Factorio On the way to Factorio 1.0! Official release Rulz! |
- On the way to Factorio 1.0! Official release Rulz!
- PETA Approves
- My journey of completing Krastorio in 20 Hours.
- Laterally Unplayable 2 - a 9 tile wide map
- Modular Malls - A Blueprint Book
- Playing with jumptions!
- Best "Back to the top" Button ever
- Today I learned that you must clear the forest BEFORE installing the flame turrets.
- We built a (mostly) symmetric 2x2 reactor setup!
- I usually transition to a train base earlier but for Krastorio 2 I wanted to build a bit more organically for once
- 1000SPM Smelter
- Second prototype of a smart train loader. Loads exact and fairly quickly. Only for 1 1 trains so far
- FISHY
- My new combined red / green circuit build.
- Spidertron Dream
- Belt Everything* Invitation for debate
- I feel like the world's largest idiot right now, but i cannot for the life of me figure out how rail signals work. Can anyone help?
- why is factorio persons thighs start out slim, then get thicker? what kind of creature is hiding under that welding mask?
- Starter Robot Core Factory to start using robots ASAP
- T3 modules: It's not pretty, it's not efficient, but it's mine. And it works!
- Finished Krastorio 2! (at last)
- New Game Starting
On the way to Factorio 1.0! Official release Rulz! Posted: 02 Sep 2020 10:29 PM PDT
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Posted: 02 Sep 2020 09:57 AM PDT
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My journey of completing Krastorio in 20 Hours. Posted: 03 Sep 2020 03:23 AM PDT
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Laterally Unplayable 2 - a 9 tile wide map Posted: 02 Sep 2020 01:51 PM PDT
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Modular Malls - A Blueprint Book Posted: 02 Sep 2020 08:00 PM PDT
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Posted: 02 Sep 2020 10:54 AM PDT
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Best "Back to the top" Button ever Posted: 03 Sep 2020 06:46 AM PDT
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Today I learned that you must clear the forest BEFORE installing the flame turrets. Posted: 02 Sep 2020 11:07 AM PDT
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We built a (mostly) symmetric 2x2 reactor setup! Posted: 02 Sep 2020 08:26 PM PDT
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Posted: 03 Sep 2020 06:43 AM PDT
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Posted: 02 Sep 2020 03:59 PM PDT
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Second prototype of a smart train loader. Loads exact and fairly quickly. Only for 1 1 trains so far Posted: 02 Sep 2020 10:06 PM PDT
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Posted: 03 Sep 2020 12:17 AM PDT | ||
My new combined red / green circuit build. Posted: 02 Sep 2020 09:53 PM PDT
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Posted: 03 Sep 2020 05:26 AM PDT Does anyone dream of electric spider? I had a dream where I was a giant spider walking around my factory. My spider leg is so long and I'm using it like a spear poking at the smaller enemies. Buildings from various games appeared in my dream with my factory blending with my city and my castle. I was deploying bots to shoot lasers and shoot glue. But then, there's a bright light. I watch my other spider friends burn. My friend reported that some unknown being has put a giant magnifier in orbit. Then I was burning. My dream ended. It seemed so real. Very good job in making Spidertron so lifelike in the game, I hope Spidertron can appear in other games in future projects. [link] [comments] | ||
Belt Everything* Invitation for debate Posted: 03 Sep 2020 06:59 AM PDT Long time player, though I'll admit I usually quit after the first rocket. I'm going for a big base this time and want to make heavy use of blueprints. Rather than futz around making malls and item specific production lines though, Im trying something I've been told not to do: putting practically everything on the bus. Hear me out: this allows me to make a small handful of factory blueprints based on the number of ingredients needed, and reuse the same bp over and over for multiple end products, just changing the inputs and cropping the number of assemblers. When I say belt everything, I mean virtually everything, though I do try to limit that to things that have at least 3 recipes consuming them. Also, my basic bus is gruped in 4s, and starts with 4 iron, 4 copper, 1 coal, 1 stone 1 stone brick and 2 steel, then pretty much everything else follows. Discuss. [link] [comments] | ||
Posted: 03 Sep 2020 04:02 AM PDT
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Posted: 02 Sep 2020 02:10 PM PDT
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Starter Robot Core Factory to start using robots ASAP Posted: 02 Sep 2020 02:05 PM PDT
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T3 modules: It's not pretty, it's not efficient, but it's mine. And it works! Posted: 03 Sep 2020 07:58 AM PDT
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Finished Krastorio 2! (at last) Posted: 03 Sep 2020 05:45 AM PDT After about a dozen attempts (getting burned out on the complexity, spending a lot of time building rail networks which turned out to have serious flaws, giving up, starting over, trying to decide whether or not I want biters), I finally finished the mod! Made possible primarily by the Transport Drones mod, because of the complexity of the intermediate products. I was considering going to a mega base, but piping in the resources is definitely going to require trains and I haven't designed any good, tileable, standardized layouts for my products. Gotta love automated point-to-point logistics I love this mod. Extra levels of belts and inserters to reach for, just a little bit of extra complexity on intermediate products (so malls are possible, just take a bit more planning than usual), and longer undergrounds for pipes and belts add a lot of quality of life. Biggest win has to be the anti-materiel rifle - it makes deleting enemy bases so much easier than doing drive-by shooting (because I always run into rocks) or running in to slap down turrets (half of which end up destroyed). I didn't get to use endgame weapons much because they weren't really necessary - uranium ammo does the trick just fine - and the advanced tank, while cool, wasn't overly useful when I was faster on foot (top-tier armour with a whole bunch of top-tier exoskeletons). The laser cannon turrets are awesome though, so satisfying to watch them annihilate spawners from afar :3 Some bits are a little iffy for me, particularly the sizes of buildings. The crusher is just huge, and I guess I find it a little difficult to incorporate it into layouts because for all its chunkiness it doesn't come with as much output, so I have to have loads of lanes of belts around them. I'm also not super keen on the science packs eventually being deprecated - on a main bus, that would mean a lot of setups eventually become completely useless (biomass and coke spring to mind). I also didn't use antimatter power in the end, six fusion reactors did just fine. The addition of stuff like mineral water as a map resource didn't add much - it would probably have been more interesting to make it an intermediate product you had to create (the way the mod does with heavy water). I also never made use of fertilizer - use rare metals to create nitric acid for just double wood production? Much cheaper to just whack down a few more greenhouses. Overall, this mod is 8/10 for me. The balancing of everything is pretty damn good, I really felt the strain on copper and steel toward the end when everything needed low-density structures. I also like that mining/enriching different minerals requires different chemicals, and said processes have waste products you need to process. It's a really fun balancing act. Thoroughly recommended! (but not for beginners XD) [link] [comments] | ||
Posted: 03 Sep 2020 07:16 AM PDT I've been playing Factorio for a while, but only in a sort of creative mode way with no biters and unlimited patches of ores. I'm finally going to attempt a proper run through with default settings. Are there any tips you guys would recommend? i already know all the tips involving ratios and how to use all the building items etc. Mainly looking for tips on handling the enemies and what order to do things now that i have a challenge instead of just a sandbox mode. Thanks in advance [link] [comments] |
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