Factorio Weekly Question Thread |
- Weekly Question Thread
- Just realized you can rotate hazard concrete!
- After nearly a year of on/off hunting for the There Is No Spoon achievement and not wanting to follow any blueprints, I finally done it at 7 Hours and 8 Minutes!
- Blue science rush base version 2
- I made a crappy image to concrete converter in 20 minutes or so and you can use it to paste QR codes or pixel art or whatever
- 15 hours into my first base and got hit by my train for the first time. Surprised it didn't happen sooner.
- [Question] Upgrade planner, is there any way to set it up so I can place speed module 2 in machine that have has no speed module in it?
- Just launched first rocket. It took me 84 hours, I have 472 on record and I'm ready to do it all again.
- 2x2 Infinity Tileable Nuke Power Plant (Water Version)
- I just found this old gem in my steam screenshot library. I do feel stupid sometimes....
- This old laptop is starting to struggle, should I stop?
- I just posted an 0.18 update for Auto Research since it appears to be abandoned by the previous author
- Is there a way to replace modules en masse?
- Around 80 hours in and I've got a base giving out 100+spm, second base to ever launch a rocket on
- Just launched my 1000th rocket after 189hrs on map and 570hrs in game. I can finally put this map to bed and move on.
- Playing ComfyIndustries' Bitter Battles?
- Need help with signals
- I think I got carried away
- Combinator birds nest!
- 30h spent on this. Almost ready for my future megabase!
- Factorio Dragon's Teeth 2020
- Automated Green Science! [0.6.4]
- Failing to occupy myself / finding goals
Posted: 06 Apr 2020 11:05 AM PDT Ask any questions you might have. Post your bug reports on the Official Forums Previous Threads
Discord server (and IRC) Find more in the sidebar [link] [comments] | ||
Just realized you can rotate hazard concrete! Posted: 06 Apr 2020 06:16 PM PDT
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Posted: 07 Apr 2020 01:52 AM PDT
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Blue science rush base version 2 Posted: 07 Apr 2020 05:23 AM PDT
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Posted: 06 Apr 2020 12:40 PM PDT
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Posted: 07 Apr 2020 12:31 AM PDT
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Posted: 07 Apr 2020 05:23 AM PDT | ||
Posted: 06 Apr 2020 11:52 PM PDT Originally I was trying to go for a 1 rocket per minute but towards the end I was just tired of all the finicky stuff about my base so now I'm ready to go back and do it all again but better. Although I've been looking at angels mod's and they look interesting but I'm not sure if I'm ready for that challenge or not. (BTW I put a fish in it) [link] [comments] | ||
2x2 Infinity Tileable Nuke Power Plant (Water Version) Posted: 06 Apr 2020 07:20 PM PDT
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I just found this old gem in my steam screenshot library. I do feel stupid sometimes.... Posted: 07 Apr 2020 07:38 AM PDT
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This old laptop is starting to struggle, should I stop? Posted: 07 Apr 2020 05:47 AM PDT | ||
Posted: 07 Apr 2020 08:06 AM PDT
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Is there a way to replace modules en masse? Posted: 07 Apr 2020 07:16 AM PDT I would like to take a large group of furnaces with two efficiency modules and replace at least one of them with a speed module. At the beginning of the game I didn't plan ahead and put down only as many furnaces as I needed to process each patch of ore, and used level 1 efficiency modules because they were easy to produce and I had power issues when all my electric furnaces were running. Now, I no longer have power issues and I have done a bunch of end-game research with space science so my mining bonus is +190% and growing. Obviously I'm still getting exactly as much material production as I used to but I could be getting much more, and it also means my patches are getting mined unevenly since not all the electric miners can run if the furnaces can't keep up. I have ~30 different mines with 288 furnaces each. I don't want to click into them one by one and replace every single module by hand... I would like to remake the blueprint with speed modules and just click on each setup and let my robots take care of it, but blueprints can't replace existing modules for some reason. It would also be super handy to be able to replace modules like this for large sets of assembling machines or chemical production plants too. Is there a mechanic for this? [link] [comments] | ||
Around 80 hours in and I've got a base giving out 100+spm, second base to ever launch a rocket on Posted: 06 Apr 2020 01:31 PM PDT
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Posted: 07 Apr 2020 06:22 AM PDT
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Playing ComfyIndustries' Bitter Battles? Posted: 07 Apr 2020 05:48 AM PDT Does anybody know if it's possible to host a private version of this scenario with friends? I'm looking for something to play with lockdown buddies. [link] [comments] | ||
Posted: 07 Apr 2020 05:41 AM PDT
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Posted: 06 Apr 2020 06:54 PM PDT
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Posted: 06 Apr 2020 01:38 PM PDT
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30h spent on this. Almost ready for my future megabase! Posted: 07 Apr 2020 01:10 AM PDT
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Posted: 06 Apr 2020 06:02 PM PDT Good afternoon Fellow Factorians I was curious about people's current flamethrower turret dragon's teeth configurations. As Factorio is always evolving, I found many of the older Dragon Teeth designs are quickly attacked by biters instead of acting as path-finding disrupters. Older configurations I've tried include this and this Currently, the Biters attack the above formations almost immedietly, especially when in large groups. They work ok for small biters but medium biters immediately attack them. I'm now in the mid game stage with construction robots, but originally the above had no chance when I had to manually repair the walls. This is a screenshot from my current game. It forces them down an alley that doesn't stop them but particularly large groups will split and make it to the interior wall causing some damage. Does anyone have a setup they use in early-mid game that is more effective than this? Or has the Dragon's Teeth methodology essentially become unusable without accepting that the walls will take damage? Thanks in advance. [link] [comments] | ||
Automated Green Science! [0.6.4] Posted: 06 Apr 2020 09:57 AM PDT I recently hit 1500 hours on Factorio. So I decided to start a very special game to remember where we come from (Actually I started on 0.12, but we could download 0.6, so I took this one) Everything felt so weird, similar yet different, I ended up building such a crappy base while exploring the differences (Like the long-handed inserter picking up at 2 block far, but dropping at 1 block). It almost felt like a first playthrough again. I'm only up to green science, but I need to reach the end! Which is not a rocket, but a defense system. No oil, no polution, but there's trains! and robots shaped like U.F.Os! [link] [comments] | ||
Failing to occupy myself / finding goals Posted: 07 Apr 2020 03:52 AM PDT Played the tutorial/introduction (took me ~8 hours) and some of the other single player missions before jumping into free game and there I never know what I should do, I am somehow missing goals / motivation what to do. This is second time I played free play, the first time my base got destroyed by aliens 3 hours in because I hadn't set up any defenses yet, so this time around I made sure to quickly wall off and set up turrets. I set up resource gathering locally, produce what I need, optimize a bit and automate things by running coal everywhere etc. I automate defenseline with self-reloading red ammo and make more ressources / try optimize here and there while setting up research. Now I am ca 10 hours in, have a small but for my taste good enough base and don't really find any goals for myself. I spent a while optimizing as I could (I am not very good at this game), and researched everything as I went along but I am not really finding anything anymore that compels me to continue playing. I recently made my first car, drove around a bit and then stopped playing. Is this game too sandboxy for me or does it need a bit more guidance/goals/story/interaction? I actually enjoyed the "introduction" a whole lot more because I always had a goal to work towards to. But now it's missing (except for 1 goal that is super ultra lategame obviously). [link] [comments] |
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