Factorio Made this Mario Art in Factorio |
- Made this Mario Art in Factorio
- Weaving 41 belts into less than half the space (20).
- [18.x][vanilla] 60 Hours later: I did it! My first victory! (managed to do 'Raining Bullets" too!)
- Literally Unplayable (wires cross on direction change)
- An option to open a mod manager before loading the game
- I couldn't find a red circuit design that fit my style so I made one - 7,100 per minute
- Pyanodons Vacuum Tube Crafting 9/s (for 15 circuits /s). Found it quite appealing the way it ended up tiling.
- Power Outlet Signs are Annoying
- What if you could load your car with explosives, get it going full speed, line it up with a nest and jump out. Then when it ran into the nests and biters attacked it, it blew up causing massive damage.
- A mod that gently beeps at you when standing still on rail?
- [Krastorio 2] Just launched my first satellite from this factory! What should I try next?
- Tracking Science per minute when using beacons
- Spidertrone? The myth or a possible reality?
- Storing Biters for Later
- Best mod/s to have huge bases
- just beat the game after 218 hours of messing around in different waves
- Boiler Question
- Error loading Pyanodon's Fusion Energy
- A kovarex blueprint that somewhat works, as in that you need to manually fill it with u-235, and it cannot back up (otherwise it will stop)
Made this Mario Art in Factorio Posted: 14 Jun 2020 06:53 PM PDT
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Weaving 41 belts into less than half the space (20). Posted: 15 Jun 2020 03:44 AM PDT
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[18.x][vanilla] 60 Hours later: I did it! My first victory! (managed to do 'Raining Bullets" too!) Posted: 14 Jun 2020 02:11 PM PDT
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Literally Unplayable (wires cross on direction change) Posted: 14 Jun 2020 01:54 PM PDT
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An option to open a mod manager before loading the game Posted: 15 Jun 2020 03:45 AM PDT Normally, when you want to enable a mod, you must start the game, then go to the mods and enable it, then game starts again to reload. My idea is to have a normal in-game mod manager before loading the game. So, when you start a game, you have an option: 'run game' or 'open mod manager'. When you press 'open mod manager', it shows normal in-game mod manager where you can enable or disable mods and launch the game with applied changes. 'run game' option just runs the game normally. It will help if you have a lot of mods to load and you don't want to wait for the game to load twice. [link] [comments] | ||
I couldn't find a red circuit design that fit my style so I made one - 7,100 per minute Posted: 14 Jun 2020 04:17 PM PDT
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Posted: 15 Jun 2020 12:51 AM PDT
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Power Outlet Signs are Annoying Posted: 14 Jun 2020 08:15 PM PDT Is it just me or are these the most annoying UI visuals? It makes experimenting without power an absolute hassle, especially if it's covering up other UI elements such as Filters or such. It also makes turning off power to a section of a base make it look awful as suddenly the screen is covered with strobing yellow signs. Yes, I realize you don't have power, because I'm the one that cut off your power, no need to passive-aggressively give me a vibe check every half second, Inserter-3985. Additionally, though I don't know the details, de-activating power still requires each item to update (unlike when they simply have nothing to do). As such, I propose one of the following changes: * Power is Shown through Graphics: this is the ideal solution, but also perhaps the most work-intensive and thus not practical. Show power better through in-game effects. For instance, power poles can have subtle electric sparks or very small status lights on most machines, inserters could have lights or a special sprite when they don't have power where their arm falls to the ground, etc. While UI's are great, I believe it's better when you can demonstrate some states without relying on the UI. * Power Flash as Alt-Mode: simply make it part of Alt-mode, and like other Alt-mode things, allow it to be turned off. * Minimalization: the bright yellow already stands out like a sore thumb -- the flashing and giant size are just excessive. As such, it could be simply an icon on the top right of a machine, non-flashing, allowing a player to see at a glance that it needs power without constantly pestering them or obscuring the machine itself or other UI Alt-mode graphics. Idk, is this a non-issue for ya'll? Is it just something I should get used to? Do ya'll have any other ideas on how to remedy it? tl;dr flashing power-loss sign is annoying [link] [comments] | ||
