Factorio The most well executed bad idea I've ever had... |
- The most well executed bad idea I've ever had...
- When you "accidentally" fill an iron chest with accumulators
- It's Beautiful.
- Rate My first Spaghetti Attempt from 0 to Noodle!
- Space Exploration - getting going with Space Science
- We all know that trees are real enemies but what if...
- Coal Liquefaction: How can I ensure that my heavy oil is prioritized for the next batch before being sent up and out of the system?
- As I was setting this up I thought, "Why doesn't anyone else do it this way?". Then I realized my mistake...
- Factorio loading screen in Cyperpunk 2077 Style
- My friend finally got hooked to Factorio, here is an image he sent I thought some of you might enjoy :)
- The same blueprint works differently in two different games
- ISO a simple explanation of how to make a Power Status Indicator light using Accumulators and Circuit Network.
- Need help with console commands
- Why is my fast inserter power usage pulsing?
- Accelerating vanilla outpost construction
- How to make backup power
- Exact material counter. Eventually, output chest part will back calculate finished goods into their materials so when a player takes an item/s out of the box, only the exact amount of materials will be let onto the belt in order to produce the removed item/s
- Rail signal placement rules change?
The most well executed bad idea I've ever had... Posted: 05 Mar 2020 12:07 AM PST
| ||
When you "accidentally" fill an iron chest with accumulators Posted: 05 Mar 2020 02:10 AM PST
| ||
Posted: 05 Mar 2020 08:27 AM PST
| ||
Rate My first Spaghetti Attempt from 0 to Noodle! Posted: 05 Mar 2020 05:05 AM PST
| ||
Space Exploration - getting going with Space Science Posted: 05 Mar 2020 03:31 AM PST I have a Space Exploration factory going, and am on the way into space. Satellite launches are automated; transfer of the first 7 science packs (red ... white) into space with cargo rockets is automated, and I have researched almost anything that is researchable with only white packs, in space. I am still getting all resources from Nauvis. I have started looking into what would be needed to mine outside of Nauvis (and transport the stuff back to Nauvis Orbit); also I've started planning out what is needed to make the first space science packs (e.g., the "magenta" one which is a requirement for Beacons). It seems that both endeavours are *huge*. It seems almost impossible to get an efficient resource transport going at the moment (simply producing and launching a cargo rocket takes stupendous amounts of local resources compared to how many, say, iron plates would be transferred each time). And making space science also seems to involve dozens and dozens of steps. So far so good, it's a challenge. Without spoiling too much (hence I'm not watching the streamers who are playing Space Exploration right now) - can you give me a slight hint in which direction to go first? Establish resource mining outposts with automated rockets back to, say, Nauvi Orbit for my upcoming space factory? Or stick with Nauvi resources for the time being, and get rudimentary space science packs going? [link] [comments] | ||
We all know that trees are real enemies but what if... Posted: 05 Mar 2020 02:39 AM PST
| ||
Posted: 05 Mar 2020 05:22 AM PST
| ||
Posted: 04 Mar 2020 11:55 AM PST
| ||
Factorio loading screen in Cyperpunk 2077 Style Posted: 04 Mar 2020 11:09 AM PST
| ||
Posted: 04 Mar 2020 01:38 PM PST
| ||
The same blueprint works differently in two different games Posted: 05 Mar 2020 01:08 AM PST
| ||
Posted: 05 Mar 2020 05:48 AM PST I tried my hand at this last night and think I did it all correctly, but I would love a Circuit Network master to give me a simple explanation of it. Steps I did:
[link] [comments] | ||
Need help with console commands Posted: 05 Mar 2020 09:32 AM PST I'm trying to use commands to increase my reach distance in factories 18.9 and I can't install mods my brother owns the game and doesn't allow me to install mods [link] [comments] | ||
Why is my fast inserter power usage pulsing? Posted: 04 Mar 2020 03:49 PM PST
| ||
Accelerating vanilla outpost construction Posted: 04 Mar 2020 12:07 PM PST
| ||
Posted: 05 Mar 2020 12:23 AM PST Hi, I'm new to using circuit network so I don't really know how to do it but here is my question: [link] [comments] | ||
Posted: 04 Mar 2020 11:28 AM PST
| ||
Rail signal placement rules change? Posted: 05 Mar 2020 01:00 AM PST Was there a change to how the game shows allowed positions for rail signals? I'm not able to place signals on the ""wrong"" of the track (whatever the game arbitrarily decided is wrong) without shift-clicking. Signal type doesn't matter. See top right in this picture: https://imgur.com/wwxUuhD I guess I can just shift-click it even though it's a bit clunky, but I feel like the game hasn't functioned like this before, was it added recently? I can't find a mention and I swear it was normal still last week. (In this picture, I'm building a new rail branch, and I want to place signals going both ways on as I go, so I don't have to drive back later just to place a signal I already know is going to be there. Yes, strictly speaking this signal isn't needed but I sometimes place them anyway. When I complete the loop at the end it'd let me place the signal on the return route normally but... at that point I'd be at the other end of the branch.) I realize this is a relatively minor thing but it feels a bit jarring so I wanted to ask about it. [link] [comments] |
You are subscribed to email updates from Factorio. To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google, 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States |
No comments:
Post a Comment