Factorio After careful consideration my cat tried to solve my Kovarex issues. |
- After careful consideration my cat tried to solve my Kovarex issues.
- Factorio sine wave generator oscilloscope thing
- Why do I keep finding fish in my green circuits line?.... Oh.
- To ALL Those New to Factorio:
- Inside of a science lab
- I unlocked nukes so I went to go test them out.
- I have no way of proving this, but I had just exactly the amount of landfill I needed to build this bridge in my inventory. Life is good.
- Example of Oil Rig and Oil Ship
- I made a mod where barrels, containers, and bottles require cleaning and make them easier to manage in LTN networks.
- My ~400h 1k spm base
- Red and Green ~290spm Modular Blueprints - My first two Blueprints I really thought about a lot after 100 hours of playing Factorio (Strings in comments)
- is this enough science for early game?
- My terrible effort at an early game bus/mall
- Rate my early game red-green science and railroad
- An atavism of the old "coal and diamond ore" days in my current build.
- Industrial Revolution 2, how to get rid of excess lubricant/get more petroleum?
- My solution to Coronal Mass Ejection energy needs
- Shift-mouse-wheel cycles through the clipboard history
- After about 18 hours I finally got Nuclear up, feels good to quadruple my power output, now it's Laser Turret and Arms Treaty time
- Should I change any of the bitter settings for multiplayer?
- How important is it to lane balance (that is, the make sure one side of the belt isnt consumed while the other half of the belt remains unused)
- Holiday end summary
- How do you build your factory?
After careful consideration my cat tried to solve my Kovarex issues. Posted: 03 Jan 2021 11:00 PM PST
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Factorio sine wave generator oscilloscope thing Posted: 04 Jan 2021 07:38 AM PST
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Why do I keep finding fish in my green circuits line?.... Oh. Posted: 03 Jan 2021 08:08 AM PST
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Posted: 03 Jan 2021 04:41 PM PST From those of us who have played for many hours and started/restarted many bases, we love hearing your stories about your experiences being new to the game. Factorio is a game where you constantly learn new things and strategies, so what you're doing the first time won't be what you do in the future. But that's a time that we can never get back, so we love reliving it through you! This community is one of the most generous and kind groups on Reddit. So keep sharing your stories and asking questions. There are a ton of really smart and experienced players here. Welcome to the Factorio family - now go and grow your base! [link] [comments] | ||
Posted: 04 Jan 2021 07:41 AM PST
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I unlocked nukes so I went to go test them out. Posted: 03 Jan 2021 11:46 PM PST
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Posted: 03 Jan 2021 04:01 PM PST | ||
Example of Oil Rig and Oil Ship Posted: 03 Jan 2021 10:12 PM PST
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Posted: 03 Jan 2021 06:44 PM PST
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Posted: 04 Jan 2021 07:06 AM PST
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Posted: 04 Jan 2021 06:34 AM PST
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is this enough science for early game? Posted: 04 Jan 2021 07:31 AM PST
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My terrible effort at an early game bus/mall Posted: 04 Jan 2021 02:39 AM PST
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Rate my early game red-green science and railroad Posted: 04 Jan 2021 06:31 AM PST
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An atavism of the old "coal and diamond ore" days in my current build. Posted: 04 Jan 2021 02:55 AM PST
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Industrial Revolution 2, how to get rid of excess lubricant/get more petroleum? Posted: 04 Jan 2021 07:24 AM PST I've been having a blast with the new IR and have enjoyed all the challenges that come with the new recipes. One issue I'm having though is getting enough petroleum for my plastic. I have my oil set up so that excess light oil is broken down into sulphorous gas/petroleum and excess heavy oil is broken down into lubricant/light oil. At first I had too much sulphorous gas so I just vent the extra and then the light oil cracking would give me petroleum but then when the light ran out and the heavy cracking started it caused all my oil production to stop because the lubricant filled up. The only recipes that require it from what I understand are the electric motors and blue belts but that's not enough to keep the heavy oil cracking. Coal liquification won't help either because the heavy won't be able to be cracked. The only solution that I see right now is to barrel the lubricant and then incinerate it but that doesn't seem right. Surely there is a way to turn it into something else or use it in a way that is efficient. Otherwise the heavy oil cracking is a bad recipe. Any thoughts? [link] [comments] | ||
My solution to Coronal Mass Ejection energy needs Posted: 03 Jan 2021 08:48 PM PST
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Shift-mouse-wheel cycles through the clipboard history Posted: 03 Jan 2021 08:57 PM PST Just like cycling a blueprint book, the copy-paste history can be cycled with shift-mouse-wheel. I don't know if this has always been true, I just discovered it a few days ago by accident. All this time I thought as soon as I copied something new, the previous thing was gone if I hadn't explicitly saved it as a blueprint. Really useful when moving one thing with ctrl-x and you realize there's something else you need to move first. [link] [comments] | ||
Posted: 03 Jan 2021 06:30 PM PST
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Should I change any of the bitter settings for multiplayer? Posted: 04 Jan 2021 07:59 AM PST Obviously what each person wants to do is different, but for an average multiplayer game should I change anything? [link] [comments] | ||
Posted: 04 Jan 2021 07:56 AM PST Is it important only when exiting a train unloader or smelting station, or should I be putting a lane balancer after every bus offshoot? [link] [comments] | ||
