Factorio Alt-F4 #3 - Tronparty |
- Alt-F4 #3 - Tronparty
- Some belt stitch patterns for more compact transport
- Playing with jumptions 2!
- It would be suboptimal to waste the time I spend showering doing nothing
- You know that feeling. Right?
- Is Factorio the perfect introduction to programming for children?
- Powering a single Inserter
- Two trains share one track at the Main Station, no train shall ever wait at the junction, can this be solved?
- Does anyone else feel like this should explode? I feel like this should explode or at least get really hot and damage the player.
- Help using the right logistics chest
- After multiple hours of tinkering and restructuring, I finally got my first blue science lab array up and running!
- Creative/Sandbox: Loader not loading into infinity chest
- Question about oil.
- Power line capacity
- How do I remove items from this to start fresh? Thanks
- How to build pump without any power
- Patterns
- My Second Blue Circuit Build. I may have overcooked the spaghetti.
- Slightly Smarter Vanilla Train Loading
- Is there a way to read the fuel of a train using combinators?
- Want to try a B+A run for first time, anyone got a complete mod list to install?
- How do you avoid blueprints and actually make your own factories?
- Kr2 + SpaceEx + AAI: Did I need to do anything to make this work? Seeing some strange recipes.
Posted: 04 Sep 2020 04:40 AM PDT
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Some belt stitch patterns for more compact transport Posted: 04 Sep 2020 07:01 AM PDT
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Posted: 03 Sep 2020 11:56 AM PDT
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It would be suboptimal to waste the time I spend showering doing nothing Posted: 03 Sep 2020 03:13 PM PDT
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Posted: 04 Sep 2020 07:17 AM PDT
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Is Factorio the perfect introduction to programming for children? Posted: 04 Sep 2020 06:54 AM PDT As a computer science student I can't help but see the clear analogies in Factorio's gameplay to everything that is coding. Everything from the gameplay loop at the lowest level (spaghetti, non-scalable, buggy, bottleneck performance issues, refactoring inefficient setups, etc.) as a beginner to the highest level (building large, modular, standardized megabases, multiple developers on a single factory, importing and integrating public blueprints, etc.) as an advanced player. The biters are analogous to deadlines for each new launch of a feature (science packs, military upgrades) that needs to be in place in order to launch the rocket and win the game (finish the product). This helps train the mind for the trade-off every programmer has, optimization versus completion: When should I keep optimizing my current factory versus moving on and starting production for the next science pack? One of the few aspects I don't quite see an equivalence to is the constant necessity to secure new resource patches as the previous runs out (maybe it could be seen as old servers being shut down or running out of GB space on a cloud, but unclear), and it happens to be my probably biggest gripe with the game. There are probably more of them, but the core gameplay... aligns perfectly! I have many times suggested to friends that Factorio could and perhaps should be introduced to kids say around 10-14 years of age, either as an alternative to less useful games (e.g. Fortnite) or as an introduction to programming. EDIT: I think a critical aspect of Factorio is that in no way does it seem or feel like a engineering/programming game. This is why I think it can appeal even to kids who would never ever consider trying engineering/programming otherwise. What do you guys thing? [link] [comments] | ||
Posted: 04 Sep 2020 05:00 AM PDT I need to deliver power to a single inserter that is sitting among other stuff, the inserter is normally powered down and receives power only when it needs to work, I need to deliver the power only this combinator without powering up what's around it so a regular pole wouldn't work n this case, is there a way to do this? I don't want to have to use a pole and increase the distance of everything around it. [link] [comments] | ||
Posted: 04 Sep 2020 07:10 AM PDT
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Posted: 03 Sep 2020 07:03 PM PDT
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Help using the right logistics chest Posted: 04 Sep 2020 03:37 AM PDT So I obviously have a mall/build everything place where I use Passive provider chests. However I have a load of stuff that I 'trash' that ends up in the logistics network that I want to be returned to the 'mall', how am I best doing this? If I use requester chests the only fill to the point where I cap off to box, but I might end up having more than the box allows, can I override this? Am I making any sense? help! [link] [comments] | ||
Posted: 03 Sep 2020 08:43 PM PDT
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Creative/Sandbox: Loader not loading into infinity chest Posted: 04 Sep 2020 07:27 AM PDT Solved: you need to face the loader(arrow) into the direction the production is coming from. If you look closely, there is a tiny piece of belt attached to the creative-loader. Then turn the direction with R. Hi. I'm trying to test blue circuits blueprints and I'm in sandbox mode. I managed to fill the belts with the infinity chests and loaders, but not void the production. I got the same kind of loader at the end of the belt. No filter. Then an infinity chest and the checkbox set for "void unfiltered items". No filter set. I must be doing something wrong. Most likely something simple and stupid to miss. But i can't figure it out. Hope someone can give me a hint and thank you for your time. And yes, i tried setting filters, unchecked and checked all the checkboxes : ) [link] [comments] | ||
