Factorio Tip: if you are getting overwhelmed by bitters, turn off everything for a while and let your pollution cloud disappear |
- Tip: if you are getting overwhelmed by bitters, turn off everything for a while and let your pollution cloud disappear
- Almighty Furnaces! Bless me with your protection!!!
- X1KV3 Week 4
- "This nuclear set-up should see me through for while." *builds a single beaconed smelting column*
- Does anyone else catch themselves trying to make a logistic network request in real life?
- Optimal beacon placements around oil pumps
- Multiplayer no Spoon run done 16 seconds under 6 hours!
- First Uranium Mining Outpost 55hrs into the game
- Tile-able science pack production for 1.0
- Guess it's time to repave in concrete
- Can we have bridges that can build over rails?
- Space Exploration - Orbit or another planet first?
- How to change team names mid game in PvP?
- what is the best way to destroy a spitter nest early-mid game?
- 1.1 Save + Mod Compatibility?
- LTN help- Multiple 1 type station to 1 multiple item station
- mod which shows pipe length?
- My first rocket!! thank you to everyone who helped my straggle with biters! (from a previous post)
- fluid mechanics question.. again:(
- 950 Red Science p/m & 860 Green Science p/m
Posted: 07 Dec 2020 07:31 AM PST This has worked for me a lot lately, because after I get blue science, I'm producing too much pollution on a large area, but hunting nests its too dangerous and fixing turrets takes most of my time. By this point, you should have a fairly established mall, so even when you turn off the electric power and mining outputs, you should have a good supply of walls, turrets, assembly machines, inserters, belts, etc. Without pollution, attacks will stop occurring and you can focus on building purple or yellow science, perhaps a nuclear plant system, or what I like to do, which is build construction bots and roboports and a massive line of defense around my perimeter. The factory must grow, yes, but it's easier to fix an engine that's turned off. [link] [comments] | ||
Almighty Furnaces! Bless me with your protection!!! Posted: 07 Dec 2020 02:46 AM PST
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Posted: 07 Dec 2020 01:23 AM PST
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"This nuclear set-up should see me through for while." *builds a single beaconed smelting column* Posted: 07 Dec 2020 07:49 AM PST | ||
Does anyone else catch themselves trying to make a logistic network request in real life? Posted: 07 Dec 2020 05:29 AM PST Just now I couldn't find my vinegar in my cupboards and instinctively tried to open my logistic request menu to set a request for it. I bought the game 2.5 weeks ago and I already have 184 hours. Send help [link] [comments] | ||
Optimal beacon placements around oil pumps Posted: 07 Dec 2020 06:21 AM PST
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Multiplayer no Spoon run done 16 seconds under 6 hours! Posted: 06 Dec 2020 04:51 PM PST
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First Uranium Mining Outpost 55hrs into the game Posted: 06 Dec 2020 11:41 AM PST
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Tile-able science pack production for 1.0 Posted: 07 Dec 2020 07:18 AM PST I recently started again with the 1.1 experimental versions and needed to re-do my science pack production lines. So I designed tile-able science pack productions for 1.0 / 1.1 and like to share them with you. These are designed for nominal 60 SPM (at 1.0 production speed), so each module yields 45 SPM when placed with Assembling Machine 2s. (With the exception of green science, which is at 120 SPM to not waste so much production potential in the inserter, belt and gear assembler. The modules don't produce everything from source materials, some intermediates have to be provided. You can see which intermediates belong on which belts by looking at the constant combinators. The linked blueprint book includes all from green to yellow science packs (no red and no space science), and all except yellow in multiple variants. One variant uses small/medium power poles and the other uses Substations. You can convert them by removing the energy grid and placing the other variant on top, if you later want to replace everything with Substations. For military science, there is a third variant using Steel furnaces, instead of the electric ones. These are not necessarily rectangular, but can be tiled until the belt capacity runs out. My personal favorite is the yellow science production line. And here is the full blueprint book: [link] [comments] | ||
Guess it's time to repave in concrete Posted: 06 Dec 2020 05:35 PM PST
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Can we have bridges that can build over rails? Posted: 07 Dec 2020 02:53 AM PST I got ran over so many time, that it's not even funny anymore. [link] [comments] | ||
Space Exploration - Orbit or another planet first? Posted: 07 Dec 2020 03:31 AM PST I've finally got to cargo rockets in Space Exploration, but I can't work out whether to go to orbit first, or to go to another planet. Orbit is tempting to get space science started, and will be far easier to reach, but space science requires Vulcanite, which needs me to go to another planet (unfortunately the other planet doesn't have water, so I can't refine the vulcanite on-site) If there's another way to start getting Vulcanite, that'd make things simpler. I think the core mining drill can do it, but I'm unsure how to deal with all the different outputs - the main problem is probably actually the water given I don't have any infrastructure set up for using it up yet. Anyone got reccomendations? [link] [comments] | ||
How to change team names mid game in PvP? Posted: 07 Dec 2020 08:15 AM PST Hello, [link] [comments] | ||
what is the best way to destroy a spitter nest early-mid game? Posted: 07 Dec 2020 08:14 AM PST I was building a perimeter, and I found a spitter nest, I saw some mid sized spitters some big spitters, I do NOT KNOW WHAT TO DO HELP PLEASE [link] [comments] | ||
Posted: 07 Dec 2020 05:25 AM PST Anyone have any insight into the upgradability of a modded 1.0 save to 1.1? We're deep in an SE + Krastorio with most the mods recommended by each of those and some others such as Bob's enemies and Rampant. We're also using TSM which we'd probably want to remove in favor of 1.1 trains. If anyone knows any specific details/recommendations that would be great, but a general feeling on whether or not an upgrade from 1.0 to 1.1 is possible would be appreciated also. [link] [comments] | ||
LTN help- Multiple 1 type station to 1 multiple item station Posted: 07 Dec 2020 05:14 AM PST Im a newbie when it comes to LTN and Im asking for tips and advices when it comes to the behavior od trains regarding the title. So lets say I have 1 station for iron and 1 station for copper loading. Now, is iz possible to request like 2k iron plates and 2k copper plates? Will that be handled by 1 train filling 50:50 or by 2 trains filling 2k Cooper on one and 2k iron on the second one? Any screenshots and tips will ne helpful and please be gentle with me. Like I Said, first time using LTN. Thank you in advance! [link] [comments] | ||
Posted: 06 Dec 2020 11:00 PM PST i was wondering is there a mod that just shows you how long your pipe connection is? [link] [comments] | ||
My first rocket!! thank you to everyone who helped my straggle with biters! (from a previous post) Posted: 06 Dec 2020 12:04 PM PST
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fluid mechanics question.. again:( Posted: 06 Dec 2020 11:28 PM PST
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950 Red Science p/m & 860 Green Science p/m Posted: 07 Dec 2020 06:56 AM PST Hi All, I've posted a few times - so today I tried to take your advice and create an outpost for upscaling Red Science and Green Science. I started with the Factorio Calculator at https://kirkmcdonald.github.io/ (thanks!) to try to calculate what I would need for 500 Red and 500 Green science per minute. I've created what you can see in the album, which for some reason is producing 950 red s/p/m and 860 green s/p/m. Not sure where it went wrong but I'm happy with the result. Album is here, welcoming any comments/suggestions/feedback and improvements! Thanks a million. [link] [comments] |
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