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!
- I just watched the very, very, very outdated Factorio trailer. And I wanted to share it on here
- Factorio is not a game... it is Visual ASMR
- *Explaining* the biggest most useless rail network ever...
- ~160k rail per minute build (nearly complete)
- Extendable interleaving pattern - trying to find a way to do it with fewer undergrounds, but this seemed neat enough for now
- fucking 1 week after quitting factorio, I'm still getting semi awake factorio dreams
- Just finished up my latest mod, Recipe Book! Here is a preview:
- Moving day! Deconstruction Planner+belts and bots
- Who would've thought Factorio could be a scary game
- Idea: Accumulator mounted on a train wagon. To charge remote outposts.
- AFK sessions
- Being able to Search production.
- Improved max signal finder (sequential logic)
- [Seablock] Metals to bootstrap blue science (need to rebuild because not scalable)
- 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.
- Unloading speed test for trains
- My Terrible, islands base at 10hrs
- Since when were Bitters so agressive?
- After many Buses - my Spaghetti up to Red/Green/Blue/Military Science
- Factorio Mod Idea: Arms Race
Posted: 08 Feb 2020 11:34 PM PST
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I just watched the very, very, very outdated Factorio trailer.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
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Factorio is not a game... it is Visual ASMR Posted: 09 Feb 2020 03:04 AM PST
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*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. [link] [comments] | ||
~160k rail per minute build (nearly complete) Posted: 09 Feb 2020 12:52 AM PST
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Posted: 08 Feb 2020 07:53 PM PST
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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. [link] [comments] | ||
Just finished up my latest mod, Recipe Book! Here is a preview: Posted: 08 Feb 2020 02:06 PM PST
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Moving day! Deconstruction Planner+belts and bots Posted: 08 Feb 2020 02:10 PM PST
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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... [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 ? [link] [comments] | ||
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? [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? [link] [comments] | ||
Improved max signal finder (sequential logic) Posted: 08 Feb 2020 01:11 PM PST
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[Seablock] Metals to bootstrap blue science (need to rebuild because not scalable) Posted: 09 Feb 2020 07:42 AM PST
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Posted: 09 Feb 2020 07:16 AM PST
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Unloading speed test for trains Posted: 09 Feb 2020 07:08 AM PST
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My Terrible, islands base at 10hrs Posted: 09 Feb 2020 02:47 AM PST
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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
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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 RaceGametype: 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:
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 SettingsThe Fast Game:
The Modded Chaos Game:
The Biter World:
[link] [comments] |
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