Factorio How to equip more than 1 exoskeleton at once. |
- How to equip more than 1 exoskeleton at once.
- Quarter million satellites launched, you want me to push it to a million?
- One of my favourite parts of starting a new factorio world is building up the initial automation for starting the base.
- I finally compromised between efficient labs and my need to make rainbow road
- Tired of walking? I have the mod for you!
- Sinusoidal consumption
- Fellow friends of Factorio, what are your favorite joke mods, if there even are?
- 280 SPM Raw Materials to Labs
- My spaghetti base, which just launched my first rocket after 68 hours of learning-by-doing
- When do y’all start building your actual base?
- Challenge : Half island
- Good mods
- Mod Spotlight - Edit Blueprints (made by Factorio Dev V453. Lets you add / edit anything in a blueprint).
- Why is my UPS so low, with a relatively small base
- is there a mod that lets me use hydrogen as a fuel or other alternate fuels?
- Mod collection help
- Improve this 1k spm Purple science design!
- Can I call it perfection or is it time to call an exorcist?
- At what point does everyone retire their megabase?
- Seek help
- How do I get organized/efficient in factorio?
- Realism Mod Suggestions
How to equip more than 1 exoskeleton at once. Posted: 22 Apr 2020 10:34 PM PDT
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Quarter million satellites launched, you want me to push it to a million? Posted: 23 Apr 2020 05:55 AM PDT
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Posted: 23 Apr 2020 12:20 AM PDT
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I finally compromised between efficient labs and my need to make rainbow road Posted: 23 Apr 2020 12:20 AM PDT
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Tired of walking? I have the mod for you! Posted: 23 Apr 2020 05:54 AM PDT I just uploaded a cheat/convenience mod I've just put together and found pretty handy: https://mods.factorio.com/mod/teleport-shortcut It's very simple: once it's installed, there will be a new 'T' button on your shortcut bar. Click it, click somewhere in the world (including anywhere you can zoom in from the map view to see), and you're there. No travel time, no research, and no buildings, equipment, or power needed. I haven't tested it extensively (or at all in multiplayer), so feel free to try it out and ping me here if you run into any issues. [link] [comments] | ||
Posted: 23 Apr 2020 06:23 AM PDT
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Fellow friends of Factorio, what are your favorite joke mods, if there even are? Posted: 22 Apr 2020 09:53 PM PDT I always love joke mods and wanted to play some for Factorio. What are some recommendations? [link] [comments] | ||
Posted: 22 Apr 2020 04:40 PM PDT
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My spaghetti base, which just launched my first rocket after 68 hours of learning-by-doing Posted: 22 Apr 2020 12:42 PM PDT
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When do y’all start building your actual base? Posted: 23 Apr 2020 05:31 AM PDT I've played Factorio for several years and hundreds of hours. But I've never gotten close to launching a rocket. I've always given up. But over the years I've seen some stunning bases and I know I want to have one someday. I know most people completely rebuild their setup every so often to upgrade their production and layout. But when do you start this cycle? For instance, I have this game where I've already been working with trains for a while now and I am starting to produce blue science packs. IIRC, only the RGB packs are needed to unlock logistic & construction robots. Do you think that is a good moment to start the first grand rebuild of my factory? If so, would you say it is better to start with logistics or construction? [link] [comments] | ||
Posted: 23 Apr 2020 06:22 AM PDT
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Posted: 23 Apr 2020 03:59 AM PDT So I've just launched my first rocket and want to add some more gameplay and buildings and stuff like that. I've heard of krastorio and bob/angels but I want something that isn't as complex but still has some new mechanics and things to do. Can anyone recommend some [link] [comments] | ||
Posted: 23 Apr 2020 09:05 AM PDT
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Why is my UPS so low, with a relatively small base Posted: 23 Apr 2020 06:46 AM PDT Here are some pics, of different statistics that I don't know how to read. I don't know what is taking up so much UPS, [link] [comments] | ||
is there a mod that lets me use hydrogen as a fuel or other alternate fuels? Posted: 23 Apr 2020 02:20 AM PDT
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Posted: 23 Apr 2020 09:01 AM PDT Hey guys I was wanting to play a new game with bobs, angels and Pyanodon but I've only ever played with bobs (I've played a lot of base and bobs) and I keep getting errors relating to mod compatibility with bobs and Pyanodon does anyone know of mods that remove the issues or does anyone know what mods to remove to not break everything?? Also any ideas for QoL mods Thanks in advance! 😉 [link] [comments] | ||
Improve this 1k spm Purple science design! Posted: 23 Apr 2020 08:39 AM PDT Starting points: - I wanted a simple, all machines in a line between two rows of beacons (8/assembler) type layout. Yes 12 beacons are more and better but I did not do that here. - I wanted all assemblers side by side (no gaps between them) but I couldn't figure that out. - I wanted all input resources to come from one side, couldn't figure that out either. Might be impossible given the many different resources that you need to snake through. Result: Not all machines have 8 beacons. All of them don't need that though. The extra beacon near the right side rail assembler is an eye sore, yes. But it is needed, the rail assemblers need at least 7 beacons to keep up. Lots of weird and ugly stuff going on, like the difference in how output and input is done at the two rail assemblers. I had to do some gaps to get stuff in there. Had to do input from both sides, even the same materials from both sides. If I at least could have all material input of the same type from one side that would be great. Power poles and substations didn't become so pretty either. All in all, after lots of trial and error it reliably outputs well over 500 spm, the design is supposed to be copied once, vertically, sharing beacons in the middle. This is my first own 1kspm design of any of the more complicated sciences, for my first 1ksmp base. Any ideas to make it better working and/or looking would be greatly appreciated! !blueprint https://pastebin.com/xyaL8jFD [link] [comments] | ||
Can I call it perfection or is it time to call an exorcist? Posted: 22 Apr 2020 04:06 PM PDT
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At what point does everyone retire their megabase? Posted: 22 Apr 2020 11:49 PM PDT I just wanted to ask this because I'm already 400 rockets deep into a 500SPM base that I want to get to 1KSPM. When do you retire your base? At a new version or recipe change? 24 hours at 1KSPM? 10,000 rockets launched? I guess I'm having a little crisis wondering at what point 'enough is enough' and you call it quits and start over? [link] [comments] | ||
Posted: 23 Apr 2020 04:01 AM PDT Hello friends, I like this map. I want a world map for my friends to play with. But I am young and can't build a map. Can you share an exchange string with me? [link] [comments] | ||
How do I get organized/efficient in factorio? Posted: 23 Apr 2020 07:19 AM PDT This game looks like such a blast, and I've played several runs but the thing that always grinds me to a hault is when I hit a point that my machines and belts turn into spaghetti. I realize then I have to fix everything and it just seems like a huge ball ache that it turns me off from the game entirely. What's a good strategy to future proof my factories so that I don't have this problem? Or is it something I need to learn by doing and just suck up the bull and fix everything. [link] [comments] | ||
Posted: 23 Apr 2020 06:28 AM PDT Hello everyone. So, I wanted to begin a playthrough with my personal friends that is as close to the real situation of being stuck on an alien planet with biters and, more importantly, as close to the real industrial process, as possible. So far, I have Bobs, Angels, realistic train acceleration, Realistic Nuclear Power, Hydrogen Power Systems, Reverse Factory (with exploit turned off), SPM Tweekzer mod to set the underground belt and power pole ranges to 60 and areas (except substations) to 2, biters start at 50% evolution with a very tiny time factor, and the scenario set to 5184000 ticks (24 hours) of day-night cycle. We also plan to play on expensive settings. Is there anything else that can be done to emulate a realistic run? [link] [comments] |
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