Factorio Post your favorite convoluted wood disposal |
- Post your favorite convoluted wood disposal
- This city block produces 200 zen per sec
- plates go in, inserters come out ¯\\_(ツ)_/¯
- Rectangular Bus Base
- 500 Hundred Hours, 13 FPS. Space is Inexpensive, Build Bigger.
- Mods updated to 0.18
- I've just started using other users blueprints and now I feel like a massive cheat
- (finally) my first rocket capable factory!
- After ~200 hours in the game I just completed 'There is no spoon' on my first try in 7 and a half hours.
- Why won't my train move out of this station?
- Rocket turret
- How to: Update Mods
- Is kirkmcdonald calculator still up to date?
- 1K SPM All Circuits Blueprint
- Having some fun in the edito.. 120spm no space bootstrap base.s
- How can we encourage more people to read the Hotkey Menu?
- Even my job as an RA is not free from the influence of Factorio. I made all three circuit types as my door decorations for this month!
- The Future is Bright
- First Seablock/bobsmods/angles thought i did pretty good
- A factorio tutorial should be called a factorial.
- Cityblock roundabout intersection
Post your favorite convoluted wood disposal Posted: 01 Feb 2020 08:21 PM PST
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This city block produces 200 zen per sec Posted: 02 Feb 2020 04:38 AM PST
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plates go in, inserters come out ¯\\_(ツ)_/¯ Posted: 01 Feb 2020 05:22 PM PST
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Posted: 02 Feb 2020 02:26 AM PST
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500 Hundred Hours, 13 FPS. Space is Inexpensive, Build Bigger. Posted: 01 Feb 2020 11:56 PM PST
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Posted: 02 Feb 2020 04:58 AM PST All of my mods have been updated to 0.18:
If there are new issues I haven't found, let me know here or via the mod portal. [link] [comments] | ||
I've just started using other users blueprints and now I feel like a massive cheat Posted: 01 Feb 2020 11:52 AM PST Let's face it, some of the Blueprints I've seen posted on here are works of pure genius. I've put on 300hrs gameplay so far as still making highly inefficient spaghetti factories. I've just dumped a full 500spm blueprint into my game, robots happily filling in the ghosts for me, and I feel like I've just cheated myself. I could never make some of these designs and yet there they are, in the middle of my map, shiny golden nuggets standing proud amongst piles of steaming dog shit. FML. [link] [comments] | ||
(finally) my first rocket capable factory! Posted: 01 Feb 2020 11:09 AM PST
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Posted: 01 Feb 2020 08:36 PM PST
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Why won't my train move out of this station? Posted: 02 Feb 2020 01:10 AM PST
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Posted: 02 Feb 2020 02:45 AM PST As the title may suggest the idea is that you can research a rocket turret that uses rockets as ammo (regular and explosive rockets) i think they would act similar to artillary but can also attack "mobile units" Minus some range of course this will make biter attacks less threataning as most, if not all the biters die before they can do any serious damage to you defenses [link] [comments] | ||
Posted: 01 Feb 2020 10:10 AM PST I hadn't seen any advice on how to accomplish this, especially gathered in one place. I just finished self-porting all of the un-updated mods I use to .18 today and thought I'd share my experience. I will improve this post in the hope that it becomes a durable resource for self-porters (and entry level modders). I'll also update this post with any advice or tools posted here. Important: this is not about redistribution or licensing. Those topics are firmly settled in my mind and this is not a place to request or discuss redistribution or licensing. Advice for self-porting within the terms of the applicable license only. No mod piracy or suggestions on mod piracy. Sources of broken mods from .17 to .18:
Concepts:
Considerations:
[link] [comments] | ||
Is kirkmcdonald calculator still up to date? Posted: 02 Feb 2020 02:41 AM PST Hi! I'm not into new versions as much so can you please tell me what is the latest version that you would advise to use kirkmcdonald with? The project's repository last update was at "Jul 30 2019". In setttings I can choose the version up to "Vanilla 0.17.60", but I don't know whether they introduced recipe changes since then. Thank you very much in advance. [link] [comments] | ||
Posted: 01 Feb 2020 07:19 PM PST Reposting to make this a little more readable. Not used to posting links. Just finished redoing my circuits and moved to a different train block layout. This does 38k/min greens, 7.6k/min reds, and 1.5k/m blues. 1K SPM needs 33048 Green, 7556 Red, and 1087 Blue. I have 4 stations outbound for red and green, as I use 4 trains for red in purple science, chem science, rocket, and satellite train stations, and green in green science, rocket, satellite, purple, and yellow (hmm guess I counted those wrong?) and blue for satellite / rocket / yellow. !blueprint https://pastebin.com/Q4PTx52i [link] [comments] | ||
Having some fun in the edito.. 120spm no space bootstrap base.s Posted: 01 Feb 2020 07:40 PM PST
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How can we encourage more people to read the Hotkey Menu? Posted: 01 Feb 2020 11:58 AM PST So I am pretty new to this community (got the game early December, only 100+ hours in) but I have noticed that every so often the same sorts of tips will get posted. You know the kind-shift right-click to copy recipes between buildings/requester chests, press z to only insert one item from a stack, press q to select the building you are hovering over, shift r to rotate counter-clockwise, shift-alt-d to cancel deconstruction orders etc. etc. (Just to be clear, this is a reoccurring trend, and not directed at any specific post/s.) The common theme here is of course that it's all documented in the sidebar hotkey menu. I can't help but feel bad for people that go through tons of hours of playtime without knowing these things and then feel stupid/bad for not realizing them sooner, and wonder if we could make that page more visible, or place restrictions on these sorts of posts to encourage people to become familiar with the hotkeys. Anything to a/ avoid people sinking tons of time into the game handicapped by not fully understanding the controls and b/ avoid such posts that can quickly become repetitive when the information has already been learned. As is, these posts seem to be pretty frequent, and I understand why since the page is relatively far down and hidden in the sidebar and the game does very little to educate you on them. The dilemma is that outright banning such posts is undoubtedly too heavy-handed and in-congruent with the sub's current (and very appealing/commendable) welcoming, open and beginner-friendly atmosphere. On the other hand, there's not a ton to make the page more visible without proliferating sticky-posts or making new rules. I know this is a bit of a rant, and such posts are generally well-received so maybe no one else thinks this should be addressed. In any case, would love to hear peoples' thoughts on this! [link] [comments] | ||
Posted: 01 Feb 2020 08:51 PM PST | ||
Posted: 01 Feb 2020 08:21 AM PST
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First Seablock/bobsmods/angles thought i did pretty good Posted: 01 Feb 2020 10:29 AM PST
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A factorio tutorial should be called a factorial. Posted: 02 Feb 2020 06:12 AM PST I can't believe no one has thought of this. It has uses in both math and engineering and it's a combination of both factorio and tutorial. Sometimes I love my brain. [link] [comments] | ||
Cityblock roundabout intersection Posted: 01 Feb 2020 06:50 PM PST I see lots of intersections posted lately. I'm not new to signaling though, do go ahead and pick up your microscope for errors :D I will try to explain if you have any questions. But i hope it's useful. 7x7 chunks block is measured so you can put radars in the middle of intersections and they reveal exactly the whole area with 0 overlapping. Train blocks used here are 2-8 RHD and this should be enough for well beyond 3000 SPM or much more. Recommended mods for this kind of playthrough: Nanobots, LTN, Aircraft, Power Armor MK3. Cityblock: !blueprint https://pastebin.com/BPzHpQJV 4-way roundabout intersection: !blueprint https://pastebin.com/H3eQBafA [link] [comments] |
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