Posted: 14 Jun 2020 08:53 AM PDT Let's call it a discount atomic bomb. Costs a lot of explosives, 1/4 or maybe 1/3 the size of the atomic bomb explosion (proportional to how many explosives were in the trunk), but early game. [link] [comments] | ||
A mod that gently beeps at you when standing still on rail? Posted: 14 Jun 2020 06:19 PM PDT Does this exist? Not that I need it or anything. Not now that I am dead from a heart attack earlier today while zoomed in to build out a new station, which was SUDDENLY FULL-SPEED routed through by an ore train due to network congestion. There I was, fully focused on wiring combinators, just enough time to notice it whipping around the corner. FPS horror games have nothing on train-related Factorio jump-scares. That said, I think a mod that did this would be hilarious. Maybe through a crafted item like the artillery remote. [link] [comments] | ||
[Krastorio 2] Just launched my first satellite from this factory! What should I try next? Posted: 14 Jun 2020 12:15 PM PDT
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Tracking Science per minute when using beacons Posted: 15 Jun 2020 07:42 AM PDT So I created a daisy chain science area for my push to 1000 SPM for the first time and looking to try to understand where I can track my actual science per minute statistic after beaconing with speed on top of the efficiency modules at the base itself. The consumption and production of potions gives me SOMETHING but I would assume that when people talk about 1000 SPM they are talking about actual science per minute. I am pushing to actually CONSUME and PRODUCE 1000 potions but that is a bigger lift ;-) [link] [comments] | ||
Spidertrone? The myth or a possible reality? Posted: 15 Jun 2020 01:34 AM PDT So as most of the old players remember, developers in FF#120 had shown us the idea of a fast and quite maneuverable vehicle ( https://factorio.com/blog/post/fff-120 ). Only the fact that you will be able to traverse your factory with ease still haunts me, I am not even talking about the possible equipment that can be placed inside as roboports\turrets. So does anyone know ( maybe even an answer from developers ), is there a slightest chance that we will see Spidertrone become a reality if not in 1.0 patch but in the future DLCs? [link] [comments] | ||
Posted: 14 Jun 2020 04:08 PM PDT I thought of a difficult exercise/puzzle for Factorio. Suppose you wanted to store biters for later: to keep a group of attacking biters occupied but alive for as long as possible. How would you go about doing it? Some might ask why. This is a challenge purely for its own sake. I suppose it might be useful in competitive multiplayer as part of an automated self destruct sequence on a storage facility. If you have a way of directing biters to attack in a particular direction (somehow) it could be used directly as a powerful weapon but I doubt you could manage that unless you just build it near the target. You could direct it by slowly walking the base toward the target with the biters inside, either manually or with Recursive Blueprints / ConMan but that would be slow and difficult to get working. It could be used as a bulk garbage disposal: put stuff to be destroyed in chests or fluid tanks they can access periodically (hopefully under controlled conditions) and they'll destroy them for you. I believe this is the only way to automate destruction of items and fluids in vanilla Factorio. It would of course be easier to have automatic garbage disposal by waiting for biters to attack from a particular nest and destroy your trash chests/fluid tanks on their way before you slaughter them. It is acceptable to use "captured" spawners: spawners that you surround with various buildings so that they can be contained indefinitely. Technically just surrounding a biter base with turrets would solve the puzzle because it would store the biters that hang out in the base, but I'd like to store more of them than that. Ideally many more. Naturally you'd also have to produce as much pollution as possible near the spawners in order to fill up your storage. Perhaps you could even control the pollution production rate dynamically in order to fill up the storage then stop polluting. My first observation is that it would be necessary to have a base that can self-repair faster than the stored biters can damage it. This includes the cost of replacing bots they destroy. The main question is how to minimize the amount of time they spend attacking and how to help your bots to survive repairing/replacing buildings. Given sufficient resources, you "just" have to pollute to get more biters and have your