun and discussion and if someone would want to take it and make it, it would be welcomed and considered entirely theirs. I like to daydream about alternate ways to play factorio and your Thoughts and discussion are welcomed.


    Arms Race

    Gametype: Non-combat team vs team race to launch a nuclear payload into the other teams' bases.

    Number of Teams: 2-4

    Main Design Features: 2-4 Separate start Locations, separated either by water or by void. Start locations between teams can be identical, similar, or randomized with the Equal number of resources.

    Game Length: 30 minutes - 40+ hours. Game length is determined by what settings are used in map creation. Creation options would include:

    • Amount of Research already completed. Key points in the tech tree could be selected which would then cause them to be researched plus all dependencies.
    • Research Bonus Speed.
    • Resource Starter Chests. A large number of options would be available, each one tied to thematically designed resource chests. More resource chests would effectively reduce game duration.

    Additional in game assets: The only additional assets for this game mode would be research technology and recipe for a nuclear payload, some sort of scanning/radar miltary tech that could be targetted to look at enemy progress (for games with more than 2 teams).

    Replayability: Probably the most important factor. In addition to the length determiners mentioned above, other settings and mod could improve the replayability.

    Example Game Settings

    The Fast Game:

    • Red, Green, Blue, Purple, & Yellow Science All completed
    • Nuclear Power Starter chest (4x Nuclear Reactors, Heat Pipes, Turbines, pipes, and Nuclear Fuel Cells)
    • Advanced Logistics Starter Chest (Belts/Inserters/Underground Belts/Spliters/Bots/RoboBays)
    • Oil Starter Chest (Pipes/Pumps/refineries/Chemical Plants)
    • Assembly Starter Chest (Filled with stacks of All 3 Assembly Machines)

    The Modded Chaos Game:

    • DangOreous Mod Installed with Random mixed Ores (but no destruction of things placed on ore)
    • Red & Green Science all completed
    • Basic Resource Chest (Stone/Copper Plates/Iron Plates)
    • Basic Logistics Chest (Belts/Inserters/Underground Belts/Spliters)
    • Basic Energy Chest (Wooden power poles/Boilers/Steam Engines)

    The Biter World:

    • High biter spawn and spread Rate
    • All Military Science completed
    • Basic Military Starter chest (Regular Rounds/Penetrating Rounds/guns/Heavy Armor/Turrets)
    submitted by /u/HCN_Mist
    [link] [comments]

    No comments:

    Post a Comment