Factorio TIL Construction Robots can both repair, and deconstruct, in one trip |
- TIL Construction Robots can both repair, and deconstruct, in one trip
- Add 'Train Dodge' as a minigame!
- Interaction of Labs and requester chests
- Anyone else makes their power supply self sufficiant?
- Factorio vs Satifactory
- Hundreds of hours of gameplay and I finally launched my first rocket
- Rush bots, build mall, deconstruct spaghetti.
- Pyanadons is heaven (modded) - info in comments
- Please welcome the newest member to the Factorio cabal:
- feature request: have the logistics request windows mirror the crafting windows
- The most BALANCED photo
- I need to stop doing crap like this...6 hours into my B+A run, and I have the most temp setup that is literally a mess and manual. When will I learn?
- Tiny gripe about artillery
- An argument for Efficiency 1 Modules
- Quick question about circuit networks
- First time playing, 17 hours in less than two days. You did warn about it being addictive! How's my first factory?
- New functionality for roboports
- Semi-noob seeking advice
- I'm noob, how can i automate my rail system, so that trains don't collide with each other?
- A scary thought.
TIL Construction Robots can both repair, and deconstruct, in one trip Posted: 21 Jun 2020 08:31 PM PDT
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Add 'Train Dodge' as a minigame! Posted: 21 Jun 2020 09:22 AM PDT
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Interaction of Labs and requester chests Posted: 22 Jun 2020 05:07 AM PDT The ability to "copy/paste" from an assembler to a requester chest is a neat shortcut and I thought it would be fitting to add that functionality for labs as well, setting the chest to request say 5 of every science. Based on the mirror polish of the game and internal consistency, I expected this to be a thing already. [link] [comments] | ||
Anyone else makes their power supply self sufficiant? Posted: 22 Jun 2020 07:30 AM PDT When I was a noob, I expanded too much without making sure my power supply can handle it, and a power outage doomed my base. Trying to restart it, I quickly realized it won't be easy. My electric miners produced only a small amount of coal, because they weren't getting much electricity, because my steam engines wern't getting enough coal. This is a deadly loop, and as my dumbass relied purely on laser turrents as a defense, biters overwhelmed me and I had to quit. Now as i'm traumitized, I make sure my coal production is purely using burner miners and burner inserters, so even if I do get into a power outage, I won't spiral into a hole and i'l still produce a small amount of power to live on as I try and fix it. Anyone else had a similar situation? [link] [comments] | ||
Posted: 21 Jun 2020 09:55 PM PDT I've never played either games but recently became interested in the core idea of the games. I was wondering about what your preference between the was and why that is. Many pages I've seen comparing them are before recent updates so I am hoping to hear some more relative opinions. [link] [comments] | ||
Hundreds of hours of gameplay and I finally launched my first rocket Posted: 22 Jun 2020 07:40 AM PDT
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Rush bots, build mall, deconstruct spaghetti. Posted: 22 Jun 2020 07:48 AM PDT I'm relatively new player with 480 hours in the game. I stopped playing vanilla after getting my main save to 150spm, and I grew bored of it. Then decided to try Seablock, I quit after 16 hours and automating red and green science. Seeing that bots were pretty far away and plenty of pasta still had to be built. Good times. Decided to give Krastorio 2 a shot, and I started rushing all sciences as fast as I could, my idea was to rush bots and start clean. I started clean, close to big iron and copper deposits. All was good until it started to become a mess again. I had to automate the sciences again, but to make the re-building more practical I had to automate buildings too. I decided I had to build the bot mall ASAP, or else I'd quit soon. Best decision of my life. It's such a click fest, but once it gets bigger you start loving it. Why? Because you go back to your pasta mess and you realize you can deconstruct most of the mess. After decommissioning the old factories (inserters, belts, ...) I stared at the cluster-fuck of belts branching from the bus, they no longer had a reason to be. All the chaos from producing so many intermediates, all gone. So let me give you the best tip for your mid game: Do it, spent the time, build that bot mall, push through the clicks, you will not regret it and will make you want to keep playing the game. Tip 1: Building a bot mall will remove 80% of the pasta fest in your base. The remaining 20% only being the sciences production, which is way easier to manage. Tip 2: Even starting over you will get spaghetti, the only thing that will save you from that are bots, or being a god of planning in advance. [link] [comments] | ||
Pyanadons is heaven (modded) - info in comments Posted: 21 Jun 2020 09:08 PM PDT
