Factorio Friday Facts #363 - 1.1 is getting close |
- Friday Facts #363 - 1.1 is getting close
- Inventory spill art
- Confirmed in FFF#363: Trains are Pokémons
- I dont think I'll be ever able to play again without miniloaders and merging chests. I love playing with a bus and these mods are everything
- Alt-F4 #13 - Megabase Archaeology
- Factorio MIDI 1812 Overture
- How do people get 3 or 4 hotbars?
- Thank you for the gift, Wube!
- You got me, alt-f4...
- It's look awesome!!!!!
- I was proud of how well this worked, until I realised it was obsolete before I'd finished
- Finally launched a satellite with Bob's.
- I see your no inserters base, and raise you my no bots, no belts and no chests base! Science is fully automated.
- Just a nice harbour, for my Red Circuts
- Queue research
- We are the Lorax's and we speak for the trees
- It runs beautifully, thank you for asking
- Issues with train signals
- Taking a break at work. God I love this game. Do you play at work?
- Next time I read a game suggestion I will double check the number of zeroes
- Optimal Furnace Array Length
- Third hotbar access with CTRL-
Friday Facts #363 - 1.1 is getting close Posted: 13 Nov 2020 03:00 AM PST
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Posted: 12 Nov 2020 12:33 PM PST
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Confirmed in FFF#363: Trains are Pokémons Posted: 13 Nov 2020 04:08 AM PST
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Posted: 13 Nov 2020 05:58 AM PST
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Alt-F4 #13 - Megabase Archaeology Posted: 13 Nov 2020 06:48 AM PST
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Posted: 12 Nov 2020 09:58 PM PST
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How do people get 3 or 4 hotbars? Posted: 12 Nov 2020 10:08 AM PST I've seen videos where people have 3 or even 4 hotbars and I'm not sure how they do it. Is it a standalone mod? A part of a bigger mod? Somewhere hidden in settings? Edit: For anyone else wondering its hidden under Settings/Interface/Other/Active quickbars [link] [comments] | ||
Posted: 13 Nov 2020 08:20 AM PST | ||
Posted: 13 Nov 2020 08:17 AM PST
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Posted: 13 Nov 2020 08:08 AM PST
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I was proud of how well this worked, until I realised it was obsolete before I'd finished Posted: 12 Nov 2020 11:16 PM PST
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Finally launched a satellite with Bob's. Posted: 12 Nov 2020 08:57 PM PST
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Posted: 12 Nov 2020 10:32 AM PST
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Just a nice harbour, for my Red Circuts Posted: 12 Nov 2020 06:30 PM PST
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Posted: 13 Nov 2020 02:37 AM PST So I'm going to be and idiot and ask this also this is me trying to be lazy. I know that when you lunch your first rocket you unlock the queue research ability but my question is if you play a sandbox game where you gain all tech and everything basically god mode and you haven't launched a rocket before, by launching a rocket in that sandbox mode will you unlock the ability to queue research? [link] [comments] | ||
We are the Lorax's and we speak for the trees Posted: 12 Nov 2020 05:54 PM PST
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It runs beautifully, thank you for asking Posted: 12 Nov 2020 09:03 PM PST
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Posted: 13 Nov 2020 03:23 AM PST Basically I have a hard time to understand how train signals work after two 40min tutorials, it doesn't seem intuitive for me. I want to have 3 trains in that red circle with only one rail. Blue circle (iron), there will always be only one train. Orange circle is a station for copper. Pink is a station for oil. Every circle has its twin, it's the loading point. I have two extra turns (yellow), so the orange and pink can turn around while blue is unloading and when orange is loading and pink is leaving. [link] [comments] | ||
Taking a break at work. God I love this game. Do you play at work? Posted: 13 Nov 2020 08:45 AM PST
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Next time I read a game suggestion I will double check the number of zeroes Posted: 13 Nov 2020 08:40 AM PST A little while back I saw a post this post by /u/mlibbrecht suggesting that people play with increased research prices. I liked the sound of it and thought I would give it a go. The post in question suggests that 10x would be a good setting and you could do 100x if you're feeling masochistic. Well I misread these numbers and proceeded to set up the game with 1000x research prices. After 3 months, 579 in-game hours and the help of two friends we finally launched rockets! This is the first time that any of us had even attempted a base this large so it was quite an experience for all of us. We started in peaceful mode, with resource richness set to 600% and used the console to give us the automation research as none of us fancied making 10000 red science by hand! Eventually we did remove biters, decorations, cliffs etc via console to try and get the file size down. Red and Green science production Black science and the shopping mall Nuclear power None of us had ever created a base that required the use of nuclear plants before. This base needed 5 plants with a total of 48 reactors. Low density structure, RCUs and the launch site Shout out to Binraider and Mikes_87! All the science production factories are calibrated to produced 3000spm and the rocket silos would launch (almost) 3 rockets a minute if everything was fully supplied with resources. Much of the in-game time was spent with no-one actually building anything. At times it became almost like an idle game with us being severely limited by terrain and just having to wait overnight for research to complete. Cliff explosives was one example here, it was very difficult to create large factories with cliffs in the way. If we did this again we would definitely increase the frequency and size of resource patches as this turned out to be the real limiting factor in the whole base. Hope you enjoyed looking at our pictures so that you don't have to go through the process of building your own at x1000 research prices! Lastly here is the research screen [link] [comments] | ||
Posted: 13 Nov 2020 08:32 AM PST
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Third hotbar access with CTRL- Posted: 13 Nov 2020 12:53 AM PST I want to set up three hotbars:
Unfortunately, there's only options to bind two hotbars. Any tips? [link] [comments] |
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