Factorio Your Homies ever sneak a FISH TRAIN onto your rail network? |
- Your Homies ever sneak a FISH TRAIN onto your rail network?
- felt quite clever when I came up with this solution for getting supply trains parked as close as possible without blocking entry/exit
- Saw some other posts on belt mergers and wanted to share my design! It scales to an unlimited number of belts
- PSA: You don't need chain signals before a merge (only before a crossing/intersection)
- Inspired by an earlier post: My version of the 2x4 -> 8 lane merger. This one is inline, shorter, works with yellow belts, and no resources are flipped.
- Go home Factorio, you are drunk. (Maybe the order of modules shouldn't matter, and shouldn't be able to go above 4 in blueprints?)
- The integrated mod manager is impressive.
- angel-bob-spaceX is a bit daunting...
- Tileable Factory for Construction Robots / Explosives / Low Weight Structures
- X1KV3 Week 6
- Today my journey on Factorio begins.. 2hr in, looks tidy, can't wait to go spaghetti
- New Factorio Main Menu Theme (Updated as of Version 1.1). Just sharing this because I find it absolutely amazing sounding (reminds me of Subnautica very much :)
- Noob here, how do I solve this copper plate/wire problem?
- Metroid! Done with 61k concrete!
- RUN FOREST, RUN!
- Ideal two lane railway track intersection?
- I just realised I don't need to leave my bed to get my daily fix!
- lighter modpack than Bobs/Angels
- Is on-patch smelting ALWAYS the UPS-friendliest option?
- How do I configure beacons in helmod?
- Mod request: Roboport circuit network additional info, waiting to charge and charging
- Need some help with weird train pathing
- First rocket (4th attempt) using main-bus and distributed manufacturing (for fewer trains)
- Do you use the sandbox for practicing builds and creating blueprints?
Your Homies ever sneak a FISH TRAIN onto your rail network? Posted: 21 Dec 2020 04:47 AM PST
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Posted: 21 Dec 2020 01:26 AM PST
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Posted: 21 Dec 2020 03:08 AM PST
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PSA: You don't need chain signals before a merge (only before a crossing/intersection) Posted: 21 Dec 2020 05:33 AM PST
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Posted: 20 Dec 2020 03:10 PM PST
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Posted: 20 Dec 2020 08:20 PM PST
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The integrated mod manager is impressive. Posted: 20 Dec 2020 02:34 PM PST I've just recently started playing with mods, and I have to say this game has the best mod management I've ever seen built-in. I especially like the feature where it can scan the save file and figure out the dependencies for you. It's nice to see a game with solid software engineering under the hood. [link] [comments] | ||
angel-bob-spaceX is a bit daunting... Posted: 20 Dec 2020 10:52 AM PST
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Tileable Factory for Construction Robots / Explosives / Low Weight Structures Posted: 21 Dec 2020 08:29 AM PST
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Posted: 21 Dec 2020 07:46 AM PST
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Today my journey on Factorio begins.. 2hr in, looks tidy, can't wait to go spaghetti Posted: 20 Dec 2020 01:13 PM PST
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Posted: 20 Dec 2020 10:33 PM PST | ||
Noob here, how do I solve this copper plate/wire problem? Posted: 20 Dec 2020 08:15 PM PST
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Metroid! Done with 61k concrete! Posted: 20 Dec 2020 08:49 AM PST
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Posted: 20 Dec 2020 04:12 PM PST
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Ideal two lane railway track intersection? Posted: 21 Dec 2020 06:43 AM PST
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I just realised I don't need to leave my bed to get my daily fix! Posted: 20 Dec 2020 02:45 PM PST
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lighter modpack than Bobs/Angels Posted: 21 Dec 2020 06:24 AM PST I havent played factorio in quite some time and want to get back into it. I would love to play with mods that add alot like Bobs/Angels but that arent that intense. With Bobs and Angels i feel overwhelmed by the complexity. Are there other mods or a modpacks witch also add lots of cool new stuff but arent as complicated? [link] [comments] | ||
Is on-patch smelting ALWAYS the UPS-friendliest option? Posted: 21 Dec 2020 09:29 AM PST I'm currently making my first 10k spm approach, and had done my on-patch setup in the beginnings, then everything else, and now that I have to multiply and connect everything it came to my attention that I am going to have to put down just shy of 215 of these setups - and that's only copper! I am using 2-8 trains, and as spacing works out I only have one miner/smelter combo with 6 beacons per wagon per side. So in total 16 smelters for an entire train, which works out to 2664 plates per minute. Which is almost exactly 1 bb, of which kirk's tells me I need 210 for copper alone. (I added 5 since it's not exactly 2700, and to give some wiggle room. I may need even a few more.) Since I am playing on a map with an already very decent mining prod, I could also opt for having 6 miners to fill a belt and go for the more traditional smelting columns placed right next to my patches. That would drastically reduce the number of miners and smelters (due to better beacon coverage), but also introduce the belt overhead as well as the inserters now needed to feed the furnaces AND another batch of complexity due to needing proper train stations with chest buffers then. The second solution would still be huge, but nothing compared to the on-patch version. This is becoming a concern since especially looking at steel, the entire base could easily end up multiple times larger than I anticipated, and I'm getting cold feet in regards to train latency and my buffer chest sizes in my production setups (which I don't really want to touch another time, and adding rows of chests and inserters is again a UPS consideration.) TL;DR: Is on-patch smelting still king with a large enough margin, even with very high mining prod, to warrant going through the pain of setting up those on probably over 100 RSO generated ore patches? [link] [comments] | ||
How do I configure beacons in helmod? Posted: 21 Dec 2020 09:29 AM PST Title says it all. When I try to change the beacon settings they just reset to amount 4 ,bec/fact 0.5 constant bec 3 [link] [comments] | ||
Mod request: Roboport circuit network additional info, waiting to charge and charging Posted: 21 Dec 2020 03:29 AM PST
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Need some help with weird train pathing Posted: 21 Dec 2020 09:23 AM PST Hey everyone I have some weird train interaction going on at my train station. Sometimes trains decide to wait in the middle of the path instead of going through an open lane. Based on what I read on the factorio wiki about train pathing, there is no reason it should be doing this. In the case of this uranium train, there is a free path to the uranium drop off, but it decides to wait for some time before finally choosing the correct path. Any help to shine some light on this would be appreciated [link] [comments] | ||
First rocket (4th attempt) using main-bus and distributed manufacturing (for fewer trains) Posted: 21 Dec 2020 09:14 AM PST
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Do you use the sandbox for practicing builds and creating blueprints? Posted: 21 Dec 2020 08:54 AM PST Hi everyone! I'm around 350h into the game, still not into megabase territory, and I've never used the sandbox/god/cheat mode until now. It seems really nice to be able to test your builds while not worrying about resources/biters/power/whatever needs to be tended in the base. However, creating a blueprint in a safe environment and then laying it down in the "real" feels a bit like cheating. What do you think? I'm I overthinking this? Will doing this take the fun out of the game? [link] [comments] |
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