Factorio My solar panels block setup. |
- My solar panels block setup.
- My Tribute to the Amazing Work Done to Create this Game Over the Last Eight Years
- When you evenly combine engines and sulfur on the same side of a belt they look like bumble bees
- CITIBLOCK
- How many belts of guns do I need in my main bus? Will one be enough?
- Which one of these lane balancers should I use? Is there actually a difference?
- Vanila belt sushi - 8 different items on yellow belt - 16 for red - 24 for blue
- 4th Game, Thought This Time I'll Be Organized! Eh Not So Much..
- I've been using splitters with priority to make a zig-zag design. I love it and you should too!
- How do i stop power flicker?
- I love the new shadow display feature in map view! I'm going to build my base right this time...
- i explained to my friend the concept of pipe flow rate and this was his solution...
- Research queue bug
- My first megabase, a 1k SPM City Block with Bots
- Base Train
- What a mess.... Krastorio 2 spaghetti
- Placing rails over patches of ore hurts me physically
- Dgray vs Tuplex beginner tutorial?
- Feature: Reading contents and state of buildings
- Trying to find my UPS sinks but don't understand the time usage list
- Need help destroying items
- I need some help designing remote resupply train routes.
Posted: 09 Aug 2020 11:16 PM PDT
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My Tribute to the Amazing Work Done to Create this Game Over the Last Eight Years Posted: 09 Aug 2020 11:46 PM PDT
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When you evenly combine engines and sulfur on the same side of a belt they look like bumble bees Posted: 09 Aug 2020 08:41 AM PDT
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Posted: 10 Aug 2020 01:03 AM PDT
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How many belts of guns do I need in my main bus? Will one be enough? Posted: 09 Aug 2020 11:38 AM PDT
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Which one of these lane balancers should I use? Is there actually a difference? Posted: 10 Aug 2020 07:30 AM PDT
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Vanila belt sushi - 8 different items on yellow belt - 16 for red - 24 for blue Posted: 10 Aug 2020 05:17 AM PDT
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4th Game, Thought This Time I'll Be Organized! Eh Not So Much.. Posted: 10 Aug 2020 07:45 AM PDT
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I've been using splitters with priority to make a zig-zag design. I love it and you should too! Posted: 09 Aug 2020 02:28 PM PDT
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Posted: 10 Aug 2020 05:45 AM PDT
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I love the new shadow display feature in map view! I'm going to build my base right this time... Posted: 10 Aug 2020 07:15 AM PDT
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i explained to my friend the concept of pipe flow rate and this was his solution... Posted: 09 Aug 2020 02:44 PM PDT
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Posted: 10 Aug 2020 03:28 AM PDT
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My first megabase, a 1k SPM City Block with Bots Posted: 09 Aug 2020 06:54 PM PDT
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Posted: 10 Aug 2020 09:18 AM PDT
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What a mess.... Krastorio 2 spaghetti Posted: 10 Aug 2020 01:06 AM PDT
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Placing rails over patches of ore hurts me physically Posted: 09 Aug 2020 06:42 PM PDT
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Dgray vs Tuplex beginner tutorial? Posted: 10 Aug 2020 08:12 AM PDT I just want your opinion on whose factorio tutorial is the most helpful and effective for a beginner. Is it Dgray's entry level to megabase tutorial or Tuplex's Factorio Tutorial? I am a factorio beginner looking forward to get a better understanding of the game. I have completed all campaign missions and i am currently doing a freeplay. Looking forward to your opinion :) [link] [comments] | ||
Feature: Reading contents and state of buildings Posted: 10 Aug 2020 03:26 AM PDT Hi guys. I'm currently waiting for the the offical release before re-visiting factorio. I'm more of a casual, but I do keep an eye on the game by following the (frequent!) change notes. Anyway, something I missed in my playthroughts was the option of reading contents for various factories, i.e. Assemblies etc. via the logistics network. AFAIK this is not possible. Being able to read contents of assemblies (and other buildings) would allow for various applications, e.g. mixed smelting in early-to-mid game, or balancing inputs of assemblies to limit over-filling at the expense of reduced activity of later ones. The same also applies to e.g. filling of Sentry Guns that could be limited/regulated this way. Additionally, if a factory's state was being sent as a network signal, i.e. as "active" or "idle", this could be used to create alarms or direct flow, an example would be mining drills light indicators, just as a network output, which could be used to set an alert/HUD icon. Other signals or more advanced signals could allow to e.g. read the remaining resources in a patch/field (this may already be a thing, not sure?). Features like this would have implications for various setups, and could be useful throughout the game. Not that would be required, but it would be appreciated as a QOL option. Anyway I'm impressed with the creations I see people share on this sub. It's truly impressive. [link] [comments] | ||
Trying to find my UPS sinks but don't understand the time usage list Posted: 10 Aug 2020 07:04 AM PDT
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Posted: 10 Aug 2020 01:54 AM PDT I need to get rid of some items that are clogging up my factory, but I can't seem to figure out how. I thought you could get rid of items by putting them in the chest, then shooting the chest, but when I do that, the items just spill out on the ground. [link] [comments] | ||
I need some help designing remote resupply train routes. Posted: 10 Aug 2020 01:38 AM PDT I haven't played since 0.12, but just decided to start playing again. I'm playing on a railworld with increased alien difficulty, which means that my (few) outposts are taking heavy hits at all times. I need to set up an automated resupply chain for walls, turrets, ammo and repair packs (perhaps more things like construction bots later on in the game). I did ask in the weekly questions thread, but didn't fully understand the answers. My current solution, which I've gotten somewhat working, but am not very satisfied with, is by having four different trains with one wagon each (walls, turrets, ammo, repair packs) and four different resupply stops at each outpost. At each stop I have a buffer chest and a constant combinator connected to a power pole, connected to the train stop. Then I put the constant combinator on "1 turret" for the turret stop and enable the train stop when "Anything < 25". Then the train goes to the train stop with the wait condition "Circuit: Anything > 50". This enables the train stop when turrets drop below 25, sending the train there and the train delivers turrets until the train stop is restocked at 50 turrets. That works just like I want it. Now to my question: I don't like my system. I would prefer to have a single resupply train with one or two wagons that can refill all items needed at the train stop. But I have never done anything other with wires than what I just described and am really not sure how to design this. I want the train stop to be enabled if one of the following are true: Turrets < 25 --> resupply to 50 turrets Walls < 100 --> resupply to 200 walls Ammo < 500 --> resupply to 2000 ammo Repair packs < 100 --> resupply to 300 repair packs How do I design this? I also want to make sure the station only restocks on the items it has too little of, meaning that if it's an ammo resupply, I don't want it to deposit turrets from the train giving the station more than the 50 turrets it should have. Also, a smaller question, how do I make a loading station for the cargo wagon so it only fills to say 200 gun turrets and 500 repair packs in a single wagon. That is so the inserters stop working when the wagon already has 200 turrets, but they can still restock on repair packs. I hope you guys can walk me through this, I'm really struggling to understand the logics of the combinators and wires etc etc. Try to dumb it down as much as possible and I'll hopefully learn how to work on my own once I've grasped this. Thank you guys! [link] [comments] |
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