Posted: 03 Jan 2021 07:52 PM PST I have past almost all the time of Christmas-New year holidays in an Angel-Bobs save which now has 638 hours play time, and I really want to share my finished factory. Before Christmas I have already played about 400h in this save but during the past two weeks I pushed a lot of projects and it comes out like I really want it to be. First of all I don't like the waffle like design of factory with or without train logistic signal. It is like the game provide me two different way to play but I play in only one. I combined those functional areas with the similar needs and send as few sort of materials into the rail network as possible... Despite so I still have a very busy rail network as the A+B mods are so complicated... Secondly I try not to modify the landscape, like water and cliffs. Yet I do so when necessary. Thirdly I try to use less logistic robots. My main base has 3 functional areas: ore sorting, waste water recycling and petrochemistry. The waste water recycling part take the waste water from ore washing and petrochemical plants to produce acids. The main base is just enough to supply acid for the smelting area. For mining infinite ore and algae farming I have to find other way to produce acid or waste water. Especially algae farming, never enough waste water. My rocket fuel production is based on these algae because the consumption of ammonia and methanol is terrible. The smelting area is my favorite design. I include almost all the recipes of smelting in this area in order to average the consumption, but still I have the silver and zinc always overstocking so that I have to empty the motel metal manually. I found that my efforts to align the smelting area is in vain, the variety of metals makes it impossible. My iron plate and copper wire productions are both about 18k/m and steel about 5k/m, they supply to the science pack factory, electronics factory, facility factory and modules factory by train. The areas above didn't use main bus design because not many recipes use the same materials, except for the smelting zone I input limestone, coke and carbon as a small main bus since they are used a lot. Also the 3 principle acids and oxygen are input in a similar way but I'm not sure do you call the fluid input as a main bus. However when it finally comes to the real factories I can use main buses as I want. 8 lanes iron,2 lanes steel, 2 lanes copper wire and plate. Red blue purple green circuit each 2 lanes, brass bronze plastics each 2 lanes, stone coal 1 lane, sulfur and NaOH half lane. The difficulty of A+B is that secondary products like gears, pipes and motors are better put into mainbus because they are so often used. The facility factory is just beside the science pack factory, here I have no mass production, there is one machine for each sort of facilities. Honestly this is the most difficult part of all the game. I sorted the facilities by construction materials (stone brick/concrete/reinforced concrete) but there is always exception! Then I have to deal with the exception by filter inserter or extra spacing for belts. But finally I managed to align the assemblers more or less. Same principle, facility factory for all kind of logistic tools. I have to use logistic robots for filter mini loaders because I really can't find a delicate way to send filter inserter to its assembler... Electronics factory is similar to the main factory, the difference is that I put the 4 basic electronics components to the other side of the input mainbus. They are used really a lot, when my red/blue circuits produce one full belt, I have to input 8 belts of basic electronics components. Module factory is the area that I passed several days building and destructing and rebuilding, because its resources come from such variety that I don't know how to manage it. Finally my solution is to put it between the lithium plant and acid center. Acid center can provide gas for puffer aquaculture, lithium plant already have input of thermal water which will be used to treat fish oil, then puffer aquaculture support biter farming, which finally produce crystals needed for modules. Besides, fish oil can produce lubricant used for crystal grinding to crystal slurry to gems and puffer egg grinding, one stone two birds. All above I believe it is a good combination of modules factory and all kinds of aquaculturing instead of sending everything by train. In A+B mods there are several recipes that wears the material instead of just consume them, such as saw blade and grinding wheel. I have a solution that may be already invented before, see pic below, make a sushi belt, but add an inserter there. The inserter will clear the inside half belt in priority and only put saw blade in outer half belt, while the assembling machines will only put used saw blade in inner half belt, so used saw blade will not block output. When saw blades are used, out sourcing material will fill the outer half belt, also not blocking the output. Last spot is the rocket center. I only built 4 rocket launchers, and I'm not able to support the full speed run because my ammonia production is not enough. This will be my next step, but I think I will suspend this game for a while because I played too much recently... This year is difficult I'm not able to visit my parents, not to mention grandparents. I hope 2021 will be a better year for you and me. Thank you for reading. [link] [comments] | ||
How do you build your factory? Posted: 04 Jan 2021 01:37 AM PST Im restarting my game because i basically have been playing the game wrong.... Or i feel like i have been i suppose Before i used to put what i thought was enough and ended up with resource starved facilities or a need in power Never once did i think to actually take into account the AMOUNT needed, as in i saw "1/5 processing circuit" and thought i need to just jam more of these machines in somewhere Now im gonna think about how much is needed to get what im building so if a machine builds 2 items and i need 5 im gonna build 3 machines for every 1 built With that said, how do you all build your factories? Do you go off others Blueprints? Make things up as you go along? I wanna know because if anything it will help me be a bit more sensible then spending a few hours trying tonget 1 thing working I will say the 1 thing i wish i knew how to work with is the logistics networks like I really wish i knew how to mess around with that [link] [comments] |
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