Factorio [New Mod] fCPU |
- [New Mod] fCPU
- Simple Belt Throughput Indicator
- 30°C difference in heat pipe temperature and I cant figure out why...
- Thrower inserters can get a little crazy when adjusted with Bob's inserters. Just make sure you don't miss.
- Concrete Vegvisir + Blueprint
- Why are the trains along the bottom waiting, instead of filling the gaps?
- All in one starter base V 5.8
- Gorgeous K2 singularity labs in action
- pls give critizicm. i want to encourage exploration and combat. So i reward the players for taking a risk with exploration. And make it neccesary in late game. I also made it so you would use water as a wall but when you want to gather resources from the other island you risk getting atacked.
- My failure of an angels-bob megabase
- So i decided to start new game with 100x research cost....
- Factorio 1.0 MMO Event!
- With 1.0 just around the corner what will your "first" playthrough look like
- What factorio REALLY needs is...
- Allow upgrade planner to replace radar with solar panels
- solar panels for power
- New to circuitry, how would I go about disabling the coal power when nuclear is active?
- My Factorio 1000 Science Per Minute Base
- How to keep your designs interesting
- New player need some help with too much coal
- I might have missed something :/
- Factory split to Sectors
Posted: 12 Aug 2020 06:58 AM PDT
| ||
Simple Belt Throughput Indicator Posted: 11 Aug 2020 05:35 PM PDT
| ||
30°C difference in heat pipe temperature and I cant figure out why... Posted: 12 Aug 2020 04:46 AM PDT
| ||
Posted: 12 Aug 2020 04:51 AM PDT | ||
Posted: 12 Aug 2020 02:53 AM PDT
| ||
Why are the trains along the bottom waiting, instead of filling the gaps? Posted: 12 Aug 2020 05:02 AM PDT
| ||
Posted: 12 Aug 2020 05:44 AM PDT
| ||
Gorgeous K2 singularity labs in action Posted: 12 Aug 2020 09:08 AM PDT
| ||
Posted: 12 Aug 2020 09:06 AM PDT
| ||
My failure of an angels-bob megabase Posted: 12 Aug 2020 07:40 AM PDT
| ||
So i decided to start new game with 100x research cost.... Posted: 11 Aug 2020 01:30 PM PDT
| ||
Posted: 11 Aug 2020 06:46 PM PDT Good day all! To celebrate the release of Factorio 1.0, we will be hosting a Welcome to Factorio event at 12 PM CDT/5 PM UTC/7 PM CEST on the 14th. This event is to show how cool Factorio is! We will additionally be trying to go for a new record for the most people on one Factorio server again (500+ people). We are teaming up with some streamers for the event! Currently we are teamed with Katherine of Sky, Xelie, Evilrais and Big Wick! You can check them out here: https://www.bigcommunitygames.com/live/kos-xelie/ https://www.bigcommunitygames.com/live/evilrais-big-wick/ We also have some other streamers that are to be confirmed, these will be updated on this webpage in the meantime: https://www.bigcommunitygames.com/live/ Game Name: Welcome to Factorio IP: bigcommunitygames.com Map Settings: Default Countdown Timer & Link to Event: https://www.bigcommunitygames.com/events/ Discord Link: https://discord.gg/FWQWKKA [link] [comments] | ||
With 1.0 just around the corner what will your "first" playthrough look like Posted: 12 Aug 2020 05:08 AM PDT I was wondering with the release beeing so close if you guys will be starting a new map and if so what your "goal" is - will it be modded or vanilla etc... I personally will start a new map without mods, I feel like it has been some time since my last true vanilla playthrough. What about you? [link] [comments] | ||
What factorio REALLY needs is... Posted: 12 Aug 2020 07:52 AM PDT An option on inserters so you could switch them to placing items on the near side of the belt instead of the far side. It would be so much easier to do shared belts and balanced belts if I could choose which side of the belt each inserter places items on. [link] [comments] | ||
Allow upgrade planner to replace radar with solar panels Posted: 12 Aug 2020 09:49 AM PDT Like many others, I use a large solar blueprint with integrated roboports and radar and prefer to just stamp it down from the map view. However on very large maps having active coverage of several hundred thousand panels can eat into performance. It would be great if I could just use the upgrade planner to make my robots replace the radars in finished solar fields with solar panels since they have the same footprint. I know it doesn't exactly follow the logic of the upgrade planner but it would be nice regardless. As it stands I have to use a filtered deconstruction planner and I'm not a fan on the unsightly holes that leaves in the field. I can't even place panels in the holes unless I go there manually because deconstructing the radar removes coverage. This is admittedly a tiny inconvenience, one I wouldn't think about posting if the game wasn't already near perfect. [link] [comments] | ||
Posted: 12 Aug 2020 07:06 AM PDT Are they worth it? including the accumulators they are pretty expensive and take alot of space, and at 60kW per its 16.6 to make just one mw. meanwhile I can double my steam and coal plants in 3 min and gain 60MW. What is the point of solar? [link] [comments] | ||
New to circuitry, how would I go about disabling the coal power when nuclear is active? Posted: 12 Aug 2020 04:36 AM PDT I'm certain this is a commonly asked question and I do wish to apologize for adding to it, I wish to learn the ins and outs of circuitry but I feel this would be a simple enough circuit to start with [link] [comments] | ||
My Factorio 1000 Science Per Minute Base Posted: 12 Aug 2020 11:19 AM PDT
| ||
How to keep your designs interesting Posted: 12 Aug 2020 11:04 AM PDT So In vanilla most people natural make interesting designs when trying to set up a production line for something. Recently however I have started playing with huge mods like pyanaodon's and BA, where If I set myself a goal For a production line like making cdna, The production line would be huge, so I need to split it into pieces, but then I find myself falling into the trap of getting bored because my builds all become the same thing (belt - assembler - belt or belt - assembler - belt - assembler - belt and sometimes some pipes). Do you have any tips or rules of thumb to prevent yourself from doing that? [link] [comments] | ||
New player need some help with too much coal Posted: 12 Aug 2020 10:49 AM PDT So basically I started playing Factorio 2 days ago and I have problem with too much coal. 1 electric coal miner is too much for my 10 stone furnances and boiler. Can I utilize coal in early game in some other way so I will dont have my conveyors full of coal? [link] [comments] | ||
I might have missed something :/ Posted: 12 Aug 2020 10:49 AM PDT On a various number of tutorials and videos on youtube i keep seeing colored accumulators. What is the purpose of those, what do they do? [link] [comments] | ||
Posted: 12 Aug 2020 03:12 AM PDT
|
You are subscribed to email updates from Factorio. To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google, 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States |
No comments:
Post a Comment