Factorio Attrition is a dangerous foe |
- Attrition is a dangerous foe
- Got personal laser defence just in time. Playing vanilla Deathworld but all biter sliders turned up to one tick below maximum. I can't believe I am still alive on this hell planet.
- Chunk aligned LHD rail blueprints
- after almost 300 hours of game time running pipes all across the map to get water where it's needed, you can bet I felt a little silly when I realised I could just use a train
- Ghost Trains don't snap to the train stop. #Unplayable
- New World Record by Nefrums - Factorio 1.0 Any% Speedrun WR 1:45:56
- Tileable and upgradeable blueprints for defending the factory. Blueprint book in comments.
- Wow these new Spidertron sprites are so realistic
- I love cliffs!
- Highest Science Density Belt Based Base (1kspm)(452 x 183 tiles)(12.09kspm/km^2)
- I just started playing and felt really proud after tidying up my green science production. What do you guys think?
- The spaghetti only grows (First factory)
- Work in Progress Hex Grid megabase
- Bug Report: Ghost entities have a shadow / reflection in Water.
- Sorry I am new to the game and really don't know anything so I keep asking questions. How do I get the iron ores to fill two side of the belt?
- After Years Of Giving Up...My First Rocket
- Update Aquatic
- New mod to make trains move more like trains
- I made a mod that allows you to set waypoints with the Spidertron remote!
- 90 Hours on this rail world
- Did you know, Construction robots can use cliff explosives? You just need to hit deconstruct over them.
- Can’t play anymore, enjoyment suddenly stopped.
- I made a "simple" system that can detect how long your locomotive is and can work while the train is moving or standing still.
- A monument to bad math.
Posted: 30 Aug 2020 01:19 AM PDT
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Posted: 29 Aug 2020 05:53 PM PDT
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Chunk aligned LHD rail blueprints Posted: 29 Aug 2020 10:01 PM PDT
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Posted: 30 Aug 2020 02:12 AM PDT
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Ghost Trains don't snap to the train stop. #Unplayable Posted: 30 Aug 2020 01:15 AM PDT
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New World Record by Nefrums - Factorio 1.0 Any% Speedrun WR 1:45:56 Posted: 30 Aug 2020 12:33 AM PDT
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Tileable and upgradeable blueprints for defending the factory. Blueprint book in comments. Posted: 30 Aug 2020 05:09 AM PDT
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Wow these new Spidertron sprites are so realistic Posted: 29 Aug 2020 08:50 AM PDT | ||
Posted: 29 Aug 2020 03:06 PM PDT I'm a big fan of Nilaus's Masterclass videos. The work he puts in is very appreciated. He recently did one about map settings and stated that in his opinion, cliffs were a stupid feature and that if you wanted to have fun… turn them off. I love some comedy hyperbole as much as the next engineer, but then the comments went for pages denouncing cliffs. Dozens of them. Well I'm here in defense of them. I love cliffs. In my most recent game I turned them all the way up to eleven. I love that they change the texture of the starting landscape. I love that they throw challenges into the initial game space. I love that thrill when I finally get cliff explosives and can level up my factory. It may just be different types of mind. I'm a big fan of the start and mid-games and the constant rewards from tech you get. I don't use long-reach because building distant objects is my reward for researching personal robo-ports. I don't use squeak-through because ease of traversal is my reward for building paths and spaces into my design. I'm very prudent with my use of landfill. I turn cliffs up because blowing a path through them for the first time gives me a thrill. I also like setting up defensive choke points where the biters must path through. Nilaus describes it as "getting cute" but I think this undervalues them. Now, no shade on Nilaus. I can tell he loves the puzzle of exacting ratios and optimised performance. His Masterclass videos are second to none, but there's something I discovered just recently that those of you who are deactivating cliffs are missing out on. Piloting Spidertron with cliffs on is amazing. That be-weaponed octopod strides over the cliffs like they weren't there. Biters nests nestled amongst the cliffs become a trap and you can wipe those formerly peaceful occupants from the face of the… plane. It's not for everyone, and it's not for each play-through, but next time you have the option, pause, and consider, these cliff notes. [link] [comments] | ||
Highest Science Density Belt Based Base (1kspm)(452 x 183 tiles)(12.09kspm/km^2) Posted: 30 Aug 2020 07:16 AM PDT
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Posted: 30 Aug 2020 01:17 AM PDT
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The spaghetti only grows (First factory) Posted: 30 Aug 2020 02:39 AM PDT
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Work in Progress Hex Grid megabase Posted: 29 Aug 2020 12:04 PM PDT
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Bug Report: Ghost entities have a shadow / reflection in Water. Posted: 30 Aug 2020 08:11 AM PDT
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Posted: 30 Aug 2020 01:37 AM PDT
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After Years Of Giving Up...My First Rocket Posted: 30 Aug 2020 12:30 AM PDT
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Posted: 29 Aug 2020 09:34 PM PDT Right now, water is basically uninteractive, so I thought of some new additions, enough for a big update, feel free to discuss, add more or say it's not necessary. I would like to know how the Game dev is about game content suggestions. Ocean (deep waters) and rivers: you can landfill rivers and shallow water (beaches), but not deep waters. You can dive and explore deep waters for resources and other stuff. Enemies: Bitters can swim now, but at a cost of speed, and if they swim for too long over deep water they die. New type of bitters, that create underwater spawners if the water is too polluted (suggestion, they can't stay out of the water for too long or they dry in the sun and die). Waterfill: with these changes, it's safe to allow the player the creation of shallow water, because now it's not op and cant be used as a indestructible wall (at a certain evolution level, water skipper can start to spawn, they walk faster over water) Water pumps: seeing as the player can create water, there should be a minimal water body size so the offshore pump works properly. Water vehicles: We need boats! and jet skis. Cargo ships that work similar to trains would be nice too, and maybe submarines. Oil platform: Huge deepwater building that function as a pumpjack (1 deepwater oil well has a larger capacity compared to land ones) [link] [comments] | ||
New mod to make trains move more like trains Posted: 30 Aug 2020 05:11 AM PDT I wanted to make stopping and starting trains more of a big deal, so I made a mod to dramatically increase the time needed to accelerate and brake: Slocomotives It adds a startup setting to set a train weight factor, which slows down acceleration and braking in proportion. The default is 5x normal. It doesn't make any other changes to engines, and doesn't change fuel bonuses. [link] [comments] | ||
I made a mod that allows you to set waypoints with the Spidertron remote! Posted: 29 Aug 2020 07:49 AM PDT
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Posted: 30 Aug 2020 07:19 AM PDT
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Posted: 30 Aug 2020 08:10 AM PDT I found this out when deconstructing an arty base I had, because the cliffs were right on it, and I accidentally hit it, and when I heard explosions, I saw the boys flying over there with tnt. Fun feature. [link] [comments] | ||
Can’t play anymore, enjoyment suddenly stopped. Posted: 29 Aug 2020 11:09 PM PDT It's very weird, one moment i can't get enough and love the game. My factory grows like an organic being and i'm proud. And then suddenly out of the blue i don't care, like a switch is flipped , i can't stand the game and it's like i'm working instead of playing. Working without any meaning and results. Anyone experienced this before? [link] [comments] | ||
Posted: 30 Aug 2020 06:55 AM PDT
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Posted: 30 Aug 2020 08:05 AM PDT
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