bots repair the damage they do sufficiently quickly. I haven't personally tried it, but I've heard blue belts that push biters outward away from walls can keep them occupied, and thus decrease the maintenance cost of repairing faster than they can destroy. Long enough outward pushing belts should work for spitters too. I'm told they eventually catch on and destroy the belts, but maybe it could work. Another idea to test would be to push biters laterally. In modded Factorio, perhaps faster belts would be even more effective. Another method would be to exploit their path finding. Make it so that the fastest way for them to get to where they are going changes quickly enough that they end up backtracking over and over. I don't know how often biters recalculate their paths. I expect this method would be very difficult to get working and would rely a great deal on natural terrain (water placement). An even more difficult version of the puzzle would be how to store only the strongest biters. The weaker ones should be automatically killed and the strong ones should be hurt as little as possible. If you can get a sort of conveyor belt of biters going then it should be possible to balance it so that each biter takes enough damage to kill the weak ones but not the strong ones. One useful observation is that spawners will always spawn something if there's enough pollution near it. If you make as much pollution as possible and place belts all the way up to the spawners you should be able to funnel them to wherever you're storing them on your schedule instead of waiting for them to do an "intentional" attack. I have not tested it but I assume spawners will not work if there are too many biters nearby (if there's no room to place a new one, perhaps). This would avoid that limitation. I have not tried this, but it might work: have a rectangle of laser turrets enclosing some biters. Use the circuit network to turn on just one turret at a time, and only turn it on long enough to acquire a target and fire for a very short time. That way, the biters will be attacked by a new turret every [short time interval] and start moving toward the new target, only for it to deactivate and the next turret to start shooting at them a little further away. If you can keep the biters chasing the active turret then they'll spend most of their time running instead of attacking, which will decrease maintenance costs. The turrets should fire for as short a duration as possible to lengthen the amount of time that each biter can be stored. It could also help to keep them busy destroying buildings with lots of hitpoints. That way a single construction bot (if it survives to complete its task) can keep them occupied for more time. I'm not sure what buildings would be the most useful for this. The cost of manufacturing the building itself would have to be balanced against this. Maybe biter base expansion can be exploited somehow, but I'm not sure how. Maybe you can get them to chase a car or a tank placed on a fast belt. Cars can't be placed by blueprint so it wouldn't be fully automatic, so it would break if they ever destroy it. Maybe if the vehicle is in range of roboports it could be repaired quickly enough to prevent destruction. The tricky part would be moving the vehicle with belts but not the biters attacking it. [link] [comments] | ||
Posted: 14 Jun 2020 10:30 PM PDT I have done bobs I have done angels I have done bobs and angels and so many other things and now I want to build a multi thousand SPM base that have mods that make stuff faster not harder any recommends for mod/s [link] [comments] | ||
just beat the game after 218 hours of messing around in different waves Posted: 14 Jun 2020 07:42 PM PDT i beat it in 15 hours and 20 minutes while not trying, i think it ready to try for some achievements! [link] [comments] | ||
Posted: 14 Jun 2020 09:07 PM PDT I have started a new world recently, and I am wondering if there are new mechanics for boilers that I have missed out about. In the picture, only the top boiler is working, and is burning (no pun intended) through coal really fast. Why is the load of making steam not split between the boilers? [link] [comments] | ||
Error loading Pyanodon's Fusion Energy Posted: 14 Jun 2020 06:38 PM PDT Hi there, I wanted to try playing with pyanodon's mods but one of them fails to load for some reason. The error I'm getting is: I'm running Factorio 0.18.31 (build 52672, linux64, alpha). Not sure why closing the file in particular fails but ok. Has anyone else seen an error like this? Who should I report this to? The mod author, or the Factorio devs, or both? [link] [comments] | ||
Posted: 15 Jun 2020 01:43 AM PDT
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