Posted: 04 Sep 2020 05:41 AM PDT Is it better to connect various pumpjacks to one refinery and then to chemical plants? Or pumpjacks to seperate refineries and to seperate chemical plants? What would be the best way of taking advantage of the yield and making use of the oil? Thanks! [link] [comments] | ||
Posted: 04 Sep 2020 06:10 AM PDT Different power poles should have different max capacity- The fact that you can run gigawatts of power through a single wire is unrealistic. Wires should melt once they have a given amount of power running through them, creating a need for doubling up on power lines early-game, and building more expensive power poles late game. [link] [comments] | ||
How do I remove items from this to start fresh? Thanks Posted: 04 Sep 2020 07:14 AM PDT
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How to build pump without any power Posted: 03 Sep 2020 10:56 PM PDT I just started my second map. Trying to plan out my own spaghetti mess. Took out a small bitter base early on. Moved up the research someone. Started working on the military science.....Then bitters came back. Lucky for them I was about a million miles away. The took out my lone pump for my steam boilers. No big deal, I'll just make a new one. Oh wait...not they need steel and engine parts. All while my base is out of power. I thought about just cheating an engine in and playing on. Just don't want to do that. How can I build an engine in a base with out any power? [link] [comments] | ||
Posted: 03 Sep 2020 04:37 PM PDT
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My Second Blue Circuit Build. I may have overcooked the spaghetti. Posted: 03 Sep 2020 08:29 AM PDT
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Slightly Smarter Vanilla Train Loading Posted: 03 Sep 2020 07:50 PM PDT
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Is there a way to read the fuel of a train using combinators? Posted: 03 Sep 2020 06:46 PM PDT Currently on a multiplayer world and we are trying to figure out how to keep fuel in our trains other than manually fed or putting staged fuel at all stops to be fed in. I suggested adding a stop that reads the fuel in the engine using a combinator and fills it if below a certain threshold, reducing downtime, but I am not sure if it is possible to read the fuel in a train,. Does anyone know if/how this can be done? [link] [comments] | ||
Want to try a B+A run for first time, anyone got a complete mod list to install? Posted: 04 Sep 2020 08:22 AM PDT Hi, started playing factorio awhile back and completed some vanilla runs and a krastorio 2 run and want to try the Bobs + Angels mod that i heard about. Problem is there seem to be like alot of them and I dont know which ones i should install. Some help with an install list would be much appreciated. [link] [comments] | ||
How do you avoid blueprints and actually make your own factories? Posted: 03 Sep 2020 08:26 PM PDT Hey, I've been playing Factorio for a while now, and I feel as though I've lost my drive to really create new things. I just started up a world the other day, and now I'm just progressing into making a main bus and throwing blueprint after blueprint of hyper-optimal builds, and it feels as though I'm just coloring in the lines. I downloaded helmod but I feel as though it's "backwards" - I don't know how many items I want to end up with, I only know how many raw resources I have. I know if I just continue using blueprints for everything, my bases will look exactly the same each time. Edit: I appreciate the responses, all. I like the idea of a modpack that has a fair few new recipies. Seems like a good way of shaking up the experience while also "forcing" me to return to my semi-clueless state of learning (which I think is as fun as this game gets). Cheers all [link] [comments] | ||
Kr2 + SpaceEx + AAI: Did I need to do anything to make this work? Seeing some strange recipes. Posted: 04 Sep 2020 07:48 AM PDT I'm about 60 hours in to a very slow game of this (Not even close to launching a rocket, been too busy checking out and balancing the new technologies). I first thought it was weird that I had two electronic circuit recipes. One with wood and one with a stone tablet. Next was Oil. As I seem to have recipes from both and neither of them are balanced well with each other (in terms of final petroleum out). Same with Rocket Fuel. I have various recipes for it but one seems to trump the others. Especially the one that's just made form Vulcanite blocks (which seem really easy to get from the core miner?) I also had a few researches that give nothing. One was "Rocket Fuel from Water" which says it would give a recipe from electrolysis and water. It had nothing under the affects block and I don't see any recipe for Rocket Fuel in FNEI that matches. There were a few other things here and there but with the three mods its very hard to remember/tell what should have done what (what with the extra components from both, like motors and electronic parts, etc) but overall I'm feeling some imbalances (things being cheaper than I expect others being more expensive, etc). The fuel processor seems weird too. Both mods have changed how fuel works. One expects you to make an item called "Fuel", the other can turn any burnable resource in to a type of Fuel. Again, I can't tell what I'm -meant- to use. In most cases where there is two competing solutions, one always seems to be cheaper AND better yield. [link] [comments] |
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