Factorio Friday Facts #354 - Launch party and HR power switch |
- Friday Facts #354 - Launch party and HR power switch
- Driving Away (Factorio [fanmade] Comic Strip #5)
- Dont throw out your burner inserters guys! (looks much better on the minimap)
- 1300 SPM Base/Outpost Blueprint
- Long story short : Don't wait 400h to learn how to use basic logic system
- Check out my new innovative junction design!
- First base with a rail system!
- Please help me with decider combinator. I want to create this:
- Anyone near Dresden, Saxony, Germany wanting to go to the launch-party together?
- Embracing the spaghetti ringworld
- [Suggestion] Make it possible to remove player-placed Landfill
- Is there any way to deactivate biter nest spreading?
- My first main bus any changes I should make?
- Mod advice
- Can someone with Nuclear Power experience explain this to me???
- When do you decide to start a new base/factory?
- First Time Getting to Robots - My Deathworld Adventure
- Would this be an efficient Advanced Circuit factory? ( the blank factories would produce copper wire)
- Just learned how to do this, a 8000x6000 0.25 Zoom of my x5 science DW. Nothing fancy, not a finished product.
- Do the biter evolve while in the Behemoth stage?
- Spaghetti smelter setup
- My very first red science factory. I add/remove a pole as needed to to toggle the coal mine and craft the green science manually with the excess copper and iron from the furnaces. It's working pretty well so far.
- This 4x4 belt balancer makes a little man on the map!
- Towards 1k spm, yellow science done, only white to do
- I Ctrl+clicked a crate and it unloaded all over the ground when I ran out of room.
Friday Facts #354 - Launch party and HR power switch Posted: 03 Jul 2020 03:31 AM PDT
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Driving Away (Factorio [fanmade] Comic Strip #5) Posted: 02 Jul 2020 09:30 PM PDT
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Dont throw out your burner inserters guys! (looks much better on the minimap) Posted: 03 Jul 2020 08:26 AM PDT
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1300 SPM Base/Outpost Blueprint Posted: 03 Jul 2020 08:41 AM PDT
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Long story short : Don't wait 400h to learn how to use basic logic system Posted: 03 Jul 2020 08:37 AM PDT I'm one of this player who like to build piece by piece it's factory. Even without using city block scheme, I was still making "production block". In order to be sure to see bottleneck, I tried two planners (helmod and then factory planner, that is really great) but always fail to really satisfy myself : I had to jump between subfactory to be sure to have enough production, and some calculation were difficult (especially oil cracking). If was fine until blue but often, before purple, it becomes a mess that I was too lazy to fix, so... here an other start again. I try on my last save a cityblock style, inspired by Nilaus master class. Was pretty net, especially with transport mod, even if I have difficulty to sustain enough throughput for my smelter. each of his blueprint has a combinator resuming what is processed and in which quantity. My city blueprint (tried to replicate his but failed to 2 squares TT) has red/green circuit, an old habit, even if I NEVER used them till yesterday. When I had an illumination. Some of you probably already use that, but there is a lot of post on this subreddit about people with xK hours learning a basic trick so I choose to post there : With max rate calculator, or a planner, you know what your lines need and produce. Just put them in a combinator : like +1000 iron plate and -1000 iron ore. Link every combinator to your circuit and... voilà , you know where are your bottleneck (if you have a perfect logistic transport, who can handle the produce, of course). 1 one minute, you can also set up alert if there is a basic material more consumed than produced : use alarm, set up to produce global alert if the produce is less than 0. Really easy to do and compact. Mine take less than 20 squares. Since planner and max rate calculator still suck to calculate real petroleum gas production with cracking, you can use arithmetic calculation : just divide your heavy oil production and divide by 4 then multiply by 3. input the result, and the production from the refinery on a second calculator, dividing the total by 3 and then multiply by 2. Send the result in the main logic network, it will be added to the petroleum gas produce by the refinery, if you use then system I describe earlier. Thanks for reading this. Sorry if there is language mistake, I'm not an English speaker. [link] [comments] | ||
Check out my new innovative junction design! Posted: 03 Jul 2020 09:12 AM PDT
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First base with a rail system! Posted: 02 Jul 2020 11:51 PM PDT I just finished automating blue/black science. Haven't used the rail system. On my way to first rocket! [link] [comments] | ||
