Factorio Radar Wood Burner |
- Radar Wood Burner
- Wrong Cargo
- Has Anyone Else Gotten Their Username?
- Just bought the game and see why everyone loves it. It is so satisfying to see something work
- Megabase Blueprints Book
- Stop Putting Shit So Close Together: a poem by me
- he bite
- Launched my first satellite!
- Yet another 1k SPM base
- My first circuit based belt balancer to feed 4:2:2 into red circuit assembler, with auto-stop on low input resources
- Still relatively new to angelbobs. Any recommendations? We're already planning on tearing everything up and expanding.
- Megabase: How many loading stations for each unloading stations?
- Are there a console commands to change biter settings?
- Working on a Modulair Train Base. This is the Electronic Circuit Module. What do you think?
- Scale of Seablock w/ SpaceX
- [Question] What mods are part of your modlists and why?
- Is a bus really efficient?
- Problem: One signal starting multiple trains
- Factorio or satisfactory
- Continue button should login to multiplayer game if it was last played.
- Offshore pump only pumping 6/s
- Factorio logic gates
Posted: 11 Mar 2020 06:48 AM PDT
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Posted: 11 Mar 2020 07:49 AM PDT
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Has Anyone Else Gotten Their Username? Posted: 11 Mar 2020 05:15 AM PDT
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Just bought the game and see why everyone loves it. It is so satisfying to see something work Posted: 10 Mar 2020 07:20 PM PDT
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Posted: 10 Mar 2020 10:32 PM PDT Most of my blueprints to build a mega base and run 2.5k SPM
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Stop Putting Shit So Close Together: a poem by me Posted: 10 Mar 2020 08:11 PM PDT Why do u keep placing stuff one atop another? U know that this will hinder u, u fucking feather. Why do you keep acting with such foolery? And now the bugs r trying to steal my jewelry. Oh if only I could get to my defenses, repair my turret But all these damn pipes around, won't let me cure it [link] [comments] | ||
Posted: 11 Mar 2020 07:06 AM PDT
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Posted: 11 Mar 2020 08:02 AM PDT
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Posted: 11 Mar 2020 03:36 AM PDT Hi all, I'm a long-time devotee of the factory, having started when it first came to Steam back in 2016. Since then, I've launched the rocket (or built the missile defence) several times. However, despite several attempts, I've always burned out before making it to mega-base levels. I've also played a lot of times with the kids but they always get bored fairly quickly. A few months ago my daughter (6 years old) asked to start a new Factorio playthrough with me. 'Ugh' I thought, 'Back to slow belts, burner mining drills, etc.. AGAIN!'. But I love playing games with her so sure, why not. I don't have any plans or expectations for this playthrough so I just let her pick the settings (pretty sure it was all defaults). Normally, at the start of a new map, I'm just rushing to get past the early stuff but this time, I'm playing very lazilly, not too bothered about anything except having fun. My daughter's also making all the research choices. They are... sub optimal. She's loving it though. I just smile and layout another blueprint for her to fill in. (who needs nanobots when you have a 6 year-old!) We die several times to biters but eventually get things under control. We get some walls up. Her favourite activity is going out in a car together and clearing nests from our pollution cloud. Me driving, her on the machine gun. She tolerates the 'boring stuff' (i.e. building the factory) only as a means to this end. We set our sights on getting a tank. Something I've not actually done before. I've always just used turrets. Turns out tanks need blue science and that's going to involve a lot of 'boring stuff'. She sticks it out though. We build an oil outpost with a railway to haul the oil back. Construct our refinery, plastic, red circuits, etc, etc. We get the tank, she LOVES it. She is terrible at actually hitting anything but that doesn't seem to matter. It's around this point that her interest starts to drop off and mine picks up. I'm really enjoying spending time with this factory though so I'll shoot for 1k SPM and see if I can actually do it this time. Probably not but since I'm having fun. Why not? Well, after several weekends and evenings of descending into a pit of obsession, I finally made it: https://imgur.com/gallery/TrYmdhI One thing I was surprised by was how resources were not really an issue. From posts I've read on here before, I had assumed that keeping things running at 1k SPM would be extremely tedious on normal settings due to setting up new mines every five minutes. Conventonal wisdom seems to be that you need to have mega-rich patches and/or travel thousands of tiles from the spawn location in order to feed a hungry megabase. Perhaps that's necessary in some extreme scenarios but it's not been my expereince at all. I've also not taken any account of UPS whatsoever so if you're after a 'how to megabase' type post, this probably isn't it. Thanks to Kirk McDonald for the calculator it saved me from a lot of time staring at spreadsheets, Katherine of Sky for pointing me to the calculator in the first place (and inspiring a lot of the infrastructure in the base) and Zisteau for bringing Factorio to my attention and doing awesome things with it. The factory must grow. [link] [comments] | ||
Posted: 10 Mar 2020 10:19 PM PDT
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Posted: 11 Mar 2020 04:27 AM PDT
