Factorio I just noticed this on my logitech keyboard when a research finishes |
- I just noticed this on my logitech keyboard when a research finishes
- It appears the biters are much less easily distracted than I am.
- pain
- My first megabase
- isn't is funny how (almost) every megabase is born out of a lil starter base
- Train unloader I found
- Switch station off when busy
- Megabase in progress
- Dense-packed Wide Blue Circuits from Raw
- Player feedback management
- Question: megabase, trains and smelting
- Got my friend into Factorio and started a world with him to show him the ropes. Though it's only been 36 hours on the world we've made quite good progress for vanilla i think!
- Should you play Pyanodon's Mods?
- Had a little bit of a trash disposal problem in my Space Exploration playthrough and I came up with the dumbest/smartest solution ever
- How to make a two way train?
- Can I share gamesaves with friends?
- As a beginner, what are some good starter mods to try out in a new save?
- Looking for good train (un)loading blueprint
- Combat/Survival mod set-up?
- Finished the game for the first time!
- Blue circuits - compact and close ratios
I just noticed this on my logitech keyboard when a research finishes Posted: 29 Sep 2020 03:32 PM PDT
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It appears the biters are much less easily distracted than I am. Posted: 30 Sep 2020 04:15 AM PDT
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Posted: 30 Sep 2020 06:03 AM PDT
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Posted: 30 Sep 2020 06:57 AM PDT
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isn't is funny how (almost) every megabase is born out of a lil starter base Posted: 29 Sep 2020 11:14 PM PDT | ||
Posted: 30 Sep 2020 05:59 AM PDT Compact and easy to setup. It produces a direct bus! !blueprint https://pastebin.com/vpYXNHGr [link] [comments] | ||
Posted: 30 Sep 2020 06:30 AM PDT I'd call myself a moderate player with only 2500 hours, but i still don't understand circuits. Currently working on a mega base, but i can't seem to find a solution to my problem. I want to disable a train stop whenever a train is there already. I know i need to do this by circuits but don't know how. Can any one make me a blueprint for this? 😂 [link] [comments] | ||
Posted: 29 Sep 2020 09:23 AM PDT
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Dense-packed Wide Blue Circuits from Raw Posted: 30 Sep 2020 01:58 AM PDT Inspired by This post, I made a variant that packs down as short as possible given the constraint of no blue belts and no t2+ modules. [link] [comments] | ||
Posted: 30 Sep 2020 07:33 AM PDT I have been watching a lot of Jon Blow and I relalized that Wube's success at taking in player feedback is quite rare in the industry. Changing the game according to feedback can lead to imporving the game but can also lead to making it mediocre by trying to satisfy everyone. That's why Jon Blow tries to limit play testing. Because Wube is very good at this in comparison with the rest of the game industry (3rd best rating on Steam!), I think that it might be beneficial to other game developers (and therefore also to the end consumers) if Wube tried to explain how to go about taking in feedback without ruining the game. Or in general how they interact with the community and why. [link] [comments] | ||
Question: megabase, trains and smelting Posted: 29 Sep 2020 10:39 PM PDT So I recently 'finished' with my first base after launching 50 or so rockets and I've decided to tear down my entire main-bus based factory and start from (sorta) square one. My first base was very much centralised and bus driven, with trains unloading ore into smelting arrays which fed into the main bus and so on and so forth. I don't necessarily have a SPM goal in mind, I just want to build something bigger and better. I'd like it to sorta be like an open ended project that I can work on whenever. ... So the actual questions in relation to building a 'megabase' (1k SPM and upward)
Final question, is a main bus still viable for mega base or is there another design I should consider? Thanks in advance for any advice [link] [comments] | ||
Posted: 29 Sep 2020 02:05 PM PDT
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Should you play Pyanodon's Mods? Posted: 29 Sep 2020 11:16 AM PDT Pyanodon's modpack, or PyMods, has a reputation for being, by far, the most complex Factorio modpack. And with thousands of items and fluids, and tens of thousands of recipes, this reputation is definitely deserved. I've seen many people state, only half-jokingly, that Py makes AngelBobs and all other simpler modpacks look like child's play, and it would be hard to disagree; even the most complex parts of Angel's Petrochem don't begin to rival what Pyanodon's has to offer. Unfortunately, however, this reputation of extreme difficulty has arguably done more harm than good for the popularity of Pyanodon's. Many players, even those who have defeated the likes of AngelBobs or Seablock, are hesitant to even attempt PyMods, often citing a lack of balance in the modpack, the artificially inflated difficulty, or just a lack of time to take on such a long endeavour. These fears are not unsubstantiated, but I do think they are often overstated. I would argue that Py has something for (almost) everyone. To begin, let's look at those three common reasons to not play Py:
There are a lot more features I could get into, including the extremely finnicky and complex yet satisfying fusion energy options or the way rocket launches are used as a mid-late game mechanic instead of as a win state. However, I imagine a lot of people have read this far and are thinking that this all sounds like a lot. But one of the nice things about Py is that it's modular in that you can leave out some of the harder parts of the pack. Playing Py without High Tech or Alien Life leads to an enjoyable, albeit somewhat incomplete, experience that is not too much more difficult than modpacks such as AngelBobs. And playing only without Alien Life removes many of the most tedious parts of the pack while still containing most of the best parts of Py. These options are still very difficult, but are still incredibly fun and rewarding and make the pack accessible for anyone to enjoy, even if they don't have the time for the complete modpack. TL;DR: Although very difficult, Py has a lot of fascinating mechanics worth playing, and the options to only play part of the pack mean that anyone who has experience with some other modpacks can enjoy it. Some links: PyMods downloads: https://mods.factorio.com/user/pyanodon PyMods forum: https://forums.factorio.com/viewforum.php?f=219 PyMods discord: https://discord.gg/BsUqkJP Disclaimer: I'm not trying to advertise and have no affiliation with Pyanodon, I just enjoy the mods and think that more people should play them. [link] [comments] | ||
Posted: 29 Sep 2020 07:12 PM PDT So I've started getting to work on a space station in a Krastorio 2 + Space Exploration modded playthrough and realized how much of a pain getting rid of scrap is. I had two options. I either had to launch the scrap byproducts back to Nauvis on a rocket or launch it back with resource cannons. Neither of which were cheap since each one needed a ton of setup on both surfaces, resource investment, and power that I just didn't have on the station Then something hit me. I had Renai Transportation on my active mod list. It came with throwing inserters and a launch pad that primes grenades, rockets and other explosives. I put two and two together and had the dumbest/smartest idea to get rid of the scrap: grenade powered trash disposal. It took me three or so hours to make my abomination of a design. The front area loads chests and makes the disposable containers while the rear assembly line crafts and throws grenades to blow up the storage chests when a certain limit is reached. I know I could've used circuits to design it a bit better(I tried but I'm just not good with circuits), but all in all this basic model has... explosive results and is serving me well on my space station [link] [comments] | ||
Posted: 30 Sep 2020 06:22 AM PDT Basically without creating a loop, how do I make a train go back and forth on the same train? [link] [comments] | ||
Can I share gamesaves with friends? Posted: 30 Sep 2020 05:33 AM PDT I created a Multiplayer game with my friend, but my internet isn´t quite good so my friend is getting kicked. I want to send him the gamesave because he has better internet and we don´t want to start a new game because we played 10h on that save. (game bought on Steam) [link] [comments] | ||
As a beginner, what are some good starter mods to try out in a new save? Posted: 29 Sep 2020 08:24 PM PDT After launching my first rocket and being well on the way towards my second, what are some good starter / simple mods to think about for my first modded save? [link] [comments] | ||
Looking for good train (un)loading blueprint Posted: 30 Sep 2020 04:19 AM PDT I've been looking for a while for blueprints of good unloading stations with as many as possible fully compressed blue belts. Does anyone have a good screenshot or blueprint for how to unload possibly 3 blue belts per cart? [link] [comments] | ||
Posted: 30 Sep 2020 03:02 AM PDT I want to drag my friends to factorio, but there's a clear divide between people who love tinkering, and those who like explosions and tests of skill. I figured factorio would be a fun middle ground, since building and defending are both crucial... but only to a point. I'm worried that combat will get too simplistic over time. I'm looking for mods that add more enemies, make their behavior more aggressive, and generally cause combat and defense a more constant issue. If anyone hosted combat/survival games, I'd love it if you shared your set-ups. [link] [comments] | ||
Finished the game for the first time! Posted: 29 Sep 2020 12:18 PM PDT
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Blue circuits - compact and close ratios Posted: 29 Sep 2020 12:57 PM PDT
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