Please help me with decider combinator. I want to create this: Posted: 03 Jul 2020 08:04 AM PDT
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Anyone near Dresden, Saxony, Germany wanting to go to the launch-party together? Posted: 03 Jul 2020 04:50 AM PDT I just saw the announcement of the 1.0 launch party and really want to go there (and I don't live far from Prague)! I probably could jump into the cold water and make it work... but why not do it together when living in the same area and sharing a passion! :) [link] [comments] | ||
Embracing the spaghetti ringworld Posted: 03 Jul 2020 03:05 AM PDT
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[Suggestion] Make it possible to remove player-placed Landfill Posted: 02 Jul 2020 03:55 PM PDT I know devs don't want to make us being able to "create water" to avoid creating natural walls against bitters. But what if we could at least remove player-placed landfills? The ground is already different in color from natural land. Maybe make it expensive to avoid early exploits, maybe even use something like Cliff explosives to do that. I wish there was a way to put water pumps into these landfills, since you can actually place them and later place landfills. It is quite nice. However, if I want to move the setup, I'm pratically screwed. EDIT: Many of you are pointing out the exploitative nature of this by walling bitters. Although I think it's a non-issue if your landfill remover is more expensive than a laser turret, there are many solutions for this that I thought about:
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Is there any way to deactivate biter nest spreading? Posted: 03 Jul 2020 07:21 AM PDT I have a huge problem,the biter bases spawn behind my walls, which leads to many problems . [link] [comments] | ||
My first main bus any changes I should make? Posted: 03 Jul 2020 06:27 AM PDT
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Posted: 03 Jul 2020 06:20 AM PDT Can anyone reccomend any mods for me please? I enjoy playing factorio to unwind at night, but I generally hit the point where I have artillery and the relevant resources to build a rocket, and just lose interest and start again. The challenge doesn't seem to be there. I don't understand beacons either. It seems easier to just use more assemblers raw? Is it just an aesthetic thing? I've looked at bobs mods etc, but they seem to add too much needless parts and complexity. Writing out the last point, perhaps I'm just done with the game for now? [link] [comments] | ||
Can someone with Nuclear Power experience explain this to me??? Posted: 02 Jul 2020 05:13 PM PDT
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When do you decide to start a new base/factory? Posted: 03 Jul 2020 03:31 AM PDT This is my first base, I have around 22 hours in it in total and started playing about a week ago. I managed to automate red, green, blue, purple and military science without any tutorials or blueprints. I want to work toward yellow science only that is such a HUGE step up compared to purple. Right now I am slowly starting to run out of raw materials, at least near my current base and I barely have any oil at all on my map. The closest 3 fields only have space for 3 to 6 pumpjacks. So I'm thinking about starting a new one which I will design more efficiently. Use a main bus, keep plenty of space for expansion -turn of pollution or biters completely jesus they are annoying- etc.I feel reluctant, I'm a bit attached to my current base so to say :p. What makes you decide to start over and abandon your current base? [link] [comments] | ||
First Time Getting to Robots - My Deathworld Adventure Posted: 02 Jul 2020 03:27 PM PDT
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Posted: 02 Jul 2020 04:04 PM PDT
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Posted: 02 Jul 2020 04:46 PM PDT
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Do the biter evolve while in the Behemoth stage? Posted: 02 Jul 2020 10:29 PM PDT So I've reached the Behemoth stage where biters have 3000hp and spitters 1500 hp. Does this ever change? Do they gain more HP without changing the type or is this the final stage and they will not be a bigger threat than they already are? [link] [comments] | ||
Posted: 03 Jul 2020 03:07 AM PDT
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Posted: 02 Jul 2020 01:46 PM PDT
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This 4x4 belt balancer makes a little man on the map! Posted: 02 Jul 2020 09:48 PM PDT
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Towards 1k spm, yellow science done, only white to do Posted: 02 Jul 2020 12:49 PM PDT
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I Ctrl+clicked a crate and it unloaded all over the ground when I ran out of room. Posted: 02 Jul 2020 03:54 PM PDT
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