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Megabase: How many loading stations for each unloading stations? Posted: 11 Mar 2020 04:51 AM PDT I am planning a megabase with multiple mining/smelting outposts, and multiple iron/copper plate processing blocks but not a the same place (no common stack/queue). In your megabase, how many loading stations (ie mining outposts) do you have for how many unloading stations (ie plates processing blocks)? A 1:1 ratio? What are the calculations? Thanks in advance! Edit1: I plan to have 2 trains and a waiting queue of 1 per unloading stations and 1 loading station per outpost. Because I don't want to use mods, I must have more places in loading stations (with their queue) than trains because I deactivate full station. But how many places in loading station queue I has to build? The biggest the queue, the less outposts I have to build. Edit2: to work, the unloading time of my fastest unloading station must be superior to the worst time a train can take to go to a loading station, wait in the queue, be loaded, and travel back to this unloading station. Right? So no waiting queue for loading queue I guess :/ Edit3: I guess I found a formula:
So if the worst case is a train take 2 minute to load, 3 minutes to unload, and 5 minutes to travel back and forth:
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Are there a console commands to change biter settings? Posted: 11 Mar 2020 08:26 AM PDT Hey all, I'm currently working towards finishing up a ~150spm base with biters. When I started the map I knew I wanted biters but I didn't want to get derailed early on so I eased back the settings on the biters before starting. Fast forward to now I've got my defenses fully assembled (standard wall with laser turrets and several artillery outposts). In addition, Im using the power armor mod- so I have the highest tier armor loaded up with lasers and energy shields. So, my question is- are there console commands to change the biter parameters for more of a challenge now that I've reached end game with this base? Thanks! P.s. I am aware of the console commands wiki page but could not find what I was looking for there [link] [comments] | ||
Working on a Modulair Train Base. This is the Electronic Circuit Module. What do you think? Posted: 10 Mar 2020 02:15 PM PDT
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Posted: 11 Mar 2020 05:05 AM PDT I'm doing a run with my friend, we are 80 hours in, about to automate blue circuits. My question is to someone who has completed this mod combo - how many washing plants/whatever ore production did you have to keep everything running? The scale of how much production i need is really hard to imagine judging by the science numbers. Am I still in the "oh sweet summer child" phase of things? :D [link] [comments] | ||
[Question] What mods are part of your modlists and why? Posted: 11 Mar 2020 07:06 AM PDT Im starting up a server with a friend and I am curious on what mods people here value for both depth and additional gameplay. What mods do you personally use and why? [link] [comments] | ||
Posted: 11 Mar 2020 03:15 AM PDT I've been playing with a build onsite base for a while. My bus has copper, iron, and steel plates, bricks, plastic, and sulfur, plus coal, iron ore, and stone. I have one pipe for lubricant, and one for crude oil. Everything else is made as needed, and usually directly inserted. My mall-base makes its own batteries, red circuits, green circuits, and robots. This simplifies the construction needs, and gets round the wastage of things like blue circuits on a bus. This got me thinking. aside from being much simpler to construct, it is also more resource efficient. Every belt tile full of Processing units ( blue circuits) cost you 320 copper plate, 192 iron plate and 32 plastic bars in consumed materials, regardless of belt speed. if you have to send them 100 tiles, that is 3200 Cu, 1920 Fe, and 320 plastic bars sitting idle waiting to be consumed. Direct insertion requires more assemblers, but the cost of assemblers is significantly less than the cost of belting your expensive items long distances. You only make a 2 Processing units for each Utility science pack - the assembler buffers a few processing units, but that is only 4 items sitting dormant per assembler or half a belt tile. [link] [comments] | ||
Problem: One signal starting multiple trains Posted: 11 Mar 2020 06:22 AM PDT Hello everyone! I am trying to make a vanilla train network. But I am struggling with one big problem: How can I only activate ONE single train if I send a singnal. Everytime my Base-station opens ALL trains, that want to visit this one station, will start driving and my whole base becomes a deadlock. is there a way to make only one train start? [link] [comments] | ||
Posted: 11 Mar 2020 03:05 AM PDT Which one do you like more, I personally like factorio more but I want to hear your options on both games, please try to be as unbiased as possible [link] [comments] | ||
Continue button should login to multiplayer game if it was last played. Posted: 11 Mar 2020 08:35 AM PDT There was mention in the FFF that talked of the menu changes which said you would consider expanding to include this functionality, if there was interest. Please know that there is interest. Some of us play multiplayer exclusively, myself included. [link] [comments] | ||
Offshore pump only pumping 6/s Posted: 11 Mar 2020 08:35 AM PDT
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Posted: 11 Mar 2020 02:30 AM PDT Is there a mod that adds more logic components to the game. [link] [comments] |
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