Factorio Early coal mining (2x burner drill alternative) |
- Early coal mining (2x burner drill alternative)
- Thanks for all the help, I figured out how to make plastic and red circuits! Stayed up all night and got all the way to blue too!
- Having gotten fed up with the multi-colored belts and limited item types involved in the now-common circuitless sushi belt design, I decided to simply slow down the belts with circuits to achieve the same effect, without the parts I disliked.
- Bring back our grey Factorio ⚙️ NoirTorio Trailer ⚙️ A lets play with a difference
- From my country to yours :) w/ u/Marblagin
- Finally! After about 800 or so hours I finally find my name in the game.
- Which factorio YouTuber can you recommend?
- Does this look sensible for an early refinery?
- LTN - can’t get trains to grab crude oil?
- I've just played almost 7 hours non stop
- I needed some advanced ammo after researching uranium processing, and I think this design turned out to be pretty good, right?
- This is what happens when you randomly decide to host a Factorio server for more than a month without a password.
- Archipelago Rail World Part 3
- New Record for AssemblyStorm's Weekly server 13,505 rockets launched at 4.1k SPM in 5d15h playtime
- Damage needed for one shots.
- MKII Portable Fusion Reactor question
- Spot the mistake... Took me longer than I will ever admit
- Train / Fuel speed test MKII. Answering the questions that were raised in the previous video.
- Now what? (mod and settings)
- So i know the old spaghetti factory is popular but does anyone like the NEW spaghetti factory?
- why are my copper trains blocking the path instead of waiting in the stacker?
- My friend and I made roughly 1900 accumulators just to show what it looks like to power them.
Early coal mining (2x burner drill alternative) Posted: 20 Nov 2020 08:03 PM PST
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Posted: 21 Nov 2020 08:14 AM PST
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Posted: 20 Nov 2020 09:48 PM PST
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Bring back our grey Factorio ⚙️ NoirTorio Trailer ⚙️ A lets play with a difference Posted: 21 Nov 2020 05:02 AM PST
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From my country to yours :) w/ u/Marblagin Posted: 20 Nov 2020 12:34 PM PST
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Finally! After about 800 or so hours I finally find my name in the game. Posted: 20 Nov 2020 12:17 PM PST
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Which factorio YouTuber can you recommend? Posted: 21 Nov 2020 05:49 AM PST Hello fellow factorians. I would like to watch a new factorio play through and want to know which YouTuber you can recommend. What YouTuber are interesting to watch and especially which Playlist of them? (modded or unmodded, special world's and so on) [link] [comments] | ||
Does this look sensible for an early refinery? Posted: 21 Nov 2020 03:16 AM PST
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LTN - can’t get trains to grab crude oil? Posted: 21 Nov 2020 06:11 AM PST SOLVED: HAHAHA. GUYS. I didnt have the constant combinators at the depots hooked up to the light. It's always the simplest problem Tried to search for what's wrong but so far the responses I've tried don't fix this and I can't figure out what's wrong. I'm trying to set up a LTN a system to pick up and drop off oil. So far I have one spot set up where pumps are producing the crude and depositing it into tanks, and one spot that's requesting some oil to make advanced fluids. The production spot was originally set up with 8 tanks, and was set to become a producer when crude >= 25k. The requester had four tanks and was set to request when crude <= 25k. And the trains don't go anywhere. I have a few 2-engine-2-fluid-wagon trains on the network sitting pretty at some depots but they never leave. Has anyone encountered this before? Am I doing something completely wrong? Screenshots: Producer [link] [comments] | ||
I've just played almost 7 hours non stop Posted: 20 Nov 2020 10:46 PM PST I think I just got hooked up in the game. It's almost 8 AM and I already played for almost 7 hours. Breakfast, a little jog on the treadmill and back to the game. I started building things with personal robots and it's VERY satisfying. My base has got about 20k solar panels, but it's just the beginning. If I'll endure, then I'll play next 10 hours session today. [link] [comments] | ||
Posted: 20 Nov 2020 03:51 PM PST
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Posted: 20 Nov 2020 10:29 AM PST
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Posted: 21 Nov 2020 03:07 AM PST
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New Record for AssemblyStorm's Weekly server 13,505 rockets launched at 4.1k SPM in 5d15h playtime Posted: 20 Nov 2020 02:29 PM PST
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Posted: 20 Nov 2020 09:43 PM PST So I was struck with the idea of how much damage research, in vanilla, would be needed for gun turrets to one shot any biters. Went to the wiki and found the stats for a behemoth biter since its the highest hp and resistances at 3000 hp and 12 flat and 10% for physical resistance. Used the formula on the wiki to find the threshold where damage would overpower the resistance and result in final damage over 3000, which was 3346 as the next whole number. So I needed the research level for that much. The formula for damage I believe leads to level 343 bullet damage means one shots on anything. Not surprised its so high, but in a way its not unobtainable for those that really want it. F=(D-12)*(1-.1) was the formula I used to find the damage needed. D=24+(24*(1.2+.4T) was the formula I used to find the tech level needed. So does my math check out or am I wrong? [link] [comments] | ||
MKII Portable Fusion Reactor question Posted: 21 Nov 2020 09:00 AM PST Hello. This is my first post in this sub. When reading the description for the MKII armor, it says "Charging Spots: 16." Does that mean I can only have one portable fusion reactor, as it occupies 16 spots in the equipment grid? Or am I completely misunderstanding this? Thanks in advance. [link] [comments] | ||
Spot the mistake... Took me longer than I will ever admit Posted: 20 Nov 2020 09:50 AM PST
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Train / Fuel speed test MKII. Answering the questions that were raised in the previous video. Posted: 21 Nov 2020 08:25 AM PST
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Posted: 21 Nov 2020 07:52 AM PST Launched my first rocket (120 hours played) so still a noob at many things. The mega base and "factory must be optimized and grow forever" concept doesn't appeal to me, but the survival nature of the game really does. I am looking for mods that add variety in tech directions and different gameplay deriving from the choices made. Possibly also new types of challenges (whether it be no biter times, monsters, things to do etc.) both before and after launching a rocket. I am not really interested in mods that just make the game take longer by adding X extra tiers for techs and tools, that you just have to now also do. I do have the deathworld mod, but was hoping to find more mods that make the survival gameplay even more interesting, instead of only a lot harder. Are Bob's and Angel's mods good for this, or should I look in completely other directions? Any help is very much appreciated! [link] [comments] | ||
So i know the old spaghetti factory is popular but does anyone like the NEW spaghetti factory? Posted: 20 Nov 2020 04:24 PM PST
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why are my copper trains blocking the path instead of waiting in the stacker? Posted: 21 Nov 2020 07:46 AM PST
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My friend and I made roughly 1900 accumulators just to show what it looks like to power them. Posted: 21 Nov 2020 07:38 AM PST
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