Factorio Weekly Question Thread |
- Weekly Question Thread
- We did it guys - we are 6. place in "game that shows that graphics truly aren't everything"
- This is Bitey, the friendly biter. He became trapped between the steam engines as construction robots built around him. Now he has integrated into society and maintains a dutiful watch over the factory.
- What i like to design the most in the game
- 4k science per minute, modular megabase with some concrete art
- Balanced Side Loading
- Help! Spidertron has turned me into a genocidal maniac
- One of my favorite builds: 4k of purple science per minute
- Few trial runs and 40 hours later, I got my first win with spaghetti magic
- Cookie-Cutter City reached 4000 science per minute. Here's a picture of 24 rocket launches
- Whoever made the recipe for complex circuits in Pyanodons mod should be shot. It took me longer to make this list than it does to make red circuits in the base game [Fixed formatting]
- When you try lazy bastard but are too lazy a bastard to build automation for every building type
- For some odd reason the logistic bots have decided I'm a roboport now
- X railroad crossing
- This is legal
- Having math issues, not sure what I'm doing wrong with the calculator. The base products seem correct however my math says I only need 11 rather than 20 science factories
- I want to get in to factorio mod development but is this mod even possible to make?
- My base since 1.0, no game hooked me so much .
- YogaTron
- Is it still compact if it makes 10x more than you'll ever need?
- 3000 satellites later. Why are my trains waiting here?
- Inspired by /u/drawliphant 's 20 blue chip factory, here's a self-contained 24 red chip factory to go with it. No intermediate products needed
- Just found this at the end of the Bus, maybe they'll pass as processing units
Posted: 07 Sep 2020 11:05 AM PDT Ask any questions you might have. Post your bug reports on the Official Forums Previous Threads
Discord server (and IRC) Find more in the sidebar [link] [comments] | ||
We did it guys - we are 6. place in "game that shows that graphics truly aren't everything" Posted: 08 Sep 2020 03:58 AM PDT
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Posted: 07 Sep 2020 12:41 PM PDT
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What i like to design the most in the game Posted: 07 Sep 2020 11:59 PM PDT
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4k science per minute, modular megabase with some concrete art Posted: 08 Sep 2020 05:40 AM PDT | ||
Posted: 08 Sep 2020 04:14 AM PDT
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Help! Spidertron has turned me into a genocidal maniac Posted: 08 Sep 2020 03:17 AM PDT
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One of my favorite builds: 4k of purple science per minute Posted: 07 Sep 2020 09:03 AM PDT
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Few trial runs and 40 hours later, I got my first win with spaghetti magic Posted: 07 Sep 2020 09:54 PM PDT
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Cookie-Cutter City reached 4000 science per minute. Here's a picture of 24 rocket launches Posted: 08 Sep 2020 07:56 AM PDT
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Posted: 07 Sep 2020 07:49 PM PDT
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When you try lazy bastard but are too lazy a bastard to build automation for every building type Posted: 07 Sep 2020 07:52 PM PDT
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For some odd reason the logistic bots have decided I'm a roboport now Posted: 07 Sep 2020 04:23 PM PDT
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Posted: 07 Sep 2020 12:50 PM PDT
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Posted: 07 Sep 2020 05:47 PM PDT
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Posted: 08 Sep 2020 03:50 AM PDT
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I want to get in to factorio mod development but is this mod even possible to make? Posted: 08 Sep 2020 07:31 AM PDT INTRODUCTIONHi, i want to get in to developing factorio mods. I have modding experience with skyrim and i work as a front end developer, I also know LUA to an extent. I want to get in to modding and i have an idea for a mod but before even starting i want to ask if it is even possible to implement it with the modding API limitations. This is due to my sorry ass being frustrated very easily at first so i suspect that if mid-development i realize that i was not able to do it from the beginning i may not want to make any kind of mod for factorio anymore, for my sorry ass my first project in something has to succeed to some degree. I know this mentality is pure shit but my subconscious and my conscious suck, so I wanted to ask before even starting if what i want to do is even possible, because I have reasons to suspect as much. THE IDEAThe idea of the mod is a new type of logistic chest for the robots, this chest would be named around the lines of "Player's Provider Chest" or "Player's Supply Chest" or even "Mall Logistic Chest". The idea has 3 layers the main idea is for it to be a special type of provider's chest that only will ever supply to the player and it will have priority over all other chests in player's logistic requests, plus they are a bit bigger than normal logistic chests but at the same time you can't put items out off them by an inserter, you can only retrieve items from them by hand or by player's logistic requests, you can insert items by inserters but. The point is to be able to use this chests as the output chests of a mall, this way you can have an item produced in your own personal mall for your needs and at the same time have that same type of item being delivered from another production line to a normal logistic chest without your personal chest being emptied by the factory, and without you emptying passive providers or storage chests when your mall chest has enough to supply you. The second part of the idea is for multiplayer, the idea is to be able to add whitelists or blacklists to the players they can provide, i personally can't think of much of a use for this because i have no friend who play factorio but i guess it may have a use if a player overuses a type of item to have a chest only for him and other for the rest. The third part of the idea is to be able to make it work also as a requester chest, similar to the "Overflow Chest" chest mod, so you can for example put it to have always 200 of an item and supply that item to the chest so the player can request it later. The fourth part is about the third, is to be able to add different logistic request levels, so for example, request a max of 200 at all costs with maximum priority over all other parts of the logistic network, then request a max of 500 at the same priority level as any other requester chest, and then request a max of 700 if no other requester chest is asking and in any other way it would go to storage. Personally I would be happy with only the main point being feasible or the main point and the third part, the fourth part i guess is not very feasible and not that useful anyway and the second part is also kind of useless After all, the main purpose of such a logistic chest would be exclusively to be used as a mall chest, to have a personal supply for the player without the player having to go on foot to the mall and without the items being used for construction or requested by other chests, not the most useful of chests but they would be nice I think. THE ENDI really only want to know if the main idea is possible to make and then if that is possible which of the other points are possible. Thanks for reading and thanks in advance to anyone that answers me. [link] [comments] | ||
My base since 1.0, no game hooked me so much . Posted: 07 Sep 2020 09:13 AM PDT
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Posted: 07 Sep 2020 04:40 PM PDT
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Is it still compact if it makes 10x more than you'll ever need? Posted: 07 Sep 2020 06:47 PM PDT
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3000 satellites later. Why are my trains waiting here? Posted: 08 Sep 2020 02:23 AM PDT
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Posted: 07 Sep 2020 03:31 PM PDT
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Just found this at the end of the Bus, maybe they'll pass as processing units Posted: 07 Sep 2020 05:33 PM PDT
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