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    Friday, July 17, 2020

    Factorio Wanted to get into making tile-able self-sufficient compartments for production after watching some videos and looking at other blueprints where people run things in the middle with undergrounds. Gave my first genuine attempt with military packs and I'm pretty pleased. Super fun to build this out!

    Factorio Wanted to get into making tile-able self-sufficient compartments for production after watching some videos and looking at other blueprints where people run things in the middle with undergrounds. Gave my first genuine attempt with military packs and I'm pretty pleased. Super fun to build this out!


    Wanted to get into making tile-able self-sufficient compartments for production after watching some videos and looking at other blueprints where people run things in the middle with undergrounds. Gave my first genuine attempt with military packs and I'm pretty pleased. Super fun to build this out!

    Posted: 16 Jul 2020 09:04 PM PDT

    Your cat became a developer but you just want to play? Don't worry, here is debug hotkeys cheatsheet for you.

    Posted: 16 Jul 2020 08:35 AM PDT

    My design for red and green research automation on my current game.

    Posted: 17 Jul 2020 03:47 AM PDT

    Bye Bye no. 10.000.000 (pro tip: watch the produced items count)

    Posted: 17 Jul 2020 07:02 AM PDT

    4-Input All-Burner Setup on Industrial Revolution. Ridiculous, Inefficient, and All Mine

    Posted: 16 Jul 2020 09:14 PM PDT

    Where do I need to put signals to make this work?

    Posted: 16 Jul 2020 07:36 PM PDT

    The Kovarex Centrifuge Centrifuge

    Posted: 16 Jul 2020 01:19 PM PDT

    Got my fan-made today! Thanks to whoever designed this, it came out great

    Posted: 16 Jul 2020 08:05 AM PDT

    Having trouble getting my trains to return to this station due to no path errors, are there any mistakes that i have made?

    Posted: 16 Jul 2020 07:58 PM PDT

    Stuck in the tutorial

    Posted: 17 Jul 2020 01:57 AM PDT

    Stuck in the tutorial

    Hi, I'm actually a little bit frustrated, because I don't know , what I'm doing wrong.I'm playing the guide and Compilatron always says: "Engineer required... Waiting".Afaik I've build everything, that is needed... Tried it with and without wooden boxes, with and without Burner inserter...

    https://preview.redd.it/o9ed0wqxtdb51.png?width=1920&format=png&auto=webp&s=ad4378d5478f54c5f65611c8040cfb34db1194e0

    submitted by /u/quarknase
    [link] [comments]

    Factorio pixel art on PixelAnarchy

    Posted: 17 Jul 2020 07:34 AM PDT

    Modidea: Backpack

    Posted: 17 Jul 2020 07:25 AM PDT

    I am pretty sure you all know my problem: Not enough space in inventory even with Power armor MK4.
    So Is there a backpack Mod which adds backpacks as armor module? And if not, can someone make one?

    submitted by /u/Legendendear
    [link] [comments]

    Circuit help

    Posted: 17 Jul 2020 05:39 AM PDT

    I've been trying to get my factory to use accumulated power at night and solar during the day, but I want my Cole power to turn on when accumulators hit 20% and the turn off when they hit say 50%, but I can't for the life of me get it right...

    Does anyone know how to do this?

    submitted by /u/IWishIHadCake
    [link] [comments]

    I have yet to build an express belt and I've crafted almost 90,000 machines by hand, how am I doing?

    Posted: 16 Jul 2020 12:27 PM PDT

    How to find why Angel's Cargo Bots are Crashing?

    Posted: 16 Jul 2020 04:41 PM PDT

    I've been making major use of Angel's Cargo Bots Mk. 2 to handle logistics around my base. I had almost 150 ferrying items, ore, you name it. I had been getting occasional strange warnings of damage to part of my base, but could never figure out why. There were no biters, and construction bots repaired everything quickly. I assumed it was meteors.

    Later, I checked a robo port and saw I had lost almost 50 Cargo Bots, down to 100. I built more and placed them in a roboport, and they were immediately tasked out, however, the number shortly began to drop again. I googled around a bunch and saw that if they run out of power, they will crash. Zooming in on the damage alerts, I saw items on the ground that a cargo bot would typically carry, so it definitely appears that a cargo bot went down and crashed into a bunch of belts and factories. Construction bots were auto-picking up the dropped items and ferrying them away.

    My entire logistics network is made up of Roboport 2's with a 4 x 2.5 MW recharge rate. I currently have a robust power supply that averages 250 MW usage, with capacity for up to ~450 MW, plus accumulator reserves. I went through my factory and dropped robo ports all along the major cargo bot routes, and when cargo bots went down I put a roboport on the crash site. Still, I can't keep them alive. I'll put 40 into the network to get my numbers up to 130 logistic bots only to watch the count fall back down to 90 in 10-15 minutes. I've moused over cargo bots I see flying around and haven't found one yet under 75% charge.

    How do I figure out where all my bots are going and why they are crashing? There are no biters nests near any flight paths.

    submitted by /u/BigBolter
    [link] [comments]

    Py Alien Life Run - 11 hours in, and about as much of a mess as it can be haha

    Posted: 16 Jul 2020 02:11 PM PDT

    I done fucked up.

    Posted: 16 Jul 2020 03:29 PM PDT

    Mod Idea: Moisture Vaporator

    Posted: 16 Jul 2020 04:09 PM PDT

    I am thinking it might be interesting to play on a sand world with no trees and no water. (base game will always put some water in your starting area)

    Your only natural barrier between you and the bugs would be cliffs.

    I was thinking a mod that created a new entity called a moisture vaporator might be interesting. Like you would need 20 of them to produce the same amount of water as an offshore pump. You could also create a "neighbor penalty" in which they produce less water if they are next to each other.

    I don't know how to program a mod.

    Processing img x7u9ct0swab51...

    submitted by /u/Ergrak
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    Train Schedule RENAME?

    Posted: 16 Jul 2020 05:33 PM PDT

    Train Schedule RENAME?

    So I have a train-stop named 'DK Pick-up #?', it's name will change to 'DK Pick-up #1'.

    Problem: The train in that blueprint will have the following schedule ->

    Rename '?' without losing all logic

    I cannot rename the train-stop INSIDE the schedule without just making a new one. If I make a new one, I lose all the logic...

    Solution: Can I rename the train-stop INSIDE the schedule? If so, how? I want to basically have a blueprint that increments the train-stop name every time I place one to infinity.

    submitted by /u/Spades68
    [link] [comments]

    Steel - Endgame (Expensive Recipes)

    Posted: 16 Jul 2020 11:40 AM PDT

    Another expensive recipes design, this beast chews a bit over 7 blue belts of iron ore and makes a full blue belt of steel, uses over 600MW, so be sure that you have enough power.

    !blueprint https://pastebin.com/TswbPYy2

    submitted by /u/bargu
    [link] [comments]

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