Factorio Friday Facts #356 - Blueprint library for real |
- Friday Facts #356 - Blueprint library for real
- tank spitter
- Pretty sure I've long given up on the idea of having a properly organized mainbus....
- Why did biter cross the railroad?
- TIL that the hitbox of a curved rail is actually bigger than a straight rail on top of eachother
- No bots, circuits, or waste - just compact nuclear power
- My "Lazy Bastard" run, with extra spaghetti. Can not recommend biters in early game.
- Solar City blocks
- I'm concerned, first time I've come home from work to not see FFF.
- Did the danger concret change?
- Dynamic Assemblers! They change their recipes according to demand and automatically request ingredients, so I can automate items by changing a constant combinator. Using crafting combinators mod.
- Artillery Outpost Shell Supply
- Train junctions from mainline into base cell. Which junction would work best?
- Infinite monkey theorem
- Haven't played in a while, love all the QOL changes
- What would you add to Science pack recipes to make them more challenging?
- Combinator conundrum - convert raw quantities to stack count
- Compact green-science, pre-green-science materials only, 40 spm, 39 x 6 tiles
- I'm finally done with the start of my post-starter base in Bobs-Angels. All belt-based individual ore sorting and smelting of all the components. Now it's time for some science. (Stats in comments)
- With the new blueprint library update, it would be cool to have a new achievement for completing the game using only your creations
- Train base defense?
- i am replaying factorio and need help
- How to disable train stop after certain amount of oil and ammo at outpost
Friday Facts #356 - Blueprint library for real Posted: 17 Jul 2020 02:58 PM PDT
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Posted: 18 Jul 2020 02:50 AM PDT
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Pretty sure I've long given up on the idea of having a properly organized mainbus.... Posted: 18 Jul 2020 02:43 AM PDT
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Why did biter cross the railroad? Posted: 17 Jul 2020 05:44 PM PDT
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TIL that the hitbox of a curved rail is actually bigger than a straight rail on top of eachother Posted: 18 Jul 2020 07:08 AM PDT
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No bots, circuits, or waste - just compact nuclear power Posted: 17 Jul 2020 04:25 PM PDT
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My "Lazy Bastard" run, with extra spaghetti. Can not recommend biters in early game. Posted: 18 Jul 2020 08:32 AM PDT
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Posted: 17 Jul 2020 11:43 PM PDT
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I'm concerned, first time I've come home from work to not see FFF. Posted: 17 Jul 2020 02:41 PM PDT Is Wube doing ok? Just seems very out of place, it's always out by now. Edit: moments after I post, they post it. I was worried lol [link] [comments] | ||
Did the danger concret change? Posted: 18 Jul 2020 03:54 AM PDT
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Posted: 17 Jul 2020 12:15 PM PDT
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Artillery Outpost Shell Supply Posted: 18 Jul 2020 05:41 AM PDT I imagine this is a solved problem, so I figured I'd reach out to the hive mind! I am finally expanding my base, making use of pop-up artillery posts (could post about them separately if there's interest). The issue I'm running into is transporting artillery shells efficiently. When I "activate" an artillery post, it very rapidly fires off ~200-400 shells. I've solved this by running a separate shell train with 3 wagons, bringing 120 shells per delivery. Trick is my outposts are now far enough away that it takes a while for it to make round trips. I'm planning on building manufacturing substations for shells - by my math, just switching to the ingredients for the shells rather than the shells themselves increases wagon density to 200 (from 40), not counting productivity modules. My question - does it make sense to stay at that level to keep the manufacturing posts simple (I would build them near the "front", just to shorten the distance the shell train runs), or does it make more sense to go further down the chain & build a big factory that will take base ingredients (plates/coal/oil), but be bigger and bulkier to build/defend? [link] [comments] | ||
Train junctions from mainline into base cell. Which junction would work best? Posted: 18 Jul 2020 05:21 AM PDT
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Posted: 17 Jul 2020 03:01 PM PDT
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Haven't played in a while, love all the QOL changes Posted: 17 Jul 2020 07:41 PM PDT Hopped on with a friend recently, and it shocked me how streamlined everything is! I liked it before, but feel like at some point crafting 1.6666667 more furnaces than drills or whatever just made the game feel like a number-crunching marathon All the ratios are finite and simple, so much easier to get into oil, the UI is nice and polished.... I just love all the love the game is getting from devs before release. P.S. We're getting drones tomorrow, think I'm gonna launch my first rocket soon 😊 [link] [comments] | ||
What would you add to Science pack recipes to make them more challenging? Posted: 18 Jul 2020 07:24 AM PDT So, we already have "Expensive mode", but a quick googling shows that it dosen't change the items used in each recipe, only how many of each. I think it'd be interesting (as a mod, DLC, or 1.1 feature) to have each science pack (and rocket) require another item. What items do you think would increase science pack difficulty, without seeming (excessively) pointless? [link] [comments] | ||
Combinator conundrum - convert raw quantities to stack count Posted: 18 Jul 2020 06:56 AM PDT I'm trying to work out if there is way to convert a signal with a value (eg. 1800 Iron plate) to the equivalent number of stacks (18). With out, and here is the hard part, hard-coding the stack values. Is there any way to have circuit network intuit a stack size? [link] [comments] | ||
Compact green-science, pre-green-science materials only, 40 spm, 39 x 6 tiles Posted: 17 Jul 2020 05:00 PM PDT
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Posted: 17 Jul 2020 10:04 AM PDT
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Posted: 17 Jul 2020 05:41 PM PDT | ||
Posted: 17 Jul 2020 07:47 PM PDT Could you surround your base with trains that are scheduled to go when a turret starts firing to run around your walls and run over the biters? Is this even possible with the programming? Because I would love to see one or two turrets start up then 3 trains come plowing down and kill them all that would be lovely [link] [comments] | ||
i am replaying factorio and need help Posted: 18 Jul 2020 05:25 AM PDT what do i do to be able to see what my furnaces are smelting and what my assembly machines are producing without clicking on them? [link] [comments] | ||
How to disable train stop after certain amount of oil and ammo at outpost Posted: 18 Jul 2020 03:29 AM PDT Hi guys, I'm relatively new to the game so I'm learning things as I go along. Basically I've got train stops at all of my defensive perimeters, used to refuel my turrets with ammo and oil. I'd like to disable the stops that already have a certain stockpile of each (for example, 10k oil and 3k ura. ammo). I wanted to go down the circuit route but after trying to learn it for the past 4 hours, I've given up. Can someone please help? Or at least give me a circuit example haha... Thanks!! [link] [comments] |
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