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Please welcome the newest member to the Factorio cabal: Posted: 21 Jun 2020 11:58 PM PDT
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feature request: have the logistics request windows mirror the crafting windows Posted: 21 Jun 2020 07:19 PM PDT Now that we can have logistics request for everything, it would make sense to duplicate the crafting windows arrangement so that we can easily search in a layout that we recognize. I did it manually and it took like 30 minutes. I am pretty sure that it would be a better default than the current setup. In my save, I just copied the windows by entering every item one by one in the same order as in the crafting menu and left one empty line between every category (see here https://imgur.com/a/74UsAiq) [link] [comments] | ||
Posted: 21 Jun 2020 11:30 AM PDT
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Posted: 21 Jun 2020 10:49 PM PDT
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Posted: 21 Jun 2020 03:01 PM PDT The way their ammo works feels backwards to me. It's weird that I can load 100 shells into a piece, but can only store 38 in a cargo wagon. I would expect an artillery piece to be able to store a couple shells at most, and be able to store a lot more of them in bulk. I'd have made it so that artillery can only hold a single shell at a time, so you have to use an inserter as an autoloader. That would also make it so that you need inserters to transfer shells from a cargo wagon to an artillery wagon on an artillery train. [link] [comments] | ||
An argument for Efficiency 1 Modules Posted: 21 Jun 2020 12:03 PM PDT Efficiency modules are often forgotten, but I think they are a missed opportunity for some sweet sweet savings. First they are cheaper than solar panels, An eff1 module costs 32.5 copper, 15 iron, and 10 plastic- vs. a solar panel which costs 27.5 copper, 15 iron, and 5 steel. They also save more energy than a solar panel produces over an average day (42 kW) in a number of machines, including refineries, blue assembly machines, electric furnaces, and chemical plants. A 60spm factory needs hundreds of these buildings, and modules can be spread out without worrying about future space needs or setting up trains to take solar panels to an open field. The pollution not generated by these buildings is considerable, and will let you relax from biters a bit and slow down evolution. Pollution is doubly reduced if you're still using steam. TLDR; Eff1 modules are cheaper than solar and let you build 2.5x as many machines with the same power supply, we should put them everywhere [link] [comments] | ||
Quick question about circuit networks Posted: 22 Jun 2020 08:36 AM PDT Hi, i'm new to the game and i'm trying to decipher the basics of circuit networks. What i want to do is separating the Activate from the Deactivate signal in an inserter. In my case, i want the inserter to activate only when there's less than (let's say) 50 of an item. Then i want it to deactivate only when the chest is full. [link] [comments] | ||
Posted: 21 Jun 2020 11:09 AM PDT
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New functionality for roboports Posted: 22 Jun 2020 05:43 AM PDT I would like to see a button that "calls" construction and logistics robots from any chests nearby. The scenario that brought this about is a little esoteric. I was playing with the Brave New World mod (takes away the engineer, everything is done by robots) and deconstructed a few roboports to move them. All of my logistics bots ended up in storage and suddenly I couldn't move anything except via inserters. I found a way around it and my factory is up and running again, but I do think this is a neat idea. This may not be suitable as an addition to vanilla, but would be nice as a simple QoL mod. [link] [comments] | ||
Posted: 22 Jun 2020 05:39 AM PDT Hey guys! It's very simple: do you guys play with biters on or off? It's a huge dilemma for me every time I want to start a new game. I feel like when I disable biters I'm sort of "cheating" and missing on a big part of the game: the whole military tech tree (which I like very much). And on the other side I struggle a lot with biters early/mid game pre tank even on a rail world with large starting location. I think I suck and I take too much time building my factory (everything has to be perfect) and so evolution kicks in and it snowballs from there. What would be good settings for me to have something to kill mid/late game and use my military tech but without biters being such a pain early on. Any tips on how to deal with them early on? How do you guys do it? I find them to be a pain in the ass but at the same time... god damnit I can't seem to be able to turn them off. [link] [comments] | ||
I'm noob, how can i automate my rail system, so that trains don't collide with each other? Posted: 21 Jun 2020 01:51 PM PDT
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Posted: 21 Jun 2020 08:19 PM PDT New player here. Launched rocket once on peaceful. Making good progress on normal, but I had a scary thought... water biters. [link] [comments] |
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