Factorio When you're too lazy to move your half assed station, so you end up spending 25 minutes weaving your bus through an intersection |
- When you're too lazy to move your half assed station, so you end up spending 25 minutes weaving your bus through an intersection
- Topology of balancers is what important
- Okay, factory engineers, architects, operators, H.R. reps, foremen, etc.; Here's a "bored at work" set of configurations that single out each science up to "Purple" (where I am in the game now). I know ratios are likely off, but it isn't too easy to configure using paint so I went minimal...
- I now understand circuits! Redundant Sushi design using circuits as backup. Blue Science as test case.
- How come biters spawn oversea like in this picture? They keep attacking my base :D
- A lot of Kovarex setups going around lately! Here's my logistic bot based design. Entirely scalable and tileable!
- why are these fast inserters not working?
- I need help
- I'd love the option to play with older Factorio sprites
- Rail signals question - just checking
- How do you name your train stations?
- Story of My Factorio Life
- Defending other planets in space exploration
- My take on the rocket silo layout.
- Deleting to expand
- Is there a way to move the chat text above the quickbars?
- Just started Space Explorer mod!
- Does logistics network content include robots flying with items?
- It would be nice to have an map exploration mechanic, like artifacts, caches, or special resources that you can stumble upon.
Posted: 29 Oct 2020 01:26 AM PDT
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Topology of balancers is what important Posted: 28 Oct 2020 01:45 PM PDT
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Posted: 28 Oct 2020 12:56 PM PDT
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Posted: 29 Oct 2020 01:38 AM PDT
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How come biters spawn oversea like in this picture? They keep attacking my base :D Posted: 29 Oct 2020 12:36 AM PDT
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Posted: 28 Oct 2020 02:00 PM PDT
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why are these fast inserters not working? Posted: 29 Oct 2020 12:46 AM PDT
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Posted: 29 Oct 2020 06:19 AM PDT Guys I can't craft pumpjacks, I researched them but I can't. I disabled all mods, but it still doesn't work. What should I do, I do not want to start over. [link] [comments] | ||
I'd love the option to play with older Factorio sprites Posted: 29 Oct 2020 02:56 AM PDT Obviously they'd have to create similarly-styled sprites for things added since the graphics changes. [link] [comments] | ||
Rail signals question - just checking Posted: 28 Oct 2020 09:50 PM PDT Just want to check my understanding of chain signals. If X is a chain signal and Y is a standard signal and the train goes left to right: X X X X Y In this scenario, as soon as Y turns red, then all the chain signals prior would also go red, is that correct? [link] [comments] | ||
How do you name your train stations? Posted: 28 Oct 2020 07:27 PM PDT I name them like this: For the outposts: Outpost "resourse name" "initial size"/ activity For the outposts that are inside my territory: Impost "resource name" initial size For unloading stations: "Resource name" drop For ammo station: Ammo load For fueling: Train refuel "x" where x is the number of locomotive that train has For the resource names I use iron ore,crude oil, copper ore, coal Activity: ammo drop, iron load, oil load... Initial size is how much recourses I saw there in the map, like 6.8m (millions) or 1809 for how much percent oil has. So how do you name your stations? [link] [comments] | ||
Posted: 28 Oct 2020 05:04 PM PDT
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Defending other planets in space exploration Posted: 29 Oct 2020 03:55 AM PDT I just established my firs off-world mining outpost. My plan was to solely use solar for power and laser turrets for defense. At night I switch off power to everything except for laser turrets. But I'm coming to the conclusion that this isn't viable for the planet I chose. I thought laser turrets only drew power when firing but boy was I wrong about that. Right now I've got 142 laser turrets drawing a constant 3.4 MW of power. The day/night cycle for the moon I'm on is 44.26 minutes so I divide that by half. I plugged the numbers into wolfram alpha and supposedly I need 4.5 GJ to get me through the night. https://www.wolframalpha.com/input/?i=3.4+MW+x++1327.8+seconds There's no way I can fit that many accumulators into the base so I'll have to expand. But this will send me into a loop where I'll have to put more laser turrets to defend the new territory. Any suggestions on how to overcome this? [link] [comments] | ||
My take on the rocket silo layout. Posted: 28 Oct 2020 09:00 PM PDT | ||
Posted: 29 Oct 2020 03:34 AM PDT Hi all, about 50hours into my game where things i set up need to be tore down and redone after learning how to properly build,etc How do you teardown without your robots totally overloading causing me to dump everything i have into multiple boxes only to try to sort it later. Seems like a waste and also time consuming in the worst way. Any suggestions? [link] [comments] | ||
Is there a way to move the chat text above the quickbars? Posted: 28 Oct 2020 07:15 PM PDT
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Just started Space Explorer mod! Posted: 29 Oct 2020 03:05 AM PDT You need burner versions of things to make everything? Space is crazy! [link] [comments] | ||
Does logistics network content include robots flying with items? Posted: 28 Oct 2020 09:30 PM PDT When you read the contents of the logistics network, does that include items in flight? I want to setup some rules that requests a train if the network is missing stuff, but some of that stuff might just be moving between chests, will the circuit know about those items? I know that the contents of a chest is predictive of robots picking up items, but what about the chest that is the eventual destination? Will that chest represent the predictive end state as well resulting in a net zero overall change across the network? [link] [comments] | ||
Posted: 28 Oct 2020 09:58 PM PDT |
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