Factorio Power armor mk2 straight out of the assembler |
- Power armor mk2 straight out of the assembler
- 300+ hours in, just realized exoskeletons stack.
- You can't use OUR quote like that!
- First base, feeling accomplished with first automated yellow science being delivered, trying to finish this playthrough with minimal help
- A creative way to solve transport belt madness
- Damnit
- My less elegant solution to transport belt madness
- Train length advice?
- Dear r/Factorio, today I've got singed by a train
- Differentiator
- My dream Mixture of Mod
- Just Wanted to share my use of an 16x16 balancer i found here.
- Space exploration liquid cargo
- Your Space Exploration personal essentials?
- Do machines cause pollution when not active?
- Built first circuit controlled train and I think I'm slipping into a rabbit hole...
- I need a 0.18 messy Bob's base...
- So my friend went afk..
- How close are we to creating factorio within factorio?
- Bob's / Angel's Sulfur & Wood Questions
- Looking for late-game mods
Power armor mk2 straight out of the assembler Posted: 20 Feb 2020 12:00 AM PST
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300+ hours in, just realized exoskeletons stack. Posted: 20 Feb 2020 02:56 AM PST | ||
You can't use OUR quote like that! Posted: 20 Feb 2020 06:07 AM PST
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Posted: 20 Feb 2020 02:28 AM PST
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A creative way to solve transport belt madness Posted: 19 Feb 2020 10:56 AM PST
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Posted: 20 Feb 2020 07:44 AM PST
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My less elegant solution to transport belt madness Posted: 19 Feb 2020 07:08 PM PST
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Posted: 20 Feb 2020 08:46 AM PST So I'm building my first rocket and finishing up the non-infinite research, and I'm planning my first mega-base for after the rocket launch. From the looks of it, to create 1k science of every variety requires about 180k each of iron and copper (slightly off, but close enough for my planning). As cargo wagons will carry 2k ore each, that means for every 1k science I'll need around 90 loads each of iron and copper ore. Per https://factoriocheatsheet.com/ six fully upgraded stack inserters will unload a cargo wagon of ore in just over 12 seconds and 12 inserters will unload it in just over 6. Trains also take time to start/stop, however, so I'm going to assume 3 loads per minute at each stop (rather than the idealized 10). So I'll need 30 cargo wagons in transit for each ore. If I'm doing my math right, that means I'll need 6 smelting drop-offs (for each of iron and copper) with 5 cargo wagons per train. Does that sound right for 1k spm? Edit: If I unload directly into active provider chests I can pack the stops side by side. I also just installed LTN so I can have it route to whichever spot is open when the train comes in. [link] [comments] | ||
Dear r/Factorio, today I've got singed by a train Posted: 19 Feb 2020 10:13 PM PST Almost killed by my own creation. That was some scary shit. [link] [comments] | ||
Posted: 20 Feb 2020 01:43 AM PST
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Posted: 19 Feb 2020 11:34 PM PST As some Big Mods are not compatible with others, and sometimes I don't really love everything of a mod. So this is my own dream package, although i understand i can not put them together:
Do you have your own dream mixture of big mods? [link] [comments] | ||
Just Wanted to share my use of an 16x16 balancer i found here. Posted: 20 Feb 2020 09:01 AM PST
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Space exploration liquid cargo Posted: 19 Feb 2020 11:53 PM PST Is there a cargo rocket for liquids or do I just have to barrel them and use normal cargo rockets? [link] [comments] | ||
Your Space Exploration personal essentials? Posted: 20 Feb 2020 08:03 AM PST I have played AB, AB/Seablock, and Industrial Revolution. Enjoyed them all. Love Bob's configurable inserters. With 0.18 release, I'm looking forward to trying out another major mod, and curios about what mods people consider essential to be installed with Space Exploration. Other than ones that are officially recommended on the mod page(AAI Industry, Alien Biome, etc.), and popular helper and QOL mods(eg. Helmod, Squeak Through, etc), is there any mod that you feel enhances Space Exploration so much, or synergies with it so well, that you will personally not play Space Exploration without? Maybe an overhaul mod that works really well or a mod that fixes or enriches certain aspect of the gameplay. Does Space Extension works, btw? Also, do you recommend biters on or off? [link] [comments] | ||
Do machines cause pollution when not active? Posted: 20 Feb 2020 07:32 AM PST Right now I have a huge pollution cloud and I noticed that most machines in the area are idle (full output, so they're not producing any new materials). Do machines cause pollution in this state? Said machines are miners and electric furnaces with 4 Prod3 modules and surrounded by 8 Beacons with Speed3 Modules in them. It says in the tooltip that they produce about 98 pollution / min, but I can't tell if that's at full power or if it's in their idle state(!) [link] [comments] | ||
Built first circuit controlled train and I think I'm slipping into a rabbit hole... Posted: 19 Feb 2020 10:08 PM PST So I'm getting more into trains in my world as I transition away from my initial base to build a more organized factory. I've been annoyed by random trains running out of fuel so I decided to build a refuelling station. You can see an map view of it here The basic concept is that i have 4 refueling bays
1 have a 1-1-1 train moving rocket fuel from my main base to a fuel drop that is managed by a small logistics network. The refueling bays turn off when a train stops there so there isn't a real "queue" but this also helps keep the trains from refueling every single time they loop through their stops. At first my fuel train was looping constantly between my base and the fuel drop and the 1-1-1 refueling bay which was causing a slight traffic issue. So i wired up a holding station that listens for the rocket fuel to go under a certain threshold ( which is the same threshold for turning on the Train Fuel Drop station). Now the train waits until it is needed, hits resupply for rocket fuel, unloads it at the depot, fuels up and goes and waits till it is needed again. I know it's the simplest possible circuit setup for trains but its so satisfying to have this perfect control over when certain trains go out that I'm pretty sure I just opened a deep rabbit hole for myself....I'm now having delusions of building a central logistics storage facility that is circuit controlled for loading//unloading trains that are coming and going throughout my base... [link] [comments] | ||
I need a 0.18 messy Bob's base... Posted: 19 Feb 2020 08:53 PM PST Specifically the save... I need spaghetti. Something with the full gamut of Bob's stuff, non-optimized, etc. I want to use it to see how everything looks when it's setup for function, as opposed to neatly organized in rows so I have at least one of every entity in my test world. And 'cause when I get around to making the mod icon I want it to be multicolored gloriously messy spaghetti... I'm working on a Reskin mod and don't have any messy Bob's saves myself. :C [link] [comments] | ||
Posted: 19 Feb 2020 01:14 PM PST
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How close are we to creating factorio within factorio? Posted: 19 Feb 2020 04:04 PM PST We've already made a small fps, when is factorioception going to be released? [link] [comments] | ||
Bob's / Angel's Sulfur & Wood Questions Posted: 19 Feb 2020 10:18 PM PST Hi fellow engineers, I started play Bob's / Angel's Mods for the first time with the r/ Monthly community map, It has been a steep but fun learning curve. Have plenty of questions, but two big ones;
Thanks [link] [comments] | ||
Posted: 20 Feb 2020 03:33 AM PST As the title says, I'm looking for some late game mods, that don't change the early game too much. Basically what I would like is some extra tiers of Solar Panels, Assemblers, Power Armor, Belts, Robots, etc. , just in any of the other big mods, but without the extra early game they come with. Preferably id love to reach Blue Science / Bots without much of a change. [link] [comments] |
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